GGST/Asuka R/Combos

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< GGST‎ | Asuka R
Revision as of 17:15, 4 July 2023 by Axerwan (talk | contribs) (→‎Spells in combos: corrected a typo, and noted that every accipiter combo is "terra metron compatible")



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

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

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

Combo Theory

Using resource-managing moves during combos

Due to BookmarkGGST Asuka R 214X.pngGuardStartup7RecoveryTotal 28Advantage-, Recover ManaGGST Asuka R 22PKS 2.pngGuardStartup13RecoveryTotal 25 (No Hold)Advantage- and Change Test CaseGGST Asuka R 22HX.pngGuardStartup2RecoveryTotal 28Advantage- having almost the same total duration, they are mostly interchangeable during combos. An exception to this is when Asuka cancels Bookmark into one of them. That is because Bookmark can be canceled into itself or the other two moves, while Recover Mana and Change Test Case can't be cancelled into anything.

What to do after a Wall Splat

Asuka can generally use one of the three resource-managing moves right before breaking the wall. Due to 5HGGST Asuka R 5H.pngGuardAllStartup15Recovery29Advantage-13 being 10 frames faster and having more range, it can always be used to break the wall instead of 6HGGST Asuka R 6H.pngGuardHighStartup25Recovery25Advantage-13. You don't lose much damage doing so, and it makes it easier to break the wall right after Bookmark, Recover Mana, or Change Test Case.
632146P/KGGST Asuka R 632146PK.pngGuardAll [Guard Crush]Startup6+1RecoveryTotal 32Advantage+36 [+47] being even faster than 5H, Asuka can always use it to break the wall. The extra damage is often minimal, but it gives a better knockdown.

Spells in combos

The Howling Metrons
Delayed Howling MetronGGST Asuka R Delayed Howling Metron.pngGuardAll [Guard Crush]Startup21RecoveryTotal 54Advantage+22 [+33] is one of the easiest spells to combo from. Asuka can generally use two resource-managing moves after it before continuing the combo. It has a slower startup The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. though, so it can't be used from every starter. On the other hand, Howling MetronGGST Asuka R Howling Metron.pngGuardAll [Guard Crush]Startup11RecoveryTotal 39Advantage+5 [+16] is fast enough to combo from almost anything, but it will rarely leave enough time to use any resource-managing move after. Howling Metron MS ProcessingGGST Asuka R Howling Metron MS Processing.pngGuardAll [Guard Crush]Startup16, 21, 26RecoveryTotal 49Advantage+10 [+21] is right in the middle. Asuka can generally use one resource-managing move after it.

Screamer
Metron Screamer 808GGST Asuka R Metron Screamer 808.pngGuardAll (Guard Crush)Startup12RecoveryTotal 34Advantage+16 sends the opponent fullscreen, limiting its use for combos midscreen. However, it causes a Wall Bounce, allowing Asuka to Bookmark and continue the combo in the corner.

Low vs Overhead: Terra Metron vs Accipiter Metron
Terra MetronGGST Asuka R Terra Metron.pngGuardLow (Air: All)Startup16RecoveryTotal 45Advantage+4 has less recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. and launches the opponent higher than Accipiter MetronGGST Asuka R Accipiter Metron.pngGuardHighStartup19RecoveryTotal 48Advantage+4, making it easier to combo from, especially as a starter. This also means every combo starting with Accipiter Metron also work if they start with Terra Metron.

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 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).

Normal Starters

Punch Starters

2P/5P
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2P/5P > Howling MetronGGST Asuka R Howling Metron.pngGuardAll [Guard Crush]Startup11RecoveryTotal 39Advantage+5 [+16], 5K > 6H Anywhere 76/79 Ky [1] Very Easy Mana: 8%
Works point blank or with dash momentum. On hit, you get a hard knockdown, on block you are +5 after the cube.
1.26
2P/5P > Howling Metron > Delayed Howling MetronGGST Asuka R Delayed Howling Metron.pngGuardAll [Guard Crush]Startup21RecoveryTotal 54Advantage+22 [+33] > Bookmark, dash 5K > 6H Anywhere 95/109 Ky [2] Easy Mana: 20%
Similar to the previous combo.
1.26
2P/5P > 2P/5P > Howling Metron > Delayed Howling Metron > Bookmark > (Recover Mana), dash c.S > f.S > 5H (WS) > (Recover Mana) > 5H Corner 129 Ky [2] Easy Mana: 20% 1.26
(dash) 2P/5P > (2P/5P) > Howling Metron > Delayed Howling Metron > Bookmark, dash c.S > 2S > 2H > Metron Screamer 808GGST Asuka R Metron Screamer 808.pngGuardAll (Guard Crush)Startup12RecoveryTotal 34Advantage+16 (WS) > Bookmark > dash 5H Round Start/Midscreen 146/149 (127/132) Ky [3] Medium Mana: 36%
Depending on how high the opponent is when c.S connects, you may have to delay 2S. The higher they are, the more delay.
1.26
AA 5P > Delayed Howling Metron > Bookmark, dash c.S, c.S > 2H > Metron Screamer 808GGST Asuka R Metron Screamer 808.pngGuardAll (Guard Crush)Startup12RecoveryTotal 34Advantage+16 (WS) > Bookmark > dash 5H Round Start/Midscreen 162 Ky [3] Medium Mana: 36%
If they're not high enough at the start, you'll have to replace the second c.S by a 2S, but it will not Wall Splat without an additional spell. Much easier to do on CH.
1.26
6P
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??

Kick Starters

5K
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??
2K
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??
6K
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??

Slash Starters

c.S
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c.S > 2H, 5K > 6H Away from corner 125 Ky [1] Very Easy Manaless combo, ending in a hard knockdown that gives you time to replenish resources 1.26
dash c.S > 2H, c.S > 2H, 5K > 6H Away from corner 160 Ky [2] Easy More damage, but requires dash momentum. 1.26
dash c.S > 2H, c.S > 2H, 5K dc c.S > 2H > Delayed Howling MetronGGST Asuka R Delayed Howling Metron.pngGuardAll [Guard Crush]Startup21RecoveryTotal 54Advantage+22 [+33] > Bookmark, dash c.S > 5H (WS) > (Recover Mana) > 6H Round Start/Midscreen 221 Ky [3] Medium Mana: at least 8%
Similar to the previous combo, but uses a spell and breaks the wall. You want to hit with 5K as soon as possible to keep the opponent high in the air.

Delayed Howling Metron can be replaced by:

  • Howling Metron MS ProcessingGGST Asuka R Howling Metron MS Processing.pngGuardAll [Guard Crush]Startup16, 21, 26RecoveryTotal 49Advantage+10 [+21], but you'll get f.S instead of c.S, which might break the wall before 5H connects
  • Metron Screamer 808GGST Asuka R Metron Screamer 808.pngGuardAll (Guard Crush)Startup12RecoveryTotal 34Advantage+16, but it will Wall Splat immediately
  • Howling MetronGGST Asuka R Howling Metron.pngGuardAll [Guard Crush]Startup11RecoveryTotal 39Advantage+5 [+16], but you won't have the time to Bookmark.
1.26
c.S > 2H > Metron Screamer 808 > Bookmark, c.S > 2H > f.S > 5H (WS) > (Recover Mana) > 5H Corner 206 All [2] Easy Mana: 16%
If you don't use Screamer fast enough, f.S whiffs as the opponent will be too low to the ground.
If you're not fighting a heavy weight (BE, GO, LE, NA, PO), you can break the wall with 6H instead of 5H for 2 extra damage without too much trouble.
1.26
c.S > 2H > Metron Screamer 808 > Bookmark > 5K > 6H > Projectile Spell (WS) > (Recover Mana) > 5H Corner ~202 All [2] Easy Mana: at least 24%
Variation of the previous combo, in case you don't cancel into Screamer fast enough.
1.26
[Test Case 1] c.S > 2H > Projectile Spell > ~66 c.S > 2H > Projectile Spell > ~66 c.S 2H > Projectile Spell WS > 6H Starting Position Varies Based on Spell (180-213) Ky, Asuka, (likely all) [2] Easy Day 1 BnB when routing for damage at Mid Screen. Seems like c.S > 2H > Chant is a reliable loop when going for a damage/wallbreak route. I was able to reliably break the wall from starting position with 3 projectile spells. I have done this combo with variations of all the cube spells. In this combo, I had "Howling Metron MS Processing"(3 Green Cubes) "Delayed Howling Metron"(Electric Cube) and "Accipiter Metron" (Overhead Orb). Please note that the big red explosion spell ("Metron Screamer 808") wallbounces, so if you have this spell, try to use it when closer to the wall. 1.26
[Test Case 1] c.S > 2H > c.S > Delayed Howling Metron > ~66 c.S > 2H > Metron Screamer 808 WS > ~66 6H Starting Position Varies Based on Spell (~216) Ky, Asuka, (likely all) [2] Easy Adjusted c.S 2H loop that is more spell dependent. If you have the electric cube spell and the big red explosion, you can spend less mana and get a little more damage by adding an extra c.S in the initial juggle. May be able to do this with other spells. 1.26
c.S > f.S > 2H > RRC > ~66 c.S > c.S > 2H > f.S > 5H Starting Position Varies Based on when 2H is canceled (~172) Ky, Asuka, (likely all) [2] Easy Day 1 Red RC BnB for use when either saving spells or have none available. Third close slash may need to be delayed slightly to hit. 1.26
dash c.S > 2H, c.S > sjc j.K > adc j.K > j.D > c.S > 2H (WS) > (Bookmark) > 6H Round Start/Midscreen 201 Ky [3] Medium Manaless combo. If you don't have dash momentum, replace the second c.S by a 5K
1.26
dash c.S > 2H > Delayed Howling Metron > Bookmark > Recover Mana, dash c.S > 2H, 5K > 6H Away from corner 173 Ky [3] Medium Mana: at least 12%
Without dash momentum, you can't both Bookmark and Recover Mana or 6H will whiff. You can use Howling Metron MS instead of Delayed HM, but you'll have to choose between Bookmark and Recover Mana
1.26
CH c.S
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??
f.S
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??
2S
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??

Heavy Slash Starters

5H
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CH 5H > Howling MetronGGST Asuka R Howling Metron.pngGuardAll [Guard Crush]Startup11RecoveryTotal 39Advantage+5 [+16] or Howling Metron MS ProcessingGGST Asuka R Howling Metron MS Processing.pngGuardAll [Guard Crush]Startup16, 21, 26RecoveryTotal 49Advantage+10 [+21] > 66PRC > dash c.S, dash c.S > 2H, (dash) c.S > 2H > Metron Screamer 808 (WS) > dash 5H Roundstart ~200 Ky [3] Medium • Do not RC immediately or the projectile won't come out

• Hit them as high as possible with the first c.S to make the rest of the combo easier

1.26
CH 5H > Delayed Howling MetronGGST Asuka R Delayed Howling Metron.pngGuardAll [Guard Crush]Startup21RecoveryTotal 54Advantage+22 [+33] 66PRC > dash c.S > 2H, c.S > 2H, f.S > 5H (WS) > dash 5H Roundstart 216 Ky [3] Medium • You can RC before the projectile hits, but not immediately or it won't come out

• Depending on how close you are to the opponent, you might be able to Bookmark before the RC

1.26
2H
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??
6H
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??

Dust Starters

2D
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??
5[D] (charged)
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5[D] > [7/8/9] > j.H > j.S > 9jc > j.H > j.S > j.H > 9jc > j.HH Anywhere 190 Everyone [3] Medium BnB Universal Charged Dust combo ??
5[D] > [7/8/9] > j.D > j.S > 9jc > j.H > j.S > j.H > 9jc > j.HH Anywhere 192 All but Faust [3] Medium BnB Universal Charged Dust combo ??
5[D] > [7/8/9] > j.D > 9jc > j.S > j.H > j.S > j.H > 9jc > j.HH Anywhere 194 on Faust Faust [3] Medium Charged Dust Combo For Faust ??

Special Move Starters

Terra Metron
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Terra MetronGGST Asuka R Terra Metron.pngGuardLow (Air: All)Startup16RecoveryTotal 45Advantage+4 > Bookmark, dash c.S, c.S > 2H, f.S > 5H (WS) > (Recover Mana) > (dash) 5H Corner 172 Ky [2] Easy Mana: 16%
You can be approximately up to a backdash away from the opponent to be able to dash c.S
1.26

Note: Unless noted otherwise, all Accipiter combos also work with Terra Metron as a starter.

Accipiter Metron
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
Accipiter MetronGGST Asuka R Accipiter Metron.pngGuardHighStartup19RecoveryTotal 48Advantage+4 > Bookmark, dash f.S > 5H > Metron Screamer 808GGST Asuka R Metron Screamer 808.pngGuardAll (Guard Crush)Startup12RecoveryTotal 34Advantage+16 > Bookmark, f.S > 5H (WS) > (Recover Mana) > (dash) 5H Corner 174 Ky [3] Medium Mana: 24-32%
• Wallbreak combo to use if you're too far away to dash c.S

Howling MetronGGST Asuka R Howling Metron.pngGuardAll [Guard Crush]Startup11RecoveryTotal 39Advantage+5 [+16] can be used instead of Screamer, but doesn't let you time to Recover Mana before wallbreak, and makes the dash before 5H mandatory
• Will sometimes not wallsplat if you weren't close enough throughout the combo

1.26
Accipiter Metron > Bookmark > Delayed Howling MetronGGST Asuka R Delayed Howling Metron.pngGuardAll [Guard Crush]Startup21RecoveryTotal 54Advantage+22 [+33] > Bookmark, dash c.S > 2H > 5K (WS) > (Recover Mana) > 6H Corner 170 Ky [3] Medium Mana: 28%
• This one can be used from even further away

• However, if you're close enough, you can tap Recover Mana after Bookmarking from Delayed HM

1.26
Accipiter Metron > Bookmark, dash c.S > 2H > Howling Metron MS ProcessingGGST Asuka R Howling Metron MS Processing.pngGuardAll [Guard Crush]Startup16, 21, 26RecoveryTotal 49Advantage+10 [+21] (WS) > Bookmark > 6H Corner 169 Ky [2] Easy Mana: 32%
If HM MS doesn't wallsplats, it's because you used it too soon and all of the cubes did not connect
1.26
Accipiter Metron > Bookmark, dash c.S > 2H > Howling MetronGGST Asuka R Howling Metron.pngGuardAll [Guard Crush]Startup11RecoveryTotal 39Advantage+5 [+16] > Bookmark, c.S (WS) > (Recover Mana) > 6H Corner 164 Ky [2] Easy Mana: 24%
Similar to previous combos, but uses Howling Metron instead
1.26
Accipiter Metron > Bookmark, dash c.S > 2H > Metron Screamer 808 > Bookmark, c.S > 2H, f.S > 5H > (Recover Mana) > 6H Corner 175 Ky [2] Easy Mana: 32%
Similar to previous combos, but uses Screamer instead
1.26
236X
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??

Throw Starters

4D or 6D
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??

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