User:January

1,719 editsJoined 28 June 2022
Overview

Blank GGST Match-Up Template Page : User:January/MU Template

Happy Chaos X Levels To Learn: X Levels To Learn
January
400px
My Mains
GGST: Happy Chaos
+R: Sol

Beginner, and Core Combos

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

The Bread and ButterHKD from anything, anywhere.
Easy

Any Button > 684H
684H serves as the cornerstone of Goldlewis combo structure, as it is fast and long reaching enough to connect after any button.

Ending combos with 684H provides a very advantageous 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. allowing Goldlewis to run up and initiate pressure easily afterwards.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Ground Bounce 486HBread and Butter with some more meat.
Medium

Other Buttons > 486H > 66 5K > 684H
Ground bounces when hitting with the later front half of the move.

This can be done from medium or higher counterhits, such as CH f.S or from moves which launch the opponent upwards, like c.S > 2H


Side Switch 248HUseful for when you've been practicing too much P1 side too.
Medium

Other Buttons > 248H > 5P > 684H
Launches opponents behind Goldlewis when connecting at the beginning of the swing.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

High Air Hit 248Gravity and launch based extender, used frequently after RC
Medium

... > (c.S) > 248H, 66 c.S > ...
Primary extender after 684H PRC.

Can be used in conjunction with the Wall Bounce 426H extender if close enough to the corner, either before or after depending on starter.


Wall Bounce 426HCorner proximity and wall health based extender.
Medium

... > 426H, (66) c.S > ...
Microdash is dependent on distance to corner and helps ensure you get c.S and not f.S.

Full Combo List

P Starters

Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2P / 5P, (2P) > 684H Anywhere 72-75 All [2] Easy Go-to meterless combo for getting someone off you, or to capitalize on the hit of 5P/2P. 5P link combo does not work on crouching opponents nor standing Giovanna. Link 26989
(PC)
??
2P, c.S > 5H > 684H Anywhere 101 Everyone [3] Medium Crouching or CH Confirm that grants higher damage than the above combo. 26997
(PC)
??

K Starters

Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K / 2K > 2D > 684H Anywhere 82-89 All [2] Easy Basic confirm into HKD Short for "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.. Link 26999
(PC)
??
[3] Medium ??

S Starters

Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S / 2S > 684H Anywhere 83 - 85 All [2] Easy Basic confirm into HKD Short for "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.. ??
CH f.S / 2S > 486H, 66 5K > 684H Anywhere 146 - 149 All [3] Medium Can be CH OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did.'d by inputting 684H, 486H. ??
c.S > 2H > 486H, 66 5K > 684H Anywhere 180 All [3] Medium ??
c.S > 2H > 426H, 66 c.S > 248H, 66 c.S > 268H, 684H Corner 266 All [3] Medium Simple corner punish BnB. Add extra delay before first c.S against lightweights. Link 27006
(PC)
??
c.S > 268H, (66) 2H > 426H, 6 c.S > 2H > 268H, 66 624H Corner 274 All [4] Hard Good meterless wallbreak combo if you're ready to confirm off of the c.S with a special. Must microdash before first 2H against May, Axl, Gio, & Jack-O which ups the difficulty quite a bit. Cannot be point blank against Potemkin or else 268H hits too early. Replacing the first 2H with 5H makes the combo work on everyone at the cost of 2 damage (272 total). Link 28537
(PC)
??
c.S > 268H > (66) 2H > 426H, 6 c.S > 248H, 66 c.S > 268H, 66 624H Corner 283 All [5] Very Hard More optimal variation of above combo. c.S j.684h can be used to wallsplat for optimal DWTS spacing. Must microdash before first 2H against May, Axl, Gio, & Jack-O which ups the difficulty quite a bit. Cannot be point blank against Potemkin or else 268H hits too early. Replacing the first 2H with 5H makes the combo work on everyone expect Potemkin at point blank at the cost of 2 damage (281 total). Link 28538
(PC)
??
CH c.S > 248H > 66 c.s > 2H > 486H > 66 5K > 684H Anywhere 224 All [3] Medium Side switches after c.s, useful combo for when backed into the the corner. ??
CH c.S / f.S > 486H, 66 c.S > 2H > 426H, 66 c.S > 2H > 426H, 66 624H Midscreen 276 All [3] Medium CH f.S starter at the closer end of its range. Works on lightweights at near midscreen, but requires much closer corner positioning on heavyweights. Link 28539
(PC)
??

H Starters

Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 5H > 268H, 426H, c.S > 248H, dash c.S > 268H WS, 684H Corner 290 All [3] Medium Big DP punish. Easily allows for a 1080P wall break since it builds 46% tension up to the wall splat. Link 28546
(PC)
??
CH 6H > 236S (Level 3) Anywhere [3] Medium ??
CH 6H > 268H, (dl) 426H, 248H > dash c.S > 2H > 862H WS 624H Corner 315 All [4] Hard Huge meterless damage that can easily TOD with a bit of RISC and a 1080P ender. When dashing up for the c.S you want to get as close as possible so that the 862H connects at the start of the swing. Against lightweights, Chipp, Zato, delay 426H slightly. Against lightweights it is much easier to end with [5H > 624H WS] instead of [2H > 862H WS] and you'll only lose 1-2 damage. 28550
(PC)
??
CH 6H > 214S, 66 268H > 426H > c.S > 2H > 486H > 5K > 684H / 268H Corner [3] Medium ??

D Starters

Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2D > 684H Anywhere 88 All [2] Easy Grants the same Knockdown as raw 2D, but does significantly more damage. ??
5[D]~8 > j.D > j.S > adc > j.S > j.S Anywhere 183 Everyone [1] Very Easy Link 28552
(PC)
??
5[D]~8 > j.D > 9jc > j.D > j.S > adc > j.D > j.D Anywhere 206 Everyone [2] Easy Link 28553
(PC)
??
Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
4/6D, 5H Anywhere 94 [1] Very Easy OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." followup that leads to setups in the corner. You can cancel 5H into 214S or delay cancel into a meaty 486H/426H. 486H must be blocked high and leaves you closer while 426H is safe against meterless reversals. Link 28623
(PC)
??
4/6D, 862H Anywhere 104 Everyone [2] Easy OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." followup for closing out a round. Link 28624
(PC)
??

Jump-Ins & Air-to-Air

Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.K > j.248H, land, microdash c.S > 2H > [426H] or [486H] or [268H] Anywhere 150 All [4] Hard Basic jump-in combo. Corner extension is possible. Use 426H if you're near the corner as it leads to a longer combo, use 486H midscreen for a better knockdown, and use 268H for a better midscreen knockdown and corner carry (must have hit c.S very close). Link 28564
(PC)
??
j.K > j.248H, land, microdash c.S > 2H > 486H, 684H Anywhere 172 All [4] Hard Better damage + corner carry, but worse oki. Your choice between the two combos really. Link 28565
(PC)
??
CH j.D, j.66, j.K > j.248H, c.S > 684H Anywhere 154 All [3] Medium Counter-hit instant j.D conversion. Link 28567
(PC)
??

Behemoth Typhoon Starters

Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
268H, 684H Anywhere 131 All [3] Medium ??
268H, 66 2S > 684H Anywhere 147 All [3] Medium ??
CH 268H, 66 c.S > 248H, 66 c.S > 2H > 486H, 66 5K > 684H Anywhere 255 All [3] Medium Might requires delays in order to avoid sour spot 486H. ??
CH 268H, 66 c.S > 248H, 66 c.S > 2H > 426H, 66 c.S > 2H > 268H, 684H Midscreen 297 All [3] Medium ??
268H, (66) c.S > 2H > 426H, c.S > 248H, 66 c.S > 248H, 248H Corner 287 All [3] Medium ??
CH 268H, 426H. 248H, 66 c.S > 684H, 66 268H Corner All [3] Medium ??
Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
248H > 5P > 684H Anywhere 133 All [3] Medium ??
CH 248H, 66 c.S > 248H, 66 c.S > 2H > 486H, 66 5K > 684H [3] Medium ??
Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
486H, 66 5K > 684H Anywhere [3] Medium ??
CH 486H, 66 c.S > 248H, 66 c.S > 2H > 684H Anywhere [3] Medium ??
CH 486H, 66 c.S > 248H, 66 c.S > 2H > 426H, 66 c.S > 2H > 268H, 268H Midscreen [3] Medium ??
486H, 66 5K 268H, 66 5K 268H, 684H Corner [3] Medium ??
Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
842H > 2S > 684H Anywhere Everyone [3] Medium ??
CH 842H, 66 c.S > 2H > 486H > 66 5K > 684H Anywhere Everyone [3] Medium ??
842H, 66 5K > 248H, 66 5K > 684H Corner Everyone [3] Medium ??
CH 842H, 66 c.S > 2H > 426H, (66) c.S > 2H > 268H, 66 268H Corner 311 Everyone [3] Medium ??
CH 842H, 66 c.S > 2H > 426H, (66) c.S > 248, (66) c.S > 268H, 66 268H Corner 323 Everyone [4] Hard ??
Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 842H > 66 5K > 684H Anywhere Everyone [3] Medium ??
CH 842H, (66) 2K > 268H, 66 5K > 268H, 684H Corner [3] Medium Add a microdash before 2K against heavy weights. ??

Combo Theory