GGST/Baiken/Combos: Difference between revisions

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|worksOn = Everyone except AN, BA, or HC
|worksOn = Everyone except AN, BA, or HC
|difficulty =  
|difficulty =  
|notes = Can work on characters it usually whiffs on with precise delays of the first {{clr|D|j.D}}, but inconsistent.
|notes = Can work on characters it usually whiffs on with precise delays, but if you're going to be precise just add an extra {{clr|S|j.S}} to the other combo instead
|recipePC =
|recipePC =
|recipePS =  
|recipePS =  

Revision as of 23:20, 1 May 2023

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

Combo Theory

Baiken's basic grounded combo structure is extremely simple: whatever starter she lands, she wants to combo into Tatami Gaeshi to launch her opponent into the air, then catch them with 2S into H Kabari and its follow up as her combo ender. While this does require some basic timing to pull off, it isn't particularly strict, and works at most ranges at which Tatami Gaeshi connects. Note that this is not Baiken's only grounded combo route, only that which is most broadly applicable.

If Baiken has meter and wishes to cash out, she can replace H Kabari with Tsurane Sanzu-watashi, with the option to squeeze in a 2H after the 2S if she can meet some slightly stricter timing requirements. This grants enormous damage and incredible corner carry; a simple c.S > 2D > 236K > 2S > 2H > 236236S bread-and-butter combo does 226 damage* and breaks the wall from midscreen.

The need to keep her opponents within Tatami Gaeshi launch range is the limiting factor on most potential combo starters for Baiken. While she possesses incredible midrange poke options, most of them substantially outrange Tatami Gaeshi, preventing her from securing much more off of these pokes in most situations. In situations where Baiken has tethered her opponent, however, this limitation disappears, and Baiken will be able to combo any of her pokes into a Tatami Gaeshi launch and subsequent combo.

Baiken's tether also opens up new combo routes and allows for more damaging moves to be included in those combos. In Baiken's usual, non-tethered combo route, she is forced to juggle her opponent with 2S because her other normals simply don't reach; with the tether applied, the opponent will be pulled back in for a c.S > 6H follow-up instead, adding a slight but substantial boost to Baiken's combo damage.

In addition, Baiken can choose to end a tethered combo with S Kabari instead of its H counterpart if she wishes to continue to pressure her opponent, as they will end the combo at the perfect distance to be menaced by her tethered pokes. This sacrifices some up-front damage and gives the opponent at least a chance to escape (particularly through the use of an invincible reversal), and is thus not always the preferred option, but used judiciously it can be used to catch opponents unaware and score another combo off of a tether.

While not strictly part of the combo itself, it is important to note that Baiken can follow up most of her non-tethered combos with an IAD aerial Tatami Gaeshi (956 > j.236K) for an extremely easy safejump, forcing opponents to respect her pressure.

To summarize, Baiken's basic grounded combo structure is Starter > Tatami Gaeshi launch > 2S juggle, followed by her finisher of choice, usually H Kabari or 2H > super. Tethering the opponent first allows for the juggle to be replaced with other, more heavily damaging moves, and gives her the additional option of S Kabari as an ender if she wishes to continue to threaten with tethered pokes.

*: As with the rest of the combos on this page, this damage is measured against Ky.

Read First

  • 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.
  • 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).

Beginner Combo List

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 5H > 41236H~H Anywhere 136 Everyone [2] Easy Basic punish combo. Video 24848
(PC)
1.24
c.S > f.S > 5H > 41236H~H Anywhere 149 Everyone [2] Easy Basic punish combo with dash momentum. Video 24850
(PC)
1.24
5K > 6K > 236K, 2S > 41236H~H Anywhere 124 Everyone [2] Easy Close range punish/knockdown combo with dash momentum. Video 26480
(PC)
1.24
5K > 2D > 236K, 2S > 41236H~H Anywhere 126 (GI) Lightweights [2] Easy Close range punish/knockdown combo on lightweights. Video 26482
(PC)
1.24
5P/2P/2K > 6K > 236K Anywhere 70 (2K) Everyone [2] Easy gives a soft knockdown Video 26776
(PC)
1.24
2K > 2D > 236K Anywhere 71 Everyone [2] Easy Low pressure/hit-confirm string. Video 26778
(PC)
1.24
(f.S) > 66RRC > c.S > 6H > 41236H~H Anywhere 138 Everyone [2] Easy Basic RRC extension using f.S as an example Video 26779
(PC)
1.24

Combo List

Note that most combos ending in 2S > H Kabari (426H > H) can alternatively be ended with 2S > 2H into either of Baiken's Overdrives if she wants to spend meter for more damage and a potential wallbreak. Combos that include counter-hits or which begin with the opponent already tethered can elect to end with S Kabari instead. See Combo Theory, above.


P Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P > 6K > 236K Anywhere 69 Everyone [1] Very Easy 5P starter. With sufficient dash momentum, another 5P can be added. Following 236K with an Airdash > j.H is a safe jump. Video 88487
(PC)
1.24
5P > 6K > 236K > 2S > 41236H~H Anywhere 101 (GI) Lights [2] Easy Lightweight-specific extension off of the basic 5P > 6K > 236K route. 88489
(PC)
1.24
5P > 6K > 236K > 5K > 41236H~H Anywhere 100 Everyone [3] Medium Character-specific extension off of the basic 5P > 6K > 236K route.

Always works on May, Millia, Ram, Gio, I-No, Jack-O, Baiken, and Bridget. Ky, Chipp, Potemkin, Faust, Leo, Anji and Goldlewis require dash momentum and/or a kara-cancel on 41236H. Sol, Axl, Zato, Nago, Happy Chaos, Testament, and Sin require the kara-cancel on 41236H, dash momentum will not work. In general, so long as you kara-cancel the 41236H, this combo should be universal.

88491
(PC)
1.24
AA 6P > dl 41236H~H Anywhere 87 Everyone [2] Easy 6P anti-air combo Video 88492
(PC)
1.24

K Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K > 2D > 236K, 2S > 2H Anywhere 117 Everyone 5K > 2D starter. Note that Baiken cannot end this combo with her usual 42163H~H ender unless she scores a counter hit. Video 88493
(PC)
1.24
5K > 2D > 236K, 2S > 41236H~H Anywhere 126 Everyone [2] Easy Allows for Baiken to finish her combo with her preferred 41236H~H ender with dash momentum. This route also works if Baiken successfully frame traps her opponent by delaying her 2D gatling, dealing 140 damage. Video 32472
(PC)
1.24
5K > 6K > 236K, 2S > 41236H~H Anywhere 124 Everyone [2] Easy 5K > 6K starter. Combos into 41236H~H without needing dash momentum, at the cost of a slight amount of damage. Video 32472
(PC)
1.24
(41236S) 5K > 2D > 236K, c.S > 6H > 41236H~H Anywhere 144 Everyone 5K starter with tether attached. Tether conversion into HKD 1.24
5K > 2D > 236K, 5K > j.D > Airdash > j.S > j.236S > WS 5[D] Corner 183 Everyone Corner 5K starter. Video 88498
(PC)
1.24
(41236S) 5K > 2D > 236K, c.S > 6H > 41236H~H > WS Microdash 5[D] Corner 187 Everyone Corner 5K starter with tether attached. 5[D] requires a microdash to connect consistently. Video 88500
(PC)
1.24
CH 6K, c.S > 2H > 41236H(~H) Anywhere 136 Everyone 6K Counter-hit starter. No hard knockdown against heavyweights as the Kabari follow-up will not connect. Video 88501
(PC)
1.24
CH 6K, c.S > 2H > 236K > 2S > 2H > 214214P Corner 171 (204 with Wall Break) Everyone Alternative 6K counter-hit starter that ends with a super. 88503
(PC)
1.24

S Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 2H > 236K, 2S > 41236H~H Anywhere 156 Everyone [2] Easy BnB c.S starter. 2H is a 1-frame frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.. Video 88745
(PC)
1.24
c.S > 2H > 236K, 2S > 41236H~H > 66RRC > IAD > j.236K > c.S > 6H > 41236H~H Anywhere 182 Everyone [3] Medium Carries almost wall to wall 90624
(PC)
1.24
c.S > 2D > 236K, 2S > 41236H~H Anywhere 150 Everyone [3] Medium Alternative BnB c.S starter. 2D is naturally gapless, but can act as a frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. if the gatling is delayed. Requires dash momentum. Timing on the juggle is tighter than the 2H version, as the opponent is not launched as high; as a result Baiken must end with 2H > 236236S instead of 426H~H against heavyweights. Video 43622
(PC)
1.24
c.S > 2H > 236K, 2S > 236236S Anywhere 199 (232 with wallbreak) Everyone [2] Easy BnB with Overdrive ender. Simple wallbreak from midscreen. Video 43506
(PC)
1.24
c.S > 2H > 236K, f.S > 5H > 41236H~H > WS 6H/236236S Corner 211/236 Everyone [2] Easy Simple corner combo with wallbreak. Video 43373
(PC)
1.24
c.S > 2H > 236K, 5K > j.S > j.D > AD > j.S > j.236S > WS > j.D/236236S Corner 215/241 Everyone [3] Medium Everyone except Anji 88749
(PC)
1.24
c.S > 2H > 236K > 5K > j.D > AD > j.S > j.236S > WS > j.D/236236S Corner 221 (Anji) Made for Anji A Tatami launcher like the combo above that works on Anji 88751
(PC)
1.24
CH c.S > 5[D], 2K > 6H > 41236H~H Anywhere 180 Everyone [2] Easy Counterhit confirm on close slash. Can be OS'd for non-counterhit by pressing c.S > 5H~D as the slowdown will "eat" the H input. 88752
(PC)
1.24
AA j.S > j.D Midscreen 70 Everyone j.S Air to air confirm. Can optionally airdash after the j.D to regain space. Video 88753
(PC)
1.24
AA j.S > j.H > jc > j.S > j.H > j.236K, c.S > 5H > 41236H~H > WS Microdash 5[D] Corner 193 Everyone Corner j.S air to air confirm. The j.S must connect close to the opponent for the j.H to hit. Video 88754
(PC)
1.24

H Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 2H/6H > 41236S > c.S > 6H > 236K > c.S > 6H > 41236H~H Anywhere 179/187 Everyone [3] Medium Meterless, high damage route for when corner is inaccessible. No hard knockdown against heavyweights as the Kabari follow-up will not connect. 1.24
CH 6H, 41236S, c.S > 5[D], c.S > 5H, c.S > 5H > dl 236K, 2S > 2H , WS 236236S Corner 265 Everyone [3] Medium Corner Counter hit 6H starter. Builds exactly enough meter for a 236236S finish. Video 1.24
CH 2H/6H > 41236S, [ c.S > 6H > 236K ]x2 Anywhere 177/185 Everyone [3] Medium Basic CH conversion. If you frametrap from c.S the extra RISC brings damage up to 239. Timing for 2H conversation is tighter than 6H. Video 43503
(PC)
1.24
CH 6H > 236K, c.S > 6H > 41236H~H Anywhere 164 Everyone [2] Easy No tether so it leaves them further away after. Video 1.24
j.H > j236S > c.S > 2H > 236K Anywhere 140 Everyone [2] Easy Simple jump in Combo. Can also be done with j.S. Video 1.24

D Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2D > 236K , (66) 5K > jc > j.D > IAD > j.p > j.p > j.236S > WS > 5[D] Corner 179 Everyone [3] Medium Meterless wallbreak in the corner. You will often see an opportunity to do this combo during your 50/50 mixup with TK Youzansen (j.236S) and/or 2D. You can substitute j.236S with more j.p's if you aren't confident in confirming into Youzansen. Video 88840
(PC)
1.24
CH 2D > 236K, (66) 5K > 6H > 41236H~H Midscreen 137 Everyone [3] Medium Close range Meterless conversion into HKD 88841
(PC)
1.24
CH 2D > 236K, 2S > 41236H~H Midscreen 120 Everyone [2] Easy Further range meterless conversion into HKD 88842
(PC)
1.24
CH 2D , 5K > jc(9) > j.S > j.D > IAD > j.S > j.H, c.S > 6H WS > 6H Corner 203 Mids/Lights [4] Hard Meter-less wallbreak in corner from CH 2D. Drops on heavies. 88843
(PC)
1.24
CH 2D , 5K > jc(9) > j.S > j.D > IAD > j.S > j.H, 5P > 5P WS > 6H Corner 190 Everyone/Heavies [4] Hard Meter-less wallbreak in corner from CH 2D. Works universally, but just a bit worse than the route ending in c.S > 6H for Lights and Midweights. Recommended vs heavies. 88844
(PC)
1.24
Charged Dust Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]~8 > j.H > j.D > jc > j.S > jc > j.SS Anywhere 194 Everyone 5[D] overhead starter Video 1.24
5[D]~8 > j.D > j.S > adc > j.S > j.DD Anywhere 198 Everyone except AN, BA, or HC Can work on characters it usually whiffs on with precise delays, but if you're going to be precise just add an extra j.S to the other combo instead 1.24
(41236S) 5[D]~8 > j.H > j.D > j.S > j.D > j.S > j.D > j.D Anywhere 226 Everyone 5[D] overhead starter with tether. Video 1.24

Throw Combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
Throw > PRC, dl.c.S > 6H > 236K, dl.c.S > 6H > 41236H~H Anywhere 135 Everyone [2] Easy Simple grab combo with PRC extension. Slight delay after grab to get PRC instead of RRC Video 1.24
Throw > 66RRC, dl.c.S > 6H > 236K, dl.c.S > 6H > 41236H~H > WS 6H Near corner 169 Tested on Ky [2] Easy Leads to wall break as long as you're not midscreen. 1.24
Throw > PRC, dl.c.S > 6H > 236K > c.S > 6H > WS 236K Corner 164 Everyone [2] Easy Can be finished with either Kabari but second Tatami does a few points more damage Video 1.24
Throw > PRC, dl.c.S > 5[D], c.S > 6H > 236K, dl.c.S > 6H > 41236H~H Anywhere 150 Everyone [3] Medium Slightly more damage than other listed routes. Video 1.24

Special Move Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2369S > 66FRRC~j.H > j.236S5K > j.D > 66 > j.S > j.D > j.236S WS ▷ j.D WB Mid to corner 215 All [3] Medium Mid-to-corner TK YouzansenGGST Baiken j236S.pngGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) combo using FRC to save meter. Video 1.24
2369S > 66RRC ▷ 665K > j.S > j.H > j.D > adc ▷ j.S > j.H > j.D WS ▷ j.D WB Mid to corner 201 Tested on KY [2] Easy Easier route for midscreen-to-corner TK YouzansenGGST Baiken j236S.pngGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) combo. Needs a microdash before 5K. Video 1.24
2369S > 66FRRC~j.H > j.D > 236K > 66 > c.S > 6H > 41236H~H WS ▷ 6H WB Corner 216 All [3] Medium Optimal TK YouzansenGGST Baiken j236S.pngGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) corner combo. Can elect to end with Tsurane Sanzu-watashiGGST Baiken 236236S.pngGuardAllStartup8+1Recovery48Advantage-32 for more damage and knockdown if you have enough tension. Video 1.24
2369S > 66RRC ▷ 5K > j.S > j.H > j.D > adc ▷ j.S > j.H > 2369S WS ▷ 5[D] WB Corner 202 Tested on KY [2] Easy Corner TK YouzansenGGST Baiken j236S.pngGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) combo using 66RRC for wallbreak. Video 1.24
(41236H)~H CH, 5K > j.D > 7jc > j.D > j.214214P ▷ dl c.S > 6H > dl 41236H~H WS > 6H WB Corner 315 Everyone [4] Hard High damage counter-hit confirm from a CH on Kabari's follow-up. Kenjyu bounces opponent away from the wall allowing for an extension. Jump-cancelling backward helps prevent them from crossing over Baiken. Delay on the second Kabari helps ensure wall splat Video 102710
(PC)
1.24
CH 41236S > c.S > 2H > 236K > c.S > 6H > 41236H~H Anywhere 164 Tested on Ky, Pot, Gio [2] Easy CH tether into HKD 1.24
41236S > PRC~c.S > 2H > 236K > c.S > 6H > 236K Anywhere 159 Everyone [3] Medium If you ever wanted to to convert a 41236S Video 1.24
(CH)41236S > RRC~5[D] , c.S > 5[D] , c.S > 5H , c.S > 5H > 41236H~H WS Corner 262 w/Counterhit & 236236S WB ender Everyone [5] Very Hard Optimal universal Fast Roman Cancel corner route for S kabari. Much easier to confirm into on Counterhit but possible on non-Counterhit. Builds enough tension to wallbreak with super starting from 50%, so long as you kara through Kabari for the startup tension. 106745
(PC)
1.24
(Throw > 5K OTG > IAD >) j.236S > f.S > 5H > 236K, c.S > 6H > 41236H~H Midscreen 166 Everyone Crossup j.236S confirm with tether. Following the ender, an additional IAD j.236S will cross the opponent again. Video 1.24
(Throw > 28 >) j.236S, Microdash c.S > 6H > 236K, c.S > 6H >41236H~H Anywhere 160 Everyone? [3] Medium Ambiguous j.236S Crossup after 6D knockdown. Superjump as soon as recovery on the throw ends and delay the j.236S until you're head high to Ky to crossup. Microdash c.S can be replaced by 5K. 1.24
236P > 66RRC~c.S > 6H > 41236H~H Anywhere 170 Mids/Lights [3] Medium Video 1.24
[2]369S > 66FRRC > j.H > jc > j.S > j.H > j.236K > c.S > 6H* > 41236H~H Anywhere 206 Everyone [3] Medium Not holding 2 for a bit makes you superjump, prohibiting the jump cancel. *Use 5H if close to the corner. 90626
(PC)
1.24
[2]369S > 66FRRC > j.H > jc > j.S > j.H > j.236K > 5k > 6H* > 41236H~H Anywhere 201 Everyone [3] Medium Easier version of above combo that deals a little bit less damage. Does not require delaying j.236k. Jump cancel j.5h into j.5s for both of version with forward jump (9). 5k immediately after landing vs heavies. 108863
(PC)
1.25
2369S > RRC > j.H > c.S > 6H > 41236H~H Anywhere 155 Everyone [2] Easy Beginner TK Youzansen combo 1.24
IAD > CH 236S > 5K > [2]9 > jS > jD > 66 > jS > jH > cS > 5S > WS > 5H Near Corner 202 (229 OD) Everyone [3] Medium Near corner combo with Youzansen starter & Wallbreak; Super jump required after 5K to gain the proper height to finish combo. Can super for more damage. 1.24

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