GGST/Testament/Combos: Difference between revisions

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===Special Move Starters===
===Special Move Starters===
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{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="min-width: 100%;"
|+Special Move Starters
|- style="font-weight:bold; vertical-align:middle;"
{{GGST-ComboTableHeader}}
! style="width: 25%"|Combo
! Position
! Damage
! Tension Gain
! Works on:
! Difficulty
! style="width: 48%"|Notes
! Video
! Recipe
|- style="vertical-align:middle;"
|| {{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
|-
|-
|| COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|1|Easy}} || NOTES HERE || [Video] || TBD
{{GGST-ComboTableRow
|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
|position = Corner
|damage = 202
|worksOn = All
|difficulty = [2] {{clr|2|Easy}}
|notes = High/low mixup conversion for 50% meter. Does require a little spacing to not make [[GGST/Testament#Arbiter_Sign|Arbiter Sign]] whiff.
|recipePC =36440
|recipePS =
|video = [https://youtu.be/PCyX438uFmI Video]
|checkedVersion =
}}
|-
 
|-
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|}
|}

Revision as of 13:59, 4 December 2022

 Testament



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at 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/2H > 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 or 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:

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

6H/2H into 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 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 5K > 6H 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. You can get this from any 6H or 2H. 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/2H 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].

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 or 2H 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

  • This list is meant for actual combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
  • The list is focused on most practical examples, not every single option that exists.
  • All damage values are damage dealt to Ky unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).

Beginner Combo List

Beginner Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K/2K > 2D > 236S Anywhere 95/77 SO, KY [1] [1] Very Easy K starter with lots of carry. Video ??
2P > 6P > 236S(whiff) Anywhere 41 Everyone [1] [1] Very Easy A simple but effective combo for your best Abare An attack during the opponent's pressure, intended to interrupt it. button; 2P. After 6P, the 236S will whiff, but hit the opponent meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. as they wake up The state and animation a character goes through when they rise from being knocked down. This animation is usually invulnerable for its duration, and usually retains invulnerability to throws for some time after it ends.. ??
5[D]8 > j.H > j.S > jc > j.H > j.S > j.D > j.SS Anywhere 203 Everyone [1] [1] Very Easy Simple and optimised Bread and Butter A staple combo that is relatively simple and effective. for all characters, but the timing is faster if done in the corner. Video 36428
(PC)
??
c.S > 2D > 236H > f.S Anywhere 129 Everyone [2] [2] Easy Good c.S starter to put the opponent at fullscreen for zoning. Video ??

Combo List

Punch Starters

Punch Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
66 5PPP/2PPP > 6P > ... Not Corner 62/58 All [1] [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)
??
6P > 236S Anywhere 81 All except AN, BA [1] [1] Very Easy Only works at point-blank range, or with dash momentum. Varies by character. Grave Reaper only lands one hit on I-No. Only works with dash momentum on CH, GI, HA, IN, JC, MI, RA, SO. Video 36402
(PC)
??
Stained AA 6P > 66 5K > 6H > 214S/H Anywhere 129 Everyone [2] [2] Easy Video ??
Stained AA 6P > 66 c.S > c.S > 236S/H Anywhere 124 Everyone [2] [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 ??
Stained AA 6P > 66 c.S > 5[D] > 66PRC > c.S > c.S > 236S/H WS > [214P] or [6H] Midscreen 184/188 Everyone [2] [2] Easy End with 214P to apply Stain State. Video 30011
(PC)
??
AA 5P > 236H > 66 5K > 6H > ... Anywhere 94 Everyone [3] [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)
??
AA 5P > 6H > 236236P > 66 c.S > 5[D] > 66 5K > 6H WS > [214S/H] or [214P] Near Midscreen 207 Everyone [3] [3] Medium Very reliant on position. If you're too far back, you won't be able to break the wall unless you're willing to spend another 50% tension, too far forward and the WS will happen early. Video 36406
(PC)
??

Kick Starters

Kick Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K/2K > 2D > 236S Anywhere 95 Everyone [1] [1] Very Easy K starter with lots of carry Video 36407
(PC)
??
Stained 2K/5K > 66c.S > dl.5K > 6H > 214S/H Anywhere 109 KY [1] [1] Very Easy Easy confirm that should be universal, needs more testing. Does more damage in situations where the Crow dc version wouldn't wallbreak. Video ??
Stained 2K/5K > 66c.S > 6H > 236H > 214P Corner 145 Everyone [2] [2] Easy Needs further testing, as with the 5D stain state combo the dash can be omitted but it makes the combo more consistent. Video 36412
(PC)
??
Stained 2K/5K > 66c.S > 214P > 5K > dc c.S > 6H > WS > [214S/H] or [214P] or [Super] Midscreen 143/140 KY [2] [2] Easy Midscreen wallbreak confirm. Ending with 214P or Nostrovia leaves the opponent in stain state after wallbreak. Should be universal but needs more testing. Video ??
5K > 2D > 236H (2) > 214S Anywhere 119 BA, KY, HA, JC, TE [3] [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. Needs more testing. Video ??
5K > 2D > 236H > 66 5K > 6H > 214S/214H Anywhere 139 AX, CH, FA, GI, KY, MA, MI, PO, RA, SO, TE, ZT [3] [3] Medium Must be point blank for midscreen 2K. There may possibly be an optimal decision between 214S/214H, the opponent seems to recover at the same time from both, but one rolls and the other knocks up. Needs some research. Video 36409
(PC)
??
5K > 2D > 236H > 66 5K > 6H > 236S WS > [214S] or [214P] Near Corner 176 Everyone [3] [3] Medium End with 214P to enter neutral with the opponent in Stain State. Video 36411
(PC)
??
2K/5K > 2D > 236H(1) > 66PRC > 236H(2) > 66 c.S > 2H > 236H WS > [6H] or [214P] Midscreen 178 Everyone [3] [3] Medium PRC in between the first and second hit of Grave Reaper for more consistency. End with 214P to enter neutral with the opponent in Stain State. Video ??
Stained 2K/5K > 66c.S > 214P > 5K > dc c.S > 6H > 236236P > 66c.S > 66c.S > 6P > WS > [214P] or [Super] Back to Corner 188 KY [3] [3] Medium 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. Video ??
Stained 2K/5K > 66c.S > 6H > 236236P > 66c.S > 66c.S > 6H > 236S > WS > [214P] or [236236P] Back to Corner 176 KY [4] [4] Hard 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. Video ??

Slash Starters

Slash Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 2D > 236H > 66 5K > 6H > ... Anywhere 146 Everyone [2] [2] Easy Go-to combo if the 2K/5K version doesn't work. Video 36414
(PC)
??
CH c.S > 6H > 236[H] > 665K > 6H > 236S > WS > 214P Midscreen 226 KY [2] [2] Easy DP Punish/CH c.S confirm midscreen, gives a stain state wallbreak. Video 36417
(PC)
??
AA j.S > j.66 > j.S > j.H > c.S > 6H > 214S/214H Anywhere 140 All except GO [2] [2] Easy Air-to-air conversion from rising j.S ??
stained f.S > 236S > 66 5K > 6H > 214P Corner 124 Everyone [2] [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)
??
c.S > 2D > 236H > 66 2K > 236S Anywhere 145 AN, AX, JC, KY, GO, LE, MA TE [3] [3] Medium Can be helpful in placing a succubus close to opponent. Almost works on GI and MA, but the 236S whiffs. Video 36416
(PC)
??
AA j.S > j.D > j.66 > j.S > j.H > c.S > 6H > 214H Anywhere 153 All except BA, GO, LE, PO, TE [3] [3] Medium Air-to-air conversion from rising j.S which doesn't work at all ranges 73941
(PC)
??

Heavy Slash Starters

Heavy Slash Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2H > f.S Anywhere 77 Everyone [1] [1] Very Easy Surprisingly useful due to 2H being -2 on block and covering a lot of range Video 36419
(PC)
??
6H > 236[H] > 66 > c.S > f.S > 5H WS > 214S/214H Corner 226 Everyone [2] [2] Easy c.S needs to be slightly delayed in order for the opponent to fall into it. 5H can be canceled into an overdrive for an easy overdrive wallbreak. Video 36421
(PC)
??
CH 2H > forward jump > j.D > Airdash > j.S > j.D j.236S/j.236H WS > 214S/214H WB Midscreen 221 Everyone [2] [2] Easy Easy close range 2H counterhit for meterless round start to corner wallbreak. works well with dash momentum. The closer to the corner the opponent is, the less close Testament needs to be on the 2H hit for the combo to work. Can also opt to wallbreak with 6H for more consistency, or 214P for stain state. Video ??
CH 2H > 236H (1) > 66 5K > jc > j.S > j.D > j.236S/j.236H WB Corner 202 Everyone [2] [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] [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] [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 Corner Everyone [2] [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] [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] [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] [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] [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] [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)
??

Dust Starters

Dust Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5D > 88RRC > 66 > c.S >5[D] > 5K > 6H > 236S > WS > 214P/super Corner 148 KY [2] [2] Easy Should be universal and can end with super or 214P ??
Stained 5D > 66 > c.S > 5K > 6H > 214P Corner 138 All [2] [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] [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] [3] Medium Wont work from a far 5D. 5K whiffs on heavy characters. Video ??


Charged Dust Combos

Charged Dust Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]8 > j.H > j.S > jc > j.H > j.S > j.D > j.SS Anywhere 203 Everyone [1] [1] Very Easy Simple and optimised 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)
??
5[D]8 > j.H > j.D > jc > j.H > j.S > j.D > j.SS Anywhere ~213 MA, AX, PO, FA, MI, ZA, RA, LE, NA, GO [2] [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)
??
5[D]8 > j.H > j.D > jc > j.S > j.H > j.D > j.SS Anywhere ~212 SO, GI, IN [2] [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)
??
5[D]8 > j.D > j.S > jc > j.S > j.H > j.S > j.DD Anywhere 208 KY, CH, AN, JC, HC, BA, TE [2] [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)
??

Throw Starters

Throw Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6D/4D > 236S Corner 91 All [1] [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] [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] [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] [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] [3] Medium Highest damage character independant throw combo. If you're planning to end with 214S and are confident in your execution, you can replace (66 5H) with another 214S for more damage. ??
6D/4D > 66RRC~6H > (dl.)236[S] > (dl.)6H > 214S WS , 214S Corner 177 All except Heavies [4] [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. Delay the 2nd 236S against RA & JC to prevent it from wallsplatting early. Delay the 2nd 6H against GI & BA and delay both against MI & IN for the same reason. ??
6D/4D > 66RRC > 6H > 236[H], 66 5K > 6H > 214S Anywhere 137 SO KY [5] [5] Very Hard Likely the most damage you can get midscreen with 50% tension, but comes with a very tight juggle after the H Grave Reaper ??
6D/4D > 66RRC~6H > 236[H] > dl.6H > 214S WS , 214S Corner 177 Heavies [5] [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] [2] Easy High/low mixup conversion for 50% meter. Does require a little spacing to not make Arbiter Sign whiff. Video 36440
(PC)
??

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