GGST/Jack-O/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+GGST P Prompt.png becomes 236P.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel 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 = Jump
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
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
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
AN = GGST Anji Mito Icon.png Anji
AX = GGST Axl Low Icon.png Axl
CH = GGST Chipp Zanuff Icon.png Chipp
FA = GGST Faust Icon.png Faust
GI = GGST Giovanna Icon.png Giovanna
GO = GGST Goldlewis Dickinson Icon.png Goldlewis
IN = GGST I-No Icon.png I-No
JC = GGST Jack-O' Icon.png Jack-O
KY = GGST Ky Kiske Icon.png Ky
LE = GGST Leo Whitefang Icon.png Leo
MA = GGST May Icon.png May
MI = GGST Millia Rage Icon.png Millia
NA = GGST Nagoriyuki Icon.png Nagoriyuki
PO = GGST Potemkin Icon.png Potemkin
RA = GGST Ramlethal Valentine Icon.png Ramlethal
SO = GGST Sol Badguy Icon.png Sol
ZT = GGST Zato-1 Icon.png Zato-1

Combo List

  • 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 list is focused on most practical examples, not every single option that exists.
  • All damage values are damage dealt to Ky unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • 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).
  • Jack-O specific notation; ns.2P = Pick Up Servant (2P while near a servant). || ws.P/K/S/H/D = P/K/S/H/D while holding a servant. || ws.6X = Throw Servant with a button of your choice.
  • Some Jack-O specific notations have the possibility of being very cluttery, but may be needed to get specific information across. Try to use these only when truly necessary; 5K* = Hit a servant with 5K, but not the opponent. || 5K& = Use a 5K to hit both a servant and the opponent. || 236K*(hit)~214K = 236K a Servant. That servant projectile from 236K hits the opponent, then cancel into 214K.

Please be aware that there is a bug in training mode that causes hits not to prorate if you pause mid-combo. If you are testing values please do so without pausing the game. (Video - https://twitter.com/shadowd63/status/1433399624690192388)

5P/2P/5K/2K Starters

5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5P > 5P > 6H(2) Anywhere 67 All [1] Very Easy Basic confirm & your fastest punish. Pushes the opponent very far away. Whiffs on crouchers.
5P > (6H(1)) > 632146P Anywhere 138 (132) -47% (-45%) [2] Easy 50% Tension 5P Punish Combo from Anywhere. Your best 5P damage if you can't break the wall from where you are. Only works for punishing moves that leave the opponent point blank and at least -6f, such as Potemkin's Forward Mega First. You can use the first hit of 6H to confirm if you successfully punished if you don't feel secure cancelling directly from 5P.
5P > 6H(2) > 66RRC, 66 236P, c.S > 214K, 66 c.S > 236K WS [~214K] or [6H(2nd)] Midscreen 158/157 [3] Medium 50% Tension 5P Punish Combo from midscreen. Only works for punishing moves that leave the opponent point blank and at least -6f, such as Potemkin's Forward Mega First.
5P > 6H(2) > 66PRC, (66) c.S > dl.6H(1st) > 236P, 5K > 236K, c.S > 2H > 214K, c.S > 5H WS, 5[D] Near Corner 170 -39% [3] Medium 50% Tension 5P Punish Combo from Corner. Only works for punishing moves that leave the opponent point blank and at least -6f, such as Potemkin's Forward Mega First. Delay the 6H to increase the height of the opponent, giving you more time to land the 5K.
5P > 6H(2) > 66PRC, (66) c.S > dl.6H(1st) > 236P, 5K > 236K&~214H, dl.c.S& > 2H > 214K, dl.c.S > 5H WS, 9 (Detonation) j.S WS, [5[D]] or [632146P] Corner 173 / 203 -38% / -89% [4] Hard 50% 5P Punish Combo from Corner using the Detonation Route (see Combo Theory).
5P > 6H(2) > 66PRC, (66) c.S > dl.6H(1st) > 236P, 5K > 236K&~214H, dl.c.S& > 2H > 214K, dl.c.S > 2H > 214K& WS, 4(4) (Detonation) 2D WS, [5[D]] or [632146P] Corner 174 / 203 -37% / -89% [5] Very Hard Optimised Version of the Detonation combo using route B.
2K > 2D > 236K Anywhere 57 ~14% All [1] Very Easy Basic confirm that pushes the opponent away. Can set up a meaty Throw Servant with 236[P], ws.6X. Max range 2K > 2D will not combo against CH, PO, FA, MI, LE, NA, GI, GO.
2K > 2D > 236P, (5K* > 214K) Anywhere 41 (70) All [2] Easy Basic confirm into Servant Summon. 5K OTG works at all ranges. Other OTG options for setups include 5P, 2K, 2D, 236K and 214K. (5P does the same damage as 5K in this combo, however 5K is jump-cancellable. Therefore it is useful for keeping your Oki intentions ambiguous, even if you do not wish to jump cancel.)
2K > 2D > 236P, 66 c.S > 236K~214K, 5K > [2D > ...] or [214K] Anywhere 98 or 100 All [3] Medium Damage ender for 2D. 66 is a microdash. Doesn't work at max range. Substitute 5K for c.S in the corner. 2nd ender requires 2 Servant Gauge and sacrifices Oki for more damage. If doing the first ender, using ns.2P, ws.6X will whiff on crouchers without moving backwards first. https://twitter.com/shadowd63/status/1434759480995205122
2K > 2D > 236P, 66 [c.S > 236K~214K]x2, 5P Corner 103 All [4] Hard Corner Damage Ender for 2D. Doesn't work at max range. Requires 2 Servant Gauge.

c.S/f.S/2S Starters

c.S/f.S/2S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
c.S > 5S > 5H Anywhere 100 All [1] Very Easy Basic combo that pushes the opponent away while giving you time to setup a servant.
66 c.S > 5S > 2H > 236K Anywhere 115 All [1] Very Easy Basic c.S combo that pushes the opponent very far away. Requires dash momentum to work on the whole cast
c.S > 2H > 236P > 5P > (dl.)236K*(hit)~(214K)xN WS, 66 6H(2nd) Midscreen 195-197 (156-161 Anywhere) All* (See Combo Theory) [4] Hard Must be very close. Before WS, this combo can be done anywhere. If done in the Corner, 1st 214K will WS.
c.S > 2D > 236P > 66 c.S > 236K > 214K, 5K > [2D > ...] or [214K] Anywhere 146 or 148 All [3] Medium Converting from a low 2D after c.S. See 5P version of this combo for more info. https://gfycat.com/definitivewelldocumentedfrigatebird
c.S > 2H > 236[P], ws.K, ws.6X, 5K > 236K, c.S > 5H > WS > 66 5[D] Corner 205 [3] Medium does not work at all ranges nor all characters and have to be point blank https://gfycat.com/competentpointeddevilfish
c.S > 2H > 236P > 5P& > 236K& > c.S > 5H > WS > 5[D] Corner 201 [3] Medium Have to be close to combo https://gfycat.com/esteemedheavyalbino
c.S > 2H > 236P > 5P& > 236K&~214H, dl.c.S& > 2H > 214K, dl.c.S > 5H WS, 9 (Detonation) j.S WS, [5[D]] or [632146P] Corner 205 / 235 +45% / -6% [4] Hard Must start close to combo. Delay the c.S after each wall bounce to create enough space for the minion to not push the opponent back into the wall. Uses Detonation to re-splat. If the servant doesn't end near the wall for Detonation, you need to delay the c.S more.
c.S > 2H > 236P > 5P& > 236K&~214H, dl.c.S& > 2H > 214K, dl.c.S > 2H > 236K& WS, 44 (Detonation) 2D WS, [5[D]] or [632146P] Corner 206 / 236 +45% / -6% [5] Very Hard Optimised Version of the Detonation combo. In return for perfectly maximised delays and risking the combo ending early if you don't delay enough, you can squeeze an extra 1 damage with this route.
66 c.S > 2H > 236[P], ws.5D, 5P, 66 5K > 6H(1) Midscreen 134 [4] Hard Needs dash momentum to connect. Corner carry combo that leaves an active servant.
c.S > 2H > 236P, 5P& > 214K > 66f.S > 236K&(hit)~(214K) WS, 6H(2nd) Midscreen 195 All [5] Very Hard Optimal midscreen combo off c.s leads to wallbreak and allows you to dash up super for hkd. Delay the 214K based on weight class. https://www.youtube.com/watch?v=qZwdoOwxFlk
c.S > 2H > 236P, 5P& > 214K > 66f.S > 236K&, 665K > dl.2D WS, 6H(2nd) Midscreen 194 All [5] Very Hard Version of the optimal combo that only needs 1 Servant Gauge, but is also much harder. https://twitter.com/Sometimes_Fendo/status/1431226037870993414
c.S > 2H > 236[P], ws.5D, 5P > 2H > 236K, 5K > 6H(1) > WS > 6H(1) Corner 197 [4]Hard

5H/2H/6H Combos

5H/2H/6H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
CH 2H > 236[P], 66 [5K]x3, 6P WS, 2P(servant), 6P Corner 190 Easy Simple Hold Servant Attack Command loop in corner. Leaves Servant Gauge very low, even after wallbreak.
CH 2H > 236[P] 66 5K, 5D , 2S > 2H > 236K Midscreen 151 Medium 236K will wallbounce if the opponent is near the corner.
CH 2H > 236[P] 66 5K, 5D , 2H > 236K , c.S > 5H WS, 5[D] Near Corner 212 Hard May require dash momentum. Wall break variant of the above combo.
CH 2H > 236P 66 c.S > 2H, 236K , c.S > 6H(2) WS, 66 5[D] Corner 224 Medium High damage meterless wallbreak combo that leaves ~1.8 Servant Gauge after wallbreak.
66 CH 6H(1) > 236P, c.S > 5H > 214K, c.S > 5H > 214K, c.S > 6H > (236P)... Midscreen 173 ~44% All Medium CH Punish combo. Can only be done at point blank range. Dashing between juggles may be required if back is to the wall. https://twitter.com/shadowd63/status/1432075495320039426
CH 2H > 236K~236[P], ws.236K~ws.D, 2S > 2H > 236K~214H, [c.S > dl.214K]x2, 6H, Detonation, 2D > WS > 5[D] Corner 221 (249 With Super) ~55% All Hard Requires a small walk after dropping the Servant depending on your initial spacing and the opponent's character. Can end with super for hard knockdown and more damage. https://twitter.com/optosi/status/1432362502713643011 (Uses 5K, 5K to wallstick instead of 6H)
CH 2H > 236P > 236K, 2S > 236K > 214H, 2S > 236K, c.S > 6H , Detonation~j.S > WS > 5D Corner 234 (262 With Super) Very Hard Utilizes Countdown inside of a shoot loop. Can end with super for hard knockdown and more damage https://www.youtube.com/watch?v=B0kyEN5gDqo

Anti-air Combos

Anti-Air Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5K AA > 9j.K > air dash > j.S > j.H > 5S Anywhere 86 All Easy Decent anti air combo works at most heights unless very low.
5K AA > 9j.S > air dash > j.S > j.H > 5S > 5H Anywhere 112 All (Except Leo) Easy Decent anti air combo works at most heights unless very low.
CH 2S, 5K > 6H Midscreen 110 All Easy Simple Counterhit 2S anti air confirm. Can cancel into 236[P] for oki.
2H AA > 236P > 5K > 236K > 214K > 214K WS > 6H Near Corner 199-202 25% All Medium Depending on the distance from the corner the servant projectile will hit the opponent a different number of times, causing the (199-202) damage discrepency.
2S > 236[P]~5K~5D, 5K > 6H Midscreen 110 All Hard Follow-up 5K can be replaced with c.S depending on spacing. Possible on heavyweights only at near-max height.

Jump-in Starters

Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
j.S > 2K > 2D > (236K) Anywhere 61 (76) 15% (25%) All? Easy Should be done at close range, and j.S needs to connect really late in the jump for this to combo, making this combo primarily useful for crossup oki.

Dust Combos

Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5[D] 8, j.H(2) > j.K > 9jc > j.H(2) > j.K > j.SS Anywhere 181 Easy
5[D] 8, j.H(2) > j.K > jc > j.S > j.K > j.S > j.KK Anywhere 181 All Easy
5[D] 8, j.P > j.S > j.K > jc > j.P > j.S > j.H(2) > j.H Anywhere 170 All Easy

Ground Throw Starter

Ground Throw Starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
[4D or 6D] > 2H anywhere 94 Everyone [1] Very Easy
[4D or 6D] > 6H anywhere 84 Everyone [2] Easy
[4D or 6D] > PRC, 236P, 5K > (214K)xN Anywhere 119 -39~% Everyone [3] Medium Burst-safe route. Places the opponent higher in the air to aid in the burst punish. In the corner, use 44PRC for burst safety. WS after the 3rd 214K. If you accidentally get RRC, use 6H*(1) > (214K)xN ender instead.

Special Move Starter

Special Move Starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
CH 236K > 5P > 6H > 236P (setup) Corner 2D > 236K is a natural frame trap and can be converted into a combo in the corner. Keep in mind that 236K is unsafe without using Servant gauge.

Combo Theory

214K Loops

When converting from 236K*(hit) > (214K)xN - Every character has a route that allows them to do up to three iterations of the (214K)xN loop. Choosing how many loops depends on the distance from the corner, and the amount of Servant Gauge you are willing to spend;

  • If you are in the corner, one iteration will cause WS. From here you can break the wall with another iteration of 214K just like midscreen, but you could always also do 632146P or 44 6H(2nd) if you wish to save your Servant Gauge.
  • At midscreen, if you wish to cause WS, you will need to do at least 2 iterations. From this position you can choose do a 3rd iteration if you have the Servant Gauge, trading bonus damage for returning to neutral post wall-break without the ability to Summon Servants immediately.

In terms of actually landing the combo, routes are character specific. Characters fall into three groups;

  • (SO, KY, CH, ZA, RA, LE, NA, GI, AN, IN, GO, JC) - Most of the cast is either lightweight or has a smaller falling hurtbox, meaning that 236K will never hit them, allowing the combo to go off cleanly. This is the easiest group.
  • (MA, AX, FA, MI) - Some character's forward hurtbox while falling is too big, causing the 236K*(hit) to occur too early or in extreme cases cause 236K& to occur. For these characters you will only land one 214K unless you delay the 236K.
  • (PO) - The only exception to this group is Potemkin, who no matter how much you delay 236K, will always be hit by 236K, forcing 236K& and only one 214K. Instead, you must slightly delay the normal that comes before 236K* (usually 5P). This changes the trajectory of the servant from 236K& just enough to allow you to do multiple loops of (214K)xN, and only Potemkin is wide enough while falling to allow this route.

Backwards 214K Wall Combos

Keeping the opponent away from the wall until the very last moment is essential to maximizing damage output when extending combos in the corner. Jack-O' is capable of doing just that with a specific servant positioning mid-combo. When comboing after the wall-bounce from 236K&, if you delay the c.S& appropriately so that the opponent is currently just passing over your servant, you will push the servant to the wall without the projectile ever hitting your opponent. You can then use 2H > 214K and the minion will be in the correct position to knock the opponent away from the wall, allowing another c.S string before the WS. (Video here) As long as the combo starts at the correct distance from the wall, this route becomes very consistent with practice when you know what you're looking for. If everything goes correctly, the Servant will be near the floor, and will hit the opponent's feet as a projectile before performing Attack Command. If you ever find the servant in the incorrect position for the combo once you've already committed to 2H, you can use 236& to recover the combo. Luckily enough, even if you mess this route up you will still get a WS from all of the incorrect routes except for one (c.S > 2H(hit) [No Servant Gauge to 214K]), so as long as you watch how much Servant Gauge you have you will still get your Positive Bonus.

Detonation Combo Enders

By using 214H during the dead time during 236K you can construct a route that uses two Wall Sticks and will usually deal more damage than a combo that does not incorporate Countdown. The advantages of more damage are obvious, however there is a drawback to these routes. When the explosion of Countdown begins, you deplete all of your Servant Gauge. You will be able to recover roughly 2/3rds of one servant during the end of the combo, but that still means that you will not be able to summon a minion immediately upon returning to neutral after the wall break. This means that if you intend to continue you pressure after the wall break, you may want to perform a route that does not include 214H. Conversely, if you are reaching for damage and intend to kill the opponent from this position, then of course this route is most likely to grant you the most damage. A general positive of these combos is that while it will return your Servant Gauge to 0, it may not necessarily cost 3 Servant Gauge to perform, making them very possible in a real game.

These combos end with two routes;

  • Route A; ... dl.c.S > 5H WS, 9 (Detonation) j.S WS, [5[D]] or [632146P]
    • This is by far the easiest of the routes. It's so consistent that the hardest concept to grasp in this combo is actually the Backwards 214K. Plus, the [5[D]] is also incredibly easy to time due to landing after the j.S.
  • Route B; ... dl.c.S > 2H > 236K& WS, 4(4) (Detonation) 2D WS, [5[D]] or [632146P]
    • This is the harder version of the same idea. When compared to the other route, this has a lot of possible drop points. Firstly, the 214K& WS can sometimes break the wall if you don't delay all the dl.c.S as late as possible, meaning that you will not be able to finish the combo with [632146P] and potentially lose out on the kill. Secondly, the opponent must WS at a decent height before the Detonation, otherwise they will fall to the ground before you can reach them.The last problem that arises from this route is that the starter dramatically changes the position of the servant at the end of the combo. This causes a disparity that sometimes requires you to Backdash (44) to dodge the explosion, and other times being far enough to simply hold 4 and freely walk out. The 2D timing can be much tighter for the same reason.
    • Ultimately, since this combo has a 1-2 damage discrepancy from the other safer route it is not recommended to do unless you are confident that this combo will kill where the other won't. With Guts and Defense Ratings in factor, the fact that this can be very hard to determine in the moment makes this a very rare, but possibly valuable option. The good news is that if you are experienced with this combo, you can decide if you delayed your dl.c.S's mid-combo to determine if this route is even possible, then switch to the easier route if you are worried about a drop.

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