GGST/I-No/Combos: Difference between revisions

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{{#lst:{{BASEPAGENAME}}/Data|Links}}
<center>{{Character Label|GGST|I-No|size=45px}}</center>
{{GGST/CharacterLinks}}
{{Combo Notation|game=GGST}}


<div style="float:left; margin-right:25px;">
==Read First==
{{TOC limit|3}}
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=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.
</div>
*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).
{{Combo Notation
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
| game=GGST
 
==Beginner Combos==
 
* THESE ARE YOUR BREAD AND BUTTER, AND THE MOST IMPORTANT COMBOS TO LEARN. If the size and scope of this page intimidates you, you can probably do fine with just these five combos.
 
*All of these combo with {{clr|P|214P}} at then end, are NOT part of the combo. The {{clr|P|214P}} helps setup your {{keyword|Okizeme}}.
{{BeginnerComboDef}}
 
# [[{{PAGENAME}}#I-No Beginner Combo 1|BNB Overhead from {{clr|S|j.S}}/{{clr|H|j.H}}]]
# [[{{PAGENAME}}#I-No Beginner Combo 2|BNB from {{clr|K|2K}}/{{clr|S|j.S}}/{{clr|H|j.H}}]] ('''The Most Key Combo to Learn''')
# [[{{PAGENAME}}#I-No Beginner Combo 3|DP Punish]]
# [[{{PAGENAME}}#I-No Beginner Combo 4|Corner Combo]]
# [[{{PAGENAME}}#I-No Beginner Combo 5|Charged {{clr|D|Dust}} Combo]]
 
 
 
{{TheoryBox
| Title      = Basic BNB Overhead from {{clr|S|j.S}}/{{clr|H|j.H}}
| Oneliner  = A overhead combo used that ends with good oki
<br>64 Damage
| Difficulty = Very Easy
| Anchor    = I-No Beginner Combo 1
| Video      = GGST I-No BNB 1.webm
|Thumbnail = GGST I-No Thumbnail.jpg
| Size      = 256x192
| Recipe    = ({{clr|S|j.S}}/{{clr|H|j.H}}) > {{clr|K|2K}}/{{clr|S|c.S}} > {{clr|D|2D}} > (delay) {{clr|P|214P}} (setup)
| content    =
Unimpressive damage and route, but critically sets up I-No's note oki and is less dependent on range than the {{clr|H|6H}} confirm. Depending on range, an immediate cancel into {{clr|P|214P}} might cause the projectile to whiff. Gauge the distance between you and your opponent after you hit your {{clr|D|2D}} and try to delay it appropriately so your projectile hits meaty.
}}
}}


==Preliminary/Read me!==
{{TheoryBox
* All damage values were tested against Ky at full life with the R.I.S.C Level at 0.
| Title      = Basic BNB from {{clr|K|2K}}/{{clr|S|j.S}}/{{clr|H|j.H}}
* All wall break combos can be ended with {{clr|3|Ultimate Fortissimo (632146S)}} for more damage and a hard knockdown after the wall break; grounded version does more damage than aerial when applicable.
| Oneliner  = The most useful of BNB
* I-No's strongest meterless wall break option is {{clr|5|5[D]}} if you're grounded or {{clr|3|j.236[S]}} if you're airborne. If there's no time to use those, use {{clr|2|214K}}.
<br> 126 damage
* For combos that end in an I-No player's choice between {{clr|2|214K}} or {{clr|3|236S}}, '''''{{clr|2|214K}} whiffs on crouching opponents''''' but does more damage, causes the opponent to become airborne, and can be PRC'd, leaving I-No airborne as well, or you can use {{clr|3|236S}} which hits grounded and can be canceled with RRC or late PRC.
| Difficulty = Very Easy
* Some combos that would normally end in a knockdown ({{clr|5|2D}}, aerial hit {{clr|4|236H}}, etc.) can add guaranteed damage at the cost of losing said knockdown and sending the opponent further away; some moves that are good for this include {{clr|3|236S}}/{{clr|4|236H}} (corner carry), {{clr|4|2H}} (most damaging), {{clr|3|2S}} (farthest reaching normal), dash {{clr|3|j.S}} (keeps you close); explore your options!
| Anchor    = I-No Beginner Combo 2
| Video      = GGST I-No BNB 2.webm
|Thumbnail = GGST I-No Thumbnail.jpg
| Size      = 256x192
| Recipe    = {{clr|K|2K}}/{{clr|S|j.S}}/{{clr|H|j.H}} > {{clr|H|6H}}(2) > {{clr|H|236H}} > {{clr|P|214P}} (setup)  
| content    =
Your go-to combo for {{Character Label|GGST|I-No|label=I-No}}'s high/low mixup, with {{clr|K|2K}} being your low option and {{clr|S|j.S}} being your high option. Good corner carry and oki. Be aware that at farther distances {{clr|H|6H}}(1) wont connect so you will need to combo into {{clr|D|2D}} for a hard knockdown.  
}}


==Beginner/BnB Combo List==
{{TheoryBox
| Title      = BNB DP Punish
| Oneliner  = Big Damage
<br> 153 damage
| Difficulty = Very Easy
| Anchor    = I-No Beginner Combo 3
| Video      = GGST_I-No_BNB-DP-PUNISH.webm
|Thumbnail = GGST I-No Thumbnail.jpg
| Size      = 256x192
| Recipe    = CH {{clr|S|c.S}}/{{clr|H|2H}}/{{clr|S|2S}} > {{clr|H|236H}} > {{clr|H|6H}}(2) > {{clr|H|236H}} > {{clr|P|214P}} (setup)
| content    =
Essential punish for DPs that works anywhere on screen. Okay damage, but huge corner carry and also leads to note oki. Use {{clr|H|2H}} or {{clr|S|2S}} if the opponent is farther away.
}}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{{TheoryBox
===BnB combos===
| Title      = Charged {{clr|D|Dust}} Combo
| Oneliner  = The Classic
<br> 182 damage
| Difficulty = Easy
| Anchor    = I-No Beginner Combo 5
| Video      = GGST_I-No_BNB-Dust.webm
|Thumbnail = GGST I-No Thumbnail.jpg
| Size      = 256x192
| Recipe    = {{clr|D|5[D]}}~8 > (Delay) > {{clr|S|j.S}} > {{clr|H|j.H}} > jc > {{clr|P|j.P}} > {{clr|S|j.S}} > {{clr|H|j.H}} > Finishing Blow
| content    =
Not the most important thing to learn, as charged dusts are easily reactable to block. However in the off chance this move hits why not be able to almost do half their health?
}}
{| class="wikitable sortable"
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
 
==Core Combos==
{{CoreComboDef}}
{{TheoryBox
| Title      =  Corner DP Punish
| Oneliner  = Bye-Bye! Health Bar!
<br> 256 Damage
| Difficulty = Medium
| Anchor    =
| Video      = GGST_I-No_OptimalCornerDP.webm
|Thumbnail = GGST I-No Thumbnail.jpg
| Size      = 256x192
| Recipe    = CH {{clr|S|c.S}} > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > 66 {{clr|H|j.H}} > {{clr|H|6H}}(2) > {{clr|K|214K}} > {{clr|K|214K}} > WS > {{clr|K|214K}}/{{clr|S|214S}}
 
| content    =
Combo starts off with the optimal CH starter of {{clr|S|c.S}}. The first {{clr|K|214K}} requires more delay than then the regular corner combo.
}}
{{TheoryBox
| Title      = BNB MLA Corner Combo
| Oneliner  = Corner combo that always breaks the wall
<br> 181 damage ({{clr|S|j.S}} starter)
| Difficulty = {{clr|2|Easy}}
| Anchor    =
| Video      = GGST I-No MLA Corner Combo.webm
|Thumbnail = GGST I-No Thumbnail.jpg
| Size      = 256x192
| Recipe    = {{clr|K|2K}}/{{clr|S|c.S}}/{{clr|S|j.S}}/{{clr|H|j.H}} > {{clr|H|6H}}(2) > {{clr|S|214S}} > {{clr|H|j.236H}} > {{clr|H|j.H}}/{{clr|S|j.S}} > WS > {{clr|D|5[D]}}
| content    = Timing can be tight on the {{clr|H|j.236H}} farther from the corner and on characters with shorter horizontal hitboxes. Delay the {{clr|H|j.236H}} when I-No is moving back after {{clr|S|214S}}.
}}
{{TheoryBox
| Title      = BNB Corner Combo
| Oneliner  = Big Corner Damage
<br> 173 damage ({{clr|S|j.S}} starter)
| Difficulty = {{clr|3| Medium}}
| Anchor    = I-No Beginner Combo 4
| Video      = GGST_I-No_BNB-Corner.mp4
|Thumbnail = GGST I-No Thumbnail.jpg
| Size      = 256x192
| Recipe    = {{clr|K|2K}}/{{clr|S|c.S}}/{{clr|S|j.S}}/{{clr|H|j.H}} > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > {{clr|H|6H}}(1) > {{clr|H|236H}} > {{clr|P|214P}} (setup)
| content    =
Version of the {{clr|H|6H}} confirm modified to give more damage and meter in the corner. Requires a delay to hit {{clr|K|214K}} in the later portion of the Active Frames, but the window to hit and still combo into {{clr|H|6H}}(1) is very lenient. This will also leave one hit on the wall allowing for a chance to setup wallslump oki. Note: the first hit of the second {{clr|H|6H}} whiffing is intentional.
}}
 
==Specialized Combos==
{{SpecializedComboDef}}
{{TheoryBox
| Title      = Optimal Corner Combo
| Oneliner  = A Big Cash Out
<br> 210/220/190 Damage
| Difficulty = Very Hard
| Anchor    =
| Video      = GGST_I-No_OptimalCorner.webm
|Thumbnail = GGST I-No Thumbnail.jpg
| Size      = 256x192
| Recipe    = {{clr|S|j.S}}/{{clr|H|j.H}}/{{clr|K|2K}} > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > 66 {{clr|H|j.H}} > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > {{clr|K|214K}} > WS > {{clr|K|214K}}/{{clr|S|214S}}
 
| content    = Corner optimal from basically all starters. {{clr|K|214K}} needs to hit very meaty for this to work. {{clr|H|j.H}} must be hit very close to the wall for {{clr|H|6H}} to connect after. Holding forward after {{clr|H|j.H}} and before the second {{clr|H|6H}} increases consistency of connecting. You can replace the second-to-last {{clr|K|214K}} with {{clr|S|236S}} against certain characters to squeeze out slightly more damage with {{clr|D|5[D]}} wallbreak. This is the only way for the combo to work on Chipp. If you can't get this to work, practice the other corner combo [[GGST/I-No/Combos#Basic_starters | here]] and then go back to this combo. As this is the hardest corner combo. NOTE: this combo has gotten alot alot harder since season 3.
}}
 
===WA Combo Extensions===
<tabber>
Midscreen=
{{TheoryBox
| Title      = Midscreen WA
| Oneliner  =
<br>
| Difficulty = Medium
| Anchor    =
| Youtube    = baqOjlnF_Og
| Size      = 256x192
| Recipe    = ... > {{clr|H|6H}}(2) > {{clr|D|236[D]}} > jc >  {{clr|S|j.S}} > {{clr|H|j.H}} > land ({{clr|S|c.S}}) > {{clr|H|6H}} > ({{clr|K|214K}}) > WS > {{clr|D|5D}}
| content    = Midscreen combo, works from all starters.
}}
|-|
Corner to Corner =
{{TheoryBox
| Title      = Corner to Corner WA
| Oneliner  =
<br>
| Difficulty = Medium
| Anchor    =
| Youtube    = fgP42GXKvtw
| Size      = 256x192
| Recipe    = ... > {{clr|H|6H}}(2) > {{clr|D|236[D]}} > jc >  {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|H|j.236H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.236S}}/{{clr|K|j.236K}} > WS > {{clr|D|5D}}
| content    = Fullscreen Corner carry combo. Also works from all starters. Most consistent WA corner carry combo. Can wallbreak earlier when directly in the corner.
}}
</tabber>
 
===Slingshot 66 PRC Combos===
<tabber>
Midscreen =
{{TheoryBox
| Title      = Midscreen 66 PRC
| Oneliner  = WE GO FLYING BOYS
<br> 182 Damage
| Difficulty = Hard
| Anchor    =
| Video      = GGST_I-No_SlingshotPRC-Midscreen.webm
|Thumbnail = GGST I-No Thumbnail.jpg
| Size      = 256x192
| Recipe    = {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|H|j.236H}}(3)~{{clr|H|H}}~66PRC~{{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|H|6H}} > {{clr|H|236H}} > WS > {{clr|D|5D}}
| content    = Midscreen to wall break from a {{clr|S|j.S}} starter. Using 66PRC after hopping out of {{clr|H|j.236H}} (by pressing H again) and cancelling the 66PRC with a button (such as {{clr|S|j.S}}) allows you to maintain a lot of horizontal momentum; useful for corner carry and breaking the wall anywhere on screen.
}}
|-|
Corner to Corner =
{{TheoryBox
| Title      = Corner to Corner 66 PRC
| Oneliner  = Coolest Looking Combo
<br> 181 Damage
| Difficulty = Hard
| Anchor    =
| Video      = GGST_I-No_SlingshotPRC-Fullscreen.webm
|Thumbnail = GGST I-No Thumbnail.jpg
| Size      = 256x192
| Recipe    = {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|H|j.236H}}(3)~{{clr|H|H}}~66PRC~{{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|K|214K}} > {{Clr|4|6H}} > WS > {{clr|K|214K}}
| content    =
Corner to Corner combo. You need to be a little away from the corner for this to work. Same theory as the midscreen 66PRC combo for this to work.
}}
|-|
SideSwap =
{{TheoryBox
| Title      = Side Swap 66 RRC Combo
| Oneliner  = 2nd Coolest Looking Combo
<br> 169 Damage
| Difficulty = Hard
| Anchor    =
| Video     = GGST I-No SideSwap-Slingshot Combo.webm
|Thumbnail = GGST I-No Thumbnail.jpg
| Size      = 256x192
| Recipe    = {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|H|j.236H}}~(3)66RRC~{{clr|S|j.S}} > {{clr|D|j.D}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > (whiff) {{clr|S|j.236S}} > WS > {{clr|D|5D}}
| content    = Still a slingshot combo even without the 66PRC. Sacrifices some damage to be able to break the wall, where the Corner to Corner slingshot combo can't break the wall. Has a different timing of when to RC compared to the usual slingshot combo.
 
}}
</tabber>
 
==Combo List Midscreen==
 
 
==={{clr|P|P}}/{{clr|K|K}} starters===
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
|-
|-
| | {{clr|2|5K}}/{{clr|2|2K}}/{{clr|3|c.S}} > {{clr|5|2D}} || Anywhere || 53/43/67 || 14.75/13.25/? || Everyone || [1] {{clr|1|Very Easy}} || A simple combo, but the easiest way of scoring a knockdown to get the party started; you can fire a note ({{clr|1|214P}}) to make contact on their wakeup, safejump, meaty {{clr|4|236H}}... If you opt to fire a note, keep it at its initial vertical position if you think they'll try to jump out, or influence it downward if you think they'll try and low profile it. || [https://www.youtube.com/watch?v=JGF_rtAHTTk Video]
{{GGST-ComboTableRow
| combo =  {{clr|P|5P}} > ({{clr|P|5P}}) > {{clr|H|6H}}(2) > {{clr|H|236H}} > {{clr|P|214P}} (setup)
| position = Anywhere  
| damage = 85
| tensionGain =  ~13%
| worksOn =  Everyone  
| difficulty = Very Easy
| notes =  The first hit of {{clr|H|6H}} might whiff based on spacing and character, but this is the go-to combo for close-range {{clr|P|5P}} hits. Also works with {{clr|P|2P}} instead of {{clr|P|5P}} but {{clr|P|2P}}'s usage as a starter is more limited.
|video =
|checkedVersion = 1.33
}}
|-
|-
| | {{clr|2|5K}}/{{clr|2|2K}}/{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}}/{{clr|4|236H}} || Anywhere || 67/53/82 ({{clr|3|236S}} ender) || 14.75?/13.25?/? ({{clr|3|236S}} ender) || Everyone || [1] {{clr|1|Very Easy}} || Guaranteed damage you can add after {{clr|5|2D}} on anyone in the cast and any screen position, but at the expense of losing the knockdown. In or near the corner, {{clr|4|2H}} will do the most damage. {{clr|3|236S}} can be converted with RRC, but if you started the combo with {{clr|2|2K}} or your opponent's character is male, cancelling {{clr|3|236S}} with RRC to continue the combo yields little to no reward before the opponent falls out. ||
{{GGST-ComboTableRow
| combo =  AA {{clr|P|5P}} > {{clr|H|6H}}(1) > {{clr|H|236H}} > {{clr|P|214P}} (setup)  
| position = Anywhere
| damage =  73
| tensionGain = ~12%
| Workson = Everyone  
| difficulty = Very Easy  
| notes =Anti-Air {{clr|P|5P}} confirm. {{clr|H|236H}} has a tendency to whiff at further confirm ranges.
|video =
|checkedVersion = 1.33
}}
|-
|-
| | {{clr|2|5K}}/{{clr|2|2K}}/{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|2|214K}} || Anywhere || 83/63/100 (to Faust, def. mod. 1.01) || ? || Everyone except ZA, LE, AN, IN ({{clr|2|5K}}/{{clr|3|c.S}} starter), MA, PO, FA, MI, NA, GI ({{clr|2|2K}} starter)|| [1] {{clr|1|Very Easy}} || A little ''more'' guaranteed damage you can add after {{clr|5|2D}} at the expense of losing a knockdown; doesn't work on most characters if combo started with {{clr|2|2K}}. Combos can be extended with 66PRC after {{clr|2|214K}}. ||
{{GGST-ComboTableRow
| combo =  {{clr|P|5P}} > ({{clr|P|5P}}) > {{clr|P|6P}} > {{clr|S|236S}}/{{clr|K|214K}}  
| position =  Anywhere  
| damage = 66
| tensionGain =  ~13%
| workson = Everyone
| difficulty = Very Easy
| notes =  If {{clr|H|6H}} will whiff this is what you want to use instead. {{clr|K|214K}} has more frame advantage and damage but will blow them back fullscreen and whiff on crouching opponents, while {{clr|S|236S}} gives less advantage but leaves them closer to I-No.  
|video =
|checkedVersion = 1.33
}}
|-
|-
| | ({{clr|2|j.K}}/{{clr|3|j.S}}/{{clr|4|j.H}}) > {{clr|3|c.S}} > {{clr|3|f.S}}/{{clr|3|2S}}/{{clr|4|2H}} > {{clr|3|236S}}/{{clr|2|214K}} || Anywhere || 98 ({{clr|3|j.S}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}}) || ? || Everyone || [1] {{clr|1|Very Easy}} || Basic dash/jump-in combo, but starting with {{clr|3|c.S}} is fine also. {{clr|4|2H}} has crazy disjoints, does marginally more damage than {{clr|4|5H}} in certain circumstances and does not push back as far, allowing {{clr|3|236S}} to hit. {{clr|2|214K}} does more damage but whiffs on crouching opponents; {{clr|3|236S}} does less damage but can be converted with RRC. ||
{{GGST-ComboTableRow
|-
| combo =  {{clr|K|5K}}/{{clr|K|2K}} > {{clr|K|214K}}  
| | {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}}/{{clr|3|c.S}}/{{clr|2|j.K}}/{{clr|3|j.S}}/{{clr|4|j.H}} > {{clr|4|6H}}(2) > {{clr|4|236H}}/{{clr|2|214K}} || Anywhere || 126/128 ({{clr|3|c.S}} starter) || ? || Everyone || [1] {{clr|1|Very Easy}} || {{clr|4|236H}} provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. {{clr|2|214K}} adds just a tiny bit more damage than {{clr|4|236H}} would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance. || [https://www.youtube.com/watch?v=Gk4YU1JVI3w Video]
| position = Anywhere  
|-
| damage =  66/50
| | {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}}/{{clr|3|c.S}}/{{clr|2|j.K}}/{{clr|3|j.S}}/{{clr|4|j.H}} > {{clr|1|6P}} > {{clr|3|236S}}/{{clr|2|214K}} || Anywhere || 92 ({{clr|3|c.S}} starter, {{clr|3|236S}} ender) || ? || Everyone || [1] {{clr|1|Very Easy}} || Comboing into {{clr|1|6P}} is useful in cases where the first hit of {{clr|4|6H}} would whiff, as it has more reach and forward momentum. {{clr|2|214K}} does more damage but whiffs on crouching opponents; {{clr|3|236S}} does less damage but can be converted with RRC. ||
| tensionGain =  ~10%
| worksOn =  Everyone  
| difficulty = Very Easy  
| notes =  Baby combo. Low damage, no oki, doesn't work on crouching opponents. Still necessary to get any reward from max range {{clr|K|5K}}/{{clr|K|2K}} unless you go for resets.
|video =  
|checkedVersion = 1.33
}}
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==={{clr|S|S}}/{{clr|H|H}} starters===
 
{| class="wikitable sortable combotable"
===BnB anti-air===
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
| combo =  {{clr|S|f.S}}/{{clr|S|2S}}/{{clr|H|2H}} > {{clr|S|236S}}/{{clr|K|214K}}
| position = Anywhere
| damage = 66/59 ({{clr|S|f.S}} starter)
| tensionGain = ~10%
| worksOn = Everyone
| difficulty = Very Easy
| notes = Baby combo with no damage or oki, but you're likely not getting much better from them without CH or Wild Assault. Same caveats as stated above, {{clr|K|214K}} whiffs on crouchers and resets to neutral midscreen, {{clr|S|236S}} always works but doesn't knock down, only leaving I-No roughly +5.
|checkedVersion = 1.33
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
{{GGST-ComboTableRow
| combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|H|236H}} > {{clr|P|214P}} (setup)
| position = Anywhere
| damage = 91 ({{clr|S|f.S}} starter)
| tensionGain =  ~16%
| worksOn =  Everyone
| difficulty =  Very Easy
| notes = Tragically due to pushback and the expanding nature of {{clr|H|5H}}'s hitbox this will not work from further hits of {{clr|S|f.S}} or {{clr|S|2S}}. Still useful if you catch them running towards you or crouching.
|checkedVersion = 1.33
}}
|-
|-
| | {{clr|2|5K}} > {{clr|3|236S}}/{{clr|2|214K}} || Anywhere || 56/63 || 9.89/10.95? || Everyone || [1] {{clr|1|Very Easy}} || {{clr|2|5K}} can quickly hit foes from a distance, even while jumping, but has no invincibility, is vulnerable to air attacks, and is a natural combo into {{clr|3|236S}} only on an airborne opponent. || [https://www.youtube.com/watch?v=BsuFtp6-cDI Video]
{{GGST-ComboTableRow
| combo =  {{clr|H|5H}} > {{clr|H|236H}} > {{clr|P|214P}} (setup)
| position =  Anywhere  
| damage = 73
| tensionGain =  ~15%
| worksOn = Everyone  
| difficulty = Very Easy
| notes = Quit complaining, it's oki.
|checkedVersion = 1.33
}}
|-
|-
| | {{clr|1|6P}} > {{clr|3|236S}}/{{clr|2|214K}} || Anywhere || 59/66 || 10.98/10.55? || Everyone || [1] {{clr|1|Very Easy}} || Reliably beats jump-in attacks because of {{clr|1|6P}}'s upper-body invincibility. || [https://www.youtube.com/watch?v=TZBOxD8MCKs Video]
{{GGST-ComboTableRow
| combo =  {{clr|H|5H}} > {{clr|S|214S}} > {{clr|H|j.236H}} > {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|S|236S}} > WS > {{clr|S|214S}}
| position =  Midscreen to Corner
| damage = 183
| tensionGain =  ~40%
| worksOn = Everyone
| difficulty = Medium
| notes = Full combo off {{clr|H|5H}}.
|checkedVersion = 1.33
}}
|}
|}


==Combo List==
==={{clr|D|5[D]}} Combos===
 
{| class="wikitable sortable combotable"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{{GGST-ComboTableHeader}}
==={{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}} combos===
|-
'''General starter notes:'''
{{GGST-ComboTableRow
* {{clr|1|5P}} does more damage and is 1 frame faster than {{clr|1|2P}}, but whiffs on crouching opponents.
| combo = {{clr|D|5[D]}}~8 > (Delay) > {{clr|S|j.S}} > {{clr|H|j.H}} > jc > {{clr|P|j.P}} > {{clr|S|j.S}} > {{clr|H|j.H}} > Finishing Blow
* {{clr|1|5P}}s can be mixed and matched and gatling with {{clr|1|2P}}s and vice versa; how many you can hit with depends on distance and your opponent's character.
| position = Anywhere
* {{clr|2|5K}} does more damage, but {{clr|2|2K}} hits low; {{clr|2|2K}} also has much worse proration.
| damage = 182
| tensionGained = ~18
| worksOn = Anyone
| difficulty = Easy
|checkedVersion = 1.33
}}
|-
{{GGST-ComboTableRow
| combo = {{clr|D|5[D]}}~8 > (Delay) > {{clr|H|j.H}} > {{clr|S|j.S}} > jc > {{clr|H|j.H}} > 66 > {{clr|H|j.H}} > Finishing Blow
| position = Anywhere
| damage = 186
| tensiongained = ~18
| worksOn = Anyone
| difficulty = Medium
|checkedVersion = 1.33
}}
|-
{{GGST-ComboTableRow
| combo = {{clr|D|5[D]}}~8 > (small delay) > {{clr|H|j.H}} > {{clr|P|j.P}} > {{clr|D|j.D}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.S}} > Finishing Blow
| position = Anywhere
| damage = 194
| tensiongained = ~19
| worksOn = Everyone
| difficulty = Medium
| notes = Get j.S as early as possible after JC to make sure this can get a finishing blow
|checkedVersion = 1.33
| video = [https://youtu.be/hllVa21bHMQ Video]
}}
|-
{{GGST-ComboTableRow
| combo = {{clr|D|5[D]}}~8 > (delay) > {{clr|H|j.H}} > {{clr|S|j.S}} > jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > jc > {{clr|S|j.S}} > Finishing Blow
| position = Anywhere
| damage = 203
| tensiongained = 22
| worksOn = Everyone
| difficulty = Medium
| notes =
| video = [https://twitter.com/SeaLeafDojo/status/1412485327575347201 Video]
|checkedVersion = 1.33
}}
|-
|-
|+{{clr|1|5P}}/{{clr|1|2P}} starters
{{GGST-ComboTableRow
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
| combo = {{clr|D|5[D]}}~8 > (delay) > {{clr|H|j.H}} > jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|P|j.P}} > {{clr|H|j.H}} > {{clr|H|j.H}} > Finishing Blow
| position = Anywhere
| damage = 203
| tensiongained = 22
| worksOn = Everyone
| difficulty = Medium
| notes = Different route that uses {{clr|P|j.P}} instead. No real difference between the route with damage or tension gained. 
| video =  [https://imgur.com/a/ewo8DFw Video]
|checkedVersion = 1.33
}}
|-
|-
|| {{clr|1|5P}}/{{clr|1|2P}} > {{clr|1|5P}}/{{clr|1|2P}} > {{clr|1|5P}} > {{clr|2|214K}} || Anywhere || 64 ({{clr|1|5P}}x3) || ? || Everyone || [1] {{clr|1|Very Easy}} || ||
{{GGST-ComboTableRow
| combo = {{clr|D|5[D]}}~8 > (delay) > {{clr|H|j.H}} > {{clr|S|j.S}} > jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > jc > {{clr|H|j.H}} > Finishing Blow
| position = Anywhere
| damage = 204
| tensiongained = 22
| worksOn = Everyone  
| difficulty = Hard
| notes = Back to corner Dust combo; may work on some characters midscreen
| video = [https://streamable.com/90dovj Video]
|checkedVersion = 1.33
}}
|-
|-
{{GGST-ComboTableRow
| combo = {{clr|D|5[D]}}~8 > (slight delay) > {{clr|H|j.H}} > jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.S}} > jc > {{clr|H|j.H}} > Finishing Blow
| position = Anywhere
| damage = 207
| tensionGained = 21
| worksOn = Everyone
| difficulty = Hard
| notes = The second {{clr|S|j.S}} will drop against roughly half the cast unless you add a slight delay before the first {{clr|H|j.H}}. Too large of a delay however and the Finishing Blow will drop.
| video = [https://youtu.be/_h1NYciggmo Video]
|checkedVersion = 1.33
}}
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===CH starters===
|+{{clr|2|5K}}/{{clr|2|2K}} starters
{| class="wikitable sortable combotable"
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
{{GGST-ComboTableHeader}}
|-
|-
| | {{clr|2|5K}}/{{clr|2|2K}} > {{clr|5|2D}} || Anywhere || 53/43 || 14.75/13.25 || Everyone || [1] {{clr|1|Very Easy}} || A simple combo, but the easiest way of scoring a knockdown to get the party started; you can fire a note ({{clr|1|214P}}) to make contact on their wakeup, safejump, meaty {{clr|4|236H}}... If you opt to fire a note, keep it at its initial vertical position if you think they'll try to jump out, or influence it downward if you think they'll try and low profile it. || [https://www.youtube.com/watch?v=JGF_rtAHTTk Video]
{{GGST-ComboTableRow
| combo = CH {{clr|S|c.S}}/{{clr|S|2S}}/{{clr|S|f.S}}/{{clr|H|2H}} > {{clr|H|236H}} > {{clr|H|6H}}(2) > {{clr|H|236H}} > {{clr|P|214P}} (setup)  
| position = Midscreen
| damage = 151 ({{clr|S|c.S}} starter)
| tensionGained = ~27%
| worksOn = Everyone
| difficulty = Very Easy
| notes = THE basic CH route.  
|checkedVersion = 1.33
}}
|-
|-
| | {{clr|2|5K}}/{{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}}/{{clr|4|236H}} || Anywhere || 67/53 ({{clr|3|236S}} ender) || 14.75?/13.25? ({{clr|3|236S}} ender) || Everyone || [1] {{clr|1|Very Easy}} || Guaranteed damage you can add after {{clr|5|2D}} on anyone in the cast and any screen position, but at the expense of losing the knockdown. In or near the corner, {{clr|4|2H}} will do the most damage. {{clr|3|236S}} can be converted with RRC, but if you started the combo with {{clr|2|2K}} or your opponent's character is male, cancelling {{clr|3|236S}} with RRC to continue the combo yields little to no reward before the opponent falls out. ||
{{GGST-ComboTableRow
| combo = CH {{clr|H|236H}} > {{clr|H|j.H}} > {{clr|H|6H}}(2) > {{clr|H|236H}}  
| position = Midscreen
| damage = 144
| tensionGained = ~24%
| worksOn = Everyone  
| difficulty = Very Easy  
| notes = A little additional damage to your {{clr|H|236H}} confirm.
|checkedVersion = 1.33
}}
|-
|-
| | {{clr|2|5K}}/{{clr|2|2K}} > {{clr|5|2D}} > {{clr|2|214K}} || Anywhere || 83/66 (on Faust) || ? || Everyone except ZA, LE, AN, IN ({{clr|2|5K}} starter)/MA, PO, FA, MI, NA, GI ({{clr|2|2K}} starter) || [1] {{clr|1|Very Easy}} || A little ''more'' guaranteed damage you can add after {{clr|5|2D}} at the expense of losing a knockdown; doesn't work on most characters if combo started with {{clr|2|2K}}. Combos can be extended with 66PRC after {{clr|2|214K}}. ||
{{GGST-ComboTableRow
| combo  = CH {{clr|S|236S}} > {{clr|H|6H}}(2) > {{clr|H|236H}}  
| position = Midscreen
| damage = 117
| tensionGained =  ~20%
| worksOn = Everyone  
| difficulty = Very Easy  
| notes = Doesn't work at max range CH.
|checkedVersion = 1.33
}}
|-
|-
| | {{clr|2|5K}} > {{clr|3|236S}} || Anywhere || 56 || ? || Everyone || [1] {{clr|1|Very Easy}} || Anti-air combo; {{clr|2|5K}} can quickly hit foes from a distance, even while jumping, but has no invincibility, is vulnerable to air attacks, and is a natural combo into {{clr|3|236S}} only on an airborne opponent. ||
{{GGST-ComboTableRow
| combo = CH {{clr|S|j.S}}/{{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|6H}}(2) > {{clr|H|236H}}
| position = Midscreen
| damage = 127 ({{clr|H|j.H}})
| tensionGaiend = ~17%
| worksOn = Everyone  
| difficulty = Very Easy
| notes = On CH you can link a second normal after {{clr|S|j.S}}/{{clr|H|j.H}}. {{clr|S|c.S}} does the most damage, {{clr|D|j.D}} is the most consistent independent of distance, and sometimes you'll autopilot into {{clr|K|2K}}.
|checkedVersion = 1.33
}}
|-
|-
| | {{clr|2|5K}}/{{clr|2|2K}} > {{clr|2|214K}} || Anywhere || 63/50 || ? || Everyone || [1] {{clr|1|Very Easy}} || Same purpose as above combo but works from either {{clr|2|K}} starter on an airborne or grounded opponent. ||
{{GGST-ComboTableRow
| combo = CH {{clr|D|j.D}} > (microwalk) {{clr|S|c.S}} > {{clr|H|6H}}(2) > {{clr|H|236H}}
| position = Midscreen
| damage = 132
| tensionGained = ~16%
| worksOn = Everyone  
| difficulty = Very Easy
| notes = {{clr|D|j.D}} CH leaves them in the air for a while, and if you hit it low enough, they'll still be airborne when you land and press {{clr|S|c.S}}. Microwalk to ensure the grounded hit.
|checkedVersion = 1.33
}}
|-
|-
{{GGST-ComboTableRow
| combo = CH {{clr|P|6P}} > {{clr|H|236H}} > {{clr|D|2D}}
| position = Midscreen
| damage = 88
| tensionGained = ~13%
| worksOn = Everyone
| difficulty = Very Easy
| notes = Counterpoke {{clr|P|6P}} confirm. Essential.
|checkedVersion = 1.33
}}
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===MLA ({{clr|S|214S}}) Combos===
|+{{clr|1|5P}}/{{clr|1|5P}}x2/{{clr|1|2P}}/{{clr|1|2P}}x2/{{clr|2|5K}}/{{clr|2|2K}} > {{clr|1|6P}} > {{clr|3|236S}}/{{clr|2|214K}}
{| class="wikitable sortable combotable"
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !!  Video
{{GGST-ComboTableHeader}}
|-
|-
|| {{clr|1|5P}} > {{clr|1|6P}} > {{clr|3|236S}}/{{clr|2|214K}} || Anywhere || 60/65 || ? || Everyone || [1] {{clr|1|Very Easy}} || ||
{{GGST-ComboTableRow
| combo = {{clr|K|2K}}/{{clr|S|j.S}}/{{clr|H|j.H}} > {{clr|H|6H}} > {{clr|S|214S}} > {{clr|H|j.236H}} > {{clr|S|j.S}} > {{clr|K|j.236K}}
| position = Midscreen to Corner
| damage =    116
| tensionGained =  ~20%
| worksOn = Everyone  
| difficulty = Easy
| notes = Timing can be tight on the {{clr|H|j.236H}} farther from the corner and on characters with shorter horizontal hitboxes.
|checkedVersion = 1.33
}}
|-
|-
|| {{clr|1|5P}}x2 > {{clr|1|6P}} > {{clr|3|236S}}/{{clr|2|214K}} || Anywhere || 66/69 || ? || Everyone || [1] {{clr|1|Very Easy}} || ||
{{GGST-ComboTableRow
| combo = CH {{clr|S|214S}} > AD {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} > WS > {{clr|K|214K}}
| position = Midscreen to Corner
| damage =    180
| tensionGained =  ~30%
| worksOn = Everyone  
| difficulty = Hard
| notes =
|checkedVersion = 1.33
}}
|-
|-
|| {{clr|1|2P}} > {{clr|1|6P}} > {{clr|3|236S}}/{{clr|2|214K}}  || Anywhere || 58/63 || ? || Everyone || [1] {{clr|1|Very Easy}} || ||
{{GGST-ComboTableRow
| combo = CH {{clr|S|214S}} > AD {{clr|S|j.S}} > {{clr|H|6H}} > {{clr|S|214S}}  > {{clr|S|j.236S}} > WS > {{clr|D|5D}}
| position = Midscreen to Corner
| damage = 179
| worksOn = Everyone  
| difficulty = Medium
| notes =
|checkedVersion = 1.33
|video = [https://youtu.be/g7VQP3vgTdw  Video]
}}
|-
|-
|| {{clr|1|2P}}x2 > {{clr|1|6P}} > {{clr|3|236S}}/{{clr|2|214K}}  || Anywhere || 62/65 || ? || Everyone || [1] {{clr|1|Very Easy}} || ||
{{GGST-ComboTableRow
| combo = CH {{clr|S|214S}} > AD {{clr|K|j.K}} > {{clr|S|c.S}} > {{clr|H|5H}}  > {{clr|S|214S}} > {{clr|S|j.236S}} > WS > {{clr|D|5D}}
| position = Sideswap Corner Combo
| damage = 171
| worksOn = Everyone  
| difficulty = Hard
| notes = Hard meterless sideswap combo.
|checkedVersion = 1.33
}}
|-
|-
|| {{clr|2|5K}} > {{clr|1|6P}} > {{clr|3|236S}}/{{clr|2|214K}} || Anywhere || 76/82 || ? || Everyone || [1] {{clr|1|Very Easy}} || ||  
{{GGST-ComboTableRow
| combo = {{clr|S|j.S}}/{{clr|H|j.H}}/{{clr|K|2K}} > {{clr|H|6H}} > {{clr|S|214S}} > (whiff){{clr|S|j.226S}}
| position = Anywhere
| damage = 102({{clr|S|j.S}})
| tensionGained =  ~15%
| worksOn = Everyone
| difficulty = Very Easy
| notes = Using the {{clr|S|j.236S}} I-No can keep close to the opponent and set up a safe jump with an instant 66 {{clr|S|j.S}}. This route also does more damage than the {{clr|H|236H}} hard knockdown with the sacrifice of note oki.
|checkedVersion = 1.33
}}
|}
 
==Basic Corner==
*Note: Every corner combo listed will wallbreak if possible. It is your job as the I-No player to determine if you actually want to break the wall and cut your combo short where possible to keep the corner oki.
===Basic starters===
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
|-
|-
|| {{clr|2|2K}} > {{clr|1|6P}} > {{clr|3|236S}}/{{clr|2|214K}} || Anywhere || 59/64 || ? || Everyone || [1] {{clr|1|Very Easy}} || ||
{{GGST-ComboTableRow
|combo ={{clr|S|j.S}}/{{clr|H|j.H}}/{{clr|K|2K}} > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > 66 {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|H|j.236H}}(3)~{{clr|H|H}} > WS > {{clr|K|214K}}/{{clr|S|214S}}
|position = Corner
|damage = 177 ({{clr|S|j.S}} starter)
|worksOn =Everyone  
|difficulty = Easy
|notes = Probably the easiest corner combo of them all, however this combo does like zero damage.  '''The combos in this section work from any single-hit starter that gatlings or links into {{clr|H|6H}}(2). '''
|video = [https://youtu.be/o8u5ydnsh7s Video]
|checkedVersion = 1.33
}}
|-
|-
|}
{{GGST-ComboTableRow
 
|combo ={{clr|S|j.S}}/{{clr|H|j.H}}/{{clr|K|2K}} > {{clr|H|6H}}(2) > {{clr|S|214S}} > {{clr|K|214K}} > {{clr|K|2K}} > {{clr|K|214K}} > WS > {{clr|D|5D}}  
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|position = Corner
|+{{clr|1|5P}}/{{clr|1|5P}}x2/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}} > {{clr|4|6H}}(2) > {{clr|4|236H}}/{{clr|2|214K}}
|damage = 195 ({{clr|S|j.S}} starter)
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !!  Video
|worksOn =Everyone
|difficulty = Easy
|notes = Pretty consistent combo, not that spacing dependent.
|video = [https://www.youtube.com/watch?v=nW4Q67Q8a3s Video]
|checkedVersion = 1.33
}}
|-
|-
|| {{clr|1|5P}} > {{clr|4|6H}}(2) > {{clr|4|236H}}/{{clr|2|214K}} || Anywhere || 85/87 || ? || Everyone || [1] {{clr|1|Very Easy}} || {{clr|4|236H}} provides a hard knockdown, but marginally less damage than {{clr|2|214K}}. ||  
{{GGST-ComboTableRow
|combo ={{clr|S|j.S}}/{{clr|H|j.H}}/{{clr|K|2K}} > {{clr|H|6H}}(2) > {{clr|S|214S}} > {{clr|K|214K}} > {{clr|H|6H}}(2) > {{clr|S|214S}} > WS > {{clr|S|214S}}  
|position = Corner
|damage = 194 ({{clr|S|j.S}} starter)
|worksOn =Everyone
|difficulty = Easy
|notes = More optimal version of the combo above. May be spacing dependent.
|video = [https://youtu.be/GiiYquAxj6Q Video]
|checkedVersion = 1.33
}}
|-
|-
|| {{clr|1|5P}}x2 > {{clr|4|6H}}(2) > {{clr|4|236H}}/{{clr|2|214K}} || Anywhere || 85/86 || ? || Everyone || [1] {{clr|1|Very Easy}} || {{clr|4|236H}} provides a hard knockdown, but marginally less damage than {{clr|2|214K}}. ||  
{{GGST-ComboTableRow
|combo = {{clr|S|j.S}}/{{clr|H|j.H}}/{{clr|K|2K}} > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > TK {{clr|H|236H}}(3)~{{clr|H|H}} > {{clr|S|j.S}} > {{clr|S|j.236S}} > WS > {{clr|D|5[D]}}  
|position =  Corner
|damage = 191 ({{clr|S|j.S}} starter)
|tensionGained =  ~29/~29/~29
|worksOn =  Everyone
|difficulty = Medium
|notes = Try to time {{clr|K|214K}} so it hits meaty as they are falling down.
|video = [https://youtu.be/uE4Sf0xiJqw Video]
|checkedVersion = 1.33
}}
|-
|-
|| {{clr|1|2P}} > {{clr|4|6H}}(2) > {{clr|4|236H}}/{{clr|2|214K}} || Anywhere || 83/85 || ? || Everyone || [1] {{clr|1|Very Easy}} || {{clr|4|236H}} provides a hard knockdown, but marginally less damage than {{clr|2|214K}}. ||  
{{GGST-ComboTableRow
|combo = {{clr|S|j.S}}/{{clr|H|j.H}}/{{clr|K|2K}} > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > 66 {{clr|H|j.H}} > {{clr|H|j.236H}}(3)~{{clr|H|H}} > {{clr|S|j.S}} > WS > {{clr|D|5[D]}}
|position = Corner
|damage = 191 ({{clr|S|j.S}} starter)
|tensionGained = ~26
|worksOn =  Everyone
|difficulty = Medium
|notes = More optimised version of the above combo. Swapping dash {{clr|H|j.H}} for dash {{clr|S|j.S}} is easier if you're willing to sacrifice a little damage.  
|video = [https://youtu.be/p-FOshC60hw Video]
|checkedVersion = 1.33
}}
|-
|-
|| {{clr|2|5K}} > {{clr|4|6H}}(2) > {{clr|4|236H}}/{{clr|2|214K}} || Anywhere || 106/108 || ? || Everyone || [1] {{clr|1|Very Easy}} || {{clr|4|236H}} provides a hard knockdown, but marginally less damage than {{clr|2|214K}}. ||  
{{GGST-ComboTableRow
|combo ={{clr|S|j.S}}/{{clr|H|j.H}}/{{clr|K|2K}} > {{clr|H|6H}}(2) > {{clr|K|214K}} > {{clr|H|6H}}(1) > {{clr|S|214S}}  > {{clr|S|j.236S}} > WS > {{clr|D|5D}}
|position = Corner
|damage = 195 ({{clr|S|j.S}} starter)
|worksOn =Everyone
|difficulty = Easy
|notes =
|video =
|checkedVersion = 1.33
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|S|j.S}}/{{clr|H|j.H}}/{{clr|K|2K}} > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > 66 {{clr|H|j.H}} > {{clr|K|5k}} > {{clr|H|6H}}(1) > {{clr|H|236H}} > WS > {{clr|D|5[D]}}
|position = Corner
|damage = 200 ({{clr|S|j.S}} starter) 
|tensionGained = 27
|worksOn = Everyone
|difficulty = Hard
|notes = It's a littler easier and more consistance than doing 66 {{clr|H|j.H}} > {{clr|H|6H}}(2). Better tournament combo than  66 {{clr|H|j.H}} > {{clr|H|6H}}(2).
|video = [https://youtu.be/sA1CX02BG2E Video]
|checkedVersion = 1.33
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|S|j.S}}/{{clr|H|j.H}}/{{clr|K|2K}} > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > 66 {{clr|H|j.H}} > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > {{clr|K|214K}} > WS > {{clr|K|214K}}/{{clr|S|214S}}
|position = Corner
|damage = 210/220/190
|tensionGained = ~32
|worksOn = Everyone  
|difficulty = Very Hard
|notes = Corner optimal from basically all starters. {{clr|K|214K}} needs to hit very meaty for this to work. {{clr|H|j.H}} must be hit very close to the wall for {{clr|H|6H}} to connect after. You can replace the second-to-last {{clr|K|214K}} with {{clr|S|236S}} against certain characters to squeeze out slightly more damage with {{clr|D|5[D]}} wallbreak. This is the only way for the combo to work on Chipp.
|video = [https://youtu.be/YD6LOiMCeHY Video]
|checkedVersion = 1.33
}}
|}
 
==={{clr|S|j.S}} > {{clr|D|j.D}} conversions===
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
|-
|-
|| {{clr|2|2K}} > {{clr|4|6H}}(2) > {{clr|4|236H}}/{{clr|2|214K}} || Anywhere || 83/85 || ? || Everyone || [1] {{clr|1|Very Easy}} || {{clr|4|236H}} provides a hard knockdown, but marginally less damage than {{clr|2|214K}}. ||  
{{GGST-ComboTableRow
|combo = {{clr|S|j.S}}/{{clr|H|j.H}} > delay {{clr|D|j.D}} > delay {{clr|H|j.236H}} > {{clr|S|j.S}} > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > WS > {{clr|K|214K}}  
|position = Corner
|damage = 175
|tensionGained =
|worksOn = ?
|difficulty = Medium
|notes = adding {{clr|K|2K}} before the {{clr|H|6H}} can make this combo easier.
|video = [https://youtu.be/Nat_TSYdkc4 Video]
|checkedVersion = 1.33
}}
|-
|-
{{GGST-ComboTableRow
|combo = {{clr|S|j.S}}/{{clr|H|j.H}} > delay {{clr|D|j.D}} > delay {{clr|H|j.236H}} > {{clr|S|j.S}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.236S}} > WS > {{clr|D|5D}}
|position = Corner
|damage = 161 (SO)
|tensionGained =
|worksOn = ?
|difficulty = Medium
|notes = Very character specific, removing the {{clr|H|j.H}} can make this combo more consistent and reliable.
|video =
|checkedVersion = 1.33
}}
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==={{clr|H|6H}} starter===
==={{clr|1|6P}} combos===
{| class="wikitable sortable combotable"
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
{{GGST-ComboTableHeader}}
|-
|-
|| {{clr|1|6P}} > {{clr|3|236S}} || Anywhere || 59 || ? || Everyone || [1] {{clr|1|Very Easy}} || ||  
{{GGST-ComboTableRow
|combo = {{clr|H|6H}}(2) > delay {{clr|K|214K}} > 66 {{clr|H|j.H}} > microwalk {{clr|S|c.S}} > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > {{clr|K|214K}} > WS > {{clr|S|214S}}
|position = Corner
|damage = 240 (KY)
|tensionGained = ~40%
|worksOn = Probably everyone but definitely PO/LE/NA/GO
|difficulty = Hard
|notes = Route for heavyweights. Not quite damage-optimal but really close and builds a ton of meter if {{clr|S|c.S}} is added. Excluding {{clr|S|c.S}} makes the combo significantly easier and won't require a microwalk, but it loses you 4 damage and about 10% meter.
|checkedVersion = 1.33
}}
|}
 
==={{clr|K|j.236K}} starter===
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
|-
|-
|| {{clr|1|6P}} > {{clr|2|214K}} || Anywhere || 66 || ? || Everyone || [1] {{clr|1|Very Easy}} || ||
{{GGST-ComboTableRow
|combo = {{clr|K|j.236K}} > {{clr|P|2P}} > {{clr|P|6P}}(1) > {{clr|S|236S}}
|position=anywhere
|worksOn=?  
|damage=87
|difficulty= Easy
|checkedVersion = 1.33
|notes= Probably the most reliable {{clr|K|j.236K}}. Works from any {{clr|K|j.236K}} height.
}}
|-
|-
|| (CH) {{clr|1|6P}} > {{clr|4|236H}} || Anywhere || 66 || ? || Everyone || [1] {{clr|1|Very Easy}} || Combo starter. ||
{{GGST-ComboTableRow
|combo = {{clr|K|j.236K}} > {{clr|P|5P}} > {{clr|H|6H}}(1) > {{clr|H|236H}}
|position=anywhere
|worksOn=?  
|damage=
|difficulty= Medium
|checkedVersion = 1.33
|notes=
}}
|-
|-
{{GGST-ComboTableRow
|combo= {{clr|K|j.236K}} > {{clr|P|2P}} > {{clr|P|6P}} > {{clr|K|214K}}
|position=anywhere
|worksOn=?
|damage=92
|difficulty= Medium
|checkedVersion = 1.33
|notes= A more consistance route. {{clr|K|j.236K}} can be done from almost about any height.
}}
|}
==={{clr|H|236H}} starter===
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|H|236H}} > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > 66 {{clr|H|j.H}} > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > {{clr|K|214K}} > WS > {{clr|K|214K}}
|position = Corner
|damage = 241
|tensionGained = ~35%
|worksOn = Everyone
|difficulty = Hard
|notes = Optimal. Hard. Can substitute the {{clr|H|j.236H}} routing instead of {{clr|H|j.H}} > {{clr|H|6H}} to make it easier at a heavy loss in damage. Also works from CH {{clr|S|236S}}
|checkedVersion = 1.33
}}
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===CH starters===
==={{clr|3|c.S}}/{{clr|3|f.S}} combos===
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes || Video
{{GGST-ComboTableRow
|combo = CH {{clr|H|2H}} > {{clr|H|236H}} > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > 66 {{clr|H|j.H}} > {{clr|H|2H}} > {{clr|S|236S}} > WS > {{clr|D|5[D]}}
|position = Corner
|damage = 244
|tensionGained = ~40%
|worksOn = Everyone except ZA
|difficulty = Medium
|notes = {{clr|H|2H}} CH corner route. Also works on {{clr|S|2S}}/{{clr|S|f.S}} CH but requires a microwalk after {{clr|H|236H}}. Bro I hate Zato why does he just pancake when he gets hit by HCL???
|checkedVersion = 1.33
}}
|-
|-
|| {{clr|3|c.S}} > {{clr|5|2D}} || Anywhere || 67 || ? || Everyone || [1] {{clr|1|Very Easy}} || A simple combo, but the easiest way of scoring a knockdown to get the party started; you can fire a note ({{clr|1|214P}}) to make contact on their wakeup, safejump, meaty {{clr|4|236H}}... If you opt to fire a note, keep it at its initial vertical position if you think they'll try to jump out, or influence it downward if you think they'll try and low profile it. ||
{{GGST-ComboTableRow
|combo =  CH {{clr|H|6H}}(2) > delay {{clr|K|214K}} > 66 {{clr|H|j.H}} > microwalk {{clr|H|6H(2)}} > delay {{clr|K|214K}} > {{clr|H|6H(1)}} > {{clr|H|236H}} > WS > {{clr|D|5[D]}}  
|position = Corner
|damage = 237
|tensionGained = ~35%
|worksOn = Everyone
|difficulty = Medium
|notes = Unlike the usual {{clr|K|214K}} pickups the first {{clr|K|214K}} must hit as your opponent is rising rather than falling. Not the optimal but pretty close and pretty good.
|checkedVersion = 1.33
}}
|-
|-
|| {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}}/{{clr|4|236H}} || Anywhere || 82 ({{clr|3|236S}} ender) || ? || Everyone || [1] {{clr|1|Very Easy}} || Guaranteed damage you can add after {{clr|5|2D}} on anyone in the cast and any screen position, but at the expense of losing the knockdown. In or near the corner, {{clr|4|2H}} will do the most damage. {{clr|3|236S}} can be converted with RRC, but if your opponent's character is male, cancelling {{clr|3|236S}} with RRC to continue the combo yields little to no reward before the opponent falls out. ||
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}}(2) > {{clr|S|236S}} (whiff) > delay {{clr|H|6H}}(2) > delay {{clr|K|214K}} > 66 {{clr|H|j.H}} > {{clr|H|6H(2)}} > {{clr|K|214K}} > WS > {{clr|K|214K}}  
|position = Corner
|damage = 247
|tensionGained = 35 
|worksOn = Everyone
|difficulty = Hard
|notes = The {{clr|H|6H}} CH consistant optimal route. However if this starts from a blocked reversal DP do 66 {{clr|H|j.H}} > {{clr|H|2H}} > WS for optimal damage.
|video= [https://youtu.be/Wan6xbgiT6M Video]
|checkedVersion = 1.33
}}
|-
|-
|| {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|2|214K}} || Anywhere || 100 (on Faust) || ? || Everyone except ZA, LE, AN, IN || [1] {{clr|1|Very Easy}} || A little ''more'' guaranteed damage you can add after {{clr|5|2D}} at the expense of losing a knockdown. Combos can be extended with 66PRC after {{clr|2|214K}}. ||  
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}}(2) > {{clr|K|214K}} > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > 66 {{clr|H|j.H}} > {{clr|H|6H(2)}} >  WS > {{clr|D|5[D]}}
|position = Corner
|damage = 248
|tensionGained = 
|worksOn = Everyone  
|difficulty = Hard
|notes = The {{clr|H|6H}} CH optimal. Really unconsistanty landing the {{clr|H|j.H}} and sometimes the {{clr|D|5D}} will be too far away to hit.  
|video=[https://youtu.be/i09lFsp83AU Video]
|checkedVersion = 1.33
}}
|-
|-
|| {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|2H}} > {{clr|3|236S}}/{{clr|2|214K}} || Anywhere || 119/125 || ? || Everyone || [1] {{clr|1|Very Easy}} || ||
{{GGST-ComboTableRow
|combo = CH {{clr|H|5H}} > {{clr|S|j.S}} > {{clr|H|j.236H~H}} > {{clr|H|j.H}} > {{clr|H|6H}}(2) > {{clr|H|236H}} > WS > {{clr|D|5[D]}}
|position = Corner
|damage = 209
|tensionGained = ~32%
|worksOn = Everyone  
|difficulty = Medium
|notes = CH {{clr|H|5H}} is an inherently inconsistent starter but this should work no matter the distance you hit it at. Pretty meh reward, but if you hit this starter and need to kill it's there.
|checkedVersion = 1.33
}}
|-
|-
|| {{clr|3|f.S}} > {{clr|3|236S}}/{{clr|2|214K}} || Anywhere || 59/66 || ? || Everyone || [1] {{clr|1|Very Easy}} || ||
{{GGST-ComboTableRow
|combo = {{clr|D|2D}} (CH) > {{clr|S|236S}} > {{clr|K|5K}} > {{clr|K|214K}}
|position = Anywhere  
|damage = 107
|tensionGained =
|worksOn = Everyone
|difficulty = Easy
|checkedVersion = 1.33
|notes = Consistent easy combo. Beware that this combo gives weak oki.
}}
|-
|-
|| {{clr|3|f.S}} > {{clr|4|2H}} > {{clr|3|236S}}/{{clr|2|214K}} || Anywhere || 87/93 || ? || Everyone || [1] {{clr|1|Very Easy}} || ||  
{{GGST-ComboTableRow
|combo = {{clr|D|2D}} (CH) > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|H|236H}}/{{clr|K|214K}}
|position = Anywhere  
|damage = 107
|tensionGained =
|worksOn = Everyone except heavies
|difficulty = Easy
|checkedVersion = 1.33
|notes = Niche midscreen combo that gets good oki off {{clr|H|236H}}. For max damage replace {{clr|H|236H}} with {{clr|K|214K}}.
}}
|-
|-
|| {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|236S}}/{{clr|2|214K}} || Anywhere || 92/99 || ? || Everyone || [1] {{clr|1|Very Easy}} || ||
{{GGST-ComboTableRow
|combo = {{clr|D|2D}} (CH) > {{clr|H|6H}} > {{clr|K|214K}} > {{clr|K|214K}}  
|position = Corner
|damage =
|tensionGained =
|worksOn = Everyone  
|difficulty = Easy
|checkedVersion = 1.33
|notes = Doesn't work far away. Add {{clr|S|236S}} before the {{clr|H|6H}} to make it worker farther away.
}}
|-
|-
|| {{clr|3|c.S}} > {{clr|4|6H}}(2) > {{clr|4|236H}}/{{clr|2|214K}} || Anywhere || 140/142 || ? || Everyone || [1] {{clr|1|Very Easy}} || {{clr|4|236H}} provides a hard knockdown, but marginally less damage than {{clr|2|214K}}. ||
{{GGST-ComboTableRow
|combo = {{clr|D|2D}} (CH) > {{clr|S|236S}} > {{clr|K|5K}} > TK {{clr|H|j.236H}}~{{clr|H|H}} > {{clr|S|j.S}} > {{clr|H|6H}}(2) > {{clr|H|236H}}/{{clr|K|214K}} > WS > {{clr|D|5[D]}}/{{clr|K|214K}}
|position = Corner
|damage = 199/198
|tensionGained = ~40
|worksOn = Everyone
|difficulty = Hard
|notes = Need to use {{clr|K|214K}} for wall splat against PO/LE/NA.
|checkedVersion = 1.33
}}
|-
|-
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==Mixup Conversion==
==={{clr|D|j.D}} basic conversions===
{| class="wikitable sortable combotable"
|+ {{clr|D|j.D}} basic conversions
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo ={{clr|D|j.D}} > {{clr|H|j.236H}}(3)~{{clr|H|H}} > {{clr|S|j.S}}
|position = Anywhere
|damage = 77
|tensionGained = ~11%
|worksOn = Everyone
|difficulty = Easy
|notes = Misogynistic combo, hoverdash {{clr|H|j.H}} after landing from {{clr|S|j.S}} for an okay safejump. Universal if close enough to corner.
|checkedVersion = 1.33
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|j.D}} > {{clr|H|j.236H}}(3)~{{clr|H|H}} > {{clr|S|j.S}} > {{clr|D|j.D}} > jc > {{clr|S|j.S}} > {{clr|S|j.236S}}
|position = Midscreen
|damage = 118
|tensionGained =
|worksOn = Everyone
|difficulty = Medium
|notes =  Delaying the h-dive followup helps makes the combo more consistent.
|checkedVersion = 1.33
|video = [https://youtu.be/kRE6P1f5hmo Video]
}}
|-
{{GGST-ComboTableRow
|combo ={{clr|D|j.D}} > {{clr|K|j.236K}}/{{clr|S|j.236S}}
|position = Anywhere
|damage = 59
|tensionGained = ~9%
|worksOn = Everyone
|difficulty = Very Easy
|notes = Universal, leads to manually timed safejump.
|checkedVersion = 1.33
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|j.D}} > {{clr|S|j.632146S}} > {{clr|P|214P}} (setup)
|position = Anywhere
|damage = 130
|tensionGained = ~-48%
|worksOn = Everyone
|difficulty = Very Easy
|notes = Super confirm that does not need to be confirmed. Leaves you +37 even if {{clr|D|j.D}} is blocked and gives a hard knockdown on hit from which you can set up note oki.
|checkedVersion = 1.33
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|j.D}} > {{clr|H|j.236H}}(3)~{{clr|H|H}} > {{clr|P|j.P}}x3 > {{clr|H|6H}}(2) > WS > {{clr|D|5[D]}}
|position =  Corner
|damage = 159
|tensionGained = ~22%
|worksOn = Everyone
|difficulty = Easy
|notes = Universal route.
|checkedVersion = 1.33
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|j.D}} > {{clr|H|j.236H}}(3)~{{clr|H|H}} > {{clr|P|j.P}}x2 > {{clr|H|6H}}(2) > {{clr|H|236H}}/{{clr|S|214S}} > WS > {{clr|D|5[D]}}
|position = Corner
|damage = 169
|tensionGained = ~22%
|worksOn = Everyone
|difficulty = Medium
|notes = Alternate that does more damage. The closer {{clr|D|j.D}} is performed to the ground, the easier this combo is.
|checkedVersion = 1.33
|video= [https://youtu.be/HOnYWas6t_c Video]
}}


==={{clr|4|5H}}/{{clr|4|2H}} combos===
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes || Video
{{GGST-ComboTableRow
|-
|combo = {{clr|D|j.D}} > {{clr|H|j.236H}}(3)~{{clr|H|H}} > {{clr|H|j.H}} > {{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|214K}} > WS > {{clr|S|214S}}
|| c || p || d || tg || wo || df || n || v
|position = Corner
|damage = 184
|worksOn = Everyone
|difficulty = Medium
|notes = Removing the {{clr|K|2K}} makes the combo do more damage.
|video = [https://youtu.be/xm9earSlGdQ Video]
|checkedVersion = 1.33
}}
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==={{clr|D|j.D}} jc {{clr|S|j.S}} conversions===
==={{clr|4|6H}} combos===
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|j.D}} > jc > {{clr|S|j.S}} > {{clr|D|j.D}} > delay {{clr|S|j.236S}}
|position = Anywhere
|damage = 92 (FA)
|tensionGained = ~10%
|worksOn = Everyone except SO/KY/MA/PO/LE/NA/AN/GO
|difficulty = Hard
|notes = Leads to a safejump. '''The combos in this section all require a {{clr|D|j.D}} hit as low to the ground as possible and are much more difficult than the ordinary {{clr|D|j.D}} conversions due to this. '''
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes || Video
{{GGST-ComboTableRow
|combo = {{clr|D|j.D}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}}
|position = Anywhere
|damage = 79 (LE)
|tensionGained = ~6%
|worksOn = Everyone except SO/KY/MA/AN
|difficulty = Hard
|notes = Safejump route for heavyweights. Exists but you probably won't use it because it's not worth the reward.
}}
|-
|-
|| c || p || d || tg || wo || df || n || v
{{GGST-ComboTableRow
|combo = {{clr|D|j.D}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|j.214K}} > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > {{clr|S|236S}} > {{clr|D|5[D]}}
|position = Corner
|damage = 195
|tensionGained = ~22%
|worksOn = Everyone except SO/KY/MA/AN
|difficulty = Hard
|notes = Difficult conversion but pretty great damage for a high mixup.
}}
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===F-Shiki conversions===
==={{clr|5|5[D]}} Combos===
{| class="wikitable sortable combotable"
|+ {{keyword|F-Shiki}} conversions
{{GGST-ComboTableHeader}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
{{GGST-ComboTableRow
|combo = {{clr|S|j.S}} (blocked) > jc > {{clr|K|j.K}} > {{clr|H|j.236H}}~{{clr|H|H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > {{clr|K|214K}} > WS > {{clr|K|214K}}
|position = Corner
|damage = 181
|tensionGained = ~27%
|worksOn = Everyone except GI/MA/CH/JC/BA
|difficulty = Easy
|notes = Easy F-Shiki conversion after blocked {{clr|S|j.S}}. You can replace {{clr|K|j.K}} with {{clr|S|j.S}} for a little more damage against certain characters. Also, works on Chipp where {{clr|K|j.K}} doesn't!
}}
|-  
|-  
| {{clr|5|5[D]}}~8 > (Delay) > {{clr|3|j.S}} > {{clr|4|j.H}} > JC > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|4|j.H}} > Finishing Blow || Anywhere || 182 || ~18 || Anyone || [2] {{clr|2|Easy}} || ||
{{GGST-ComboTableRow
|-
|combo = {{clr|S|j.S}} (blocked) > jc > {{clr|S|j.S}} > {{clr|S|j.236S}} > 66RRC~{{clr|H|j.H}} whiff > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > 66 > {{clr|H|j.H}} > {{clr|H|6H}} (2) > {{clr|H|236H}} > WS > {{clr|D|5[D]}}  
| | {{clr|5|5[D]}}~8 > (Delay) > {{clr|4|j.H}} > {{clr|3|j.S}} > JC > {{clr|4|j.H}} > 66 > {{clr|4|j.H}} > Finishing Blow || Anywhere || 186 || ~18 || Anyone || [3] {{clr|3|Medium}} || ||
|position = Corner
|-  
|damage = 202
| | {{clr|5|5[D]}}~8 > (small delay) > {{clr|4|j.H}} > {{clr|1|j.P}} > {{clr|5|j.D}} > JC > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|j.S}} > Finishing Blow || Anywhere || 194 || ~19 || Everyone || [3] {{clr|3|Medium}} || Get j.S as early as possible after JC to make sure this can get a finishing blow ||
|tensionGained = -47%
|worksOn = Everyone except SO/ZA
|difficulty = Hard
|notes = F-Shiki conversion using quick RC, delay the blocked {{clr|S|j.S}} on Giovanna. Opting to wall stick with {{clr|K|214K}} instead of {{clr|H|236H}} and breaking the wall with {{clr|K|214K}} deals the same damage; at least on Ky.
}}
|-
|-
| | {{clr|5|5[D]}}~8 > (delay) > {{clr|4|j.H}} > {{clr|3|j.S}} > JC > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.H}} > JC > {{clr|3|j.S}} > Finishing Blow || Anywhere || 203 || ~19? || Everyone || [3] {{clr|3|Medium}} || || [https://twitter.com/SeaLeafDojo/status/1412485327575347201 Video]
{{GGST-ComboTableRow
|combo = {{clr|S|j.S}} > jc > {{clr|S|j.S}} > {{clr|K|j.236K}}/{{clr|S|S}}  
|position = Anywhere  
|damage = 69
|TensionGained =  ~10%
|worksOn = Everyone except GI
|difficulty = Easy
|notes = Whiffs on crouching opponents. Also acts as an F-Shiki setup if first {{clr|S|j.S}} is blocked.
}}
|-
|-
| | {{clr|5|5[D]}}~8 > (delay) > {{clr|4|j.H}} > {{clr|3|j.S}} > JC > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.H}} > JC > {{clr|4|j.H}} > Finishing Blow || Back to corner on Everyone, Anywhere on PO/LE/NA || 204 || ~19? || Everyone || [3] {{clr|4|Hard}} || Back to corner Dust combo; may work on some characters midscreen || [https://streamable.com/90dovj Video]
{{GGST-ComboTableRow
|-
|combo = {{clr|D|j.D}} (blocked) > jc > {{clr|K|j.K}} > {{clr|H|j.236H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|H|6H}}(2) > delay {{clr|K|214K}} > {{clr|S|236S}} > WS > {{clr|D|5[D]}}
| | {{clr|5|5[D]}}~8 > {{clr|4|j.H}} > JC > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|j.S}} > JC > {{clr|4|j.H}} > Finishing Blow || Anywhere || 207 || ~19? || Everyone? || [3] {{clr|4|Hard}} || To be tested more; works on Ky regardless of screen position ||
|position = Corner
|damage = 205
|tensionGained = ~26%
|worksOn = PO/FA/GO
|difficulty = Hard
|notes = Possibly the cruelest mixup in the game. If your delay {{clr|D|j.D}} is blocked you have the ability to add a THIRD unreactable, uninterruptible overhead to your string against Potemkin, Faust or Goldlewis. Won't be used often but will make your opponents very unhappy.
|-
}}
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==Roman Cancel Stuff==


==={{clr|2|j.K}}/{{clr|3|j.S}}/{{clr|4|j.H}} combos===
===Common RC extensions===
{| class="wikitable sortable combotable"
|+Common RC extensions
{{GGST-ComboTableHeader}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes || Video
{{GGST-ComboTableRow
|combo = ... > {{clr|H|236H}} (air hit) > 66RRC/PRC > ({{clr|S|c.S}}) > jc > {{clr|D|j.D}} > {{clr|S|c.S}} > ({{clr|S|2S}}) > {{clr|H|5H}} > {{clr|H|236H}}
|position = Anywhere
|damage = -
|tensionGained = -50%
|worksOn = Everyone
|difficulty = Easy
|notes =  Basic extension used to get oki at midscreen. Use this for max damage and oki if you aren't close to the wall.
|checkedVersion = 1.33
}}
|-
|-
|| c || p || d || tg || wo || df || n || v
{{GGST-ComboTableRow
|combo = ... > {{clr|H|236H}} (air hit) > 66RRC > ({{clr|S|c.S}}) > jc > {{clr|D|j.D}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214K}} > etc etc
|position = Anywhere
|damage = -
|tensionGained =
|worksOn = Everyone
|difficulty = Easy
|notes = Use this for max damage if you are close to the wall. Doesn't have the best corner carry
|checkedVersion = 1.33
}}
|-
{{GGST-ComboTableRow
|combo = ... > {{clr|H|236H}} (air hit) > 66PRC/RRC > {{clr|S|c.S}} > jc > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > delay {{clr|H|j.236H}}(3)~{{clr|H|H}} > {{clr|S|j.S}} > etc etc
|position = Midscreen to corner
|damage = -
|tensionGained = -50%
|worksOn = Everyone
|difficulty = Easy
|notes = Corner carry RC extension. Can extend into a basic air combo to wallbreak, or end at {{clr|S|j.S}} to keep them in the corner.
|checkedVersion = 1.33
}}
 
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===Full RC combos===
==={{clr|5|j.D}} combos===
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes || Video
{{GGST-ComboTableRow
|combo = {{clr|K|j.236K}}~{{clr|K|K}} > {{clr|K|j.K}} > {{clr|H|j.236H}}(3)~{{clr|H|H}}~66PRC~{{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|H|6H}}(2) > {{clr|H|236H}} > WS > {{clr|D|5[D]}}
|position = Midscreen to Wall Break
|damage =  196
|tensionGained = -39%
|worksOn = ?
|difficulty = Hard
|notes =  Midscreen to wall break from {{clr|K|j.236K~K}}. Using 66PRC after hopping out of {{clr|H|j.236H}} (by pressing {{clr|H|H}} again) and cancelling the 66PRC with a button (such as j.{{clr|S|S}}) allows you to maintain a lot of horizontal momentum; useful for corner carry.
|video =
|checkedVersion = 1.33
}}
|-
|-
|| c || p || d || tg || wo || df || n || v
{{GGST-ComboTableRow
|}
|combo = {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|H|j.236H}}(3)~{{clr|H|H}}~66PRC~{{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|K|214K}} > {{Clr|4|6H}} > WS > {{clr|S|j.632146S}
 
|position = Corner to Corner Wall Break
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|damage = 191
==={{clr|4|236H}} combos===
|tensionGained =  
|worksOn = Everyone
|difficulty = Hard
|notes = Corner to Corner combo. You need to be a little away from the corner for this to work. Same theory as the combo above for this to work.
|video =  
|checkedVersion = 1.33
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
{{GGST-ComboTableRow
|-
|combo = {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|H|j.236H}}(3)~{{clr|H|H}}~66PRC~{{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.236S}}  
| | {{clr|4|236H}} > {{clr|5|2D}} || Anywhere || 67 || ~10 || Everyone || [1] {{clr|1|Very Easy}} || ||
|position = Corner to Corner
|damage =  137
|tensionGained = 
|worksOn = Everyone
|difficulty = Hard
|notes =  Corner to Corner combo that doesn't break the wall. Sets ups a manual safe jump. Make sure the delay the PRC slightly otherwise the opponent will sideswap out of the combo.
|video =  [https://youtu.be/zWrVsrygX-8 Video]
|checkedVersion = 1.33
}}
|-
|-
| | {{clr|4|236H}} > {{clr|5|2D}} > {{clr|2|214K}} || Anywhere || 97 (to Faust, def. mod. 1.01) || ~10+? || MA, PO, FA, MI, NA, GI || [1] {{clr|1|Very Easy}} || Squeezes a little more damage from above combo on certain characters ||
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > {{clr|H|236H}}~88PRCC~{{clr|H|j.H}} > delay {{clr|D|j.D}} > jc >  {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|j.236H}}(3)~{{clr|H|H}} > {{clr|H|j.H}} > WS > {{clr|S|j.236S}} 
|position = Midscreen to Wall Break
|damage =  214
|tensionGained =
|worksOn = Everyone
|difficulty = Very Hard
|notes =  Midscreen to Corner combo. One of most hardest and flashest ino combos. Uses {{clr|H|236H}} for horizontal momentum and the 88PRC allow for a air combo. Quite uesless because you need a CH {{clr|H|6H}} for this combo to work, most of the time you will fail this combo and it isn't optimal.
|video = [https://youtu.be/tNss3M4vcfI Video]
|checkedVersion = 1.33
}}
|-
|-
| | {{clr|4|236H}} > {{clr|4|2H}}/{{clr|3|2S}} > {{clr|3|236S}}/{{clr|2|214K}} || Anywhere || 98 ({{clr|4|2H}} > {{clr|3|236S}}) || ~15+? || Everyone || [1] {{clr|1|Very Easy}} || {{clr|4|2H}} does more damage and has identical startup to {{clr|3|2S}}, but less range; pick which one to combo into based on distance.{{clr|2|214K}} does more damage but {{clr|3|236S}} can be converted with RRC. ||
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}}(2) > {{clr|P|214P}}~66PRCC~{{clr|H|6H}} > 66 {{clr|H|j.H}} {{clr|H|6H}} > {{clr|K|214K}} > {{clr|K|214K}} > WS > {{clr|K|214K}}
|position = Midscreen to Corner Wall Break
|damage =  251
|tensionGained =
|worksOn = Everyone except LE
|difficulty = Medium
|notes =  One of the most high damage I-No combos. Not a hard combo at all, but you will have to wait a little after doing note before doing PRC.  
|video = [https://youtu.be/PKJIBrM4kVo Video]
|checkedVersion = 1.33
}}
|-
|-
| | {{clr|4|236H}} > microwalk {{clr|4|6H}}(2) > {{clr|4|236H}} || Anywhere || 120 || ? || Everyone except FA, MI, RA || [1] {{clr|4|Hard}} || {{clr|4|236H}} provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. Microwalk {{clr|4|6H}} consistency can vary per character and is impossible on {{Character Label|GGST|Faust|label=Faust}}, {{Character Label|GGST|Millia_Rage|label=Millia}} and {{Character Label|GGST|Ramlethal_Valentine|label=Ramlethal}} after raw normal hit {{clr|4|236H}}. ||
{{GGST-ComboTableRow
|-
|combo = CH {{clr|H|5H}} > {{clr|K|214K}}~22RRC > 66 {{clr|H|j.H}} > {{clr|H|6H}} > {{clr|K|214K}} > {{clr|H|6H}} > {{clr|H|236H}} > WS > {{clr|D|5D}}
| | {{clr|4|236H}} > microwalk {{clr|4|6H}}(2) > delay {{clr|2|214K}} || Anywhere || 122 || ? || Everyone except FA, MI, RA || [1] {{clr|4|Hard}} || {{clr|2|214K}} adds just a tiny bit more damage than {{clr|4|236H}} would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance. Microwalk {{clr|4|6H}} consistency can vary per character and is impossible on {{Character Label|GGST|Faust|label=Faust}}, {{Character Label|GGST|Millia_Rage|label=Millia}} and {{Character Label|GGST|Ramlethal_Valentine|label=Ramlethal}} after raw normal hit {{clr|4|236H}}. ||
|position = Midscreen to Corner Wall Break
|-
|damage = 233
|worksOn=?
|difficulty=Medium
|notes = Need to be a little away from from round start midscreen. It also mostly doesn't matter if the a RRC or a PRC.
|checkedVersion = 1.33
}}
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==WA Combos==
 
===Common WA extensions===


==={{clr|5|Throw}} RC combos===
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes || Video
{{GGST-ComboTableRow
|combo = ... > {{clr|H|6H}}(2) > {{clr|D|236[D]}} > jc >  {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|H|j.236H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.236S}}/{{clr|K|j.236K}} > WS > {{clr|D|5D}}
|position = Fullscreen Corner Carry
|damage =
|tensionGained =
|worksOn = Everyone
|difficulty = Medium
|notes =
|checkedVersion = 1.33
|video = [https://www.youtube.com/watch?v=fgP42GXKvtw Video]
}}
|-
|-
|| c || p || d || tg || wo || df || n || v
{{GGST-ComboTableRow
|combo = ... > {{clr|H|6H}}(2) > {{clr|D|236[D]}} > (delayed) jc >  {{clr|D|j.D}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|j.236H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.236S}}/{{clr|K|j.236K}} > WS > {{clr|D|5D}}
|position = Fullscreen Corner Carry
|damage =
|tensionGained =
|worksOn = Everyone
|difficulty = Medium
|notes =
|checkedVersion = 1.33
|video = [https://youtu.be/8eg6Lax8vrk Video]
}}
|-
{{GGST-ComboTableRow
|combo = ... > {{clr|H|6H}}(2) > {{clr|D|236[D]}} > (delayed) jc >  {{clr|D|j.D}} > jc > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|j.236H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.236S}}/{{clr|K|j.236K}} > WS > {{clr|D|5D}}
|position = Fullscreen Corner Carry
|damage =
|tensionGained =
|worksOn = Everyone
|difficulty = Medium
|notes = Does the most damage for fullscreen WA routes.
|checkedVersion = 1.33
|video = [https://youtu.be/8OvGi4aAiKs?si=ANG8qOZLcOuI96BZ Video]
}}
|-
{{GGST-ComboTableRow
|combo = ... > {{clr|H|6H}}(2) > {{clr|D|236[D]}} > jc >  {{clr|D|j.D}} > {{clr|S|c.S}} > {{clr|K|214K}} > ({{clr|S|2S}} > {{clr|K|214K}}) > WS > {{clr|D|5D}}
|position = Midscreen Corner Carry
|damage =
|tensionGained =
|worksOn = Everyone
|difficulty = Medium
|notes =
|checkedVersion = 1.33
}}
|-
{{GGST-ComboTableRow
|combo = ... > {{clr|H|6H}}(2) > {{clr|D|236[D]}} > jc >  {{clr|S|j.S}} > {{clr|H|j.H}} > land ({{clr|S|c.S}}) > {{clr|H|6H}} > ({{clr|K|214K}}) > WS > {{clr|D|5D}}
|position = Midscreen Corner Carry
|damage =
|tensionGained =
|worksOn = Everyone
|difficulty = Medium
|notes = Midscreen combo, works from all starters.
|checkedVersion = 1.33
|video= [https://www.youtube.com/watch?v=baqOjlnF_Og Video]
}}
|}
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==Combo Theory==
===Guaranteed wallbreak combos===
===Starting Combos===
|+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}}/{{clr|3|c.S}}/{{clr|2|j.K}}/{{clr|3|j.S}}/{{clr|4|j.H}} starters
{| class="wikitable sortable"
|+ Combo Starters
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes || Video
! Button !! Use
|-
|-
| | {{clr|3|j.S}}/{{clr|4|j.H}}/{{clr|2|2K}} > {{clr|4|6H}}(2) > delay {{clr|2|214K}} > TK {{clr|4|236H}}(3)~{{clr|4|H}} > {{clr|3|j.S}} > {{clr|3|j.236S}} > WS > {{clr|5|5[D]}} || Corner || 191 (j.S starter) || ~29/~29/~29 || Everyone || [4] {{clr|4|Hard}} || {{clr|2|214K}} has to be timed to hit as early as possible. || [https://streamable.com/mihexu Video]
| {{clr|K|2K}}|| Low starter, close-range poke. Confirms into {{clr|D|2D}} for knockdown into note oki, {{clr|H|6H}} for a launch into a full combo or {{clr|K|214K}} if they're too far for either of the former to work.
|-
|-
| | {{clr|3|j.S}}/{{clr|4|j.H}}/{{clr|2|2K}} > {{clr|4|6H}}(2) > delay {{clr|2|214K}} > 66 > {{clr|4|j.H}} > {{clr|4|j.236H}}(3)~{{clr|4|H}} > {{clr|3|j.S}} > WS > {{clr|5|5[D]}} || Corner || 191 (j.S starter) || ~26 || Everyone || [4] {{clr|4|Hard}} || {{clr|2|214K}} has to be timed to hit as early as possible. Swapping dash {{clr|4|j.H}} for dash {{clr|3|j.S}} is easier if you're willing to sacrifice a little damage. || [https://streamable.com/iyusz3 Video]
| {{clr|P|5P}} || Fast anti-air or abare button. {{clr|H|6H}} if you're close, {{clr|P|6P}} if you're far.
|-
|-
| | {{clr|3|j.S}}/{{clr|4|j.H}}/{{clr|2|2K}} > {{clr|4|6H}}(2) > delay {{clr|2|214K}} > 66 > {{clr|4|j.H}} > {{clr|4|6H}}(2) > delay {{clr|2|214K}} > {{clr|2|214K}} > WS > {{clr|2|214K}} || Corner || 210/220/190 || ~32 || Everyone || [4] {{clr|4|Hard}} || {{clr|2|214K}} has to be timed to hit as early as possible. {{clr|4|j.H}} must be hit very close to the wall for {{clr|4|6H}} to connect after. || [https://streamable.com/bow74a Video]
| {{clr|P|6P}} || Good poke, good AA button. On CH confirms into {{clr|H|236H}}, on normal hit {{clr|S|236S}} or {{clr|K|214K}}.
|}
|-
 
| {{clr|S|c.S}} || Best starter midscreen and air combo filler. On the ground, combo into {{clr|H|6H}} and in the air, {{clr|H|5H}}.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|+{{clr|5|j.D}} starter
| {{clr|S|2S}} || Probably your best normal poke but low reward on normal hit. {{clr|S|236S}} or {{clr|K|214K}} depending on screen position and whether they are standing or not.
|-
| {{clr|S|f.S}} or {{clr|H|2H}} || Huge disjoints that you'll hit CHs with more often than not. Great starters for DP's and other Counter Hitable moves.  
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes || Video
| {{clr|H|5H}}  || Big fat disjoint that groundbounces, leading straight into {{clr|H|236H}} at long ranges.
|-
|-
| | {{clr|5|j.D}} > {{clr|4|j.236H}}(3)~{{clr|4|H}} > {{clr|1|j.P}}x3 > {{clr|4|6H}}(2) > WS > {{clr|5|5[D]}} || Corner || 159 || ~22 || Everyone || [2] {{clr|2|Easy}} || || [https://streamable.com/lxs7cn Video]
| {{clr|H|6H}} || Launcher for 90% of your combos. Combo into {{clr|H|236H}} if used in the former context, no combo if used in the latter. However, it has big reward on CH AA, where you whiff {{clr|H|236H}} and pick up with {{clr|S|c.S}}.
|-
|-
| | {{clr|5|j.D}} > {{clr|4|j.236H}}(3)~{{clr|4|H}} > {{clr|1|j.P}}x2 > {{clr|4|6H}}(2) > {{clr|4|236H}} > WS > {{clr|5|5[D]}} || Corner || 169 || ~22 || Everyone except PO/LE/NA || [3] {{clr|3|Medium}} || Alternate that does more damage. The closer {{clr|5|j.D}} is performed to the ground, the easier this combo is.
| {{clr|D|2D}} || HKD tool. Press for oki, delaying {{clr|P|214P}} if necessary. Extensions are ill-advised, but combos into super if you need the extra damage.
|-
| |{{clr|5|j.D}} > {{clr|4|j.236H}}(3)~{{clr|4|H}} > {{clr|4|j.H}} > {{clr|2|2K}} > {{clr|1|6P}} > {{clr|2|214K}} > WS > {{clr|2|214K}} || Corner || 161 (Sol) || ~27 || SO, MA, MI, ZT, RA, GI, AN, IN || [3] {{clr|3|Medium}} || Hoverdash {{clr|2|j.K}} -> {{clr|5|j.D}} for correct height || [https://streamable.com/xnae7o Video]
|}
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|4|236H}} starter
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes || Video
| {{clr|S|j.S}}/{{clr|H|j.H}} || High starter from hoverdash. Combos into {{clr|H|6H}} and {{clr|K|2K}}.
|-
|-
| | {{clr|4|236H}} > micro walk > {{clr|4|6H}}(2) > delay {{clr|2|214K}} > TK {{clr|4|236H}}(3)~{{clr|4|H}} > {{clr|3|j.S}} > {{clr|3|j.236S}} > WS > {{clr|5|5[D]}} || Corner || 214 || ~34 || Everyone except FA, MI, RA || [5] {{clr|5|Very Hard}} || {{clr|2|214K}} has to be timed to hit as early as possible. Microwalk {{clr|4|6H}} consistency can vary per character and is impossible on {{Character Label|GGST|Faust|label=Faust}}, {{Character Label|GGST|Millia_Rage|label=Millia}} and {{Character Label|GGST|Ramlethal_Valentine|label=Ramlethal}} after raw normal hit {{clr|4|236H}}. || [https://streamable.com/4wybqj Video]
| {{clr|K|j.236K}} || Mostly used as a frame trap tool after {{clr|D|j.D}}. Combos into {{clr|P|2P}}.
|-
| | {{clr|4|236H}} > micro walk > {{clr|4|6H}}(2) > delay {{clr|2|214K}} > 66 > {{clr|4|j.H}} > {{clr|4|j.236H}}(3)~{{clr|4|H}} > {{clr|3|j.S}} > WS > {{clr|5|5[D]}} || Corner || 217 || ~32 || Everyone except FA, MI, RA || [5] {{clr|5|Very Hard}} || {{clr|2|214K}} has to be timed to hit as early as possible. Swapping dash {{clr|4|j.H}} for dash {{clr|3|j.S}} is easier if you're willing to sacrifice a little damage. Microwalk {{clr|4|6H}} consistency can vary per character and is impossible on {{Character Label|GGST|Faust|label=Faust}}, {{Character Label|GGST|Millia_Rage|label=Millia}} and {{Character Label|GGST|Ramlethal_Valentine|label=Ramlethal}} after raw normal hit {{clr|4|236H}}. || [https://streamable.com/xiv9kb Video]
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===Extending combos===
|+Other starters
{| class="wikitable sortable"
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes || Video
! Move !! Use
|-
|-
| {{clr|K|2K}}/{{clr|P|5P}}|| Generic combo filler, which you use is dependent on your opponent's current juggle state.
|-
|-
| | {{clr|3|236S}} > 88~RRC > j.66 > land {{clr|3|c.S}} > JC > {{clr|3|j.S}} > JC > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|4|236H~H}} (3) > {{clr|4|j.H}} > WS > {{clr|2|214K}} || Back to corner || 169 || ~-48% || Anyone || [3] {{clr|3|Medium}} || May need a small delay to initial j.66 to side switch properly.  First attack can be pretty much anything that doesn't push away from the corner.  Easier to land before doing 214K or use {{clr|2|j.S}} to do WS. || [https://streamable.com/dfzcqh Video]
| {{clr|K|5K}}/{{clr|S|c.S}} || Combo filler with a jump cancel. {{clr|K|5K}} has more effective range but juggles at a worse angle and does less damage. {{clr|S|c.S}} is useful for comboing into {{clr|H|5H}}, {{clr|D|j.D}} or {{clr|H|6H}} and has a better launch angle for midscreen juggles.
|}
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
 
===CH Combos===
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| {{clr|P|6P}} || Chains from {{clr|P|P}} and {{clr|K|K}} buttons and keeps them grounded if you want to set up a wallslump.
|-
|-
| | {{clr|1|6P}}(CH) > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|3|236S}}/{{clr|2|214K}} || Anywhere || 104/109 || ~22 || Everyone || [2] {{clr|2|Easy}} ||
| {{clr|H|5H}} || Groundbounce makes it useful to end juggles into {{clr|H|236H}}.
|-
|-
| | {{clr|3|2S}}/{{clr|3|f.S}}/{{clr|4|5H}}/{{clr|4|2H}}/{{clr|4|6H}}(1) (CH) > {{clr|4|236H}} > microwalk {{clr|4|6H}}(2) > {{clr|4|236H}} || Anywhere || 128 (2S) 132 (f.S) 152 (5H) 153 (2H) || ~25 || Everyone || [2] {{clr|2|Easy}} || Tricky on May.
| {{clr|H|6H}} || Very fast tool to continue juggles and your highest damage normal. Launches very far from I-No so best used to extend corner combos.
|-
|-
| | {{clr|4|6H}}(2) (CH) > delay {{clr|4|236H}} > {{clr|2|5K}}/{{clr|2|2K}} > {{clr|3|236S}}/{{clr|2|214K}} || Anywhere || 145/151 ({{clr|2|5K}}) 142/148 ({{clr|2|2K}}) || ~22 || Everyone except FA || [4] {{clr|4|Hard}} || Have to use {{clr|2|2K}} on LE, GI, and {{clr|2|5K}} on SO. Both work on everyone else.
| {{clr|S|j.S}}/{{clr|H|j.H}} || Air combo filler. {{clr|S|j.S}} launches lower but closer, while {{clr|H|j.H}} flings them higher but further.
|-
|-
| | {{clr|4|6H}}(2) (CH) > {{clr|3|236S}} (whiff) > {{clr|2|5K}} > {{clr|2|214K}} || Anywhere || 124 || ~17 || KY/AX/PO/FA/ZT/LE/NA || [2] {{clr|2|Easy}} || Alternate route that works on FA and is much easier.
| {{clr|D|j.D}} || Good midscreen combo filler as it launches straight up and stalls I-No's air momentum to keep her close to the ground.
|-
|-
| | {{clr|4|6H}}(2) (CH) > {{clr|3|236S}} (whiff) > {{clr|3|2S}} > {{clr|3|236S}} || Anywhere || 122 (RA)|| ~17 || MI/RA/GI || [2] {{clr|2|Easy}} || Alternate route to the alternate route that works on some of the girls
| {{clr|H|236H}} || Staggers on ground hit, useful for confirming CHs midscreen. Roughly +12 on hit.
|-
|-
| | {{clr|5|2D}} (CH) > {{clr|3|236S}} > {{clr|2|5K}} > TK {{clr|4|j.236H}}~{{clr|4|H}} > {{clr|3|j.S}} > {{clr|4|6H}}(2) > {{clr|4|236H}}/{{clr|2|214K}} > WS > {{clr|5|5[D]}}/{{clr|2|214K}} || Corner || 199/198 || ~40 || Everyone || [4] {{clr|4|Hard}} || Need to use {{clr|2|214K}} for wall splat against PO/LE/NA
| {{clr|K|214K}} || Leaves them tumbling on the ground in a comboable state. Mostly used for corner combos due to how far it sends people from I-No.
|-
|-
| | {{clr|4|6H}}(2) (CH) > delay {{clr|2|214K}} > 66 > {{clr|4|j.H}} > {{clr|4|6H}}(2) > delay {{clr|2|214K}} > {{clr|2|214K}} > WS > {{clr|2|214K}} || Corner || 253 || ~37 || Everyone || [3] {{clr|3|Medium}} || DP punish/frame trap route in the corner. Instead of doing the second 2K for wall splat, can use {{clr|3|236S}} instead for an easy {{clr|3|632146S}} wall break.
| {{clr|S|214S}} || Good corner carry, great for comboing off {{clr|H|5H}}.
|-
|-
| | {{clr|3|2S}}/{{clr|3|f.S}}/{{clr|4|5H}}/{{clr|4|2H}} (CH) > {{clr|4|236H}} > microwalk > {{clr|4|6H}}(2) > delay {{clr|2|214K}} > TK {{clr|4|j.236H}}~{{clr|4|H}} > {{clr|3|j.S}} > WS > {{clr|5|5[D]}} || Corner || 232 || ~37 || Everyone || [3] {{clr|3|Medium}} || Frame trap route in the corner.
| {{clr|H|j.236H}} || Travels far, fast to come out, third hit launches very high. Decent for picking up weird combos near corner but does a lot of wall damage.
|-
|-
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===Ending combos===
Strive's juggle system and I-No's hoverdash allow her to end combos in almost anything and still get okizeme. The onus is on the I-No player to gauge when the distance between them and their opponent is good enough for a hoverdash safejump, or when to cut a combo short for the oki. Here are some common enders:  


===F-Shiki conversions===
{| class="wikitable sortable"
|+ Combo Enders
|-
! Ender !! Explanation and Okizeme
|-
| {{clr|D|2D}}|| Hard knockdown on ground hit. Sets up note oki or a safejump.
|-
| {{clr|H|236H}} || Hard knockdown on air hit. Also sets up note oki or a safejumps.
|-
| {{clr|K|j.236K}}/{{clr|S|j.236S}} || Ends juggles with I-No on the ground. Sets up a manually timed safejump if close to the ground.
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
| {{clr|K|214K}} || Sends them tumbling in a soft knockdown animation for a long time, but no oki unless close to the corner.
|-
|-
| | {{clr|2|j.K}} > {{clr|4|j.236H}}~{{clr|4|H}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|4|6H}}(2) > delay {{clr|2|214K}} > {{clr|2|214K}} > WS > {{clr|2|214K}} || Corner || 181 || ~27 || Everyone except GI/MA/CH || [2] {{clr|2|Easy}} || Easy F-Shiki conversion after blocked {{clr|3|j.S}} ||
| {{clr|S|236S}} || Leaves them close to you, but only ~+5. Sets up an RPS situation where you can use {{clr|S|2S}} to frametrap or go for a high/low reset.
|-
| | {{clr|3|j.S}} > {{clr|3|j.236S}} > 66RRC~{{clr|4|j.H}} whiff > {{clr|4|6H}}(2) > delay {{clr|2|214K}} > 66 > {{clr|4|j.H}} > {{clr|4|6H}} (2) > {{clr|4|236H}} > WS > {{clr|5|5[D]}} || Corner || 202 || -47% || Everyone except SO/ZA || [2] {{clr|4|Hard}} || F-Shiki conversion using quick RC, delay the blocked {{clr|3|j.S}} on Giovanna. Opting to wall stick with {{clr|2|214K}} instead of {{clr|4|236H}} and breaking the wall with {{clr|2|214K}} deals the same damage; at least on Ky. || [https://streamable.com/pcnzdo Video]
|-
|-
| | {{clr|3|j.S}} > jc > {{clr|3|j.S}} > {{clr|2|j.236K}}/{{clr|3|S}} || Anywhere || 69/69 || ~10/~10/~10 || Everyone except GI || [2] {{clr|2|Easy}} || Whiffs on crouching opponents. Also acts as an F-Shiki setup if first {{clr|3|j.S}} is blocked. ||
| {{clr|S|j.632146S}} || Your only way to get a hard knockdown from an air combo. Sets up note oki or a safejump.
|-
|}
 
 
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===These combos need a total DMG value on them===
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
| | {{clr|2|2K}} > {{clr|4|6H}} > {{clr|4|236H}} > RRC > 66 > {{clr|5|j.D}} > {{clr|3|5S}} > {{clr|5|j.D}} > {{clr|4|236H}} (3) || Anywhere || 116 || -50, +? || Everyone(?) || [3] {{clr|3|Medium}} || Will WS if close enough to corner at inconsistent times; usually on first hit of {{clr|4|236H}}, sometimes at {{clr|5|j.D}}
|-
|}
|}


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Latest revision as of 17:37, 19 April 2024

I-No



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

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 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 Combos

  • THESE ARE YOUR BREAD AND BUTTER, AND THE MOST IMPORTANT COMBOS TO LEARN. If the size and scope of this page intimidates you, you can probably do fine with just these five combos.
  • All of these combo with 214P at then end, are NOT part of the combo. The 214P helps setup your 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..
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
  1. BNB Overhead from j.S/j.H
  2. BNB from 2K/j.S/j.H (The Most Key Combo to Learn)
  3. DP Punish
  4. Corner Combo
  5. Charged Dust Combo



Basic BNB Overhead from j.S/j.HA overhead combo used that ends with good oki
64 Damage
Very Easy

(j.S/j.H) > 2K/c.S > 2D > (delay) 214P (setup)
Unimpressive damage and route, but critically sets up I-No's note oki and is less dependent on range than the 6H confirm. Depending on range, an immediate cancel into 214P might cause the projectile to whiff. Gauge the distance between you and your opponent after you hit your 2D and try to delay it appropriately so your projectile hits meaty.


Basic BNB from 2K/j.S/j.HThe most useful of BNB
126 damage
Very Easy

2K/j.S/j.H > 6H(2) > 236H > 214P (setup)
Your go-to combo for I-No's high/low mixup, with 2K being your low option and j.S being your high option. Good corner carry and oki. Be aware that at farther distances 6H(1) wont connect so you will need to combo into 2D for a hard knockdown.


BNB DP PunishBig Damage
153 damage
Very Easy

CH c.S/2H/2S > 236H > 6H(2) > 236H > 214P (setup)
Essential punish for DPs that works anywhere on screen. Okay damage, but huge corner carry and also leads to note oki. Use 2H or 2S if the opponent is farther away.


Charged Dust ComboThe Classic
182 damage
Easy

5[D]~8 > (Delay) > j.S > j.H > jc > j.P > j.S > j.H > Finishing Blow
Not the most important thing to learn, as charged dusts are easily reactable to block. However in the off chance this move hits why not be able to almost do half their health?

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

Corner DP PunishBye-Bye! Health Bar!
256 Damage
Medium

CH c.S > 6H(2) > delay 214K > 66 j.H > 6H(2) > 214K > 214K > WS > 214K/214S
Combo starts off with the optimal CH starter of c.S. The first 214K requires more delay than then the regular corner combo.

BNB MLA Corner ComboCorner combo that always breaks the wall
181 damage (j.S starter)
Easy

2K/c.S/j.S/j.H > 6H(2) > 214S > j.236H > j.H/j.S > WS > 5[D]
Timing can be tight on the j.236H farther from the corner and on characters with shorter horizontal hitboxes. Delay the j.236H when I-No is moving back after 214S.

BNB Corner ComboBig Corner Damage
173 damage (j.S starter)
Medium

2K/c.S/j.S/j.H > 6H(2) > delay 214K > 6H(1) > 236H > 214P (setup)
Version of the 6H confirm modified to give more damage and meter in the corner. Requires a delay to hit 214K in the later portion of the Active Frames, but the window to hit and still combo into 6H(1) is very lenient. This will also leave one hit on the wall allowing for a chance to setup wallslump oki. Note: the first hit of the second 6H whiffing is intentional.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Optimal Corner ComboA Big Cash Out
210/220/190 Damage
Very Hard

j.S/j.H/2K > 6H(2) > delay 214K > 66 j.H > 6H(2) > delay 214K > 214K > WS > 214K/214S
Corner optimal from basically all starters. 214K needs to hit very meaty for this to work. j.H must be hit very close to the wall for 6H to connect after. Holding forward after j.H and before the second 6H increases consistency of connecting. You can replace the second-to-last 214K with 236S against certain characters to squeeze out slightly more damage with 5[D] wallbreak. This is the only way for the combo to work on Chipp. If you can't get this to work, practice the other corner combo here and then go back to this combo. As this is the hardest corner combo. NOTE: this combo has gotten alot alot harder since season 3.

WA Combo Extensions

Midscreen WA
Medium

... > 6H(2) > 236[D] > jc > j.S > j.H > land (c.S) > 6H > (214K) > WS > 5D
Midscreen combo, works from all starters.

Corner to Corner WA
Medium

... > 6H(2) > 236[D] > jc > j.S > j.H > j.D > jc > j.D > j.236H > j.S > j.H > j.236S/j.236K > WS > 5D
Fullscreen Corner carry combo. Also works from all starters. Most consistent WA corner carry combo. Can wallbreak earlier when directly in the corner.

Slingshot 66 PRC Combos

Midscreen 66 PRCWE GO FLYING BOYS
182 Damage
Hard

j.S > j.D > j.236H(3)~H~66PRC~j.S > j.H > 6H > 236H > WS > 5D
Midscreen to wall break from a j.S starter. Using 66PRC after hopping out of j.236H (by pressing H again) and cancelling the 66PRC with a button (such as j.S) allows you to maintain a lot of horizontal momentum; useful for corner carry and breaking the wall anywhere on screen.

Corner to Corner 66 PRCCoolest Looking Combo
181 Damage
Hard

j.S > j.D > j.236H(3)~H~66PRC~j.S > j.H > j.D > jc > j.D > 214K > 6H > WS > 214K
Corner to Corner combo. You need to be a little away from the corner for this to work. Same theory as the midscreen 66PRC combo for this to work.

Side Swap 66 RRC Combo2nd Coolest Looking Combo
169 Damage
Hard

j.S > j.D > j.236H~(3)66RRC~j.S > j.D > jc > j.S > j.H > (whiff) j.236S > WS > 5D
Still a slingshot combo even without the 66PRC. Sacrifices some damage to be able to break the wall, where the Corner to Corner slingshot combo can't break the wall. Has a different timing of when to RC compared to the usual slingshot combo.

Combo List Midscreen

P/K starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P > (5P) > 6H(2) > 236H > 214P (setup) Anywhere 85 Everyone [1] Very Easy Tension Gain: ~13%
The first hit of 6H might whiff based on spacing and character, but this is the go-to combo for close-range 5P hits. Also works with 2P instead of 5P but 2P's usage as a starter is more limited.
1.33
AA 5P > 6H(1) > 236H > 214P (setup) Anywhere 73 [1] Very Easy Tension Gain: ~12%
Anti-Air 5P confirm. 236H has a tendency to whiff at further confirm ranges.
1.33
5P > (5P) > 6P > 236S/214K Anywhere 66 [1] Very Easy Tension Gain: ~13%
If 6H will whiff this is what you want to use instead. 214K has more frame advantage and damage but will blow them back fullscreen and whiff on crouching opponents, while 236S gives less advantage but leaves them closer to I-No.
1.33
5K/2K > 214K Anywhere 66/50 Everyone [1] Very Easy Tension Gain: ~10%
Baby combo. Low damage, no oki, doesn't work on crouching opponents. Still necessary to get any reward from max range 5K/2K unless you go for resets.
1.33

S/H starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S/2S/2H > 236S/214K Anywhere 66/59 (f.S starter) Everyone [1] Very Easy Tension Gain: ~10%
Baby combo with no damage or oki, but you're likely not getting much better from them without CH or Wild Assault. Same caveats as stated above, 214K whiffs on crouchers and resets to neutral midscreen, 236S always works but doesn't knock down, only leaving I-No roughly +5.
1.33
f.S/2S > 5H > 236H > 214P (setup) Anywhere 91 (f.S starter) Everyone [1] Very Easy Tension Gain: ~16%
Tragically due to pushback and the expanding nature of 5H's hitbox this will not work from further hits of f.S or 2S. Still useful if you catch them running towards you or crouching.
1.33
5H > 236H > 214P (setup) Anywhere 73 Everyone [1] Very Easy Tension Gain: ~15%
Quit complaining, it's oki.
1.33
5H > 214S > j.236H > j.S > j.D > 236S > WS > 214S Midscreen to Corner 183 Everyone [3] Medium Tension Gain: ~40%
Full combo off 5H.
1.33

5[D] Combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]~8 > (Delay) > j.S > j.H > jc > j.P > j.S > j.H > Finishing Blow Anywhere 182 Anyone [2] Easy 1.33
5[D]~8 > (Delay) > j.H > j.S > jc > j.H > 66 > j.H > Finishing Blow Anywhere 186 Anyone [3] Medium 1.33
5[D]~8 > (small delay) > j.H > j.P > j.D > jc > j.S > j.H > j.S > Finishing Blow Anywhere 194 Everyone [3] Medium Get j.S as early as possible after JC to make sure this can get a finishing blow Video 1.33
5[D]~8 > (delay) > j.H > j.S > jc > j.H > j.S > j.H > jc > j.S > Finishing Blow Anywhere 203 Everyone [3] Medium Video 1.33
5[D]~8 > (delay) > j.H > jc > j.H > j.S > j.P > j.H > j.H > Finishing Blow Anywhere 203 Everyone [3] Medium Different route that uses j.P instead. No real difference between the route with damage or tension gained. Video 1.33
5[D]~8 > (delay) > j.H > j.S > jc > j.H > j.S > j.H > jc > j.H > Finishing Blow Anywhere 204 Everyone [4] Hard Back to corner Dust combo; may work on some characters midscreen Video 1.33
5[D]~8 > (slight delay) > j.H > jc > j.H > j.S > j.H > j.S > jc > j.H > Finishing Blow Anywhere 207 Everyone [4] Hard The second j.S will drop against roughly half the cast unless you add a slight delay before the first j.H. Too large of a delay however and the Finishing Blow will drop. Video 1.33

CH starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH c.S/2S/f.S/2H > 236H > 6H(2) > 236H > 214P (setup) Midscreen 151 (c.S starter) Everyone [1] Very Easy THE basic CH route. 1.33
CH 236H > j.H > 6H(2) > 236H Midscreen 144 Everyone [1] Very Easy A little additional damage to your 236H confirm. 1.33
CH 236S > 6H(2) > 236H Midscreen 117 Everyone [1] Very Easy Doesn't work at max range CH. 1.33
CH j.S/j.H > j.D > 6H(2) > 236H Midscreen 127 (j.H) Everyone [1] Very Easy On CH you can link a second normal after j.S/j.H. c.S does the most damage, j.D is the most consistent independent of distance, and sometimes you'll autopilot into 2K. 1.33
CH j.D > (microwalk) c.S > 6H(2) > 236H Midscreen 132 Everyone [1] Very Easy j.D CH leaves them in the air for a while, and if you hit it low enough, they'll still be airborne when you land and press c.S. Microwalk to ensure the grounded hit. 1.33
CH 6P > 236H > 2D Midscreen 88 Everyone [1] Very Easy Counterpoke 6P confirm. Essential. 1.33

MLA (214S) Combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2K/j.S/j.H > 6H > 214S > j.236H > j.S > j.236K Midscreen to Corner 116 Everyone [2] Easy Timing can be tight on the j.236H farther from the corner and on characters with shorter horizontal hitboxes. 1.33
CH 214S > AD j.S > j.D > c.S > 6H > 214S > WS > 214K Midscreen to Corner 180 Everyone [4] Hard 1.33
CH 214S > AD j.S > 6H > 214S > j.236S > WS > 5D Midscreen to Corner 179 Everyone [3] Medium Video 1.33
CH 214S > AD j.K > c.S > 5H > 214S > j.236S > WS > 5D Sideswap Corner Combo 171 Everyone [4] Hard Hard meterless sideswap combo. 1.33
j.S/j.H/2K > 6H > 214S > (whiff)j.226S Anywhere 102(j.S) Everyone [1] Very Easy Using the j.236S I-No can keep close to the opponent and set up a safe jump with an instant 66 j.S. This route also does more damage than the 236H hard knockdown with the sacrifice of note oki. 1.33

Basic Corner

  • Note: Every corner combo listed will wallbreak if possible. It is your job as the I-No player to determine if you actually want to break the wall and cut your combo short where possible to keep the corner oki.

Basic starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.S/j.H/2K > 6H(2) > delay 214K > 66 j.S > j.D > j.236H(3)~H > WS > 214K/214S Corner 177 (j.S starter) Everyone [2] Easy Probably the easiest corner combo of them all, however this combo does like zero damage. The combos in this section work from any single-hit starter that gatlings or links into 6H(2). Video 1.33
j.S/j.H/2K > 6H(2) > 214S > 214K > 2K > 214K > WS > 5D Corner 195 (j.S starter) Everyone [2] Easy Pretty consistent combo, not that spacing dependent. Video 1.33
j.S/j.H/2K > 6H(2) > 214S > 214K > 6H(2) > 214S > WS > 214S Corner 194 (j.S starter) Everyone [2] Easy More optimal version of the combo above. May be spacing dependent. Video 1.33
j.S/j.H/2K > 6H(2) > delay 214K > TK 236H(3)~H > j.S > j.236S > WS > 5[D] Corner 191 (j.S starter) Everyone [3] Medium Try to time 214K so it hits meaty as they are falling down. Video 1.33
j.S/j.H/2K > 6H(2) > delay 214K > 66 j.H > j.236H(3)~H > j.S > WS > 5[D] Corner 191 (j.S starter) Everyone [3] Medium More optimised version of the above combo. Swapping dash j.H for dash j.S is easier if you're willing to sacrifice a little damage. Video 1.33
j.S/j.H/2K > 6H(2) > 214K > 6H(1) > 214S > j.236S > WS > 5D Corner 195 (j.S starter) Everyone [2] Easy 1.33
j.S/j.H/2K > 6H(2) > delay 214K > 66 j.H > 5k > 6H(1) > 236H > WS > 5[D] Corner 200 (j.S starter) Everyone [4] Hard It's a littler easier and more consistance than doing 66 j.H > 6H(2). Better tournament combo than 66 j.H > 6H(2). Video 1.33
j.S/j.H/2K > 6H(2) > delay 214K > 66 j.H > 6H(2) > delay 214K > 214K > WS > 214K/214S Corner 210/220/190 Everyone [5] Very Hard Corner optimal from basically all starters. 214K needs to hit very meaty for this to work. j.H must be hit very close to the wall for 6H to connect after. You can replace the second-to-last 214K with 236S against certain characters to squeeze out slightly more damage with 5[D] wallbreak. This is the only way for the combo to work on Chipp. Video 1.33

j.S > j.D conversions

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.S/j.H > delay j.D > delay j.236H > j.S > 6H(2) > delay 214K > WS > 214K Corner 175 ? [3] Medium adding 2K before the 6H can make this combo easier. Video 1.33
j.S/j.H > delay j.D > delay j.236H > j.S > jc > j.S > j.H > j.236S > WS > 5D Corner 161 (SO) ? [3] Medium Very character specific, removing the j.H can make this combo more consistent and reliable. 1.33

6H starter

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6H(2) > delay 214K > 66 j.H > microwalk c.S > 6H(2) > delay 214K > 214K > WS > 214S Corner 240 (KY) Probably everyone but definitely PO/LE/NA/GO [4] Hard Route for heavyweights. Not quite damage-optimal but really close and builds a ton of meter if c.S is added. Excluding c.S makes the combo significantly easier and won't require a microwalk, but it loses you 4 damage and about 10% meter. 1.33

j.236K starter

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.236K > 2P > 6P(1) > 236S anywhere 87 ? [2] Easy Probably the most reliable j.236K. Works from any j.236K height. 1.33
j.236K > 5P > 6H(1) > 236H anywhere ? [3] Medium 1.33
j.236K > 2P > 6P > 214K anywhere 92 ? [3] Medium A more consistance route. j.236K can be done from almost about any height. 1.33

236H starter

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
236H > 6H(2) > delay 214K > 66 j.H > 6H(2) > delay 214K > 214K > WS > 214K Corner 241 Everyone [4] Hard Optimal. Hard. Can substitute the j.236H routing instead of j.H > 6H to make it easier at a heavy loss in damage. Also works from CH 236S 1.33

CH starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 2H > 236H > 6H(2) > delay 214K > 66 j.H > 2H > 236S > WS > 5[D] Corner 244 Everyone except ZA [3] Medium 2H CH corner route. Also works on 2S/f.S CH but requires a microwalk after 236H. Bro I hate Zato why does he just pancake when he gets hit by HCL??? 1.33
CH 6H(2) > delay 214K > 66 j.H > microwalk 6H(2) > delay 214K > 6H(1) > 236H > WS > 5[D] Corner 237 Everyone [3] Medium Unlike the usual 214K pickups the first 214K must hit as your opponent is rising rather than falling. Not the optimal but pretty close and pretty good. 1.33
CH 6H(2) > 236S (whiff) > delay 6H(2) > delay 214K > 66 j.H > 6H(2) > 214K > WS > 214K Corner 247 Everyone [4] Hard The 6H CH consistant optimal route. However if this starts from a blocked reversal DP do 66 j.H > 2H > WS for optimal damage. Video 1.33
CH 6H(2) > 214K > 6H(2) > delay 214K > 66 j.H > 6H(2) > WS > 5[D] Corner 248 Everyone [4] Hard The 6H CH optimal. Really unconsistanty landing the j.H and sometimes the 5D will be too far away to hit. Video 1.33
CH 5H > j.S > j.236H~H > j.H > 6H(2) > 236H > WS > 5[D] Corner 209 Everyone [3] Medium CH 5H is an inherently inconsistent starter but this should work no matter the distance you hit it at. Pretty meh reward, but if you hit this starter and need to kill it's there. 1.33
2D (CH) > 236S > 5K > 214K Anywhere 107 Everyone [2] Easy Consistent easy combo. Beware that this combo gives weak oki. 1.33
2D (CH) > 2S > 5H > 236H/214K Anywhere 107 Everyone except heavies [2] Easy Niche midscreen combo that gets good oki off 236H. For max damage replace 236H with 214K. 1.33
2D (CH) > 6H > 214K > 214K Corner Everyone [2] Easy Doesn't work far away. Add 236S before the 6H to make it worker farther away. 1.33
2D (CH) > 236S > 5K > TK j.236H~H > j.S > 6H(2) > 236H/214K > WS > 5[D]/214K Corner 199/198 Everyone [4] Hard Need to use 214K for wall splat against PO/LE/NA. 1.33

Mixup Conversion

j.D basic conversions

j.D basic conversions
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.D > j.236H(3)~H > j.S Anywhere 77 Everyone [2] Easy Misogynistic combo, hoverdash j.H after landing from j.S for an okay safejump. Universal if close enough to corner. 1.33
j.D > j.236H(3)~H > j.S > j.D > jc > j.S > j.236S Midscreen 118 Everyone [3] Medium Delaying the h-dive followup helps makes the combo more consistent. Video 1.33
j.D > j.236K/j.236S Anywhere 59 Everyone [1] Very Easy Universal, leads to manually timed safejump. 1.33
j.D > j.632146S > 214P (setup) Anywhere 130 Everyone [1] Very Easy Super confirm that does not need to be confirmed. Leaves you +37 even if j.D is blocked and gives a hard knockdown on hit from which you can set up note oki. 1.33
j.D > j.236H(3)~H > j.Px3 > 6H(2) > WS > 5[D] Corner 159 Everyone [2] Easy Universal route. 1.33
j.D > j.236H(3)~H > j.Px2 > 6H(2) > 236H/214S > WS > 5[D] Corner 169 Everyone [3] Medium Alternate that does more damage. The closer j.D is performed to the ground, the easier this combo is. Video 1.33
j.D > j.236H(3)~H > j.H > 2K > 6H > 214K > WS > 214S Corner 184 Everyone [3] Medium Removing the 2K makes the combo do more damage. Video 1.33

j.D jc j.S conversions

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.D > jc > j.S > j.D > delay j.236S Anywhere 92 (FA) Everyone except SO/KY/MA/PO/LE/NA/AN/GO [4] Hard Leads to a safejump. The combos in this section all require a j.D hit as low to the ground as possible and are much more difficult than the ordinary j.D conversions due to this. ??
j.D > jc > j.S > j.H Anywhere 79 (LE) Everyone except SO/KY/MA/AN [4] Hard Safejump route for heavyweights. Exists but you probably won't use it because it's not worth the reward. ??
j.D > jc > j.S > j.H > j.214K > 6H(2) > delay 214K > 236S > 5[D] Corner 195 Everyone except SO/KY/MA/AN [4] Hard Difficult conversion but pretty great damage for a high mixup. ??

F-Shiki conversions

F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. conversions
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.S (blocked) > jc > j.K > j.236H~H > j.S > j.H > 6H(2) > delay 214K > 214K > WS > 214K Corner 181 Everyone except GI/MA/CH/JC/BA [2] Easy Easy F-Shiki conversion after blocked j.S. You can replace j.K with j.S for a little more damage against certain characters. Also, works on Chipp where j.K doesn't! ??
j.S (blocked) > jc > j.S > j.236S > 66RRC~j.H whiff > 6H(2) > delay 214K > 66 > j.H > 6H (2) > 236H > WS > 5[D] Corner 202 Everyone except SO/ZA [4] Hard F-Shiki conversion using quick RC, delay the blocked j.S on Giovanna. Opting to wall stick with 214K instead of 236H and breaking the wall with 214K deals the same damage; at least on Ky. ??
j.S > jc > j.S > j.236K/S Anywhere 69 Everyone except GI [2] Easy Whiffs on crouching opponents. Also acts as an F-Shiki setup if first j.S is blocked. ??
j.D (blocked) > jc > j.K > j.236H > j.S > j.H > 6H(2) > delay 214K > 236S > WS > 5[D] Corner 205 PO/FA/GO [4] Hard Possibly the cruelest mixup in the game. If your delay j.D is blocked you have the ability to add a THIRD unreactable, uninterruptible overhead to your string against Potemkin, Faust or Goldlewis. Won't be used often but will make your opponents very unhappy. ??

Roman Cancel Stuff

Common RC extensions

Common RC extensions
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
... > 236H (air hit) > 66RRC/PRC > (c.S) > jc > j.D > c.S > (2S) > 5H > 236H Anywhere - Everyone [2] Easy Basic extension used to get oki at midscreen. Use this for max damage and oki if you aren't close to the wall. 1.33
... > 236H (air hit) > 66RRC > (c.S) > jc > j.D > c.S > 6H > 214K > etc etc Anywhere - Everyone [2] Easy Use this for max damage if you are close to the wall. Doesn't have the best corner carry 1.33
... > 236H (air hit) > 66PRC/RRC > c.S > jc > j.D > jc > j.D > delay j.236H(3)~H > j.S > etc etc Midscreen to corner - Everyone [2] Easy Corner carry RC extension. Can extend into a basic air combo to wallbreak, or end at j.S to keep them in the corner. 1.33

Full RC combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.236K~K > j.K > j.236H(3)~H~66PRC~j.S > j.H > 6H(2) > 236H > WS > 5[D] Midscreen to Wall Break 196 ? [4] Hard Midscreen to wall break from j.236K~K. Using 66PRC after hopping out of j.236H (by pressing H again) and cancelling the 66PRC with a button (such as j.S) allows you to maintain a lot of horizontal momentum; useful for corner carry. 1.33
j.S > j.D > j.236H(3)~H~66PRC~j.S > j.H > j.D > jc > j.D > 214K > 6H > WS > j.632146S Corner to Corner Wall Break 191 Everyone [4] Hard Corner to Corner combo. You need to be a little away from the corner for this to work. Same theory as the combo above for this to work. 1.33
j.S > j.D > j.236H(3)~H~66PRC~j.S > j.H > j.D > jc > j.S > j.H > j.236S Corner to Corner 137 Everyone [4] Hard Corner to Corner combo that doesn't break the wall. Sets ups a manual safe jump. Make sure the delay the PRC slightly otherwise the opponent will sideswap out of the combo. Video 1.33
CH 6H > 236H~88PRCC~j.H > delay j.D > jc > j.H > j.D > j.236H(3)~H > j.H > WS > j.236S Midscreen to Wall Break 214 Everyone [5] Very Hard Midscreen to Corner combo. One of most hardest and flashest ino combos. Uses 236H for horizontal momentum and the 88PRC allow for a air combo. Quite uesless because you need a CH 6H for this combo to work, most of the time you will fail this combo and it isn't optimal. Video 1.33
CH 6H(2) > 214P~66PRCC~6H > 66 j.H > 6H > 214K > 214K > WS > 214K Midscreen to Corner Wall Break 251 Everyone except LE [3] Medium One of the most high damage I-No combos. Not a hard combo at all, but you will have to wait a little after doing note before doing PRC. Video 1.33
CH 5H > 214K~22RRC > 66 j.H > 6H > 214K > 6H > 236H > WS > 5D Midscreen to Corner Wall Break 233 ? [3] Medium Need to be a little away from from round start midscreen. It also mostly doesn't matter if the a RRC or a PRC. 1.33

WA Combos

Common WA extensions

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
... > 6H(2) > 236[D] > jc > j.S > j.H > j.D > jc > j.D > j.236H > j.S > j.H > j.236S/j.236K > WS > 5D Fullscreen Corner Carry Everyone [3] Medium Video 1.33
... > 6H(2) > 236[D] > (delayed) jc > j.D > jc > j.S > j.H > j.D > j.236H > j.S > j.H > j.236S/j.236K > WS > 5D Fullscreen Corner Carry Everyone [3] Medium Video 1.33
... > 6H(2) > 236[D] > (delayed) jc > j.D > jc > j.H > j.D > j.236H > j.S > j.H > j.236S/j.236K > WS > 5D Fullscreen Corner Carry Everyone [3] Medium Does the most damage for fullscreen WA routes. Video 1.33
... > 6H(2) > 236[D] > jc > j.D > c.S > 214K > (2S > 214K) > WS > 5D Midscreen Corner Carry Everyone [3] Medium 1.33
... > 6H(2) > 236[D] > jc > j.S > j.H > land (c.S) > 6H > (214K) > WS > 5D Midscreen Corner Carry Everyone [3] Medium Midscreen combo, works from all starters. Video 1.33

Combo Theory

Starting Combos

Combo Starters
Button Use
2K Low starter, close-range poke. Confirms into 2D for knockdown into note oki, 6H for a launch into a full combo or 214K if they're too far for either of the former to work.
5P Fast anti-air or abare button. 6H if you're close, 6P if you're far.
6P Good poke, good AA button. On CH confirms into 236H, on normal hit 236S or 214K.
c.S Best starter midscreen and air combo filler. On the ground, combo into 6H and in the air, 5H.
2S Probably your best normal poke but low reward on normal hit. 236S or 214K depending on screen position and whether they are standing or not.
f.S or 2H Huge disjoints that you'll hit CHs with more often than not. Great starters for DP's and other Counter Hitable moves.
5H Big fat disjoint that groundbounces, leading straight into 236H at long ranges.
6H Launcher for 90% of your combos. Combo into 236H if used in the former context, no combo if used in the latter. However, it has big reward on CH AA, where you whiff 236H and pick up with c.S.
2D HKD tool. Press for oki, delaying 214P if necessary. Extensions are ill-advised, but combos into super if you need the extra damage.
j.S/j.H High starter from hoverdash. Combos into 6H and 2K.
j.236K Mostly used as a frame trap tool after j.D. Combos into 2P.

Extending combos

Move Use
2K/5P Generic combo filler, which you use is dependent on your opponent's current juggle state.
5K/c.S Combo filler with a jump cancel. 5K has more effective range but juggles at a worse angle and does less damage. c.S is useful for comboing into 5H, j.D or 6H and has a better launch angle for midscreen juggles.
6P Chains from P and K buttons and keeps them grounded if you want to set up a wallslump.
5H Groundbounce makes it useful to end juggles into 236H.
6H Very fast tool to continue juggles and your highest damage normal. Launches very far from I-No so best used to extend corner combos.
j.S/j.H Air combo filler. j.S launches lower but closer, while j.H flings them higher but further.
j.D Good midscreen combo filler as it launches straight up and stalls I-No's air momentum to keep her close to the ground.
236H Staggers on ground hit, useful for confirming CHs midscreen. Roughly +12 on hit.
214K Leaves them tumbling on the ground in a comboable state. Mostly used for corner combos due to how far it sends people from I-No.
214S Good corner carry, great for comboing off 5H.
j.236H Travels far, fast to come out, third hit launches very high. Decent for picking up weird combos near corner but does a lot of wall damage.

Ending combos

Strive's juggle system and I-No's hoverdash allow her to end combos in almost anything and still get okizeme. The onus is on the I-No player to gauge when the distance between them and their opponent is good enough for a hoverdash safejump, or when to cut a combo short for the oki. Here are some common enders:

Combo Enders
Ender Explanation and Okizeme
2D Hard knockdown on ground hit. Sets up note oki or a safejump.
236H Hard knockdown on air hit. Also sets up note oki or a safejumps.
j.236K/j.236S Ends juggles with I-No on the ground. Sets up a manually timed safejump if close to the ground.
214K Sends them tumbling in a soft knockdown animation for a long time, but no oki unless close to the corner.
236S Leaves them close to you, but only ~+5. Sets up an RPS situation where you can use 2S to frametrap or go for a high/low reset.
j.632146S Your only way to get a hard knockdown from an air combo. Sets up note oki or a safejump.

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