GGST/Nagoriyuki/Combos: Difference between revisions

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! Combo !! Position !! Damage !! Tension Gain !! Blood Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Blood Gain !! Works on: !! Difficulty !! Notes
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|-
| {{clr|1|2P}}*2 > {{clr|4|214H}} > {{clr|3|236S}} || Any || 76 || ?% || ? Bars || ? || [1] {{clr|1|Very Easy}} || 2P starter.
| {{clr|1|2P}}*2 > {{clr|4|214H}} > {{clr|3|236S}} || Any || 78 || 5% || 1.5 Bars || Everyone || [1] {{clr|1|Very Easy}} || 2P starter.
|-  
|-  
| {{clr|2|2K}} > {{clr|5|2D}} > {{clr|4|214H}} || Any || 69 || ?% || ? Bars || ? || [1] {{clr|1|Very Easy}} || 2K starter.
| {{clr|2|2K}} > {{clr|5|2D}} > {{clr|4|214H}} || Any || 66 || 4% || 0.8 Bars || Everyone || [1] {{clr|1|Very Easy}} || 2K starter.
|-  
|-  
| {{clr|1|2P}}*2 > {{clr|4|623H}} > {{clr|2|236K}} > {{clr|2|5K}}*2 > {{clr|3|c.S}} > {{clr|3|f.SS}} > {{clr|4|214H}} (> {{clr|4|6H}}) || Any (Midscreen) || 101 (149) || ?% || ? Bars || ? || [1] {{clr|1|Very Easy}} || Extended 2P starter using Shizuriyuki into Fukyo. Can go into a wallbreak.
| {{clr|1|2P}}*2 > {{clr|4|623H}} > {{clr|2|236K}} > {{clr|3|c.S}} > {{clr|3|f.SS}} > {{clr|4|214H}} (> {{clr|4|6H}}) || Any (Midscreen) || 95 (138) || 18% || 2 Bars || Everyone but Pot & Nago  || [1] {{clr|1|Very Easy}} || Extended 2P starter using Shizuriyuki into Fukyo. Can go into a wallbreak.
|-  
|-  
| {{clr|2|5K}} > {{clr|4|214H}} > {{clr|4|623H}} > {{clr|2|236K}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.SSS}} || Any || 170 || ?% || ? Bars || ? || [2] {{clr|2|Easy}} || Add notes here
| {{clr|2|5K}} > {{clr|4|214H}} > {{clr|4|623H}} > {{clr|2|236K}} > {{clr|3|c.S}} > {{clr|3|f.SSS}} (> {{clr|3|c.S}}) || Any || 144 (184) || 20% || 1.9 Bars || Everyone but Pot & Nago || [2] {{clr|2|Easy}} || 5K starter using Kamuriyuki into Shizuriyuki. Can go into a wallbreak.
|-  
|-  
| {{clr|2|5K}} > {{clr|2|6K}} > {{clr|4|214H}} > {{clr|4|623H}} > {{clr|2|236K}} > {{clr|3|c.S}}*2 > {{clr|4|6H}}*2 || Corner || 243 || ?% || ? Bars || ? || [2] {{clr|2|Easy}} || Corner combo that deals over half-health of damage.
| {{clr|2|5K}} > {{clr|2|6K}} > {{clr|4|214H}} > {{clr|4|623H}} > {{clr|2|236K}} > {{clr|3|c.S}}*2 > {{clr|4|6H}}*2 || Corner || 215 || 20% || 1.8 Bars || Everyone but Nago & Pot || [2] {{clr|2|Easy}} || Corner combo that deals over half-health of damage.
|-
| {{clr|2|5K}} > {{clr|2|6K}} > {{clr|4|214H}} > {{clr|4|623H}} > {{clr|2|236K}} > {{clr|3|c.S}} > {{clr|2|5K}} > {{clr|4|6H}}*2 || Corner || 202 || 20% || 1.8 Bars || Nagoriyuki, Potemkin || [2] {{clr|2|Easy}} || Pot/Nago specific corner combo.
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| 5K > 6K > 214H > 623H > 236K > 5K > c.S > 623H > 236K > 5K > c.S > 6H || Midscreen || 2.5 bars
| 5K > 6K > 214H > 623H > 236K > 5K > c.S > 623H > 236K > 5K > c.S > 6H || Midscreen || 2.5 bars
|}
|}
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Revision as of 02:49, 9 June 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

  • Currently, every damage value here has only been dealt to Sol.
5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes
2P*2 > 214H > 236S Any 78 5% 1.5 Bars Everyone [1] Very Easy 2P starter.
2K > 2D > 214H Any 66 4% 0.8 Bars Everyone [1] Very Easy 2K starter.
2P*2 > 623H > 236K > c.S > f.SS > 214H (> 6H) Any (Midscreen) 95 (138) 18% 2 Bars Everyone but Pot & Nago [1] Very Easy Extended 2P starter using Shizuriyuki into Fukyo. Can go into a wallbreak.
5K > 214H > 623H > 236K > c.S > f.SSS (> c.S) Any 144 (184) 20% 1.9 Bars Everyone but Pot & Nago [2] Easy 5K starter using Kamuriyuki into Shizuriyuki. Can go into a wallbreak.
5K > 6K > 214H > 623H > 236K > c.S*2 > 6H*2 Corner 215 20% 1.8 Bars Everyone but Nago & Pot [2] Easy Corner combo that deals over half-health of damage.
5K > 6K > 214H > 623H > 236K > c.S > 5K > 6H*2 Corner 202 20% 1.8 Bars Nagoriyuki, Potemkin [2] Easy Pot/Nago specific corner combo.
c.S/f.S Starters
Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes
c.S > f.SS > 623H > 236K > 5K > c.S > 623H > 236K > 5K > c.S > f.SSS Back Corner 186 ?% ? Bars ? [2] Easy Close Slash combo that carries the opponent from corner to corner.
c.S > f.SS > 623H > 236K > c.S*2 > 6H*2 Corner 204 ?% ? Bars ? [2] Easy Close Slash corner combo.
c.S > f.SS > 623H > 236K > 5K > c.S > 623H > 236K > 5K > c.S > f.SS > 236K > 632146S Any 223 ?% ? Bars ? [2] Easy Close Slash combo with corner to corner carry and leads into Wasureyuki. Costs 50% Tension.
f.SS > 623H > 236K > 5K*3 > 6H > 214H (> 6H) Any (Midscreen) 141 (188) ?% ? Bars ? [2] Easy Far Slash starter. Good for when you're not in range for a close-ranged starter.
f.SS > 623H > 236K > 5K > c.S > 2H > 236K > 6H (> 6H) Any (Midscreen) 149 (200) ?% ? Bars ? [2] Easy Advanced version of previous combo.
5H/2H Combos
Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes
CH 5H > 214H > 623H > 236K > 5K > c.S > 2H > 236K > 6H (> 6H) Any (Midscreen) 236 (286) ?% ? Bars ? [2] Easy Punishing combo.
CH 5H > (214H > 623H(2))*2 > 214H > 6H/632146S Corner 331/357 ?% 1 Bar ? [2] Easy Punisher combo in the corner. Can either end with 6H or Wasureyuki for more damage.
(BR) 5H > 632146H Any 266 ?% Exits BR ? [2] Easy Standard combo for deactivating Bloodrage.
(BR) CH 5H > RC > 5H > 632146H Corner 340 ?% Exits BR ? [2] Easy Punishing combo in Bloodrage that uses 100 Tension.
CH 2H > 236K > c.S > 2H > 236K > 6H Any 198 ?% ? Bars ? [1] Very Easy Standard anti-air combo.
CH 2H > 236K > c.S > 2H > 236K > 5K > c.S > 6H*2 Corner 273 ?% ? Bars ? [2] Easy Anti-air combo in the corner.
Jump-in Starters
Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes
j.H > 5P > 623H > 236K > 5K*3 > 6H > 214H (> 6H) Any (Midscreen) 148 (194) ?% ? Bars ? [2] Easy Jump in combo.
Dust Combos
Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes
5D(H).8 > j.S > j.D > JC > j.S > j.HH Any 204 ?% ? Bars ? [1] Very Easy Standard homing Dust combo.
Throw Combos
Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes
6D > 66.RC > c.S > 623H > 236K > 5K > c.S > f.SSS Any 140 ?% ? Bars ? [1] Very Easy Standard throw combo that costs 50% Tension.
623P > dl66.RC > 5K > c.S > 623H > 236K > 5K > c.S > 6H*2 Midscreen 180 ?% ? Bars ? [2] Easy Combo off of Bloodsucking Universe. Costs 50% Tension.
623P > dl66.RC > (5K > c.S > 623H > 236K)*2 > 5K > c.S > f.SS > 236K > 6H Back Corner 168 ?% ? Bars ? [2] Easy Extended combo off of BU for style points. Costs 50% Tension.
These combos need a total DMG value on them
Combo Position Blood Gain
5K > 6K > 623H > 236K > 5K > c.S > 6H Midscreen Less than 1 bar
5K > 6K > 623H > 236K > 5K > c.S > 2H > 236K > 6H > 6H Corner carry, wallbreak 1 bar
5K > 6K > 214H > 623H > 236K > 5K > c.S > 623H > 236K > 5K > c.S > 6H Midscreen 2.5 bars

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