GGST/Jack-O/Combos: Difference between revisions

From Dustloop Wiki
< GGST‎ | Jack-O
Line 49: Line 49:
|| {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|236P}} > {{clr|1|5P}} > (dl.){{clr|2|236K*}}(hit)~({{clr|2|214K}})xN WS, 66 {{clr|4|6H(2nd)}} || Midscreen || 195-197 (156-161 Anywhere) ||  || All* (See Combo Theory) || {{clr|4|Hard}} || Must be very close. Before WS, this combo can be done anywhere. If done in the Corner, 1st 214K will WS. ||  
|| {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|236P}} > {{clr|1|5P}} > (dl.){{clr|2|236K*}}(hit)~({{clr|2|214K}})xN WS, 66 {{clr|4|6H(2nd)}} || Midscreen || 195-197 (156-161 Anywhere) ||  || All* (See Combo Theory) || {{clr|4|Hard}} || Must be very close. Before WS, this combo can be done anywhere. If done in the Corner, 1st 214K will WS. ||  
|-  
|-  
|| {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|1|236P}} > 66 {{clr|3|c.S}} > {{clr|2|236K}} > {{clr|2|214K}}, {{clr|2|5K}} > {{clr|5|2D}} > ({{clr|1|236P}}) || Anywhere || 146 ||  || All|| {{clr|3|Medium}} || Converting from a low 2D after c.S. The {{clr|2|5P}} > {{clr|2|214K}} ender does not do more damage from a c.S starter, but does do more damage from a 2K starter. However, since that ender uses 2 Servant Gauge, the {{clr|2|5K}} > {{clr|5|2D}} > ({{clr|1|236P}}) version is more efficient with your Gauge.  ||
|| {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|1|236P}} > 66 {{clr|3|c.S}} > {{clr|2|236K}} > {{clr|2|214K}}, {{clr|2|5K}} > {{clr|5|2D}} > ({{clr|1|236P}}) || Anywhere || 146 ||  || All|| {{clr|3|Medium}} || Converting from a low 2D after c.S. The {{clr|2|5P}} > {{clr|2|214K}} ender does not do more damage from a c.S starter, but does do more damage from a 2K starter. However, since that ender uses 2 Servant Gauge, the {{clr|2|5K}} > {{clr|5|2D}} > ({{clr|1|236P}}) version is more efficient with your Gauge.  || https://gfycat.com/definitivewelldocumentedfrigatebird
|-  
|-  
|| {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|236[P]}}, ws.{{clr|2|K}}, ws.{{clr|5|6X}}, {{clr|2|5K}} > {{clr|2|236K}}, {{clr|2|5K}} > WS > 66 {{clr|5|5[D]}} || Corner || 202 || ||  || {{clr|3|Medium}}  || does not work at all ranges nor all characters and have to be point blank ||
|| {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|236[P]}}, ws.{{clr|2|K}}, ws.{{clr|5|6X}}, {{clr|2|5K}} > {{clr|2|236K}}, {{clr|2|5K}} > WS > 66 {{clr|5|5[D]}} || Corner || 202 || ||  || {{clr|3|Medium}}  || does not work at all ranges nor all characters and have to be point blank ||

Revision as of 20:55, 2 September 2021



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

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
2K > 2D > 236K Anywhere 57 All Very Easy Basic confirm that pushes the opponent away. Can set up a meaty Throw Servant with 236[P], ws.6X.
5P > 5P > 6H(2) Anywhere 67 All Very Easy Basic confirm & your fastest punish. Pushes the opponent very far away. Whiffs on crouchers.
2K > 2D > 236P, (5K* > 214K) Anywhere 41 (70) All 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 [5P > 214K] Anywhere 98 or 99 All 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 1 more damage. https://twitter.com/Dacidbro/status/1431406818182320130
2K > 2D > 236P, c.S > 214K, c.S > 236K > (ns.2P) Anywhere 97 All Medium 1 Servant Gauge 2D conversion as the current servant can be picked up with ns.2P, to be thrown with ws.6X. Doesn't work at max range. https://twitter.com/shadowd63/status/1431219974782259201
2K > 2D > 236P, 66 [c.S > 236K~214K]x2, 5P Corner 103 All 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 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 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) 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 > (236P) Anywhere 146 All Medium Converting from a low 2D after c.S. The 5P > 214K ender does not do more damage from a c.S starter, but does do more damage from a 2K starter. However, since that ender uses 2 Servant Gauge, the 5K > 2D > (236P) version is more efficient with your Gauge. https://gfycat.com/definitivewelldocumentedfrigatebird
c.S > 2H > 236[P], ws.K, ws.6X, 5K > 236K, 5K > WS > 66 5[D] Corner 202 Medium does not work at all ranges nor all characters and have to be point blank
c.S > 2H > 236P > 5P& > 236K& > c.S > 5H > WS > 5[D] Corner 201 Medium Have to be close to combo https://gfycat.com/esteemedheavyalbino
66 c.S > 2H > 236[P], ws.5D, 5P, 66 5K > 6H(1) Midscreen 134 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 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 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 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 96 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

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

236K*(hit) > (214K)xN 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.

Navigation

Template:Navbar-GGST