GGST/Testament/Combos

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Revision as of 19:37, 30 March 2022 by Mykaterasu (talk | contribs) (→‎Throw Starters: adjusting combo ender for more damage and fixing tension gain value)
 Testament



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1


Combo Theory

Special Testament Notation

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

  • (j.)236S/(j.)236H = Level 1 / No charge
  • (j.)236]S[/(j.)236]H[ = Level 2 / Half-charge
  • (j.)236[S]/(j.)236[H] = Level 3 / Full charge

Combo List

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

Beginner Combo List

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
5K/2K > 2D > 236S Anywhere 95/77 SO, KY Very Easy K starter with lots of carrry Video TBD
COMBO POSITION DMG TENSION CHARACTER Difficulty NOTES HERE [Video] TBD
COMBO POSITION DMG TENSION CHARACTER Easy NOTES HERE [Video] TBD

Combo List

Punch Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
66 5PPP/2PPP > 6P > ... Not Corner 62/58 +11% All Very Easy Works on all characters both standing and crouching, including Faust. Run momentum is required if you wish to land the 3rd P. 2P has less knockback than 5P, but also less damage, so if you're not point-blank you might wish to do 3 2Ps instead of 2 5Ps for more total damage. Video 36400
6P > 236S Anywhere 81 +9.5% KY Very Easy Only works at point-blank range, or with dash momentum. Video 36402
AA 5P > 236H > 66 5K > 6H > ... Anywhere 94 +15% KY Medium You can half-charge the 236H if the opponent is too high to be hit by the slash from Grave Reaper. Video 36404
AA 5P > 6H > 236236P > 66 c.S > 5[D] > 66 5K > 6H WS > [214S/H] or 214P Near Back to Corner 207 -40% KY 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. Video 36406
AA (s)6P > 66 5K > 6H > [214S/H] Anywhere 129 - KY Easy - Video TBD
AA (s)6P > 66 c.S > c.S > [236S/H] Anywhere 124 - KY Easy Easy 6P anti-air when the opponent is in Stain State. Reapplies Stain State. Video TBD
AA (s)6P > 66 c.S > 5[D] > 66PRC > c.S > c.S > [236S/H] WS > 214P/6H Midscreen 184/188 - KY Easy End with 214P to apply Stain State. Video TBD


Kick Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
5K/2K > 2D > 236S Anywhere 95 SO, KY Very Easy K starter with lots of carrry Video 36407
5K > 2D > 236H (2) > 214S Anywhere 119 ~18% KY 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. Video -
5K > 2D > 236H > 66 5K > 6H > 214S/214H Anywhere 139 +25%~ KY Medium Must be point blank for midscreen 2k. There may possibly be an optimal decision between 214S/214H, the opponent seems to recover at the same time from both, but one rolls and the other knocks up. Needs some research. Video 36409
5K > 2D > 236H > 66 5K > 6H > 236S WS > [214S] or [214P] Near Corner 176 +35%~ KY Medium End with 214P to enter neutral with the opponent in Stain State. Video 36411
2K/5K > 2D > 236H(1) > 66PRC > 236H(2) > 66 c.S > 2H > 236H WS > [6H] or [214P] Midscreen 178 (5K and 6H) - KY Medium PRC in between the first and second hit of Grave Reaper for more consistency. End with 214P to enter neutral with the opponent in Stain State. Video -
Stain State 2K/5K > 66c.S > 6H > 236H > 214P Corner 145 25~ KY Easy Needs further testing, as with the 5D stain state combo the dash can be omitted but it makes the combo more consistent. Video 36412
COMBO POSITION DMG TENSION CHARACTER Very Easy NOTES HERE [Video] TBD


Slash Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
c.S > 2D > 236H > 66 5K > 6H > ... Anywhere 146 TENSION KY Easy NOTES HERE Video 36414
c.S > 2D > 236H > 66 2K > 236S Anywhere 145 TENSION ? Medium Can be helpful in placing a succubus close to opponent Video 36416
CHc.S > 6H > 236[H] > 665K > 6H > 236S > WS > 214P Midscreen 226 35~ Ky Easy DP Punish/CH c.S confirm midscreen, gives a stain state wallbreak Video 36417
AA j.S > j.D > j.66 > j.S > j.H > c.S > 6H > 214H Anywhere 153 +20% KY Medium Air-to-air conversion from rising j.S [Video] TBD
COMBO POSITION DMG TENSION CHARACTER Easy NOTES HERE [Video] TBD


Heavy Slash Starters

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


Dust Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
5[D]8 > j.H > j.S > jc > j.H > j.S > j.D > j.SS Anywhere 203 20% ALL Very Easy Simple and optimised BNB for all characters, but the timing is faster if done in the corner. Video 36428
5[D]8 > j.H > j.D > jc > j.H > j.S > j.D > j.SS Anywhere ~213 22% MA, AX, PO, FA, MI, ZA, RA, LE, NA, GO Easy On half of the cast, you can swap a j.S for a j.D and get away with it. There's no logic for these characters it works on, it just does. Video 36429
5[D]8 > j.H > j.D > jc > j.S > j.H > j.D > j.SS Anywhere ~212 22% SO, GI, IN Easy Sol, Giovanna & I-No Specific Route, swapping the j.S and j.H to make the previous combo work on their wonkier hurtboxes. Video 36430
5[D]8 > j.D > j.S > jc > j.S > j.H > j.S > j.DD Anywhere 208 21% KY, CH, AN, JC, HC, BA, TE Easy The rest of the cast needs a different route to squeeze in more j.D's. Starting with j.D makes the scaling a lot better than the basic BNB, but the rest of the route is vastly different in order to adjust for the pushback. Video 36431
Stain State 5D > microdash > c.S > 5K > 6H > 214P Corner 138 25~ KY Easy The microdash can be omitted however it makes the combo much more consistent, needs testing on different characters Video 36433
CH 2D > 236[H] (2) > 66 > c.S > 236H (2) WS > 214P Close to corner 188 ~28% Everyone 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 -
COMBO POSITION DMG TENSION CHARACTER Easy NOTES HERE [Video] TBD


Throw Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
6D/4D > 236S Corner 91 TENSION All Very Easy Best OTG option for damage and oki. after 236S projectile hits the opponent you are +23
6D/4D > 66RRC > 236[H] > 66 5K > 6H > 236S WS > [214S] or [214P] Midscreen to Corner 157 or 154 -35% + Positive KY Medium Don't delay 236[H] after Red Roman Cancel Explosion. End with 214P to enter neutral with the opponent in Stain State. Video 36438
6D/4D > 66PRC > 66 c.S > 6H > 214S Midscreen 125 All Easy Decent damage with a simple route.
6D/4D > 66RRC~c.S > 6H > 236S WS > 214S WB Corner 166 -38.5% KY Medium If the quick RRC is replaced with a regular one, damage is reduced from 166 to 158. Video TBD
6D/4D > 66PRC > 6H > 236]H[ > f.S WS > 214S WB Corner 169 -38.5% KY Hard Harder route than the fast RC; the timing for the 66PRC > 6H is fairly tight, and is immediately followed by a half-charged 236]H[. The result is slightly more damage than the fast RRC route with the trade-off that you can't end with 214P because of the succubus position.
COMBO POSITION DMG TENSION CHARACTER Easy NOTES HERE [Video] TBD


Special Move Starters

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

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