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(Undo revision 311643 by Eric111 (talk) Worse combo than already present, does less damage and includes a delay.) Tag: Undo |
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|| {{clr|S|f.S}} > {{clr|H|5H}}~{{clr|H|H}} > {{clr|K|236K}}~6(~{{clr|K|K}}) || Anywhere (Midscreen) || 85 (112) || || All || {{clr|2| Easy}} || {{clr|S|f.S}}'s slightly higher damage confirm, but less consistent than the follow-up. If near the corner, {{clr|H|5H}}~{{clr|H|H}} will wallbounce allowing {{clr|K|236K~K}} to combo. || || || [https://streamable.com/x0n9ty Video] | || {{clr|S|f.S}} > {{clr|H|5H}}~{{clr|H|H}} > {{clr|K|236K}}~6(~{{clr|K|K}}) || Anywhere (Midscreen) || 85 (112) || || All || {{clr|2| Easy}} || {{clr|S|f.S}}'s slightly higher damage confirm, but less consistent than the follow-up. If near the corner, {{clr|H|5H}}~{{clr|H|H}} will wallbounce allowing {{clr|K|236K~K}} to combo. || || || [https://streamable.com/x0n9ty Video] | ||
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|| CH {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|236K}}~6~{{clr|K|K}}|| Anywhere || || || All || {{clr|2| Easy}} || || || || | || CH {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|236K}}~6~{{clr|K|K}}|| Anywhere || || || All || {{clr|2| Easy}} || || || || |
Revision as of 08:00, 10 August 2022
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Read First
Combo Theory
2S or f.S ~ S > 236K [6] (K)
or
5H ~ H > 236K [6] (K)
If 2S, f.S, or 5H is followed up with its respective button, S or H it will launch the opponent full screen, and wall bounce if near corner.
Midscreen hits from these normals when followed up with Kick Start Your Heart [6]GuardAllStartup10Recovery9Advantage-20~+4, will automatically time and space Bridget for meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. c.S. If you chose to go for another option keep in mind Bridget is +10 after Kick Start Your Heart [6].
Near the corner and from Counterhits Kick Start Your Heart [6] and ShootGuardAllStartup3Recovery29Advantage-35 will connect allowing for additional damage, and leaving you at significant advantage but no longer auto-timing.
236K ([6]) [(6)32146X+S] or [(6)32146X+H]
- Depending on the timing of the Overdrive, the first 6 input in 632146 may not need to be inputted again. In some cases, this 6 can be stored from the 236K, or if needed a [6] to approach the opponent faster.
- X must be either P or K, but has no functional difference aside from comfort.
- Unlike most games, the button inputs for the kara do not need to be in any particular order because of Strive's leniant storage.
This technique can be used to continue your strings with the plus frames of Return of the Killing MachineGuardAllStartup9+1RecoveryTotal 37Advantage+16 while also approaching the opponent, opening up new pressure options like threatening a throw.
It can also allow you to quickly approach the a Wall Splatted opponent and end with Loop the LoopGuardMidStartup9+2Recovery47Advantage-29 regardless of distance from the opponent. This ensures that you will always be using the most damaging combo-ender Overdrive no matter the combo route.
Learning to Kara
Performing a Kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. can seem daunting at first, especially so for Overdrives, as you have to deal with more motion inputs. However, learning this technique can be broken down into simple parts;
Firstly, to understand what's going on let's try Cancelling Bridget's 6P normal into 236K special.
This can be done very easily with a combined input - 236P+K. Notice that even though we're cancelling one button into another, we can actually press them both at the same time. Guilty Gear Strive's input storage is very lenient, and it actually caters for any order of the buttons when kara canelling. For this example in order to visibly see what's going on try to press P before K. To know if you've done it, you'll see that Bridget puts her yoyo hand infront of her for 1 frame before she starts moving. If you wish to test yourself, you can then try this in a small string. Try 5K > 236P+K and look at bridget's lower leg in her 5K for that 1 frame of yoyo.
Now, Let's try cancelling into an Overdrive. Let's try it with a special move 63214P into your preferred super; [632146S] or [632146H].
While we are cancelling from a special move, the technique is no different than when we used 6P. Ever since patch 1.18, all special moves gained the kara cancel property, so all that has changed is which buttons to press, and we have a few more motion inputs. All-in-all, our combined input will be 632146P+X. Rock the BabyGuardGround ThrowStartup27Recovery28AdvantageN/A's first frame has Bridget crouching down while holding Roger the Teddy Bear, so for a visual conformation switch Bridget to a colour where Roger is more pronounced (#1, #10...), and look at Bridget's waist for that color.
You may notice that this motion looks similar to the actual Technique above, and you'd be right! If you can do this kara cancel, you're ready for the full thing! While in Kick Start Your HeartGuardAllStartup10Recovery9Advantage-20~+4, Bridget gains access to two follow-ups; BrakeGuardAllStartup7Recovery19Advantage-6 and ShootGuardAllStartup3Recovery29Advantage-35. These follow-ups are also special moves, so they can be kara caneclled! So what are you waiting for? Go up to the top of the section and try that combo out!
Combo List
Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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Use GGST/Ky_Kiske/Combos as a guide for how to fill in bridgets combos.
combo
combo theory
Core Combos
Core combos balance potency with consistency. They:
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Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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CH 6H , 2H > 236K~K, c.S > f.S > 5HH > WS > 632146H
A big damage confirm that only works on lightweight characters, will wall break from about round start distance, 236K~K needs to be done as soon as possible to hit the bottom of the opponents hurtbox, if you collide with the front you won't land in time to catch them with c.S. Does 214 damage to Giovana with less than 50% tension
Full Combo List
P Starters
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes | Recipe | Video | |
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PC | PS4/5 | ||||||||
5PP/2PP > 6K > 236K~6~K | Anywhere | 70 | - | All | Very Easy | Jab confirm for damage and corner carry. | - | - | - |
5PPPP/2PPPP | Anywhere | 49/44 | +10% | All | Very Easy | Can combo 4 times at point blank range. | - | - | - |
K Starters
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes | Recipe | Video | |
---|---|---|---|---|---|---|---|---|---|
PC | PS4/5 | ||||||||
2K/5K > 2D > 214S or 214H (> 214K) | Anywhere | 36/47 | 9% | All | Very Easy | Basic 2K/5K confirm into yoyo setplay. | |||
5K > 6H > j.236H > 2H > 214K > c.S (2) > 5D > 5[D] | Corner | 189 | 33.8% | All | Easy | Consistent and easy corner 5K route. Similar to c.S routes. | - | - | Video |
5K > 6H > j.236H > 6H > 214K > c.S (2) > 5D > 5[D] | Corner | 194 | 33.8% | Light, Medium | Easy | Slightly higher damage but doesn't work on All. | - | - | |
2K > 6H > j.236H, 66 5H > 6H > j.214K > j.K > 2K, WS [5]D | Corner | 147 | All | Medium | 2K can't be confirmed using the traditional routing. Micro dash before 5H. | - | - |
S Starters
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes | Recipe | Video | |
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PC | PS4/5 | ||||||||
c.S (2) > 6K > 236K dl K | Anywhere | 105 | 20.55% | All | Very Easy | Delay K (Shoot) for additional corner carry. | - | - | |
c.S (2) > f.S > 2H > dl 236K[6]~K | Anywhere | 124 | 24.55% | All | Easy | The combo itself is Easy, but controlling KSMH to properly space for Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. can be difficult. | - | - | Video |
c.S (2) > 6H > j.236H > 2H > 214K > c.S (2) > 5D > 5[D] | Corner | 210 | ~35% | All | Easy | Consistent and easy corner c.S route. | - | - | Video |
c.S (2) > 6H > j.236H > 6H > 214K > c.S (2) > 5D > 5[D] | Corner | 216 | ~40% | Light, Medium | Easy | Slightly higher damage but doesn't work on All. | - | - | Video |
CH c.S (2) > jc > j.S (2) > IAD j.S (2) > j.H > land c.S (1) > 5H~H > 236K[6]~P, WS 5[D] | Midscreen | 187 (207) | ~35% | All | Medium | Counter hit c.S confirm into wallbreak. Universal, but when comboing lightweights for the second j.S only let it hit once. | - | - | |
CH c.S (2) > 6H > j.236S > 2H > 214K > c.S (2) > 5D > 5[D] | Corner | 210 | ~35% | All | Easy | On CH j.236H will not combo correctly. | - | - | Video |
f.S > 5H~H > 236K~6(~K) | Anywhere (Midscreen) | 85 (112) | All | Easy | f.S's slightly higher damage confirm, but less consistent than the follow-up. If near the corner, 5H~H will wallbounce allowing 236K~K to combo. | Video | |||
CH f.S > 5H > 236K~6~K | Anywhere | All | Easy |
H Starters
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes | Recipe | Video | |
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PC | PS4/5 | ||||||||
CH 5H > 236K~4 dl 6 > 2K > 2D > 214S / 214H | Midscreen | 97 | All | Medium | Requires hitting 5H far enough away that you can time and space to hit with the end of 236K. | Video | |||
CH 2H > 214S > 2S > 2H > 214K > c.S (2) > f.S > 5H~H > 66 5H | Midscreen | 196 | All | Medium | Can also use ROTKM to break the wall for HKD. | Video | |||
CH 2H > 236S > 6H > 214K > c.S (2) > 214K > c.S (2) > 5D > 5[D] | Corner | 213 | All | Medium | Yo-Yo toss should whiff the opponent. | Video | |||
CH 2H > 214H > 2H > 214K > c.S (2) > dl f.S > 5H~H > WS > 66~5H | Back to Corner | 195 | All | Medium | Can also use ROTKM to break the wall for HKD. | Video | |||
CH 6H > c.S > jc > j.H > j.66 j.S > j.H, c.S > 6H, WS 5[D] | Midscreen | 211 | All | Medium | Midscreen 6H counter hit starter. |
Dust Starters
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes | Recipe | Video | |
---|---|---|---|---|---|---|---|---|---|
PC | PS4/5 | ||||||||
2D > 236H > 5K > 6H > 214K (1) > j.S (2) > c.S (2) > 2H > WS > 5D or (412364S) > WB | Corner | 178 (196) | 35% (-15%) PB | All but heavyweights | Medium | c.S will miss if not done at point blank, check the variation below for not point blank and heavyweights | Video | ||
5[D]~8 > j.S (2) > j.H jc > j.S (2) > j.HH | Anywhere | 176 | All* | Very Easy | |||||
5[D]~8 > j.H jc (9) > j.H > j.K > j.H > j.S(2)S | Anywhere | 184 | 19% | All* | Very Easy | Video | |||
5[D]~8 > j.H jc (9) > j.H > j.S(1) > j.H > j.HH | Anywhere | 185 | All* | Easy | |||||
5[D]~8 > j.H jc (9) > j.H > j.K > j.H > delay j.HH | Anywhere | 188 | All* | Easy |
Yo-Yo Set Combos
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes | Recipe | Video | |
---|---|---|---|---|---|---|---|---|---|
PC | PS4/5 | ||||||||
..., j.K, c.S, yoyo hit, c.S > f.S > 5H(~H > WS 236K~K) | Anywhere (Midscreen) | 103 (152) | All | Medium | Overhead setplay from 2D yoyo oki. | ||||
..., 2K, 6H, yoyo hit, c.S > 5H~H (> 236K~236K, WS 6H) | Anywhere (Midscreen) | 99 (145) | All | Medium | Low setplay from 2D yoyo oki. If not midscreen can cancel 5H~H into 236K~6 to close the distance or set up a yoyo. | ||||
..., 2K > 6H > 214[K], yoyo hit, j.S > c.S > 6H > 236S > WS dash 5[D] | Anywhere (Midscreen) | 108 (150) | All | Medium | Low setplay from 2D yoyo oki. Timing is tighter against heavyweights. |
Throw Starters
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes | Recipe | Video | |
---|---|---|---|---|---|---|---|---|---|
PC | PS4/5 | ||||||||
6D > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." c.S (2) | Corner | 76 | All | Easy | Can Dash Cancel after c.S or set a Yo-Yo. | ||||
6D > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 2S(2) > 214S/H | Anywhere | 76 | All | Easy | Sets a returning yo-yo, and leaves you slightly plus |
Jump-in Combos
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes | Recipe | Video | |
---|---|---|---|---|---|---|---|---|---|
PC | PS4/5 | ||||||||
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall