Combo Notation Guide | Character Name Abbreviations | |||||||||
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Read First
Combo Theory
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 cancelled! 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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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.
2K / 5K > 2D > 214S
Core Combos
Core combos balance potency with consistency. They:
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5K / c.S (2) > 6H > j.236H > 2H > 214K > c.S (2) > 5D > 5[D]
Can be started from either c.S or 5K, but not 2K.
- Replace j.236H with j.236S on CH c.S
- Can replace 2H with 6H for higher against non-heavy weights.
Break the wall using 66 632146S for Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. and a tiny bit more damage.
CH 5H > 236K~4 dl 6 > 2K > 2D > 214S / 214H
Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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Full Combo List
P Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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5PP/2PP > 6K > 236K~6~K
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Anywhere | 70 | All | [1] Very Easy | Jab confirm for damage and corner carry. | 1.21 | ||
5PPPP/2PPPP
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Anywhere | 49/44 | All | [1] Very Easy | Can combo 4 times at point blank range. | 1.21 |
K Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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2K / 5K > 2D > 214S or 214H (> 214K)
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Anywhere | 36/47 | All | [1] Very Easy | Basic 2K/5K confirm into yoyo setplay. | 1.21 | ||
2K / 5K > 6H > j.236S/H > 2H > 214K > c.S (2) > 5D > 5[D]
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Corner | 189 | All | [2] Easy | Similar to c.S routes, replace 2H with 6H against non-heavy weights for more damage. | Streamable | 66231 (PC) |
1.21 |
S Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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c.S (2) > 2S (2) > 2H > dl 236K ~ K
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Anywhere | 105 | All | [2] Easy | [6] ~ 4 During 236K will lead to more consistent 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. | 64491 (PC) |
1.21 | |
CH c.S (2) jc j.S (2) j66 j.S (2) > c.S (2) > 2H > dl 236K [6] K
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Anywhere | 144 | ? | [3] Medium | Can instead use 214S to after 2H to setup Yo-Yoki. | Streamable | 64493 (PC) |
1.21 |
CH c.S > 5[D] > 5K dc > 5K, c.S > 5H~H > 236K~K > 5D
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Midscreen | 213 | All | [3] Medium | Shoot fails to wallsplat at further than roundstart distance. | 1.21 | ||
c.S (2) > 6H > j.236S > 2H > 214K > c.S (2) > 5D > 5[D]
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Corner | 210 | All | [2] Easy | Streamable | 64494 (PC) |
1.21 | |
c.S (2) > 6H > j.236H > 6H > 214K > c.S (2) > 5D > 5[D]
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Corner | 216 | Light, Medium | [2] Easy | Optimized combo for Non-Heavy Weight Characters. | Streamable | 64496 (PC) |
1.21 |
f.S > 5H~H > (236K~6~K)
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Anywhere (Midscreen) | 85 (112) | All | [2] Easy | Slightly higher damage but less reach than S follow-up. | 1.21 | ||
CH f.S > 5H > 236K~6~K
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Anywhere | All | [2] Easy | Requires no precision with KSMH. | 64497 (PC) |
1.21 |
H Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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5H ~ H > 236K [6]
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Anywhere | 73 | All | [1] Very Easy | Useful for getting oki off of a stray hit in neutral | 1.21 | ||
CH 5H > 236K~4 dl 6 > 2K > 2D > 214S / 214H
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Anywhere | 97 | All | [3] Medium | Requires hitting 5H far enough away that you can time and space to hit with the end of 236K. | Streamable | 64499 (PC) |
1.21 |
CH 5H > 236K~4 dl 6 > c.S > dl f.S > 5H~H > 236K 6 K
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Midscreen | All | [4] Hard | Requires hitting with the last frame of 236K after 5H. | Streamable | 1.21 | ||
CH 2H > 214S > 2S > 2H > 214K > c.S (2) > f.S > 5H~H > (66) 5H
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Midscreen | 196 | All | [3] Medium | Use 632146H to break the wall for HKD. | Streamable | 1.21 | |
CH 2H > whiff 236S > 6H > 214K > c.S (2) > 214K > c.S (2) > 5D > 5[D]
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Corner | 213 | All | [3] Medium | Streamable | 1.21 | ||
CH 2H > 214H > 2H > 214K > c.S (2) > dl f.S > 5H~H > (66) 5H
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Back to Corner | 195 | All | [3] Medium | Use 632146H to break the wall for HKD. | Streamable | 1.21 | |
CH 6H > c.S > jc > j.H > j.66 j.S > j.H, c.S > 6H (WS) > 5[D]
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Midscreen | 211 | [3] Medium | 1.21 | ||||
CH 6H > 66 c.S > jc > j.S(2) > j.66 j.S(2) > j.H > c.S > 5D (WS) > 5[D]
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Midscreen | 208 | [3] Medium | Works from significantly further out than the combo above, at the cost of some damage. Length of the dash before c.S changes depending on the opponent's weight class | Streamable | 1.21 | ||
CH 6H > 5K dc > dl 5K dc > 2K > 2K > c.S > 2S > 2H 236K~K > 6H
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Anywhere | 184 | Light, Medium | [4] Hard | Allows wallbreaks where the above combo doesn't, giving Bridget a wallbreak from almost anywhere on the screen off of a common frametrapping option. Do not cross under again with the second 5K dash cancel. | Streamable | 1.21 | |
CH 6H > dl 236H > 6H > 214K > c.S (2) > 6H > 214K > j.K > 5[D]
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Corner | 219 | All | [3] Medium | Timing is tighter on heavier characters. | 1.21 |
Dust Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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CH 2D > 236H, 66 2S > 2H > 214K > j.S (2) > j.H > c.S (2) > 6H, 5[D]
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Midscreen | 193 | All | [3] Medium | Streamable | 1.21 | ||
2D > 236H > 5K > 6H > 214K > j.S (2) > 2K > 6H, 5[D]
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Corner | 183 | All | [3] Medium | Replace 2K with c.S (2) for more damage against non-heavy weights. | Youtube | 1.21 | |
CH 2D > 236H, 2H > 214K > c.S (2) > 6H > 214K > j.K, 5[D]
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Corner | 185 | All | [3] Medium | Streamable | 1.21 | ||
5[D]~8 > j.S (2) > j.H jc > j.S (2) > j.HH
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Anywhere | 176 | All* | [1] Very Easy | 1.21 | |||
5[D]~8 > j.H jc (9) > j.H > j.K > j.H > j.S(2)S
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Anywhere | 184 | All* | [2] Easy | Gfycat | 1.21 | ||
5[D]~8 > j.H jc (9) > j.H > j.K > j.H > delay j.HH
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Anywhere | 188 | All* | [3] Medium | 1.21 |
Special Move Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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CH 236K, 2K / c.S > 2D > 214S
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Anywhere | 65 - 79 | All | [3] Medium | Must hit near the end of Kick Start My Heart, in order to link into 2K / c.S. | 1.21 | ||
CH 236K, c.S (2) > 2S (2) > 2H > dl 236K ~ K
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Anywhere | 123 | All | [4] Hard | Must hit near the end of KSMH, in order to link into c.S. Greater corner carry but worse 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.. | 1.21 | ||
CH 236K ~ P, c.S (2) > 6H > j236S > 2H > 214K > 5[D]
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Corner | 182 | All | [3] Medium | 1.21 |
Throw Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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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)
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Corner | 76 | All | [2] Easy | Can Dash Cancel after c.S or set a Yo-Yo. | 1.21 | ||
6D > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 2D > 214S/H
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Anywhere | 78 | All | [2] Easy | Sets a returning yo-yo, and leaves you slightly plus | 1.21 | ||
6D > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 236K 6 K
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Anywhere | 83 | All | [2] Easy | Highest damage meterless but leaves you minus enough to be punishable. Only use to finish off opponents at the end of a round. | 1.21 |
Jump-in Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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1.21 |
- 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
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- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
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- Invalid Combos
- Knockdown Recovery
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- Minimum Damage
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- Off the Ground (OTG)
- Positive Bonus
- Prejump
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- Overdrive (Super Attack)
- R.I.S.C. Level
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