GGST/Testament/Combos

From Dustloop Wiki
Jump to navigation Jump to search
Testament


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 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 = Anji Mito
AX = Axl Low
BA = Baiken
CH = Chipp Zanuff
FA = Faust
GI = Giovanna
GO = Goldlewis
HA = Happy Chaos
IN = I-No
JC = Jack-O'
KY = Ky Kiske
LE = Leo Whitefang
MA = May
MI = Millia Rage
NA = Nagoriyuki
PO = Potemkin
RA = Ramlethal
SO = Sol Badguy
TE = Testament
ZT = Zato-1

Testament Specific Notation

Stain

When starting a combo in Stain State, the combo should begin with "Stained" before anything else.

If Testament would complete multiple attacks before the stain explosion (i.e. 2PP followed by stain) then you may notate the Stain explosion as (Stain) if you deem it appropriate. For example;

... 214P > 2PP Stain > 236[H] > etc...

Else, you may assume that after applying Stain mid-combo, that the next attack will always activate the stain explosion.

Grave Reaper

As Grave Reaper has 3 separate levels of charge. The following notation will be used to denote each level of charge;

  • 236S / 236H = Level 1 / No charge
  • 236{S} / 236{H} = Level 2 / Half charge
  • 236[S] / 236[H] = Level 3 / Full charge

Combo Theory

Placeholder Text

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).

Beginner Combo List

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
5K/2K > 2D > 236S Anywhere 95/77 TBD SO, KY Very Easy K starter with lots of carry. Video TBD
5[D]8 > j.H > j.S > jc > j.H > j.S > j.D > j.SS Anywhere 203 20% All Very Easy Simple and optimised Bread and ButterA staple combo that is simple yet effective. for all characters, but the timing is faster if done in the corner. Video 36428
2P > 6P > 236S(whiff) Anywhere 41 7% All Very Easy A simple but effective combo for your best AbareAn attack during the opponent's pressure, intended to interrupt it. button; 2P. After 6P, the 236S will whiff, but hit the opponent MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. as they Wake upUsed to describe a character's state after they have been knocked down and are about to lose his invincibility and regain the ability to act free.. [Video] TBD
c.S > 2D > 236H > f.S Anywhere 129 TBD All Easy Good c.S starter to put the opponent at fullscreen for zoning. Video TBD

Combo List

Punch Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
66 5PPP/2PPP > 6P > ... Not Corner 62/58 +11% All Very Easy Works on all characters both standing and crouching, including Faust. Run momentum is required if you wish to land the 3rd P. 2P has less knockback than 5P, but also less damage, so if you're not point-blank you might wish to do 3 2Ps instead of 2 5Ps for more total damage. Video 36400
6P > 236S Anywhere 81 +9.5% All except AN, BA Very Easy Only works at point-blank range, or with dash momentum. Varies by character. Grave Reaper only lands one hit on I-No. Only works with dash momentum on CH, GI, HA, IN, JC, MI, RA, SO. Video 36402
AA 5P > 236H > 66 5K > 6H > ... Anywhere 94 +15% All Medium You can half-charge the 236H if the opponent is too high to be hit by the slash from Grave Reaper. Video 36404
AA 5P > 6H > 236236P > 66 c.S > 5[D] > 66 5K > 6H WS > [214S/H] or [214P] Near Midscreen 207 -40% All Medium Very reliant on position. If you're too far back, you won't be able to break the wall unless you're willing to spend another 50% tension, too far forward and the WS will happen early. Video 36406
Stained AA 6P > 66 5K > 6H > 214S/H Anywhere 129 - All Easy - Video TBD
Stained AA 6P > 66 c.S > c.S > 236S/H Anywhere 124 - All Easy Easy 6P anti-air when the opponent is in Stain State. Easiest if opponent is higher in the air when hit with 6P. Video TBD
Stained AA 6P > 66 c.S > 5[D] > 66PRC > c.S > c.S > 236S/H WS > [214P] or [6H] Midscreen 184/188 - All Easy End with 214P to apply Stain State. Video 30011


Kick Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
5K/2K > 2D > 236S Anywhere 95 All Very Easy K starter with lots of carry Video 36407
5K > 2D > 236H (2) > 214S Anywhere 119 ~18% BA, KY, HA, JC, TE Medium Long range 5K starter. Does not land off 2K. 214S Whiffs if done from point blank, and 214H's projectile whiffs if done from too far. Needs more testing. Video -
5K > 2D > 236H > 66 5K > 6H > 214S/214H Anywhere 139 +25%~ AX, CH, FA, GI, KY, MA, MI, PO, RA, SO, TE, ZT Medium Must be point blank for midscreen 2K. There may possibly be an optimal decision between 214S/214H, the opponent seems to recover at the same time from both, but one rolls and the other knocks up. Needs some research. Video 36409
5K > 2D > 236H > 66 5K > 6H > 236S WS > [214S] or [214P] Near Corner 176 +35%~ All Medium End with 214P to enter neutral with the opponent in Stain State. Video 36411
2K/5K > 2D > 236H(1) > 66PRC > 236H(2) > 66 c.S > 2H > 236H WS > [6H] or [214P] Midscreen 178 (5K and 6H) - All Medium PRC in between the first and second hit of Grave Reaper for more consistency. End with 214P to enter neutral with the opponent in Stain State. Video -
Stained 2K/5K > 66c.S > 6H > 236H > 214P Corner 145 25~ All Easy Needs further testing, as with the 5D stain state combo the dash can be omitted but it makes the combo more consistent. Video 36412
COMBO POSITION DMG TENSION CHARACTER Very Easy NOTES HERE [Video] TBD


Slash Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
c.S > 2D > 236H > 66 5K > 6H > ... Anywhere 146 TENSION All Easy Go-to combo if the 2K/5K version doesn't work. Video 36414
c.S > 2D > 236H > 66 2K > 236S Anywhere 145 TENSION AN, AX, JC, KY, GO, LE, MA TE Medium Can be helpful in placing a succubus close to opponent. Almost works on GI and MA, but the 236S whiffs. Video 36416
CH c.S > 6H > 236[H] > 665K > 6H > 236S > WS > 214P Midscreen 226 35~ KY Easy DP Punish/CH c.S confirm midscreen, gives a stain state wallbreak. Video 36417
AA j.S > j.D > j.66 > j.S > j.H > c.S > 6H > 214H Anywhere 153 +20% All except BA, GO, LE, PO, TE Medium Air-to-air conversion from rising j.S which doesn't work at all ranges [Video]
AA j.S > j.66 > j.S > j.H > c.S > 6H > 214S/214H Anywhere 140 +20% All except GO Easy Air-to-air conversion from rising j.S [Video]
Stained f.S > 236S > 66 5K > 6H > 214P Corner 124 +20% All Easy Simple conversion that keeps your opponent in stain state and the corner if you hit them with a max range far slash and don't have the meter to cash out with 236236P after 6H Video 39320
COMBO POSITION DMG TENSION CHARACTER Easy NOTES HERE [Video] TBD


Heavy Slash Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
2H > f.S Anywhere 77 +12% KY Very Easy Surprisingly useful due to 2H being -2 on block and covering a lot of range Video 36419
6H > 236[H] > 66 > c.S > f.S > 5H WS > 214S/214H Corner 226 +25% KY Easy c.S needs to be slightly delayed in order for the opponent to fall into it. 5H can be canceled into an overdrive for an easy overdrive wallbreak. Video 36421
6H > 236[H] > 66 > c.S > 6H > 214S/214H WS > 5H Corner 236 +25% KY Medium A modification of the previous combo. It deals more damage, but it's more difficult to combo into an overdrive due to the wall splatting move being a special instead of a normal. c.S needs to be used early and hit the opponent with the highest part of the hitbox, or else 6H won't connect. Video 36453
6H > 236{H} > 66 c.S > j.S > j.H > j.D WS > 66 (delay) j.D WB Back to Corner 225 - KY Hard Sideswap combo to wallbreak utilising the partially charged Grave Reaper. You might be able to end with 6H for better damage, though j.D is easier to use. Video 36424
6H > 236236P > 66 > 5K > 66 > c.S > 2H WS > 214P WB Midscreen to corner 250 -50% + Positive All Medium Won't work from max distance 6H as super will knock down instead of carrying. Situational combo Video 47016
CH 6H > 236[H] (2) > 66 c.S > j.S > j.D > j.236S WB Midscreen to corner 227 ~29% KY Medium 6H counterhit midscreen to corner combo. The first hit of j.236S will splat and the projectile will automatically break the wall. Can also run past the opponent after 236[H] to side swap. [1] -
CH 6H > 236[H] (2) > 66 > 6H > 236[H] (2) WS > 6H WB Midscreen to corner 236 ~31% KY Medium DP Punish combo for midscreen 6H CH. works against both grounded and airborne opponents. Timing the dashing 6H can be awkward due to being off camera. Video -
CH 2H > forward jump > j.D > Airdash > j.S > j.D j.236S/j.236H WS > 214S/214H WB Midscreen 221 ~25% All Easy Easy close range 2H counterhit for meterless round start to corner wallbreak. works well with dash momentum. The closer to the corner the opponent is, the less close Testament needs to be on the 2H hit for the combo to work. Can also opt to wallbreak with 6H for more consistency, or 214P for stain state. Video -
CH 2H > 236H (1) > 66 5K > jc > j.S > j.D > j.236S/j.236H WB Corner 202 ~23% All Easy Easy tip range 2H counterhit confirm for when you aren't close enough for the scythe portion of 236H to connect. Video -
CH 2H > 6H > 236[H] (2) > 66 > c.S > 6H WS > 236[H] WB Corner 242 ~33% All Easy Easy close range 2H counterhit confirm. Must be close enough for 236[H] to connect both hits after 6H. Ending with 236236K increases the damage to 263. Can also end with 214P for Stain state and 7 less damage. Video -
CH 2H > 236236P > 66 c.S > 5[D] > 5K > 6H WS > [214S] or [214P] WB Midscreen 269 / 262 -37% KY Medium c.S can be replaced with another 5K for safety. End with 214P to enter neutral with the opponent in Stain State. [Video] TBD
CH 5H > 214P > 66 f.S > stain hit > 66 > 5K > 6H > 236S WS Corner ??? ??? ??? Easy Counterhit 5H corner combo, works at all 5H ranges, omit 66 at closer ranges to ensure only the 2nd hit of 236S connects (video yet to be added)
COMBO POSITION DMG TENSION CHARACTER Easy NOTES HERE [Video] TBD


Dust Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
5[D]8 > j.H > j.S > jc > j.H > j.S > j.D > j.SS Anywhere 203 20% ALL Very Easy Simple and optimised BnBA staple combo that is relatively simple and effective. for all characters, but the timing is faster if done in the corner. Video 36428
5[D]8 > j.H > j.D > jc > j.H > j.S > j.D > j.SS Anywhere ~213 22% MA, AX, PO, FA, MI, ZA, RA, LE, NA, GO Easy On half of the cast, you can swap a j.S for a j.D and get away with it. There's no logic for these characters it works on, it just does. Video 36429
5[D]8 > j.H > j.D > jc > j.S > j.H > j.D > j.SS Anywhere ~212 22% SO, GI, IN Easy Sol, Giovanna & I-No Specific Route, swapping the j.S and j.H to make the previous combo work on their wonkier hurtboxes. Video 36430
5[D]8 > j.D > j.S > jc > j.S > j.H > j.S > j.DD Anywhere 208 21% KY, CH, AN, JC, HC, BA, TE Easy The rest of the cast needs a different route to squeeze in more j.D's. Starting with j.D makes the scaling a lot better than the basic BNB, but the rest of the route is vastly different in order to adjust for the pushback. Video 36431
5D > 88RRC > 66 > c.S >5[D] > 5K > 6H > 236S > WS > 214P/super Corner 148 ? Ky Easy Should be universal and can end with super or 214P TBD
Stained 5D > 66 > c.S > 5K > 6H > 214P Corner 138 25~ All Easy The 66 microdash can be omitted however it makes the combo much more consistent. Video 36433
Stained 5D > c.S > 5[D] > 66 5K > 6H> WS > 214P/214S/super Corner 147(214P)
152(214S)
171(236236K)
162(236236P)
25~ All except GO, LE, NA, PO Medium Wont work from a far 5D. 5K whiffs on heavy characters. Video
CH 2D > 236[H] (2) > 66 > c.S > 2H > 236H (2) WS > 214P Close to corner 188 ~28% All Easy Point blank 2D CH combo. Works on everyone, but heavies need to be closer to the wall, and the timing is much more lenient against lightweights. End with 6H instead if the opponent splats low to the ground, as 214P can whiff at times. Video 46932
COMBO POSITION DMG TENSION CHARACTER Easy NOTES HERE [Video] TBD


Throw Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
6D/4D > 236S Corner 91 TENSION All Very Easy Best OTG option for damage and oki. after 236S projectile hits the opponent you are +23
6D/4D > 66RRC > 236[H] > 66 5K > 6H > 236S WS > [214S] or [214P] Midscreen to Corner 157 or 154 -35% + Positive KY Medium Don't delay 236[H] after Red Roman Cancel Explosion. End with 214P to enter neutral with the opponent in Stain State. Video 36438
6D/4D > dl.66PRC > 66 c.S > 6H > 214S Anywhere 125 All Easy Must let throw animation finish before PRC. Best damage known so far that works anywhere
6D/4D > 66RRC > 66 5[D] > 66 5K > 6H > 214S Anywhere 121 All Easy Lower damage and only useful if you do not like to PRC
6D/4D > 66RRC~c.S > 6H > 236{S}/236[S] WS > 214S WB Corner 167/169 -38.5% KY Medium If the quick RRC is replaced with a regular one, damage is reduced from 166 to 158. Failing the 236{S} half-charge results in the loss of 1 damage. TBD
6D/4D > dl.66PRC > 6H > 236{H} > 66 5H WS > 214H WB Corner 171 -38.5% KY Hard Harder route than the fast RC; the timing for the 66PRC > 6H is fairly tight, and is immediately followed by a half-charged 236{H} . The result is slightly more damage than the fast RRC route with the trade-off that you can't end with 214P because of the succubus position. If you miss the half-charge, the combo is still technically possible, but the 5H juggle is much harder, and results in 169 damage.
COMBO POSITION DMG TENSION CHARACTER Easy NOTES HERE [Video] TBD


Special Move Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
214S/214H > 66RRC > 6H > 236[S] > 6H > 214P WS > 214S/214H WB Corner 202 -50% All Easy High/low mixup conversion for 50% meter. Does require a little spacing to not make Arbiter Sign whiff. Video 36440
COMBO POSITION DMG TENSION CHARACTER Easy NOTES HERE [Video] TBD

Navigation

Testament