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Loli-Zero

[XRD] Slayer Combo Compendium (WIP)

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This is a work in progress. Will add more combos, damage values, and a glossary of terms and notation, as well as clean up the text, standardize notation, and test combos on the cast to make sure combos with out char specific notes are universal.

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1) Midscreen combos
Collapsed: Basic combos:
2P > 2S > 2D (49)
5P > 5K > 2D (65)
2K/5K/5H > 2D (49/51/77)
c.S > f.S > 2K/c.S > 2D (92/101)
(c.S > f.s)*2 >  5K > 236K (142)
[Crouching] (c.S > f.s)*2 >  5K > 2D (137) 
6HS > 214PP (124)

AA 2S > J.SHD2K > J.K > jc > J.SHD2K > J.PD (162)
2K/5K > 236K RC > 214KK > 5H > jc > J.SHD2K > J.PK > jc > J.SKD (152/161)
(c.S > f.s)*2 >  5K > 236K RC > 214KK > 5H > jc > J.SHD (197)
Use c.S > f.S instead of 5H on Ky, Potemkin, Leo and Bedman.

Throw RC > 5H > jc > J.SHD2K > J.K > jc > J.SHD2K > J.PD
Read the notes in the "Throw RC" section.

6K RC > c.S > f.S > c.S > 2D (78)
6K RC > 5K/5H > 2D (53/68)
5D(9) > J.D*3 > J.KSK > jc > J.SHD > J.214K (138)

Helter Skelter > J.H > 2K > 2D (85, doesn't work on Faust, Millia, Elphelt, Millia, May)
It's Late or Helter Skelter CH > 5H > jc > J.SHD2K > J.PK > jc > J.SHD (219/165)
2D combo ender can only be done at close range, replace 2D with 236K if you are too far, it deals more damage at the cost of knockdown.
Collapsed: Mappa RC:
Starter > 236K RC > 214KK > 5H > jc > J.SHD2K > J.PK > jc > J.SKD (161 Damage with 5K as the starter)
Use J.KD instead of J.SKD on Millia, May, I-No and Ramlethal. Doesn't work on Ky, Potemkin and Bedman. Delay the first J.D against Sol, Chipp, Slayer, Axl, Venom, Zato-1.

(On Potemkin, Bedman, Leo and Ky) Starter > 236K RC > 214KK > c.S > f.S > jc > J.SHD2K > J.PK > jc > J.PKD
Weaker version of the combo above, but also simpler on Sol, Chipp, Slayer, Axl, Venom, Zato-1.

(On Ky) Starter > 236K RC > 214KK > 5H > jc > J.S(2)KD2K > J.PK > jc > J.KD
Alternate route on Ky, higher damage but much harder.

2K > c.S > f.S:

2K > c.S > f.S > 236K RC > 214KK > 5H > J.SHD > jc > J.SHD
Sol (167), Slayer (172), Faust (167), I-No (154)

2K > c.S > f.S > 236K RC > 214KK > 5H > J.KSHD > jc > J.KD
Ky (166), Millia (195), May (171), Chipp (211), Zato (176), Ramlethal (171)

2K > c.S > f.S > 236K RC > 214KK > c.S > J.KSHD > jc > J.KD
Bedman (140)

2K > c.S > f.S > 236K RC > 214KK > 5H > J.KSHD > jc > J.SHD
Axl (174)

2K > c.S > f.S > 236K RC > 214KK > c.S > J.KSHD > jc > J.SHD
Potemkin (143)

2K > c.S > f.S > 236K RC > 214KK > 5H > J.KSKD > jc > J.PKD
Venom (162)

2K > c.S > f.S > 236K RC > 214KK > 5H > J.SHD2K > J.PD > jc > J.PSKD
May (172)
Collapsed: Throw RC:
Throw RC > 5H > jc > J.SHD2K > J.K > jc > J.SHD2K> J.PD (150)
Both J.D has to be delayed otherwise the last part won't work, 5HS needs to be delayed on Ky, Sol, Potemkin (add a J.P before J.K against him) and Axl. It can be very troublesome on some characters (Sol, Elphelt, Venom, Potemkin...), It's possible to make the combo easier by adding a J.P before the first J.K (147 Damage), by simply ignoring the last part (145 Damage) or by doing c.S f.S instead of 5H (142 Damage).
 
Throw RC < 5H JI < hjc < J.KSHD2K < J.K < jc < J.SHD2K< J.PD (151)
Doesn't work on Slayer and Venom and on most characters in the corner. A normal jump is required on Potemkin and Bedman. See the F.A.Q if you don't know how to do JI.
 
Throw RC > 5H > J.KSHD > jc > J.KSHD2K > J.PD
Millia (185), Axl (161), Potemkin (141), Bedman (141)
J.PSHD2K > J.PD is a lot easier on Millia (181) 
 
Throw RC > Walk 5H > J.KSHD > jc > J.S(2)HD2K > J.PD
Ky (156), May (159)
Delay the J.2K.
 
Throw RC > 5H > J.SHD > jc > J.KHD2K > J.PD
I-No (159), Ramlethal (159)
Delay the J.2K.
 
Throw RC > 5H > J.KSHD > jc > J.PSHD2K > J.PD
Slayer (139), Zato (160), Venom (152)
Note: This combo is as powerful as Throw RC < 5HS JI < hjc < J.KSHD2K < J.K < jc < J.SHD < J.2KPD, but harder and the corner carry is a bit worse. On Venom, it is only better than Throw RC > 5H > jc > J.SHD2K > J.K > jc > J.SHD > J.2KPD by 1 damage and also has less corner carry.
 
Throw RC > 6H > 214PK > J.SHD > jc > J.PSHD2K > J.PD
Sol (158), Faust (158)
J.KSHD2K > J.PD can be used on Faust (161)
 
Throw RC > 6H > 214PK > 236K > c.S > J.SHD > jc > J.SHD
Chipp (206)
Collapsed: 6P CH:
6P CH > 236K > RC > Forward Dash 6H > c.S > f.S > J.SHD2K > J.PK > jc > J.KD
Millia (237), May (213), Elphelt (205), I-No (213)
 
6P CH > 236K > RC > Forward Dash 6H > c.S > f.S > J.SHD2K > J.PK > jc > J.KPD
Sin (210), Sol (206), Ky (209), Chipp (255), Slayer (190), Axl (213), Venom (209)
Zato (218), Bedman (186)
 
6P CH > 236K > RC > Forward Dash 6H > c.S > J.SHD2K > J.PK > jc > J.SKD
Ramlethal (207), Faust (198)
 
6P CH > 236K > RC > Forward Dash Cancel 214KK > 5H > J.SHD2K > J.PK > jc > J.KPD 
6P CH > 236K > RC > Forward Dash 5H > J.SHD2K > J.K > jc > J.SHD
Potemkin (180)
 
Overall 1~4 less damage than CWH loop, but it's a lot easier, it works on more characters and has slightly better corner carry.
Collapsed: Pilebunker (WIP):
214PP or 214KP CH RC > Long Dash > Delay 5H > J.SHD2K > J.K > jc > J.SHD(2K > J.PD)
Sol (244), Sin (251),
Delay is to avoid the Red Roman Cancel proration.
 
Near Corner:
 
214KP CH > Long Dash > Delay 5H > J.SHD2K > J.K > jc > J.SHD
Sol (244), Sin (251)
Collapsed: 5H > 2H combos:
Couldn't test the combo on Leo. It should be the same as the Potemkin and Bedman's ones.
5H > 2H > RC > 214KK > 6H > 214KK > 5H > J.SKD
Sol (218)

5H > 2H > RC > 214KK > 6H > 214KK > 5H > J.SHD
Ky (223), Zato (235), Chipp (267), Axl (230), Venom (224), Slayer (210), Sin (226)
Everything needs to be done as fast as possible on Axl, easier with cS instead of 5H (221)
Delaying the first 214KK makes the combo easier on Venom, Slayer,

5H > 2H > RC > 214KK > 6H > 214KK > J.SKD
Faust (206)

Potemkin and Bedman:
5H > 2H > RC > Dash Walk 6H > 214PS > c.S > J.SHD2K > J.PK > jc > J.SHD (201)
5H > 2H > RC > Dash 6H > 214PK > 5H > J.SHD2K > J.PD > jc > J.PSKD (212) Only works close.

In the next two combos, walking is used to get c.S instead of f.S. It's also possible to dash instead, except on Elphelt.

5H > 2H > RC > (Walk) 6H > 214KS > c.S > J.SHD > jc > J.KSHD2K > J.PD
May (237)

5H > 2H > RC > (Walk) 6H > 214KS > c.S > J.SHD > jc > J.PSHD2K > J.PD
Millia (262), May (234), I-No (235), Ramlethal (235), Elphelt (???)

5H > 2H > RC > Dash 6H > c.S > J.SHD2K > J.PK > jc > J.KD
Elphelt (209)
Collapsed: Dust combos:
All of those combos lead to knockdown.
5D(9) > Falling J.HD > J.2KD > J.2KPD > jc > J.PKD
Sin (114), Chipp (141), Potemkin (100), Axl (116), Eddie (118)

5D(9) > Falling J.HD > J.2KD > J.2KPK > jc > J.D
Sin (111), Millia (130), Sol (110), Ky (110), May (113), Chipp (139), Elphelt (110), Potemkin (98), Axl (113), Venom (110), Eddie (115), Bedman (98)

Faust:
[Easy] 5D(9) > Falling J.D > J.2KKD > jc > J.KD (101)
[Hard] 5D(9) > Falling Delay J.D > J.2KD > J.2KPK > jc > J.SHD (104)
Slayer:
You need to delay the first J.D a lot, otherwise J.2K will whiff.
[Easy] 5D(9) > Falling Delay J.D > J.2KKD (79)
[Hard] 5D(9) > Falling Delay J.D > J.2KKD > jc > J.PD (90)
The J.P is optional for the second combo.

5D(9) > Falling J.HD > J.2KD (96)
Ramlethal and I-No (96)
Collapsed: Straight-Down Dandy:
Only works on standing opponents and at close range.
Straight-Down Dandy (J.214214S) has to be executed quickly during J.D in the following combos.
 
(c.S > f.S)*2 > Rising J.D > Straight-Down Dandy > c.S > 2D (197 Damage)
2K > c.S > f.S > Rising j.D > Straight-Down Dandy > c.S > 2D (163 Damage)
Works on Sol, Ramlethal, Bedman, Zato.
 
c.S > f.S > c.S > Rising J.D > Straight-Down Dandy > c.S > 2D (188 Damage)
Works on all of the above and Ky, I-No, Potemkin.
 
c.S > f.S > Rising J.D > Straight-Down Dandy > c.S > 2D (180 Damage)
Works on everyone aside from Faust and May
 
Slightly weaker and worse okizeme than Mappa RC, Those combos are situational, but harder to burst because of their lenght.
 
Other combo ender: ... < c.S < f.S < (5K) < 236K. For additional damage.
Collapsed: Raw 214KK combos:
214KK > 5H > J.SHD > jc > J.S(2)HD2K > J.PD
Sol (214), Slayer (201)
Only works if Crosswise Heel is done extremely close to the opponent. 
 
214KK > 5H > J.SHD > jc > J.PSHD2K > J.PD
Sol (211), Ky (212), Millia (244), May (215), Chipp (257), Slayer (197), Zato (222), Ramlethal (215)
 
214KK > 5H > J.SHD > jc > J.KSHD2K > J.PD
Faust (215), I-No (220), Sin (220)
 
214KK > 5H > J.KSHD > jc > J.KSHD2K > J.PD
Axl (221), Leo (215)
 
214KK > 5H > J.PSHD > jc > J.KSHD2K > J.PD
Bedman (189)
 
214KK > Walk c.S > f.S > J.KSHD > jc > J.KSHD2K > J.PD
Potemkin (181)
 
Venom:
[stable] 214KK > 5H > J.SHD2K > J.K > jc > J.SHD (201)
[unstable] 214KK > 5H > > J.SHD2K > J.PD > c.S > f.S > J.KD (209)
 
214KK > 5H > J.SHD2K > J.K > jc > J.SHD
Elphelt (200)
 
Notes:
 
Sol, Ky, Chipp and Slayer: D elay the first J.D as much as possible.
Millia: Delay both J.D, the second delay depends on the first one.
I-No and Ramlethal: The last J.D will whiff, if you don't delay the first one enough. 214KK > 5H > J.SHD2K > J.K > jc > J.SHD is more stable (206).
Zato: Delay the first J.D
 
In general, delaying J.2K makes the combo easier.
Collapsed: Anti-air and Air Hit combos:
AA > 5P > 9jc > J.PK > ...
- If you are far from your opponent or if he is below you (Not guaranteed): [J.P] > J.D (80/74 Damage)

- If opponent is way above: jc > J.SHD > [J.2KPD] (105/131 Damage)
Last part is characetr and height specific.

- If the opponent is above: J.PD2K > J.K > jc > J.SHD (130 Damage)

- If the opponent is at the same height: Same combo but delay J.P and/or J.D

5K/c.S/5H... > 9jc > J.SHD2K > J.K > jc > J.SHD > [J.2KPD] Doesn't work if too far from the opponent or if he is too low, last part is character and height specific.
5K < 9jc < J.S(1) doesn't always work, do J.K < J.P < J.K instead.
AA 5P CH > 6H > 214PP (126 Damage)
Any range, doesn't work too close to the ground.
AA 5P CH > 6H > c.S > J.SHD2K > J.K > jc > J.SHD (184 Damage)
Only works if you are close and your opponent is high enough, not universal.

Air-to-air hits works similarly:
Rising J.P > J.K > J.P >....
Falling J.P > 5P > jc > J.P > ...
Falling J.K > 5K > J.S(1) or J.K >...

Falling J.P/J.K/J.HS CH > 6H > ...

 
2) Corner combos
Midscreen combos also work in the corner.
Collapsed: Basic combos:
6P > c.S/c.S f.S/5H¹ > jc > J.SHD2K > J.K > jc > J.SHD
5D (6) > c.S > 6HS > 214KK > 5HS > 9jc or 9hjc > J.SHD (144 Damage, Use c.S instead of 5HS on Potemkin)
¹ Depends on the character, the distance from the corner and if it was used as an anti-air.

Starter > 236K RC > 5D(6) > c.S > 6HS > 214KK > 5HS > jc > J.SHD (171 Damage with 5K as the starter)
Doesn't work on Bedman and Potemkin.
 
(On Potemkin and Bedman) Starter > 236K RC > Step 5H > 2H > c.S > J.SHD2K > J.PK > jc > J.KD (154 Damage with 5K as a starter)
Collapsed: 2K > c.S > f.S:
2K > c.S > f.S > 236K RC > Dash > 5H > 2H > c.S > J.K > jc > J.SHD2K > J.PD

Sol (177), May (183), I-No (183), Zato (187), Sayer (164), Venom (177)

2K > c.S > f.S > 236K RC > Dash > 5H > 2H > c.S > J.K > jc > J.SKD2K > J.PD
Faust (174)

2K > c.S > f.S > 236K RC > Dash > 5H > 2H > c.S > J.SHD > jc > J.SKD
Chipp (226), Axl (185), Potemkin(161)

2K > c.S > f.S > 236K > 5D(6) > c.S > 6HS > 214KK > 5HS > jc > J.SKD
Millia (203)

2K > c.S > f.S > 236K > 5D(6) > c.S > 6HS > 214KK > 5HS > jc > J.KD
Ramlethal (177)

2K > c.S > f.S > EW > c.S > J.SHD > jc > J.KSHD2K > J.PD
Bedman (181)

2K > c.S > f.S > EW > 5H > J.SHD2K > J.SK > jc > J.KD
Ky (204)

Collapsed: Throw RC:
Throw RC > 6H > 214PS > c.S > J.SHD > jc > J.KSHD2K > J.PD
Millia (194), Chipp (207), Faust (163), I-No (167), Axl (167)
 
Throw RC > 6H > 214PS > c.S > J.SHD > jc > J.PSHD2K > J.PD
Ky (161), Sol (160), May (164), Slayer (146), Ramlethal (164)
Delay J.2K on May and Ramlethal.
 
Throw RC > 6P > c.S > f.S > J.SHD > jc > J.PSHD2K > J.PD
Venom (157)
 
Throw RC > 6P > c.S > f.S > J.SHD > jc > J.KSHD2K > J.PD
Zato (167)
 
Throw RC > 6P > c.S > f.S > J.KSHD > jc > J.KSHD2K > J.PD
Potemkin (140)
Collapsed: 6P CH:
6P CH > 6H > 214PS > c.S > J.SHD2K > J.PK > jc > J.KD
Works on eveyone but Faust and there is slightly better route for Bedman and Potemkin. J.KPD and J.SKD can be used instead of J.KD on some middle-weight characters.

6P CH > 6H > 214PS > c.S > J.SHD2K > J.SK > jc > J.SHD
Potemkin and Bedman (213)

6P CH > 6H > 214PS > c.S > J.KD2K > J.SK > jc > J.SHD
Faust (225)
The first half of the combo has to be done as fast as possible.

6P CH > 6H > 214PP RC > 6H > 214PS > c.S > J.SHD2K > J.PK > jc > J.KD (258)
Doesn't work if 6P is done too close from the corner, 6H will whiff. Unstable on lighter characters and Faust.

6P CH > 5H > Eternal Wings > J.SHD2K > J.PK > jc > J.KD (256)
Recommanded on lighter characters and Faust, a bit weaker than the combo above but much more stable and works at any distance.
Collapsed: Pilebunker (WIP):
214PP or 214KP RC > 6H > 214PS > c.S > J.SHD2K > J.PK > jc > J.KPD
Sol (220), Sin (223)
214PP or 214KP RC > 214KK > 6H > 214PS > c.S > J.SHD2K > J.PK > jc > J.KPD
Sol (222)

214PP CH > (Walk) 5H > 2H > c.S > hjc > J.SHD2K > J.PD
Sol (259), Sin (266)
214PP CH > 214KK > 5H > J.SHD2K > J.PK > jc > J.KD
I-No (257)

214KP CH > 214KK > Delay 5H > J.SHD2K > J.PK > jc > J.KPD
Sol (248), Sin (255)
Collapsed: 5H > 2H combos:
There is a wide variety of air combos possible after 5H > 2H, they are separated here in two categories:
- 4 basic ones, which cover all of the cast and which work with 6K RC > 5H > 2H as a starter.
- The optimized ones, tougher and with a broader range of routes.
 
The damage are listed for every characters, in case somebody find better routes and to underline the differences in damage between the basic and advanced routes.
 
Basic 2H combos:
 
5H > 2H > c.S > J.SHD2K > J.K > jc > J.SHD
Ky (224), Potemkin & Bedman(205)
 
5H > 2H > 5P > J.PKD2K > J.K > jc > J.SKD
Millia (226), Elphelt (188), Ramlethal (200)
Use J.PD on Elphelt.
 
5H > 2H > c.S > J.KD2K > J.SK > jc > J.SHD2K > J.PD
Faust (222)
 
5H > 2H > c.S > J.SKD2K > J.K > jc > J.SHD
Sin (221), Sol (216), May (222), Chipp (264), Slayer (203), I-No and Axl (223), Venom (218), Zato-1 (229)
 
Optimized 2H combos:Note: Most of those combos have to be done while Slayer is extremely close to the corner.
 
J.D jc combos:
 
5H > 2H > c.S > jc > J.SHD > jc > J.S(2)HD2K > J.PD 
Sol (236) (Super difficult)
 
5H > 2H > c.S JI > hjc > J.SHD > jc > J.S(2)HD2K > J.PD
May (242), Axl (242) (Super difficult)
 
5H > 2H > c.S JI > hjc > J.SHD > jc > J.KSHD2K > J.PD
Faust (236), Leo (233)
 
5H > 2H > c.S > jc > J.SHD > jc > J.KSHD2K > J.PD
Ky (238) 
 
5H > 2H > c.S JI > hjc > J.SHD > jc > J.PSHD2K > J.PD
Sin (237)
 

5H > 2H > JI c.S > hjc > J.SKD > jc > J.PSHD2K > J.PD
Zato (238)
5H > 2H > c.S > jc > J.SHD > jc > J.KSHD2K > J.PD
Potemkin (219), Bedman (220)
 
5H > 2H > c.S > jc > J.SHD > jc > J.SHD
Chipp (270)

J.D2K combos:

5H > 2H > c.S JI > hjc > J.SHD2K > J.SK > jc > J.SHD2K > J.PD 
Sol (226), Ky (228) (Stable)
 
5H > 2H > c.S JI > hjc > J.SHD2K > J.PD > jc > J.PKD
May (228)

5H > 2H > c.S JI > hjc > J.SHD2K > J.PD > jc > J.PSKD
Slayer (210)
 
5H > 2H > c.S JI > hjc > J.SHD2K > J.K > jc > J.SHD2K > J.PD
I-No (235), Venom (230), Zato (242)

5H > 2H > 5P > hjc > J.PSKD2K > j.PD 
Millia (218)

5H > 2H > 5P > jc > J.PKD2K > j.K > jc > J.SHD2K > J.PD 
Ramlethal (210), Elphelt (204)
 
5H > 2H > 5P > jc > J.PKD2K > j.PK > jc > J.PD
Elphelt (190) (Easier version)

Collapsed: Dust combos:
5D(6) > (5H > 2H)*2 > c.S JI > hjc > J.SHD2K > J.SK > jc > J.D
Sol (179), Ky (180), Axl (185), Leo (179)
 
5D(6) > (5H > 2H)*2 > c.S JI > hjc > J.SHD2K > J.PK > jc > J.D
I-No (184), Venom (179)
 
5D(6) > (5H > 2H)*2 > c.S > J.SHD > jc > J.PSHD2K > J.PD
Chipp (232)
 
5D(6) > (5H > 2H)*2 > c.S > J.SHD > jc > J.SHD
Potemkin (165), Bedman (165)
 
5D(6) > 6H > 5H > 2H > c.S JI > hjc > J.SHD2K > J.SK > jc > J.D
Sin (168)
 
5D(6) > 6H > 5H > 2H > c.S JI > hjc > J.SHD2K > J.PD > jc > J.PD
May (170), Faust (165)
 
5D(6) > 6H > 5H > 2H > c.S JI > hjc > J.SHD2K > J.PD > jc > J.D
Slayer (152), Zato (175)
 
5D(6) > 6H > 5H > 2H > 5P > J.PKD2K > j.PK > jc > J.PD
Elphelt (150)
 
5D(6) > c.S > 6HS > 214KK > 5H > J.SHD2K > J.PK > jc > J.D
Millia (181)
 
5D(6) > c.S > 6HS > 214KK > 5H > J.SHD2K > J.PD
Ramlethal (157)
Collapsed: Eternal Wings Combos/Dead On Time RC:

 
F.A.Q:
Collapsed: "I can't do J.P at all after J.2K, do you have any advise?":
The J.2K > J.P link can be quite tricky, especially in long combos. Unfortunately, there isn't a magical formula to make this easy as pie, the key word is practice.
A recurring problem is J.P never coming out, it happens when the J.P is done too early. You need to wait until the end of J.2K animation to press J.P.
At first, you could try practicing the link from a raw J.2K, by setting the CPU (Preferably Potemkin) to jump. It will help you understand J.2K better, its animation and how long it lasts.

When and only when you can get it consistently, you should try moving on to something harder, like Raw Crosswise Heel or Mappa RC combos. It is recommended to start on lighter characters like May and Millia, as they are the easiest ones to combo.
Against middle-class weight characters like Sol and Chipp, you need to slightly delay the first J.D of the combo, which can be very difficult at
times, it is possible to circumvent the problem by doing c.S or c.S f.S instead of 5H in the combo, however it will lower the damage.
Collapsed: "What does JI means and how do I use it combos?":
JI stands from Jump Install, it's an advanced guilty gear technique which allows double jumps after a high one. For more details: http://www.dustloop.com/wiki/index.php?title=Movement_(GGXRD)

So how is it done? Whenever it is written ... > c.S or 5H JI > hjc > ...
You need to press or hold 8 then either input c.S or 5H and high jump cancel like you normally would, if it was done correctly, you will have access to your double jump.

Other methods include: c.S / 5H > 8 > hjc or even c.S > 8 > f.S > hjc for combos like 6P CH > c.S > f.S in the corner.

I recommend practicing the JI by starting with Throw RC > Hold 8 > 5H > hjc, since it is the easier version. The window for 2H > Hold 8 > c.S is a lot narrower , you need to the c.S as soon as possible.

 

 
Thanks to:
Reox8888: For testing Throw RC on most of the cast.
Loli-Zero: For Straight-Down Dandy Combos, finding and testing 2HS Jump install combos.
Snatcher: For optimizing several combos.
RoBoBOBR: For providing additional JI methods in the F.A.Q.

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I think that's a much better template, and your notation standards are probably better for newcomers. I'll probably just edit my post into a foreword and a glossary, and send you the other combos I have if that's alright to you.

In regards to dust in the corner, the JP wiki has like 10 different routes listed. I think several of them are specifically for raw dust or only work on certain characters though, so I don't know if we should include them or not since I can only read some of the notes.

For crosswise loop we can 1. Simply notate them individually off of starters. 2. Do what I did above, notate them ending with "CWH Loop" and then put a description of the routes somewhere else. Or 3. put both the starters and description in its own section.

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I propose new way of writing down air combos. Put the word "air" and then just list attacks in brackets (with spaces to indicate links and jump cancels), like:

 

Throw RC H air [sHD 2K PK JC SHD]

 

 instead of  

 

Throw RC H 9 jS(1) jH jD j2K jP jK JC jS(1) jH jD

 

Also omit the (1) for jS, and only write hit number if it's not 1. In my opinion that saves some space and makes combos a bit easier to read off screen.

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Also omit the (1) for jS, and only write hit number if it's not 1. In my opinion that saves some space and makes combos a bit easier to read off screen.

 

I second this. Since j.S(1) is the standard I think we can omit bracketing the number of hits unless it's more than 1 and just do a * note of it

 

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I just wanted to add something to your throw combos that I was doing last night against May.

Throw RC s.H (JC) j.S(1) j.H j.D j.2K j.K (JC) j.S(1) j.H j.D j.2K j.P j.D

In both reps of S,H,D do S to H quickly and put a slight delay between H and D.

I don't have the damage since I'm at work but I wanna say 155 either way this should add a little more than the combo you have up there at least for May, I'll try other characters later when I get back home.

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peace guys what about dot rc stuff? viable not....

During Hellfire and when catching people wiffing stuff and or baiting close to corner this is scary. I just pull out something random if it ever occurs, got nothing on the top of my head.

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During Hellfire and when catching people wiffing stuff and or baiting close to corner this is scary. I just pull out something random if it ever occurs, got nothing on the top of my head.

so far i got max damage combo like this (there's more i hope

airdash D cs S DOT RC 5HS > air[s(1)>HS>D>2K>p>k jc S(1)>H>D]  242 d on sol  

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I just wanted to add something to your throw combos that I was doing last night against May.

Throw RC s.H (JC) j.S(1) j.H j.D j.2K j.K (JC) j.S(1) j.H j.D j.2K j.P j.D

In both reps of S,H,D do S to H quickly and put a slight delay between H and D.

I don't have the damage since I'm at work but I wanna say 155 either way this should add a little more than the combo you have up there at least for May, I'll try other characters later when I get back home.

 

Thanks, I have just tested it works on May, Sin and Millia too.

It may work on some other characters, I'll test this later.

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Thanks, I have just tested it works on May, Sin and Millia too.

It may work on some other characters, I'll test this later.

Just tested the cast that throw combo works on all but Sol,Ky,Pot, and Axl. It's very strict on Elphelt such that I wouldn't recommend going for it. Also I don't have Leo, but I can test on him tomorrow. Also the damage is 154

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I propose new way of writing down air combos. Put the word "air" and then just list attacks in brackets (with spaces to indicate links and jump cancels), like:

 

Throw RC H air [sHD 2K PK JC SHD]

 

 instead of  

 

Throw RC H 9 jS(1) jH jD j2K jP jK JC jS(1) jH jD

 

I personally like to write it like this: Throw --> RC, 5H --> JC, j.S-H-D-2K, j.P-K --> JC, dj.S-H-D

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To be fair, as far as notation is concerned, there is no way to wholly satisfy everyone, since we all have our habits. For now, I'll switch to: Throw RC < 5HS < J.SHD < J.2KK < jc < J.SHD 

To make the combos shorter and easier to read.

 

Just tested the cast that throw combo works on all but Sol,Ky,Pot, and Axl. It's very strict on Elphelt such that I wouldn't recommend going for it. Also I don't have Leo, but I can test on him tomorrow. Also the damage is 154

 

Thanks again for the help, I tested again, it works on everyone but Potemkin, the timing is a bit awkward on Ky and it's extremely tight on Sol (Not really worth the hassle really, since with J.2KPK, we are losing 3 damage at full health). 

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Starter < 236K < 5D(6) < c.S < 6HS < 214PK < c.S < 9hjc < J.SHD (165 Damage with 5K as the starter)

 

Just a heads up. Crosswise has more untechable time when done with K Dandy. This combo does 171 with the same starter if you do K Dandy, Crosswise, 5H. Can't go wrong with the cooler looks of K Dandy in 5D corner combos, either. Edit: I should add that for certain more elaborate starters, you need to walk forward slightly during the RC freeze before the 5D, the 5H is more difficult or impossible to land properly, and j.S-H won't combo at the end so you'll have to do j.S-K-D instead.

 

In terms of notation, if j.2K chains from the previous move and not into the next one, I think it should be written as part of the preceding chain like Wirya wrote it. Also, we should probably aim to be consistent in calling it H or HS (my vote is for the former), especially if you're not going to put spaces or symbols between moves in air chains. Otherwise, thanks for your work. Personally, I don't think the first post needed to be purged completely. Weren't there some non-redundant things in it?

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Not really. I think I had a few CWH loops in there off of P starters. But everything should be in beret's post.

Here's a link to my notes on CWH loops in the mean time if anyone needs to reference them while we keep fleshing out the list.

https://www.evernote.com/shard/s506/sh/58f3b790-ad8e-4f00-baa8-0700ec8d3514/7f407f9290eb0d9d155bf79371f7f960

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Dunno if this combo is up (still new to reading and understanding combos). While I was practicing Slayer this morning I found this combo.

 

Cross Heel into Slash into Pile Bunker....Does 163 damage

 

Dunno but I think this could be a cool setup with it.

2P.2S.2D>CH.5S.PD

 

Anyway I'm a super beginner but maybe that would work as a setup after getting the knockdown.

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On most characters you need to delay the Gatling from j.HS j.D, this gives the opponent more time to fly upward before you plummet them with j.D, so they end up higher when you try and link j.K or j.P.

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Throw RC/2D RC/ etc, cS (JI) fS SJ jKSHD j2K jK JC jSHD seems to be quite universal, so far i only need to delay initial cS fS for lights and mids, but getting KD on lights by adding extra j2K j(P)D is a pain - i can't connect much after late-combo j2K =(.

 

For Fa you can go HS SJ KSHD, andif you can install in 1 hit it can be made into a nice combo.

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Throw RC/2D RC/ etc, cS (JI) fS SJ jKSHD j2K jK JC jSHD seems to be quite universal, so far i only need to delay initial cS fS for lights and mids, but getting KD on lights by adding extra j2K j(P)D is a pain - i can't connect much after late-combo j2K =(.

 

For Fa you can go HS SJ KSHD, andif you can install in 1 hit it can be made into a nice combo.

 

Why not use 5HS after RC in both cases instead? Walk slightly forward after RC and then 5HS. Since it's RC combos the hitstun scaling is affected so it should be same as when doing Mappa RC combos. I rarely do 2D RC but I know both 2D and Throw RC in corner is a bit iffy with pushback. But you should be able to do 5HS, j.SHD, j.2K, j.PK, dj.KD on basically everyone.

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Throw RC < 5HS < jc < J.SHD2K < J.K < jc < J.SHD < J.2KPD (150 Damage) 

 

Throw RC < 5HS JI < hjc < J.KSHD2K < J.K < jc < J.SHD < J.2KPD (151 Damage)

 

Edit: I am blind, Snatcher's had a similar combo without the JI, but it only worked on a few characters.

 

It works on everyone aside from Slayer (May need further testing) and Venom (J.K whiffs). It doesn't work with an hjc on Bedman and Potemkin, a normal jc is necessary.

 

This install is fairly easy, it's possible to simply hold 8 during the RC and 5HS and I personnaly find it easier against some characters (Mainly Sol and Chipp)

 

Also, it's a mind-boggling 1 damage optimization, get the Nobel Prize and the Fields Medal ready!

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I see combos here and in in videos that have a j.D jump cancelled into stuff. How do I continue to combo off j.D without getting the hard knockdown in the air? 

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