Mykaterasu (talk | contribs) (Moving Testament Specific Notation to its own section instead of piggy-backing on Combo Theory) |
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==Testament Specific Notation== | ==Testament Specific Notation== | ||
===Stain | ===Stain=== | ||
When starting a combo in Stain State, the combo should begin with "Stained" before anything else. | 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. {{clr|1|2PP}} followed by stain) then you may notate the Stain | If Testament would complete multiple attacks before the stain explosion (i.e. {{clr|1|2PP}} followed by stain) then you may notate the Stain explosion as (Stain) if you deem it appropriate. For example; | ||
... 214P > {{clr|1|2PP}} Stain > {{clr|4|236[H]}} > etc... | |||
Else, you may assume that after applying Stain mid-combo, that the next attack will always activate the stain explosion. | Else, you may assume that after applying Stain mid-combo, that the next attack will always activate the stain explosion. | ||
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As [[GGST/Testament#Grave_Reaper|Grave Reaper]] has 3 separate levels of charge. The following notation will be used to denote each level of charge; | As [[GGST/Testament#Grave_Reaper|Grave Reaper]] has 3 separate levels of charge. The following notation will be used to denote each level of charge; | ||
* {{clr|3|236S}} / {{clr|4|236H}} = Level 1 / No charge | * {{clr|3|236S}} / {{clr|4|236H}} = Level 1 / No charge | ||
* {{clr|3|236 | * {{clr|3|236{S} }} / {{clr|4|236{H} }} = Level 2 / Half charge | ||
* {{clr|3|236[S]}} / {{clr|4|236[H]}} = Level 3 / Full charge | * {{clr|3|236[S]}} / {{clr|4|236[H]}} = Level 3 / Full charge | ||
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! Recipe | ! Recipe | ||
|- style="vertical-align:middle;" | |- style="vertical-align:middle;" | ||
|| {{clr|2|5K}}/{{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}} || Anywhere || 95/77 || || SO, KY || {{clr|1|Very Easy}} || {{clr|2|K}} starter with lots of | || {{clr|2|5K}}/{{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}} || Anywhere || 95/77 || TBD || SO, KY || {{clr|1|Very Easy}} || {{clr|2|K}} starter with lots of carry. || [https://youtu.be/EK8rDKQk8Xk Video] || TBD | ||
|- | |- | ||
|| {{clr|5|5[D]}}8 > {{clr|4|j.H}} > {{clr|3|j.S}} > jc > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|3|j.SS}} || Anywhere || 203 || 20% || | || {{clr|5|5[D]}}8 > {{clr|4|j.H}} > {{clr|3|j.S}} > jc > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|3|j.SS}} || Anywhere || 203 || 20% || All || {{clr|1|Very Easy}} || Simple and optimised {{keyword|Bread and Butter}} for all characters, but the timing is faster if done in the corner.|| [https://youtu.be/YatF2UxZuvU Video] || 36428 | ||
|- | |- | ||
|| | || {{clr|1|2P}} > {{clr|1|6P}} > {{clr|3|236S}}(whiff) || Anywhere || 41 || 7% || All || {{clr|1|Very Easy}} || A simple but effective combo for your best {{keyword|Abare}} button; {{clr|1|2P}}. After {{clr|1|6P}}, the {{clr|3|236S}} will whiff, but hit the opponent {{keyword|meaty}} as they {{keyword|wake up}}. || [Video] || TBD | ||
|- | |||
|| {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|236H}} > {{clr|3|f.S}} || Anywhere || 129 || TBD|| All|| {{clr|2|Easy}} || Good {{clr|3|c.S}} starter to put the opponent at fullscreen for zoning. || [https://youtu.be/1KskQhouOo0?t=129 Video] || TBD | |||
|} | |} | ||
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|| 66 {{clr|1|5PPP}}/{{clr|1|2PPP}} > {{clr|1|6P}} > ... || Not Corner || 62/58 || +11% || All || {{clr|1|Very Easy}} || Works on all characters both standing and crouching, including [[GGST/Faust|Faust.]] Run momentum is required if you wish to land the 3rd {{clr|1|P}}. {{clr|1|2P}} has less knockback than {{clr|1|5P}}, but also less damage, so if you're not point-blank you might wish to do 3 {{clr|1|2P}}s instead of 2 {{clr|1|5P}}s for more total damage. || [https://youtu.be/Jx_mGG5zXuE Video] || 36400 | || 66 {{clr|1|5PPP}}/{{clr|1|2PPP}} > {{clr|1|6P}} > ... || Not Corner || 62/58 || +11% || All || {{clr|1|Very Easy}} || Works on all characters both standing and crouching, including [[GGST/Faust|Faust.]] Run momentum is required if you wish to land the 3rd {{clr|1|P}}. {{clr|1|2P}} has less knockback than {{clr|1|5P}}, but also less damage, so if you're not point-blank you might wish to do 3 {{clr|1|2P}}s instead of 2 {{clr|1|5P}}s for more total damage. || [https://youtu.be/Jx_mGG5zXuE Video] || 36400 | ||
|- | |- | ||
|| {{clr|1|6P}} > {{clr|3|236S}} || Anywhere || 81 || +9.5% || | || {{clr|1|6P}} > {{clr|3|236S}} || Anywhere || 81 || +9.5% || All except AN, BA || {{clr|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. || [https://youtu.be/HsdfUv_zusQ Video] || 36402 | ||
|- | |- | ||
|| AA {{clr|1|5P}} > {{clr|4|236H}} > 66 {{clr|2|5K}} > {{clr|4|6H}} > ... || Anywhere || 94 || +15% || | || AA {{clr|1|5P}} > {{clr|4|236H}} > 66 {{clr|2|5K}} > {{clr|4|6H}} > ... || Anywhere || 94 || +15% || All || {{clr|3|Medium}} || You can half-charge the {{clr|4|236H}} if the opponent is too high to be hit by the slash from [[GGST/Testament#Grave_Reaper|Grave Reaper.]] || [https://youtu.be/42PWpfyIbzc Video] || 36404 | ||
|- | |- | ||
|| AA {{clr|1|5P}} > {{clr|4|6H}} > {{clr|1|236236P}} > 66 {{clr|3|c.S}} > {{clr|5|5[D]}} > 66 {{clr|2|5K}} > {{clr|4|6H}} WS > [{{clr|3|214S/H}}] or {{clr|1|214P}} || Near | || AA {{clr|1|5P}} > {{clr|4|6H}} > {{clr|1|236236P}} > 66 {{clr|3|c.S}} > {{clr|5|5[D]}} > 66 {{clr|2|5K}} > {{clr|4|6H}} WS > [{{clr|3|214S/H}}] or [{{clr|1|214P}}] || Near Midscreen || 207 || -40% || All || {{clr|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. || [https://youtu.be/Lb-SyucpS9A Video] || 36406 | ||
|- | |- | ||
|| AA | || Stained AA {{clr|1|6P}} > 66 {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|214S/H}} || Anywhere || 129 || - || All || {{clr|2|Easy}} || - || [https://youtu.be/WBJvRXFKEz8 Video] || TBD | ||
|- | |- | ||
|| AA | || Stained AA {{clr|1|6P}} > 66 {{clr|3|c.S}} > {{clr|3|c.S}} > {{clr|3|236S/H}} || Anywhere || 124 || - || All || {{clr|2|Easy}} || Easy {{clr|1|6P}} anti-air when the opponent is in Stain State. Easiest if opponent is higher in the air when hit with 6P. || [https://youtu.be/-q0sRjIdOPM Video] || TBD | ||
|- | |- | ||
|| AA | || Stained AA {{clr|1|6P}} > 66 {{clr|3|c.S}} > {{clr|5|5[D]}} > 66PRC > {{clr|3|c.S}} > {{clr|3|c.S}} > {{clr|3|236S/H}} WS > [{{clr|1|214P}}] or [{{clr|4|6H}}] || Midscreen || 184/188 || - || All || {{clr|2|Easy}} || End with {{clr|1|214P}} to apply Stain State. || [https://youtu.be/FtKuJ5MAfCU Video] || 30011 | ||
|} | |} | ||
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! Recipe | ! Recipe | ||
|- style="vertical-align:middle;" | |- style="vertical-align:middle;" | ||
|| {{clr|2|5K}}/{{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}} || Anywhere || 95 || || | || {{clr|2|5K}}/{{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}} || Anywhere || 95 || || All || {{clr|1|Very Easy}} || {{clr|2|K}} starter with lots of carry || [https://youtu.be/EK8rDKQk8Xk Video] || 36407 | ||
|- | |- | ||
|| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|236H}} (2) > {{clr|3|214S}} || Anywhere || 119 || ~18% || KY || {{clr|3|Medium}} || Long range 5K starter. Does not land off 2K. 214S Whiffs if done from point blank, and | || {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|236H}} (2) > {{clr|3|214S}} || Anywhere || 119 || ~18% || BA, KY, HA, JC, TE || {{clr|3|Medium}} || Long range {{clr|2|5K}} starter. Does not land off {{clr|2|2K}}. {{clr|3|214S}} Whiffs if done from point blank, and {{clr|4|214H}}'s projectile whiffs if done from too far. Needs more testing.|| [https://youtu.be/Y60uiozq3Rw?t=14 Video] || - | ||
|- | |- | ||
|| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|236H}} > 66 {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|214S}}/{{clr|4|214H}} || Anywhere || 139 || +25%~ || KY || {{clr|3|Medium}} || Must be point blank for midscreen | || {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|236H}} > 66 {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|214S}}/{{clr|4|214H}} || Anywhere || 139 || +25%~ || AX, CH, FA, GI, KY, MA, MI, PO, RA, SO, TE, ZT || {{clr|3|Medium}} || Must be point blank for midscreen {{clr|2|2K}}. There may possibly be an optimal decision between {{clr|3|214S}}/{{clr|4|214H}}, the opponent seems to recover at the same time from both, but one rolls and the other knocks up. Needs some research. || [https://youtu.be/rN1Wqoxo2H0 Video] || 36409 | ||
|- | |- | ||
|| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|236H}} > 66 {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|236S}} WS > [{{clr|3|214S}}] or [{{clr|1|214P}}] || Near Corner || 176 || +35%~ || | || {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|236H}} > 66 {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|236S}} WS > [{{clr|3|214S}}] or [{{clr|1|214P}}] || Near Corner || 176 || +35%~ || All || {{clr|3|Medium}} || End with {{clr|1|214P}} to enter neutral with the opponent in [[GGST/Testament#Stain|Stain State.]] || [https://youtu.be/Ac6kHl6qCvI Video] || 36411 | ||
|- | |- | ||
|| {{clr|2|2K/5K}} > {{clr|5|2D}} > {{clr|4|236H(1)}} > 66PRC > {{clr|4|236H(2)}} > 66 {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236H}} WS > [{{clr|4|6H}}] or [{{clr|1|214P}}] || Midscreen || 178 (5K and 6H) || - || | || {{clr|2|2K/5K}} > {{clr|5|2D}} > {{clr|4|236H(1)}} > 66PRC > {{clr|4|236H(2)}} > 66 {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236H}} WS > [{{clr|4|6H}}] or [{{clr|1|214P}}] || Midscreen || 178 (5K and 6H) || - || All || {{clr|3|Medium}} || PRC in between the first and second hit of Grave Reaper for more consistency. End with {{clr|1|214P}} to enter neutral with the opponent in [[GGST/Testament#Stain|Stain State.]] || [https://youtu.be/Dl2qRnRarsk Video] || - | ||
|- | |- | ||
|| | || Stained {{clr|2|2K/5K}} > 66{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}} > {{clr|1|214P}} || Corner || 145 || 25~ || All || {{clr|2|Easy}} || Needs further testing, as with the {{clr|5|5D}} stain state combo the dash can be omitted but it makes the combo more consistent. || [https://youtu.be/xRTePFpJEAI Video] || 36412 | ||
|- | |- | ||
|| COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|1|Very Easy}} || NOTES HERE || [Video] || TBD | || COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|1|Very Easy}} || NOTES HERE || [Video] || TBD | ||
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! Recipe | ! Recipe | ||
|- style="vertical-align:middle;" | |- style="vertical-align:middle;" | ||
|| {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|236H}} > 66 {{clr|2|5K}} > {{clr|4|6H}} > ... || Anywhere || 146 || TENSION || | || {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|236H}} > 66 {{clr|2|5K}} > {{clr|4|6H}} > ... || Anywhere || 146 || TENSION || All|| {{clr|2|Easy}} || Go-to combo if the {{clr|2|2K/5K}} version doesn't work. || [https://youtu.be/0sQWusbltaU Video] || 36414 | ||
|- | |||
|| {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|236H}} > 66 {{clr|2|2K}} > {{clr|3|236S}} || Anywhere || 145 || TENSION || AN, AX, JC, KY, GO, LE, MA TE || {{clr|3|Medium}} || Can be helpful in placing a succubus close to opponent. Almost works on GI and MA, but the {{clr|3|236S}} whiffs. || [https://youtu.be/R9nfYHCIlv4 Video] || 36416 | |||
|- | |- | ||
|| {{clr|3|c.S}} > {{clr| | || CH {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236[H]}} > 66{{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|236S}} > WS > {{clr|1|214P}} || Midscreen || 226 || 35~ || KY || {{clr|2|Easy}} || DP Punish/CH {{clr|3|c.S}} confirm midscreen, gives a stain state wallbreak. || [https://youtu.be/9FU-0eVj-aU Video] || 36417 | ||
|- | |- | ||
|| | || AA {{clr|3|j.S}} > {{clr|5|j.D}} > j.66 > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|214H}} || Anywhere || 153 || +20% || All except BA, GO, LE, PO, TE || {{clr|3|Medium}} || Air-to-air conversion from rising {{clr|3|j.S}} which doesn't work at all ranges || [Video] || | ||
|- | |- | ||
|| AA {{clr|3|j.S | || AA {{clr|3|j.S}} > j.66 > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}}/{{clr|4|214H}} || Anywhere || 140 || +20% || All except GO || {{clr|2|Easy}} || Air-to-air conversion from rising {{clr|3|j.S}} || [Video] || | ||
|- | |||
|| Stained {{clr|3|f.S}} > {{clr|3|236S}} > 66 {{clr|2|5K}} > {{clr|4|6H}} > {{clr|1|214P}} || Corner || 124 || +20% || All || {{clr|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 {{clr|1|236236P}} after {{clr|4|6H}} || [https://youtu.be/JR17mjRK26Y Video] || 39320 | |||
|- | |- | ||
|| COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|1|Easy}} || NOTES HERE || [Video] || TBD | || COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|1|Easy}} || NOTES HERE || [Video] || TBD | ||
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|| {{clr|4|6H}} > {{clr|4|236[H]}} > 66 > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}}/{{clr|4|214H}} WS > {{clr|4|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|3|c.S}} needs to be used early and hit the opponent with the highest part of the hitbox, or else {{clr|4|6H}} won't connect. || [https://youtu.be/ujiiNQ9wW5I Video] || 36453 | || {{clr|4|6H}} > {{clr|4|236[H]}} > 66 > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}}/{{clr|4|214H}} WS > {{clr|4|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|3|c.S}} needs to be used early and hit the opponent with the highest part of the hitbox, or else {{clr|4|6H}} won't connect. || [https://youtu.be/ujiiNQ9wW5I Video] || 36453 | ||
|- | |- | ||
|| {{clr|4|6H}} > {{clr|4|236{H} }}> 66 {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} WS > 66 (delay) {{clr|5|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 6H for better damage, though j.D is easier to use. || [https://youtu.be/Qj4Drnd67Io Video] || 36424 | || {{clr|4|6H}} > {{clr|4|236{H} }}> 66 {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} WS > 66 (delay) {{clr|5|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|4|6H}} for better damage, though {{clr|5|j.D}} is easier to use. || [https://youtu.be/Qj4Drnd67Io Video] || 36424 | ||
|- | |||
||{{clr|4|6H}} > {{clr|1|236236P}} > 66 > {{clr|2|5K}} > 66 > {{clr|3|c.S}} > {{clr|4|2H}} WS > {{clr|1|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 | |||
|- | |- | ||
|| CH {{clr|4|6H}} > {{clr|4|236[H]}} (2) > 66 {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|3|j.236S}} WB || Midscreen to corner|| 227 || ~29% || KY || {{clr|3|Medium}} || 6H counterhit midscreen to corner combo. The first hit of {{clr|3|j.236S}} will splat and the projectile will automatically break the wall. Can also run past the opponent after {{clr|4|236[H]}} to side swap. || [https://youtu.be/Y60uiozq3Rw?t=70Video] || - | || CH {{clr|4|6H}} > {{clr|4|236[H]}} (2) > 66 {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|3|j.236S}} WB || Midscreen to corner|| 227 || ~29% || KY || {{clr|3|Medium}} || {{clr|4|6H}} counterhit midscreen to corner combo. The first hit of {{clr|3|j.236S}} will splat and the projectile will automatically break the wall. Can also run past the opponent after {{clr|4|236[H]}} to side swap. || [https://youtu.be/Y60uiozq3Rw?t=70Video] || - | ||
|- | |- | ||
|| CH {{clr|4|6H}} > {{clr|4|236[H]}} (2) > 66 > {{clr|4|6H}} > {{clr|4|236[H]}} (2) WS > {{clr|4|6H}} WB || Midscreen to corner|| 236 || ~31% || KY || {{clr|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. || [https://mobile.twitter.com/zehcroo/status/1508629124784480257 Video] || - | || CH {{clr|4|6H}} > {{clr|4|236[H]}} (2) > 66 > {{clr|4|6H}} > {{clr|4|236[H]}} (2) WS > {{clr|4|6H}} WB || Midscreen to corner|| 236 || ~31% || KY || {{clr|3|Medium}} || DP Punish combo for midscreen {{clr|4|6H}} CH. works against both grounded and airborne opponents. Timing the dashing {{clr|4|6H}} can be awkward due to being off camera. || [https://mobile.twitter.com/zehcroo/status/1508629124784480257 Video] || - | ||
|- | |- | ||
|| CH {{clr|4|2H}} > forward jump > {{clr|5|j.D}} > Airdash > {{clr|3|j.S}} > {{clr|5|j.D}} {{clr|3|j.236S}}/{{clr|4|j.236H}} WS > {{clr|3|214S}}/{{clr|4|214H}} WB || Midscreen || 221 || ~25% || | || CH {{clr|4|2H}} > forward jump > {{clr|5|j.D}} > Airdash > {{clr|3|j.S}} > {{clr|5|j.D}} {{clr|3|j.236S}}/{{clr|4|j.236H}} WS > {{clr|3|214S}}/{{clr|4|214H}} WB || Midscreen || 221 || ~25% || All || {{clr|2|Easy}} || Easy close range {{clr|4|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|4|2H}} hit for the combo to work. Can also opt to wallbreak with {{clr|4|6H}} for more consistency, or {{clr|1|214P}} for stain state. || [https://youtu.be/pmDVCd7T-S8 Video] || - | ||
|- | |- | ||
|| CH {{clr|4|2H}} > {{clr|4|236H}} (1) > 66 {{clr|2|5K}} > jc > {{clr|3|j.S}} > {{clr|4|j.D}} > {{clr|3|j.236S}}/{{clr|4|j.236H}} WB || Corner || 202 || ~23% || | || CH {{clr|4|2H}} > {{clr|4|236H}} (1) > 66 {{clr|2|5K}} > jc > {{clr|3|j.S}} > {{clr|4|j.D}} > {{clr|3|j.236S}}/{{clr|4|j.236H}} WB || Corner || 202 || ~23% || All || {{clr|2|Easy}} || Easy tip range {{clr|4|2H}} counterhit confirm for when you aren't close enough for the scythe portion of {{clr|4|236H}} to connect. || [https://youtu.be/OHDx469OqPA Video] || - | ||
|- | |- | ||
|| CH {{clr|4|2H}} > {{clr|4|6H}} > {{clr|4|236[H]}} (2) > 66 > {{clr|3|c.S}} > {{clr|4|6H}} WS > {{clr|4|236[H]}} WB || Corner || 242 || ~33% || | || CH {{clr|4|2H}} > {{clr|4|6H}} > {{clr|4|236[H]}} (2) > 66 > {{clr|3|c.S}} > {{clr|4|6H}} WS > {{clr|4|236[H]}} WB || Corner || 242 || ~33% || All || {{clr|2|Easy}} || Easy close range {{clr|4|2H}} counterhit confirm. Must be close enough for {{clr|4|236[H]}} to connect both hits after {{clr|4|6H}}. Ending with {{clr|2|236236K}} increases the damage to 263. Can also end with {{clr|1|214P}} for Stain state and 7 less damage. || [https://youtu.be/4IdWbfHGyuk Video] || - | ||
|- | |- | ||
|| CH {{clr|4|2H}} > {{clr|1|236236P}} > 66 {{clr|3|c.S}} > {{clr|5|5[D]}} > {{clr|2|5K}} > {{clr|4|6H}} WS > [{{clr|3|214S}}] or [{{clr|1|214P}}] WB || Midscreen || 269 / 262 || -37% || KY || {{clr|3|Medium}} || {{clr|3|c.S}} can be replaced with another {{clr|2|5K}} for safety. End with {{clr|1|214P}} to enter neutral with the opponent in [[GGST/Testament#Stain|Stain State.]] || [Video] || TBD | || CH {{clr|4|2H}} > {{clr|1|236236P}} > 66 {{clr|3|c.S}} > {{clr|5|5[D]}} > {{clr|2|5K}} > {{clr|4|6H}} WS > [{{clr|3|214S}}] or [{{clr|1|214P}}] WB || Midscreen || 269 / 262 || -37% || KY || {{clr|3|Medium}} || {{clr|3|c.S}} can be replaced with another {{clr|2|5K}} for safety. End with {{clr|1|214P}} to enter neutral with the opponent in [[GGST/Testament#Stain|Stain State.]] || [Video] || TBD | ||
|- | |- | ||
|| CH {{clr|4|5H}} > {{clr|1|214P}} > 66 {{clr|3|f.S}} > stain hit > 66 > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|236S}} WS || Corner || ??? || ??? || ??? || {{clr|2|Easy}} || Counterhit 5H corner combo, works at all 5H ranges, omit 66 at closer ranges to ensure only the 2nd hit of {{clr|3|236S}} connects || (video yet to be added) || | || CH {{clr|4|5H}} > {{clr|1|214P}} > 66 {{clr|3|f.S}} > stain hit > 66 > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|236S}} WS || Corner || ??? || ??? || ??? || {{clr|2|Easy}} || Counterhit {{clr|4|5H}} corner combo, works at all {{clr|4|5H}} ranges, omit 66 at closer ranges to ensure only the 2nd hit of {{clr|3|236S}} connects || (video yet to be added) || | ||
|- | |- | ||
|| COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|2|Easy}} || NOTES HERE || [Video] || TBD | || COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|2|Easy}} || NOTES HERE || [Video] || TBD | ||
Line 208: | Line 216: | ||
! Recipe | ! Recipe | ||
|- style="vertical-align:middle;" | |- style="vertical-align:middle;" | ||
|| {{clr|5|5[D]}}8 > {{clr|4|j.H}} > {{clr|3|j.S}} > jc > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|3|j.SS}} || Anywhere || 203 || 20% || ALL || {{clr|1|Very Easy}} || Simple and optimised | || {{clr|5|5[D]}}8 > {{clr|4|j.H}} > {{clr|3|j.S}} > jc > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|3|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|5|5[D]}}8 > {{clr|4|j.H}} > {{clr|5|j.D}} > jc > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|3|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|3|j.S}} for a {{clr|5|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 | || {{clr|5|5[D]}}8 > {{clr|4|j.H}} > {{clr|5|j.D}} > jc > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|3|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|3|j.S}} for a {{clr|5|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 | ||
Line 216: | Line 224: | ||
|| {{clr|5|5[D]}}8 > {{clr|5|j.D}} > {{clr|3|j.S}} > jc > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|5|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|5|j.D}}'s. Starting with {{clr|5|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 | || {{clr|5|5[D]}}8 > {{clr|5|j.D}} > {{clr|3|j.S}} > jc > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|5|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|5|j.D}}'s. Starting with {{clr|5|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 | ||
|- | |- | ||
|| | || {{clr|5|5D}} > 88RRC > 66 > {{clr|4|c.S}} >{{clr|5|5[D]}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|236S}} > WS > {{clr|1|214P}}/super || Corner || 148 || ? || Ky || {{clr|2|Easy}} || Should be universal and can end with super or {{clr|1|214P}} || || TBD | ||
|- | |- | ||
|| CH {{clr|5|2D}} > {{clr|4|236[H]}} (2) > 66 > {{clr|3|c.S}} > {{clr|4|236H}} (2) WS > {{clr|1|214P}} || Close to corner || 188 || ~28% || | || Stained {{clr|5|5D}} > 66 > {{clr|3|c.S}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|1|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 | ||
|- | |||
|| Stained {{clr|5|5D}} > {{clr|3|c.S}} > {{clr|5|5[D]}} > 66 {{clr|2|5K}} > {{clr|4|6H}}> WS > {{clr|1|214P}}/{{clr|3|214S}}/super || Corner || 147({{clr|1|214P}})<br>152({{clr|3|214S}})<br>171({{clr|2|236236K}})<br>162({{clr|1|236236P}}) || 25~ || All except GO, LE, NA, PO || {{clr|3|Medium}} || Wont work from a far {{clr|5|5D}}. {{clr|2|5K}} whiffs on heavy characters. || [https://gfycat.com/insecureoddarabianhorse Video] || | |||
|- | |||
|| CH {{clr|5|2D}} > {{clr|4|236[H]}} (2) > 66 > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236H}} (2) WS > {{clr|1|214P}} || Close to corner || 188 || ~28% || All || {{clr|2|Easy}} || Point blank {{clr|5|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|4|6H}} instead if the opponent splats low to the ground, as {{clr|1|214P}} can whiff at times. || [https://youtu.be/3nKYjMzhjiA Video] || 46932 | |||
|- | |- | ||
|| COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|1|Easy}} || NOTES HERE || [Video] || TBD | || COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|1|Easy}} || NOTES HERE || [Video] || TBD | ||
Line 241: | Line 253: | ||
! Recipe | ! Recipe | ||
|- style="vertical-align:middle;" | |- style="vertical-align:middle;" | ||
|| {{clr|5|6D}}/{{clr|5|4D}} > {{clr|3|236S}} || Corner ||91 || TENSION || All || {{clr|1|Very Easy}} || Best OTG option for damage and oki. after 236S projectile hits the opponent you are +23 || || | || {{clr|5|6D}}/{{clr|5|4D}} > {{clr|3|236S}} || Corner ||91 || TENSION || All || {{clr|1|Very Easy}} || Best OTG option for damage and oki. after {{clr|3|236S}} projectile hits the opponent you are +23 || || | ||
|- | |- | ||
|| {{clr|5|6D}}/{{clr|5|4D}} > 66RRC > {{clr|4|236[H]}} > 66 {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|236S}} WS > [{{clr|3|214S}}] or [{{clr|1|214P}}] || Midscreen to Corner || 157 or 154 || -35% + Positive || KY || {{clr|3|Medium}} || Don't delay {{clr|4|236[H]}} after Red Roman Cancel Explosion. End with {{clr|1|214P}} to enter neutral with the opponent in [[GGST/Testament#Stain|Stain State.]] || [https://youtu.be/sX5dh12dYWw Video] || 36438 | || {{clr|5|6D}}/{{clr|5|4D}} > 66RRC > {{clr|4|236[H]}} > 66 {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|236S}} WS > [{{clr|3|214S}}] or [{{clr|1|214P}}] || Midscreen to Corner || 157 or 154 || -35% + Positive || KY || {{clr|3|Medium}} || Don't delay {{clr|4|236[H]}} after Red Roman Cancel Explosion. End with {{clr|1|214P}} to enter neutral with the opponent in [[GGST/Testament#Stain|Stain State.]] || [https://youtu.be/sX5dh12dYWw Video] || 36438 | ||
|- | |- | ||
|| {{clr|5|6D}}/{{clr|5|4D}} > 66PRC > 66 {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}} || | || {{clr|5|6D}}/{{clr|5|4D}} > dl.66PRC > 66 {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}} || Anywhere || 125 || || All || {{clr|2|Easy}} || Must let throw animation finish before PRC. Best damage known so far that works anywhere || || | ||
|- | |||
|| {{clr|5|6D}}/{{clr|5|4D}} > 66RRC > 66 {{clr|5|5[D]}} > 66 {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|214S}} || Anywhere || 121 || || All || {{clr|2|Easy}} || Lower damage and only useful if you do not like to PRC || || | |||
|- | |- | ||
|| {{clr|5|6D}}/{{clr|5|4D}} > 66RRC~{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236 | || {{clr|5|6D}}/{{clr|5|4D}} > 66RRC~{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236{S}/236[S] }} WS > {{clr|3|214S}} WB || Corner || 167/169 || -38.5% || KY || {{clr|3|Medium}} || If the quick RRC is replaced with a regular one, damage is reduced from 166 to 158. Failing the {{clr|3|236{S} }} half-charge results in the loss of 1 damage. || || TBD | ||
|- | |- | ||
|| {{clr|5|6D}}/{{clr|5|4D}} > 66PRC > {{clr|4|6H}} > {{clr|4|236 | || {{clr|5|6D}}/{{clr|5|4D}} > dl.66PRC > {{clr|4|6H}} > {{clr|4|236{H} }} > 66 {{clr|4|5H}} WS > {{clr|4|214H}} WB || Corner || 171 || -38.5% || KY || {{clr|4|Hard}} || Harder route than the fast RC; the timing for the 66PRC > {{clr|4|6H}} is fairly tight, and is immediately followed by a half-charged {{clr|4|236{H} }}. The result is slightly more damage than the fast RRC route with the trade-off that you can't end with {{clr|1|214P}} because of the succubus position. If you miss the half-charge, the combo is still technically possible, but the {{clr|4|5H}} juggle is much harder, and results in 169 damage. || || | ||
|- | |- | ||
|| COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|1|Easy}} || NOTES HERE || [Video] || TBD | || COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|1|Easy}} || NOTES HERE || [Video] || TBD |
Revision as of 18:01, 16 May 2022
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Testament Specific Notation
Stain
When starting a combo in Stain State, the combo should begin with "Stained" before anything else.
If Testament would complete multiple attacks before the stain explosion (i.e. 2PP followed by stain) then you may notate the Stain explosion as (Stain) if you deem it appropriate. For example;
... 214P > 2PP Stain > 236[H] > etc...
Else, you may assume that after applying Stain mid-combo, that the next attack will always activate the stain explosion.
Grave Reaper
As Grave Reaper has 3 separate levels of charge. The following notation will be used to denote each level of charge;
- 236S / 236H = Level 1 / No charge
- 236{S} / 236{H} = Level 2 / Half charge
- 236[S] / 236[H] = Level 3 / Full charge
Combo Theory
Placeholder Text
Combo List
- This list is meant for actual combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
- The list is focused on most practical examples, not every single option that exists.
- All damage values are damage dealt to Ky unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
Beginner Combo List
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|
5K/2K > 2D > 236S | Anywhere | 95/77 | TBD | SO, KY | Very Easy | K starter with lots of carry. | Video | TBD |
5[D]8 > j.H > j.S > jc > j.H > j.S > j.D > j.SS | Anywhere | 203 | 20% | All | Very Easy | Simple and optimised Bread and 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 |
2P > 6P > 236S(whiff) | Anywhere | 41 | 7% | All | 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.. | [Video] | TBD |
c.S > 2D > 236H > f.S | Anywhere | 129 | TBD | All | Easy | Good c.S starter to put the opponent at fullscreen for zoning. | Video | TBD |
Combo List
Punch Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|
66 5PPP/2PPP > 6P > ... | Not Corner | 62/58 | +11% | All | Very Easy | Works on all characters both standing and crouching, including Faust. Run momentum is required if you wish to land the 3rd P. 2P has less knockback than 5P, but also less damage, so if you're not point-blank you might wish to do 3 2Ps instead of 2 5Ps for more total damage. | Video | 36400 |
6P > 236S | Anywhere | 81 | +9.5% | All except AN, BA | Very Easy | Only works at point-blank range, or with dash momentum. Varies by character. Grave Reaper only lands one hit on I-No. Only works with dash momentum on CH, GI, HA, IN, JC, MI, RA, SO. | Video | 36402 |
AA 5P > 236H > 66 5K > 6H > ... | Anywhere | 94 | +15% | All | Medium | You can half-charge the 236H if the opponent is too high to be hit by the slash from Grave Reaper. | Video | 36404 |
AA 5P > 6H > 236236P > 66 c.S > 5[D] > 66 5K > 6H WS > [214S/H] or [214P] | Near Midscreen | 207 | -40% | All | Medium | Very reliant on position. If you're too far back, you won't be able to break the wall unless you're willing to spend another 50% tension, too far forward and the WS will happen early. | Video | 36406 |
Stained AA 6P > 66 5K > 6H > 214S/H | Anywhere | 129 | - | All | Easy | - | Video | TBD |
Stained AA 6P > 66 c.S > c.S > 236S/H | Anywhere | 124 | - | All | Easy | Easy 6P anti-air when the opponent is in Stain State. Easiest if opponent is higher in the air when hit with 6P. | Video | TBD |
Stained AA 6P > 66 c.S > 5[D] > 66PRC > c.S > c.S > 236S/H WS > [214P] or [6H] | Midscreen | 184/188 | - | All | Easy | End with 214P to apply Stain State. | Video | 30011 |
Kick Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|
5K/2K > 2D > 236S | Anywhere | 95 | All | Very Easy | K starter with lots of carry | Video | 36407 | |
5K > 2D > 236H (2) > 214S | Anywhere | 119 | ~18% | BA, KY, HA, JC, TE | Medium | Long range 5K starter. Does not land off 2K. 214S Whiffs if done from point blank, and 214H's projectile whiffs if done from too far. Needs more testing. | Video | - |
5K > 2D > 236H > 66 5K > 6H > 214S/214H | Anywhere | 139 | +25%~ | AX, CH, FA, GI, KY, MA, MI, PO, RA, SO, TE, ZT | Medium | Must be point blank for midscreen 2K. There may possibly be an optimal decision between 214S/214H, the opponent seems to recover at the same time from both, but one rolls and the other knocks up. Needs some research. | Video | 36409 |
5K > 2D > 236H > 66 5K > 6H > 236S WS > [214S] or [214P] | Near Corner | 176 | +35%~ | All | Medium | End with 214P to enter neutral with the opponent in Stain State. | Video | 36411 |
2K/5K > 2D > 236H(1) > 66PRC > 236H(2) > 66 c.S > 2H > 236H WS > [6H] or [214P] | Midscreen | 178 (5K and 6H) | - | All | Medium | PRC in between the first and second hit of Grave Reaper for more consistency. End with 214P to enter neutral with the opponent in Stain State. | Video | - |
Stained 2K/5K > 66c.S > 6H > 236H > 214P | Corner | 145 | 25~ | All | Easy | Needs further testing, as with the 5D stain state combo the dash can be omitted but it makes the combo more consistent. | Video | 36412 |
COMBO | POSITION | DMG | TENSION | CHARACTER | Very Easy | NOTES HERE | [Video] | TBD |
Slash Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|
c.S > 2D > 236H > 66 5K > 6H > ... | Anywhere | 146 | TENSION | All | Easy | Go-to combo if the 2K/5K version doesn't work. | Video | 36414 |
c.S > 2D > 236H > 66 2K > 236S | Anywhere | 145 | TENSION | AN, AX, JC, KY, GO, LE, MA TE | Medium | Can be helpful in placing a succubus close to opponent. Almost works on GI and MA, but the 236S whiffs. | Video | 36416 |
CH c.S > 6H > 236[H] > 665K > 6H > 236S > WS > 214P | Midscreen | 226 | 35~ | KY | Easy | DP Punish/CH c.S confirm midscreen, gives a stain state wallbreak. | Video | 36417 |
AA j.S > j.D > j.66 > j.S > j.H > c.S > 6H > 214H | Anywhere | 153 | +20% | All except BA, GO, LE, PO, TE | Medium | Air-to-air conversion from rising j.S which doesn't work at all ranges | [Video] | |
AA j.S > j.66 > j.S > j.H > c.S > 6H > 214S/214H | Anywhere | 140 | +20% | All except GO | Easy | Air-to-air conversion from rising j.S | [Video] | |
Stained f.S > 236S > 66 5K > 6H > 214P | Corner | 124 | +20% | All | Easy | Simple conversion that keeps your opponent in stain state and the corner if you hit them with a max range far slash and don't have the meter to cash out with 236236P after 6H | Video | 39320 |
COMBO | POSITION | DMG | TENSION | CHARACTER | Easy | NOTES HERE | [Video] | TBD |
Heavy Slash Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|
2H > f.S | Anywhere | 77 | +12% | KY | Very Easy | Surprisingly useful due to 2H being -2 on block and covering a lot of range | Video | 36419 |
6H > 236[H] > 66 > c.S > f.S > 5H WS > 214S/214H | Corner | 226 | +25% | KY | Easy | c.S needs to be slightly delayed in order for the opponent to fall into it. 5H can be canceled into an overdrive for an easy overdrive wallbreak. | Video | 36421 |
6H > 236[H] > 66 > c.S > 6H > 214S/214H WS > 5H | Corner | 236 | +25% | KY | Medium | A modification of the previous combo. It deals more damage, but it's more difficult to combo into an overdrive due to the wall splatting move being a special instead of a normal. c.S needs to be used early and hit the opponent with the highest part of the hitbox, or else 6H won't connect. | Video | 36453 |
6H > 236{H} > 66 c.S > j.S > j.H > j.D WS > 66 (delay) j.D WB | Back to Corner | 225 | - | KY | Hard | Sideswap combo to wallbreak utilising the partially charged Grave Reaper. You might be able to end with 6H for better damage, though j.D is easier to use. | Video | 36424 |
6H > 236236P > 66 > 5K > 66 > c.S > 2H WS > 214P WB | Midscreen to corner | 250 | -50% + Positive | All | Medium | Won't work from max distance 6H as super will knock down instead of carrying. Situational combo | Video | 47016 |
CH 6H > 236[H] (2) > 66 c.S > j.S > j.D > j.236S WB | Midscreen to corner | 227 | ~29% | KY | Medium | 6H counterhit midscreen to corner combo. The first hit of j.236S will splat and the projectile will automatically break the wall. Can also run past the opponent after 236[H] to side swap. | [1] | - |
CH 6H > 236[H] (2) > 66 > 6H > 236[H] (2) WS > 6H WB | Midscreen to corner | 236 | ~31% | KY | Medium | DP Punish combo for midscreen 6H CH. works against both grounded and airborne opponents. Timing the dashing 6H can be awkward due to being off camera. | Video | - |
CH 2H > forward jump > j.D > Airdash > j.S > j.D j.236S/j.236H WS > 214S/214H WB | Midscreen | 221 | ~25% | All | Easy | Easy close range 2H counterhit for meterless round start to corner wallbreak. works well with dash momentum. The closer to the corner the opponent is, the less close Testament needs to be on the 2H hit for the combo to work. Can also opt to wallbreak with 6H for more consistency, or 214P for stain state. | Video | - |
CH 2H > 236H (1) > 66 5K > jc > j.S > j.D > j.236S/j.236H WB | Corner | 202 | ~23% | All | Easy | Easy tip range 2H counterhit confirm for when you aren't close enough for the scythe portion of 236H to connect. | Video | - |
CH 2H > 6H > 236[H] (2) > 66 > c.S > 6H WS > 236[H] WB | Corner | 242 | ~33% | All | Easy | Easy close range 2H counterhit confirm. Must be close enough for 236[H] to connect both hits after 6H. Ending with 236236K increases the damage to 263. Can also end with 214P for Stain state and 7 less damage. | Video | - |
CH 2H > 236236P > 66 c.S > 5[D] > 5K > 6H WS > [214S] or [214P] WB | Midscreen | 269 / 262 | -37% | KY | Medium | c.S can be replaced with another 5K for safety. End with 214P to enter neutral with the opponent in Stain State. | [Video] | TBD |
CH 5H > 214P > 66 f.S > stain hit > 66 > 5K > 6H > 236S WS | Corner | ??? | ??? | ??? | Easy | Counterhit 5H corner combo, works at all 5H ranges, omit 66 at closer ranges to ensure only the 2nd hit of 236S connects | (video yet to be added) | |
COMBO | POSITION | DMG | TENSION | CHARACTER | Easy | NOTES HERE | [Video] | TBD |
Dust Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|
5[D]8 > j.H > j.S > jc > j.H > j.S > j.D > j.SS | Anywhere | 203 | 20% | ALL | Very Easy | Simple and optimised BnB A staple combo that is simple yet effective. for all characters, but the timing is faster if done in the corner. | Video | 36428 |
5[D]8 > j.H > j.D > jc > j.H > j.S > j.D > j.SS | Anywhere | ~213 | 22% | MA, AX, PO, FA, MI, ZA, RA, LE, NA, GO | Easy | On half of the cast, you can swap a j.S for a j.D and get away with it. There's no logic for these characters it works on, it just does. | Video | 36429 |
5[D]8 > j.H > j.D > jc > j.S > j.H > j.D > j.SS | Anywhere | ~212 | 22% | SO, GI, IN | Easy | Sol, Giovanna & I-No Specific Route, swapping the j.S and j.H to make the previous combo work on their wonkier hurtboxes. | Video | 36430 |
5[D]8 > j.D > j.S > jc > j.S > j.H > j.S > j.DD | Anywhere | 208 | 21% | KY, CH, AN, JC, HC, BA, TE | Easy | The rest of the cast needs a different route to squeeze in more j.D's. Starting with j.D makes the scaling a lot better than the basic BNB, but the rest of the route is vastly different in order to adjust for the pushback. | Video | 36431 |
5D > 88RRC > 66 > c.S >5[D] > 5K > 6H > 236S > WS > 214P/super | Corner | 148 | ? | Ky | Easy | Should be universal and can end with super or 214P | TBD | |
Stained 5D > 66 > c.S > 5K > 6H > 214P | Corner | 138 | 25~ | All | Easy | The 66 microdash can be omitted however it makes the combo much more consistent. | Video | 36433 |
Stained 5D > c.S > 5[D] > 66 5K > 6H> WS > 214P/214S/super | Corner | 147(214P) 152(214S) 171(236236K) 162(236236P) |
25~ | All except GO, LE, NA, PO | Medium | Wont work from a far 5D. 5K whiffs on heavy characters. | Video | |
CH 2D > 236[H] (2) > 66 > c.S > 2H > 236H (2) WS > 214P | Close to corner | 188 | ~28% | All | Easy | Point blank 2D CH combo. Works on everyone, but heavies need to be closer to the wall, and the timing is much more lenient against lightweights. End with 6H instead if the opponent splats low to the ground, as 214P can whiff at times. | Video | 46932 |
COMBO | POSITION | DMG | TENSION | CHARACTER | Easy | NOTES HERE | [Video] | TBD |
Throw Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|
6D/4D > 236S | Corner | 91 | TENSION | All | Very Easy | Best OTG option for damage and oki. after 236S projectile hits the opponent you are +23 | ||
6D/4D > 66RRC > 236[H] > 66 5K > 6H > 236S WS > [214S] or [214P] | Midscreen to Corner | 157 or 154 | -35% + Positive | KY | Medium | Don't delay 236[H] after Red Roman Cancel Explosion. End with 214P to enter neutral with the opponent in Stain State. | Video | 36438 |
6D/4D > dl.66PRC > 66 c.S > 6H > 214S | Anywhere | 125 | All | Easy | Must let throw animation finish before PRC. Best damage known so far that works anywhere | |||
6D/4D > 66RRC > 66 5[D] > 66 5K > 6H > 214S | Anywhere | 121 | All | Easy | Lower damage and only useful if you do not like to PRC | |||
6D/4D > 66RRC~c.S > 6H > 236{S}/236[S] WS > 214S WB | Corner | 167/169 | -38.5% | KY | Medium | If the quick RRC is replaced with a regular one, damage is reduced from 166 to 158. Failing the 236{S} half-charge results in the loss of 1 damage. | TBD | |
6D/4D > dl.66PRC > 6H > 236{H} > 66 5H WS > 214H WB | Corner | 171 | -38.5% | KY | Hard | Harder route than the fast RC; the timing for the 66PRC > 6H is fairly tight, and is immediately followed by a half-charged 236{H} . The result is slightly more damage than the fast RRC route with the trade-off that you can't end with 214P because of the succubus position. If you miss the half-charge, the combo is still technically possible, but the 5H juggle is much harder, and results in 169 damage. | ||
COMBO | POSITION | DMG | TENSION | CHARACTER | Easy | NOTES HERE | [Video] | TBD |
Special Move Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|
214S/214H > 66RRC > 6H > 236[S] > 6H > 214P WS > 214S/214H WB | Corner | 202 | -50% | All | Easy | High/low mixup conversion for 50% meter. Does require a little spacing to not make Arbiter Sign whiff. | Video | 36440 |
COMBO | POSITION | DMG | TENSION | CHARACTER | Easy | NOTES HERE | [Video] | TBD |
- Anji Mito [★]
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