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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
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| |-
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| | ({{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 ||
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| |-
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| | ({{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}}
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| |-
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| | ({{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 ||
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| |-
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| | ({{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 ||
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| |-
| |
| | ({{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>
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| | |
| Sai > 2A and Banishing Cancel are both 2 frame links. Surprisingly, that shit easy.
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| {{clear}}
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| }} | | }} |
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| {| 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)
| |
| |} | | |} |
|
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|
| | | ==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 |
| | }} |
| |} | | |} |