GGST/Zato-1/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+GGST P Prompt.png becomes 236P.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel 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 = Jump
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
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
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
AN = GGST Anji Mito Icon.png Anji
AX = GGST Axl Low Icon.png Axl
CH = GGST Chipp Zanuff Icon.png Chipp
FA = GGST Faust Icon.png Faust
GI = GGST Giovanna Icon.png Giovanna
GO = GGST Goldlewis Dickinson Icon.png Goldlewis
IN = GGST I-No Icon.png I-No
JC = GGST Jack-O' Icon.png Jack-O
KY = GGST Ky Kiske Icon.png Ky
LE = GGST Leo Whitefang Icon.png Leo
MA = GGST May Icon.png May
MI = GGST Millia Rage Icon.png Millia
NA = GGST Nagoriyuki Icon.png Nagoriyuki
PO = GGST Potemkin Icon.png Potemkin
RA = GGST Ramlethal Valentine Icon.png Ramlethal
SO = GGST Sol Badguy Icon.png Sol
ZT = GGST Zato-1 Icon.png Zato-1

Combo List

  • Currently, every damage value here has only been dealt to Ky.
  • During the frog loops with ]S[, 2H should connect in between the two hits of ]S[, and you will need to continually move Eddie forward to keep him behind the opponent.
5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
2Px3 Anywhere 38 [1] Very Easy More or less hits possible, depending on range and dash momentum
5Px2 > 214S Anywhere (requires dash momentum) 44 [2] Easy -5 on hit. Amazing. Pretty pointless.
2Px3 > RRC > 214H > 2[S] > slight delay ]S[ > 2H > c.S > 2[S] > 2[H] > slight delay ]S[ > 2H > c.S > 2S > 2H > 22H Midscreen 95 [4] Hard Does not work if the final 2P was done at max range
2Px3 > RRC > 214H > 2[S] > slight delay ]S[ > 2H > c.S > 2[S] > 2[H] > ]S[ Back to corner 127 [4] Hard Same as the last combo, but doing ]S[ immediately after 2H sends the opponent behind you, breaking the wall
[5] Very Hard


6P Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
6P > 214H   Anti-air         [1] Very Easy Barely counts as an actual combo, but if you're comfortable with summoning in neutral, this is the only thing you can get off of normal hit 6P
CH 6P > 22H Anywhere [1] Very Easy This is it, this is the best reward you can hope for off of 6P without spending meter
6P > RRC > 2H > 236S > c.[S] > 2[H] > ]S[ > dash > c.[S] > 2[H] > ]S[ Corner 195 [2] Easy Typical leap loop off of 6P RC
c.S/f.S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > f.S(1) > 5H > 22H Midscreen 94 ~17% All [1] Very Easy Decent combo that gives a soft knockdown, allowing for a summon, in the corner you're probably better off going for a leap loop, but midscreen this is a solid solo option
c.S > 2H > 236S > c.[S] > 2[H] > ]S[ > dash > c.[S] > 2[H] > ]S[ Corner 232 ~30% + Wallbreak All [2] Easy A simple leap loop off of c.S, one of the higher damage normal hit meterless combos in the game
[3] Medium
[4] Hard
[5] Very Hard
5H/2H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
236H > 2H > 236H Hit x3 > 2S > 2H > 632146H Anywhere 248 [3] Medium Very high damage punish on jump-ins, but can be done completely on the ground if you manage to hit your opponent with 2H. If your opponent approaches from the air, it is preferable you do not get CH 2H after summoning Eddie for "Oppose" as the attacks of "Oppose" will likely miss as your opponent will be too high up. Look to punish the jump-in instead of countering it. That said, the combo will do 252 damage if CH 2H is the starter. Adding a c.S before 2S will do less damage. If done in the corner, it will break the wall and do 279 damage (281 on CH 2H).
2H > whiff 214[S] > ]S[ > 2H > c.S > 2[S] > 2[H] > slight delay ]S[ > 2H > c.S > 2S > 2H > 22H Midscreen 249 (non-CH) / 253 (CH) [4] Hard When you have Oppose on top of you, and land an anti-air 2H
CH 2H > 214H > 2[H] > ]S[ > 2H > c.S > 2[S] > 2[H] > slight delay ]S[ > 2H > c.S > 2S > 2H > 22H Midscreen 253 [4] Hard If the opponent is on the edge of the first 2H's range, you can replace the second 2H with 2S for more consistency at the cost of 13 damage.
[5] Very Hard
Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
j.H > 2K > 2D > (22H / 214H) Anywhere 72 (214H) / 84 (2HH) [1] Very Easy Simple solid jump in combo, flight can be used to delay your landing time to bait out anti-airs
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
5[D] > 8 > j.H > j.D > j.S > 44 > long delay j.H > j.Dx2 Anywhere 190 Everyone [2] Easy Delay timing on second j.H changes based on weight class.
[3] Medium
[4] Hard
[5] Very Hard
These combos need a total DMG value on them
Combo Position Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard

Combo Theory

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