GGST/A.B.A/Combos: Difference between revisions

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{{GGST/CharacterLinks}}
{{Combo Notation
| game=GGST
}}
==Overview==
A.B.A's two different modes, Normal Mode (referred to as '''NM''') and Jealous Rage (referred to as '''JR'''), have vastly different abilities to combo and even their goals in combos are different. While in NM, combos are mostly quite weak, and building Jealousy Gauge is as much a priority as dealing damage is. On the other hand, combos done in JR can be greatly optimized for damage, but setting up opportunities to refill Jealousy Gauge is still important.
Normal Mode combos on this page list how much Jealousy Gauge they build, which is just as important as damage dealt.
<big>'''Notes'''</big><br>
* Due to JR {{clr|H|632146H}}'s damage being heavily reliant on the amount of Jealousy Points you have when using it, all combo damages have been normalized to {{clr|D|60 Jealousy points (50%)}}. '''Your mileage may vary.'''
* Combos ending in {{clr|P|63214P}} > {{clr|H|214H}} will usually restore much more Jealousy Gauge than what it is usually mentioned ({{clr|D|30 Jealousy points (25%)}}). This is because {{clr|P|63214P}} restores half of the Jealousy Points consumed since entering JR, making it change based on how long you've been in JR.
==Beginner Combos==
{{BeginnerComboDef}}
<big>'''Normal Mode Combos'''</big><br>
<tabber>
Intro=
{{TheoryBox
| Title      = Beginner Normal Mode Combos
| Oneliner  = Click on the tabs above to navigate the combos.
| Difficulty =
| Anchor    =
| Video      =
| Recipe    =
| content    =
Most of A.B.A's basic combos in Normal Mode are quite simple. They usually consist of a simple gatling chain before ending with either {{clr|H|214H}} or {{clr|S|236S}}~{{clr|S|6S}}. These two special moves are mostly interchangeable in these combos, but {{clr|H|214H}} has noticeably short range.
Sometimes these combos have different forms depending on the range, but if you want to prioritize simplicity above all else, ending these combos with {{clr|S|236S}}~{{clr|S|6S}} instead of {{clr|H|214H}} is typically more reliable, though it ultimately depends on the individual combo.
}}
|-|
Punch Combo=
{{TheoryBox
| Title      = Basic {{clr|P|P}} {{keyword|abare}} Confirm
| Oneliner  = Get your win condition off of abare. <br> 58-61 Damage &#124; {{clr|D|30 Jealousy Points (25%)}}
| Difficulty = {{Clr|1|Very Easy}}
| Anchor    = BeginnerCombo1
| Video      =
| Recipe    = {{clr|P|2P}} ×1-3 > {{clr|H|214H}}/{{clr|S|236S}}~{{clr|S|6S}}
| content    =
A simple defensive combo utilizing A.B.A's faster than average {{clr|P|2P}}.
{{clr|P|2P}} can be repeated up to 3 times depending on range, but {{clr|H|214H}} will only ever reach after 2 at most without a Counter Hit. {{clr|S|236S}}~{{clr|S|6S}} is a much more consistent ender overall.
}}
|-|
Kick Combo=
{{TheoryBox
| Title      = Basic {{clr|K|K}} Confirm
| Oneliner  = Combo from very versatile short range pokes. <br> 56-85 Damage &#124; {{clr|D|30 Jealousy Points (25%)}}
| Difficulty = Very Easy
| Anchor    = BeginnerCombo2
| Video      =
| Recipe    = {{clr|K|5K}}/{{clr|K|2K}} > ({{clr|D|2D}}) > {{clr|H|214H}}/{{clr|S|236S}}~{{clr|S|6S}}
| content    =
This combo has many variations based on range, but the simplest form  {{code|{{clr|K|5K}}/{{clr|K|2K}} > {{clr|S|236S}}~{{clr|S|6S}}}} is extremely reliable at all ranges and sacrifices relatively little damage. If you aren't completely sure if {{clr|D|2D}} or {{clr|H|214H}} will reach, just do {{code|{{clr|K|5K}}/{{clr|K|2K}} > {{clr|S|236S}}~{{clr|S|6S}}}}
{{clr|D|2D}} adds more damage, but whiffs after max range {{clr|K|5K}}/{{clr|K|2K}}. Similarly, {{clr|H|214H}} also deals slightly more damage (and gives slightly better {{keyword|oki}}) but whiffs at long range, though it can be made more reliable by omitting {{clr|D|2D}}.
}}
|-|
Slash Combo=
{{TheoryBox
| Title      = Basic {{clr|S|c.S}}/{{clr|S|f.S}} Confirm
| Oneliner  = Fill up the Jealousy Gauge. <br> 127/96 Damage &#124; {{clr|D|54/48 Jealousy Points (45%/40%)}}
| Difficulty = Very Easy
| Anchor    = BeginnerCombo3
| Video      =
| Recipe    = ({{clr|S|c.S}} >) {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|H|214H}}
| content    =
A simple combo that works from both {{clr|S|c.S}} and {{clr|S|f.S}} and gains a somewhat large amount of Jealousy Gauge.
{{clr|H|2H}} can be replaced with {{clr|H|5H}} for a small increase in damage at the cost of making {{clr|H|214H}} less consistent at further ranges, in which case {{clr|S|236S}}~{{clr|S|6S}} can be used instead. However, the increase in damage is extremely small, so it's usually not worth the added inconsistency.
}}
|-|
Long Range Heavy Slash Combo=
{{TheoryBox
| Title      = Long Range {{clr|H|5H}} Confirm
| Oneliner  = Combo even from downtown, at the cost of Burst. <br> 115 Damage &#124; {{clr|D|66 Jealousy Points (55%)}}
| Difficulty = Very Easy
| Anchor    = BeginnerCombo4
| Video      =
| Recipe    = {{clr|H|5H}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|H|214H}}
| content    =
This combo requires 50% Burst Gauge, but getting a combo and entering Install from even max range {{clr|H|5H}} is very useful.
When hitting with {{clr|H|5H}} up close, {{clr|D|236D}} isn't needed. Instead, you can just combo {{clr|H|5H}} directly into {{clr|S|236S}}~{{clr|S|6S}}.
}}
</tabber>
----
<big>'''Jealous Rage Combos'''</big><br>
<tabber>
Intro=
{{TheoryBox
| Title      = Beginner Jealous Rage Combos
| Oneliner  = Click on the tabs above to navigate the combos.
| Difficulty =
| Anchor    =
| Video      =
| Recipe    =
| content    =
Jealous Rage combos have the potential to be very long and damaging, but somewhat difficult to execute. However, these beginner combos are as simple as possible. Nearly all of these are short and end in {{clr|S|236S}}~{{clr|S|6S}} to get a hard knockdown to allow you to keep the pressure on and mixup the opponent over and over.
}}
|-|
Kick Combo=
{{TheoryBox
| Title      = Basic {{clr|K|K}} Combo
| Oneliner  = 100% consistent at all ranges, thank you JR. <br> 108/84 Damage
| Difficulty = Very Easy
| Anchor    = BeginnerCombo5
| Video      =
| Recipe    = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|236S}}~{{clr|S|6S}}
| content    =
A combo that gives a hard knockdown after either a close range poke or a low mixup with {{clr|K|2K}}, letting you run up and do yet another mixup when the opponent gets up.
Due to the increased range of both {{clr|D|2D}} and {{clr|S|236S}} while in Jealous Rage, this combo becomes extremely consistent at all ranges.
}}
|-|
Low Mixup Combo=
{{TheoryBox
| Title      = Basic {{clr|H|2H}} Combo
| Oneliner  = Punish them for stand blocking.<br> 141/104 Damage
| Difficulty = Very Easy
| Anchor    = BeginnerCombo6
| Video      =
| Recipe    = ({{clr|S|c.S}}) > {{clr|H|2H}} > {{clr|S|236S}}~{{clr|S|6S}}
| content    =
{{clr|H|2H}} is one of A.B.A's main low mixup when pressuring the opponent up close. This combo is very simple and knocks the opponent down to let you do more mixups after.
This low mixup is often preceded by {{clr|S|c.S}}, and this combo works even if that {{clr|S|c.S}} hits. Because of this, this combo also works as a dedicated {{clr|S|c.S}} combo.
}}
|-|
High Mixup Combo=
{{TheoryBox
| Title      = Basic {{clr|K|236K}} Combo
| Oneliner  = Punish them for crouch blocking.<br> 134/94 Damage
| Difficulty = Very Easy
| Anchor    = BeginnerCombo7
| Video      =
| Recipe    = ({{clr|S|c.S}}) > {{clr|K|236K}}, {{clr|K|5K}} > {{clr|S|236S}}~{{clr|S|6S}}
| content    =
{{clr|K|236K}} is one of the main attractions of Jealous Rage, an extremely fast overhead that can be comboed from. This combo is a simple way to get a knockdown from it.
Similar to the {{clr|H|2H}} combo, this works whether it is preceeded by {{clr|S|c.S}} or not.
}}
|-|
Poke Combo=
{{TheoryBox
| Title      = Basic {{clr|S|f.S}}/{{clr|H|5H}} Combo
| Oneliner  = Use those upgraded pokes.<br> 125/110 Damage
| Difficulty = Very Easy
| Anchor    = BeginnerCombo8
| Video      =
| Recipe    = ({{clr|S|f.S}}) > {{clr|H|5H}} > {{clr|S|236S}}~{{clr|S|6S}}
| content    =
A.B.A's {{clr|S|f.S}} and {{clr|H|5H}} become upgraded during Jealous Rage, making them very strong long range pokes. The enhanced momentum from {{clr|S|236S}} makes comboing from these pokes very consistent, {{clr|S|236S}} will only miss when starting from the absolute max range of {{clr|S|f.S}}. Because of this, {{clr|H|5H}} is the superior poke at those very far ranges.
}}
</tabber>
==Core Combos==
{{CoreComboDef}}
<big>'''Normal Mode Combos'''</big><br>
<tabber>
Intro=
{{TheoryBox
| Title      = Intermediate Normal Mode Combos
| Oneliner  = Click the tabs above to navigate the combos.
| Difficulty =
| Anchor    =
| Video      =
| Recipe    =
| content    =
Most of A.B.A's combos in Normal Mode are very simple and do not extend beyond what is shown in the Beginner Combos section. However, some starters, mostly Counter Hit starters, allow for longer and more complicated combos to extract as much reward as possible from these circumstances.
}}
|-|
Counter Hit 5H=
{{TheoryBox
| Title      = Counter Hit {{clr|H|5H}} Confirm
| Oneliner  = React to the Counter Hit, or just {{keyword|OS}} it. <br> 120-138 Damage &#124; {{clr|D|60-66 Jealousy Points (50-55%)}}
| Difficulty = Easy - Medium
| Anchor    = CoreCombo1
| Video      =
| Recipe    = CH {{clr|H|5H}} > {{clr|K|214K}} , ({{clr|S|c.S}}) > {{clr|S|f.S}} > {{clr|H|5H}}/{{clr|H|2H}} > {{clr|H|214H}}/{{clr|S|236S}}~{{clr|S|6S}}
| content    =
The screen freeze and extra hitstun from Counter Hit {{clr|H|5H}} gives you enough time to use {{clr|K|214K}} and still be able to combo after even at max range, no burst needed.
The large Counter Hit effect makes it possible to use {{clr|K|214K}} on reaction, but this is made slightly more difficult if you've already buffered another move (though it's still possible with a little practice). If you don't want to have to rely on your reactions, though, it is possible to Option Select this combo by inputting {{clr|K|214K}} immediately after the move you wish to do if {{clr|H|5H}} doesn't Counter Hit, resulting in {{clr|K|214K}} on CH and the other move on non-CH. The inputs should look similar to this: {{code|{{clr|H|5H}} > {{clr|D|236D}}{{clr|K|214K}}}}
}}
|-|
Counter Hit 2H=
{{TheoryBox
| Title      = Counter Hit {{clr|H|2H}} Confirm
| Oneliner  = Very easy to react to thanks to the multihit. <br> 144 Damage &#124;  {{clr|D|78 Jealousy Points (65%)}}
| Difficulty = Easy
| Anchor    = CoreCombo2
| Video      =
| Recipe    = CH {{clr|H|2H}} > {{clr|K|214K}} , {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|214K}} , {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|214H}}
| content    =
Counter Hit {{clr|H|2H}} is even easier to react to than {{clr|H|5H}} due to its two hits, and you can get an even larger combo from it thanks to its large launch on CH.
The ending of this combo is very flexible. You can insert another {{clr|S|2S}} after the {{clr|S|c.S}}, but this will make it impossible to end with {{clr|H|214H}} which is otherwise incredibly consistent even from a very far starting distance. Adding the {{clr|S|2S}} and ending with {{clr|S|236S}}~{{clr|S|6S}} instead will deal slightly more damage and build slightly more gauge than otherwise, but give slightly worse oki than {{clr|H|214H}} midscreen. Overall, the differences are quite minor.
}}
|-|
Counter Hit 236K=
{{TheoryBox
| Title      = Counter Hit {{clr|K|236K}} Confirm
| Oneliner  = Pretty great reward from a low crush with massive range. <br> 140 Damage &#124; {{clr|D|60 Jealousy Points (50%)}}
| Difficulty = Medium
| Anchor    = CoreCombo3
| Video      =
| Recipe    = CH {{clr|K|236K}} , md {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214K}} , {{clr|K|2K}} > {{clr|H|6H}} > {{clr|S|236S}}~{{clr|S|6S}}
| content    =
While {{clr|K|236K}} doesn't give a combo normally, it's quite rewarding on Counter Hit. Mazimizing the reward you get from such a strong neutral tool is very important to make the most out of A.B.A's potential.
The microdash after {{clr|K|236K}} is necessary to make the combo work when hitting from longer distances. It isn't necessary up close, but doesn't hurt either.
This combo does not work when hitting an extended hurtbox, which happens relatively frequently to an advancing low crush like {{clr|K|236K}}. When this happens, a simple combo like {{code|CH {{clr|K|236K}} , {{clr|K|5K}} > {{clr|S|236S}}~{{clr|S|6S}}}} can still be done.
}}
</tabber>
----
<big>'''Jealous Rage Combos'''</big><br>
<tabber>
Flexible Launch Combo=
{{TheoryBox
| Title      = {{clr|H|623H}} Launch Combo
| Oneliner  = Versatile to the extreme. <br>142-236 Damage, depending on starter.
| Difficulty = Easy - Medium
| Anchor    = CoreCombo4
| Video      = GGST_A.B.A_Core_623H_Combo.webm
| Recipe    = Starter ending in {{clr|H|623H}} , 66 > {{clr|S|c.S}}/{{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|236K}} , {{clr|K|5K}} > {{clr|S|236S}}~{{clr|S|6S}}
| content    =
An extremely flexible combo that works anywhere on screen from any starter that quickly launches the opponent with {{clr|H|623H}}. Potential starters include but are not limited to:
{{code|{{clr|S|c.S}} > {{clr|H|623H}} > ...}}
{{code|({{clr|S|c.S}}) > {{clr|H|6H}}/{{clr|H|2H}} > {{clr|H|623H}} > ...}}
{{code|{{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|H|623H}} > ...}}
{{code|{{clr|K|236K}} , {{clr|K|5K}} > {{clr|H|623H}} > ...}}
While this combo is rarely the most optimal combo for a situation, it works in nearly all situations while sacrificing shockingly little damage and corner carry compared to a unique optimal. When in doubt, this combo is a great go-to option. The only downside is that this combo is prone to wallsticking with {{clr|K|236K}} in the corner, which limits your wallbreak options somewhat.
}}
|-|
Corner Launch Combo=
{{TheoryBox
| Title      = {{clr|H|623H}} Corner Combo
| Oneliner  = Simplified combo to guarantee a good wallstick. <br>179-273 Damage, depending on starter and wallbreak.
| Difficulty = Easy - Medium
| Anchor    = CoreCombo5
| Video      = GGST_A.B.A_Corner_623H_Combo.webm
| Recipe    = Starter ending in {{clr|H|623H}} , 66 > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|S|236S}} WS, {{clr|P|63214P}} , {{clr|H|214H}}/{{clr|H|632146H}}
| content    =
A version of the last combo modified for the corner. This combo will wallstick from up to roundstart distance, though heavily scaled starters like {{code|{{clr|K|2K}} > {{clr|D|2D}} > {{clr|H|623H}}}} need to be slightly closer than that.
While the last combo will also wallbreak from this distance and even slightly further, this combo deals more damage and allows you to always break the wall with {{code|{{clr|P|63214P}} , {{clr|H|214H}}}}, regardless of when the wallstick occurs. The original combo will very frequently wallstick after {{clr|K|236K}}, which does not allow that. This makes this version especially useful when the wall is slightly damaged and you aren't sure at what point the wallstick will occur.
}}
</tabber>
==Combo List==
==Combo List==
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C. Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).  
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).  
*The list is focused on most practical examples, not every single option that exists. For more optimal but less practical combos, please check the external resources page.   
*The list is focused on most practical examples, not every single option that exists. For more optimal but less practical combos, please check the external resources page.   
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|5|Hard}} and {{clr|4|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
 
<tabber>
Normal Mode =
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close"  style="width:100%; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--small); overflow: hidden; text-align: center"
! colspan="9" |'''{{clr|P|P}} and {{clr|K|K}} starters '''
|-
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|P|2P}}/{{clr|P|5P}} > {{clr|P|2P}}/{{clr|P|5P}} > ({{clr|P|2P}}/{{clr|P|5P}} >) {{clr|S|236S}}->{{clr|S|6S}}, {{clr|P|63214P}}
|position = Anywhere
|damage = 60 - 69
|worksOn = Everyone
|difficulty = {{clr|1|Very Easy}}
|video =
|notes = {{clr|P|P}} mash into knockdown/Jealous Rage. Whether a third {{clr|P|2/5P}} will connect depends on spacing. {{clr|P|5P}} > {{clr|P|5P}} is the most likely to whiff due to {{clr|P|5P}} being 1 frame slower on startup than {{clr|P|2P}}.
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|K|2K}}/{{clr|K|5K}} > {{clr|D|2D}} > {{clr|H|214H}}/({{clr|S|236S}}->{{clr|S|6S}}, {{clr|P|63214P}})
|position = Anywhere
|damage = {{clr|K|2K}} 69/67, {{clr|K|5K}} 85/83
|worksOn = Everyone
|difficulty = {{clr|2|Easy}}
|video =
|notes = {{clr|K|K}} poke confirm into Jealous Rage.  Note that {{clr|D|2D}} and Keygrab can whiff if the combo is started from max range.
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|}
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close"  style="width:100%; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--small); overflow: hidden; text-align: center"
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close"  style="width:100%; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--small); overflow: hidden; text-align: center"
! colspan="9" |'''Regular Starters'''  
! colspan="9" |'''{{clr|S|S}} starters '''  
|-
|-
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = CH {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214K}} > {{clr|S|c.S}} > {{clr|H|6H}} > dl {{clr|H|214H}}/{{clr|S|236S}} ~ {{clr|S|6S}}
|combo = ({{clr|S|f.S}} >) {{clr|H|5H}} > {{clr|D|236D}} > {{clr|P|63214P}}, {{clr|D|6D}}
|position = Anywhere
|damage = 120 (with {{clr|S|f.S}})/109 (without)
|worksOn = Everyone
|difficulty = {{clr|2|Easy}}
|video =
|notes = Spends 50% burst to get into JR with throw oki. Not particularly optimal use of JR gauge but useful if you have lots to burn
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214K}}, {{clr|S|c.S}} > {{clr|H|6H}} > dl.{{clr|H|214H}}/({{clr|S|236S}}->{{clr|S|6S}})
|position = Anywhere
|position = Anywhere
|damage = 168
|damage = 168
Line 16: Line 323:
|difficulty = {{clr|2|Easy}}  
|difficulty = {{clr|2|Easy}}  
|video =  
|video =  
|notes = {{clr|H|214H}} to enter Jealous Rage, {{clr|S|236S}} ~ {{clr|S|6S}} to remain normal stance
|notes = {{clr|H|214H}} to enter Jealous Rage, {{clr|S|236S}}->{{clr|S|6S}} to remain normal stance
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214K}}, {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > dl.{{clr|S|236S}}->{{clr|S|6S}} WS
|position = Corner
|damage = 168
|worksOn = Everyone
|difficulty = {{clr|2|Easy}}
|video = [https://youtu.be/mdnQstTaxsI video]
|notes = Used to stay in normal stance and WB with {{clr|H|214H}}/{{clr|H|632146H}} to enter JR. Gives more JR guage than the route below.
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214K}}, {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|H|214H}} WS
|position = Corner
|damage = 170
|worksOn = Everyone
|difficulty = {{clr|2|Easy}}
|video = [https://youtu.be/WvZ6p7dg7Tk video]
|notes = Used to enter JR before WS. WB with WA for HKD/{{clr|H|632146H}} to kill.
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|}
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close"  style="width:100%; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--small); overflow: hidden; text-align: center"
! colspan="9" |'''{{clr|H|H}} starters '''
|-
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|2H}} > {{clr|P|63214P}}, 66 > (JR) {{clr|K|5K}} > jc > {{clr|S|j.S}} > dl.{{clr|H|j.H}} ▷ 66 > {{clr|K|5K}} > jc > {{clr|S|j.S}} > {{clr|D|j.D}} ▷ {{clr|K|5K}} > {{clr|H|6H}} WS > {{clr|P|63214P}}, {{clr|H|214H}}
|position = Midscreen
|damage = 205
|worksOn = Everyone
|difficulty = {{clr|3|Medium}}
|video =
|notes = Works at 15 JR gauge or above (i.e. any time you can use {{clr|P|63214P}}).
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|5H}} > {{clr|K|214K}}, ({{clr|S|c.S}}) > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|H|214H}}
|position = Anywhere
|damage = 122 (138)
|worksOn = Everyone
|difficulty = {{clr|2|Easy}}
|video =
|notes = Will get {{clr|S|c.S}} if CH {{clr|H|5H}} is close enough.
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|5H}} > {{clr|K|214K}}, {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|S|236S}}~{{clr|S|6S}} WS {{clr|H|214H}}
|position = Midscreen
|damage = 182
|worksOn = Everyone
|difficulty = {{clr|2|Easy}}
|video = [https://youtu.be/kPHOY7jDy0Q video]
|notes = Gives 100 Jealousy Gauge.
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|5H}} > {{clr|D|236[D]}} > {{clr|H|6H}} > {{clr|K|214K}}, {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|S|236S}}~{{clr|S|6S}} WS {{clr|H|214H}}
|position = Midscreen
|damage = 197
|worksOn = Everyone
|difficulty = {{clr|2|Easy}}
|video = [https://youtu.be/U8EhrZRzt_E video]
|notes = Works at Round Start distance.
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > {{clr|K|214K}}, {{clr|S|c.S}}, 66 > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|H|214H}} WS
|position = Corner
|damage = 159
|worksOn = Everyone
|difficulty = {{clr|2|Easy}}
|video =
|notes =
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > {{clr|P|63214P}}, 66 > JR {{clr|S|c.S}} > jc > {{clr|S|j.S}} > dl. {{clr|H|j.H}} ▷ 66 > {{clr|K|5K}} > jc > {{clr|S|j.S}} > {{clr|D|j.D}} ▷ {{clr|K|5K}} > {{clr|H|6H}} WS > {{clr|P|63214P}}, {{clr|H|214H}}
|position = Midscreen
|damage = 228
|worksOn = Everyone
|difficulty = {{clr|3|Medium}}
|video =
|notes = Works at 15 JR gauge or above (i.e. any time you can use {{clr|P|63214P}}).
|recipePC =  
|recipePC =  
|recipePS =  
|recipePS =  
|checkedVersion = 1.35
|checkedVersion = 1.35
}}
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > {{clr|P|63214P}}, 66 > JR {{clr|H|6H}} > {{clr|H|623H}}, 66 > {{clr|S|c.S}} > jc > {{clr|S|j.S}} > {{clr|D|j.D}} ▷ {{clr|K|5K}} > {{clr|H|6H}} WS > {{clr|P|63214P}}, tk.{{clr|H|j.214H}}
|position = Midscreen
|damage = 259
|worksOn = Everyone
|difficulty = {{clr|4|Hard}}
|video =
|notes = Massive punish combo, works at 20 JR gauge or above.
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|}
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close"  style="width:100%; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--small); overflow: hidden; text-align: center"
! colspan="9" |'''{{clr|K|236K}} starters '''
|-
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|K|236K}}, {{clr|S|c.S}} > dc, {{clr|K|2K}}, {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|236S}}->{{clr|S|6S}}
|position = Anywhere except corner*
|damage = 129
|worksOn = Everyone? (Tested on SO, KY, MA, AX)
|difficulty = {{clr|4|Hard}}
|video =
|notes = Optimal damage with maximal gauge gain from the starter at the cost of having some difficult links. Some characters (e.g. Axl) have awkward juggle hitboxes which make landing the final ->{{clr|S|6S}} more difficult. You can make the combo slightly easier by replacing the moves after the {{clr|K|2K}} with {{clr|S|2S}} > {{clr|H|2H}} > ..., which ''will'' work even in the corner and makes landing the full combo nearly trivial at the cost of some damage.
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|}
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close"  style="width:100%; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--small); overflow: hidden; text-align: center"
! colspan="9" |'''{{clr|D|5[D]}} starters'''
|-
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
Line 47: Line 499:
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]8}} > {{clr|H|j.H}} > 9jc > {{clr|S|j.S}}, {{clr|S|j.S}}, {{clr|S|j.S}}, {{clr|S|j.S}}, {{clr|K|j.KK}}
|combo = {{clr|D|5[D]8}} > {{clr|H|j.H}} > 9jc > {{clr|S|j.S}}, {{clr|S|j.S}}, {{clr|S|j.S}} > {{clr|K|j.K}} > {{clr|S|j.SS}}
|position = Anywhere
|position = Anywhere
|damage = 182
|damage = 182
Line 54: Line 506:
|video =  
|video =  
|notes =
|notes =
|recipePC = 194261
|recipePC = 198603
|recipePS =  
|recipePS =  
|checkedVersion = 1.35
|checkedVersion = 1.35
Line 67: Line 519:
|video =  
|video =  
|notes =
|notes =
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|}
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close"  style="width:100%; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--small); overflow: hidden; text-align: center"
! colspan="9" |'''Aerial starters '''
|-
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|P|j.P}} > {{clr|P|j.P}} > {{clr|P|j.P}} > {{clr|H|j.214H}}
|position = Anywhere, Air-to-Air
|damage = 68
|worksOn = Ky
|difficulty = {{clr|1|Very Easy}}
|video =
|notes = Air to air confirm into Keygrab.
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|K|j.K}} > jc > {{clr|S|j.S}} > dl.{{clr|H|j.214H}}
|position = Anywhere, Air-to-Air
|damage = 74
|worksOn = Ky
|difficulty = {{clr|2|Easy}}
|video =
|notes = Air to air confirm into Keygrab.
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|K|j.K}} > 66 > {{clr|S|j.S}} ▷ {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|236S}}->{{clr|S|6S}}, {{clr|P|63214P}}
|position = Anywhere, Air-to-Air
|damage = 105
|worksOn = Ky
|difficulty = {{clr|3|Medium}}
|video =
|notes = Harder air to air confirm off of {{clr|K|j.K}}. {{clr|S|j.S}} can be replaced with another {{clr|K|j.K}} if the first hit is low, and on landing you can do an easier/farther link by replacing {{clr|S|c.S}} with {{clr|K|5K}}.  {{clr|S|c.S}} > {{clr|H|214H}} is possible but inconsistent.
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|j.D}} ▷ {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}
|position = Anywhere
|damage = 116
|worksOn = Everyone
|difficulty = {{clr|2|Easy}}
|video =
|notes = Enters JR from the throw oki {{clr|D|j.D}} 50/50
|recipePC =  
|recipePC =  
|recipePS =  
|recipePS =  
Line 73: Line 582:
|-  
|-  
|}
|}
|-|
Jealous Rage=
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close"  style="width:100%; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--small); overflow: hidden; text-align: center"
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close"  style="width:100%; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--small); overflow: hidden; text-align: center"
! colspan="9" |'''Jealous Rage Starters'''  
! colspan="9" |'''{{clr|P|P}} and {{clr|K|K}} starters '''
|-
|-
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = (JR) {{clr|S|c.S}} > jc > {{clr|S|j.S}} > dl {{clr|H|j.H}} > land > 66 > {{clr|S|c.S}} > jc > {{clr|S|j.S}} > dl {{clr|H|j.H}} > dl > {{clr|H|214H}}
|combo = {{clr|P|2P}}/{{clr|P|5P}} > {{clr|P|2P}}/{{clr|P|5P}} > ({{clr|P|2P}}/{{clr|P|5P}} >) {{clr|S|236S}}->{{clr|S|6S}}, {{clr|P|63214P}}
|position = Anywhere
|damage = 70-75
|worksOn = Ky
|difficulty = {{clr|1|Very Easy}}
|video =
|notes = {{clr|P|P}} mash into knockdown/unstance. Whether a third {{clr|P|2/5P}} will connect depends on spacing. {{clr|P|5P}} > {{clr|P|5P}} is the most likely to whiff due to {{clr|P|5P}} being 1 frame slower on startup than {{clr|P|2P}}.
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|K|2K}} > {{clr|D|2D}} > {{clr|H|623H}}, 66 > {{clr|K|5K}}/{{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}
|position = Anywhere
|damage = 137/141
|worksOn = Ky
|difficulty = {{clr|2|Easy}}/{{clr|3|Medium}}
|video =
|notes = Low kick confirm into Keygrab combo.  At further ranges you can't get close enough for {{clr|S|c.S}} to activate before they hit the floor, but {{clr|K|5K}} will still work but is a little tighter on the dash.
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|K|2K}} > {{clr|D|2D}} > {{clr|H|623H}}, 66 > {{clr|K|2K}}/{{clr|S|2S}} > {{clr|H|623H}}, 66 > {{clr|K|2K}} > {{clr|H|214H}}
|position = Anywhere
|damage = 145/151
|worksOn = Ky
|difficulty = {{clr|4|Hard}}
|video =
|notes = Tougher low kick confirm into Keygrab combo.
You need to dash very close after the first Danzai in order to stay close enough for the ender.
At farther starting ranges you can't get close enough for {{clr|S|2S}} or {{clr|K|5K}} to properly connect with enough height left, but {{clr|K|2K}} will work.
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|K|5K}} > {{clr|D|2D}} > {{clr|H|623H}}, 66 > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}
|position = Anywhere
|damage = 181
|worksOn = Ky
|difficulty = {{clr|2|Easy}}/{{clr|3|Medium}}
|video =
|notes = Kick confirm into Keygrab combo.  Unlike the {{clr|K|2K}} starter, you can always hit the {{clr|S|c.S}}, but it is a bit tight at farther ranges.
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|K|5K}} > {{clr|D|2D}} > {{clr|H|623H}}, 66 > {{clr|S|2S}}/{{clr|H|6H}} > {{clr|H|623H}}, 66 > {{clr|K|2K}} > {{clr|H|214H}}
|position = Anywhere
|damage = 192/201
|worksOn = Ky
|difficulty = {{clr|4|Hard}}
|video =
|notes = Tougher kick confirm into Keygrab combo.  Allows for better links off of the first Danzai than the {{clr|K|2K}} starter does.
You need to dash very close after the first Danzai in order to stay close enough for the ender.
At farther starting ranges you can't get close enough for {{clr|H|6H}} to properly connect, but {{clr|S|2S}} will work.
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|}
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close"  style="width:100%; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--small); overflow: hidden; text-align: center"
! colspan="9" |'''{{clr|S|S}} starters '''
|-
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > jc > {{clr|S|j.S}} > dl.{{clr|H|j.H}} 66 > {{clr|S|c.S}} > jc > {{clr|S|j.S}} > dl.{{clr|H|j.H}} > dl.{{clr|H|j.214H}}
|position = Anywhere
|position = Anywhere
|damage = 187
|damage = 187
Line 92: Line 677:
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = (JR) {{clr|S|c.S}} > jc > {{clr|S|j.S}} > dl {{clr|H|j.H}} > land > 66 > {{clr|S|c.S}} > jc > {{clr|S|j.S}} > dl {{clr|D|j.D}} > land > {{clr|S|c.S}} > {{clr|H|5H}} > WS > ({{clr|H|214H}} or {{clr|H|632146H}})
|combo = {{clr|S|c.S}} > jc > {{clr|S|j.S}} > dl.{{clr|H|j.H}} 66 > {{clr|S|c.S}} > jc > {{clr|S|j.S}} > dl.{{clr|D|j.D}} {{clr|S|c.S}} > {{clr|H|5H}} WS > ({{clr|H|214H}}/{{clr|H|632146H}})
|position = Starting Position or closer to corner
|position = Starting Position or closer to corner
|damage = 233/269
|damage = 233/269
Line 105: Line 690:
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = (JR) {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}} , 66{{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}} , (WS > {{clr|H|214H}} or {{clr|H|632146H}})
|combo = {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}}, 66 > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}} (WS{{clr|H|214H}}/{{clr|H|632146H}})
|position = Anywhere (Midscreen to Corner)
|position = Anywhere (Midscreen to Corner)
|damage = 241 (279/321)
|damage = 241 (279/321)
Line 116: Line 701:
|checkedVersion = 1.35
|checkedVersion = 1.35
}}
}}
|-
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = (JR) {{clr|K|236K}} > 66 > {{clr|K|5K}} > {{clr|H|623H}} > 66 > {{clr|K|5K}} > {{clr|H|6H}} > WS {{clr|H|214H}} > WB {{clr|H|632146H}}
|combo = {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|H|623H}}, 66 > {{clr|S|c.S}} > 9jc > {{clr|S|j.S}} > {{clr|D|j.D}} ▷ 66 > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} WS > {{clr|P|63214P}}, {{clr|H|214H}}
|position = Midscreen
|position = Midscreen
|damage = 197
|damage = 251
|worksOn = Everyone
|worksOn = Everyone
|difficulty = {{clr|3|Medium}}
|difficulty = {{clr|3|Medium}}
|video =  
|video =  
|notes = Needs 14% Meter and 25% Jealousy. Combo Builds 36% meter and 50% Jealousy.
|notes = Incredibly useful combo as it allows you to regain a lot of Jealousy Meter while still putting you in JR after the wallbreak. Depending on wall health the splat will occur earlier than {{clr|H|5H}}, so make sure to override your gattling with {{clr|P|63214P}} if you see the splat. At roundstart the combo will splat at {{clr|S|f.S}}, further away from the wall the {{clr|H|5H}} is needed.
|recipePC = 193823
|recipePS =
|checkedVersion = 1.35
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}}, 66 > {{clr|S|c.S}} > 9jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} ▷ 66 > {{clr|K|5K}} WS > {{clr|P|63214P}}, {{clr|H|214H}}
|position = Midscreen
|damage = 270
|worksOn = Everyone
|difficulty = {{clr|2|Easy}}
|video = [https://youtu.be/50urSegLoN8 video]
|notes = If done closer than Round Start position, would WS after {{clr|D|j.D}} and deal 266 damage. If done slightly further than Round Start position, could replace {{clr|K|5K}} with {{clr|S|f.S}} > {{clr|H|5H}} and do a microdash before {{clr|H|214H}} to deal 274 damage.
|recipePC =
|recipePS =
|checkedVersion = 1.35
}}
|}
 
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close"  style="width:100%; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--small); overflow: hidden; text-align: center"
! colspan="9" |'''{{clr|H|H}} starters '''
|-
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > {{clr|K|214K}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}}, 66 > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}}
|position = Anywhere
|damage = 248
|worksOn = Everyone
|difficulty = {{clr|2|Easy}}
|video =
|notes = Grants 66 OTG c.S after 623H. WS at the 6H if done from Midscreen distance or closer.
|recipePC =  
|recipePC =  
|recipePS =  
|recipePS =  
|checkedVersion = 1.35
|checkedVersion = 1.35
}}
}}
|-  
|}
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close"  style="width:100%; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--small); overflow: hidden; text-align: center"
! colspan="9" |'''{{clr|K|236K}} starters '''
|-
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = (JR) {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|H|623H}} > 66 > {{clr|S|c.S}} > 9jc > {{clr|S|j.S}} > {{clr|D|j.D}} > 66 > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > WS > {{clr|P|63214P}} > {{clr|H|214H}}
|combo = {{clr|K|236K}}, 66 > {{clr|K|5K}} > {{clr|H|623H}}, 66 > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}} WS, {{clr|H|632146H}}
|position = Midscreen
|position = Midscreen
|damage = 251
|damage = 197
|worksOn = Everyone
|worksOn = Everyone
|difficulty = {{clr|3|Medium}}
|difficulty = {{clr|3|Medium}}
|video =  
|video =  
|notes = Incredibly useful combo as it allows you to regain a lot of Jealousy Meter while still putting you in JR after the wallbreak. Depending on wall health the splat will occur earlier than {{clr|H|5H}}, so make sure to override your gattling with {{clr|P|63214P}} if you see the splat. At roundstart the combo will splat at {{clr|S|f.S}}, further away from the wall the {{clr|H|5H}} is needed.
|notes = Works at max range {{clr|K|236K}} at roundstart distance. Needs 14% Meter and 25% Jealousy. Combo Builds 36% meter (Used by super) and 50% Jealousy.
|recipePC = 193823
|recipePC =  
|recipePS =  
|recipePS =  
|checkedVersion = 1.35
|checkedVersion = 1.35
Line 144: Line 766:
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = (JR) {{clr|K|236K}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|623H}} > 66 > {{clr|S|f.S}} , (WS > {{clr|H|214H}} or {{clr|H|632146H}})
|combo = {{clr|K|236K}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|623H}}, 66 > {{clr|S|f.S}} (WS > {{clr|H|214H}}/{{clr|H|632146H}})
|position = Corner
|position = Corner
|damage = 187/231
|damage = 187/231
Line 157: Line 779:
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = (JR) {{clr|K|236K}} > {{clr|S|c.S}} > dc > {{clr|H|623H}} > 66 > {{clr|S|c.S}} > {{clr|H|623H}} > WS > {{clr|H|6H}}
|combo = {{clr|K|236K}}, {{clr|S|c.S}} > dc ~ {{clr|H|623H}}, 66 > {{clr|S|c.S}} > {{clr|H|623H}} WS, {{clr|H|6H}}
|position = Midscreen
|position = Midscreen
|damage = 203
|damage = 203
Line 168: Line 790:
|checkedVersion = 1.35
|checkedVersion = 1.35
}}
}}
|}
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close"  style="width:100%; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--small); overflow: hidden; text-align: center"
! colspan="9" |'''{{clr|D|5[D]/2D}} starters '''
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = (JR) {{clr|D|2D}} > {{clr|H|623H}} > 66 > {{clr|S|c.S}} > 9jc > {{clr|S|j.S}} > {{clr|D|j.D}} > 66 > {{clr|S|c.S}} > {{clr|H|6H}} > WS > {{clr|P|63214P}} > {{clr|H|214H}}
|combo = (JR) {{clr|D|2D}} > {{clr|H|623H}}, 66 > {{clr|S|c.S}} > 9jc > {{clr|S|j.S}} > {{clr|D|j.D}} 66 > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|P|63214P}}, {{clr|H|214H}}
|position = Midscreen
|position = Midscreen
|damage = 233
|damage = 233
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|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = (JR) {{clr|D|5[D]8}} > {{clr|H|j.H}} > 9jc > {{clr|D|j.D}} > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|S|j.SS}}
|combo = {{clr|D|5[D]8}} > {{clr|H|j.H}} > 9jc > {{clr|D|j.D}} > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|S|j.SS}}
|position = Anywhere
|position = Anywhere
|damage = 219
|damage = 219
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|notes =
|notes =
|recipePC =  
|recipePC =  
|recipePS =
|checkedVersion = 1.35
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]8}} > {{clr|H|j.H}} > 9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|j.H}} > 8jc > {{clr|D|j.DD}}
|position = Anywhere
|damage = 223
|worksOn = Everyone
|difficulty = {{clr|3|Medium}}
|video =
|notes =
|recipePC = 194281
|recipePS =  
|recipePS =  
|checkedVersion = 1.35
|checkedVersion = 1.35
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</tabber>
==Combo Theory==
===Rekka vs Keygrab===
In NM combos, {{clr|S|236S}}~{{clr|S|6S}} and {{clr|H|214H}} serve very similar purposes. Both are combo enders that build gauge and allow A.B.A to enter JR. These two combo enders are often interchangeable, but each have upsides and downsides.
The main differences are that {{clr|S|236S}}~{{clr|S|6S}} has greater range than {{clr|H|214H}}, making it a more flexible ender that works with nearly every combo, while {{clr|H|214H}} is more niche but gives slightly better oki. However, both allow you to enter JR, either by putting you directly into it or giving you enough time to use {{clr|P|63214P}}, and both let you pressure the opponent with mixups, so the slight difference in oki isn't too important.
Due to the greater flexibility of {{clr|S|236S}}~{{clr|S|6S}} with little downside, {{clr|S|236S}}~{{clr|S|6S}} is used much more often as an ender, but {{clr|H|214H}} is slightly better to use when possible.
===Breaking the Wall===
Breaking the wall is the greatest opportunity for {{clr|H|214H}} to refill gauge during JR combos. This is ideally done by exiting JR with {{clr|P|63214P}} and then reentering JR by breaking the wall with either {{clr|H|214H}} or {{clr|H|632146HH}}. In order to break the wall like this, the combo must wallstick the opponent in a way that recovers very quickly.
The main ways to get this ideal wallbreak are by wallsticking the opponent with grounded normals, falling air normals that will land quickly after, or certain low recovery specials ({{clr|S|236S}} and {{clr|K|236K}}*). Routing combos to wallstick with these moves is a very important part of optimizing JR combos, as it's almost always best to break the wall in this way to refill Jealousy Gauge unless either JR {{clr|H|632146H}} will kill or you have a large amount of Jealousy Gauge remaining but no tension, in which case {{clr|D|236D}} is a strong wall break to guarantee a Hard Knockdown.
<small>*{{clr|K|236K}} recovers in time to use {{clr|P|63214P}} and break with {{clr|H|632146H}}, but is too slow to be able to break with {{clr|H|214H}} unless it hits the opponent late into it's active frames or the opponent does not wallstick until slightly after being hit.</small>

Latest revision as of 19:42, 23 April 2024



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Overview

A.B.A's two different modes, Normal Mode (referred to as NM) and Jealous Rage (referred to as JR), have vastly different abilities to combo and even their goals in combos are different. While in NM, combos are mostly quite weak, and building Jealousy Gauge is as much a priority as dealing damage is. On the other hand, combos done in JR can be greatly optimized for damage, but setting up opportunities to refill Jealousy Gauge is still important.

Normal Mode combos on this page list how much Jealousy Gauge they build, which is just as important as damage dealt.

Notes

  • Due to JR 632146H's damage being heavily reliant on the amount of Jealousy Points you have when using it, all combo damages have been normalized to 60 Jealousy points (50%). Your mileage may vary.
  • Combos ending in 63214P > 214H will usually restore much more Jealousy Gauge than what it is usually mentioned (30 Jealousy points (25%)). This is because 63214P restores half of the Jealousy Points consumed since entering JR, making it change based on how long you've been in JR.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Normal Mode Combos

Beginner Normal Mode CombosClick on the tabs above to navigate the combos.


Most of A.B.A's basic combos in Normal Mode are quite simple. They usually consist of a simple gatling chain before ending with either 214H or 236S~6S. These two special moves are mostly interchangeable in these combos, but 214H has noticeably short range.

Sometimes these combos have different forms depending on the range, but if you want to prioritize simplicity above all else, ending these combos with 236S~6S instead of 214H is typically more reliable, though it ultimately depends on the individual combo.

Basic P abare An attack during the opponent's pressure, intended to interrupt it. ConfirmGet your win condition off of abare.
58-61 Damage | 30 Jealousy Points (25%)
Very Easy


2P ×1-3 > 214H/236S~6S
A simple defensive combo utilizing A.B.A's faster than average 2P.

2P can be repeated up to 3 times depending on range, but 214H will only ever reach after 2 at most without a Counter Hit. 236S~6S is a much more consistent ender overall.

Basic K ConfirmCombo from very versatile short range pokes.
56-85 Damage | 30 Jealousy Points (25%)
Very Easy


5K/2K > (2D) > 214H/236S~6S
This combo has many variations based on range, but the simplest form 5K/2K > 236S~6S is extremely reliable at all ranges and sacrifices relatively little damage. If you aren't completely sure if 2D or 214H will reach, just do 5K/2K > 236S~6S

2D adds more damage, but whiffs after max range 5K/2K. Similarly, 214H also deals slightly more damage (and gives slightly better oki Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.) but whiffs at long range, though it can be made more reliable by omitting 2D.

Basic c.S/f.S ConfirmFill up the Jealousy Gauge.
127/96 Damage | 54/48 Jealousy Points (45%/40%)
Very Easy


(c.S >) f.S > 2H > 214H
A simple combo that works from both c.S and f.S and gains a somewhat large amount of Jealousy Gauge.

2H can be replaced with 5H for a small increase in damage at the cost of making 214H less consistent at further ranges, in which case 236S~6S can be used instead. However, the increase in damage is extremely small, so it's usually not worth the added inconsistency.

Long Range 5H ConfirmCombo even from downtown, at the cost of Burst.
115 Damage | 66 Jealousy Points (55%)
Very Easy


5H > 236D > c.S > f.S > 2H > 214H
This combo requires 50% Burst Gauge, but getting a combo and entering Install from even max range 5H is very useful.

When hitting with 5H up close, 236D isn't needed. Instead, you can just combo 5H directly into 236S~6S.


Jealous Rage Combos

Beginner Jealous Rage CombosClick on the tabs above to navigate the combos.


Jealous Rage combos have the potential to be very long and damaging, but somewhat difficult to execute. However, these beginner combos are as simple as possible. Nearly all of these are short and end in 236S~6S to get a hard knockdown to allow you to keep the pressure on and mixup the opponent over and over.

Basic K Combo100% consistent at all ranges, thank you JR.
108/84 Damage
Very Easy


5K/2K > 2D > 236S~6S
A combo that gives a hard knockdown after either a close range poke or a low mixup with 2K, letting you run up and do yet another mixup when the opponent gets up.

Due to the increased range of both 2D and 236S while in Jealous Rage, this combo becomes extremely consistent at all ranges.

Basic 2H ComboPunish them for stand blocking.
141/104 Damage
Very Easy


(c.S) > 2H > 236S~6S
2H is one of A.B.A's main low mixup when pressuring the opponent up close. This combo is very simple and knocks the opponent down to let you do more mixups after.

This low mixup is often preceded by c.S, and this combo works even if that c.S hits. Because of this, this combo also works as a dedicated c.S combo.

Basic 236K ComboPunish them for crouch blocking.
134/94 Damage
Very Easy


(c.S) > 236K, 5K > 236S~6S
236K is one of the main attractions of Jealous Rage, an extremely fast overhead that can be comboed from. This combo is a simple way to get a knockdown from it.

Similar to the 2H combo, this works whether it is preceeded by c.S or not.

Basic f.S/5H ComboUse those upgraded pokes.
125/110 Damage
Very Easy


(f.S) > 5H > 236S~6S
A.B.A's f.S and 5H become upgraded during Jealous Rage, making them very strong long range pokes. The enhanced momentum from 236S makes comboing from these pokes very consistent, 236S will only miss when starting from the absolute max range of f.S. Because of this, 5H is the superior poke at those very far ranges.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Normal Mode Combos

Intermediate Normal Mode CombosClick the tabs above to navigate the combos.


Most of A.B.A's combos in Normal Mode are very simple and do not extend beyond what is shown in the Beginner Combos section. However, some starters, mostly Counter Hit starters, allow for longer and more complicated combos to extract as much reward as possible from these circumstances.

Counter Hit 5H ConfirmReact to the Counter Hit, or just OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. it.
120-138 Damage | 60-66 Jealousy Points (50-55%)
Easy - Medium


CH 5H > 214K , (c.S) > f.S > 5H/2H > 214H/236S~6S
The screen freeze and extra hitstun from Counter Hit 5H gives you enough time to use 214K and still be able to combo after even at max range, no burst needed.

The large Counter Hit effect makes it possible to use 214K on reaction, but this is made slightly more difficult if you've already buffered another move (though it's still possible with a little practice). If you don't want to have to rely on your reactions, though, it is possible to Option Select this combo by inputting 214K immediately after the move you wish to do if 5H doesn't Counter Hit, resulting in 214K on CH and the other move on non-CH. The inputs should look similar to this: 5H > 236D214K

Counter Hit 2H ConfirmVery easy to react to thanks to the multihit.
144 Damage | 78 Jealousy Points (65%)
Easy


CH 2H > 214K , 2S > 2H > 214K , c.S > 5H > 214H
Counter Hit 2H is even easier to react to than 5H due to its two hits, and you can get an even larger combo from it thanks to its large launch on CH.

The ending of this combo is very flexible. You can insert another 2S after the c.S, but this will make it impossible to end with 214H which is otherwise incredibly consistent even from a very far starting distance. Adding the 2S and ending with 236S~6S instead will deal slightly more damage and build slightly more gauge than otherwise, but give slightly worse oki than 214H midscreen. Overall, the differences are quite minor.

Counter Hit 236K ConfirmPretty great reward from a low crush with massive range.
140 Damage | 60 Jealousy Points (50%)
Medium


CH 236K , md c.S > 6H > 214K , 2K > 6H > 236S~6S
While 236K doesn't give a combo normally, it's quite rewarding on Counter Hit. Mazimizing the reward you get from such a strong neutral tool is very important to make the most out of A.B.A's potential.

The microdash after 236K is necessary to make the combo work when hitting from longer distances. It isn't necessary up close, but doesn't hurt either.

This combo does not work when hitting an extended hurtbox, which happens relatively frequently to an advancing low crush like 236K. When this happens, a simple combo like CH 236K , 5K > 236S~6S can still be done.


Jealous Rage Combos

623H Launch ComboVersatile to the extreme.
142-236 Damage, depending on starter.
Easy - Medium

Starter ending in 623H , 66 > c.S/2K > 6H > 236K , 5K > 236S~6S
An extremely flexible combo that works anywhere on screen from any starter that quickly launches the opponent with 623H. Potential starters include but are not limited to:

c.S > 623H > ...

(c.S) > 6H/2H > 623H > ...

5K/2K > 2D > 623H > ...

236K , 5K > 623H > ...

While this combo is rarely the most optimal combo for a situation, it works in nearly all situations while sacrificing shockingly little damage and corner carry compared to a unique optimal. When in doubt, this combo is a great go-to option. The only downside is that this combo is prone to wallsticking with 236K in the corner, which limits your wallbreak options somewhat.

623H Corner ComboSimplified combo to guarantee a good wallstick.
179-273 Damage, depending on starter and wallbreak.
Easy - Medium

Starter ending in 623H , 66 > c.S > 2S > 2H > 236S WS, 63214P , 214H/632146H
A version of the last combo modified for the corner. This combo will wallstick from up to roundstart distance, though heavily scaled starters like 2K > 2D > 623H need to be slightly closer than that.

While the last combo will also wallbreak from this distance and even slightly further, this combo deals more damage and allows you to always break the wall with 63214P , 214H, regardless of when the wallstick occurs. The original combo will very frequently wallstick after 236K, which does not allow that. This makes this version especially useful when the wall is slightly damaged and you aren't sure at what point the wallstick will occur.

Combo List

  • All damage values are tested on  Ky at full health with the R.I.S.C. Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
  • The list is focused on most practical examples, not every single option that exists. For more optimal but less practical combos, please check the external resources page.
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
P and K starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2P/5P > 2P/5P > (2P/5P >) 236S->6S, 63214P Anywhere 60 - 69 Everyone [1] Very Easy P mash into knockdown/Jealous Rage. Whether a third 2/5P will connect depends on spacing. 5P > 5P is the most likely to whiff due to 5P being 1 frame slower on startup than 2P. 1.35
2K/5K > 2D > 214H/(236S->6S, 63214P) Anywhere 2K 69/67, 5K 85/83 Everyone [2] Easy K poke confirm into Jealous Rage. Note that 2D and Keygrab can whiff if the combo is started from max range. 1.35
S starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(f.S >) 5H > 236D > 63214P, 6D Anywhere 120 (with f.S)/109 (without) Everyone [2] Easy Spends 50% burst to get into JR with throw oki. Not particularly optimal use of JR gauge but useful if you have lots to burn 1.35
CH c.S > 6H > 214K, c.S > 6H > dl.214H/(236S->6S) Anywhere 168 Everyone [2] Easy 214H to enter Jealous Rage, 236S->6S to remain normal stance 1.35
CH c.S > 6H > 214K, c.S > 2S > 2H > dl.236S->6S WS Corner 168 Everyone [2] Easy Used to stay in normal stance and WB with 214H/632146H to enter JR. Gives more JR guage than the route below. video 1.35
CH c.S > 6H > 214K, c.S > 2S > 5H > 214H WS Corner 170 Everyone [2] Easy Used to enter JR before WS. WB with WA for HKD/632146H to kill. video 1.35
H starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 2H > 63214P, 66 > (JR) 5K > jc > j.S > dl.j.H ▷ 66 > 5K > jc > j.S > j.D5K > 6H WS > 63214P, 214H Midscreen 205 Everyone [3] Medium Works at 15 JR gauge or above (i.e. any time you can use 63214P). 1.35
CH 5H > 214K, (c.S) > f.S > 5H > 214H Anywhere 122 (138) Everyone [2] Easy Will get c.S if CH 5H is close enough. 1.35
CH 5H > 214K, c.S > 2S > 5H > 236D > c.S > 2S > 2H > 236S~6S WS 214H Midscreen 182 Everyone [2] Easy Gives 100 Jealousy Gauge. video 1.35
CH 5H > 236[D] > 6H > 214K, c.S > f.S > 5H > 236S~6S WS 214H Midscreen 197 Everyone [2] Easy Works at Round Start distance. video 1.35
CH 6H > 214K, c.S, 66 > c.S > f.S > 5H > 214H WS Corner 159 Everyone [2] Easy 1.35
CH 6H > 63214P, 66 > JR c.S > jc > j.S > dl. j.H ▷ 66 > 5K > jc > j.S > j.D5K > 6H WS > 63214P, 214H Midscreen 228 Everyone [3] Medium Works at 15 JR gauge or above (i.e. any time you can use 63214P). 1.35
CH 6H > 63214P, 66 > JR 6H > 623H, 66 > c.S > jc > j.S > j.D5K > 6H WS > 63214P, tk.j.214H Midscreen 259 Everyone [4] Hard Massive punish combo, works at 20 JR gauge or above. 1.35
236K starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 236K, c.S > dc, 2K, c.S > 5H > 236S->6S Anywhere except corner* 129 Everyone? (Tested on SO, KY, MA, AX) [4] Hard Optimal damage with maximal gauge gain from the starter at the cost of having some difficult links. Some characters (e.g. Axl) have awkward juggle hitboxes which make landing the final ->6S more difficult. You can make the combo slightly easier by replacing the moves after the 2K with 2S > 2H > ..., which will work even in the corner and makes landing the full combo nearly trivial at the cost of some damage. 1.35
5[D] starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]8 > j.H > 9jc > j.S > j.K > j.S > j.HH Anywhere 176 KY [2] Easy 1.35
5[D]8 > j.H > 9jc > j.S > j.P > j.S, j.S, j.SS Anywhere 178 KY [3] Medium 1.35
5[D]8 > j.H > 9jc > j.S, j.S, j.S > j.K > j.SS Anywhere 182 KY [4] Hard 198603
(PC)
1.35
5[D]8 > j.H > 9jc > j.S > j.K > j.S > j.H > 9jc > j.PP Cornered 180 KY [2] Easy 1.35
Aerial starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.P > j.P > j.P > j.214H Anywhere, Air-to-Air 68 Ky [1] Very Easy Air to air confirm into Keygrab. 1.35
j.K > jc > j.S > dl.j.214H Anywhere, Air-to-Air 74 Ky [2] Easy Air to air confirm into Keygrab. 1.35
j.K > 66 > j.Sc.S > 5H > 236S->6S, 63214P Anywhere, Air-to-Air 105 Ky [3] Medium Harder air to air confirm off of j.K. j.S can be replaced with another j.K if the first hit is low, and on landing you can do an easier/farther link by replacing c.S with 5K. c.S > 214H is possible but inconsistent. 1.35
j.Dc.S > 2H > 214H Anywhere 116 Everyone [2] Easy Enters JR from the throw oki j.D 50/50 1.35
P and K starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2P/5P > 2P/5P > (2P/5P >) 236S->6S, 63214P Anywhere 70-75 Ky [1] Very Easy P mash into knockdown/unstance. Whether a third 2/5P will connect depends on spacing. 5P > 5P is the most likely to whiff due to 5P being 1 frame slower on startup than 2P. 1.35
2K > 2D > 623H, 66 > 5K/c.S > 6H > 214H Anywhere 137/141 Ky [2] Easy/[3] Medium Low kick confirm into Keygrab combo. At further ranges you can't get close enough for c.S to activate before they hit the floor, but 5K will still work but is a little tighter on the dash. 1.35
2K > 2D > 623H, 66 > 2K/2S > 623H, 66 > 2K > 214H Anywhere 145/151 Ky [4] Hard Tougher low kick confirm into Keygrab combo.

You need to dash very close after the first Danzai in order to stay close enough for the ender. At farther starting ranges you can't get close enough for 2S or 5K to properly connect with enough height left, but 2K will work.

1.35
5K > 2D > 623H, 66 > c.S > 6H > 214H Anywhere 181 Ky [2] Easy/[3] Medium Kick confirm into Keygrab combo. Unlike the 2K starter, you can always hit the c.S, but it is a bit tight at farther ranges. 1.35
5K > 2D > 623H, 66 > 2S/6H > 623H, 66 > 2K > 214H Anywhere 192/201 Ky [4] Hard Tougher kick confirm into Keygrab combo. Allows for better links off of the first Danzai than the 2K starter does.

You need to dash very close after the first Danzai in order to stay close enough for the ender. At farther starting ranges you can't get close enough for 6H to properly connect, but 2S will work.

1.35
S starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > jc > j.S > dl.j.H ▷ 66 > c.S > jc > j.S > dl.j.H > dl.j.214H Anywhere 187 Everyone [2] Easy Great corner carry video 193806
(PC)
1.35
c.S > jc > j.S > dl.j.H ▷ 66 > c.S > jc > j.S > dl.j.Dc.S > 5H WS > (214H/632146H) Starting Position or closer to corner 233/269 Everyone [3] Medium Use 214H to regain jealous meter or super for max damage and positive bonus video 193813
(PC)
1.35
c.S > 6H > 623H, 66 > c.S > 6H > 623H (WS, 214H/632146H) Anywhere (Midscreen to Corner) 241 (279/321) Everyone [2] Easy HKDs allowing the ability to get okizeme. This combo works anywhere on stage however at (Midrange to Corner) it will wall break. Use 214H to regain jealous meter or super for max damage and hard knockdown. 194159
(PC)
1.35
c.S > 2D > 623H, 66 > c.S > 9jc > j.S > j.D ▷ 66 > c.S > f.S > 5H WS > 63214P, 214H Midscreen 251 Everyone [3] Medium Incredibly useful combo as it allows you to regain a lot of Jealousy Meter while still putting you in JR after the wallbreak. Depending on wall health the splat will occur earlier than 5H, so make sure to override your gattling with 63214P if you see the splat. At roundstart the combo will splat at f.S, further away from the wall the 5H is needed. 193823
(PC)
1.35
c.S > 6H > 623H, 66 > c.S > 9jc > j.S > j.H > j.D ▷ 66 > 5K WS > 63214P, 214H Midscreen 270 Everyone [2] Easy If done closer than Round Start position, would WS after j.D and deal 266 damage. If done slightly further than Round Start position, could replace 5K with f.S > 5H and do a microdash before 214H to deal 274 damage. video 1.35
H starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 6H > 214K, c.S > 6H > 623H, 66 > c.S > 6H > 623H Anywhere 248 Everyone [2] Easy Grants 66 OTG c.S after 623H. WS at the 6H if done from Midscreen distance or closer. 1.35
236K starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
236K, 66 > 5K > 623H, 66 > 5K > 6H > 214H WS, 632146H Midscreen 197 Everyone [3] Medium Works at max range 236K at roundstart distance. Needs 14% Meter and 25% Jealousy. Combo Builds 36% meter (Used by super) and 50% Jealousy. 1.35
236K, 5K > 6H > 623H, 66 > f.S (WS > 214H/632146H) Corner 187/231 Everyone [2] Easy Basic conversion from the overhead version of 236K when in Jealous Rage. 193826
(PC)
1.35
236K, c.S > dc ~ 623H, 66 > c.S > 623H WS, 6H Midscreen 203 Everyone [4] Hard This combo does not work at roundstart distance, as the wallsplat will occur too early. It is thus very specific to the exact middle of the screen. 236K Needs to be almost point blank for the c.S to connect. c.S then needs to be dash cancelled and the dash needs to be kara cancelled into 623H to make the second c.S connect. It is much easier to substitute the second c.S with a 5K, as the dash kara cancel is no longer needed. The easier version deals 1 less damage. 1.35
5[D]/2D starters
(JR) 2D > 623H, 66 > c.S > 9jc > j.S > j.D ▷ 66 > c.S > 6H WS > 63214P, 214H Midscreen 233 Everyone [3] Medium Incredibly useful combo as it allows you to regain a lot of Jealousy Meter while still putting you in JR after the wallbreak. c.S can be substituted with 5K if 2D hit at further ranges. 194170
(PC)
1.35
5[D]8 > j.H > 9jc > j.D > j.H > j.D > 9jc > j.SS Anywhere 219 Everyone [3] Medium 1.35
5[D]8 > j.H > 9jc > j.H > j.D > j.H > 8jc > j.DD Anywhere 223 Everyone [3] Medium 194281
(PC)
1.35

Combo Theory

Rekka vs Keygrab

In NM combos, 236S~6S and 214H serve very similar purposes. Both are combo enders that build gauge and allow A.B.A to enter JR. These two combo enders are often interchangeable, but each have upsides and downsides.

The main differences are that 236S~6S has greater range than 214H, making it a more flexible ender that works with nearly every combo, while 214H is more niche but gives slightly better oki. However, both allow you to enter JR, either by putting you directly into it or giving you enough time to use 63214P, and both let you pressure the opponent with mixups, so the slight difference in oki isn't too important.

Due to the greater flexibility of 236S~6S with little downside, 236S~6S is used much more often as an ender, but 214H is slightly better to use when possible.

Breaking the Wall

Breaking the wall is the greatest opportunity for 214H to refill gauge during JR combos. This is ideally done by exiting JR with 63214P and then reentering JR by breaking the wall with either 214H or 632146HH. In order to break the wall like this, the combo must wallstick the opponent in a way that recovers very quickly.

The main ways to get this ideal wallbreak are by wallsticking the opponent with grounded normals, falling air normals that will land quickly after, or certain low recovery specials (236S and 236K*). Routing combos to wallstick with these moves is a very important part of optimizing JR combos, as it's almost always best to break the wall in this way to refill Jealousy Gauge unless either JR 632146H will kill or you have a large amount of Jealousy Gauge remaining but no tension, in which case 236D is a strong wall break to guarantee a Hard Knockdown.

*236K recovers in time to use 63214P and break with 632146H, but is too slow to be able to break with 214H unless it hits the opponent late into it's active frames or the opponent does not wallstick until slightly after being hit.