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}}
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{{Combo Notation
{{Combo Notation
| game=GGST
| game=GGST
}}
}}


==Testament Specific Notation==


==Combo Theory==
===Stain===
 
===Special Testament Notation===
====Stain (tentative)====
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 explostion as (Stain) if you deem it appropriate. For example;
If Testament would complete multiple attacks before the stain explosion (i.e. {{clr|P|2PP}} followed by stain) then you may notate the Stain explosion as (Stain) if you deem it appropriate. For example;
  Stained {{clr|1|2PP}} > (Stain) > {{clr|4|236[H]}} > etc...
  ... 214P > {{clr|P|2PP}} Stain > {{clr|H|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.


====Grave Reaper====
===Grave Reaper===
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|S|236S}} / {{clr|H|236H}} = Level 1 / No charge  
* {{clr|3|236]S[}} / {{clr|4|236]H[}} = Level 2 / Half-charge
* {{clr|S|236{S} }} / {{clr|H|236{H} }} = Level 2 / Half charge
* {{clr|3|236[S]}} / {{clr|4|236[H]}} = Level 3 / Full charge
* {{clr|S|236[S]}} / {{clr|H|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:
 
<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.
 
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}} Anti Air, {{color|S|c.S}}...</code>
* <code>{{color|K|5K}} Anti Air...</code>
* <code>Up-close {{color|S|2S}} CH...</code>
* <code>{{color|D|2D}} CH... (skip {{color|H|6H}})</code>
 
{{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|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:
* <code>...66 {{color|K|5K}} > {{color|H|6H}}...</code>
* <code>...66 {{color|S|c.S}} > {{color|H|6H}}/{{color|H|2H}}...</code>
* <code>...66 {{color|S|c.S}} > {{color|P|214[P]}} > {{color|K|5K}} > Stain Pop...</code>
These are sorted by consistency, as spacing is also needed for all of these to combo properly. {{color|K|5K}} > {{color|H|6H}} is the most stable and easiest, but if you are close enough you can get a run up {{color|S|c.S}}. To get a juggle with {{color|P|214[P]}} you need to have run under them high enough to have the {{color|K|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 {{color|H|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:
 
<code>...{{color|H|214H}}</code>
* This is your most basic ender, netting a small bit of damage in return giving up a strong {{keyword|okizeme}} 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.
 
<code>...{{color|S|236[S]}}</code>
*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.
 
<code>...(WS) {{color|P|236236P}}, {{color|H|214H}}/{{color|H|6H}}</code>
* 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>
*The strongest meterless wall-break option. Although big damage buttons and moves like {{color|H|6H}} and {{color|H|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:
 
<code>Stain Pop > 66 {{color|K|5K}} > {{color|H|6H}} > Ender</code>
* 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 {{color|S|f.S}}.
 
<code>Stain Pop > 66 {{color|S|c.S}} > {{color|P|214[P]}} > {{color|K|5K}} Stain Pop > 66 {{color|S|c.S}} > {{color|H|6H}}/{{color|H|2H}} > Ender</code>
* 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 {{color|S|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.
 
<code>Stain Pop > 66 {{color|S|236[S]}}</code>
* 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'''.
 
<code>Stain Pop (Heavy CH) > 66 dl {{color|S|c.S}}...</code>
* Because of how high Heavy Counter Hit lifts your opponent, you have enough time to run under and {{color|S|c.S}} into combos following the theory listed above.
 
<code>Stain Pop (Heavy CH) > dl {{color|P|214[P]}}, {{color|S|214S}}/{{color|S|f.S}}...</code>
* 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 {{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}} 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===
With the dash cancels from {{color|K|5K}} and {{color|S|c.S}}, Testament can use a {{keyword|Kara Cancel}}led {{color|H|236H}} as a great tool for both pressure and combos. You execute this by buffering a dash during the {{color|H|236H}} motion, either with a 66 input or the dash macro.
 
On regular hit, you can get {{color|K|5K}} > {{color|H|6H}} > Ender, but on counter hit you can run up {{color|S|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 {{color|H|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 {{color|H|H}} normals cause, you to get access conversions you would otherwise not be able to. The key to this different routing is {{color|P|214[P]}}. You can combo directly into this, then link into {{color|S|214S}} or {{color|S|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 {{color|S|214S}} into even more damage.
 
<code>{{color|H|5H}} CH > {{color|P|214[P]}}, {{color|S|214S}} > (66 {{color|K|5K}}) {{color|H|6H}} Ender</code>
 
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.
 
{{color|H|6H}} and {{color|H|2H}} have other more niche routes that are listed in the [[GGST/Testament/Combos#Heavy_Slash_Starters|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 {{color|H|5H}} and {{color|H|2H}} to frame-trap.
 
===Side Switch Routes===
[[File:GGST Testament cS hitbox.png|250px|frameless|right|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 {{color|S|c.S}}, it can actually hit the opponent's falling hurtbox ''behind'' you. Because the hitbox of the Crow when doing {{color|P|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 {{color|P|214[P]}} on the same side you initially comboed from, ''then'' switch your inputs for the other side. Examples:
 
<code>{{color|S|c.S}} CH > {{color|H|6H}} > {{color|H|236[H]}} > 66 (cross under) {{color|S|c.S}} > {{color|P|214[P]}} > (now side switched) {{color|K|5K}} > {{color|H|6H}} WS {{color|P|214[P]}}</code>
 
<code>Stain Pop > 66 (cross under) {{color|S|c.S}}> {{color|P|214[P]}} > (now side switched) {{color|K|5K}} > {{color|H|6H}} WS {{color|P|214[P]}}</code>
 
Getting the side switch after {{color|H|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 {{color|P|214[P]}} input will be read as {{color|P|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 {{color|P|2P}} or {{color|K|5K}} to start to get the feel if you are having difficulty.
{{Clear}}


==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 / Fundamental Combo List==
{| class="wikitable sortable"
|-
{{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
|combo = {{clr|K|2K}} > ({{clr|D|2D}}) (Optional) > {{clr|H|236H}} > ...
|position = Anywhere
|damage = 77
|worksOn = Everyone
|difficulty = Easy
|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 =
|recipePS =
|video =[https://youtu.be/9qCTVK3u7vQ Video]
|checkedVersion = 1.33
}}
 
|-
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|S|214S}}
|position = Anywhere
|damage = 140
|worksOn = Everyone
|difficulty = Very Easy
|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 =
|recipePS =
|video = [https://youtu.be/1BNvm8NLJZo Video]
|checkedVersion = 1.33
}}
 
|-
{{GGST-ComboTableRow
|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
|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
}}


==Beginner Combo List==
{| class="wikitable sortable" border="1" style="min-width: 100%;"
|- 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|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 carrry || [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% || ALL || {{clr|1|Very Easy}} || Simple and optimised BNB for all characters, but the timing is faster if done in the corner.|| [https://youtu.be/YatF2UxZuvU Video] || 36428
{{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
|difficulty = Medium
|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 = 173105
|recipePS =
|video = [https://youtu.be/RrLXb8OROfA Video]
|checkedVersion = 1.33
}}
 
|-
{{GGST-ComboTableRow
|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
|damage = 104
|worksOn = Everyone
|difficulty = Medium
|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 =
|recipePS =
|video =[https://youtu.be/jQgKcDap0DU 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
|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
}}
 
|-
|-
|| COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|1|Easy}} || NOTES HERE || [Video] || TBD
|}
|}


==Combo List==
==Combo List==
<div style="text-align:center">
<div style="text-align:center">
==={{clr|1|Punch}} Starters===
==={{clr|P|Punch}} Starters===
</div>
{{Collapsible Combo List Wrapper
{| class="wikitable sortable" border="1" style="min-width: 100%;"
|Header = '''{{clr|P|5P}}/{{clr|P|2P}}'''
|- style="font-weight:bold; vertical-align:middle;"
|ComboList =  
! style="width: 25%"|Combo
<tabber>No Stain =
! Position
{| class="wikitable sortable"
! Damage
{{GGST-ComboTableHeader}}
! Tension Gain
|-
! Works on:
{{GGST-ComboTableRow
! Difficulty
|combo = 66 {{clr|P|5PPP}}/{{clr|P|2PPP}} >  {{clr|P|6P}} > ...
! style="width: 48%"|Notes
|position = Not Corner
! Video
|damage = 62/58
! Recipe
|worksOn = Everyone
|- style="vertical-align:middle;"
|difficulty = Very Easy
|| 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
|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
|recipePS =
|video =[https://youtu.be/Jx_mGG5zXuE Video]
|checkedVersion = 1.33
}}
|-
{{GGST-ComboTableRow
|combo = AA {{clr|P|5P}} > {{clr|H|236H}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > ...
|position = Anywhere
|damage = 94
|worksOn = Everyone
|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.]]
|recipePC = 36404
|recipePS =
|video =[https://youtu.be/42PWpfyIbzc Video]
|checkedVersion = 1.33
}}
|-
{{GGST-ComboTableRow
|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
|damage = 207
|worksOn = Everyone
|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.
|recipePC =
|recipePS =
|video =[https://youtu.be/Lb-SyucpS9A Video]
|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
}}
|-
|}
|-|
Stain =
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-
 
|-
|}
</tabber>
}}
 
{{Collapsible Combo List Wrapper
|Header='''{{clr|P|6P}}'''
|ComboList=<tabber>No Stain=
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|P|6P}} > {{clr|S|236S}}
|position = Anywhere
|damage = 81
|worksOn = Everyone
|difficulty = Very Easy
|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
|recipePS =
|video =[https://youtu.be/HsdfUv_zusQ 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
}}
|-
{{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
}}
|-
|}
|-|
Stain =
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = Stained AA {{clr|P|6P}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}}/{{clr|H|H}}
|position = Anywhere
|damage = 129
|worksOn = Everyone
|difficulty = Easy
|notes =
|recipePC =
|recipePS =
|video = [https://youtu.be/WBJvRXFKEz8 Video]
|checkedVersion = 1.33
}}
|-
{{GGST-ComboTableRow
|combo = Stained AA {{clr|P|6P}} > 66 {{clr|S|c.S}} > {{clr|D|5[D]}} > 66PRC > {{clr|S|c.S}} > {{clr|S|c.S}} > {{clr|S|236S}}/{{clr|H|H}} WS > {{clr|P|214P}}
|position = Midscreen
|damage = 184
|worksOn = Everyone
|difficulty = Easy
|notes =
|recipePC = 30011
|recipePS =
|video =[https://youtu.be/FtKuJ5MAfCU Video]
|checkedVersion = 1.33
}}
|-
|}
</tabber>
}}
 
==={{clr|K|Kick}} Starters===
{{Collapsible Combo List Wrapper
|Header='''{{clr|K|5K}}/{{clr|K|2K}}'''
|ComboList=
<tabber>No Stain =
{| class="wikitable sortable"  
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo ={{clr|K|2K}}/{{clr|K|5K}} > {{clr|D|2D}} > {{clr|S|236S}}/{{clr|H|H}}
|position = Anywhere
|damage = 77/95
|worksOn = Everyone
|difficulty = Very Easy
|notes ={{clr|K|K}} starter with lots of carry. {{clr|H|H}} version sets up a manual timed IAD safejump.
|recipePC =  36407
|recipePS =
|video = [https://youtu.be/EK8rDKQk8Xk Video]
|checkedVersion = 1.33
}}
|-
 
{{GGST-ComboTableRow
|combo ={{clr|K|5K}} > {{clr|D|2D}} > {{clr|H|236H}} > {{clr|S|214S}}
|position = Anywhere
|damage = 119
|worksOn = Everyone
|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.
|recipePC =
|recipePS =
|video =[https://youtu.be/Y60uiozq3Rw?t=14 Video]
|checkedVersion = 1.33
}}
|-
 
{{GGST-ComboTableRow
|combo ={{clr|K|5K}} > {{clr|D|2D}} > {{clr|H|236H}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}}/{{clr|H|214H}}
|position = Anywhere
|damage = 139
|worksOn = Everyone
|difficulty = Medium
|notes = Must be near point blank for midscreen {{clr|K|2K}}.
|recipePC = 36409
|recipePS =
|video = [https://youtu.be/rN1Wqoxo2H0 Video]
|checkedVersion = 1.33
}}
|-
 
{{GGST-ComboTableRow
|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
|damage = 145
|worksOn = Everyone
|difficulty = Medium
|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 =
|recipePS =
|video =[https://youtu.be/ItZLyCPiQIA Video]
|checkedVersion = 1.33
}}
|-
 
{{GGST-ComboTableRow
|combo ={{clr|K|2K}} > {{clr|D|2D}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H}} > dl. {{clr|S|2S}} > {{clr|K|214K}} ...
|position = Anywhere
|damage = 85
|worksOn = Everyone
|difficulty = Medium
|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 =
|recipePS =
|video =
|checkedVersion = 1.33
}}
|-
 
|}
|-|
Stain =
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-
 
{{GGST-ComboTableRow
|combo =Stained {{clr|K|2K/5K}} > 66 {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236[H]}} > {{clr|P|214P}}
|position = Corner
|damage = 150/175
|worksOn = Everyone
|difficulty = Easy
|notes =
|recipePC =
|recipePS =
|video =
|checkedVersion = 1.33
}}
|-
 
{{GGST-ComboTableRow
|combo =Stained {{clr|K|2K/5K}} > 66 {{clr|S|c.S}} > {{clr|P|214[P]}} > {{clr|K|5K}} dc > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|P|214[P]}}
|position = Midscreen
|damage = 140/162
|worksOn = Everyone
|difficulty = Medium
|notes = BNB midscreen wallbreak confirm off Stain State. Commonly referred to as "crow carry".
|recipePC = 174174
|recipePS =
|video =[https://youtu.be/8GHCN1KT-8E Video]
|checkedVersion = 1.33
}}
|-
 
{{GGST-ComboTableRow
|combo =Stained {{clr|K|2K/5K}} > 66 {{clr|S|c.S}} > {{clr|P|214[P]}} > {{clr|K|5K}} dc > {{clr|S|c.S}} > {{clr|H|236H}} > {{clr|K|5K}} > {{clr|H|6H}} > ...
|position = Anywhere
|damage = 104
|worksOn = Everyone
|difficulty = Medium
|notes = BNB crow carry useful for anywhere. Leaves option for manual or teleport safe jump mix, continue into Nostrovia, or continue into Wild Assault.
|recipePC =
|recipePS =
|video =[https://youtu.be/jQgKcDap0DU Video]
|checkedVersion = 1.33
}}
|-
 
{{GGST-ComboTableRow
|combo =Stained {{clr|K|2K/5K}} > 66 {{clr|S|c.S}} > {{clr|P|214[P]}} > {{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|214[P]}}
|position = Back to Corner
|damage = 161/182
|worksOn = Everyone
|difficulty = Hard
|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 =
|recipePS =
|video =[https://www.youtube.com/watch?v=vMl_IN5P-gU Video]
|checkedVersion = 1.33
}}
|-
 
{{GGST-ComboTableRow
|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
|damage = 176/208
|worksOn = Everyone
|difficulty = Medium
|notes =Corner to corner wallbreak ending in stain state. {{clr|K|2K}} starter is much less consistent due to blowback changes.
|recipePC =
|recipePS =
|video =[https://www.youtube.com/watch?v=c9yqNdQEc4M Video]
|checkedVersion = 1.33
}}
|-
 
|}
</tabber>
}}
 
==={{clr|S|Slash}} Starters===
{{Collapsible Combo List Wrapper
|Header = '''{{clr|S|c.S}}'''
|ComboList =
<tabber>No Stain =
{| class="wikitable sortable"
{{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}}.
|recipePC = 166514
|recipePS =
|video =  [https://youtu.be/NLHtjrtkDFg Video]
|checkedVersion = 1.33
}}
|-
 
{{GGST-ComboTableRow
|combo ={{clr|S|c.S}} > ({{clr|D|2D}}) > {{clr|H|236H}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > ...
|position = Anywhere
|damage = 146
|worksOn = Everyone
|difficulty = Easy
|notes =Go-to combo if the {{clr|K|2K/5K}} version doesn't work.
|recipePC =  173094
|recipePS =
|video =  [https://youtu.be/zXSvwA2hsgQ Video]
|checkedVersion = 1.33
}}
|-
 
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236{H<nowiki>}</nowiki>}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}} WS > {{clr|P|236236P}} > {{clr|H|214H}}
|position = Corner
|damage = 234
|worksOn = Everyone
|difficulty = Easy
|notes = 50 tension meter corner combo with Nostrovia wall break.
|recipePC =
|recipePS =
|video = [https://youtu.be/7Etr_8CWE9c Video]
|checkedVersion = 1.34
}}
|-
 
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|214S}} > 66RRC~{{clr|H|6H}} > {{clr|H|236[H]}} > dl. {{clr|H|6H}} WS > {{clr|H|214H}}
|position = Corner
|damage = 254
|worksOn = Everyone
|difficulty = Medium
|notes = 50 tension meter corner combo. Space yourself so that Arbiter Sign does not whiff after wall splat. Can wall break with {{clr|D|236[D]}} for hard knockdown and 3 less damage.
|recipePC =
|recipePS =
|video = [https://youtu.be/h3LoGB3zhfE Video]
|checkedVersion = 1.34
}}
|-
 
{{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 {{clr|S|c.S}} Counter Hit with 50 Tension meter. Can do {{clr|D|5[D]}} after {{clr|H|2H}} for more damage but less consistency.
|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 =
|video = [https://youtu.be/RrLXb8OROfA 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|2H}} > {{clr|H|236H}} > {{clr|K|5K}} > {{clr|H|6H}} WS > {{clr|P|214[P]}}
|position = Midscreen
|damage = 234
|worksOn = Everyone
|difficulty = Medium
|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 =  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 =
|video = [https://youtu.be/IdYUIi_d2kQ Video]
|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}} WS > {{clr|S|214S}}
|position = Back to Corner
|damage = 301
|worksOn = Everyone
|difficulty = Hard
|notes = 100 tension meter combo. 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
}}
|-
 
|}
|-|
Stain =
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-
 
|}
</tabber>
}}
 
{{Collapsible Combo List Wrapper
|Header = '''{{clr|S|f.S}}'''
|ComboList =
<tabber>No Stain =
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-
|-
|| {{clr|1|6P}} > {{clr|3|236S}} || Anywhere || 81 || +9.5% || KY || {{clr|1|Very Easy}} || Only works at point-blank range, or with dash momentum. || [https://youtu.be/HsdfUv_zusQ Video] || 36402
 
{{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
}}
|-
|-
|| AA {{clr|1|5P}} > {{clr|4|236H}} > 66 {{clr|2|5K}} > {{clr|4|6H}} > ... || Anywhere || 94 || +15% || KY || {{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
 
{{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 = Easy
|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
}}
|-
|-
|| 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 Back to Corner || 207 || -40% || KY || {{clr|3|Medium}} || If your back is right to the corner, you won't be able to break the wall unless you're willing to spend another 50% tension. || [https://youtu.be/Lb-SyucpS9A Video] || 36406
 
{{GGST-ComboTableRow
|combo =CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|H|236{H<nowiki>}</nowiki>}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > ...
|position = Anywhere
|damage = 150
|worksOn =  Everyone
|difficulty = Easy
|notes = Basic CH f.S if in range for a {{clr|H|2H}} followup.
|recipePS =
|video = [https://youtu.be/EE0-ZeMQcK4 Video]
|checkedVersion = 1.34
}}
|-
|-
|| AA (s){{clr|1|6P}} > 66 {{clr|2|5K}} > {{clr|4|6H}} > [{{clr|3|214S/H}}] || Anywhere || 129 || - || KY || {{clr|2|Easy}} || - || [https://youtu.be/WBJvRXFKEz8 Video] || TBD
 
{{GGST-ComboTableRow
|combo =CH {{clr|S|f.S}} > {{clr|S|214S}} > 66RRC > 66 {{clr|K|5K}} > {{clr|H|66236{H<nowiki>}</nowiki>}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > ...
|position = Anywhere
|damage = 150 ~ 215
|worksOn =  Everyone
|difficulty = Medium
|notes = Tip CH f.S confirm into {{clr|H|6H}} ender. Can change the first {{clr|K|5K}} for {{clr|S|c.S}}, {{clr|S|2S}}, etc. Can change the {{clr|H|6H}} for {{clr|S|66236{S<nowiki>}</nowiki>}} if {{clr|H|6H}} is going to whiff due to a late {{clr|K|5K}} or if you want {{clr|P|214[P]}} wall break. From midscreen, a {{clr|S|c.S}} > dl. {{clr|S|2S}} > {{clr|H|236H}} > 66 {{clr|K|5K}} > {{clr|H|6H}} will wall stick, allowing a crow wall break as well.
|recipePS =
|video = [https://youtu.be/AEv0rTOgN60 Video]
|checkedVersion = 1.34
}}
|-
|-
|| AA (s){{clr|1|6P}} > 66 {{clr|3|c.S}} > {{clr|3|c.S}} > [{{clr|3|236S/H}}] || Anywhere || 124 || - || KY || {{clr|2|Easy}} || Easy 6P anti-air when the opponent is in Stain State. Reapplies Stain State. || [https://youtu.be/-q0sRjIdOPM Video] || TBD
 
{{GGST-ComboTableRow
|combo =CH {{clr|S|f.S}} > {{clr|D|236D}} > {{clr|H|6H}} > {{clr|H|236[H]}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > ...
|position = Midscreen, Anywhere
|damage = 152, 114
|worksOn =  Everyone
|difficulty = Easy
|notes = Does not charge {{clr|D|236D}} greatly reducing opponent launch height and not allowing {{clr|H|6H}} to accidentally cross up. Sets up teleport IAD 4 way mix oki.
|recipePC =
|recipePS =
|video = [https://youtu.be/aLzvKUungl0 Video]
|checkedVersion = 1.34
}}
|-
|-
|| AA (s){{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}}/{{clr|4|6H}} || Midscreen || 184/188 || - || KY || {{clr|2|Easy}} || End with 214P to apply Stain State. || [https://youtu.be/FtKuJ5MAfCU Video] || TBD
 
{{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 = Easy
|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
}}
|-
 
|}
|}
|-|
Stain =
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-


{{GGST-ComboTableRow
|combo = Stained {{clr|S|f.S}} > 66 > {{clr|S|2S}} > {{clr|H|236H}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > ...
|position = Anywhere
|damage = 125
|worksOn = Everyone
|difficulty = Easy
|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 = 169162
|recipePS =
|video = [https://youtu.be/oB3N_tLRgTo Video]
|checkedVersion = 1.34
}}
|-


<div style="text-align:center">
{{GGST-ComboTableRow
|combo =Stained {{clr|S|f.S}} > {{clr|S|236S}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|P|214P}}
|position = Corner
|damage = 124
|worksOn = Everyone
|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}}
|recipePC = 
|recipePS =
|video = [https://youtu.be/JR17mjRK26Y Video]
|checkedVersion = 1.33
}}
|-
 
|}
</tabber>
}}
 
{{Collapsible Combo List Wrapper
|Header = '''{{clr|S|2S}}'''
|ComboList =
<tabber>No Stain =
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-
 
{{GGST-ComboTableRow
|combo =CH {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|236{H<nowiki>}</nowiki>}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > ...
|position = Anywhere
|damage = 147
|worksOn = Everyone
|difficulty = Easy
|notes = Testament's go-to combo off of a Counter Hit {{clr|S|2S}}.
|recipePC =
|recipePS =
|video =  [https://youtu.be/EUFl3s3Lnp4 Video]
|checkedVersion = 1.34
}}
|-


==={{clr|2|Kick}} Starters===
{{GGST-ComboTableRow
</div>
|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]}}
{| class="wikitable sortable" border="1" style="min-width: 100%;"
|position = Midscreen to Corner
|- style="font-weight:bold; vertical-align:middle;"
|damage = 168
! style="width: 25%"|Combo
|worksOn = Everyone
! Position
|difficulty = Easy
! Damage
|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.
! Tension Gain
|recipePC =
! Works on:
|recipePS =
! Difficulty
|video = [https://youtu.be/ZPMEB6dkGBc Video]
! style="width: 48%"|Notes
|checkedVersion = 1.33
! Video
}}
! Recipe
|- style="vertical-align:middle;"
|| {{clr|2|5K}}/{{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}} || Anywhere || 95 ||  || SO, KY || {{clr|1|Very Easy}} || K starter with lots of carrry || [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 236H's projectile whiffs if done from too far. || [https://youtu.be/Y60uiozq3Rw?t=14 Video] || -
 
|}
|-|
Stain =
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-
|-
|| {{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 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
 
|}
</tabber>
}}
 
{{Collapsible Combo List Wrapper
|Header = '''{{clr|S|j.S}}'''
|ComboList =
<tabber>No Stain =
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-
|-
|| {{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%~ || KY || {{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
 
{{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
}}
|-
|-
|| {{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) || - || KY || {{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] || -
 
{{GGST-ComboTableRow
|combo = {{clr|S|j.S}} > j.66 > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|6H}} > ...
|position = Anywhere
|damage = 119
|worksOn =  Everyone
|difficulty = Easy
|notes =Air-to-air conversion from rising {{clr|S|j.S}}. Finicky and dependent on distance from opponent and ground.
|recipePC = 
|recipePS =
|video =
|checkedVersion = 1.33
}}
|-
|-
|| Stain State {{clr|2|2K/5K}} > 66{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}} > {{clr|1|214P}} || Corner || 145 || 25~ || KY || {{clr|2|Easy}} || Needs further testing, as with the 5D stain state combo the dash can be omitted but it makes the combo more consistent. || [https://youtu.be/xRTePFpJEAI Video] || 36412
 
{{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 =
|recipePS =
|video =
|checkedVersion = 1.33
}}
|-
|-
|| COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|1|Very Easy}} || NOTES HERE || [Video] || TBD
 
|}
|-|
Stain =
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-
|-
|}
|}
</tabber>
}}


==={{clr|H|Heavy Slash}} Starters===
{{Collapsible Combo List Wrapper
|Header = '''{{clr|H|5H}}'''
|ComboList =
<tabber>No Stain =
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-


<div style="text-align:center">
{{GGST-ComboTableRow
|combo ={{clr|H|5H}} > {{clr|H|236H}}/{{clr|S|S}} > 66 {{clr|K|5K}} > {{clr|H|236H}}/{{clr|S|S}} WS > {{clr|P|214P}}
|position = Corner
|damage = ~170
|worksOn = Everyone
|difficulty = Very Easy
|notes = Corner combo that builds a lot of wall damage and wall sticks easily. If the strike of either Grave Reaper whiffs try routing into 66 {{clr|K|5K}} > {{clr|H|6H}} after the second Grave Reaper. Partial charging reapers optional.
|recipePC =
|recipePS =
|video =
|checkedVersion = 1.34
}}
|-
 
{{GGST-ComboTableRow
|combo ={{clr|H|5H}} > {{clr|H|236{H<nowiki>}</nowiki>}} > 66 {{clr|S|c.S}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}} WS > {{clr|P|214[P]}}
|position = Corner
|damage = 201
|worksOn = Everyone
|difficulty = Easy
|notes = Replace {{clr|S|c.S}} with {{clr|K|5K}} if too far away. Can choose to wall splat with {{clr|S|236S}} instead of {{clr|S|214S}} in cases of distance making crow wall break impossible.
|recipePC =
|recipePS =
|video = [https://youtu.be/YqwdmsmvgiU Video]
|checkedVersion = 1.34
}}
|-


==={{clr|3|Slash}} Starters===
{{GGST-ComboTableRow
</div>
|combo ={{clr|H|5H}} > {{clr|D|236D}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|236[H]}} > {{clr|H|6H}} WS > {{clr|P|214[P]}}
{| class="wikitable sortable" border="1" style="min-width: 100%;"
|position = Midscreen
|- style="font-weight:bold; vertical-align:middle;"
|damage = 160
! style="width: 25%"|Combo
|worksOn = Everyone
! Position
|difficulty = Easy
! Damage
|notes = Round start to wall break with Wild Assault.
! Tension Gain
|recipePC =
! Works on:
|recipePS =
! Difficulty
|video = [https://youtu.be/U4vAlNoDTH0 Video]
! style="width: 48%"|Notes
|checkedVersion = 1.34
! Video
}}
! Recipe
|- style="vertical-align:middle;"
|| {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|236H}} > 66 {{clr|2|5K}} > {{clr|4|6H}} > ... || Anywhere || 146 || TENSION || KY || {{clr|2|Easy}} || NOTES HERE || [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 || ? || {{clr|3|Medium}} || Can be helpful in placing a succubus close to opponent || [https://youtu.be/R9nfYHCIlv4 Video] || 36416
 
{{GGST-ComboTableRow
|combo ={{clr|H|5H}} > {{clr|D|236D}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|236[H]}} > 66 {{clr|H|6H}} > {{clr|S|214S}} WS > {{clr|P|236236P}} > {{clr|H|214H}}
|position = Midscreen
|damage = 178
|worksOn = Everyone
|difficulty = Medium
|notes = Midscreen to wall break with Wild Assault utilizing ground bounce of {{clr|H|6H}} to avoid wall splat.
|recipePC =
|recipePS =
|video = [https://youtu.be/ijoWHfW6LlI Video]
|checkedVersion = 1.34
}}
|-
|-
|| 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 c.S confirm midscreen, gives a stain state wallbreak || [https://youtu.be/9FU-0eVj-aU Video] || 36417
 
{{GGST-ComboTableRow
|combo ={{clr|H|5H}} > 66RRC > 66 {{clr|H|6H}} > {{clr|H|236[H]}} > 66 {{clr|D|5[D]}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}} WS > {{clr|S|214S}}
|position = Midscreen
|damage = 234
|worksOn = Everyone
|difficulty = Medium
|notes = Red Roman Cancel hit confirm combo. Shockwave must hit.
|recipePC =
|recipePS =
|video = [https://youtu.be/R9KlVHiWNi0 Video]
|checkedVersion = 1.34
}}
|-
|-
|| 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% || KY || {{clr|3|Medium}} || Air-to-air conversion from rising {{clr|3|j.S}} || [Video] || TBD
 
{{GGST-ComboTableRow
|combo =CH {{clr|H|5H}} > {{clr|P|214[P]}} > {{clr|S|214S}} or 66 {{clr|S|f.S}} > 66 > {{clr|K|5K}} > {{clr|H|66236H}} > {{clr|S|f.S}} WS > {{clr|P|214[P]}}
|position = Midscreen
|damage = 196/178
|worksOn = Everyone
|difficulty = Medium
|notes = Chance to wall splat early. May swap out {{clr|K|5K}} for {{clr|S|2S}} and {{clr|S|f.S}} WS for {{clr|H|5H}} WS.
|recipePC =
|recipePS =
|video = [https://youtu.be/aym22REFzoU Video]
|checkedVersion = 1.34
}}
|-
|-
|| COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|1|Easy}} || NOTES HERE || [Video] || TBD
 
{{GGST-ComboTableRow
|combo =CH {{clr|H|5H}} > {{clr|P|236236P}} > 66 > {{clr|H|2H}} > {{clr|D|5[D]}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}} WS > {{clr|S|214S}}
|position = Midscreen
|damage = 260
|worksOn = Everyone
|difficulty = Medium
|notes = Counter Hit {{clr|H|5H}} immediately into Nostrovia.
|recipePC =
|recipePS =
|video = [https://youtu.be/jmmgAS_sk68 Video]
|checkedVersion = 1.34
}}
|-
|-
{{GGST-ComboTableRow
|combo =CH {{clr|H|5H}} > {{clr|S|236[S]}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|P|214P}} > {{clr|S|f.S}} WS > {{clr|P|236236P}} > {{clr|H|214H}}
|position = Corner
|damage = 220
|worksOn = Everyone
|difficulty = Medium
|notes = Counter Hit {{clr|H|5H}} corner combo.
|recipePC =
|recipePS =
|video = [https://youtu.be/V-y9XaagyiQ Video]
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo =CH {{clr|H|5H}} > {{clr|P|214[P]}} > {{clr|S|214S}} > 66 {{clr|H|6H}} > {{clr|S|214S}} WS > {{clr|P|236236P}} > {{clr|H|214H}}
|position = Corner
|damage = 231
|worksOn = Everyone
|difficulty = Medium
|notes = Counter Hit {{clr|H|5H}} corner combo using crow. Spacing dependent, {{clr|H|6H}} must hit with you close to the wall. If not, use {{clr|K|5K}} before {{clr|H|6H}}.
|recipePC =
|recipePS =
|video = [https://youtu.be/PqVQOtX_kFo Video]
|checkedVersion = 1.34
}}
|-
|}
|}
|-|
Stain =
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-


|}
</tabber>
}}


<div style="text-align:center">
{{Collapsible Combo List Wrapper
|Header = '''{{clr|H|2H}}'''
|ComboList =
<tabber>No Stain =
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-


==={{clr|4|Heavy Slash}} Starters===
{{GGST-ComboTableRow
</div>
|combo ={{clr|H|2H}} > {{clr|H|236{H<nowiki>}</nowiki>}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > ...
{| class="wikitable sortable" border="1" style="min-width: 100%;"
|position = Anywhere
|- style="font-weight:bold; vertical-align:middle;"
|damage = 142
! style="width: 25%"|Combo
|worksOn = Everyone
! Position
|difficulty = Very Easy
! Damage
|notes = Common and simple combo choice for non CH {{clr|H|2H}} that leads to {{clr|H|6H}} okizeme.
! Tension Gain
|recipePC = 172206
! Works on:
|recipePS =
! Difficulty
|video = [https://youtu.be/Goq-RBTwZT0 Video]
! style="width: 48%"|Notes
|checkedVersion = 1.33
! Video
}}
! Recipe
|- style="vertical-align:middle;"
|| {{clr|4|2H}} > {{clr|3|f.S}} || Anywhere || 77 || +12% || KY || {{clr|1|Very Easy}} || Surprisingly useful due to {{clr|4|2H}} being -2 on block and covering a lot of range || [https://youtu.be/fV8T88JBUvk Video] || 36419
|-
|-
|| {{clr|4|6H}} > {{clr|4|236[H]}} > 66 > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} WS > {{clr|3|214S}}/{{clr|4|214H}} || Corner || 226 || +25% || KY || {{clr|2|Easy}} || {{clr|3|c.S}} needs to be slightly delayed in order for the opponent to fall into it. {{clr|4|5H}} can be canceled into an overdrive for an easy overdrive wallbreak. || [https://youtu.be/elIrbLGBvgg Video] || 36421
 
{{GGST-ComboTableRow
|combo =CH {{clr|H|2H}} > {{clr|H|6H}} > {{clr|H|236[H]}} > {{clr|H|6H}} > {{clr|H|236[H]}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > ...
|position = Anywhere
|damage = ~200
|worksOn = Everyone
|difficulty = Easy
|notes = Distance dependent, {{clr|H|236[H]}} will whiff beyond Mid Range. Following CH {{clr|H|2H}} with {{clr|H|6H}} leads to some of the highest damage combos.
|recipePC =
|recipePS =
|video = [https://youtu.be/pJyF7zUuBrI Video]
|checkedVersion = 1.34
}}
|-
|-
|| {{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
 
{{GGST-ComboTableRow
|combo =CH {{clr|H|2H}} > {{clr|P|214[P]}} > 66 {{clr|K|5K}} > 66 {{clr|S|c.S}} > {{clr|H|236H}} > 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}} WS > {{clr|S|214S}}
|position = Back to Wall
|damage = 195
|worksOn = Everyone
|difficulty = Easy
|notes = Side switch route with crow.
|recipePC =
|recipePS =
|video = [https://youtu.be/UA0hi_HR4ts Video]
|checkedVersion = 1.34
}}
|-
|-
|| {{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
 
{{GGST-ComboTableRow
|combo =CH {{clr|H|2H}} > {{clr|H|236[H]}} > 66 > {{clr|S|c.S}} > {{clr|H|236H}} > {{clr|S|c.S}} or {{clr|K|5K}} > {{clr|H|6H}} > ...
|position = Anywhere
|damage = ~170
|worksOn = Everyone
|difficulty = Easy
|notes = Side switch route that can also stay same side and turn into ambiguous left-right teleport mix.
|recipePC =
|recipePS =
|video = [https://youtu.be/b5w21ENAhqo Video]
|checkedVersion = 1.34
}}
|-
|-
|| 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] || -
 
{{GGST-ComboTableRow
|combo =CH {{clr|H|2H}} > {{clr|H|236[H]}} > 66 > {{clr|S|c.S}} > {{clr|P|214[P]}} > {{clr|K|5K}} > dc {{clr|S|c.S}} > {{clr|H|66236H}} > {{clr|K|5K}} > {{clr|H|6H}} > ...
|position = Anywhere
|damage = 165
|worksOn = Everyone
|difficulty = Medium
|notes = Crow carry route that can end in left-right teleport mix, projectile oki, Nostrovia or Wild Assault, etc.
|recipePC =
|recipePS =
|video = [https://youtu.be/GAhQzlVN27Y Video]
|checkedVersion = 1.34
}}
|-
|-
|| 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] || -
 
{{GGST-ComboTableRow
|combo =CH {{clr|H|2H}} > 66 {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} WS > {{clr|P|214[P]}}
|position = Corner/Anywhere
|damage = 224
|worksOn = Everyone
|difficulty = Medium
|notes = Whiff strike of {{clr|H|236H}} or it'll wall splat early. {{clr|H|236H}} has a chance to completely whiff if combo isn't done against a wall, partial charge or omit for consistency.
|recipePC =
|recipePS =
|video = [https://youtu.be/UijlfBNhjrA Video]
|checkedVersion = 1.34
}}
|-
|-
|| 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% || Everyone || {{clr|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 {{clr|4|6H}} for more consistency, or {{clr|1|214P}} for stain state. || [https://youtu.be/pmDVCd7T-S8 Video] || -
 
|}
|-|
Stain =
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-
|-
|| 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% || Everyone || {{clr|2|Easy}} || Easy tip range 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] || -
 
|}
</tabber>
}}
 
{{Collapsible Combo List Wrapper
|Header = '''{{clr|H|6H}}'''
|ComboList =
<tabber>No Stain =
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-
|-
|| 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% || Everyone || {{clr|2|Easy}} || Easy close range 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] || -
 
{{GGST-ComboTableRow
|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|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
 
{{GGST-ComboTableRow
|combo ={{clr|H|6H}} > {{clr|P|214[P]}} > 66 {{clr|S|f.S}} > 66 > {{clr|K|5K}} > {{clr|H|66236H}} > {{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 = 1.34
}}
|-
|-
|| 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) ||
 
{{GGST-ComboTableRow
|combo =AA CH {{clr|H|6H}} > {{clr|K|214[K]}} > (66) {{clr|H|6H}} > {{clr|D|236[D]}} > {{clr|H|6H}} > {{clr|P|214[P]}} > {{clr|H|5H}} > ...
|position = Anywhere
|damage = 189
|worksOn = Everyone
|difficulty = Medium
|notes = Swap out {{clr|H|5H}} for something with less recovery if not near the wall.
|recipePC =
|recipePS =
|video = [https://youtu.be/2iBiw7DrYso Video]
|checkedVersion = 1.34
}}
|-
|-
|| COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|2|Easy}} || NOTES HERE || [Video] || TBD
 
|}
|-|
Stain =
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-
|-
|}
|}
</tabber>
}}


{{Collapsible Combo List Wrapper
|Header = '''{{clr|H|j.H}}'''
|ComboList =
<tabber>No Stain =
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-


<div style="text-align:center">
|}
|-|
Stain =
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-
 
|}
</tabber>
}}


==={{clr|5|Dust}} Starters===
==={{clr|D|Dust}} Starters===
</div>
{{Collapsible Combo List Wrapper
{| class="wikitable sortable" border="1" style="min-width: 100%;"
|Header='''{{clr|D|5D}}/{{clr|D|2D}}'''
|- style="font-weight:bold; vertical-align:middle;"
|ComboList=
! style="width: 25%"|Combo
<tabber>No Stain =
! Position
{| class="wikitable sortable"
! Damage
{{GGST-ComboTableHeader}}
! Tension Gain
! Works on:
! Difficulty
! style="width: 48%"|Notes
! Video
! Recipe
|- 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 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
{{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|5|5[D]}}8 > {{clr|4|j.H}} > {{clr|5|j.D}} > jc > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3|j.SS}} || Anywhere || ~212 || 22% || SO, GI, IN || {{clr|2|Easy}} || Sol, Giovanna & I-No Specific Route, swapping the {{clr|3|j.S}} and {{clr|4|j.H}} to make the previous combo work on their wonkier hurtboxes. || [https://youtu.be/Fgx-vXl5P4g Video] || 36430
{{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 =
}}
|-
|-
|| {{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
{{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
}}
|-
|-
|| Stain State {{clr|5|5D}} > microdash > {{clr|3|c.S}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|1|214P}} || Corner || 138 || 25~ || KY || {{clr|1|Easy}} || The microdash can be omitted however it makes the combo much more consistent, needs testing on different characters || [https://youtu.be/F0IIGjKLLNo Video] || 36433
|}
|-|
Stain =
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
|-
|-
|| 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% || Everyone || {{clr|1|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 {{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] || -
{{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 =
}}
|-
|-
|| COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|1|Easy}} || NOTES HERE || [Video] || TBD
{{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 =
}}
|-
|-
|}
|}
</tabber>
}}
===Charged {{clr|D|Dust}} Combos===
{| class="wikitable sortable"
|+Charged {{clr|D|Dust}} Combos
|-
{{GGST-ComboTableHeader}}
|-
{{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|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}} > 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
{{GGST-ComboTableHeader}}
|-
|-
|| {{clr|5|6D}}/{{clr|5|4D}} > 66PRC > 66 {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}} || Midscreen || 125 ||  || All || {{clr|2|Easy}} || Decent damage with a simple route. ||  ||  
{{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|5|6D}}/{{clr|5|4D}} > 66RRC~{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236]S[}} WS > {{clr|3|214S}} WB || Corner || 167 || -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. || [https://youtu.be/ZOD4R9TxcVY Video] || TBD
 
{{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|5|6D}}/{{clr|5|4D}} > 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 5H juggle is much harder, and results in 169 damage. || ||  
 
{{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 =
}}
|-
|-
|| COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|1|Easy}} || NOTES HERE || [Video] || TBD
 
{{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 =
}}
|-
 
{{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
}}
|-
 
{{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
}}
|-
|-
|}


{{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
}}
|-


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


===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|3|214S}}/{{clr|4|214H}} > 66RRC > {{clr|4|6H}} > {{clr|3|236[S]}} > {{clr|4|6H}} > {{clr|1|214P}} WS > {{clr|3|214S}}/{{clr|4|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 02:10, 7 May 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

5P/2P

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
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
Combo Position Damage Works on Difficulty Notes Video Recipe Ver

6P

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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
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
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
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
Stained AA 6P > 66 5K > 6H > 214S/H Anywhere 129 Everyone [2] Easy Video 1.33
Stained AA 6P > 66 c.S > 5[D] > 66PRC > c.S > c.S > 236S/H WS > 214P Midscreen 184 Everyone [2] Easy Video 30011
(PC)
1.33

Kick Starters

5K/2K

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
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
2K > 2D > 236D > c.S > 2H > 236H > dl. 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
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
Stained 2K/5K > 66 c.S > 6H > 236[H] > 214P Corner 150/175 Everyone [2] Easy 1.33
Stained 2K/5K > 66 c.S > 214[P] > 5K dc > c.S > 6H WS > 214[P] Midscreen 140/162 Everyone [3] Medium BNB midscreen wallbreak confirm off Stain State. Commonly referred to as "crow carry". Video 174174
(PC)
1.33
Stained 2K/5K > 66 c.S > 214[P] > 5K dc > c.S > 236H > 5K > 6H > ... Anywhere 104 Everyone [3] Medium BNB crow carry useful for anywhere. Leaves option for manual or teleport safe jump mix, continue into Nostrovia, or continue into Wild Assault. Video 1.33
Stained 2K/5K > 66 c.S > 214[P] > 5K dc > c.S > 6H > 236236P > 66 Stained c.S > 66 c.S > 6P > WS > 214[P] 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

Slash Starters

c.S

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. 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
c.S > 5H > 236{H} > 66 5K > 6H > 214S WS > 236236P > 214H Corner 234 Everyone [2] Easy 50 tension meter corner combo with Nostrovia wall break. Video 1.34
c.S > 5H > 214S > 66RRC~6H > 236[H] > dl. 6H WS > 214H Corner 254 Everyone [3] Medium 50 tension meter corner combo. Space yourself so that Arbiter Sign does not whiff after wall splat. Can wall break with 236[D] for hard knockdown and 3 less damage. Video 1.34
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 c.S Counter Hit with 50 Tension meter. Can do 5[D] after 2H for more damage but less consistency. 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
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 WS > 214S Back to Corner 301 Everyone [4] Hard 100 tension meter combo. 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
Combo Position Damage Works on Difficulty Notes Video Recipe Ver

f.S

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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 [2] Easy 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
CH f.S > 2H > 236{H} > 66 5K > 6H > ... Anywhere 150 Everyone [2] Easy Basic CH f.S if in range for a 2H followup. Video 1.34
CH f.S > 214S > 66RRC > 66 5K > 66236{H} > 66 5K > 6H > ... Anywhere 150 ~ 215 Everyone [3] Medium Tip CH f.S confirm into 6H ender. Can change the first 5K for c.S, 2S, etc. Can change the 6H for 66236{S} if 6H is going to whiff due to a late 5K or if you want 214[P] wall break. From midscreen, a c.S > dl. 2S > 236H > 66 5K > 6H will wall stick, allowing a crow wall break as well. Video 1.34
CH f.S > 236D > 6H > 236[H] > 66 5K > 6H > ... Midscreen, Anywhere 152, 114 Everyone [2] Easy Does not charge 236D greatly reducing opponent launch height and not allowing 6H to accidentally cross up. Sets up teleport IAD 4 way mix oki. Video 1.34
CH f.S > 236[D] > 6H > 236[H] > 66 c.S > 6H WS > 214[P] Midscreen to Corner 181 Everyone [2] Easy 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
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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)
1.34
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 1.33

2S

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 2S > 2H > 236{H} > 66 5K > 6H > ... Anywhere 147 Everyone [2] Easy Testament's go-to combo off of a Counter Hit 2S. Video 1.34
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
Combo Position Damage Works on Difficulty Notes Video Recipe Ver

j.S

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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. 1.33
Combo Position Damage Works on Difficulty Notes Video Recipe Ver

Heavy Slash Starters

5H

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H > 236H/S > 66 5K > 236H/S WS > 214P Corner ~170 Everyone [1] Very Easy Corner combo that builds a lot of wall damage and wall sticks easily. If the strike of either Grave Reaper whiffs try routing into 66 5K > 6H after the second Grave Reaper. Partial charging reapers optional. 1.34
5H > 236{H} > 66 c.S > 5K > 6H > 214S WS > 214[P] Corner 201 Everyone [2] Easy Replace c.S with 5K if too far away. Can choose to wall splat with 236S instead of 214S in cases of distance making crow wall break impossible. Video 1.34
5H > 236D > 5K > 6H > 236[H] > 6H WS > 214[P] Midscreen 160 Everyone [2] Easy Round start to wall break with Wild Assault. Video 1.34
5H > 236D > 5K > 6H > 236[H] > 66 6H > 214S WS > 236236P > 214H Midscreen 178 Everyone [3] Medium Midscreen to wall break with Wild Assault utilizing ground bounce of 6H to avoid wall splat. Video 1.34
5H > 66RRC > 66 6H > 236[H] > 66 5[D] > 5K > 6H > 214S WS > 214S Midscreen 234 Everyone [3] Medium Red Roman Cancel hit confirm combo. Shockwave must hit. Video 1.34
CH 5H > 214[P] > 214S or 66 f.S > 66 > 5K > 66236H > f.S WS > 214[P] Midscreen 196/178 Everyone [3] Medium Chance to wall splat early. May swap out 5K for 2S and f.S WS for 5H WS. Video 1.34
CH 5H > 236236P > 66 > 2H > 5[D] > 5K > 6H > 214S WS > 214S Midscreen 260 Everyone [3] Medium Counter Hit 5H immediately into Nostrovia. Video 1.34
CH 5H > 236[S] > 66 5K > 6H > 214P > f.S WS > 236236P > 214H Corner 220 Everyone [3] Medium Counter Hit 5H corner combo. Video 1.34
CH 5H > 214[P] > 214S > 66 6H > 214S WS > 236236P > 214H Corner 231 Everyone [3] Medium Counter Hit 5H corner combo using crow. Spacing dependent, 6H must hit with you close to the wall. If not, use 5K before 6H. Video 1.34
Combo Position Damage Works on Difficulty Notes Video Recipe Ver

2H

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
CH 2H > 6H > 236[H] > 6H > 236[H] > 66 5K > 6H > ... Anywhere ~200 Everyone [2] Easy Distance dependent, 236[H] will whiff beyond Mid Range. Following CH 2H with 6H leads to some of the highest damage combos. Video 1.34
CH 2H > 214[P] > 66 5K > 66 c.S > 236H > 66 5K > 6H > 214S WS > 214S Back to Wall 195 Everyone [2] Easy Side switch route with crow. Video 1.34
CH 2H > 236[H] > 66 > c.S > 236H > c.S or 5K > 6H > ... Anywhere ~170 Everyone [2] Easy Side switch route that can also stay same side and turn into ambiguous left-right teleport mix. Video 1.34
CH 2H > 236[H] > 66 > c.S > 214[P] > 5K > dc c.S > 66236H > 5K > 6H > ... Anywhere 165 Everyone [3] Medium Crow carry route that can end in left-right teleport mix, projectile oki, Nostrovia or Wild Assault, etc. Video 1.34
CH 2H > 66 c.S > 2H > 236H > c.S > 6H > 214S WS > 214[P] Corner/Anywhere 224 Everyone [3] Medium Whiff strike of 236H or it'll wall splat early. 236H has a chance to completely whiff if combo isn't done against a wall, partial charge or omit for consistency. Video 1.34
Combo Position Damage Works on Difficulty Notes Video Recipe Ver

6H

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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
6H > 214[P] > 66 f.S > 66 > 5K > 66236H > 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)
1.34
AA CH 6H > 214[K] > (66) 6H > 236[D] > 6H > 214[P] > 5H > ... Anywhere 189 Everyone [3] Medium Swap out 5H for something with less recovery if not near the wall. Video 1.34
Combo Position Damage Works on Difficulty Notes Video Recipe Ver

j.H

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
Combo Position Damage Works on Difficulty Notes Video Recipe Ver

Dust Starters

5D/2D

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
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)
??
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
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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 ??
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)
??

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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