giantrudekid

Ganryu Combos

Dec 10th, 2019 (edited)
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  1. Ganryu BNB's
  2.  
  3. a word: so ganryu has the option of ending combos in 1+2 into 3+4 (tai stance i'll call it) into a powerful 50/50, tai b1+2
  4. is a low grounded hit that hits every oki option except for spring kick and toe kick, which f1+2 beats. spring kicks
  5. safely whiff over him (except it trades with armor kings), and tai f1+2 beats toe kicks for absurd ch damage.
  6. midscreen if you cannot possibly hit the wall or or are on an infinite stage I think it's better to go for this, as it's
  7. usually a significant damage increase if successful. other than that, usually carry is the best option, so i'm going to
  8. list practical bnbs for both situations.
  9.  
  10. another note, apparently if post screw off axis, 1+2 tai b1+2 is seemingly guaranteed for huge damage.
  11.  
  12. another note, for any combo you'd like to end early with an uf1+2, you can cancel into tai then do tai db1+2 (unblockable) for a very powerful tech trap...if they stay grounded you can do uf3+4 into sit 2 or sit 3+4
  13.  
  14.  
  15. df+2
  16.  
  17. since the s4 buff where they get sucked in on hit, b+41 combos are a lot more consistent, and point blank he gets a new combo route for max damage.
  18.  
  19. carry bnb: df+2, b+41 s! dash df+21, df+412 (60)
  20.  
  21. alt carry bnb: df+2, b+21 tai 1, b+41 s! deep dash df+41 delayed 2 (61)
  22.  
  23. alt carry bnb: df+2, b+21, tai 1, 21 tai 2 s! dash 21 tai 2 (61) somewhat prone to the 1 in 21 whiffing if not dead on.
  24.  
  25. alt carry bnb: df+2, b+41 s! dash, slightly early uf1+2 (so belly connects on the way down), df+412 (62) finicky spacing.
  26.  
  27. carry damage **hard**: df+2, b+41 s! dash uf1+2 tai 1, dash df+412 (67) (hard part of this combo is the dash, and a whiffed
  28. df+41 means you'll easily be launched if they tech. go for this at your own risk.)
  29.  
  30. point blank max damage: df+2, 2, uf1+2 tai 1, b+4 1 s! dash df+41 delayed 2 (69) (only works point blank)
  31.  
  32. oki: df+2, b+21 tai 1, b+41 s! dash 1+2 tai b+1+2_tai f1+2 tai f1+2 trades with armor king's spring
  33. kick...weird, beats every other one i tested.
  34.  
  35. no carry damage: df+2, b+41 s! dash uf1+2 tai 1, f1+2 (63) unless it would otherwise kill, you should probably do a carry or oki combo instead of this.
  36.  
  37. df+212
  38.  
  39. df+212, b+41 s! dash 4, df+412 (59)
  40.  
  41. df+212, b+21 tai 41 s! dash df+412 (58)
  42.  
  43. oki: df+212, b+21 tai 41 s! dash 1+2 tai b+1+2_tai f+1+2
  44.  
  45. ff1+2
  46.  
  47. carry bnb: ff1+2, b+21 ta1, b+4 1 s! deep dash df+41 delayed 2 (59)
  48.  
  49. alt carry bnb: ff1+2, df1+2 1, b+41 s! deep dash df+412 (59)
  50.  
  51. oki: ff1+2, b+21 ta1, b+4 1 s! dash 1+2 tai b1+2_tai f+1+2
  52.  
  53. tight on some chars ff1+2, fc df+2 s! dash uf1+2 tai 1, df+412 (62)
  54.  
  55. max (?) damage **hard** no smalls ff1+2, fc df+2 s! dash uf1+2 tai 1, dash 1, dash df+412 (65)
  56.  
  57. point blank no smalls: ff1+2, 1, uf1+2 tai 41 s! dash 1, dash df+412 (63)
  58.  
  59. ss1:
  60.  
  61. (for ssr)
  62.  
  63. carry bnb: ss1, uf1+2 tai 1, b+41 s! dash 1, dash df+412 (80)
  64.  
  65. oki: ss1, uf1+2 tai 1, b+41 s! dash 1, dash 1+2 tai b+1+2_tai f+1+2 (72 guaranteed, 88_101)
  66.  
  67. (for ssl)
  68. they tend to go off axis but the combo is still quite good
  69.  
  70. ssl 1, uf1+2 tai 1, b+212 s! dash 1+2 tai b+1+2 (86)
  71.  
  72. (21)2 (because this stun is higher it's a lot easier to hit fc df+2 to s! here, so no need for alternates really, if you
  73. want, the ff1+2 routes work here too though)
  74.  
  75. carry bnb: (21)2, fc df+2 s! dash uf1+2 tai 1, df+412 (67)
  76.  
  77. oki (21)2, fc df+2 s! dash uf1+2 tai 1, 1+2 tai b+1+2_tai f+1+2 (59 guaranteed, 75_88)
  78.  
  79. d, db, d, df+1
  80.  
  81. carry bnb: d, db, d, df+1, ssr, uf1+2 tai 1, b+41 s! dash 1, dash df+412 (78)
  82.  
  83. oki: d, db, d, df+1, ssr uf1+2 tai 1, b+41 s! dash 1, dash 1+2 tai b+1+2_tai f+1+2 (70 guaranteed, 86_99)
  84.  
  85. b, f+2+3
  86.  
  87. b, f+2+3, backdash uf1+2 tai 1, 21 tai 2 s! dash 1+2 tai b+1+2 (83)
  88.  
  89. db+2
  90.  
  91. carry bnb: db+2, df1+2 1, b+4 1 s! deep dash df+412 (60)
  92.  
  93. max* damage carry (hard): db+2, b+4 1 s! dash uf1+2 tai 1, microdash df+412 (66)
  94.  
  95. oki: db+2, df+1+2 1, b+4 1 s! dash 1+2 tai b+1+2_tai f+1+2 (52 guaranteed, 68_81)
  96.  
  97. ws2:
  98.  
  99. carry bnb: ws2, uf1+2 tai 1, 21 tai 2 s! dash df+412 (70)
  100.  
  101. max carry: ws2, uf1+2 tai 1, b+41 s! dash 1, dash df+412 (72)
  102.  
  103. oki: ws2, uf1+2 tai 1, b+41 s! dash 1, 1+2 tai b+1+2_tai f+1+2 (64 guaranteed_84_93)
  104.  
  105. fc df+2:
  106.  
  107. carry bnb (doesn't work at max range, dash uf 1+2 whiffs, but is more consistent with uf1+2 hitbox buff in s4) fc df+2 s! dash, uf1+2 tai 1, b+21 cc up df+412 (67)
  108.  
  109. oki: fc df+2 s! uf1+2 tai 1, 1, dash 1+2 (56 guaranteed, 72_85)
  110.  
  111. damage bnb max range: fc df+2, dash 1, uf1+2 tai 1, df+412 (60)
  112.  
  113. carry bnb max range: fc df+2, dash b+21 tai 1, dash 1, dash df+412 (56)
  114.  
  115. tai f+2:
  116.  
  117. tai f+2, fc df+2 s! dash uf1+2 tai 1, df+412 (67)
  118.  
  119. 1+2 launching sumo throw:
  120.  
  121. ch ff+2, 1+2 throw followup, dash fc df+2 s! dash uf1+2 tai 1, 1+2, tai b+1+2 (98)
  122.  
  123. tai 1+2, 1+2 throw followup, dash fc df+2 s! dash uf1+2 tai 1, 1+2, tai b+1+2 (92)
  124.  
  125. b, f+1:
  126.  
  127. b, f+1, d1+2 (46) if this hits the wall, 1+2 tai b1+2 is guaranteed for (77)
  128.  
  129. a note about b,f+1 or punch parry setups into d1+2...they can always turn around by mashing throw. in which case you'll just get a normal hit d1+2. if they don't know this then you'll get the butt push. 212 can always be ducked and is never guaranteed, but you can do a dangerous 50/50 with 212 vs df+2. if you do get the butt push, f3+4 or RA are guaranteed.
  130.  
  131. b, f+1, b+21 (49)
  132.  
  133. this option is useful as you can visually confirm if they turned around or not, and if they didnt b212 into a ground hitting followup is guaranteed.
  134.  
  135. b, f+1, b1~2 mash1212
  136.  
  137. max guaranteed damage but not all the hits are guaranteed and if they fall out you can be punished, not recommended.
  138.  
  139.  
  140.  
  141. sumo salt slap f+2~1 etc, 21_b1+2 (38, 33) use b1+2 only for wallsplat.
  142.  
  143. punch parry, 1+2 (24) a note about this, the only way to escape (afaik) the butt hump animation is to mash grab, however if they don't and the butt hump hits, f3+4 is guaranteed for (50) if they turn around you can just launch them with df+2 instead of going for 1+2 as a mixup.
  144.  
  145. sit 2:
  146.  
  147. sit 2, fc df+2 s! dash uf+1+2 tai 1, df+412 (58)
  148.  
  149. counterhit combos:
  150.  
  151. ch b1+2, f3+4_ff+4 (close range only for ff+4) (44_47)
  152.  
  153. (2)12 is ncc. same combos apply.
  154.  
  155. ch gu3, fc df+2 s! dash uf1+2, df+412 (59)
  156.  
  157. ch gu3, fc df+2 s! dash uf1+2, 1, dash df+41>2 (62)
  158.  
  159. ch 1, b1+2 (31)
  160.  
  161. ch d+1, uf1+2 tai 1, b+4 1 s! dash df+412 (78) add a dash jab post s! for (81)
  162.  
  163. ch 1+2, b+21 tai 41 s! dash 1, dash df+412 (63)
  164.  
  165. ch 1+2 tai 41 s! dash uf1+2 tai 1, df+412 (70)
  166.  
  167. ch tai 2, uf1+2 tai 1, b+212 s! dash 1+2 tai b1+2 (89)
  168.  
  169. ch d+4, b+4 1 s! dash uf+1+2, df+412 (66)
  170.  
  171. ch d+4, b+4 1 s! dash uf1+2 tai 1, dash df+412 (71) **hard**
  172.  
  173. ch (uf+2)1+2, fc df+2 s! dash uf1+2 tai 1, df+412 (73)
  174.  
  175. ch fc (df+12)1 fc d+11, fc df+2 s! dash 1, dash df+412 (49)
  176.  
  177. low parry: uf1+2 tai 1, b+41 s! df+412 (52) possible to add a dash 1 post s! for (55) but it becomes inconsistent on some
  178. chars.
  179.  
  180. backturn combo: 212, fc df+2 s! uf+1+2 tai 1, 1+2 tai b+1+2 (99)
  181.  
  182. guaranteed hits:
  183.  
  184. df2+3 dash 1+2 (35) at the wall you get fc df+1+2 for (39)
  185.  
  186. ff+3, df2+3_ff+3 *hard (41_*50)
  187.  
  188. (b+21)2 dash 1+2 (37)
  189.  
  190. wall: mostly 21, b+1~2 mash punches...more to come here.
  191.  
  192. use df+41 for short carry, b+21 ws4 is really consistent at weird short distances to the wall, but does less damage than b+1~2 route.
  193.  
  194. floor break: usually optimal to carry to wall, b+111 f! f1+2 w! b+1~2 mash
  195.  
  196. he gets floor breaks off his ch 1+2 throw options, and probably more.
  197.  
  198. b+111 less damage, spike oki, if they dont tech you get a 1+2 tai mixup, or just the free 1+2, if they do theyre in your face and forced to take a 50/50...not a bad option really.
  199.  
  200. spamming df+1 and d1+2 on an opponent trying to get up and press buttons post wall oki is really good, they both hit grounded movement. df+3 for your low risk low. df2+3 for your knockdown low, which gets free fc d1+2 at the wall (which leaves them face down so you get more oki) is very strong. also at the wall raw fc d1+2 into ra is guaranteed, good even more damaging low alternative to ragedrive.
  201.  
  202. rage drive: a note about RD, tai f1+2 is max damage followup but generally leaves you in a bad position, near the wall its especially bad so i suggest tai 3 instead. significantly less damage but easier to do another action, can also be used if you need a comeback and are worried about closing distance again at low health.
  203.  
  204. rage drive, tai f1+2 (56)
  205.  
  206. rage drive (2nd hit only) whiff tai 1, uf1+2 tai 1, b+4 1 s! dash df+412 (72) possible to add a dash jab post s! but quite hard and only 3 points more.
  207.  
  208. df+2, b+21 tai 41 s! dash RD, tai f1+2 (84)
  209.  
  210. df+2, b+4 1 s! dash rd, tai f1+2 (81)
  211.  
  212. ws+2, uf1+2 tai 1, b+4 1 s! dash rd, tai f1+2 (99)
  213.  
  214. rage art:
  215.  
  216. usually rd basically is always better, but rd has some unique uses in combos
  217.  
  218. fc df+2 dash uf1+2 tai 1, 21 tai 1, ra (88)
  219.  
  220. at wall, fc d1+2, RA (67)
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