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- Ganryu BNB's
- 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
- is a low grounded hit that hits every oki option except for spring kick and toe kick, which f1+2 beats. spring kicks
- safely whiff over him (except it trades with armor kings), and tai f1+2 beats toe kicks for absurd ch damage.
- 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
- usually a significant damage increase if successful. other than that, usually carry is the best option, so i'm going to
- list practical bnbs for both situations.
- another note, apparently if post screw off axis, 1+2 tai b1+2 is seemingly guaranteed for huge damage.
- 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
- df+2
- 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.
- carry bnb: df+2, b+41 s! dash df+21, df+412 (60)
- alt carry bnb: df+2, b+21 tai 1, b+41 s! deep dash df+41 delayed 2 (61)
- 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.
- 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.
- 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
- df+41 means you'll easily be launched if they tech. go for this at your own risk.)
- 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)
- 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
- kick...weird, beats every other one i tested.
- 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.
- df+212
- df+212, b+41 s! dash 4, df+412 (59)
- df+212, b+21 tai 41 s! dash df+412 (58)
- oki: df+212, b+21 tai 41 s! dash 1+2 tai b+1+2_tai f+1+2
- ff1+2
- carry bnb: ff1+2, b+21 ta1, b+4 1 s! deep dash df+41 delayed 2 (59)
- alt carry bnb: ff1+2, df1+2 1, b+41 s! deep dash df+412 (59)
- oki: ff1+2, b+21 ta1, b+4 1 s! dash 1+2 tai b1+2_tai f+1+2
- tight on some chars ff1+2, fc df+2 s! dash uf1+2 tai 1, df+412 (62)
- max (?) damage **hard** no smalls ff1+2, fc df+2 s! dash uf1+2 tai 1, dash 1, dash df+412 (65)
- point blank no smalls: ff1+2, 1, uf1+2 tai 41 s! dash 1, dash df+412 (63)
- ss1:
- (for ssr)
- carry bnb: ss1, uf1+2 tai 1, b+41 s! dash 1, dash df+412 (80)
- 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)
- (for ssl)
- they tend to go off axis but the combo is still quite good
- ssl 1, uf1+2 tai 1, b+212 s! dash 1+2 tai b+1+2 (86)
- (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
- want, the ff1+2 routes work here too though)
- carry bnb: (21)2, fc df+2 s! dash uf1+2 tai 1, df+412 (67)
- 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)
- d, db, d, df+1
- carry bnb: d, db, d, df+1, ssr, uf1+2 tai 1, b+41 s! dash 1, dash df+412 (78)
- 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)
- b, f+2+3
- b, f+2+3, backdash uf1+2 tai 1, 21 tai 2 s! dash 1+2 tai b+1+2 (83)
- db+2
- carry bnb: db+2, df1+2 1, b+4 1 s! deep dash df+412 (60)
- max* damage carry (hard): db+2, b+4 1 s! dash uf1+2 tai 1, microdash df+412 (66)
- 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)
- ws2:
- carry bnb: ws2, uf1+2 tai 1, 21 tai 2 s! dash df+412 (70)
- max carry: ws2, uf1+2 tai 1, b+41 s! dash 1, dash df+412 (72)
- 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)
- fc df+2:
- 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)
- oki: fc df+2 s! uf1+2 tai 1, 1, dash 1+2 (56 guaranteed, 72_85)
- damage bnb max range: fc df+2, dash 1, uf1+2 tai 1, df+412 (60)
- carry bnb max range: fc df+2, dash b+21 tai 1, dash 1, dash df+412 (56)
- tai f+2:
- tai f+2, fc df+2 s! dash uf1+2 tai 1, df+412 (67)
- 1+2 launching sumo throw:
- ch ff+2, 1+2 throw followup, dash fc df+2 s! dash uf1+2 tai 1, 1+2, tai b+1+2 (98)
- tai 1+2, 1+2 throw followup, dash fc df+2 s! dash uf1+2 tai 1, 1+2, tai b+1+2 (92)
- b, f+1:
- b, f+1, d1+2 (46) if this hits the wall, 1+2 tai b1+2 is guaranteed for (77)
- 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.
- b, f+1, b+21 (49)
- 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.
- b, f+1, b1~2 mash1212
- max guaranteed damage but not all the hits are guaranteed and if they fall out you can be punished, not recommended.
- sumo salt slap f+2~1 etc, 21_b1+2 (38, 33) use b1+2 only for wallsplat.
- 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.
- sit 2:
- sit 2, fc df+2 s! dash uf+1+2 tai 1, df+412 (58)
- counterhit combos:
- ch b1+2, f3+4_ff+4 (close range only for ff+4) (44_47)
- (2)12 is ncc. same combos apply.
- ch gu3, fc df+2 s! dash uf1+2, df+412 (59)
- ch gu3, fc df+2 s! dash uf1+2, 1, dash df+41>2 (62)
- ch 1, b1+2 (31)
- ch d+1, uf1+2 tai 1, b+4 1 s! dash df+412 (78) add a dash jab post s! for (81)
- ch 1+2, b+21 tai 41 s! dash 1, dash df+412 (63)
- ch 1+2 tai 41 s! dash uf1+2 tai 1, df+412 (70)
- ch tai 2, uf1+2 tai 1, b+212 s! dash 1+2 tai b1+2 (89)
- ch d+4, b+4 1 s! dash uf+1+2, df+412 (66)
- ch d+4, b+4 1 s! dash uf1+2 tai 1, dash df+412 (71) **hard**
- ch (uf+2)1+2, fc df+2 s! dash uf1+2 tai 1, df+412 (73)
- ch fc (df+12)1 fc d+11, fc df+2 s! dash 1, dash df+412 (49)
- 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
- chars.
- backturn combo: 212, fc df+2 s! uf+1+2 tai 1, 1+2 tai b+1+2 (99)
- guaranteed hits:
- df2+3 dash 1+2 (35) at the wall you get fc df+1+2 for (39)
- ff+3, df2+3_ff+3 *hard (41_*50)
- (b+21)2 dash 1+2 (37)
- wall: mostly 21, b+1~2 mash punches...more to come here.
- 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.
- floor break: usually optimal to carry to wall, b+111 f! f1+2 w! b+1~2 mash
- he gets floor breaks off his ch 1+2 throw options, and probably more.
- 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.
- 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.
- 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.
- rage drive, tai f1+2 (56)
- 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.
- df+2, b+21 tai 41 s! dash RD, tai f1+2 (84)
- df+2, b+4 1 s! dash rd, tai f1+2 (81)
- ws+2, uf1+2 tai 1, b+4 1 s! dash rd, tai f1+2 (99)
- rage art:
- usually rd basically is always better, but rd has some unique uses in combos
- fc df+2 dash uf1+2 tai 1, 21 tai 1, ra (88)
- at wall, fc d1+2, RA (67)
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