User:January: Difference between revisions

1,719 editsJoined 28 June 2022
m (→‎Okizeme: updated filename)
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| Video      = GGST Happy Chaos
| Video      = GGST Happy Chaos
| Size      = 256x192
| Size      = 256x192
| Recipe    = {{clr|3|c.S}} > 9 > {{clr|4|H}} > {{clr|4|H}} > j.44 > {{clr|3|j.S}} > {{clr|2|2K}} > {{clr|2|6K}} / {{clr|5|2D}} > {{clr|4|H}} > ...
| Recipe    = {{clr|3|c.S}} > 9 > {{clr|4|H}} > {{clr|4|H}} > j.44 > {{clr|3|j.S}} > {{clr|4|H}} >  {{clr|2|2K}} / {{clr|2|5K}} > {{clr|2|6K}} / {{clr|5|2D}} > {{clr|4|H}} > ...
| content    =
| content    =
If both [[GGST/Happy Chaos#Fire|Shots]] are timed correctly this will be a true string up until {{clr|2|2K}}.  
If both [[GGST/Happy Chaos#Fire|Shots]] are timed correctly this will be a true string up until {{clr|2|2K}} / {{clr|2|5K}}.  
*Following with {{clr|5|2D}} will maintain the true string but risk losing the wall slump.  
*Following with {{clr|5|2D}} will maintain the true string but risk losing the wall slump.  
*Following with {{clr|2|6K}} will maintain the wall slump but leave a gap for opponent to mash DP or Super.
*Following with {{clr|2|6K}} will maintain the wall slump but leave a gap for opponent to mash DP or Super.

Revision as of 04:54, 30 June 2022

Combo Theory

Read First

For increased readability in this section H or FireGGST Happy Chaos 5H.pngGuard-Startup-RecoveryTotal 12Advantage- will solely refer to act the of releasing H and shooting, deciding when to press H will be left to your own discretion. When notated in full H will often occur after the motion input of a move but before the button press. This is to give an idea of the best practices for using cancels out of and into Steady AimGGST Happy Chaos 214S.pngGuard-Startup-RecoveryTotal 18Advantage-.

When allowed to fully 'charge' 214S gains additional damage and vertical launch height. This type of shot from 214S is referred to as a 'Clean Hit' or abbreviated as 'CL'. Clean Hit Steady Aim shots allows for much greater combo potental, upgrading a 20% combo to something akin to 50% with much greater corner carry.

Starters

236S / Gun Pull / At the ReadyHigh damage and consistent way to confirm some normals.
Very Easy

2K / 5K / c.S > 2D / 6K > 236S > ...
Any series of normals ending in 236S launch should allow for you to full combo. This starter to HC's combo structure is not invalidated by Shot > Steady Aim Clean Hit, as it is the most resource efficient way to enter into a non-CH combo when able to.

Non-Launching Wallslump RoutingAlso works as beginner friendly combo structure.
Easy

Non-Launching Normal > Dash H > c.S / 5K / 2K > 6K > ...
If near the corner you may wish to go for a wallslump instead of a wallbreak. This can be done from almost anywhere on screen, given you have sufficient resources. When going for this route you do no move onto a 'juggle', but instead loop the same structure.

This route can be ended prematurely before reaching the corner by using 2D instead of 6K.

Common Non-Launching Normals to start a wallslump from include 5K, 2K, 6K,

Counter Hit ConfirmConfirm mid and large Counter Hits into death.
Easy

CH Starter > 214S~H(CL) > ...
All mid and large counter hits can be confirmed directly into a clean hit Steady Aim shot.

Depending on spacing it is possible to get a Focus cancel after the CL, rather than a Reload cancel, while still continuing the combo.

Counterhit starters include c.S, f.S, 2S, 2D, 6K, 6S, 236S

Counterhit Starters where you can reliably Focus cancel include c.S, 2D, 6K, 236S, and close range 2S.

Shot > Clean Hit Steady AimReliably confirm any normal into a full combo.
Hard

Starter > 214 H S ~ H(CL)
This is Happy Chaos's bread and butter. Once you are able to do this, it will be the primary way you confirm all normal hits. It is possible to OS the normal hit / counter hit route by timing the Shot before entering Steady Aim to occur at the same time as CH slowdown would occur.

Normals that do not launch will be much harder to confirm as they will require you to link Shot > Steady Aim CL on hitstun alone. When learning use 6S, and 2D to launch the opponent when possible to create a much larger and more forgiving gap.

Common Non-Launching Normals include c.S, f.S, 2S, 6P, and 6K.

The Juggle

6S > Steady Aim Clean HitSimple and high damage Counter Hit route.
Easy

CH Starter > 6S > 214S > 22 H P > ... (Reload Cancel)
Off CH Starters or in the corner it is possible to use 6S > 214S twice before the gravity scaling becomes too great. As a beginner this will be your go to way to confirm a CH into a wallbreak.

Near Corner and In the corner it is possible to fit in a Focus cancel after a Steady Aim clean hit before the opponent wall sticks and continue the combo.

If aiming solely for damage this is the highest damage method to route a combo by a small amount.

6K > Steady Aim Clean HitAllows you to close distance reliably while still reload canceling.
Easy

Starter > c.S > 6K > 214S > 22 H P > ... (Reload Cancel)
This is the primary pickup after a starter, as it works from the furthest ranges as it floats the opponent with very little horizontal pushback allowing for a c.S pickup after a Reload cancel, with it being possible to reload multiple bullets in the corner.

c.S before the 6K can be omitted based on distance and desired gravity scaling.

In the corner it is possible to Focus cancel the Steady Aim clean hit and continue the combo with either c.S or 5K.

Dash Cancel ShotUse a dash cancel to get more corner carry.
Medium

... > 5K / c.S > dc H > c.S > ...
Using a dash cancel can allow you to get more corner carry and close distance between you and the opponent once again in order to get a c.S.

236S JuggleExtremely resource efficient combo routing.
Medium

Starter > c.S > 6K~2H > 236S > Dash + H > ...
c.S or 6K can be omitted based on spacing, and starter. With proper routing it is possible to get two 236S before you are forced to end the combo due to gravity scaling. If you already have the gun out, most likely from a previous 236S loop, it is necessary to input 2H, at some point before 236S is input. This is commonly done after 6K, but can be done at any point. 236S juggles are an extremely resource efficient way to route combos, that only sacrifices a small amount of damage.

If 6K is omitted, 236S can be Kara canceled from c.S.



Enders

Normal Hit WallstickSometimes it happens.
Easy

... > Normal (WS) > X > 632146S / 6S
When you wallstick the opponent with a Shot, from either stance if canceled into Focus you can wallbreak with 632146S.

When you wallstick the opponent with a normal you do not have enough time to get combo into a 632146S after a Focus, so you will have to decide which resource you want to recover the most, and whether you want a post-wallbreak hard knockdown.

After Wallsticking the opponent you have enough time to

  • Reload(3), and break the wall with 6S.
  • Focus, and break the wall with 6S.
  • Curse, and break the wall with 6S.
  • Curse, and break the wall with 632146S.

Wallstick with ATR ShotWallsticking with a shot gives you a better opportunity to recover resources.
Easy

... > c.S / 5K > 6S~H > 214P > 632146S / 6S
Wallsticking with a shot from either stance will give enough time to both Focus and use Deus Ex Machina to break the wall.

Shooting immediately after 6S adds on free damage if following with a super, and allows for you to focus before the super, giving you a hard knockdown wallbreak with concentration and full ammo.

Wallstick with Steady Aim ShotWallsticking with a shot gives you a better opportunity to recover resources.
Medium

... > 214S > 214 H P (WS) > 632146S / 6S
Wallsticking with a shot from either stance will give enough time to both Focus and use Deus Ex Machina to break the wall.

If not within range to wall break with 6S, use Steady Aim Clean Hit to break the wall.

Okizeme

Post Super Wallbreak

Reversal Safe BlockstringBuilds enough meter for a BRC mix.


214S > 214K > 66 + H > c.S > 66 (Dash Cancel) H > c.S~2H > (Kara) 236S > 66 + H > c.S > ...
Reversal safe blockstring that pushes the opponent to the corner while building enough meter for a BRC.

Kara 236S is optional but strongly recommended as it makes the string work consistently against FD.

Original Tweet by Umisho

Wallslump Setups

Meaty c.S into overhead.A more ambiguous alternative to 5D.
Medium

c.S > 9 > H > H > j.44 > j.S > H > 2K / 5K > 6K / 2D > H > ...
If both Shots are timed correctly this will be a true string up until 2K / 5K.

  • Following with 2D will maintain the true string but risk losing the wall slump.
  • Following with 6K will maintain the wall slump but leave a gap for opponent to mash DP or Super.

Meaty c.S into low.A more ambiguous alternative to 2D.
Medium

c.S > 9 > H > H > 2K > 6K / 2D > H > ...
If both Shots are timed correctly this will be a true string up until 2K.

  • Following with 2D will maintain the true string but risk losing the wall slump.
  • Following with 6K will maintain the wall slump but leave a gap for opponent to mash DP or Super.

BRC Setups

Focus Safejump

Makes use of the newly buffed 214S cancel.
Hard

236S Starter > 6K > 214S > 214 H S (CL) > 66 > 214S > 214 H P > 9 > IAD > j.S
https://twitter.com/UMlSHO/status/1539387663748308993?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Etweet