GGST/Baiken/Combos

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Revision as of 23:44, 30 January 2022 by Lija (talk | contribs) (fixed formatting error)



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

Read First

  • All damage values were tested against Ky at full life with the R.I.S.C Level at 0.

Beginner Combo List

Beginner Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
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Combo List

5P/2P/6P/j.P Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
5P > 6K > 236K Anywhere 69 Everyone 5P starter. With sufficient dash momentum, another 5P can be added. Following 236K with an Airdash > j.H is a safe jump. Video
6P AA > dl 41236H~H Anywhere 87 Everyone 6P anti-air starter. Video
5K/2K/j.K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
5K > 2D > 236K, 2S > 2H Anywhere 117 Everyone 5K starter. Video
(41236S) 5K > 2D > 236K, c.S > 6H > 41236S Anywhere 134 Everyone 5K starter with tether attached. Reapplies tether. Can optionally be ended with 41236H~H for 2 extra damage. Video
5K > 2D > 236K, 5K > j.D > Airdash > j.S > j.236S > WS 5[D] Corner 180 Everyone Corner 5K starter. Video
(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
6K CH, c.S > 2H > 41236H~H Anywhere 148 Everyone 6K Counter-hit starter. Video
c.S/f.S/2S/6S/j.S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
c.S > 2H > 236K > 2S > 41236H~H Anywhere 156 Everyone Easy BnB c.S starter. Works from any slash normal. Video
c.S > 2H > 236K > 2S > 2H > 236236S Anywhere 199 (232 with wallbreak) -25% Everyone Easy Simple Wallbreak from midscreen.
c.S > 2H > 236K > f.S > 5H > 41236H~H > WS 6H Corner 211 ~37% Everyone Easy Simple corner combo. Can super instead for more damage.
c.S CH > 5[D] > 2K > 6H > 41236H~H Anywhere 180 ~30% Everyone Easy Counterhit confirm on close slash
j.S AA > j.D (> Airdash) Midscreen 70 Everyone j.S Air to air confirm. Can optionally airdash after the j.D to regain space. Video
j.S AA > j.H > jc >j.S > j.H > j.236K, c.S > 5H > 41236H~H > WS Microdash 5[D] Corner 193 Everyone Cornerj.S air to air confirm. The j.S must connect close to the opponent for the j.H to hit. Video


5H/2H/6H/j.H Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
2H CH > 236K > delay 5K > JC j.S > j.D > ADC j.H > j.D WS > j.D Midscreen 229 Everyone true frametrap from c.S into meterless wallbreak. -
2H CH > 5K > JC j.S > j.D > ADC j.H > j.D WS > j.D Midscreen 247 Non-heavyweights optimal version of above combo for non-heavyweights. -
6H CH > 41236S, c.S > 6H > 236K, 5K > 6K > 41236H~H Anywhere 194 Everyone Counter hit 6H starter. Video
6H CH, 5H, 5H > 41236S, 2K > 6K > 236K, f.S, WS Microdash 5[D] Corner 234 Corner Counter hit 6H starter. Video
6H CH > 41236S, [ c.S > 6H > 236K ]x2 Anywhere 201 ~45% Everyone Medium Basic CH conversion. If you framtrap from c.S the extra RISC brings damage up to 239. Video
6H CH > 236K, c.S > 6H > 41236H~H Anywhere 176 ~37% Everyone Easy No tether so it leaves them furhter away after. Video
5D/2D/j.D Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
5[D]~8 > j.H > j.D > jc > j.S > jc > j.SS Anywhere 194 Everyone 5[D] overhead starter. Video
(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
CH 2D > 41236S > 2K > 6K > 236K > microdash c.S > 6H > 41236S Anywhere 160 ~37% Non-heavyweights Hard ends in a soft knockdown with tether state just applied. this makes manually timing 2D a good alternative to 6K for frametrapping if you prefer tether pressure over Positive Bonus.
CH 2D > 41236S >c.S > f.S > 5H > 236K > c.S > 6H > 41236S Anywhere ~190 ~48% lightweights Medium optimal version of above combo for lightweights. amazing tension gain.
2D > 236K > 2S > 41236H~H Anywhere 118 ~25% Everyone Medium route for Baiken's high/low mix between 2D and Youzansen. Is meterless and ends with Tatami safejump so you can repeat the mix again rather than cashing out. Only Medium because the links are tight on heavyweights. -
Throw Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
Special Move Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
j.236S > 66 RRC > 5K > JC j.S > j.D > ADC j.S > j.H > c.S > 6H (WS) > 6H Midscreen/Corner 170 Tested on Ky Easy Instant overhead into wallbreak. -
CH 41236S > c.S > 2H > 236K > c.S > 6H > 41236S Anywhere 171 Tested on Ky, Potemkin, and Giovanna Easy Re-tether combo. -
41236S > PRC~c.S > 2H > 236K > c.S > 6H > 236K Anywhere 174 -40% Everyone Medium If you ever wanted to to convert a 41236S Video
(4/6D, 5K OTG > IAD >) j.236S, f.S > 5H > 236K, c.S > 6H >41236H~H Midscreen 138 Everyone Crossup j.236S confirm with tether. Following the ender, an additional IAD j.236S will cross the opponent again. Video
236P > 66RRC~c.S > 6H > 41236H~H Anywhere 170 -35% Everyone except Heavyweights Medium For pushing extra damage. Video

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