See my short term goal isn’t to get into celestial, it’s actually to one day land this one close slash corner combo that I’ve been labbing in standby in training for like a month now.
It’s really hard to land the full sequence because they usually stick to the wall before it finishes and getting the just right close slash in the corner when they don’t have burst and have enough health to tank it is really uncommon anyway.
Still a better goal for my mental than getting into celestial tho, that is NOT FUN
Isn't this his corner BNB? Doesn't seem that hard to land, but I guess you have to be pretty close for the initial close slash. Also you can bait bursts with C.s or 5k during it.
I think the real BNB is C.s > 2H > heat knuckle but yee it is a pretty simple stupid corner combo. My goal is to just pull off the full thing off in a match without what was mentioned getting in the way. (Or ending with heat knuckle anyway because I’m simple stupid)
Edit: just had a thought when thinking about what a BNB combo is and I had the thought of calling these kinds of combos that are like a minor step up in execution like this “meat and potatoes”
wake up FGC we’re practicing meat and potatoes combos now.
Good potemkin combos basically only use heat knuckle to get extra damage after a wallstick. It is definitely an easier option than kara megafist combos though
No that's not optimal, comes out to 269 KY vs c.S 2H MF 5K 6H HF WS 6H which is 272 KY. There's a bigger optimal with kbmfs but I think there are microwalks or JFs in it.
I'm not even that much of a labber and I've gone through a bunch of corner bnbs to check damage values.
Yeah that's a thing with that corner bnb. The optimal bnb is cS 2H MF 5K 6H HF WS 6H which beats it by 3 damage compared to FMF ender (causing FMF ender to tie with c.S 2H Garuda kbmf 5k 6h ws 6h) but existing wall damage or delayed Megafist can rack up enough wall damage to wallsplat directly on 6H.
It's easy to route into anyways because 2H is also a valid start point for the combo. You can do Garuda for the frametrap necessary for it, Garuda block microwalk c.S to get them to jump or mash.
Yes, being in a combo state causes wall HP to drain over time (i think its about 10 Wall HP per frame), this alongside the per hit wall damage causes certain combos to wallsplat/not wallsplat depending on how fast or slow you do the inputs on account of wall damage racking up during the delays.
Being in Guard Crush blockstun also causes wall damage, at about 5 HP per frame. Its why Garuda pressure in corner causes you to wallsplat very quick on hit.
2D->BR1->Vortex->2K>Kara-cancel HVV. That shit's timing is tight. I can barely land it in training, not to mention in a match.
Edit: forgot to say it's CH 2D
Maybe if you do cS>tkHVV after Vortex instead of 2k>kHVV it'll work more often?
Not at my pc right now so I can't really try it out, but I think I recall practicing this sometime ago
From EXACTLY the roundstart position, CH c.S -> DC 5K -> 2369HS -> 5P -> 6HS -> 5P -> 6K -> 214S -> 2P -> 6K -> 214HS -> WS -> WA/5P -> WB.
This is like a 2-frame link and a slightly different position will mess it up.
You have to time it manually anyways bruh a 3 frame buffer will make it almost seem like there is no buffer at all it just helps because in cases where it's like a 1 frame link or 2 frame link the added 3 frames mean you still need to be extremely tight but it's possible to be consistent
This man, i learned how to kara cancel HVV to do big damage combos, but my brain can't process the hit fast enough for me to actually go for it. I stagger my buttons way too much
Jump doesn't cause counter hit state anyway. If you're fishing for counter hit 6h you kind of just use it as a hard callout to your opponent mashing pokes at range. It's got a huge disjointed hitbox so it's best used as a huge, slow counterpoke. Or if your opponent is mashing throw on wakeup you could shimmy and then 6h to stop them from doing that ever again lol
I know, counter 6h is super consistent in the corner, it's a 4 frame frametrap after gurada, and thanks to the new wild assualt you can combo after the opponent tries to jump, doesn't work midscreen tho :(
Search ch 6h combo, but the notation isn't hard to understand in the corner you can CH 6H> HF>dl.HFB> 5K> KBMF> 5K> KBMF> 5K> 6H> HFB> Giganter Kai> 6H> Heat kunckle
With testament ive been doing this stupid thing in training where you can 2h into charged heavy grave reaper and it will pass through most characters if timed right. Then if you land s arbiter you can bounce them off of the fireball behind them. Similarly if you instead use s fireball a 5h timed right will bounce them off of the fireball. Its basically has no real use as far as I know but I think its funny.
Counter HS > Bandit Revolver 1 > c.s > dash cancel HVV. It is possible to land in a match but the timing is pretty tight and I struggle to land it in training.
It's a tight link, but you can make it easier by pressing the run button as you do the dp motion.
I used to not be able to hit it but now I can get it 80% of times, took me a lot of practice tho (and a good connection to you opponent in order to not mess up the timing lmao)
(I’m pretty new to GGST and the fighting game community, sorry if I get terminology wrong)
I NEVER use charged dust in actual games, yet I learned a combo for if I land it. I also don’t use half the combos I end up learning because I’m pretty decent at handling Asuka’s spells and mana (my friends wish I wasn’t).
Side note: is it possible to add a flair to the subreddits list? I checked the list and there was no flair for Asuka.
I got all of you guys beat. I'm practicing Orange Wild Assault combos...on Potemkin. These are combos that aren't even possible without a mod, and yet the taste of freedom calls me in.
Orange WA would unironically make ICPM a perfectly valid move in strive, no joke, because charged OWA goes into a j.SH jc j.SH and ICPM ender would give full corner carry and a workable KD. Daisuke still has to keep us down...why they gotta make the remaining WAs so bad man, orange is just too good.
In +R doing Ky's H Stun Edge corner combo
cS/2S >5H > 6K > 236H > 6FRC6 > cS > 6K > 236H > 6FRC6 > cS > 5H >2D. The 6FRC6 timing for 236H needs to be done awkwardly late without too much visual timing, plus getting the cS is also pretty tight. I love how Ky is in this game compared to xrd and strive cause he can do complex stuff like this if you really want to.
One day I'll overcome my muscle memory and actually do a full air combo with tatami safe jump finish, for now though I'm stuck on my reliable and boring old c.S>f.S>HS>41236h~h
You can do it without the 5k off of a backdash. 4DM~66BRC cancelled into a button, where DM is dash macro, gives you an instant overhead, but the timing is tricky. There's videos about it on YouTube with more detail - and it's pretty practical too for closing out rounds! Note it is character specific whether or not you have a button that works well. Anji jK and Ky jS are good examples, not sure about Sol.
So I thought I'd never use this one but it's actually a great utility to just have on hand. It's an I-no corner wall to wall switch up, so you start in the corner, cross up during the combo, and then w the same combo proceed to wall break. I am pretty sure it's:
c.S > 6H (Hit 2x) > 236H > RC > 66 (cross up under) > j.D > 9j.S > j.236H > H Follow-up > j.S > j.H > 214P > 214P
Also can be started with 2K instead of c.S and finished with 632146S overdrive if you have the meter for hard knock down (might be too high on wall for wild assault finish, have not labbed that specifically, but the timing on the wall stick is lenient so I'm sure you could micro delay to reposition.
Super slick looking combo though if you haven't seen if performed
May used to have a CH combo off of S. Dolphin into her command grab. And then it would go into a somewhat difficult midscreen to corner combo that was super fun and cool.
Now, technically, it seems like it's still possible with P-dolphin-stop. But it'd have to be a different combo. I'm currently trying to figure out what that combo would be.
I'm not even sure if I wanna play May anymore because, as a whole, I really don't enjoy her new changes. They make her a lot less fun to play in my opinion. But if I can figure out how to make this work, I might stay with her.
Literally just any actual combo. I labbed a bunch with Bridget but for some reason I can never pull them out in a match and end up just doing her basic string any time I open someone up. GGST is the only game I have this problem in. I can bust out 30+ hit combos at the drop of a hat in Blazblue but for some reason Strive just has me doing my basic Gatling and a finisher for like 5 hits and calling it a day
As Sol, I like how 5H knocks back and wall bounces, so in the corner, I like to get the timing on cS>5H>5H>5H>RC>5H>5H.
Just playing squash with them for a couple of seconds.
I am currently working on a variation of a Homing jump combo with Ramlethal
The base combo is j.H>9jc>j.H>j.K>j.S>ender but the problem is that the j.S whiffs on certain characters with smaller hitboxes. I've been labbing alternative combos that work on them on the extremely small chance that I hit a Millia with a charged dust and I will not stop until I find one and use it.
With Ky, in the corner: c.S>6H>214S>RRC>236H>2H>623H>623S>623H
It's probably my facorite combo, cause of the tripple dp, but that rrc timing is way too tight for me to ever get consistently in a match
The forbidden GL technique, the overhead that is actually a low
I actually managed to do the technique properly twice now but the first time they bursted right before and the second time they YRC’d. A couple days ago I managed to do it to my brother while doing local play with him.
[I have been practicing this flying fullscreen RTL PRC for three weeks.](https://youtu.be/oTZUAcijCfg?si=_KMzOhmsmud4xQfx)
Is my time better spent practicing elk hunt whiff punishes and low-profiles that are better for starting combos and work way more often? Definitely. But I play Sin in large part to inflict emotional damage on my opponents. I am practicing this tech so I can do fighting game terrorism.
I’ve been going back and doing combo trials in a variety of games, including Xrd, and I have no interest in using any of it in an actual game. I’m too tired to really play a lot of the time and I enjoy improving my execution across games and casts, even if it won’t ever be used.
Counter Hit Close Slash into TK HVV. It's not super hard for me to actually input, but actually being ready to do it after a c.S CH is like never gonna happen lol
After breaking the wall with WA, eddie ready and 50 meter, run up BRC -> Empty summon drills -> jump -> mix; covers about every option but leo and ky dp's. You could get the same result with sun void, but thats no fun and the oki is weaker
Asuka has multiple fuzzy mixups using the 808 Screamer and the high gravity staff. A lot of what I’ve tested can be beaten with 6P, but Screamer can consistently beat it. This mix only get scarier with a low jump high via gravity rod, but general Test Case 3 zoning and mana regen is so strong that I don’t worry about mixing my opponent up with normals very much.
-Ky player-
I had a combo that I used to run all the time back when I was playing, so much so that it wasn't even something I thought about, I just did it. Stun Dipper -> 5K -> 2D -> Dire Eclat -> H/S(depending on hit/block) Stun Edge. It's not exactly super long or complex, but you'd be surprised at how often those 5 inputs got results. Been out of practice for a while now, so I don't know if I can still pull it off, or if it even works on other players anymore, but I have fond memories of it.
With sin basically a lot of combos I know are good but aren’t practical in a match because either they are too inconsistent or they just don’t do much dmg
Double IB Sickle Storm. Done correctly Jack-O' gets a c.S punish meaning *she actually gets a punish combo*. However if you do not confirm the double IB correctly--and it's very easy to fail it--you will press f.S and immediately die to the second hit. Assuming you didn't already eat the first hit from a poorly timed IB.
Nago BRC combos are up there, same with his dustloops. Both woefully useless but absurdly cool cuz they're on a character that SHOULD NOT be able to do these things.
Jump cancel combos off of 5k for nago. Maybe someday i will land the cs>236h>236k>5k jc jd>jk>cs>2h (ws) combo in a real game and inflict massive mental damage
See my short term goal isn’t to get into celestial, it’s actually to one day land this one close slash corner combo that I’ve been labbing in standby in training for like a month now. It’s really hard to land the full sequence because they usually stick to the wall before it finishes and getting the just right close slash in the corner when they don’t have burst and have enough health to tank it is really uncommon anyway. Still a better goal for my mental than getting into celestial tho, that is NOT FUN
For the nerds the combos is C.s > 2H > FMF > 5k > 6H > FMF > WA/6H (either for hard knock down wall break or more damage)
Isn't this his corner BNB? Doesn't seem that hard to land, but I guess you have to be pretty close for the initial close slash. Also you can bait bursts with C.s or 5k during it.
I think the real BNB is C.s > 2H > heat knuckle but yee it is a pretty simple stupid corner combo. My goal is to just pull off the full thing off in a match without what was mentioned getting in the way. (Or ending with heat knuckle anyway because I’m simple stupid) Edit: just had a thought when thinking about what a BNB combo is and I had the thought of calling these kinds of combos that are like a minor step up in execution like this “meat and potatoes” wake up FGC we’re practicing meat and potatoes combos now.
Good potemkin combos basically only use heat knuckle to get extra damage after a wallstick. It is definitely an easier option than kara megafist combos though
Not sure, but I think the most optimal combo would be c.s 2h Garuda kbmf 5k 6h hfb 6h
No that's not optimal, comes out to 269 KY vs c.S 2H MF 5K 6H HF WS 6H which is 272 KY. There's a bigger optimal with kbmfs but I think there are microwalks or JFs in it. I'm not even that much of a labber and I've gone through a bunch of corner bnbs to check damage values.
damn it, i thought my cool kbmf combo was optimal
I mean it's good 'babys first kbmf combo' and you can swap out 5k 6H with 2S 5H to wallsplat from longer range Garuda tumbles that cause 5k to whiff.
Yeah that's a thing with that corner bnb. The optimal bnb is cS 2H MF 5K 6H HF WS 6H which beats it by 3 damage compared to FMF ender (causing FMF ender to tie with c.S 2H Garuda kbmf 5k 6h ws 6h) but existing wall damage or delayed Megafist can rack up enough wall damage to wallsplat directly on 6H. It's easy to route into anyways because 2H is also a valid start point for the combo. You can do Garuda for the frametrap necessary for it, Garuda block microwalk c.S to get them to jump or mash.
3 Damage optimization baabyyyyyy yah love to see it Also that Garuda block idea is crazy I need to try that out, thanks for the tip
not exactly crazy when that's the layer 1 garuda mix - strike/throw with Buster/c.S
Don’t call me out like that Xurkitree
why does delaying megafist cause the early splat? does the wall lose HP over time during combos too?
Yes, being in a combo state causes wall HP to drain over time (i think its about 10 Wall HP per frame), this alongside the per hit wall damage causes certain combos to wallsplat/not wallsplat depending on how fast or slow you do the inputs on account of wall damage racking up during the delays. Being in Guard Crush blockstun also causes wall damage, at about 5 HP per frame. Its why Garuda pressure in corner causes you to wallsplat very quick on hit.
Blocking
Kbmf :( Still 50/50 on if it comes out
2D->BR1->Vortex->2K>Kara-cancel HVV. That shit's timing is tight. I can barely land it in training, not to mention in a match. Edit: forgot to say it's CH 2D
Maybe if you do cS>tkHVV after Vortex instead of 2k>kHVV it'll work more often? Not at my pc right now so I can't really try it out, but I think I recall practicing this sometime ago
I didn't even know you could fit vortex in there. Gonna try Edit: you can't :(
From EXACTLY the roundstart position, CH c.S -> DC 5K -> 2369HS -> 5P -> 6HS -> 5P -> 6K -> 214S -> 2P -> 6K -> 214HS -> WS -> WA/5P -> WB. This is like a 2-frame link and a slightly different position will mess it up.
I think the input buffer in this game will give you at LEAST 3 frames to input the move
yeah but for some reason if you buffer it it doesn't combo, you have to time it manually
You have to time it manually anyways bruh a 3 frame buffer will make it almost seem like there is no buffer at all it just helps because in cases where it's like a 1 frame link or 2 frame link the added 3 frames mean you still need to be extremely tight but it's possible to be consistent
never said it was impossible, only difficult.
Yeah I know I'm just letting you know based on my knowledge of the buffer in this game
what i practise: counter hit combos that do big damage. why i wont land it: cant hit confirm consistently enough
This man, i learned how to kara cancel HVV to do big damage combos, but my brain can't process the hit fast enough for me to actually go for it. I stagger my buttons way too much
haha, I finally landed my c.S CH b&b with Bridget the other day and I felt so sick
I always practice the CH 6H TOD but i know no one tries to jump or mash after gurada, and that is like the only way to get a ch 6H in pressure
Jump doesn't cause counter hit state anyway. If you're fishing for counter hit 6h you kind of just use it as a hard callout to your opponent mashing pokes at range. It's got a huge disjointed hitbox so it's best used as a huge, slow counterpoke. Or if your opponent is mashing throw on wakeup you could shimmy and then 6h to stop them from doing that ever again lol
I know, counter 6h is super consistent in the corner, it's a 4 frame frametrap after gurada, and thanks to the new wild assualt you can combo after the opponent tries to jump, doesn't work midscreen tho :(
If you don’t mind me asking, do you happen to have a link or other resource to learn the TOD?
Search ch 6h combo, but the notation isn't hard to understand in the corner you can CH 6H> HF>dl.HFB> 5K> KBMF> 5K> KBMF> 5K> 6H> HFB> Giganter Kai> 6H> Heat kunckle
If they jump replace the HF> dl.HFB part for charged WA
With testament ive been doing this stupid thing in training where you can 2h into charged heavy grave reaper and it will pass through most characters if timed right. Then if you land s arbiter you can bounce them off of the fireball behind them. Similarly if you instead use s fireball a 5h timed right will bounce them off of the fireball. Its basically has no real use as far as I know but I think its funny.
Counter HS > Bandit Revolver 1 > c.s > dash cancel HVV. It is possible to land in a match but the timing is pretty tight and I struggle to land it in training.
Just wait, I can do this every time and it carries me so hard on f10 and Celest when I play sol.
It's a tight link, but you can make it easier by pressing the run button as you do the dp motion. I used to not be able to hit it but now I can get it 80% of times, took me a lot of practice tho (and a good connection to you opponent in order to not mess up the timing lmao)
Garuda>garuda>garuda>kgaruda>kgaruda>garuda>garuda>garuda>kgaruda>garuda>garuda>kgaruda (all blocked, repeat until dead)
(I’m pretty new to GGST and the fighting game community, sorry if I get terminology wrong) I NEVER use charged dust in actual games, yet I learned a combo for if I land it. I also don’t use half the combos I end up learning because I’m pretty decent at handling Asuka’s spells and mana (my friends wish I wasn’t). Side note: is it possible to add a flair to the subreddits list? I checked the list and there was no flair for Asuka.
Charged dust is more of a callout than anything, but knowing your string is a good thing to know Try desktop reddit maybe?
The triple Kou
I got all of you guys beat. I'm practicing Orange Wild Assault combos...on Potemkin. These are combos that aren't even possible without a mod, and yet the taste of freedom calls me in. Orange WA would unironically make ICPM a perfectly valid move in strive, no joke, because charged OWA goes into a j.SH jc j.SH and ICPM ender would give full corner carry and a workable KD. Daisuke still has to keep us down...why they gotta make the remaining WAs so bad man, orange is just too good.
In +R doing Ky's H Stun Edge corner combo cS/2S >5H > 6K > 236H > 6FRC6 > cS > 6K > 236H > 6FRC6 > cS > 5H >2D. The 6FRC6 timing for 236H needs to be done awkwardly late without too much visual timing, plus getting the cS is also pretty tight. I love how Ky is in this game compared to xrd and strive cause he can do complex stuff like this if you really want to.
One day I'll overcome my muscle memory and actually do a full air combo with tatami safe jump finish, for now though I'm stuck on my reliable and boring old c.S>f.S>HS>41236h~h
Ky corner CH 6H Sacred edge loops. Or some crazy DI 100% tension combos.
Jack-O's ping-pong combos.
5k -> dash cancel -> fast blue rc up -> j.s for an instant overhead
You can do it without the 5k off of a backdash. 4DM~66BRC cancelled into a button, where DM is dash macro, gives you an instant overhead, but the timing is tricky. There's videos about it on YouTube with more detail - and it's pretty practical too for closing out rounds! Note it is character specific whether or not you have a button that works well. Anji jK and Ky jS are good examples, not sure about Sol.
you do it off 5K because sol gatlings 5K->2D and it conditions people to block low
Millia’s mirazh into septum voices fullscreen wall break. I drop it 7/10 times and it’s not even optimal but looks cool
So I thought I'd never use this one but it's actually a great utility to just have on hand. It's an I-no corner wall to wall switch up, so you start in the corner, cross up during the combo, and then w the same combo proceed to wall break. I am pretty sure it's: c.S > 6H (Hit 2x) > 236H > RC > 66 (cross up under) > j.D > 9j.S > j.236H > H Follow-up > j.S > j.H > 214P > 214P Also can be started with 2K instead of c.S and finished with 632146S overdrive if you have the meter for hard knock down (might be too high on wall for wild assault finish, have not labbed that specifically, but the timing on the wall stick is lenient so I'm sure you could micro delay to reposition. Super slick looking combo though if you haven't seen if performed
Potemkin midscreen 100 tension touch of death on Ky
Baiken sweet spot combos. They’re kinda hard to consistently do, and I really don’t want to do one unless it kills, but man are they fun.
6H [2]6H Whale c.S 6H Orca my favorite corner combo
May used to have a CH combo off of S. Dolphin into her command grab. And then it would go into a somewhat difficult midscreen to corner combo that was super fun and cool. Now, technically, it seems like it's still possible with P-dolphin-stop. But it'd have to be a different combo. I'm currently trying to figure out what that combo would be. I'm not even sure if I wanna play May anymore because, as a whole, I really don't enjoy her new changes. They make her a lot less fun to play in my opinion. But if I can figure out how to make this work, I might stay with her.
You can still do CH S dolphin overhead kiss 5p 6h 28h to get a wallsplat from midscreen
Combo in to a 1 damage pot buster
Literally just any actual combo. I labbed a bunch with Bridget but for some reason I can never pull them out in a match and end up just doing her basic string any time I open someone up. GGST is the only game I have this problem in. I can bust out 30+ hit combos at the drop of a hat in Blazblue but for some reason Strive just has me doing my basic Gatling and a finisher for like 5 hits and calling it a day
Kara cancels
NOT spamming spin>dp
Trying to do Kara orca off S dolphin sends my fingers to the shadow realm
As Sol, I like how 5H knocks back and wall bounces, so in the corner, I like to get the timing on cS>5H>5H>5H>RC>5H>5H. Just playing squash with them for a couple of seconds.
Combos with grabs
Helicopter dick
I am currently working on a variation of a Homing jump combo with Ramlethal The base combo is j.H>9jc>j.H>j.K>j.S>ender but the problem is that the j.S whiffs on certain characters with smaller hitboxes. I've been labbing alternative combos that work on them on the extremely small chance that I hit a Millia with a charged dust and I will not stop until I find one and use it.
With Ky, in the corner: c.S>6H>214S>RRC>236H>2H>623H>623S>623H It's probably my facorite combo, cause of the tripple dp, but that rrc timing is way too tight for me to ever get consistently in a match
The forbidden GL technique, the overhead that is actually a low I actually managed to do the technique properly twice now but the first time they bursted right before and the second time they YRC’d. A couple days ago I managed to do it to my brother while doing local play with him.
Command grab to held dust jump combo
[I have been practicing this flying fullscreen RTL PRC for three weeks.](https://youtu.be/oTZUAcijCfg?si=_KMzOhmsmud4xQfx) Is my time better spent practicing elk hunt whiff punishes and low-profiles that are better for starting combos and work way more often? Definitely. But I play Sin in large part to inflict emotional damage on my opponents. I am practicing this tech so I can do fighting game terrorism.
Very useless Axl combos. Stuff that is way too difficult, suboptimal, and impractical to ever land in a match.
I’ve been going back and doing combo trials in a variety of games, including Xrd, and I have no interest in using any of it in an actual game. I’m too tired to really play a lot of the time and I enjoy improving my execution across games and casts, even if it won’t ever be used.
Counter Hit Close Slash into TK HVV. It's not super hard for me to actually input, but actually being ready to do it after a c.S CH is like never gonna happen lol
After breaking the wall with WA, eddie ready and 50 meter, run up BRC -> Empty summon drills -> jump -> mix; covers about every option but leo and ky dp's. You could get the same result with sun void, but thats no fun and the oki is weaker
On sin: 6H or 2H ch. [WA] jc. j.D jc. j.D cS 236236P~P
Asuka has multiple fuzzy mixups using the 808 Screamer and the high gravity staff. A lot of what I’ve tested can be beaten with 6P, but Screamer can consistently beat it. This mix only get scarier with a low jump high via gravity rod, but general Test Case 3 zoning and mana regen is so strong that I don’t worry about mixing my opponent up with normals very much.
The infamous Sol DP loop that goes corner to corner
-Ky player- I had a combo that I used to run all the time back when I was playing, so much so that it wasn't even something I thought about, I just did it. Stun Dipper -> 5K -> 2D -> Dire Eclat -> H/S(depending on hit/block) Stun Edge. It's not exactly super long or complex, but you'd be surprised at how often those 5 inputs got results. Been out of practice for a while now, so I don't know if I can still pull it off, or if it even works on other players anymore, but I have fond memories of it.
With sin basically a lot of combos I know are good but aren’t practical in a match because either they are too inconsistent or they just don’t do much dmg
Lately I've been trying to fit as many Sol 5k BRC dash cancels In a combo as humanely possible.
Jack-O corner taunt combo, I will never be able to do it in a real match, but it's nice knowing I can at least do it in practice
Anything that BlueFern22 posts on his Twitter
Double IB Sickle Storm. Done correctly Jack-O' gets a c.S punish meaning *she actually gets a punish combo*. However if you do not confirm the double IB correctly--and it's very easy to fail it--you will press f.S and immediately die to the second hit. Assuming you didn't already eat the first hit from a poorly timed IB.
Nago BRC combos are up there, same with his dustloops. Both woefully useless but absurdly cool cuz they're on a character that SHOULD NOT be able to do these things.
Jump cancel combos off of 5k for nago. Maybe someday i will land the cs>236h>236k>5k jc jd>jk>cs>2h (ws) combo in a real game and inflict massive mental damage
Playing as Jack-O