User:Ribbanya/Sandbox: Difference between revisions

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__FORCETOC__
==== Parent header ====
==== Parent header ====


<h5 style="display:none">5P or 2P</h5>
<h5 style="display:none">5P or 2P</h5>
{{clr|P|5P}} and {{clr|P|2P}} are interchangeable as starters.
{| class="wikitable sortable"
|+ {{MiniMoveCard|game=GGST|chara=Giovanna|input=2P|label={{clr|P|2P}}}} or {{MiniMoveCard|game=GGST|chara=Giovanna|input=5P|label={{clr|P|5P}}}}
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo=[{{clr|P|5P}} or {{clr|P|2P}}]&times;2 >&nbsp;{{clr|P|6P}} (>&nbsp;{{clr|K|en236K}})
|position=Anywhere
|damage=52~58
|worksOn=Everyone
|difficulty=Very Easy
|tensionGain=~9%
|notes=Point-blank {{clr|P|5P}}/{{clr|P|2P}} confirm. When further away you might only be able to get one hit or the {{clr|P|6P}} will whiff.
|video=
|recipePC=
|checkedVersion=1.36
}}
|-
{{GGST-ComboTableRow
|combo=[{{clr|P|5P}} or {{clr|P|2P}}] >&nbsp;{{clr|P|6P}} >&nbsp;{{clr|K|214K}} (>&nbsp;IAD)
|position=Anywhere
|damage=62~66
|worksOn=Everyone
|difficulty=Very Easy
|tensionGain=~13%
|notes=Requires to be point-blank or have dash momentum to connect the {{clr|K|214K}}.
|video=
|recipePC=
|checkedVersion=1.36
}}
|-
{{GGST-ComboTableRow
|combo=[{{clr|P|5P}} or {{clr|P|2P}}]&times;3 >&nbsp;{{clr|K|214K}}
|position=Anywhere
|damage=61~69
|worksOn=Everyone
|difficulty=Very Easy
|tensionGain=~14%
|notes=Requires the opponent to be crouching at point-blank distance. The {{clr|K|214K}} will hit at any range, just make sure to not whiff a {{clr|P|5P}}/{{clr|P|2P}} if further away.
|video=
|recipePC=
|checkedVersion=1.36
}}
|-
{{GGST-ComboTableRow
|combo=CH [{{clr|P|5P}} or {{clr|P|2P}}] > {{clr|H|6H}} > (dl.) {{clr|H|6HH}} > (dl.){{clr|H|6HHH}} (>&nbsp;{{clr|K|en236K}})
|position=Anywhere
|damage=79~83
|worksOn=Everyone
|difficulty=Easy
|tensionGain=~16%
|notes=Not hit confirmable. Requires Close Range as to allow the {{clr|H|6H}} to hit on its first active frame. The delays allow for a more consistent combo.
|video=
|recipePC=
|checkedVersion=1.36
}}
|-
{{GGST-ComboTableRow
|combo=CH [{{clr|P|5P}} or {{clr|P|2P}}], [{{clr|K|5K}} or {{clr|K|2K}}] > {{clr|K|214K}}
|position=Anywhere
|damage=62~67
|worksOn=Everyone
|difficulty=Easy
|tensionGain=~14%
|notes=CH {{clr|P|5P}}/{{clr|P|2P}} confirm. Requires to be at {{clr|P|5P}} range or have dash momentum to link into {{clr|K|5K}}/{{clr|K|2K}}.
|video=
|recipePC=
|checkedVersion=1.36
}}
|-
{{GGST-ComboTableRow
|combo=CH [{{clr|P|5P}} or {{clr|P|2P}}], {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|214K}} (> IAD)
|position=Anywhere
|damage=90~94
|worksOn=Everyone
|difficulty=Easy
|tensionGain=~21%
|notes=Requires Point Blank range to link into {{clr|S|c.S}}.
|video=
|recipePC=
|checkedVersion=1.36
}}
|-
{{GGST-ComboTableRow
|combo=CH [{{clr|P|5P}} or {{clr|P|2P}}], {{clr|S|c.S}} > {{clr|S|f.S}} (> {{clr|H|5H}}) (> {{clr|H|214H}})
|position=Anywhere
|damage=87~91
|worksOn=Everyone
|difficulty=Easy
|tensionGain=~17%
|notes=Requires Point Blank range. Going from {{clr|S|f.S}} into {{clr|H|214H}} allows for an autotimed {{clr|K|en236K}} meaty. With {{clr|H|5H}} there needs to be a slight delay instead.
|video=
|recipePC=
|checkedVersion=1.36
}}
|-
{{GGST-ComboTableRow
|combo=CH [{{clr|P|5P}} or {{clr|P|2P}}], {{clr|S|c.S}} > {{clr|H|6H}} > (dl.){{clr|H|6HH}} > (dl.){{clr|H|6HHH}} (> {{clr|H|214H}})
|position=Anywhere
|damage=95~99
|worksOn=Everyone
|difficulty=Easy
|tensionGain=~21%
|notes=Requires Point Blank range. The delays allow for a more consistent combo.
|video=
|recipePC=
|checkedVersion=1.36
}}
|-
{{GGST-ComboTableRow
|combo=CH [{{clr|P|5P}} or {{clr|P|2P}}], {{clr|S|c.S}} > {{clr|S|f.S(2)}} > {{clr|S|en623S}}, 66 {{clr|S|f.S(2)}} > {{clr|H|2H}} > {{clr|S|en214S}}, {{clr|S|c.S}} > {{clr|H|6H}} > dl. {{clr|H|6HH}} > {{clr|H|6HHH}} (> IAD)
|position=Anywhere
|damage=129
|worksOn=Everyone
|difficulty=Hard
|tensionGain=~39%
|notes=Requires Point Blank range. The {{clr|S|en623S}} needs to be done as fast as possible to link into {{clr|S|f.S(2)}} > {{clr|H|2H}} high enough for {{clr|H|214H}} to go under the opponent. Not delaying {{clr|H|6HHH}} makes the combo more consistent as well as the autotimed safejump possible afterwards.
<b>If cornered</b> this combo wall sticks.
|video=
|recipePC=
|checkedVersion=1.30
}}
|-
{{GGST-ComboTableRow
|combo=CH [{{clr|P|5P}} or {{clr|P|2P}}], {{clr|S|c.S}} > {{clr|S|f.S(2)}} > {{clr|S|en623S}}, 66 {{clr|S|f.S(2)}} > {{clr|H|2H}} > {{clr|S|en214S}}, {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} (> {{clr|H|214H}})
|position=Anywhere
|damage=129
|worksOn=Everyone
|difficulty=Hard
|tensionGain=~37%
|notes=Requires Point Blank range. The {{clr|S|en623S}} needs to be done as fast as possible to link into {{clr|S|f.S(2)}} > {{clr|H|2H}} high enough for {{clr|H|214H}} to go under the opponent.
|video=
|recipePC=
|checkedVersion=1.30
}}
|-
{{GGST-ComboTableRow
|combo=66 CH [{{clr|P|5P}} or {{clr|P|2P}}], {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|en214S}}[4], {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}} (> OTG)
|position=Anywhere
|damage=132
|worksOn=Everyone
|difficulty=Medium
|tensionGain=~35%
|notes=Requires dash momentum. Holding [4] on the {{clr|S|en214S}} allows you to keep sides on the second {{clr|S|214S}}. Holding [6] instead will make you side-switch.
|video=
|recipePC=
|checkedVersion=1.30
}}
|-
{{GGST-ComboTableRow
|combo=66 CH [{{clr|P|5P}} or {{clr|P|2P}}], {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|en214S}}[6], {{clr|S|c.S}} > {{clr|H|2H}}, {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} (> {{clr|H|214H}})
|position=Anywhere
|damage=141
|worksOn=Everyone
|difficulty=Medium
|tensionGain=~39%
|notes=Requires dash momentum. Holding [6] on the {{clr|S|en214S}} allows you to keep sides after the second {{clr|S|c.S}} > {{clr|H|2H}}. Holding [4] instead will make you side-switch.
|video=
|recipePC=
|checkedVersion=1.30
}}
|-
{{GGST-ComboTableRow
|combo=66 CH [{{clr|P|5P}} or {{clr|P|2P}}], {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|en214S}}[6], {{clr|S|c.S}} > {{clr|H|2H}}, {{clr|K|5K}} > {{clr|H|6H}} > (dl.) {{clr|H|6HH}} > (dl.) {{clr|H|6HHH}}
|position=Anywhere
|damage=140
|worksOn=Everyone
|difficulty=Medium
|tensionGain=~40%
|notes=Requires dash momentum. Holding [6] on the {{clr|S|en214S}} allows you to keep sides after the second {{clr|S|c.S}} > {{clr|H|2H}}. Holding [4] instead will make you side-switch.
|video=
|recipePC=
|checkedVersion=1.30
}}
|-
{{GGST-ComboTableRow
|combo=CH [{{clr|P|5P}} or {{clr|P|2P}}], {{clr|S|c.S}} > ({{clr|H|5H}} > {{clr|S|en623S}})×2, {{clr|S|f.S}} > {{clr|H|5H}} WS > {{clr|K|en236K}} WB
|position=Corner
|damage=183<small>(WB)</small> <br> 142<small>(WS)</small>
|worksOn=Everyone
|difficulty=Medium
|tensionGain=~39%<small>(WB)</small> / ~34%<small>(WS)</small>
|notes=Requires Point Blank range. The last link into {{clr|S|f.S}} can be somewhat tight and requires being a close distance from the corner.
|video=
|recipePC=154347
|checkedVersion=1.30
}}
|-
{{GGST-ComboTableRow
|combo=CH [{{clr|P|5P}} or {{clr|P|2P}}], {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|en623S}}, {{clr|H|2H}} > {{clr|S|en623S}}, {{clr|H|5H}} > {{clr|S|en623S}}, WS > {{clr|S|en623S}} WB
|position=Corner
|damage=186<small>(WB)</small> <br> 146<small>(WS)</small>
|worksOn=Everyone
|difficulty=Medium
|tensionGain=~41%<small>(WB)</small> / ~37%<small>(WS)</small>
|notes=Requires Point Blank range. Requires being close to the corner after the first {{clr|S|en623S}} to link into {{clr|H|2H}}.
|video=
|recipePC=154348
|checkedVersion=1.30
}}
|-
{{GGST-ComboTableRow
|combo=66 CH [{{clr|P|5P}} or {{clr|P|2P}}], {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|en214S}}, {{clr|S|c.S}} > {{clr|S|en623S}}, {{clr|H|5H}} > {{clr|S|en623S}}, WS > {{clr|S|en623S}} WB
|position=Corner
|damage=184<small>(WB)</small> <br> 144<small>(WS)</small>
|worksOn=Everyone
|difficulty=Medium
|tensionGain=~43%<small>(WB)</small> / ~39%<small>(WS)</small>
|notes=Requires Dash momentum.
|video=
|recipePC=154351
|checkedVersion=1.30
}}
|-
{{GGST-ComboTableRow
|combo=66 CH [{{clr|P|5P}} or {{clr|P|2P}}], {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|en623S}}, {{clr|H|5H}} > {{clr|S|en623S}}, {{clr|H|5H}} > {{clr|K|214K}}, WS > {{clr|S|en623S}} WB
|position=Cornered
|damage=182<small>(WB)</small> <br> 143<small>(WS)</small>
|worksOn=Everyone
|difficulty=Medium
|tensionGain=~42%<small>(WB)</small> / ~38%<small>(WS)</small>
|notes=Requires Dash momentum. Requires to be within {{clr|H|5H}} range from the corner after the backhit {{clr|S|en623S}}.
|video=
|recipePC=154352
|checkedVersion=1.30
}}
|-
{{GGST-ComboTableRow
|combo=66 CH [{{clr|P|5P}} or {{clr|P|2P}}], {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|en214S}}[4], {{clr|S|c.S}} > {{clr|H|2H}}, {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} WS > {{clr|K|en236K}} WB
|position=Cornered
|damage=181<small>(WB)</small> <br> 141<small>(WS)</small>
|worksOn=Everyone
|difficulty=Medium
|tensionGain=~44%<small>(WB)</small> / ~39%<small>(WS)</small>
|notes=Requires Dash momentum. Holding [4] after {{clr|S|en214S}} is required to face the correct side as to make the combo wall-stick.
|video=
|recipePC=154353
|checkedVersion=1.30
}}
|}
<h5 style="display:none">5P or 2P, part 2</h5>


{{clr|P|5P}} and {{clr|P|2P}} are interchangeable as starters.
{{clr|P|5P}} and {{clr|P|2P}} are interchangeable as starters.

Latest revision as of 04:36, 25 April 2024


Parent header

5P or 2P

5P and 2P are interchangeable as starters.

2PGGST Giovanna 2P.pngGuardAllStartup5Recovery10Advantage-2 or 5PGGST Giovanna 5P.pngGuardAllStartup4Recovery9Advantage-2
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
[5P or 2P]×2 > 6P (> en236K) Anywhere 52~58 Everyone [1] Very Easy Tension Gain: ~9%
Point-blank 5P/2P confirm. When further away you might only be able to get one hit or the 6P will whiff.
1.36
[5P or 2P] > 6P214K (> IAD) Anywhere 62~66 Everyone [1] Very Easy Tension Gain: ~13%
Requires to be point-blank or have dash momentum to connect the 214K.
1.36
[5P or 2P]×3 > 214K Anywhere 61~69 Everyone [1] Very Easy Tension Gain: ~14%
Requires the opponent to be crouching at point-blank distance. The 214K will hit at any range, just make sure to not whiff a 5P/2P if further away.
1.36
CH [5P or 2P] > 6H > (dl.) 6HH > (dl.)6HHH (> en236K) Anywhere 79~83 Everyone [2] Easy Tension Gain: ~16%
Not hit confirmable. Requires Close Range as to allow the 6H to hit on its first active frame. The delays allow for a more consistent combo.
1.36
CH [5P or 2P], [5K or 2K] > 214K Anywhere 62~67 Everyone [2] Easy Tension Gain: ~14%
CH 5P/2P confirm. Requires to be at 5P range or have dash momentum to link into 5K/2K.
1.36
CH [5P or 2P], c.S > 5H > 214K (> IAD) Anywhere 90~94 Everyone [2] Easy Tension Gain: ~21%
Requires Point Blank range to link into c.S.
1.36
CH [5P or 2P], c.S > f.S (> 5H) (> 214H) Anywhere 87~91 Everyone [2] Easy Tension Gain: ~17%
Requires Point Blank range. Going from f.S into 214H allows for an autotimed en236K meaty. With 5H there needs to be a slight delay instead.
1.36
CH [5P or 2P], c.S > 6H > (dl.)6HH > (dl.)6HHH (> 214H) Anywhere 95~99 Everyone [2] Easy Tension Gain: ~21%
Requires Point Blank range. The delays allow for a more consistent combo.
1.36
CH [5P or 2P], c.S > f.S(2) > en623S, 66 f.S(2) > 2H > en214S, c.S > 6H > dl. 6HH > 6HHH (> IAD) Anywhere 129 Everyone [4] Hard Tension Gain: ~39%
Requires Point Blank range. The en623S needs to be done as fast as possible to link into f.S(2) > 2H high enough for 214H to go under the opponent. Not delaying 6HHH makes the combo more consistent as well as the autotimed safejump possible afterwards.

If cornered this combo wall sticks.

1.30
CH [5P or 2P], c.S > f.S(2) > en623S, 66 f.S(2) > 2H > en214S, c.S > f.S > 5H (> 214H) Anywhere 129 Everyone [4] Hard Tension Gain: ~37%
Requires Point Blank range. The en623S needs to be done as fast as possible to link into f.S(2) > 2H high enough for 214H to go under the opponent.
1.30
66 CH [5P or 2P], c.S > 2H > en214S[4], c.S > 2H > 214S (> OTG) Anywhere 132 Everyone [3] Medium Tension Gain: ~35%
Requires dash momentum. Holding [4] on the en214S allows you to keep sides on the second 214S. Holding [6] instead will make you side-switch.
1.30
66 CH [5P or 2P], c.S > 2H > en214S[6], c.S > 2H, c.S > f.S > 5H (> 214H) Anywhere 141 Everyone [3] Medium Tension Gain: ~39%
Requires dash momentum. Holding [6] on the en214S allows you to keep sides after the second c.S > 2H. Holding [4] instead will make you side-switch.
1.30
66 CH [5P or 2P], c.S > 2H > en214S[6], c.S > 2H, 5K > 6H > (dl.) 6HH > (dl.) 6HHH Anywhere 140 Everyone [3] Medium Tension Gain: ~40%
Requires dash momentum. Holding [6] on the en214S allows you to keep sides after the second c.S > 2H. Holding [4] instead will make you side-switch.
1.30
CH [5P or 2P], c.S > (5H > en623S)×2, f.S > 5H WS > en236K WB Corner 183(WB)
142(WS)
Everyone [3] Medium Tension Gain: ~39%(WB) / ~34%(WS)
Requires Point Blank range. The last link into f.S can be somewhat tight and requires being a close distance from the corner.
154347
(PC)
1.30
CH [5P or 2P], c.S > 5H > en623S, 2H > en623S, 5H > en623S, WS > en623S WB Corner 186(WB)
146(WS)
Everyone [3] Medium Tension Gain: ~41%(WB) / ~37%(WS)
Requires Point Blank range. Requires being close to the corner after the first en623S to link into 2H.
154348
(PC)
1.30
66 CH [5P or 2P], c.S > 2H > en214S, c.S > en623S, 5H > en623S, WS > en623S WB Corner 184(WB)
144(WS)
Everyone [3] Medium Tension Gain: ~43%(WB) / ~39%(WS)
Requires Dash momentum.
154351
(PC)
1.30
66 CH [5P or 2P], c.S > 2H > en623S, 5H > en623S, 5H > 214K, WS > en623S WB Cornered 182(WB)
143(WS)
Everyone [3] Medium Tension Gain: ~42%(WB) / ~38%(WS)
Requires Dash momentum. Requires to be within 5H range from the corner after the backhit en623S.
154352
(PC)
1.30
66 CH [5P or 2P], c.S > 2H > en214S[4], c.S > 2H, c.S > f.S > 5H WS > en236K WB Cornered 181(WB)
141(WS)
Everyone [3] Medium Tension Gain: ~44%(WB) / ~39%(WS)
Requires Dash momentum. Holding [4] after en214S is required to face the correct side as to make the combo wall-stick.
154353
(PC)
1.30
5P or 2P, part 2

5P and 2P are interchangeable as starters.

2PGGST Giovanna 2P.pngGuardAllStartup5Recovery10Advantage-2 or 5PGGST Giovanna 5P.pngGuardAllStartup4Recovery9Advantage-2
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
[5P or 2P]×2 > 6P (> en236K) Anywhere 52~58 Everyone [1] Very Easy Tension Gain: ~9%
Point-blank 5P/2P confirm. When further away you might only be able to get one hit or the 6P will whiff.
1.36
[5P or 2P] > 6P214K (> IAD) Anywhere 62~66 Everyone [1] Very Easy Tension Gain: ~13%
Requires to be point-blank or have dash momentum to connect the 214K.
1.36
[5P or 2P]×3 > 214K Anywhere 61~69 Everyone [1] Very Easy Tension Gain: ~14%
Requires the opponent to be crouching at point-blank distance. The 214K will hit at any range, just make sure to not whiff a 5P/2P if further away.
1.36
CH [5P or 2P] > 6H > (dl.) 6HH > (dl.)6HHH (> en236K) Anywhere 79~83 Everyone [2] Easy Tension Gain: ~16%
Not hit confirmable. Requires Close Range as to allow the 6H to hit on its first active frame. The delays allow for a more consistent combo.
1.36
CH [5P or 2P], [5K or 2K] > 214K Anywhere 62~67 Everyone [2] Easy Tension Gain: ~14%
CH 5P/2P confirm. Requires to be at 5P range or have dash momentum to link into 5K/2K.
1.36
CH [5P or 2P], c.S > 5H > 214K (> IAD) Anywhere 90~94 Everyone [2] Easy Tension Gain: ~21%
Requires Point Blank range to link into c.S.
1.36
CH [5P or 2P], c.S > f.S (> 5H) (> 214H) Anywhere 87~91 Everyone [2] Easy Tension Gain: ~17%
Requires Point Blank range. Going from f.S into 214H allows for an autotimed en236K meaty. With 5H there needs to be a slight delay instead.
1.36
CH [5P or 2P], c.S > 6H > (dl.)6HH > (dl.)6HHH (> 214H) Anywhere 95~99 Everyone [2] Easy Tension Gain: ~21%
Requires Point Blank range. The delays allow for a more consistent combo.
1.36
CH [5P or 2P], c.S > f.S(2) > en623S, 66 f.S(2) > 2H > en214S, c.S > 6H > dl. 6HH > 6HHH (> IAD) Anywhere 129 Everyone [4] Hard Tension Gain: ~39%
Requires Point Blank range. The en623S needs to be done as fast as possible to link into f.S(2) > 2H high enough for 214H to go under the opponent. Not delaying 6HHH makes the combo more consistent as well as the autotimed safejump possible afterwards.

If cornered this combo wall sticks.

1.30
CH [5P or 2P], c.S > f.S(2) > en623S, 66 f.S(2) > 2H > en214S, c.S > f.S > 5H (> 214H) Anywhere 129 Everyone [4] Hard Tension Gain: ~37%
Requires Point Blank range. The en623S needs to be done as fast as possible to link into f.S(2) > 2H high enough for 214H to go under the opponent.
1.30
66 CH [5P or 2P], c.S > 2H > en214S[4], c.S > 2H > 214S (> OTG) Anywhere 132 Everyone [3] Medium Tension Gain: ~35%
Requires dash momentum. Holding [4] on the en214S allows you to keep sides on the second 214S. Holding [6] instead will make you side-switch.
1.30
66 CH [5P or 2P], c.S > 2H > en214S[6], c.S > 2H, c.S > f.S > 5H (> 214H) Anywhere 141 Everyone [3] Medium Tension Gain: ~39%
Requires dash momentum. Holding [6] on the en214S allows you to keep sides after the second c.S > 2H. Holding [4] instead will make you side-switch.
1.30
66 CH [5P or 2P], c.S > 2H > en214S[6], c.S > 2H, 5K > 6H > (dl.) 6HH > (dl.) 6HHH Anywhere 140 Everyone [3] Medium Tension Gain: ~40%
Requires dash momentum. Holding [6] on the en214S allows you to keep sides after the second c.S > 2H. Holding [4] instead will make you side-switch.
1.30
CH [5P or 2P], c.S > (5H > en623S)×2, f.S > 5H WS > en236K WB Corner 183(WB)
142(WS)
Everyone [3] Medium Tension Gain: ~39%(WB) / ~34%(WS)
Requires Point Blank range. The last link into f.S can be somewhat tight and requires being a close distance from the corner.
154347
(PC)
1.30
CH [5P or 2P], c.S > 5H > en623S, 2H > en623S, 5H > en623S, WS > en623S WB Corner 186(WB)
146(WS)
Everyone [3] Medium Tension Gain: ~41%(WB) / ~37%(WS)
Requires Point Blank range. Requires being close to the corner after the first en623S to link into 2H.
154348
(PC)
1.30
66 CH [5P or 2P], c.S > 2H > en214S, c.S > en623S, 5H > en623S, WS > en623S WB Corner 184(WB)
144(WS)
Everyone [3] Medium Tension Gain: ~43%(WB) / ~39%(WS)
Requires Dash momentum.
154351
(PC)
1.30
66 CH [5P or 2P], c.S > 2H > en623S, 5H > en623S, 5H > 214K, WS > en623S WB Cornered 182(WB)
143(WS)
Everyone [3] Medium Tension Gain: ~42%(WB) / ~38%(WS)
Requires Dash momentum. Requires to be within 5H range from the corner after the backhit en623S.
154352
(PC)
1.30
66 CH [5P or 2P], c.S > 2H > en214S[4], c.S > 2H, c.S > f.S > 5H WS > en236K WB Cornered 181(WB)
141(WS)
Everyone [3] Medium Tension Gain: ~44%(WB) / ~39%(WS)
Requires Dash momentum. Holding [4] after en214S is required to face the correct side as to make the combo wall-stick.
154353
(PC)
1.30