GGST/Testament/Combos: Difference between revisions

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<center>{{Character Label|GGST|Testament|45px}}</center>
{{GGST/CharacterLinks}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
 
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
</div>
{{Combo Notation
{{Combo Notation
| game=GGST
| game=GGST
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Testament's main combos generally follow a similar structure, with various elements being adjusted depending on the situation. But, for the most part the majority of the combos you will be doing follow this format:
Testament's main combos generally follow a similar structure, with various elements being adjusted depending on the situation. But, for the most part the majority of the combos you will be doing follow this format:


<code>Starter > {{color|H|6H}}/{{color|H|2H}} > {{color|H|236[H]}} > Extension > Ender</code>
<code>Starter > {{color|H|6H}} > {{color|H|236[H]}} > Extension > Ender</code>


Let's break down each of these sections to understand how to put together a combo in a similar way.
Let's break down each of these sections to understand how to put together a combo in a similar way.


For '''Starters''', {{color|S|c.S}} is the main button needed to convert into high damage combos. It should be noted that c.S combos are hard punishes and are not applicable in many interactions. Because {{color|S|c.S}} needs to either aerial hit or be a counter hit to gatling into {{color|H|6H}} or {{color|H|2H}}, those are the most common starters that you'll need to route into the above combo. So, a list of the starters that you need to go into the general structure are:
For '''Starters''', {{color|S|c.S}} is the main button needed to convert into high damage combos. It should be noted that c.S combos are hard punishes and are not applicable in many interactions. Because {{color|S|c.S}} needs to either aerial hit or be a counter hit to gatling into {{color|H|6H}}, those are the most common starters that you'll need to route into the above combo. So, a list of the starters that you need to go into the general structure are:
* <code>{{color|S|c.S}} CH...</code>
* <code>{{color|S|c.S}} CH...</code>
* <code>{{color|S|c.S}} Anti Air, {{color|S|c.S}}...</code>
* <code>{{color|S|c.S}} Anti Air, {{color|S|c.S}}...</code>
* <code>{{color|K|5K}} Anti Air...</code>
* <code>{{color|K|5K}} Anti Air...</code>
* <code>Up-close {{color|S|2S}} CH...</code>
* <code>Up-close {{color|S|2S}} CH...</code>
* <code>{{color|D|2D}} CH... (skip {{color|H|6H}}/{{color|H|2H}})</code>
* <code>{{color|D|2D}} CH... (skip {{color|H|6H}})</code>


{{color|H|6H}}/{{color|H|2H}} into {{color|H|236[H]}} are the main way you'll be launching the opponent. Minus some exceptions noted further down, you will basically always have this in some form in all of your combos. This is slightly spacing dependent, and at certain ranges the second hit of {{color|H|236[H]}} might whiff, so there may be times where you will have to bite the bullet and instead end your combo early with a {{color|S|236[S]}} instead.  
{{color|H|6H}} into {{color|H|236[H]}} is the main way you'll be launching the opponent. Minus some exceptions noted further down, you will basically always have this in some form in all of your combos. This is slightly spacing dependent, and at certain ranges the second hit of {{color|H|236[H]}} might whiff, so there may be times where you will have to bite the bullet and instead end your combo early with a {{color|S|236[S]}} instead.  


A notable exception to this is in the corner, in which you can link {{color|K|5K}} > {{color|H|6H}} from a {{color|H|2H}} point-blank.  
A notable exception to this is in the corner, in which you can link {{color|K|2K}} > {{color|P|6P}} > {{color|H|236H}} from a {{color|H|2H}} point-blank.  


'''Extensions''' refers to the routing done to, well you guessed it, extend the combo. They are pretty short and also follow a similar pattern:
'''Extensions''' refers to the routing done to, well you guessed it, extend the combo. They are pretty short and also follow a similar pattern:
Line 59: Line 54:


<code>...(WS) {{color|P|236236P}}, {{color|H|214H}}/{{color|H|6H}}</code>
<code>...(WS) {{color|P|236236P}}, {{color|H|214H}}/{{color|H|6H}}</code>
* Metered ender. You can get this from any {{color|H|6H}} or {{color|H|2H}}. This should also be the only way you spend meter to break the wall. Although {{MiniMoveCard|game=GGST|chara=Testament|input=236236K|label=Calamity One}} technically does more damage, its poor scaling and the immense utility of having both hard knockdown and Stain State after wallbreak leads to {{MiniMoveCard|game=GGST|chara=Testament|input=236236P|label=Nostrovia}} being the much better pick. {{color|H|6H}} is an easier alternative to using {{color|H|214H}} for added damage. You can just mash the button during the recovery of the super if you don't feel confident about timing the Arbiter Sign right and losing a negligible amount of damage.
* Metered ender. This should also be the only way you spend meter to break the wall. Although {{MiniMoveCard|game=GGST|chara=Testament|input=236236K|label=Calamity One}} technically does more damage, its poor scaling and the immense utility of having both hard knockdown and Stain State after wallbreak leads to {{MiniMoveCard|game=GGST|chara=Testament|input=236236P|label=Nostrovia}} being the much better pick. {{color|H|6H}} is an easier alternative to using {{color|H|214H}} for added damage. You can just mash the button during the recovery of the super if you don't feel confident about timing the Arbiter Sign right and losing a negligible amount of damage.


<code>...WS {{color|P|214[P]}}</code>
<code>...WS {{color|P|214[P]}}</code>
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===Regular Hit===
===Regular Hit===
On regular hit (no counter or Stain), Testament is at their weakest in terms of combo ability. This is two-fold midscreen. You are able to go into the normal theory above by replacing the {{color|H|6H}}/{{color|H|2H}} with {{color|D|2D}} and not charging the H Reaper. The starters for this are {{color|S|c.S}}, {{color|K|5K}}, and {{color|K|2K}}, but the microdash timings are much tighter and require you to be basically point-blank so both hits of the H Reaper connect. It is again very important to keep in mind whether or not it is worth it to go for a full conversion or instead just take the knockdown and go for a much stronger okizeme setup with an OTG {{color|S|236[S]}}.
On regular hit (no counter or Stain), Testament is at their weakest in terms of combo ability. This is two-fold midscreen. You are able to go into the normal theory above by replacing the {{color|H|6H}} with {{color|D|2D}} and not charging the H Reaper. The starters for this are {{color|S|c.S}}, {{color|K|5K}}, and {{color|K|2K}}, but the microdash timings are much tighter and require you to be basically point-blank so both hits of the H Reaper connect. It is again very important to keep in mind whether or not it is worth it to go for a full conversion or instead just take the knockdown and go for a much stronger okizeme setup with an OTG {{color|S|236[S]}}.
 
However, due to the semi-launch property of {{clr|S|c.S|}}, a {{clr|S|c.S|}} > {{clr|S|2S|}} Gatling to launch is possible. Off of this, Testament can {{clr|H|2H}} to continue the combo - - this allows for them to land solid okizeme off of a meaty {{clr|S|c.S|}}.


With your pokes {{color|S|f.S}} and {{color|S|2S}}, you also often have to work pretty hard to convert into anything more than just {{color|S|236S}}. If you're willing to spend meter, you can just use a drift RRC to extend the hit. For routes like this, its often more stable to omit the {{color|S|c.S}} and {{color|H|6H}} or {{color|H|2H}} and just go straight into the {{color|H|236[H]}}. Even on counter-hit, the most you will get off of far hits is an Arbiter Sign. There is a way to get more off of pokes like {{color|K|5K}} though, utilizing:
With your pokes {{color|S|f.S}} and {{color|S|2S}}, you also often have to work pretty hard to convert into anything more than just {{color|S|236S}}. If you're willing to spend meter, you can just use a drift RRC to extend the hit. For routes like this, its often more stable to omit the {{color|S|c.S}} and {{color|H|6H}} and just go straight into the {{color|H|236[H]}}. Even on counter-hit, the most you will get off of far hits is an Arbiter Sign. There is a way to get more off of pokes like {{color|K|5K}} though, utilizing:


===Kara Reaper===
===Kara Reaper===
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==Combo List==
==Combo List==
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
*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).  
*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.   
*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 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|5|Hard}} and {{clr|4|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
<!--Please test or re-test combo damage with asterisks against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).


==Beginner Combo List==
==Beginner / Fundamental Combo List==
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"  
|+Beginner Combos
|-
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|236S}}
|position = Anywhere
|damage = 77
|worksOn = Everyone
|difficulty = Very Easy
|notes = A simple combo using {{MMC|input=236H|imageNumber=1|label=[[#Grave Reaper|Grave Reaper]]}} {{clr|S|236S}} that sets Testament up for their zoning gameplan.
|recipePC =
|recipePS =
|video = [https://youtu.be/Y69OHGpQ5sQ Video]
|checkedVersion = 1.33
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|236S}}
|combo = {{clr|K|2K}} > ({{clr|D|2D}}) (Optional) > {{clr|H|236H}} > ...
|position = Anywhere  
|position = Anywhere  
|damage = 95/77
|damage = 77
|worksOn = SO, KY
|worksOn = Everyone
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Easy
|notes = {{clr|K|K}} starter with lots of carry.
|notes = A simple launching combo using Grave Reaper {{clr|H|236H}} for multiple choices of followup. Showcases Testament's common manual timed {{keyword|safejump}} and their precise use of {{keyword|microdash}} to continue a combo.
|recipePC =  
|recipePC =  
|recipePS =  
|recipePS =  
|video =[https://youtu.be/EK8rDKQk8Xk Video]
|video =[https://youtu.be/9qCTVK3u7vQ Video]
|checkedVersion =  
|checkedVersion = 1.33
}}
}}


|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|236S}}(whiff)
|combo = {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|S|214S}}
|position = Anywhere  
|position = Anywhere
|damage = 41
|damage = 140
|worksOn = Everyone
|worksOn = Everyone
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy
|notes = A simple but effective combo for your best {{keyword|Abare}} button; {{clr|P|2P}}. After {{clr|P|6P}}, the {{clr|S|236S}} will whiff, but hit the opponent {{keyword|meaty}} as they {{keyword|wake up}}.
|notes = Testament's basic {{keyword|gatling}} combo showing off {{clr|H|5H}}'s tumble effect and how it can be used to extend a combo, such as special canceling into {{MMC|input=214S|imageNumber=1|label=[[#Arbiter Sign|Arbiter Sign]]}} {{clr|S|214S}}/{{clr|H|H}}.
|recipePC =  
|recipePC =  
|recipePS =  
|recipePS =  
|video =
|video = [https://youtu.be/1BNvm8NLJZo Video]
|checkedVersion =  
|checkedVersion = 1.33
}}
}}


|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}}8 > {{clr|H|j.H}} > {{clr|S|j.S}} > jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|S|j.SS}}
|combo = {{clr|S|c.S}} or {{clr|K|2K/5K}} > ({{clr|D|2D}}) > {{clr|H|236H}} > 66 (Dash) {{clr|K|5K}} > {{clr|H|6H}} > ...
|position = Anywhere  
|position = Anywhere  
|damage = 203
|damage = 146
|worksOn = Everyone
|difficulty = Easy
|notes = A common way that Testament launches opponents into the air is through {{clr|H|236H}} and to continue with a microdash {{clr|K|5K}} afterwards. {{clr|H|6H}} is an essential combo tool, being extensively used as the final hit to start {{keyword|okizeme}} because of its {{keyword|hard knockdown}} effect and its ability to bounce opponents into {{MMC|input=236236P|label=[[#Nostrovia|Nostrovia]]}} {{clr|P|236236P}} to continue a combo.
|recipePC = 173094
|recipePS =
|video = [https://youtu.be/zXSvwA2hsgQ Video]
|checkedVersion = 1.33
}}
 
|-
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|236H}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > ...
|position = Anywhere
|damage = 163
|worksOn = Everyone
|difficulty = Easy
|notes = Testament's {{keyword|BNB}} combo off of a {{clr|S|c.S}}. Showcases {{clr|S|c.S}} floating crumple and how opponents are sent airborne after a quick followup attack.
|recipePC = 166514
|recipePS =
|video = [https://youtu.be/NLHtjrtkDFg Video]
|checkedVersion = 1.33
}}
 
 
|-
{{GGST-ComboTableRow
|combo = {{clr|S|f.S}} > {{clr|D|236D}} > {{clr|D|2D}} > {{clr|H|236H}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}}/{{clr|H|H}} WS (Wall Splat) > {{clr|S|214S}}/{{clr|H|H}}
|position = Midscreen
|damage = 138
|worksOn =  Everyone
|difficulty = Easy
|notes = BNB roundstart to wallbreak using {{MMC|input=236D|imageNumber=1|label=[[#Wild Assault|Wild Assault]]}} {{clr|D|236D}}. {{clr|S|f.S}} is typically unable to convert into combos at range, instead relying on {{MMC|input=Stain|label=[[GGST/Testament#Stain State|Stain State]]}} and Wild Assault.
|recipePC = 173136
|recipePS =
|video = [https://youtu.be/2O_1NyaS_XM Video]
|checkedVersion = 1.33
}}
 
|-
{{GGST-ComboTableRow
|combo =CH (Counter Hit) {{clr|S|f.S}} > {{clr|D|236[D]}} > {{clr|H|6H}} > {{clr|H|236[H]}} (Hold) > 66 {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|P|214[P]}} or {{clr|D|236[D]}}
|position = Midscreen
|damage = 181
|worksOn =  Everyone
|difficulty = Easy
|notes =Roundstart Counter Hit {{clr|S|f.S}} to wallbreak using Wild Assault. If you're closer than roundstart/Mid Range from your opponent, delay the {{clr|H|6H}} out of {{clr|D|236[D]}} to prevent a whiff or route into {{clr|H|2H}}. Showcases Testament's use of {{clr|H|236[H]}} to extend and launch combos and their two most common wallbreak options; {{MMC|input=214P|label=[[#Unholy Diver|Unholy Diver]]}} {{clr|P|214P}} to apply Stain State or {{clr|D|236D}} to apply hard knockdown.
|recipePC = 174183
|recipePS =
|video = [https://youtu.be/-_XbY4LwBeA Video]
|checkedVersion = 1.33
}}
 
|-
{{GGST-ComboTableRow
|combo = Stained {{clr|S|f.S}} > 66 > {{clr|S|2S}} or {{clr|K|5K}} > {{clr|H|236H}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > ...
|position = Anywhere
|damage = 125
|worksOn = Everyone
|difficulty = Medium
|notes = Works at any range including tip {{clr|S|f.S}}, ends in {{clr|H|6H}} hard knockdown with a succubus on the field allowing for multiple followup options. Showcases Stain State's ability to confirm into combos even at range. May substitute {{clr|S|2S}} with {{clr|K|5K}} but will cause the combo to drop at far range.
|recipePC = 169162
|recipePS =
|video = [https://youtu.be/oB3N_tLRgTo Video]
|checkedVersion = 1.33
}}
 
|-
{{GGST-ComboTableRow
|combo = CH {{clr|S|c.S}}/{{clr|S|2S}}/{{clr|S|f.S}} > {{clr|H|2H}} > {{clr|H|236{H<nowiki>}</nowiki>}} (Partial Charge) > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|P|236236P}}
|position = Midscreen
|damage = ~200
|worksOn = Everyone
|difficulty = Medium
|notes = Combo off of any Counter Hit {{clr|S|S}} when within range of {{clr|H|2H}}.
|recipePC = 174285
|recipePS =
|video = [https://youtu.be/m65XXxtQ9xI Video]
|checkedVersion = 1.33
}}
 
|-
{{GGST-ComboTableRow
|combo = CH {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|236236P}} > 66 > {{clr|H|2H}} > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|P|214[P]}}
|position = Midscreen
|damage = 268
|worksOn = Everyone
|difficulty = Medium
|notes = Testament's BNB combo off of a midscreen Counter Hit {{clr|S|c.S}} with 50 Tension meter.
|recipePC = 173100
|recipePS =
|video = [https://youtu.be/LijCI7S4Wu0 Video]
|checkedVersion = 1.33
}}
 
|-
{{GGST-ComboTableRow
|combo = CH {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236[H]}} > 66 > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|236236P}} > {{clr|H|6H}} or {{clr|H|214H}}
|position = Midscreen
|damage = 247
|worksOn = Everyone
|worksOn = Everyone
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Medium
|notes =  Simple and optimised {{keyword|Bread and Butter}} for all characters, but the timing is faster if done in the corner.
|notes = Testament's BNB combo off of a midscreen Counter Hit {{clr|S|c.S}} with 25 Tension meter, not enough to immediately go into {{clr|P|236236P}}. Wallbreaking with {{clr|P|236236P}} applies both Stain State and hard knockdown.
|recipePC = 36428
|recipePC = 173105
|recipePS =  
|recipePS =  
|video =[https://youtu.be/YatF2UxZuvU Video]
|video = [https://youtu.be/RrLXb8OROfA Video]
|checkedVersion =  
|checkedVersion = 1.33
}}
}}


|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|H|236H}} > {{clr|S|f.S}}
|combo =Stained {{clr|K|2K/5K}} > 66 {{clr|S|c.S}} > {{clr|P|214[P]}} > {{clr|K|5K}} > dc (Dash Cancel) {{clr|S|c.S}} > {{clr|H|236H}} > {{clr|K|5K}} > {{clr|H|6H}} > ...
|position = Anywhere  
|position = Anywhere
|damage = 129
|damage = 104
|worksOn = Everyone
|worksOn = Everyone
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Medium
|notes =  Good {{clr|S|c.S}} starter to put the opponent at fullscreen for zoning.
|notes = BNB off Stain State. The technique of using {{clr|P|214P}} to extend a combo builds a decent amount of Tension meter and carries the opponent horizontally in exchange for heavily scaling combo damage. To Dash Cancel, quickly tap 66 or your dash macro immediately after landing a hit with {{clr|S|c.S}} or {{clr|K|5K}}.
|recipePC =  
|recipePC =  
|recipePS =  
|recipePS =  
|video =[https://youtu.be/1KskQhouOo0?t=129 Video]
|video =[https://youtu.be/jQgKcDap0DU Video]
|checkedVersion =  
|checkedVersion = 1.33
}}
 
|-
{{GGST-ComboTableRow
|combo =CH {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236[H]}} > 66 > {{clr|S|c.S}} > {{clr|P|214[P]}} > {{clr|K|5K/2K}} > dc/66 {{clr|S|c.S}} > ({{clr|H|6H}} > ...) or {{clr|H|236H}} > {{clr|K|5K}} WS > {{clr|P|214[P]}}
|position = Farther than Midscreen
|damage = 228
|worksOn = Everyone
|difficulty = Hard
|notes = A culmination of fundamental combos. Meterless Counter Hit {{clr|S|c.S}} beyond midscreen distance but not fullscreen, ends on a Stain State wallbreak. Utilizes {{clr|P|214[P]}} to extend the combo beyond normal. If {{clr|S|c.S}} hits high after {{clr|H|236[H]}} route into {{clr|K|5K}}, if {{clr|S|c.S}} hits lower then route into {{clr|K|2K}}. May route into {{clr|H|6H}} to successfully carry into {{clr|P|236236P}}.
|recipePC = 174178
|recipePS =
|video = [https://youtu.be/IdYUIi_d2kQ Video]
|checkedVersion = 1.33
}}
}}


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<div style="text-align:center">
<div style="text-align:center">
==={{clr|P|Punch}} Starters===
==={{clr|P|Punch}} Starters===
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"  
|+{{clr|P|Punch}} Starters
|+{{clr|P|Punch}} Starters
|-
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
Line 193: Line 318:
|position = Not Corner
|position = Not Corner
|damage = 62/58
|damage = 62/58
|worksOn = All
|worksOn = Everyone
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy
|notes = Works on all characters both standing and crouching, including [[GGST/Faust|Faust.]] Run momentum is required if you wish to land the 3rd {{clr|P|P}}. {{clr|P|2P}} has less knockback than {{clr|P|5P}}, but also less damage, so if you're not point-blank you might wish to do 3 {{clr|P|2P}}s instead of 2 {{clr|P|5P}}s for more total damage.  
|notes = Works on all characters both standing and crouching, including [[GGST/Faust|Faust.]] Run momentum is required if you wish to land the 3rd {{clr|P|P}}. {{clr|P|2P}} has less knockback than {{clr|P|5P}}, but also less damage, so if you're not point-blank you might wish to do 3 {{clr|P|2P}}s instead of 2 {{clr|P|5P}}s for more total damage.  
|recipePC = 36400
|recipePC = 36400
|recipePS =  
|recipePS =  
|video =[https://youtu.be/Jx_mGG5zXuE Video]
|video =[https://youtu.be/Jx_mGG5zXuE Video]
|checkedVersion =  
|checkedVersion = 1.33
}}
}}


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|position = Anywhere  
|position = Anywhere  
|damage = 81
|damage = 81
|worksOn = All except AN, BA
|worksOn = Everyone
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy
|notes = 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.  
|notes = Only works at point-blank range, or with dash momentum. Varies by character. Damage assumes both hits of {{clr|S|236S}} connect. Only works with dash momentum on HA, AN, BA.  
|recipePC = 36402
|recipePC = 36402
|recipePS =  
|recipePS =  
|video =[https://youtu.be/HsdfUv_zusQ Video]
|video =[https://youtu.be/HsdfUv_zusQ Video]
|checkedVersion =  
|checkedVersion = 1.33
}}
}}


Line 222: Line 347:
|damage = 129
|damage = 129
|worksOn = Everyone
|worksOn = Everyone
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes =  
|notes =  
|recipePC =  
|recipePC =  
|recipePS =  
|recipePS =  
|video = [https://youtu.be/WBJvRXFKEz8 Video]
|video = [https://youtu.be/WBJvRXFKEz8 Video]
|checkedVersion =  
|checkedVersion = 1.33
}}
}}


Line 236: Line 361:
|damage = 124
|damage = 124
|worksOn = Everyone
|worksOn = Everyone
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes = Easy {{clr|P|6P}} anti-air when the opponent is in Stain State. Easiest if opponent is higher in the air when hit with 6P.
|notes = Easy {{clr|P|6P}} anti-air when the opponent is in Stain State. Easiest if opponent is higher in the air when hit with 6P.
|recipePC =  
|recipePC =  
|recipePS =  
|recipePS =  
|video =[https://youtu.be/-q0sRjIdOPM Video]  
|video =[https://youtu.be/-q0sRjIdOPM Video]  
|checkedVersion =  
|checkedVersion = 1.33
}}
}}


Line 250: Line 375:
|damage = 184/188
|damage = 184/188
|worksOn = Everyone
|worksOn = Everyone
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes = End with {{clr|P|214P}} to apply Stain State.
|notes = End with {{clr|P|214P}} to apply Stain State.
|recipePC =  30011
|recipePC =  30011
|recipePS =  
|recipePS =  
|video =[https://youtu.be/FtKuJ5MAfCU Video]
|video =[https://youtu.be/FtKuJ5MAfCU Video]
|checkedVersion =  
|checkedVersion = 1.33
}}
}}


Line 264: Line 389:
|damage = 94
|damage = 94
|worksOn = Everyone
|worksOn = Everyone
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes = You can half-charge the {{clr|H|236H}} if the opponent is too high to be hit by the slash from [[GGST/Testament#Grave_Reaper|Grave Reaper.]]
|notes = You can half-charge the {{clr|H|236H}} if the opponent is too high to be hit by the slash from [[GGST/Testament#Grave_Reaper|Grave Reaper.]]
|recipePC = 36404
|recipePC = 36404
|recipePS =  
|recipePS =  
|video =[https://youtu.be/42PWpfyIbzc Video]
|video =[https://youtu.be/42PWpfyIbzc Video]
|checkedVersion =  
|checkedVersion = 1.33
}}
}}


|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = AA {{clr|P|5P}} > {{clr|H|6H}} > {{clr|P|236236P}} > 66 {{clr|S|c.S}} > {{clr|D|5[D]}} > 66 {{clr|K|5K}} > {{clr|H|6H}} WS > [{{clr|S|214S}}/{{clr|H|H}}] or [{{clr|P|214P}}]
|combo = AA {{clr|P|5P}} > {{clr|H|6H}} > {{clr|P|236236P}} > 66 > {{clr|S|c.S}} > dl.{{clr|D|5[D]}} > 66 {{clr|K|5K}} > {{clr|H|6H}} WS > {{clr|S|214S}}/{{clr|H|H}}
|position =  Near Midscreen
|position =  Near Midscreen
|damage = 207
|damage = 207
|worksOn = Everyone
|worksOn = Everyone
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Hard
|notes = 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.  
|notes = 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.  
|recipePC = 36406
|recipePC =  
|recipePS =  
|recipePS =  
|video =[https://youtu.be/Lb-SyucpS9A Video]
|video =[https://youtu.be/Lb-SyucpS9A Video]
|checkedVersion =  
|checkedVersion = 1.33
}}
 
|-
{{GGST-ComboTableRow
|combo = AA CH {{clr|P|2/5P}} > 66 {{clr|S|c.S}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|D|236[D]}} > {{clr|H|6H}} > {{clr|H|236[H]}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}} WS > {{clr|S|214S}}
|position =  Back to Corner
|damage = 168
|worksOn = Everyone
|difficulty = Hard
|notes = Wall to wall with Wild Assault. Counter Hit not strictly required for {{clr|P|5P}}. Microdash the {{clr|S|c.S}} and {{clr|K|5K}} at the start of the combo or it will be less consistent to end with a wall stick. Alternate but relatively harder routes that end in Nostrovia in video.
|recipePC =
|recipePS =
|video =[https://youtu.be/eKDvZFRiR6M Video]
|checkedVersion = 1.33
}}
 
|-
{{GGST-ComboTableRow
|combo = CH {{clr|P|6P}} > {{clr|D|236[D]}} > {{clr|H|6H}} > {{clr|H|236[H]}} > {{clr|H|6H}} > {{clr|S|214S}} WS > {{clr|D|236[D]}}
|position =  Midscreen
|damage = 187
|worksOn = Everyone
|difficulty = Hard
|notes = Roundstart Counter Hit {{clr|P|6P}} using Wild Assault
|recipePC =
|recipePS =
|video =
|checkedVersion = 1.33
}}
}}


|-
{{GGST-ComboTableRow
|combo = CH {{clr|P|6P}} > {{clr|D|236[D]}} > {{clr|H|6H}} > {{clr|H|236[H]}} > 66 {{clr|K|5K}} > {{clr|H|6H}} WS > {{clr|D|236[D]}}
|position =  Midscreen
|damage = 180
|worksOn = Everyone
|difficulty = Medium
|notes = Easier roundstart Counter Hit {{clr|P|6P}} using Wild Assault
|recipePC =
|recipePS =
|video =
|checkedVersion = 1.33
}}
|-
|-
|}
|}


==={{clr|K|Kick}} Starters===
==={{clr|K|Kick}} Starters===
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"  
|+{{clr|2|Kick}} Starters
|+{{clr|2|Kick}} Starters
|-
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo ={{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|236S}}
|combo ={{clr|K|2K}}/{{clr|K|5K}} > {{clr|D|2D}} > {{clr|S|236S}}/{{clr|H|H}}
|position = Anywhere  
|position = Anywhere  
|damage = 95  
|damage = 77/95
|worksOn = Everyone
|worksOn = Everyone
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy
|notes ={{clr|K|K}} starter with lots of carry
|notes ={{clr|K|K}} starter with lots of carry. {{clr|H|H}} version sets up a manual timed IAD safejump.
|recipePC =  36407
|recipePC =  36407
|recipePS =  
|recipePS =  
|video = [https://youtu.be/EK8rDKQk8Xk Video]
|video = [https://youtu.be/EK8rDKQk8Xk Video]
|checkedVersion =
|checkedVersion = 1.33
}}
}}
|-
|-


{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =Stained {{clr|K|2K/5K}} > 66{{clr|S|c.S}} > dl.{{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}}/{{clr|H|H}}
|combo =Stained {{clr|K|2K/5K}} > 66 {{clr|S|c.S}} > dl.{{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}}/{{clr|H|H}}
|position = Anywhere  
|position = Anywhere  
|damage = 109
|damage = 109/135
|worksOn = KY
|worksOn = Everyone
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy
|notes = Easy confirm that should be universal, needs more testing. Does more damage in situations where the Crow dc version wouldn't wallbreak.
|notes = Does more damage in situations where the Crow dc version wouldn't wallbreak.
|recipePC =  
|recipePC =  
|recipePS =  
|recipePS =  
|video =[https://www.youtube.com/watch?v=k48gwrc8j24 Video]
|video =[https://www.youtube.com/watch?v=k48gwrc8j24 Video]
|checkedVersion =
|checkedVersion = 1.33
}}
}}
|-
|-


{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =Stained {{clr|K|2K/5K}} > 66{{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236H}} > {{clr|P|214P}}
|combo =Stained {{clr|K|2K/5K}} > 66 {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236[H]}} > {{clr|P|214P}}
|position = Corner  
|position = Corner  
|damage = 145
|damage = 150/175
|worksOn = Everyone
|worksOn = Everyone
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes =Needs further testing, as with the {{clr|D|5D}} stain state combo the dash can be omitted but it makes the combo more consistent.
|notes =
|recipePC = 36412
|recipePC =  
|recipePS =  
|recipePS =  
|video =[https://youtu.be/xRTePFpJEAI Video]
|video =
|checkedVersion =
|checkedVersion = 1.33
}}
}}
|-
|-


{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =Stained {{clr|K|2K/5K}} > 66{{clr|S|c.S}} > {{clr|P|214P}} > {{clr|K|5K}} > dc {{clr|S|c.S}} > {{clr|H|6H}} > WS > [{{clr|S|214S}}/{{clr|H|H}}] or [{{clr|P|214P}}] or [Super]
|combo =Stained {{clr|K|2K/5K}} > 66 {{clr|S|c.S}} > {{clr|P|214P}} > {{clr|K|5K}} > dc {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|P|214P}}
|position = Midscreen
|position = Midscreen
|damage = 143/140
|damage = 140/162
|worksOn = KY
|worksOn = Everyone
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Medium
|notes =Midscreen wallbreak confirm. Ending with {{clr|P|214P}} or Nostrovia leaves the opponent in stain state after wallbreak. Should be universal but needs more testing.
|notes = BNB midscreen wallbreak confirm off Stain State. Commonly referred to as "crow carry".
|recipePC =  
|recipePC = 174174
|recipePS =  
|recipePS =  
|video =[https://www.youtube.com/watch?v=KM9jmQUBvv8 Video]
|video =[https://youtu.be/8GHCN1KT-8E Video]
|checkedVersion =
|checkedVersion = 1.33
}}
}}
|-
|-


{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo ={{clr|K|5K}} > {{clr|D|2D}} > {{clr|H|236H}} (2) > {{clr|S|214S}}
|combo ={{clr|K|5K}} > {{clr|D|2D}} > {{clr|H|236H}} > {{clr|S|214S}}
|position = Anywhere  
|position = Anywhere  
|damage = 119
|damage = 119
|worksOn = BA, KY, HA, JC, TE
|worksOn = Everyone
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes =Long range {{clr|K|5K}} starter. Does not land off {{clr|K|2K}}. {{clr|S|214S}} Whiffs if done from point blank, and {{clr|H|214H}}'s projectile whiffs if done from too far. Needs more testing.
|notes =Long range {{clr|K|5K}} starter. Does not land off {{clr|K|2K}}. {{clr|S|214S}} Whiffs if done from point blank, and {{clr|H|214H}}'s projectile whiffs if done from too far.
|recipePC =  
|recipePC =  
|recipePS =  
|recipePS =  
|video =[https://youtu.be/Y60uiozq3Rw?t=14 Video]
|video =[https://youtu.be/Y60uiozq3Rw?t=14 Video]
|checkedVersion =
|checkedVersion = 1.33
}}
}}
|-
|-
Line 368: Line 535:
|position = Anywhere  
|position = Anywhere  
|damage = 139
|damage = 139
|worksOn = AX, CH, FA, GI, KY, MA, MI, PO, RA, SO, TE, ZT
|worksOn = Everyone
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes =Must be point blank for midscreen {{clr|K|2K}}. There may possibly be an optimal decision between {{clr|S|214S}}/{{clr|H|214H}}, the opponent seems to recover at the same time from both, but one rolls and the other knocks up. Needs some research.
|notes = Must be near point blank for midscreen {{clr|K|2K}}.
|recipePC = 36409
|recipePC = 36409
|recipePS =  
|recipePS =  
|video = [https://youtu.be/rN1Wqoxo2H0 Video]
|video = [https://youtu.be/rN1Wqoxo2H0 Video]
|checkedVersion =
|checkedVersion = 1.33
}}
}}
|-
|-
Line 381: Line 548:


{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo ={{clr|K|5K}} > {{clr|D|2D}} > {{clr|H|236H}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|236S}} WS > [{{clr|S|214S}}] or [{{clr|P|214P}}]
|combo ={{clr|K|2K}} > {{clr|D|2D}} > {{clr|H|236H}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|236S}} WS > {{clr|P|214P}}
|position = Near Corner
|position = Near Corner
|damage = 176
|damage = 145
|worksOn = Everyone
|worksOn = Everyone
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes =End with {{clr|P|214P}} to enter neutral with the opponent in [[GGST/Testament#Stain|Stain State.]]
|notes = Dependent on distance from wall. Too close and the strike of {{clr|S|236S}} will wallsplat and the projectile will wallbreak, whereas too far and the projectile of {{clr|S|236S}} will not wallsplat or simply whiff.
|recipePC = 36411
|recipePC =  
|recipePS =  
|recipePS =  
|video =[https://youtu.be/Ac6kHl6qCvI Video]
|video =[https://youtu.be/ItZLyCPiQIA Video]
|checkedVersion =
|checkedVersion = 1.33
}}
}}
|-
|-


{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo ={{clr|K|2K/5K}} > {{clr|D|2D}} > {{clr|H|236H(1)}} > 66PRC > {{clr|H|236H(2)}} > 66 {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H}} WS > [{{clr|H|6H}}] or [{{clr|P|214P}}]
|combo =Stained {{clr|K|2K/5K}} > 66 {{clr|S|c.S}} > {{clr|P|214P}} > {{clr|K|5K}} > dc {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|236236P}} > 66 Stained {{clr|S|c.S}} > 66 {{clr|S|c.S}} > {{clr|P|6P}} > WS > {{clr|P|214P}}
|position = Midscreen
|position = Back to Corner
|damage = 178
|damage = 161/182
|worksOn = Everyone
|worksOn = Everyone
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Hard
|notes =PRC in between the first and second hit of Grave Reaper for more consistency. End with {{clr|P|214P}} to enter neutral with the opponent in [[GGST/Testament#Stain|Stain State.]]
|notes =Corner to corner wallbreak for 50 meter, with the option for a second super if you build enough meter to get one off, and ends with the opponent in stain state after wallbreak.
|recipePC =  
|recipePC =  
|recipePS =  
|recipePS =  
|video =[https://youtu.be/Dl2qRnRarsk Video]
|video =[https://www.youtube.com/watch?v=vMl_IN5P-gU Video]
|checkedVersion =
|checkedVersion = 1.33
}}
}}
|-
|-
Line 413: Line 578:


{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =Stained {{clr|K|2K/5K}} > 66{{clr|S|c.S}} > {{clr|P|214P}} > {{clr|K|5K}} > dc {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|236236P}} > 66{{clr|S|c.S}} > 66{{clr|S|c.S}} > {{clr|P|6P}} > WS > [{{clr|P|214P}}] or [Super]
|combo =Stained {{clr|K|2K/5K}} > 66 {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|236236P}} > 66 Stained {{clr|S|c.S}} > 66 {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|236S}} > WS > {{clr|P|214P}}
|position = Back to Corner
|position = Back to Corner
|damage = 188
|damage = 176/208
|worksOn = KY
|worksOn = Everyone
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes =Corner to corner wallbreak for 50 meter, with the option for a second super if you build enough meter to get one off, and can end with the opponent in stain state after wallbreak. Fairly consistent, but needs testing on other characters. Damage value based on Calamity One ender.
|notes =Corner to corner wallbreak ending in stain state. {{clr|K|2K}} starter is much less consistent due to blowback changes.
|recipePC =  
|recipePC =  
|recipePS =  
|recipePS =  
|video =[https://www.youtube.com/watch?v=vMl_IN5P-gU Video]
|video =[https://www.youtube.com/watch?v=c9yqNdQEc4M Video]
|checkedVersion =
|checkedVersion = 1.33
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =Stained {{clr|K|2K/5K}} > 66{{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|236236P}} > 66{{clr|S|c.S}} > 66{{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|236S}} > WS > [{{clr|P|214P}}] or [{{clr|P|236236P}}]
|combo ={{clr|K|2K}} > {{clr|D|2D}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H}} > {{clr|S|2S}} > {{clr|K|214K}}  
|position = Back to Corner
|position = Anywhere
|damage = 176
|damage = 85
|worksOn = KY
|worksOn = Everyone
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Medium
|notes =Corner to corner wallbreak ending in stain state. Made much more inconsistent due to the 6H Blowback changes in 2.0. Theoretically can be ended with Calamity One for more damage, but you'll have to dash to get in range, and it's typically better to use Nostrovia when you have the meter for a second super.
|notes ={{clr|K|2K}} starter that leads into left/right safejump okizeme. To cross up, hold forward and use delayed {{clr|K|j.K}} while falling.
|recipePC =  
|recipePC =  
|recipePS =  
|recipePS =  
|video =[https://www.youtube.com/watch?v=c9yqNdQEc4M Video]
|video =
|checkedVersion =
|checkedVersion = 1.33
}}
}}
|-
|-
Line 444: Line 606:


==={{clr|S|Slash}} Starters===
==={{clr|S|Slash}} Starters===
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"  
|+ {{clr|3|Slash}} Starters
|+ {{clr|3|Slash}} Starters
|-
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
|combo ={{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|236H}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > ...
|position = Anywhere
|damage = 163
|worksOn = Everyone
|difficulty = Easy
|notes = Testament's go-to combo off of a normal hit {{clr|S|c.S}}, especially when the {{clr|S|c.S}} hits meaty.
|recipePC = 166514
|recipePS =
|video =  [https://youtu.be/NLHtjrtkDFg Video]
|checkedVersion = 1.33
}}
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo ={{clr|S|c.S}} > {{clr|D|2D}} > {{clr|H|236H}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > ...
|combo ={{clr|S|c.S}} > {{clr|D|2D}} > {{clr|H|236H}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > ...
Line 453: Line 630:
|damage = 146
|damage = 146
|worksOn = Everyone
|worksOn = Everyone
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes =Go-to combo if the {{clr|K|2K/5K}} version doesn't work.
|notes =Go-to combo if the {{clr|K|2K/5K}} version doesn't work.
|recipePC =  36414
|recipePC =  173094
|recipePS =
|video =  [https://youtu.be/zXSvwA2hsgQ Video]
|checkedVersion = 1.33
}}
|-
 
{{GGST-ComboTableRow
|combo = CH {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|236236P}} > 66 > {{clr|H|2H}} > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|P|214P}}
|position = Midscreen
|damage = 268
|worksOn = Everyone
|difficulty = Medium
|notes = Testament's BNB combo off of a midscreen {{clr|S|c.S}} Counter Hit with 50 Tension meter.
|recipePC = 173100
|recipePS =
|video = [https://youtu.be/LijCI7S4Wu0 Video]
|checkedVersion = 1.33
}}
|-
 
{{GGST-ComboTableRow
|combo = CH {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236[H]}} > 66 > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|236236P}} > {{clr|H|6H}}
|position = Midscreen
|damage = 247
|worksOn = Everyone
|difficulty = Medium
|notes = Testament's BNB combo off of a midscreen {{clr|S|c.S}} Counter Hit with 25 Tension meter, not enough to immediately go into {{clr|P|236236P}}.
|recipePC = 173105
|recipePS =  
|recipePS =  
|video = [https://youtu.be/0sQWusbltaU Video]
|video = [https://youtu.be/RrLXb8OROfA Video]
|checkedVersion =
|checkedVersion = 1.33
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =CH {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236[H]}} > 66{{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|236S}} > WS > {{clr|P|214P}}
|combo =CH {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236[H]}} > 66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H}} > {{clr|K|5K}} > {{clr|H|6H}} WS > {{clr|P|214[P]}}
|position = Midscreen  
|position = Midscreen  
|damage = 226
|damage = 234
|worksOn = KY
|worksOn = Everyone
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Medium
|notes =DP Punish/CH {{clr|S|c.S}} confirm midscreen, gives a stain state wallbreak.
|notes = Meterless CH {{clr|S|c.S}} confirm midscreen, gives a stain state wallbreak. Distance from wall dependent. If closer to the wall than midscreen {{clr|K|5K}} may cause a wallsplat before {{clr|H|6H}} connects. If farther than midscreen to wall see next combo.
|recipePC = 36417
|recipePC =  183507
|recipePS =
|video = [https://youtu.be/0q2G02mHWsg Video]
|checkedVersion = 1.33
}}
|-
 
{{GGST-ComboTableRow
|combo =CH {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236[H]}} > 66 > {{clr|S|c.S}} > {{clr|P|214[P]}} > {{clr|K|5K/2K}} > dc/66 {{clr|S|c.S}} > ({{clr|H|6H}} > ...) or {{clr|H|236H}} > {{clr|K|5K}} WS > {{clr|P|214[P]}}
|position = Farther than Midscreen
|damage = 228/227
|worksOn = Everyone
|difficulty = Hard
|notes = Meterless CH {{clr|S|c.S}} confirm beyond midscreen distance but not fullscreen, gives a stain state wallbreak. If {{clr|S|c.S}} hits high after {{clr|H|236[H]}} you can route into {{clr|K|5K}}, if it hits lower then route into {{clr|K|2K}}. Optionally after dc/66 {{clr|S|c.S}} one may route into {{clr|K|5K}} > {{clr|S|236S}} WS > {{clr|P|214P}} for 1 less damage.
|recipePC = 174178
|recipePS =  
|recipePS =  
|video = [https://youtu.be/9FU-0eVj-aU Video]
|video = [https://youtu.be/IdYUIi_d2kQ Video]
|checkedVersion =
|checkedVersion = 1.33
}}
}}
|-
|-


{{GGST-ComboTableRow
|combo = {{clr|S|j.S}} > {{clr|H|j.H}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}}
|position = Anywhere
|damage = 115
|worksOn =  Everyone
|difficulty = Very Easy
|notes =Air-to-air conversion from rising {{clr|S|j.S}}.
|recipePC = 
|recipePS =
|video =
|checkedVersion = 1.33
}}
|-


{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =AA {{clr|S|j.S}} > j.66 > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}}/{{clr|H|214H}}
|combo = {{clr|S|j.S}} > j.66 > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|6H}} > ...
|position = Anywhere
|position = Anywhere
|damage = 140
|damage = 119
|worksOn =  All except GO
|worksOn =  Everyone
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes =Air-to-air conversion from rising {{clr|S|j.S}}
|notes =Air-to-air conversion from rising {{clr|S|j.S}}. Finicky and dependent on distance from opponent and ground.
|recipePC =   
|recipePC =   
|recipePS =  
|recipePS =  
|video =  
|video =  
|checkedVersion =
|checkedVersion = 1.33
}}
}}
|-
|-


{{GGST-ComboTableRow
|combo ={{clr|S|j.S}} > {{clr|D|j.D}} > j.66 > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|6H}} > ...
|position = Anywhere
|damage = 137
|worksOn =  Everyone
|difficulty = Medium
|notes =Air-to-air conversion from rising {{clr|S|j.S}}. Finicky and dependent on distance from opponent and ground.
|recipePC =  73941
|recipePS =
|video =
|checkedVersion = 1.33
}}
|-


{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =tained {{clr|S|f.S}} > {{clr|S|236S}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|P|214P}}
|combo =Stained {{clr|S|f.S}} > {{clr|S|236S}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|P|214P}}
|position = Corner
|position = Corner
|damage = 124
|damage = 124
|worksOn = Everyone
|worksOn = Everyone
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes =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 {{clr|P|236236P}} after {{clr|H|6H}}  
|notes =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 {{clr|P|236236P}} after {{clr|H|6H}}  
|recipePC =  39320
|recipePC =  39320
|recipePS =  
|recipePS =  
|video = [https://youtu.be/JR17mjRK26Y Video]
|video = [https://youtu.be/JR17mjRK26Y Video]
|checkedVersion =
|checkedVersion = 1.33
}}
}}
|-
|-
Line 510: Line 756:
|position = Anywhere
|position = Anywhere
|damage = 145  
|damage = 145  
|worksOn = AN, AX, JC, KY, GO, LE, MA TE
|worksOn = Everyone
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes =Can be helpful in placing a succubus close to opponent. Almost works on GI and MA, but the {{clr|S|236S}} whiffs.
|notes =Can be helpful in placing a succubus close to opponent.
|recipePC =  36416
|recipePC =  36416
|recipePS =  
|recipePS =  
|video = [https://youtu.be/R9nfYHCIlv4 Video]
|video = [https://youtu.be/R9nfYHCIlv4 Video]
|checkedVersion =
|checkedVersion = 1.33
}}
|-
 
{{GGST-ComboTableRow
|combo =CH {{clr|S|2S}} > {{clr|D|236[D]}} > {{clr|H|2H}} > {{clr|H|236{H<nowiki>}</nowiki>}} > {{clr|K|5K}} > {{clr|H|6H}} WS > {{clr|P|214[P]}}
|position = Midscreen to Corner
|damage = 168
|worksOn =  Everyone
|difficulty = Easy
|notes =Roundstart counterhit {{clr|S|2S}} to wallbreak. Works on extended hurtboxes into 2S or non-extended hits from near roundstart range. {{clr|H|236H}} must be held for a short duration vs most characters, though not necessarily to half charge. Not reaching half charge will make the combo lose between 3 and 5 damage depending on the character.
|recipePC =
|recipePS =
|video = [https://youtu.be/ZPMEB6dkGBc Video]
|checkedVersion = 1.33
}}
|-
 
{{GGST-ComboTableRow
|combo =CH {{clr|S|f.S}} > {{clr|D|236[D]}} > {{clr|H|6H}} > {{clr|H|236[H]}} > 66 {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|P|214[P]}}
|position = Midscreen to Corner
|damage = 181
|worksOn =  Everyone
|difficulty = Medium
|notes =Roundstart counterhit {{clr|S|f.S}} to wallbreak. If you're closer than roundstart/Mid Range from your opponent, delay the {{clr|H|6H}} out of {{clr|D|236[D]}} to prevent a whiff or route into {{clr|H|2H}}.
|recipePC = 174183
|recipePS =
|video = [https://youtu.be/-_XbY4LwBeA Video]
|checkedVersion = 1.33
}}
|-
 
{{GGST-ComboTableRow
|combo =CH {{clr|S|f.S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|P|j.P}} > {{clr|P|j.P}} > land > {{clr|K|5K}}  > {{clr|H|6H}} > [{{clr|P|236236P}}] or [{{clr|S|214S}}/{{clr|H|H}} WS > {{clr|S|214S}}/{{clr|H|H}}]
|position = Back to Corner
|damage = 183/168
|worksOn =  Everyone
|difficulty = Hard
|notes = Counterhit {{clr|S|f.S}} to wallbreak from nearly corner to corner. Don't delay any of the inputs. Will not wall stick if your back is less than ~1.5 character widths from the wall. Combo is usable anywhere but will be cut short by wall stick after second {{clr|P|j.P}} at midscreen distances.
|recipePC =
|recipePS =
|video = [https://youtu.be/08sUlRT7MQw Video]
|checkedVersion = 1.33
}}
|-
 
{{GGST-ComboTableRow
|combo = {{clr|S|f.S}} > {{clr|D|236D}} > {{clr|D|2D}} > {{clr|H|236H}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}}/{{clr|H|H}} WS > {{clr|S|214S}}/{{clr|H|H}}
|position = Midscreen to Corner
|damage = 138
|worksOn =  Everyone
|difficulty = Easy
|notes = {{keyword|BNB}} roundstart {{clr|S|f.S}} to wallbreak.
|recipePC = 173136
|recipePS =
|video = [https://youtu.be/2O_1NyaS_XM Video]
|checkedVersion = 1.33
}}
}}
|-
|-


{{GGST-ComboTableRow
|combo = {{clr|S|f.S}} > {{clr|D|236D}} > {{clr|K|2K}} > {{clr|D|2D}} > {{clr|H|236H}} > IAD ...
|position = Anywhere
|damage = 89
|worksOn =  Everyone
|difficulty = Medium
|notes = Autotimed safejump off {{clr|S|f.S}} > {{clr|D|236D}}. {{clr|H|j.H}} hits meaty late in its active frames and is plus enough to true string into {{clr|S|c.S}}. Slightly delay IAD for {{clr|D|j.D}} followup option.
|recipePC =
|recipePS =
|video = [https://youtu.be/EfZshjilPDw Video]
|checkedVersion = 1.33
}}
|-


{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =AA {{clr|S|j.S}} > {{clr|D|j.D}} > j.66 > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}
|combo = Stained {{clr|S|f.S}} > 66 > {{clr|S|2S}} > {{clr|H|236H}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > ...
|position = Anywhere
|position = Anywhere
|damage = 153
|damage = 125
|worksOn = All except BA, GO, LE, PO, TE
|worksOn = Everyone
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Easy
|notes =Air-to-air conversion from rising {{clr|S|j.S}} which doesn't work at all ranges
|notes = Works at any range including tip {{clr|S|f.S}}, ends in {{clr|H|6H}} hard knockdown with a succubus on the field allowing for multiple followup options.
|recipePC = 73941
|recipePC = 169162
|recipePS =  
|recipePS =  
|video =  
|video = [https://youtu.be/oB3N_tLRgTo Video]
|checkedVersion =
|checkedVersion = 1.33
}}
}}
|-
|-


{{GGST-ComboTableRow
|combo = AA CH 66 {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214[K]}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|P|236236P}} > 66 > {{clr|K|5K}} > 66 {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} WS > {{clr|P|214P}}
|position = Back to Corner
|damage = 268
|worksOn = Everyone
|difficulty = Medium
|notes = High damage and wall to wall carry with 50 tension meter, this combo is made to punish DP but also works as a general close AA CH {{clr|S|c.S}} starter. Utilizes {{clr|K|214[K]}} to recover faster from {{clr|H|6H}}, allowing {{clr|K|5K}} to connect. Can swap out the second {{clr|K|5K}} for {{clr|S|c.S}} for slightly more damage but slightly less wall carry. Tested on all characters that have a DP. Very small microdash or walk forward required at start if blocking a DP so {{clr|P|236236P}} does not drop, except Sin. Delay {{clr|S|c.S}} starter or {{clr|H|6H}} for Sin.
|recipePC = 172457
|recipePS =
|video = [https://youtu.be/Rb9iUi8ZP2Y Video]
|checkedVersion = 1.33
}}
|-


{{GGST-ComboTableRow
|combo = CH {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|236236P}} > 66 > {{clr|S|214S}} > 66 {{clr|H|6H}} > {{clr|P|236236P}} > 66 > {{clr|H|6H}} > {{clr|S|214S}} > {{clr|S|214S}}
|position = Back to Corner
|damage = 301
|worksOn = Everyone
|difficulty = Hard
|notes = 100 tension meter combo optimized for damage. Manual timing and spacing dependent. Must hit {{clr|S|214S}} early in order to microdash {{clr|H|6H}} > {{clr|P|236236P}} without it dropping. Can swap out the first {{clr|S|214S}} > 66 {{clr|H|6H}} for a {{clr|H|6H}} > {{clr|P|236236P}} for 2 less damage overall.
|recipePC = 172449
|recipePS =
|video = [https://youtu.be/H3LKWxNJAF8 Video]
|checkedVersion = 1.33
}}
|-
|-
|}
|}


==={{clr|H|Heavy Slash}} Starters===
==={{clr|H|Heavy Slash}} Starters===
</div>
{| class="wikitable sortable"  
{| class="wikitable sortable" border="1" style="min-width: 100%;"
|+{{clr|H|Heavy Slash}} Starters
|- style="font-weight:bold; vertical-align:middle;"
! style="width: 25%"|Combo
! Position
! Damage
! Tension Gain
! Works on:
! Difficulty
! style="width: 48%"|Notes
! Video
! Recipe
|- style="vertical-align:middle;"
|| {{clr|H|2H}} > {{clr|S|f.S}} || Anywhere || 77 || +12% || KY || {{clr|1|Very Easy}} || Surprisingly useful due to {{clr|H|2H}} being -2 on block and covering a lot of range || [https://youtu.be/fV8T88JBUvk Video] || 36419
|-
|-
|| {{clr|H|6H}} > {{clr|H|236[H]}} > 66 > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} WS > {{clr|S|214S}}/{{clr|H|214H}} || Corner || 226 || +25% || KY || {{clr|2|Easy}} || {{clr|S|c.S}} needs to be slightly delayed in order for the opponent to fall into it. {{clr|H|5H}} can be canceled into an overdrive for an easy overdrive wallbreak. || [https://youtu.be/elIrbLGBvgg Video] || 36421
{{GGST-ComboTableHeader}}
|-
|-
|| {{clr|H|6H}} > {{clr|H|236[H]}} > 66 > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}}/{{clr|H|214H}} WS > {{clr|H|5H}} || Corner || 236 || +25% || KY || {{clr|3|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. {{clr|S|c.S}} needs to be used early and hit the opponent with the highest part of the hitbox, or else {{clr|H|6H}} won't connect. || [https://youtu.be/ujiiNQ9wW5I Video] || 36453
{{GGST-ComboTableRow
|combo ={{clr|H|2H}} > {{clr|H|236{H<nowiki>}</nowiki>}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > ...
|position = Anywhere
|damage = 142
|worksOn = Everyone
|difficulty = Very Easy
|notes = Common and simple combo choice for non CH {{clr|H|2H}} that leads to {{clr|H|6H}} okizeme.
|recipePC = 172206
|recipePS =
|video = [https://youtu.be/Goq-RBTwZT0 Video]
|checkedVersion = 1.33
}}
|-
 
{{GGST-ComboTableRow
|combo ={{clr|H|6H}} > {{clr|P|214[P]}} > 66 {{clr|S|f.S}} > 66 > {{clr|K|5K}} > {{clr|H|236H}} > {{clr|S|f.S}} WS > {{clr|P|214[P]}}
|position = Midscreen
|damage = 188
|worksOn = Everyone
|difficulty = Medium
|notes = Roundstart {{clr|H|6H}} into wallbreak. Kara cancel {{clr|H|236H}} not required but does help.
|recipePC = 174783
|recipePS =
|video = [https://youtu.be/isI0WV0rbMA Video]
|checkedVersion = 1.33
}}
|-
|-
|| {{clr|H|6H}} > {{clr|H|236{H} }}> 66 {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} WS > 66 (delay) {{clr|D|j.D}} WB || Back to Corner || 225 || - || KY || {{clr|4|Hard}} || Sideswap combo to wallbreak utilising the partially charged [[GGST/Testament#Grave_Reaper|Grave Reaper]]. You might be able to end with {{clr|H|6H}} for better damage, though {{clr|D|j.D}} is easier to use. || [https://youtu.be/Qj4Drnd67Io Video] || 36424
 
|-
{{GGST-ComboTableRow
||{{clr|H|6H}} > {{clr|P|236236P}} > 66 > {{clr|K|5K}} > 66 > {{clr|S|c.S}} > {{clr|H|2H}} WS > {{clr|P|214P}} WB || Midscreen to corner|| 250 ||-50% + Positive || All|| {{clr|3|Medium}} || Won't work from max distance 6H as super will knock down instead of carrying. Situational combo || [https://youtu.be/vD_FPgAn-bc Video] || 47016
|combo ={{clr|H|6H}} > {{clr|H|236[H]}} > 66 > {{clr|S|c.S}} > {{clr|K|5K}} > {{clr|H|6H}} WS > {{clr|P|214[P]}}
|position = Corner
|damage = 207
|worksOn = Everyone
|difficulty = Easy
|notes = Basic corner combo that ends in crow wallbreak.  
|recipePC = 174788
|recipePS =
|video = [https://youtu.be/J6BLpPxtcMg Video]
|checkedVersion = 1.33
}}
|-
|-
|| CH {{clr|H|6H}} > {{clr|H|236[H]}} (2) > 66 {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|S|j.236S}} WB || Midscreen to corner|| 227 || ~29% || KY || {{clr|3|Medium}} || {{clr|H|6H}} counterhit midscreen to corner combo. The first hit of {{clr|S|j.236S}} will splat and the projectile will automatically break the wall. Can also run past the opponent after {{clr|H|236[H]}} to side swap.   || [https://youtu.be/Y60uiozq3Rw?t=70Video] || -
{{GGST-ComboTableRow
|combo = CH {{clr|H|2H}} > {{clr|H|236H}} (1) > 66 {{clr|K|5K}} > jc > {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|S|j.236S}}/{{clr|H|j.236H}} WB
|position = Corner
|damage = 202
|worksOn = Everyone
|difficulty = Easy
|notes =Easy tip range {{clr|H|2H}} counterhit confirm for when you aren't close enough for the scythe portion of {{clr|H|236H}} to connect.
|recipePC = 
|recipePS =
|video = [https://youtu.be/OHDx469OqPA Video]
|checkedVersion =
}}
|-
 
{{GGST-ComboTableRow
|combo =CH {{clr|H|2H}} > {{clr|H|6H}} > {{clr|H|236[H]}} (2) > 66 > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|H|236[H]}} WB
|position =  Corner
|damage = 242
|worksOn = Everyone
|difficulty = Easy
|notes = Easy close range {{clr|H|2H}} counterhit confirm. Must be close enough for {{clr|H|236[H]}} to connect both hits after {{clr|H|6H}}. Ending with {{clr|K|236236K}} increases the damage to 263. Can also end with {{clr|P|214P}} for Stain state and 7 less damage.
|recipePC = 
|recipePS =
|video = [https://youtu.be/4IdWbfHGyuk Video]
|checkedVersion =
}}
|-
|-
|| CH {{clr|H|6H}} > {{clr|H|236[H]}} (2) > 66 > {{clr|H|6H}} > {{clr|H|236[H]}} (2) WS > {{clr|H|6H}} WB || Midscreen to corner|| 236 || ~31% || KY || {{clr|3|Medium}} || DP Punish combo for midscreen {{clr|H|6H}} CH. works against both grounded and airborne opponents. Timing the dashing {{clr|H|6H}} can be awkward due to being off camera. || [https://mobile.twitter.com/zehcroo/status/1508629124784480257 Video] || -
 
{{GGST-ComboTableRow
|combo =CH {{clr|H|2H}} > {{clr|P|236236P}} > 66 {{clr|S|c.S}} > {{clr|D|5[D]}} > {{clr|K|5K}} > {{clr|H|6H}} WS > [{{clr|S|214S}}] or [{{clr|P|214P}}] WB
|position =  Midscreen
|damage =  269 / 262
|worksOn = KY
|difficulty = Easy
|notes ={{clr|S|c.S}} can be replaced with another {{clr|K|5K}} for safety. End with {{clr|P|214P}} to enter neutral with the opponent in [[GGST/Testament#Stain|Stain State.]]
|recipePC = 
|recipePS =
|video =
|checkedVersion =
}}
|-
|-
|| CH {{clr|H|2H}} > forward jump > {{clr|D|j.D}} > Airdash > {{clr|S|j.S}} > {{clr|D|j.D}} {{clr|S|j.236S}}/{{clr|H|j.236H}} WS > {{clr|S|214S}}/{{clr|H|214H}} WB || Midscreen || 221 || ~25% || All || {{clr|2|Easy}} || Easy close range {{clr|H|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 {{clr|H|2H}} hit for the combo to work. Can also opt to wallbreak with {{clr|H|6H}} for more consistency, or {{clr|P|214P}} for stain state. || [https://youtu.be/pmDVCd7T-S8 Video] || -
 
{{GGST-ComboTableRow
|combo = CH {{clr|H|5H}} > {{clr|P|214P}} > 66 {{clr|S|f.S}} > stain hit > 66 > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|236S}} WS > [{{clr|S|214S}}] or [{{clr|P|214P}}] WB
|position = Corner
|damage = 201 / 195
|worksOn = Everyone
|difficulty = Easy
|notes =Counterhit {{clr|H|5H}} corner combo, works at all {{clr|H|5H}} ranges, omit 66 at closer ranges to ensure only the 2nd hit of {{clr|S|236S}} connects
|recipePC = 
|recipePS =
|video =
|checkedVersion =
}}
|-
|-
|| CH {{clr|H|2H}} > {{clr|H|236H}} (1) > 66 {{clr|K|5K}} > jc > {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|S|j.236S}}/{{clr|H|j.236H}} WB || Corner || 202 || ~23% || All || {{clr|2|Easy}} || Easy tip range {{clr|H|2H}} counterhit confirm for when you aren't close enough for the scythe portion of {{clr|H|236H}} to connect. || [https://youtu.be/OHDx469OqPA Video] || -
 
{{GGST-ComboTableRow
|combo = {{clr|H|6H}} > {{clr|H|236[H]}} > 66 > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}}/{{clr|H|214H}} WS > {{clr|H|5H}}
|position = Corner
|damage = 236
|worksOn = KY
|difficulty = Medium
|notes =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. {{clr|S|c.S}} needs to be used early and hit the opponent with the highest part of the hitbox, or else {{clr|H|6H}} won't connect.
|recipePC =  36453
|recipePS =
|video = [https://youtu.be/ujiiNQ9wW5I Video]  
|checkedVersion =
}}
|-
|-
|| CH {{clr|H|2H}} > {{clr|H|6H}} > {{clr|H|236[H]}} (2) > 66 > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|H|236[H]}} WB || Corner || 242 || ~33% || All || {{clr|2|Easy}} || Easy close range {{clr|H|2H}} counterhit confirm. Must be close enough for {{clr|H|236[H]}} to connect both hits after {{clr|H|6H}}. Ending with {{clr|K|236236K}} increases the damage to 263. Can also end with {{clr|P|214P}} for Stain state and 7 less damage. || [https://youtu.be/4IdWbfHGyuk Video] || -
 
{{GGST-ComboTableRow
|combo ={{clr|H|6H}} > {{clr|P|236236P}} > 66 > {{clr|K|5K}} > 66 > {{clr|S|c.S}} > {{clr|H|2H}} WS > {{clr|P|214P}} WB  
|position = Midscreen to corner
|damage = 227
|worksOn = Everyone
|difficulty = Medium
|notes =Won't work from max distance 6H as super will knock down instead of carrying. Situational combo
|recipePC = 47016
|recipePS =
|video = [https://youtu.be/vD_FPgAn-bc Video]  
|checkedVersion =
}}
|-
|-
|| CH {{clr|H|2H}} > {{clr|P|236236P}} > 66 {{clr|S|c.S}} > {{clr|D|5[D]}} > {{clr|K|5K}} > {{clr|H|6H}} WS > [{{clr|S|214S}}] or [{{clr|P|214P}}] WB || Midscreen || 269 / 262 || -37% || KY || {{clr|3|Medium}} || {{clr|S|c.S}} can be replaced with another {{clr|K|5K}} for safety. End with {{clr|P|214P}} to enter neutral with the opponent in [[GGST/Testament#Stain|Stain State.]] || [Video] || TBD
 
{{GGST-ComboTableRow
|combo =CH {{clr|H|6H}} > {{clr|H|236[H]}} (2) > 66 {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|S|j.236S}} WB
|position =  Midscreen to corner
|damage = 227
|worksOn = KY
|difficulty = Medium
|notes ={{clr|H|6H}} counterhit midscreen to corner combo. The first hit of {{clr|S|j.236S}} will splat and the projectile will automatically break the wall. Can also run past the opponent after {{clr|H|236[H]}} to side swap.
|recipePC = 
|recipePS =
|video =  [https://youtu.be/Y60uiozq3Rw?t=70Video]
|checkedVersion =
}}
|-
|-
|| CH {{clr|H|5H}} > {{clr|P|214P}} > 66 {{clr|S|f.S}} > stain hit > 66 > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|236S}} WS || Corner || ??? || ??? || ??? || {{clr|2|Easy}} || Counterhit {{clr|H|5H}} corner combo, works at all {{clr|H|5H}} ranges, omit 66 at closer ranges to ensure only the 2nd hit of {{clr|S|236S}} connects || (video yet to be added) ||
 
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > {{clr|H|236[H]}} (2) > 66 > {{clr|H|6H}} > {{clr|H|236[H]}} (2) WS > {{clr|H|6H}} WB
|position = Midscreen to corner
|damage = 236
|worksOn = KY
|difficulty = Medium
|notes =DP Punish combo for midscreen {{clr|H|6H}} CH. works against both grounded and airborne opponents. Timing the dashing {{clr|H|6H}} can be awkward due to being off camera.
|recipePC = 
|recipePS =
|video = [https://www.twitter.com/zehcroo/status/1508629124784480257 Video]
|checkedVersion =
}}
|-
|-
|| COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|2|Easy}} || NOTES HERE || [Video] || TBD
 
{{GGST-ComboTableRow
|combo ={{clr|H|6H}} > {{clr|H|236{H} }}> 66 {{clr|S|c.S}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} WS > 66 (delay) {{clr|D|j.D}} WB
|position = Back to Corner
|damage = 225
|worksOn = KY
|difficulty = Hard
|notes =Sideswap combo to wallbreak utilising the partially charged [[GGST/Testament#Grave_Reaper|Grave Reaper]]. You might be able to end with {{clr|H|6H}} for better damage, though {{clr|D|j.D}} is easier to use
|recipePC =  36424
|recipePS =
|video = [https://youtu.be/Qj4Drnd67Io Video]
|checkedVersion =
}}
|-
|-
|}




<div style="text-align:center">
{{GGST-ComboTableRow
|combo ={{clr|H|6H}} > {{clr|D|236[D]}} > {{clr|H|6H}} > {{clr|H|236[H]}} > 66 {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|236S}}
|position = Anywhere
|damage = 184-224
|worksOn = Everyone
|difficulty = Easy
|notes =Wild Assault conversion for far {{clr|H|6H}} hits. Will drop on especially close range hits. 6H must be delayed a varying amount depending on the distance of the initial hit, or  else it can launch your opponent backwards or drop entirely. {{clr|P|236236P}} after the last {{clr|H|6H}} will drop unless that {{clr|H|6H}} wallsticks.
|recipePC =
|recipePS =
|video =
|checkedVersion = 1.29
}}
|-
|}


==={{clr|D|Dust}} Starters===
==={{clr|D|Dust}} Starters===
</div>
{| class="wikitable sortable"  
{| class="wikitable sortable" border="1" style="min-width: 100%;"
|+{{clr|D|Dust}} Starters
|- style="font-weight:bold; vertical-align:middle;"
! style="width: 25%"|Combo
! Position
! Damage
! Tension Gain
! Works on:
! Difficulty
! style="width: 48%"|Notes
! Video
! Recipe
|- style="vertical-align:middle;"
|| {{clr|D|5[D]}}8 > {{clr|H|j.H}} > {{clr|S|j.S}} > jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|S|j.SS}} || Anywhere || 203 || 20% || ALL || {{clr|1|Very Easy}} || Simple and optimised {{keyword|BnB}} for all characters, but the timing is faster if done in the corner.|| [https://youtu.be/YatF2UxZuvU Video] || 36428
|-
|-
|| {{clr|D|5[D]}}8 > {{clr|H|j.H}} > {{clr|D|j.D}} > jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|S|j.SS}} || Anywhere || ~213 || 22% || MA, AX, PO, FA, MI, ZA, RA, LE, NA, GO || {{clr|2|Easy}} || On half of the cast, you can swap a {{clr|S|j.S}} for a {{clr|D|j.D}} and get away with it. There's no logic for these characters it works on, it just does. || [https://youtu.be/oRDoVUS4Ut8 Video] || 36429
{{GGST-ComboTableHeader}}
|-
|-
|| {{clr|D|5[D]}}8 > {{clr|H|j.H}} > {{clr|D|j.D}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|S|j.SS}} || Anywhere || ~212 || 22% || SO, GI, IN || {{clr|2|Easy}} || Sol, Giovanna & I-No Specific Route, swapping the {{clr|S|j.S}} and {{clr|H|j.H}} to make the previous combo work on their wonkier hurtboxes. || [https://youtu.be/Fgx-vXl5P4g Video] || 36430
{{GGST-ComboTableRow
|combo ={{clr|D|5D}} > RRC > {{clr|S|c.S}} > {{clr|D|5[D]}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|236S}} > WS > {{clr|P|214P}}
|position = Corner
|damage = 159
|worksOn = All
|difficulty = Easy
|notes = Simple RRC combo off {{clr|D|5D}} that ends in {{clr|P|214P}} wallbreak
|recipePC = 172224
|recipePS =
|video = [https://youtu.be/CET8HmzjVsE Video]
|checkedVersion = 1.33
}}
|-
|-
|| {{clr|D|5[D]}}8 > {{clr|D|j.D}} > {{clr|S|j.S}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|D|j.DD}} || Anywhere || 208 || 21% || KY, CH, AN, JC, HC, BA, TE || {{clr|2|Easy}} || The rest of the cast needs a different route to squeeze in more {{clr|D|j.D}}'s. Starting with {{clr|D|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. || [https://youtu.be/moDyIF1mZ9s Video] || 36431
 
{{GGST-ComboTableRow
|combo = Stained {{clr|D|5D}} > 66 > {{clr|S|c.S}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|P|214P}}
|position = Corner
|damage = 138
|worksOn = All
|difficulty = Easy
|notes =The 66 microdash can be omitted however it makes the combo much more consistent.
|recipePC = 36433
|recipePS =
|video = [https://youtu.be/F0IIGjKLLNo Video]
|checkedVersion =
}}
|-
|-
|| {{clr|D|5D}} > 88RRC > 66 > {{clr|S|c.S}} >{{clr|D|5[D]}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|236S}} > WS > {{clr|P|214P}}/super || Corner || 148 || ? || Ky || {{clr|2|Easy}} || Should be universal and can end with super or {{clr|P|214P}} || || TBD
 
{{GGST-ComboTableRow
|combo =CH {{clr|D|2D}} > {{clr|H|236[H]}} (2) > 66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H}} (2) WS > {{clr|P|214P}}  
|position = Near corner
|damage = 188
|worksOn = All
|difficulty = Easy
|notes =Point blank {{clr|D|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 {{clr|H|6H}} instead if the opponent splats low to the ground, as {{clr|P|214P}} can whiff at times.
|recipePC = 46932
|recipePS =
|video = [https://youtu.be/3nKYjMzhjiA Video]
|checkedVersion =
}}
 
|-
|-
|| Stained {{clr|D|5D}} > 66 > {{clr|S|c.S}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|P|214P}} || Corner || 138 || 25~ || All || {{clr|2|Easy}} || The 66 microdash can be omitted however it makes the combo much more consistent. || [https://youtu.be/F0IIGjKLLNo Video] || 36433
 
{{GGST-ComboTableRow
|combo =Stained {{clr|D|5D}} > {{clr|S|c.S}} > {{clr|D|5[D]}} > 66 {{clr|K|5K}} > {{clr|H|6H}}> WS > {{clr|P|214P}}/{{clr|S|214S}}/super
|position = Corner
|damage = 147({{clr|P|214P}})<br>152({{clr|S|214S}})<br>171({{clr|K|236236K}})<br>162({{clr|P|236236P}})
|worksOn = All except GO, LE, NA, PO
|difficulty = Medium
|notes = Wont work from a far {{clr|D|5D}}. {{clr|K|5K}} whiffs on heavy characters.
|recipePC = 
|recipePS =
|video =[https://gfycat.com/insecureoddarabianhorse Video]
|checkedVersion =
}}
 
|-
|-
|| Stained {{clr|D|5D}} > {{clr|S|c.S}} > {{clr|D|5[D]}} > 66 {{clr|K|5K}} > {{clr|H|6H}}> WS > {{clr|P|214P}}/{{clr|S|214S}}/super || Corner || 147({{clr|P|214P}})<br>152({{clr|S|214S}})<br>171({{clr|K|236236K}})<br>162({{clr|P|236236P}}) || 25~ || All except GO, LE, NA, PO || {{clr|3|Medium}} || Wont work from a far {{clr|D|5D}}. {{clr|K|5K}} whiffs on heavy characters.  || [https://gfycat.com/insecureoddarabianhorse Video] ||
 
{{GGST-ComboTableRow
|combo ={{clr|D|5D}} > 66 {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > WS > {{clr|P|236236P}} > {{clr|H|214H}}
|position = Corner
|damage = 340
|worksOn = All
|difficulty = Medium
|notes = Max RISC corner combo optimized for damage. Microdash {{clr|S|c.S}} necessary after {{clr|D|5D}} from Close Range or further due to pushback. Strict timing on {{clr|P|236236P}} in order for your opponent to not tech off the wall.
|recipePC =  166333
|recipePS =
|video =[https://youtu.be/LkkD9vpxb5s?si=SjNqbIPHbpkpHKEx Video]
|checkedVersion = 1.33
}}
|}
 
===Charged {{clr|D|Dust}} Combos===
 
{| class="wikitable sortable"
|+Charged {{clr|D|Dust}} Combos
|-
|-
|| CH {{clr|D|2D}} > {{clr|H|236[H]}} (2) > 66 > {{clr|S|c.S}} > {{clr|H|2H}} >  {{clr|H|236H}} (2) WS > {{clr|P|214P}} || Close to corner || 188 || ~28% || All || {{clr|2|Easy}} || Point blank {{clr|D|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 {{clr|H|6H}} instead if the opponent splats low to the ground, as {{clr|P|214P}} can whiff at times.  || [https://youtu.be/3nKYjMzhjiA Video] || 46932
{{GGST-ComboTableHeader}}
|-
|-
|| COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|1|Easy}} || NOTES HERE || [Video] || TBD
{{GGST-ComboTableRow
|combo ={{clr|D|5[D]}}8 > {{clr|H|j.H}} > {{clr|S|j.S}} > 9jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|S|j.SS}}
|position = Anywhere
|damage = 203
|worksOn = Everyone
|difficulty = Very Easy
|notes =Simple and optimized {{keyword|BnB}} for all characters, but the timing is faster if done in the corner.
|recipePC =  36428
|recipePS =
|video =  [https://youtu.be/YatF2UxZuvU Video]
|checkedVersion = 1.33
}}
|-
{{GGST-ComboTableRow
|combo ={{clr|D|5[D]}}8 > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|S|j.SS}}
|position = Anywhere
|damage = ~213
|worksOn = MA, AX, PO, FA, MI, ZA, RA, LE, NA, GO
|difficulty = Easy
|notes =On half of the cast, you can swap a {{clr|S|j.S}} for a {{clr|D|j.D}} and get away with it. There's no logic for these characters it works on, it just does.
|recipePC =  36429
|recipePS =
|video =  [https://youtu.be/oRDoVUS4Ut8 Video]
|checkedVersion = 1.33
}}
|-
 
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}}8 > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|S|j.SS}}
|position = Anywhere
|damage = ~212
|worksOn = SO, GI, IN
|difficulty = Easy
|notes =Sol, Giovanna & I-No Specific Route, swapping the {{clr|S|j.S}} and {{clr|H|j.H}} to make the previous combo work on their wonkier hurtboxes.
|recipePC =  36430
|recipePS =
|video =  [https://youtu.be/Fgx-vXl5P4g Video]
|checkedVersion = 1.33
}}
|-
|-
|}


{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}}8 > {{clr|D|j.D}} > {{clr|S|j.S}} > 9jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|D|j.DD}}
|position = Anywhere
|damage = 208
|worksOn = KY, CH, AN, JC, HC, BA, TE
|difficulty = Easy
|notes =The rest of the cast needs a different route to squeeze in more {{clr|D|j.D}}'s. Starting with {{clr|D|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.
|recipePC =  36431
|recipePS =
|video =  [https://youtu.be/moDyIF1mZ9s Video]
|checkedVersion = 1.33
}}


<div style="text-align:center">
|-
|}


===Throw Starters===
===Throw Starters===
</div>
{| class="wikitable sortable"  
{| class="wikitable sortable" border="1" style="min-width: 100%;"
|+Throw Starters
|- style="font-weight:bold; vertical-align:middle;"
! style="width: 25%"|Combo
! Position
! Damage
! Tension Gain
! Works on:
! Difficulty
! style="width: 48%"|Notes
! Video
! Recipe
|- style="vertical-align:middle;"
|| {{clr|D|6D}}/{{clr|D|4D}} > {{clr|S|236S}} || Corner || 91 || TENSION || All || {{clr|1|Very Easy}} || Best OTG option for damage and oki. after {{clr|S|236S}} projectile hits the opponent you are +23 ||  ||
|-
|-
|| {{clr|D|6D}}/{{clr|D|4D}} > 66RRC > {{clr|H|236[H]}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|236S}} WS > [{{clr|S|214S}}] or [{{clr|P|214P}}] || Midscreen to Corner || 157 or 154 || -35% + Positive || KY || {{clr|3|Medium}} || Don't delay  {{clr|H|236[H]}} after Red Roman Cancel Explosion. End with {{clr|P|214P}} to enter neutral with the opponent in [[GGST/Testament#Stain|Stain State.]] || [https://youtu.be/sX5dh12dYWw Video] || 36438
{{GGST-ComboTableHeader}}
|-
|-
|| {{clr|D|6D}}/{{clr|D|4D}} > 66RRC > 66 {{clr|D|5[D]}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}} || Anywhere || 137 ||  || All || {{clr|2|Easy}} || After RC proration changes this route is now the most accessible route you can get for most damage. || ||  
{{GGST-ComboTableRow
|combo ={{clr|D|6D}}/{{clr|D|4D}} > {{clr|S|236S}}
|position = Corner
|damage = 91
|worksOn = All
|difficulty = Very Easy
|notes = Best OTG option for damage and oki. after {{clr|S|236S}} projectile hits the opponent you are +23
|recipePC = 
|recipePS =
|video =
|checkedVersion =
}}
|-
|-
|| {{clr|D|6D}}/{{clr|D|4D}} > 66RRC > {{clr|H|6H}} > {{clr|H|236[H]}}, 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}} || Anywhere || 137 || -38.5% || SO KY || {{clr|5|Very Hard}} || Likely the most damage you can get midscreen with 50% tension, but comes with a ''very'' tight juggle after the [[GGST/Testament#Grave_Reaper|H Grave Reaper]] || ||  
 
{{GGST-ComboTableRow
|combo ={{clr|D|6D}}/{{clr|D|4D}} > 66RRC > 66 {{clr|D|5[D]}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}}  
|position = Anywhere
|damage = 137
|worksOn = All
|difficulty = Easy
|notes =After RC proration changes this route is now the most accessible route you can get for most damage.
|recipePC = 
|recipePS =
|video =
|checkedVersion =
}}
|-
|-
|| {{clr|D|6D}}/{{clr|D|4D}} > 66RRC~{{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|236{S}/236[S] }} WS > {{clr|S|214S}} WB || Corner || 167/169 || -34.5% to -20.5% || KY || {{clr|3|Medium}} || If the quick RRC is replaced with a regular one, damage is reduced from 166 to 158. Failing the {{clr|S|236{S} }} half-charge results in the loss of 1 damage.  || || TBD
 
{{GGST-ComboTableRow
|combo ={{clr|D|6D}}/{{clr|D|4D}} > 66RRC > {{clr|H|236[H]}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|236S}} WS > [{{clr|S|214S}}] or [{{clr|P|214P}}]
|position =  Midscreen to Corner
|damage =  157 / 154
|worksOn = KY
|difficulty = Medium
|notes =Don't delay  {{clr|H|236[H]}} after Red Roman Cancel Explosion. End with {{clr|P|214P}} to enter neutral with the opponent in [[GGST/Testament#Stain|Stain State.]]
|recipePC = 36438
|recipePS =
|video = [https://youtu.be/sX5dh12dYWw Video]
|checkedVersion =
}}
|-
|-
|| {{clr|D|6D}}/{{clr|D|4D}} > 66RRC~{{clr|H|6H}} > {{clr|S|236[S]}} > 66 {{clr|H|5H}} WS > [{{clr|S|214S}}] or [{{clr|P|214P}}] || Corner || 171 or 166 || -34.5% to -20.5% || All || {{clr|3|Medium}} || Highest damage character independant throw combo. If you're planning to end with {{clr|S|214S}} and are confident in your execution, you can replace (66 {{clr|H|5H}}) with another {{clr|S|214S}} for more damage. || ||  
 
{{GGST-ComboTableRow
|combo ={{clr|D|6D}}/{{clr|D|4D}} > 66RRC~{{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|236{S}/236[S] }} WS > {{clr|S|214S}} WB
|position = Corner
|damage = 167/169
|worksOn = KY
|difficulty = Medium
|notes =If the quick RRC is replaced with a regular one, damage is reduced from 166 to 158. Failing the {{clr|S|236{S} }} half-charge results in the loss of 1 damage.
|recipePC = 
|recipePS =
|video =
|checkedVersion =
}}
|-
|-
|| {{clr|D|6D}}/{{clr|D|4D}} > 66RRC~{{clr|H|6H}} > (dl.){{clr|S|236[S]}} > (dl.){{clr|H|6H}} > {{clr|S|214S}} WS , {{clr|S|214S}} || Corner || 177 || -34.5% to -20.5% || All except Heavies (PO LE NA GO) || {{clr|4|Hard}} || This combo works fine without Fast RC if you're finding the timing a little tight. The 2nd {{clr|H|6H}} timing is tight, but can be achieved through mashing if needed. Delay the 2nd {{clr|S|236S}} against RA & JC to prevent it from wallsplatting early. Delay the 2nd {{clr|H|6H}} against GI & BA and delay '''both''' against MI & IN for the same reason. ||  ||
 
{{GGST-ComboTableRow
|combo = {{clr|D|6D}}/{{clr|D|4D}} > 66RRC~{{clr|H|6H}} > {{clr|S|236[S]}} > 66 {{clr|H|5H}} WS > [{{clr|S|214S}}] or [{{clr|P|214P}}]
|position = Corner
|damage = 171 / 166
|worksOn = All
|difficulty = Medium
|notes =
|recipePC = 
|recipePS =
|video =
|checkedVersion = 1.33
}}
|-
|-
|| {{clr|D|6D}}/{{clr|D|4D}} > 66RRC~{{clr|H|6H}} > {{clr|H|236[H]}} > dl.{{clr|H|6H}} > {{clr|S|214S}} WS , {{clr|S|214S}} || Corner || 177 || -34.5% to -20.5% || Heavies (PO LE NA GO) || {{clr|5|Very Hard}} || Heavyweight version. The delay timing seems different for all characters, and is by far the most finnicky. || ||  
 
{{GGST-ComboTableRow
|combo ={{clr|D|6D}}/{{clr|D|4D}} > 66RRC~{{clr|H|6H}} > {{clr|S|236[S]}} > {{clr|H|6H}} > {{clr|S|214S}} WS > {{clr|S|214S}}
|position = Corner
|damage = 177
|worksOn = All
|difficulty = Hard
|notes = This combo works fine without Fast RC if you're finding the timing a little tight. The 2nd {{clr|H|6H}} timing is tight, but can be achieved through mashing if needed.  
|recipePC = 
|recipePS =
|video =
|checkedVersion = 1.33
}}
|-
|-
|| COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|1|Easy}} || NOTES HERE || [Video] || TBD
 
{{GGST-ComboTableRow
|combo = {{clr|D|6D}}/{{clr|D|4D}} > RRC > 66 {{clr|H|6H}} > {{clr|H|236[H]}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}}
|position = Anywhere
|damage = 137
|worksOn = All
|difficulty = Hard
|notes = Likely the most damage you can get midscreen with 50% tension, but comes with a ''very'' tight juggle after the [[GGST/Testament#Grave_Reaper|H Grave Reaper]]
|recipePC = 
|recipePS =
|video =
|checkedVersion = 1.33
}}
|-
|-
|}


{{GGST-ComboTableRow
|combo ={{clr|D|6D}}/{{clr|D|4D}} > 66RRC~{{clr|H|6H}} > {{clr|H|236[H]}} > dl.{{clr|H|6H}} > {{clr|S|214S}} WS , {{clr|S|214S}}
|position = Corner
|damage = 177
|worksOn = Heavies
|difficulty = Very Hard
|notes =Heavyweight version. The delay timing seems different for all characters, and is by far the most finnicky.
|recipePC = 
|recipePS =
|video =
|checkedVersion =
}}
|-


<div style="text-align:center">
|-
|}


===Special Move Starters===
===Special Move Starters===
</div>
{| class="wikitable sortable"  
{| class="wikitable sortable" border="1" style="min-width: 100%;"
|+Special Move Starters
|- style="font-weight:bold; vertical-align:middle;"
|-
! style="width: 25%"|Combo
{{GGST-ComboTableHeader}}
! Position
|-
! Damage
{{GGST-ComboTableRow
! Tension Gain
|combo ={{clr|S|214S}}/{{clr|H|214H}} > 66RRC > {{clr|H|6H}} > {{clr|S|236[S]}} > {{clr|H|6H}} > {{clr|P|214P}} WS > {{clr|S|214S}}/{{clr|H|214H}} WB
! Works on:
|position = Corner
! Difficulty
|damage = 202
! style="width: 48%"|Notes
|worksOn = All
! Video
|difficulty = Easy
! Recipe
|notes = High/low mixup conversion for 50% meter. Does require a little spacing to not make [[GGST/Testament#Arbiter_Sign|Arbiter Sign]] whiff.
|- style="vertical-align:middle;"
|recipePC =36440
|| {{clr|S|214S}}/{{clr|H|214H}} > 66RRC > {{clr|H|6H}} > {{clr|S|236[S]}} > {{clr|H|6H}} > {{clr|P|214P}} WS > {{clr|S|214S}}/{{clr|H|214H}} WB || Corner|| 202 || -50% || All || {{clr|1|Easy}} || High/low mixup conversion for 50% meter. Does require a little spacing to not make [[GGST/Testament#Arbiter_Sign|Arbiter Sign]] whiff. || [https://youtu.be/PCyX438uFmI Video] || 36440
|recipePS =
|video = [https://youtu.be/PCyX438uFmI Video]
|checkedVersion =
}}
|-
|-
|| COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|1|Easy}} || NOTES HERE || [Video] || TBD
{{GGST-ComboTableRow
|combo = {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236[H]}} > 66 {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}}/{{clr|H|H}} or {{clr|P|236236P}}
|position = Anywhere
|damage = 184-224
|worksOn = Everyone
|difficulty = Easy
|notes = Charged Wild Assault starter. Cancel into {{clr|S|c.S}} as fast as possible, or you'll sometimes get {{clr|S|f.S}} instead. {{clr|P|236236P}} ender will wallbreak. At max {{clr|D|236[D]}} range omit the first {{clr|S|c.S}}, as it will drop.
|recipePC =
|recipePS =
|video =
|checkedVersion = 1.29
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|236D}} > {{clr|D|2D}} > {{clr|H|236H}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}}/{{clr|H|H}}
|damage = 101
|worksOn = Everyone
|difficulty = Hard
|notes = Uncharged  Wild Assault starter. Strict microdash timing before the {{clr|K|5K}}. If {{clr|K|5K}} passes through them you dashed too long, if they're too far away for {{clr|H|6H}} you dashed too short.
|recipePC =
|recipePS =
|video =
|checkedVersion = 1.29
}}
|-
|-
|}
|}


==Navigation==
==Navigation==
<center>{{Character Label|GGST|Testament|45px}}</center>
{{GGST/Navigation}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:GGST/Navigation}}

Latest revision as of 00:08, 28 March 2024



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

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

General Structure

Testament's main combos generally follow a similar structure, with various elements being adjusted depending on the situation. But, for the most part the majority of the combos you will be doing follow this format:

Starter > 6H > 236[H] > Extension > Ender

Let's break down each of these sections to understand how to put together a combo in a similar way.

For Starters, c.S is the main button needed to convert into high damage combos. It should be noted that c.S combos are hard punishes and are not applicable in many interactions. Because c.S needs to either aerial hit or be a counter hit to gatling into 6H, those are the most common starters that you'll need to route into the above combo. So, a list of the starters that you need to go into the general structure are:

  • c.S CH...
  • c.S Anti Air, c.S...
  • 5K Anti Air...
  • Up-close 2S CH...
  • 2D CH... (skip 6H)

6H into 236[H] is the main way you'll be launching the opponent. Minus some exceptions noted further down, you will basically always have this in some form in all of your combos. This is slightly spacing dependent, and at certain ranges the second hit of 236[H] might whiff, so there may be times where you will have to bite the bullet and instead end your combo early with a 236[S] instead.

A notable exception to this is in the corner, in which you can link 2K > 6P > 236H from a 2H point-blank.

Extensions refers to the routing done to, well you guessed it, extend the combo. They are pretty short and also follow a similar pattern:

  • ...66 5K > 6H...
  • ...66 c.S > 6H/2H...
  • ...66 c.S > 214[P] > 5K > Stain Pop...

These are sorted by consistency, as spacing is also needed for all of these to combo properly. 5K > 6H is the most stable and easiest, but if you are close enough you can get a run up c.S. To get a juggle with 214[P] you need to have run under them high enough to have the 5K connect. After, you can continue the combo but only with one of the other two extensions above. When converting off of awkward Stain pops, you may need to skip straight to these instead of going into 236[H], especially midscreen.

When selecting an Ender for your combo, there are a variety of things to keep in mind. These range from screen position and wall damage to character matchups. The most important ones are listed below:

...214H

  • This is your most basic ender, netting a small bit of damage in return giving up a strong okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. situation. The soft knockdown from the Arbiter Sign and the far range you will most likely be at when you finish your combo essentially resets back to neutral. This can be a good or bad thing depending on both the character you are fighting as well your comfort navigating neutral. These are things you should try and keep in mind when ending this way.

...236[S]

  • A soft reset that allows for great okizeme. The Grave Reaper hits meaty enough to catch options like backdash and jump and leaves you far enough away to have DPs whiff and able to FD cancel your dash to block reversal supers. This also allows for an easy setup to apply Stain State safely, as long as they don't have a lunging move fast enough to interrupt it.

...(WS) 236236P, 214H/6H

  • Metered ender. This should also be the only way you spend meter to break the wall. Although Calamity OneGGST Testament 236236K.pngGuardAllStartup11+4Recovery67Advantage-38 technically does more damage, its poor scaling and the immense utility of having both hard knockdown and Stain State after wallbreak leads to NostroviaGGST Testament 236236P Cinematic.pngGuardAllStartup11+19RecoveryTotal 53Advantage+63 being the much better pick. 6H is an easier alternative to using 214H for added damage. You can just mash the button during the recovery of the super if you don't feel confident about timing the Arbiter Sign right and losing a negligible amount of damage.

...WS 214[P]

  • The strongest meterless wall-break option. Although big damage buttons and moves like 6H and 214H do more damage, unless you are 100% positive it will kill opting to use Crow instead leads to a much more favorable situation post wall-break. This can be game-winning, or at the very least makes your opponent respect your options much more when you return to round start position.

Stain State

Converting off of Stain is key to Testament's gameplan, and there are a variety of ways to do so:

Stain Pop > 66 5K > 6H > Ender

  • The basic way to confirm long range Stain pops. Although seemingly meager, you will almost always be able to convert into this, even at the tip of f.S.

Stain Pop > 66 c.S > 214[P] > 5K Stain Pop > 66 c.S > 6H/2H > Ender

  • A similar route is listed above under Extensions, but this is also a very consistent combo off of up-close Stain pops. The extra hitstun from counter hits also allow for enough time to run-up c.S into it. Although it does not do that much damage, it has excellent corner carry and meter gain. This can be especially helpful for converting stray Stain pops in neutral to corner pressure and your win condition.

Stain Pop > 66 236[S]

  • Setup into meaty Grave Reaper from far range Stain pops. Off of pokes like Arbiter Sign you often won't be able to run up fast enough to confirm, but if you fully charge S Reaper you can get a really strong okizeme situation instead, similar to the one listed in Enders.

Stain Pop (Heavy CH) > 66 dl c.S...

  • Because of how high Heavy Counter Hit lifts your opponent, you have enough time to run under and c.S into combos following the theory listed above.

Stain Pop (Heavy CH) > dl 214[P], 214S/f.S...

  • Routing into non-Stain Heavy Counter Hit combos. Delay on the held Crow depends on space between you and the opponent, but otherwise is the same theory as listed below under Heavy Counter Hit.

Regular Hit

On regular hit (no counter or Stain), Testament is at their weakest in terms of combo ability. This is two-fold midscreen. You are able to go into the normal theory above by replacing the 6H with 2D and not charging the H Reaper. The starters for this are c.S, 5K, and 2K, but the microdash timings are much tighter and require you to be basically point-blank so both hits of the H Reaper connect. It is again very important to keep in mind whether or not it is worth it to go for a full conversion or instead just take the knockdown and go for a much stronger okizeme setup with an OTG 236[S].

However, due to the semi-launch property of c.S, a c.S > 2S Gatling to launch is possible. Off of this, Testament can 2H to continue the combo - - this allows for them to land solid okizeme off of a meaty c.S.

With your pokes f.S and 2S, you also often have to work pretty hard to convert into anything more than just 236S. If you're willing to spend meter, you can just use a drift RRC to extend the hit. For routes like this, its often more stable to omit the c.S and 6H and just go straight into the 236[H]. Even on counter-hit, the most you will get off of far hits is an Arbiter Sign. There is a way to get more off of pokes like 5K though, utilizing:

Kara Reaper

With the dash cancels from 5K and c.S, Testament can use a Kara Cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.led 236H as a great tool for both pressure and combos. You execute this by buffering a dash during the 236H motion, either with a 66 input or the dash macro.

On regular hit, you can get 5K > 6H > Ender, but on counter hit you can run up c.S instead. On block it is at least +2, and the pushback allows for a very strong frame-trap with the huge disjoint of 5H. This makes Kara Reaper overall a very strong technique, both on hit and on block.

Heavy Counter Hit

Because of the extreme vertical blowback H normals cause, you to get access conversions you would otherwise not be able to. The key to this different routing is 214[P]. You can combo directly into this, then link into 214S or f.S to pop Stain. Midscreen, that is about the most you can get, which is actually very strong considering the hard knockdown that gives you a lot of freedom for pressure and okizeme setups. In the corner, you can actually follow up after the 214S into even more damage.

5H CH > 214[P], 214S > (66 5K) 6H Ender

This is VERY strong, as not only does it do lots of damage and build a lot of meter, but it also is very difficult to burst due to the fact that for most of the combo you aren't extending your hurtbox at all.

6H and 2H have other more niche routes that are listed in the Heavy Slash Starter section of the Combo List. Apart from that, this is a stable and very powerful combo to learn, especially when using buttons like 5H and 2H to frame-trap.

Side Switch Routes

c.S Hitbox

It is actually possible for Testament to side-switch out of the corner when doing certain combos. Because of the large vertical hitbox of c.S, it can actually hit the opponent's falling hurtbox behind you. Because the hitbox of the Crow when doing 214[P] starts behind Testament's head, you can then combo into that for a full conversion. Be careful, because even though the opponent switches sides, you technically haven't yet, so input the 214[P] on the same side you initially comboed from, then switch your inputs for the other side. Examples:

c.S CH > 6H > 236[H] > 66 (cross under) c.S > 214[P] > (now side switched) 5K > 6H WS 214[P]

Stain Pop > 66 (cross under) c.S> 214[P] > (now side switched) 5K > 6H WS 214[P]

Getting the side switch after 236[H] is considerably more difficult than off of Stain, but what normal you use to pop Stain can also make that route's timings harder. You also need to not run too far ahead, or else the 214[P] input will be read as 6P because you actually switched sides. Try to get the dash as soon as you can out of the buffer, or else you won't be able to run far enough to hit the opponent just right from behind. Practice the Stain starter with low recovery moves like 2P or 5K to start to get the feel if you are having difficulty.

Combo List

  • All damage values are tested on  Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • 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.
  • 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 / Fundamental Combo List

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2K > 2D > 236S Anywhere 77 Everyone [1] Very Easy A simple combo using Grave ReaperGGST Testament 236S.pngGuardAllStartup13~19Recovery21Advantage+2 236S that sets Testament up for their zoning gameplan. Video 1.33
2K > (2D) (Optional) > 236H > ... Anywhere 77 Everyone [2] Easy A simple launching combo using Grave Reaper 236H for multiple choices of followup. Showcases Testament's common manual timed safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. and their precise use of microdash The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button. to continue a combo. Video 1.33
c.S > f.S > 5H > 214S Anywhere 140 Everyone [1] Very Easy Testament's basic gatling The special category of cancels that describe how each character can cancel normals into other normals and specials. combo showing off 5H's tumble effect and how it can be used to extend a combo, such as special canceling into Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 214S/H. Video 1.33
c.S or 2K/5K > (2D) > 236H > 66 (Dash) 5K > 6H > ... Anywhere 146 Everyone [2] Easy A common way that Testament launches opponents into the air is through 236H and to continue with a microdash 5K afterwards. 6H is an essential combo tool, being extensively used as the final hit to start okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. because of its hard knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. effect and its ability to bounce opponents into NostroviaGGST Testament 236236P Cinematic.pngGuardAllStartup11+19RecoveryTotal 53Advantage+63 236236P to continue a combo. Video 173094
(PC)
1.33
c.S > 2S > 2H > 236H > 66 5K > 6H > ... Anywhere 163 Everyone [2] Easy Testament's BNB A staple combo that is simple yet effective. combo off of a c.S. Showcases c.S floating crumple and how opponents are sent airborne after a quick followup attack. Video 166514
(PC)
1.33


f.S > 236D > 2D > 236H > 66 5K > 6H > 214S/H WS (Wall Splat) > 214S/H Midscreen 138 Everyone [2] Easy BNB roundstart to wallbreak using Wild AssaultGGST Testament 236D.pngGuardAllStartup16~28Recovery20Advantage-4 236D. f.S is typically unable to convert into combos at range, instead relying on Stain StateGGST Testament Stain.pngGuardAllStartupRecoveryAdvantage- and Wild Assault. Video 173136
(PC)
1.33
CH (Counter Hit) f.S > 236[D] > 6H > 236[H] (Hold) > 66 c.S > 6H WS > 214[P] or 236[D] Midscreen 181 Everyone [2] Easy Roundstart Counter Hit f.S to wallbreak using Wild Assault. If you're closer than roundstart/Mid Range from your opponent, delay the 6H out of 236[D] to prevent a whiff or route into 2H. Showcases Testament's use of 236[H] to extend and launch combos and their two most common wallbreak options; Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 214P to apply Stain State or 236D to apply hard knockdown. Video 174183
(PC)
1.33
Stained f.S > 66 > 2S or 5K > 236H > 66 5K > 6H > ... Anywhere 125 Everyone [3] Medium Works at any range including tip f.S, ends in 6H hard knockdown with a succubus on the field allowing for multiple followup options. Showcases Stain State's ability to confirm into combos even at range. May substitute 2S with 5K but will cause the combo to drop at far range. Video 169162
(PC)
1.33
CH c.S/2S/f.S > 2H > 236{H} (Partial Charge) > 66 5K > 6H > 236236P Midscreen ~200 Everyone [3] Medium Combo off of any Counter Hit S when within range of 2H. Video 174285
(PC)
1.33
CH c.S > 6H > 236236P > 66 > 2H > c.S > 6H WS > 214[P] Midscreen 268 Everyone [3] Medium Testament's BNB combo off of a midscreen Counter Hit c.S with 50 Tension meter. Video 173100
(PC)
1.33
CH c.S > 6H > 236[H] > 66 > c.S > 6H > 236236P > 6H or 214H Midscreen 247 Everyone [3] Medium Testament's BNB combo off of a midscreen Counter Hit c.S with 25 Tension meter, not enough to immediately go into 236236P. Wallbreaking with 236236P applies both Stain State and hard knockdown. Video 173105
(PC)
1.33
Stained 2K/5K > 66 c.S > 214[P] > 5K > dc (Dash Cancel) c.S > 236H > 5K > 6H > ... Anywhere 104 Everyone [3] Medium BNB off Stain State. The technique of using 214P to extend a combo builds a decent amount of Tension meter and carries the opponent horizontally in exchange for heavily scaling combo damage. To Dash Cancel, quickly tap 66 or your dash macro immediately after landing a hit with c.S or 5K. Video 1.33
CH c.S > 6H > 236[H] > 66 > c.S > 214[P] > 5K/2K > dc/66 c.S > (6H > ...) or 236H > 5K WS > 214[P] Farther than Midscreen 228 Everyone [4] Hard A culmination of fundamental combos. Meterless Counter Hit c.S beyond midscreen distance but not fullscreen, ends on a Stain State wallbreak. Utilizes 214[P] to extend the combo beyond normal. If c.S hits high after 236[H] route into 5K, if c.S hits lower then route into 2K. May route into 6H to successfully carry into 236236P. Video 174178
(PC)
1.33

Combo List

Punch Starters

Punch Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
66 5PPP/2PPP > 6P > ... Not Corner 62/58 Everyone [1] 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
(PC)
1.33
6P > 236S Anywhere 81 Everyone [1] Very Easy Only works at point-blank range, or with dash momentum. Varies by character. Damage assumes both hits of 236S connect. Only works with dash momentum on HA, AN, BA. Video 36402
(PC)
1.33
Stained AA 6P > 66 5K > 6H > 214S/H Anywhere 129 Everyone [2] Easy Video 1.33
Stained AA 6P > 66 c.S > c.S > 236S/H Anywhere 124 Everyone [2] 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 1.33
Stained AA 6P > 66 c.S > 5[D] > 66PRC > c.S > c.S > 236S/H WS > [214P] or [6H] Midscreen 184/188 Everyone [2] Easy End with 214P to apply Stain State. Video 30011
(PC)
1.33
AA 5P > 236H > 66 5K > 6H > ... Anywhere 94 Everyone [3] Medium You can half-charge the 236H if the opponent is too high to be hit by the slash from Grave Reaper. Video 36404
(PC)
1.33
AA 5P > 6H > 236236P > 66 > c.S > dl.5[D] > 66 5K > 6H WS > 214S/H Near Midscreen 207 Everyone [4] Hard 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 1.33
AA CH 2/5P > 66 c.S > 66 5K > 6H > 236[D] > 6H > 236[H] > 66 5K > 6H > 214S WS > 214S Back to Corner 168 Everyone [4] Hard Wall to wall with Wild Assault. Counter Hit not strictly required for 5P. Microdash the c.S and 5K at the start of the combo or it will be less consistent to end with a wall stick. Alternate but relatively harder routes that end in Nostrovia in video. Video 1.33
CH 6P > 236[D] > 6H > 236[H] > 6H > 214S WS > 236[D] Midscreen 187 Everyone [4] Hard Roundstart Counter Hit 6P using Wild Assault 1.33
CH 6P > 236[D] > 6H > 236[H] > 66 5K > 6H WS > 236[D] Midscreen 180 Everyone [3] Medium Easier roundstart Counter Hit 6P using Wild Assault 1.33

Kick Starters

Kick Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2K/5K > 2D > 236S/H Anywhere 77/95 Everyone [1] Very Easy K starter with lots of carry. H version sets up a manual timed IAD safejump. Video 36407
(PC)
1.33
Stained 2K/5K > 66 c.S > dl.5K > 6H > 214S/H Anywhere 109/135 Everyone [1] Very Easy Does more damage in situations where the Crow dc version wouldn't wallbreak. Video 1.33
Stained 2K/5K > 66 c.S > 6H > 236[H] > 214P Corner 150/175 Everyone [2] Easy 1.33
Stained 2K/5K > 66 c.S > 214P > 5K > dc c.S > 6H WS > 214P Midscreen 140/162 Everyone [3] Medium BNB midscreen wallbreak confirm off Stain State. Commonly referred to as "crow carry". Video 174174
(PC)
1.33
5K > 2D > 236H > 214S Anywhere 119 Everyone [3] 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. Video 1.33
5K > 2D > 236H > 66 5K > 6H > 214S/214H Anywhere 139 Everyone [3] Medium Must be near point blank for midscreen 2K. Video 36409
(PC)
1.33
2K > 2D > 236H > 66 5K > 6H > 236S WS > 214P Near Corner 145 Everyone [3] Medium Dependent on distance from wall. Too close and the strike of 236S will wallsplat and the projectile will wallbreak, whereas too far and the projectile of 236S will not wallsplat or simply whiff. Video 1.33
Stained 2K/5K > 66 c.S > 214P > 5K > dc c.S > 6H > 236236P > 66 Stained c.S > 66 c.S > 6P > WS > 214P Back to Corner 161/182 Everyone [4] Hard Corner to corner wallbreak for 50 meter, with the option for a second super if you build enough meter to get one off, and ends with the opponent in stain state after wallbreak. Video 1.33
Stained 2K/5K > 66 c.S > 6H > 236236P > 66 Stained c.S > 66 c.S > 6H > 236S > WS > 214P Back to Corner 176/208 Everyone [3] Medium Corner to corner wallbreak ending in stain state. 2K starter is much less consistent due to blowback changes. Video 1.33
2K > 2D > 236D > c.S > 2H > 236H > 2S > 214K Anywhere 85 Everyone [3] Medium 2K starter that leads into left/right safejump okizeme. To cross up, hold forward and use delayed j.K while falling. 1.33

Slash Starters

Slash Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 2S > 2H > 236H > 66 5K > 6H > ... Anywhere 163 Everyone [2] Easy Testament's go-to combo off of a normal hit c.S, especially when the c.S hits meaty. Video 166514
(PC)
1.33
c.S > 2D > 236H > 66 5K > 6H > ... Anywhere 146 Everyone [2] Easy Go-to combo if the 2K/5K version doesn't work. Video 173094
(PC)
1.33
CH c.S > 6H > 236236P > 66 > 2H > c.S > 6H WS > 214P Midscreen 268 Everyone [3] Medium Testament's BNB combo off of a midscreen c.S Counter Hit with 50 Tension meter. Video 173100
(PC)
1.33
CH c.S > 6H > 236[H] > 66 > c.S > 6H > 236236P > 6H Midscreen 247 Everyone [3] Medium Testament's BNB combo off of a midscreen c.S Counter Hit with 25 Tension meter, not enough to immediately go into 236236P. Video 173105
(PC)
1.33
CH c.S > 6H > 236[H] > 66 > c.S > 2H > 236H > 5K > 6H WS > 214[P] Midscreen 234 Everyone [3] Medium Meterless CH c.S confirm midscreen, gives a stain state wallbreak. Distance from wall dependent. If closer to the wall than midscreen 5K may cause a wallsplat before 6H connects. If farther than midscreen to wall see next combo. Video 183507
(PC)
1.33
CH c.S > 6H > 236[H] > 66 > c.S > 214[P] > 5K/2K > dc/66 c.S > (6H > ...) or 236H > 5K WS > 214[P] Farther than Midscreen 228/227 Everyone [4] Hard Meterless CH c.S confirm beyond midscreen distance but not fullscreen, gives a stain state wallbreak. If c.S hits high after 236[H] you can route into 5K, if it hits lower then route into 2K. Optionally after dc/66 c.S one may route into 5K > 236S WS > 214P for 1 less damage. Video 174178
(PC)
1.33
j.S > j.H > jc > j.S > j.H > j.D Anywhere 115 Everyone [1] Very Easy Air-to-air conversion from rising j.S. 1.33
j.S > j.66 > j.S > j.H > c.S > 6H > ... Anywhere 119 Everyone [2] Easy Air-to-air conversion from rising j.S. Finicky and dependent on distance from opponent and ground. 1.33
j.S > j.D > j.66 > j.S > j.H > c.S > 6H > ... Anywhere 137 Everyone [3] Medium Air-to-air conversion from rising j.S. Finicky and dependent on distance from opponent and ground. 73941
(PC)
1.33
Stained f.S > 236S > 66 5K > 6H > 214P Corner 124 Everyone [2] 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
(PC)
1.33
c.S > 2D > 236H > 66 2K > 236S Anywhere 145 Everyone [3] Medium Can be helpful in placing a succubus close to opponent. Video 36416
(PC)
1.33
CH 2S > 236[D] > 2H > 236{H} > 5K > 6H WS > 214[P] Midscreen to Corner 168 Everyone [2] Easy Roundstart counterhit 2S to wallbreak. Works on extended hurtboxes into 2S or non-extended hits from near roundstart range. 236H must be held for a short duration vs most characters, though not necessarily to half charge. Not reaching half charge will make the combo lose between 3 and 5 damage depending on the character. Video 1.33
CH f.S > 236[D] > 6H > 236[H] > 66 c.S > 6H WS > 214[P] Midscreen to Corner 181 Everyone [3] Medium Roundstart counterhit f.S to wallbreak. If you're closer than roundstart/Mid Range from your opponent, delay the 6H out of 236[D] to prevent a whiff or route into 2H. Video 174183
(PC)
1.33
CH f.S > 236[D] > jc > j.S > j.H > jc > j.S > j.H > j.P > j.P > land > 5K > 6H > [236236P] or [214S/H WS > 214S/H] Back to Corner 183/168 Everyone [4] Hard Counterhit f.S to wallbreak from nearly corner to corner. Don't delay any of the inputs. Will not wall stick if your back is less than ~1.5 character widths from the wall. Combo is usable anywhere but will be cut short by wall stick after second j.P at midscreen distances. Video 1.33
f.S > 236D > 2D > 236H > 66 5K > 6H > 214S/H WS > 214S/H Midscreen to Corner 138 Everyone [2] Easy BNB A staple combo that is simple yet effective. roundstart f.S to wallbreak. Video 173136
(PC)
1.33
f.S > 236D > 2K > 2D > 236H > IAD ... Anywhere 89 Everyone [3] Medium Autotimed safejump off f.S > 236D. j.H hits meaty late in its active frames and is plus enough to true string into c.S. Slightly delay IAD for j.D followup option. Video 1.33
Stained f.S > 66 > 2S > 236H > 66 5K > 6H > ... Anywhere 125 Everyone [2] Easy Works at any range including tip f.S, ends in 6H hard knockdown with a succubus on the field allowing for multiple followup options. Video 169162
(PC)
1.33
AA CH 66 c.S > 6H > 214[K] > 5K > 6H > 236236P > 66 > 5K > 66 c.S > 6H > 214S WS > 214P Back to Corner 268 Everyone [3] Medium High damage and wall to wall carry with 50 tension meter, this combo is made to punish DP but also works as a general close AA CH c.S starter. Utilizes 214[K] to recover faster from 6H, allowing 5K to connect. Can swap out the second 5K for c.S for slightly more damage but slightly less wall carry. Tested on all characters that have a DP. Very small microdash or walk forward required at start if blocking a DP so 236236P does not drop, except Sin. Delay c.S starter or 6H for Sin. Video 172457
(PC)
1.33
CH c.S > 6H > 236236P > 66 > 214S > 66 6H > 236236P > 66 > 6H > 214S > 214S Back to Corner 301 Everyone [4] Hard 100 tension meter combo optimized for damage. Manual timing and spacing dependent. Must hit 214S early in order to microdash 6H > 236236P without it dropping. Can swap out the first 214S > 66 6H for a 6H > 236236P for 2 less damage overall. Video 172449
(PC)
1.33

Heavy Slash Starters

Heavy Slash Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2H > 236{H} > 66 5K > 6H > ... Anywhere 142 Everyone [1] Very Easy Common and simple combo choice for non CH 2H that leads to 6H okizeme. Video 172206
(PC)
1.33
6H > 214[P] > 66 f.S > 66 > 5K > 236H > f.S WS > 214[P] Midscreen 188 Everyone [3] Medium Roundstart 6H into wallbreak. Kara cancel 236H not required but does help. Video 174783
(PC)
1.33
6H > 236[H] > 66 > c.S > 5K > 6H WS > 214[P] Corner 207 Everyone [2] Easy Basic corner combo that ends in crow wallbreak. Video 174788
(PC)
1.33
CH 2H > 236H (1) > 66 5K > jc > j.S > j.D > j.236S/j.236H WB Corner 202 Everyone [2] 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 Everyone [2] 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 KY [2] Easy c.S can be replaced with another 5K for safety. End with 214P to enter neutral with the opponent in Stain State. ??
CH 5H > 214P > 66 f.S > stain hit > 66 > 5K > 6H > 236S WS > [214S] or [214P] WB Corner 201 / 195 Everyone [2] Easy Counterhit 5H corner combo, works at all 5H ranges, omit 66 at closer ranges to ensure only the 2nd hit of 236S connects ??
6H > 236[H] > 66 > c.S > 6H > 214S/214H WS > 5H Corner 236 KY [3] 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
(PC)
??
6H > 236236P > 66 > 5K > 66 > c.S > 2H WS > 214P WB Midscreen to corner 227 Everyone [3] Medium Won't work from max distance 6H as super will knock down instead of carrying. Situational combo Video 47016
(PC)
??
CH 6H > 236[H] (2) > 66 c.S > j.S > j.D > j.236S WB Midscreen to corner 227 KY [3] 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 KY [3] 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 ??
6H > 236{H} > 66 c.S > j.S > j.H > j.D WS > 66 (delay) j.D WB Back to Corner 225 KY [4] 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
(PC)
??
6H > 236[D] > 6H > 236[H] > 66 c.S > 6H > 236S Anywhere 184-224 Everyone [2] Easy Wild Assault conversion for far 6H hits. Will drop on especially close range hits. 6H must be delayed a varying amount depending on the distance of the initial hit, or else it can launch your opponent backwards or drop entirely. 236236P after the last 6H will drop unless that 6H wallsticks. 1.29

Dust Starters

Dust Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5D > RRC > c.S > 5[D] > 5K > 6H > 236S > WS > 214P Corner 159 All [2] Easy Simple RRC combo off 5D that ends in 214P wallbreak Video 172224
(PC)
1.33
Stained 5D > 66 > c.S > 5K > 6H > 214P Corner 138 All [2] Easy The 66 microdash can be omitted however it makes the combo much more consistent. Video 36433
(PC)
??
CH 2D > 236[H] (2) > 66 > c.S > 2H > 236H (2) WS > 214P Near corner 188 All [2] 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
(PC)
??
Stained 5D > c.S > 5[D] > 66 5K > 6H> WS > 214P/214S/super Corner 147(214P)
152(214S)
171(236236K)
162(236236P)
All except GO, LE, NA, PO [3] Medium Wont work from a far 5D. 5K whiffs on heavy characters. Video ??
5D > 66 c.S > 2H > c.S > 6H > 214H > WS > 236236P > 214H Corner 340 All [3] Medium Max RISC corner combo optimized for damage. Microdash c.S necessary after 5D from Close Range or further due to pushback. Strict timing on 236236P in order for your opponent to not tech off the wall. Video 166333
(PC)
1.33

Charged Dust Combos

Charged Dust Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]8 > j.H > j.S > 9jc > j.H > j.S > j.D > j.SS Anywhere 203 Everyone [1] Very Easy Simple and optimized BnB A staple combo that is simple yet effective. for all characters, but the timing is faster if done in the corner. Video 36428
(PC)
1.33
5[D]8 > j.H > j.D > 9jc > j.H > j.S > j.D > j.SS Anywhere ~213 MA, AX, PO, FA, MI, ZA, RA, LE, NA, GO [2] 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
(PC)
1.33
5[D]8 > j.H > j.D > 9jc > j.S > j.H > j.D > j.SS Anywhere ~212 SO, GI, IN [2] 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
(PC)
1.33
5[D]8 > j.D > j.S > 9jc > j.S > j.H > j.S > j.DD Anywhere 208 KY, CH, AN, JC, HC, BA, TE [2] 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
(PC)
1.33

Throw Starters

Throw Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6D/4D > 236S Corner 91 All [1] Very Easy Best OTG option for damage and oki. after 236S projectile hits the opponent you are +23 ??
6D/4D > 66RRC > 66 5[D] > 66 5K > 6H > 214S Anywhere 137 All [2] Easy After RC proration changes this route is now the most accessible route you can get for most damage. ??
6D/4D > 66RRC > 236[H] > 66 5K > 6H > 236S WS > [214S] or [214P] Midscreen to Corner 157 / 154 KY [3] 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
(PC)
??
6D/4D > 66RRC~c.S > 6H > 236{S}/236[S] WS > 214S WB Corner 167/169 KY [3] 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. ??
6D/4D > 66RRC~6H > 236[S] > 66 5H WS > [214S] or [214P] Corner 171 / 166 All [3] Medium 1.33
6D/4D > 66RRC~6H > 236[S] > 6H > 214S WS > 214S Corner 177 All [4] Hard This combo works fine without Fast RC if you're finding the timing a little tight. The 2nd 6H timing is tight, but can be achieved through mashing if needed. 1.33
6D/4D > RRC > 66 6H > 236[H] > 66 5K > 6H > 214S Anywhere 137 All [4] Hard Likely the most damage you can get midscreen with 50% tension, but comes with a very tight juggle after the H Grave Reaper 1.33
6D/4D > 66RRC~6H > 236[H] > dl.6H > 214S WS , 214S Corner 177 Heavies [5] Very Hard Heavyweight version. The delay timing seems different for all characters, and is by far the most finnicky. ??

Special Move Starters

Special Move Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
214S/214H > 66RRC > 6H > 236[S] > 6H > 214P WS > 214S/214H WB Corner 202 All [2] Easy High/low mixup conversion for 50% meter. Does require a little spacing to not make Arbiter Sign whiff. Video 36440
(PC)
??
236[D] > c.S > 6H > 236[H] > 66 c.S > 6H > 214S/H or 236236P Anywhere 184-224 Everyone [2] Easy Charged Wild Assault starter. Cancel into c.S as fast as possible, or you'll sometimes get f.S instead. 236236P ender will wallbreak. At max 236[D] range omit the first c.S, as it will drop. 1.29
236D > 2D > 236H > 66 5K > 6H > 214S/H 101 Everyone [4] Hard Uncharged Wild Assault starter. Strict microdash timing before the 5K. If 5K passes through them you dashed too long, if they're too far away for 6H you dashed too short. 1.29

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