GGST/I-No/Combos

From Dustloop Wiki
< GGST‎ | I-No
Revision as of 04:43, 21 July 2021 by Loserprance (talk | contribs)



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

Preliminary/Read me!

  • All damage values were tested against Ky at full life with the R.I.S.C Level at 0.
  • All wall break combos can be ended with Ultimate Fortissimo (632146S) for more damage and a hard knockdown after the wall break; grounded version does more damage than aerial when applicable.
  • I-No's strongest meterless wall break option is 5[D] if you're grounded or j.236[S] if you're airborne. If there's no time to use those, use 214K.
  • For combos that end in an I-No player's choice between 214K or 236S, 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 236S which hits grounded and can be canceled with RRC or late PRC.
  • Some combos that would normally end in a knockdown (2D, aerial hit 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 236S/236H (corner carry), 2H (most damaging), 2S (farthest reaching normal), dash j.S (keeps you close); explore your options!

Beginner/BnB Combo List

BnB combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5K/2K/c.S > 2D Anywhere 53/43/67 14.75/13.25/? Everyone [1] Very Easy A simple combo, but the easiest way of scoring a knockdown to get the party started; you can fire a note (214P) to make contact on their wakeup, safejump, meaty 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. Video
5K/2K/c.S > 2D > 236S/236H Anywhere 67/53/82 (236S ender) 14.75?/13.25?/? (236S ender) Everyone [1] Very Easy Guaranteed damage you can add after 2D on anyone in the cast and any screen position, but at the expense of losing the knockdown. In or near the corner, 2H will do the most damage. 236S can be converted with RRC, but if you started the combo with 2K or your opponent's character is male, cancelling 236S with RRC to continue the combo yields little to no reward before the opponent falls out.
5K/2K/c.S > 2D > 214K Anywhere 83/63/100 (to Faust, def. mod. 1.01) ? Everyone except ZA, LE, AN, IN (5K/c.S starter), MA, PO, FA, MI, NA, GI (2K starter) [1] Very Easy A little more guaranteed damage you can add after 2D at the expense of losing a knockdown; doesn't work on most characters if combo started with 2K. Combos can be extended with 66PRC after 214K.
(j.K/j.S/j.H) > c.S > f.S/2S/2H > 236S/214K Anywhere 98 (j.S > c.S > 2H > 236S) ? Everyone [1] Very Easy Basic dash/jump-in combo, but starting with c.S is fine also. 2H has crazy disjoints, does marginally more damage than 5H in certain circumstances and does not push back as far, allowing 236S to hit. 214K does more damage but whiffs on crouching opponents; 236S does less damage but can be converted with RRC.
5P/2P/5K/2K/c.S/j.K/j.S/j.H > 6H(2) > 236H/214K Anywhere 126/128 (c.S starter) ? Everyone [1] Very Easy 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. 214K adds just a tiny bit more damage than 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. Video
5P/2P/5K/2K/c.S/j.K/j.S/j.H > 6P > 236S/214K Anywhere 92 (c.S starter, 236S ender) ? Everyone [1] Very Easy Comboing into 6P is useful in cases where the first hit of 6H would whiff, as it has more reach and forward momentum. 214K does more damage but whiffs on crouching opponents; 236S does less damage but can be converted with RRC.

BnB anti-air

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5K > 236S/214K Anywhere 56/63 9.89/10.95? Everyone [1] Very Easy 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 236S only on an airborne opponent. Video
6P > 236S/214K Anywhere 59/66 10.98/10.55? Everyone [1] Very Easy Reliably beats jump-in attacks because of 6P's upper-body invincibility. Video

Combo List

5P/2P/5K/2K combos

General starter notes:

  • 5P does more damage and is 1 frame faster than 2P, but whiffs on crouching opponents.
  • 5Ps can be mixed and matched and gatling with 2Ps and vice versa; how many you can hit with depends on distance and your opponent's character.
  • 5K does more damage, but 2K hits low; 2K also has much worse proration.
5P/2P starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5P/2P > 5P/2P > 5P > 214K Anywhere 64 (5Px3) ? Everyone [1] Very Easy
5K/2K starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5K/2K > 2D Anywhere 53/43 14.75/13.25 Everyone [1] Very Easy A simple combo, but the easiest way of scoring a knockdown to get the party started; you can fire a note (214P) to make contact on their wakeup, safejump, meaty 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. Video
5K/2K > 2D > 236S/236H Anywhere 67/53 (236S ender) 14.75?/13.25? (236S ender) Everyone [1] Very Easy Guaranteed damage you can add after 2D on anyone in the cast and any screen position, but at the expense of losing the knockdown. In or near the corner, 2H will do the most damage. 236S can be converted with RRC, but if you started the combo with 2K or your opponent's character is male, cancelling 236S with RRC to continue the combo yields little to no reward before the opponent falls out.
5K/2K > 2D > 214K Anywhere 83/66 (on Faust) ? Everyone except ZA, LE, AN, IN (5K starter)/MA, PO, FA, MI, NA, GI (2K starter) [1] Very Easy A little more guaranteed damage you can add after 2D at the expense of losing a knockdown; doesn't work on most characters if combo started with 2K. Combos can be extended with 66PRC after 214K.
5K > 236S Anywhere 56 ? Everyone [1] Very Easy Anti-air combo; 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 236S only on an airborne opponent.
5K/2K > 214K Anywhere 63/50 ? Everyone [1] Very Easy Same purpose as above combo but works from either K starter on an airborne or grounded opponent.
5P/5Px2/2P/2Px2/5K/2K > 6P > 236S/214K
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5P > 6P > 236S/214K Anywhere 60/65 ? Everyone [1] Very Easy
5Px2 > 6P > 236S/214K Anywhere 66/69 ? Everyone [1] Very Easy
2P > 6P > 236S/214K Anywhere 58/63 ? Everyone [1] Very Easy
2Px2 > 6P > 236S/214K Anywhere 62/65 ? Everyone [1] Very Easy
5K > 6P > 236S/214K Anywhere 76/82 ? Everyone [1] Very Easy
2K > 6P > 236S/214K Anywhere 59/64 ? Everyone [1] Very Easy
5P/5Px2/2P/5K/2K > 6H(2) > 236H/214K
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5P > 6H(2) > 236H/214K Anywhere 85/87 ? Everyone [1] Very Easy 236H provides a hard knockdown, but marginally less damage than 214K.
5Px2 > 6H(2) > 236H/214K Anywhere 85/86 ? Everyone [1] Very Easy 236H provides a hard knockdown, but marginally less damage than 214K.
2P > 6H(2) > 236H/214K Anywhere 83/85 ? Everyone [1] Very Easy 236H provides a hard knockdown, but marginally less damage than 214K.
5K > 6H(2) > 236H/214K Anywhere 106/108 ? Everyone [1] Very Easy 236H provides a hard knockdown, but marginally less damage than 214K.
2K > 6H(2) > 236H/214K Anywhere 83/85 ? Everyone [1] Very Easy 236H provides a hard knockdown, but marginally less damage than 214K.

6P combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
6P > 236S/214K Anywhere 59/66 ? Everyone [1] Very Easy
(CH) 6P > 236H Anywhere 66 ? Everyone [1] Very Easy Combo starter.

c.S/f.S combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
c.S > 2D Anywhere 67 ? Everyone [1] Very Easy A simple combo, but the easiest way of scoring a knockdown to get the party started; you can fire a note (214P) to make contact on their wakeup, safejump, meaty 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.
c.S > 2D > 236S/236H Anywhere 82 (236S ender) ? Everyone [1] Very Easy Guaranteed damage you can add after 2D on anyone in the cast and any screen position, but at the expense of losing the knockdown. In or near the corner, 2H will do the most damage. 236S can be converted with RRC, but if your opponent's character is male, cancelling 236S with RRC to continue the combo yields little to no reward before the opponent falls out.
c.S > 2D > 214K Anywhere 100 (on Faust) ? Everyone except ZA, LE, AN, IN [1] Very Easy A little more guaranteed damage you can add after 2D at the expense of losing a knockdown. Combos can be extended with 66PRC after 214K.
c.S > f.S > 2H > 236S/214K Anywhere 119/125 ? Everyone [1] Very Easy
f.S > 236S/214K Anywhere 59/66 ? Everyone [1] Very Easy
f.S > 2H > 236S/214K Anywhere 87/93 ? Everyone [1] Very Easy
c.S > 6P > 236S/214K Anywhere 92/99 ? Everyone [1] Very Easy
c.S > 6H(2) > 236H/214K Anywhere 140/142 ? Everyone [1] Very Easy 236H provides a hard knockdown, but marginally less damage than 214K.

5H/2H combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5H/2H > 236S/214K Anywhere 72 (5H, 236S), 73 (2H, 236S), 80 (5H, 214K), 81 (2H, 214K) ? Everyone [1] Very Easy
(CH) 5H/2H > 236H Anywhere 81/82 ? Everyone [1] Very Easy Combo starter.

6H combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
c p d tg wo df n v

5[D] Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5[D]~8 > (Delay) > j.S > j.H > JC > j.P > j.S > j.H > Finishing Blow Anywhere 182 ~18 Anyone [2] Easy
5[D]~8 > (Delay) > j.H > j.S > JC > j.H > 66 > j.H > Finishing Blow Anywhere 186 ~18 Anyone [3] Medium
5[D]~8 > (small delay) > j.H > j.P > j.D > JC > j.S > j.H > j.S > Finishing Blow Anywhere 194 ~19 Everyone [3] Medium Get j.S as early as possible after JC to make sure this can get a finishing blow
5[D]~8 > (delay) > j.H > j.S > JC > j.H > j.S > j.H > JC > j.S > Finishing Blow Anywhere 203 ~19? Everyone [3] Medium Video
5[D]~8 > (delay) > j.H > j.S > JC > j.H > j.S > j.H > JC > j.H > Finishing Blow Back to corner on Everyone, Anywhere on PO/LE/NA 204 ~19? Everyone [3] Hard Back to corner Dust combo; may work on some characters midscreen Video
5[D]~8 > j.H > JC > j.H > j.S > j.H > j.S > JC > j.H > Finishing Blow Anywhere 207 ~19? Everyone? [3] Hard To be tested more; works on Ky regardless of screen position

j.K/j.S/j.H combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
c p d tg wo df n v

j.D combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
c p d tg wo df n v

236H combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
236H > 2D Anywhere 67 ~10 Everyone [1] Very Easy
236H > 2D > 214K Anywhere 97 (to Faust, def. mod. 1.01) ~10+? MA, PO, FA, MI, NA, GI [1] Very Easy Squeezes a little more damage from above combo on certain characters
236H > 2H/2S > 236S/214K Anywhere 98 (2H > 236S) ~15+? Everyone [1] Very Easy 2H does more damage and has identical startup to 2S, but less range; pick which one to combo into based on distance.214K does more damage but 236S can be converted with RRC.
236H > microwalk 6H(2) > 236H Anywhere 120 ? Everyone except FA, MI, RA [1] Hard 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 6H consistency can vary per character and is impossible on  Faust,  Millia and  Ramlethal after raw normal hit 236H.
236H > microwalk 6H(2) > delay 214K Anywhere 122 ? Everyone except FA, MI, RA [1] Hard 214K adds just a tiny bit more damage than 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 6H consistency can vary per character and is impossible on  Faust,  Millia and  Ramlethal after raw normal hit 236H.

Throw RC combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
c p d tg wo df n v

Guaranteed wallbreak combos

5P/2P/5K/2K/c.S/j.K/j.S/j.H starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
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) ~29/~29/~29 Everyone [4] Hard 214K has to be timed to hit as early as possible. Video
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) ~26 Everyone [4] Hard 214K has to be timed to hit as early as possible. Swapping dash j.H for dash j.S is easier if you're willing to sacrifice a little damage. Video
j.S/j.H/2K > 6H(2) > delay 214K > 66 > j.H > 6H(2) > delay 214K > 214K > WS > 214K Corner 210/220/190 ~32 Everyone [4] Hard 214K has to be timed to hit as early as possible. j.H must be hit very close to the wall for 6H to connect after. Video
j.D starter
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
j.D > j.236H(3)~H > j.Px3 > 6H(2) > WS > 5[D] Corner 159 ~22 Everyone [2] Easy Video
j.D > j.236H(3)~H > j.Px2 > 6H(2) > 236H > WS > 5[D] Corner 169 ~22 Everyone except PO/LE/NA [3] Medium Alternate that does more damage. The closer j.D is performed to the ground, the easier this combo is.
j.D > j.236H(3)~H > j.H > 2K > 6P > 214K > WS > 214K Corner 161 (Sol) ~27 SO, MA, MI, ZT, RA, GI, AN, IN [3] Medium Hoverdash j.K -> j.D for correct height Video
236H starter
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
236H > micro walk > 6H(2) > delay 214K > TK 236H(3)~H > j.S > j.236S > WS > 5[D] Corner 214 ~34 Everyone except FA, MI, RA [5] Very Hard 214K has to be timed to hit as early as possible. Microwalk 6H consistency can vary per character and is impossible on  Faust,  Millia and  Ramlethal after raw normal hit 236H. Video
236H > micro walk > 6H(2) > delay 214K > 66 > j.H > j.236H(3)~H > j.S > WS > 5[D] Corner 217 ~32 Everyone except FA, MI, RA [5] Very Hard 214K has to be timed to hit as early as possible. Swapping dash j.H for dash j.S is easier if you're willing to sacrifice a little damage. Microwalk 6H consistency can vary per character and is impossible on  Faust,  Millia and  Ramlethal after raw normal hit 236H. Video
Other starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
236S > 88~RRC > j.66 > land c.S > JC > j.S > JC > j.S > j.H > 236H~H (3) > j.H > WS > 214K Back to corner 169 ~-48% Anyone [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 j.S to do WS. Video

CH Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
6P(CH) > 236H > 2S > 236S/214K Anywhere 104/109 ~22 Everyone [2] Easy
 2S/f.S/5H/2H/6H(1) (CH) > 236H > microwalk 6H(2) > 236H Anywhere 128 (2S) 132 (f.S) 152 (5H) 153 (2H) ~25 Everyone [2] Easy Tricky on May.
6H(2) (CH) > delay 236H > 5K/2K > 236S/214K Anywhere 145/151 (5K) 142/148 (2K) ~22 Everyone except FA [4] Hard Have to use 2K on LE, GI, and 5K on SO. Both work on everyone else.
6H(2) (CH) > 236S (whiff) > 5K > 214K Anywhere 124 ~17 KY/AX/PO/FA/ZT/LE/NA [2] Easy Alternate route that works on FA and is much easier.
6H(2) (CH) > 236S (whiff) > 2S > 236S Anywhere 122 (RA) ~17 MI/RA/GI [2] Easy Alternate route to the alternate route that works on some of the girls
2D (CH) > 236S > 5K > TK j.236H~H > j.S > 6H(2) > 236H/214K > WS > 5[D]/214K Corner 199/198 ~40 Everyone [4] Hard Need to use 214K for wall splat against PO/LE/NA
6H(2) (CH) > delay 214K > 66 > j.H > 6H(2) > delay 214K > 214K > WS > 214K Corner 253 ~37 Everyone [3] Medium DP punish/frame trap route in the corner. Instead of doing the second 2K for wall splat, can use 236S instead for an easy 632146S wall break.
2S/f.S/5H/2H (CH) > 236H > microwalk > 6H(2) > delay 214K > TK j.236H~H > j.S > WS > 5[D] Corner 232 ~37 Everyone [3] Medium Frame trap route in the corner.

F-Shiki conversions

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
j.K > j.236H~H > j.S > j.H > 6H(2) > delay 214K > 214K > WS > 214K Corner 181 ~27 Everyone except GI/MA/CH [2] Easy Easy F-Shiki conversion after blocked j.S
j.S > j.236S > 66RRC~j.H whiff > 6H(2) > delay 214K > 66 > j.H > 6H (2) > 236H > WS > 5[D] Corner 202 -47% Everyone except SO/ZA [2] 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. Video
j.S > jc > j.S > j.236K/S Anywhere 69/69 ~10/~10/~10 Everyone except GI [2] Easy Whiffs on crouching opponents. Also acts as an F-Shiki setup if first j.S is blocked.


These combos need a total DMG value on them

Combo Position Damage Tension Gain Works on: Difficulty Notes
2K > 6H > 236H > RRC > 66 > j.D > 5S > j.D > 236H (3) Anywhere 116 -50, +? Everyone(?) [3] Medium Will WS if close enough to corner at inconsistent times; usually on first hit of 236H, sometimes at j.D

Navigation

Template:Navbar-GGST