User:PrivateTarkus/sandbox: Difference between revisions

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<tabber>
==Ky Kiske==
Numpad Notation=  
{| class="wikitable"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ {{clr|3|c.S}} starter
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! {{CLabel|GGACR|Ky Kiske}} !! {{CLabel|GGXRD-R2|Ky Kiske}} !! {{CLabel|GGST|Ky Kiske}}
|-
|-
| ({{clr|2|2K}}) > {{clr|3|c.S}}(3) > {{clr|2|6K}} > 421X || any || 80 || 12 || || {{clr|6|Very Easy}} ||
| {{#cargo_query:tables=MoveData_GGACR
|-
|fields=input,startup,active,recovery
| ({{clr|2|2K}}) > {{clr|3|c.S}}(2) > {{clr|4|5H}} > 421X || any || 83 || 12 || || {{clr|6|Very Easy}} || enemy is in stagger state on {{clr|4|5H}}
|where=chara="Ky Kiske" and type="normal"
|-
|format=table|order by=_rowID
| ({{clr|2|2K}}) > {{clr|3|c.S}}(2) > {{clr|4|5H}} > {{clr|5|623D}} || any || 102 || <span style="color:DarkRed">-20 || || {{clr|6|Very Easy}} || Slip recovery 'Max' is not humanly possible. lvl 2~3 is more realistic.
}} || {{#cargo_query:tables=MoveData_GGXRDR2
|-
|fields=input,startup,active,recovery
| ({{clr|2|2K}}) > {{clr|3|c.S}}(3) > {{clr|2|6K}} > {{clr|S|421S}} > {{clr|3|2S}} > {{clr|5|623D}} || any || 140 || <span style="color:DarkRed">-10 || || {{clr|3|Easy}} ||
|where=chara="Ky Kiske" and type="normal"
|-
|format=table|order by=_rowID
| ({{clr|2|2K}}) > {{clr|3|c.S}}(3) > {{clr|2|6K}} > [{{clr|S|421S}} > {{clr|3|2S}}]x2-3 > 421X || corner || 145 || 17 || all || {{clr|3|Easy}} ||
}} || {{#cargo_query:tables=MoveData_GGST
|-
|fields=input,startup,active,recovery
|  ({{clr|2|2K}}) > {{clr|3|c.S}}(3) > {{clr|2|6K}} > {{clr|3|s}}CR > 66 {{clr|2|6K}} > {{clr|4|214H}}-{{clr|5|D}} > 66 {{clr|3|f.S}} > 421X || corner || 134 || 22 || all || {{clr|4|Hard}} ||
|where=chara="Ky Kiske" and type="normal"
|}
|format=table|order by=_rowID
|-|
Scrub Notation =  
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Close Range {{Prompt|GGACR|S}} starter
|-
!  Combo !! Valid From: !! Works on: !! Notes
|-
| ({{Ni|2}}{{Prompt|GGACR|K}}) > Close Range {{Prompt|GGACR|S}}(3 hits) > {{Ni|6}}{{Prompt|GGACR|K}} > {{Ni|421}}+Any Button || any position || all characters ||
|-
| ({{Ni|2}}{{Prompt|GGACR|K}}) > Close Range {{Prompt|GGACR|S}}(2 hits) > Standing {{Prompt|GGACR|H}} > {{Ni|421}}+Any Button || any position || all characters || enemy is in stagger state on {{Prompt|GGACR|H}}
|-
| ({{Ni|2}}{{Prompt|GGACR|K}}) > Close Range {{Prompt|GGACR|S}}(2 hits) > Standing {{Prompt|GGACR|H}} > {{Ni|623}}{{Prompt|GGACR|D}} || any position || all characters || Slip recovery 'Max' is not humanly possible. lvl 2~3 is more realistic.
|-
| ({{Ni|2}}{{Prompt|GGACR|K}}) > Close Range {{Prompt|GGACR|S}}(3 hits) > {{Ni|6}}{{Prompt|GGACR|K}} > {{Ni|421}}{{Prompt|GGACR|S}} > {{Ni|2}}{{Prompt|GGACR|S}} > {{Ni|623}}{{Prompt|GGACR|D}} || any position || all characters ||
|-
|  ({{Ni|2}}{{Prompt|GGACR|K}}) > Close Range {{Prompt|GGACR|S}}(3 hits) > {{Ni|6}}{{Prompt|GGACR|K}} > [ {{Ni|421}}{{Prompt|GGACR|S}} > {{Ni|2}}{{Prompt|GGACR|S}} ] two to three times > {{Ni|421}}+Any Button || corner || all characters ||
|-
|  ({{Ni|2}}{{Prompt|GGACR|K}}) > Close {{Prompt|GGACR|S}}(3 hits) > {{Ni|6}}{{Prompt|GGACR|K}} > {{Prompt|GGACR|S}} Carcass Raid > Dash > {{Ni|6}}{{Prompt|GGACR|K}} > {{Ni|214}}{{Prompt|GGACR|H}} then {{Prompt|GGACR|D}} > Dash > Far Range {{Prompt|GGACR|S}} > {{Ni|421}}+Any Button || corner  || all characters ||
|}
</tabber>
 
 
{{Test
| Title      = Optimal Banishing Strike Combo
| Oneliner  = {{CLabel|HNK|Mamiya}}–Specific Route
| Difficulty = {{clr|5|Very Hard}}
| Anchor    = ThrowMid2
| content    =<span style="display: block; float: right; overflow: hidden; border-radius: 15px; line-height: 0px; margin: 0px 0px 7px 7px;>[[file:GGST_Jack-O_Okizeme_ThrowMid1.mp4]]</span><div style="clear:left;"></div>
<div class="SusCode" style="width: calc(100% - 330px);">{{clr|5|2A}}x2 > {{clr|4|2B}} > {{clr|3|5D}} > C+D > 6 > {{clr|3|5D}} > {{clr|1|623C}}(3) > E > forward jump {{clr|5|j.A}} > delay {{clr|3|j.D}} > land then jump straight up > {{clr|5|j.A}} (right side only) > {{clr|3|j.214D}} > {{clr|5|2A}}x10 > {{clr|4|2B}} > {{clr|3|c.D}} > A+C > {{clr|5|j.A}} > {{clr|3|j.214D}} > {{clr|5|2A}} > {{clr|4|2B}} > {{clr|1|c.C}} > A+C > {{clr|5|j.A}} > {{clr|3|j.214D}} > {{clr|5|2A}}x14 > {{clr|4|2B}} > {{clr|3|5D}} > {{clr|3|214D}}+E > {{clr|5|2A}}x14 > {{clr|5|2A}}~E > {{clr|5|2A}}x3 > {{clr|4|2B}} > {{clr|3|5D}} > {{clr|3|214D}}+E > {{clr|5|2A}}x10 > {{clr|4|2B}} > {{clr|1|c.C}} > C+D > 6 > {{clr|4|2B}} > {{clr|5|2A}}x5 > {{clr|5|2A}}~E > {{clr|5|2A}}xN~ (Traveling)</div>
 
Sai > 2A and Banishing Cancel are both 2 frame links. Surprisingly, that shit easy.
{{clear}}
}}
}}
{| style="width:100%" cellpadding=10 border="1"
| {{clr|5|2A}}x2 > {{clr|4|2B}} > {{clr|3|5D}} > C+D > 6 > {{clr|3|5D}} > {{clr|1|623C}}(3) > E > forward jump {{clr|5|j.A}} > delay {{clr|3|j.D}} > land then jump straight up > {{clr|5|j.A}} (right side only) > {{clr|3|j.214D}} > {{clr|5|2A}}x10 > {{clr|4|2B}} > {{clr|3|c.D}} > A+C > {{clr|5|j.A}} > {{clr|3|j.214D}} > {{clr|5|2A}} > {{clr|4|2B}} > {{clr|1|c.C}} > A+C > {{clr|5|j.A}} > {{clr|3|j.214D}} > {{clr|5|2A}}x14 > {{clr|4|2B}} > {{clr|3|5D}} > {{clr|3|214D}}+E > {{clr|5|2A}}x14 > {{clr|5|2A}}~E > {{clr|5|2A}}x3 > {{clr|4|2B}} > {{clr|3|5D}} > {{clr|3|214D}}+E > {{clr|5|2A}}x10 > {{clr|4|2B}} > {{clr|1|c.C}} > C+D > 6 > {{clr|4|2B}} > {{clr|5|2A}}x5 > {{clr|5|2A}}~E > {{clr|5|2A}}xN~ (Traveling)
|}
|}


 
==Faust==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable"
|+ Dust Combos
|-
|-
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video
! {{CLabel|GGACR|Faust}} !! {{CLabel|GGXRD-R2|Faust}} !! {{CLabel|GGST|Faust}}
|-
|-
| {{clr|5|5D}} > {{clr|5|j.D}} > {{clr|1|214P}}(1) > {{clr|3|c.S}} > {{clr|4|214H}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|214P}}(1) > {{clr|3|c.S}} > {{clr|4|214H}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|214H}} > {{clr|1|214P}}(1) || Midscreen || 155 || 0 || All || ?? || If you did {{clr|5|5D}} close to opponent, use this. || [https://youtu.be/XsNjp2D8sgw Link]
| {{#cargo_query:tables=MoveData_GGACR
|-
|fields=input,startup,active,recovery
| {{clr|5|5D}} > {{clr|5|j.D}} > {{clr|1|214P}}(1) > {{clr|3|f.S}} > {{clr|2|6K}} > {{clr|1|214P}} > {{clr|4|2H}} > {{clr|1|214P}} || ?? || ?? || 0 || All || ?? || Should be used if you hit {{clr|5|5D}} from further away. || -
|where=chara="Faust" and type="normal"
|-
|format=table|order by=_rowID
| {{clr|5|5D}} > {{clr|5|j.D}} > {{clr|1|214P}}(1) > {{clr|4|632146H}} > {{clr|3|c.S}} > {{clr|4|214H}} > dash {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|214P}}(1) (sideswitch) > {{clr|3|c.S}} > {{clr|4|214H}} > {{clr|1|2148P}} || Corner || ?? || 50 || All || ?? || - || -
}} || {{#cargo_query:tables=MoveData_GGXRDR2
|-
|fields=input,startup,active,recovery
| {{clr|5|5D}} > {{clr|5|j.D}}> {{clr|1|214P}}(1) > {{clr|4|5H}} > {{clr|4|214H}} > dash {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|214P}}(1) > {{clr|3|c.S}} > {{clr|4|214H}} > {{clr|1|2148P}} || Corner || ?? || 0 || All || ?? || - || -
|where=chara="Faust" and type="normal"
|-
|format=table|order by=_rowID
| {{clr|5|5D}} > {{clr|5|j.D}} > {{clr|1|214P}}(1) > {{clr|4|5H}} > {{clr|4|214H}} > {{clr|4|j.H}}> {{clr|5|j.D}} > {{clr|4|214H}} > {{clr|1|214P}}(1) || Corner || ?? || 0 || All || ?? || Less damage than above, but easier/more stable. || -
}} || {{#cargo_query:tables=MoveData_GGST
|fields=input,startup,active,recovery
|where=chara="Faust" and type="normal"
|format=table|order by=_rowID
}}
|}
|}

Latest revision as of 19:48, 27 August 2023

Ky Kiske

Ky Kiske Ky Kiske Ky Kiske
input startup active recovery
5P 5 4 6
5K 5 8 7
c.S 7 2 18
f.S 10 6 19
5H 10 6 12
5D 25 4 22
6P 9 5 15
6K 17 2 11
6H 20 4 17
3H 23 8,1 3
2P 4 4 5
2K 5 4 6
2S 9 2 13
2H 12 4 20
2D 7 12 12
j.P 6 6 6
j.K 7 8 8
j.S 7 3 21
j.H 13 4 23
j.D 38 13 Total 20+11 after landing
input startup active recovery
5P 5 4 5
5K 5 8 7
c.S 7 2 18
f.S 10 6 19
5H 10 6 12
5D 28 13 11
2P 5 4 4
2K 5 4 6
2S 9 2 15
2H 11 1,4 20
2D 7 12 12
6P 9 5 15
6K 19 2 11
6H 23 6,(8),2 6
3H 15 4 25
j.P 6 6 6
j.K 7 4 12
j.S 7 3 21
j.H 13 4 23
j.D 38 13 Total 25+8 after landing
input startup active recovery
5P 5 4 7
5K 7 8 6
c.S 7 6 10
f.S 10 3 16
5H 12 6 21
2P 5 4 8
2K 6 4 10
2S 11 2 20
2H 11 1,4 28
j.P 6 3 9
j.K 7 4 8
j.S 7 3 21
j.H 13 4 23
j.D 13 6 15
6P 9 5 17
6K 25 2 11
6H 15 4 20
2D 10 6 18
5D 20 4 25
5[D] 28 4 25

Faust

Faust Faust Faust
input startup active recovery
5P 5 4 6
5K 7 8 11
c.S 8 6 6
f.S 7 6 28
5H 9 2,2,2 17
5D 28 2 15
6P 8 3 26
6H 25 9 45
2P 7 2 7
2K 7 3,3,6 5
2S 9 9 12
2H 14 2 21
2D 13 3 23
j.P 7 6 6
j.K 7 5 18
j.2K 10 Until landing 6 after landing
j.S 13 3 20
j.H 9 8 12
j.D 12 11 21+4 after landing
input startup active recovery
5P 6 4 6
5K 7 8 11
c.S 8 6 6
f.S 11 4 18
5H 9 2,2,2 17
5D 26 2 15
5D Reflect 1
6P 7 3 23
6H 25 9 45
2P 7 2 7
2K 7 3,3,6 5
2S 9 9 12
2H 14 2 25
2D 13 3 23
j.P 7 6 6
j.K 7 5 18
j.2K 12 Until Landing 4 After Landing
j.S 14 3 20
j.H 9 8 12
j.D 13 11 21 + 4 Landing Recovery
input startup active recovery
5P 5 4 8
5K 7 8 8
c.S 8 6 12
f.S 12 2 20
5H 13 8 18
5HH 27 3 27
2P 7 2 11
2K 5 2(1)3,3 12
2S 11 9 26
2H 14 2 29
j.P 7 4 6
j.K 7 5 18
j.S 14 3 20
j.H 9 5 15
j.D 13 6 23
6P 9 3 32
6H 25 9 44
j.2K 10 Until Landing 9 after Landing
2D 12 3 18
5D 20 3 26
5[D] 28 3 26