doragonkoroshi Report post Posted September 24, 2012 (edited) Collapsed: Notation: General J = Jump DJ = Double Jump SJ = Super Jump CH = Counter Hit FRC = Force Roman Cancel BL = Badlands (214P) BL(1) = 1 Hit Badlands. Only the first hit is supposed to connect. TKBL = Tiger-Knee Badlands (2147P) GD = Grave Digger (214D) Net = Zeinest (214H) P/K-Skull = Phantom Soul (236P/K) NC = H Nightmare Circular (632146H) ][bBasic combos Standing: f.S > 3H(2) > BL Crouching: f.S > 6K > 6H ... > c.S > 5H > NC > P-skull ][bLauncher/Juggle combos Anti-air 2S > Net > (delay) J.H > J.D > BL(1) > (dash) c.S > Net > J.H > J.D > Net > BL(1) Exe Beast > c.S > J.K > J.S > J.H > BL(1) > (dash) c.S > Net > J.H > J.D > Net > BL(1) ][bBadlands Loop Light characters - 2K/6P > c.S > 5H > BL > 6K > BL > 2H > BL > TKBL Medium characters - 2K/6P > c.S > 5H > BL > f.S > 6K > BL > 2H > BL Heavy characters - 2K/6P > c.S > 5H > BL > f.S > 6K > BL ][bChar-specific crouching confirms 6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > BL > 2H > Net > J.H > J.D > BL(1) > P-skull (if close enough) Millia, May, Kliff, Slayer, Axl 6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > BL > 2H > BL > TKBL Baiken, Bridget, Chipp, Eddie, I-No, Justice, Order-Sol, Sol, Venom, Zappa Omit TKBL on everyone but Baiken and Bridget 6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > BL > TKBL Dizzy, Jam ][bSweep Comboing from 2D requires you to be relatively close to opponent 2D > Net > J.H > J.D > Net > J.D > BL(1) > (dash) c.S > Net > J.H > J.D > Net > BL(1) Chipp, Faust, Johnny, May, Millia, Potemkin, Testament 2D > Net > 2K (otg) > K-Skull Anji, Axl, Dizzy, Eddie, I-No, Jam, Justice, Order-Sol, Robo-Ky, Slayer, Sol, Venom, Zappa 2D > HS Exe Beast FRC > c.S > 5H > Net > delay J.H > J.D > Net > J.D > BL(1) Must be close to opponent (at least close enough to get c.S). Exe FRC -> c.S has to be done as fast as possible to avoid OTG'ing. For A.B.A, Baiken, Dizzy, Eddie, Kliff, Ky and Venom, substitute 5H w/ 2H. For Robo-Ky, do c.S > 2S isntead. (Requires 1 doll) 2D > Net > 2K (otg) > Tree > jump over opponent, delay 5H (opponent is hit by tree) > etc WIP, don't have a stable way to continue yet ][bThrow Combos Midscreen Throw > f.S > 6K > BL > 2H > BL Standard throw combo. Against light characters you can add a TKBL at the end. Throw > f.S > 6K > BL > 2H > Net > delay J.H > J.D> BL(1) >P-skull Medium characters Throw > P-skull Venom, Dizzy, Johnny, Robo-Ky (dash before skull) Throw > 6K > BL > TKBL Baiken Throw > f.S > 6K > BL > TKBL Robo-Ky Corner Throw > 5H > Net > dash J.H > J.D > BL(1) > c.S > Net > TKBL Old AC sideswitch combos still work in this version, this is the standard one. Corner, 50% Tension Throw > Net > NC > c.S > Net > etc A.B.A Throw > Net > NC > c.S > Net > dash J.P J.K J.S BL(1) or dash J.H J.D > BL(1) (sideswitch) > c.S > Net > BL Anji, Chipp, Eddie, I-No, Johnny, Ky, Slayer, Sol, Testament, Zappa Throw > NC > c.S > Net > dash J.P > J.K > J.S > BL(1) (sideswitch) > c.S > Net > BL Baiken Throw > Net > NC > c.S > Net > dash J.P > J.K > J.D > BL(1) (sideswitch) > c.S > Net > BL Bridget Throw > Net > NC > c.S > Net > dash J.H > J.D > BL(1) (sideswitch) > c.S > Net > BL Dizzy, Jam, Kliff, Millia For Kliff, delay inital Net, J.H and last c.S as much as possible Throw > Net > NC > c.S > J.K > J.D > BL(1) > c.S > Net > dash > J.P > J.K > J.S > Net > BL(1) > (c.S > Net > BL) Faust Throw > Net > NC > c.S > Net > dash J.P > J.P > J.K > J.S > Net > BL(1) (sideswitch) > c.S > Net > BL Potemkin, Robo-Ky ][bDust 5D > J.D > BL(1) > c.S > Net > J.H > J.D > BL(1) > c.S > Net > J.H > J.D > Net > BL(1) If you did 5D close to opponent, use this. 5D > J.D > BL(1) > f.S > 6K > BL > 2H > BL Should be used if you hit 5D from further away. (Corner) 5D > J.D > BL(1) > NC > c.S > Net > dash J.H > J.D > BL(1) (sideswitch) > c.S > Net > TKBL (Corner) 5D > J.D > BL(1) > 5H > Net > dash J.H > J.D > BL(1) > c.S > Net > TKBL (Corner) 5D > J.D > BL(1) > 5H > Net > J.H > J.D > Net > BL(1) Less damage than above, but easier/more stable. ][bMisc. CH J.D > c.S > J.K > J.S > J.H > BL(1) > c.S > J.H > J.D > Net > BL(1) > land, J.H > J.D > BL(1) > c.S > J.H > J.D > Net > BL(1) > dash H-Nightmare Circular > c.S > J.K > J.S > dJ.S > dj.H > BL(1) May be easier or harder depending on how high you hit them. (Near Corner) > 5H > GD (sideswitch) > 5H > BL OR J.H > J.D > BL(1) > GD (sideswitch) > 5H > BL CH NC > c.S > J.K > J.S > J.H > BL(1) > c.S > Net > J.H > J.D > Net > BL(1) CH 2H > 5D > J.D > Net > J.D > BL (opponent flies into net) > dash SJ.D > BL(1) Edited December 5, 2013 by Alzarath Share this post Link to post Share on other sites
nstalkie Report post Posted August 11, 2013 I did some testing on +R for some of these combos. I'm quite new to Guilty Gear and my execution isn't exactly the best in the world, so I'm kinda doubting if I tested some things correctly. What I do to test, is to do the combo on one of the characters I know it works on, then use the replay to test all the other ones. When I see it almost works, I try it out again manually and alter the timings in slightly different ways. f.S > 6K > 6HS crouching counterhit, works on everyone 6P > c.S > f.S > 6K > 6HS does NOT work on Kliff, Zappa 6P > c.S > HS > 214P > 6K > 214P > 2HS > 214P works on Kliff, Bridget, May, Baiken, I-No For I-No, my initial recording didn't work. I could do it manually though and I think the timing for I-no works on everyone. In the combo listed here, there's also a TK badlands afterwards in the combolist above, but I couldn't get that to work. 6P > c.S > 2S > 2D > 214P works on Kliff, Jam, Dizzy, May, Baiken, Bridget, Justice, I-No 6P > c.S > HS > 632146HS > 236P works on Axl, Slayer, Chipp, ABA, Johnny, Millia, Sol Badguy, Order Sol, Ky, Robo-Ky, May, Eddie, Testament, Baiken, Venom, Faust, Potemkin, Justice, I-No If you leave out the c.S, it works on the rest of the cast (Kliff, Jam, Zappa, Dizzy, Anji, Bridget) throw > 236P does NOT work on Kliff, Zappa, Robo-Ky, Baiken, I-No (not tested with recording) throw > f.S > 6K > 214P > 214P > 214P > 214P works on May, Bridget The above combo list has this listed with the last badlands being a TK badlands, but I could do it without tiger kneeing. I did record it with a TK as well and I still only could get it to work on May and Bridget. The last 214P didn't hit I-No, which made me doubt if it was really Tigerknee'd. I could make the recorded combo whiff and confirm that indeed I performed a TK badlands (by looking at damage: air badlands does less damage). Maybe it didn't come out as TK due to my timing being off in the combo ? air throw > 236P does NOT work on Justice for Eddie & Venom, you have to do it a little faster than for the rest of the cast. (not tested with recording) Something odd I noticed: ground 214HS whiffs vs standing Kliff, Zappa, Chipp, May, Baiken, Faust (they don't immediately get caught in it, like the other characters). Crossing up afterwards vs standing Zappa, standing Chipp and standing May causes them to get caught though (crossing up with for example IAD). I hope this info is of use to someone Share this post Link to post Share on other sites
Alzarath Report post Posted August 11, 2013 (edited) Dust: midscreen- 5D > J.D > BL(1) > f.S > 6K > BL > 2H > BL corner- 5D > J.D > BL(1) > 5H > 214H > dash J.HD > BL(1) > (sideswitch) 5H > 214H > BL > 236P Edited August 16, 2013 by Alzarath Share this post Link to post Share on other sites
entnervt Report post Posted August 11, 2013 (edited) From midscreen into corner: something into net, e.g. (aa)2S>214HS>(delayed)jHS>jD>j214HS>\/>jS>j214P(1)>(c.)5S>214HS>(delayed)jHS>jD>j214HS>\/>jS>j214P(1)>now you can do another net loop or net>MOP or 236P or go for okizeme. Must be varied by chars, I did it vs Sol and Justice, depending on the height the net catches the opponent, the (c.)5S requires a short dash and the jS a superjump. Edited August 11, 2013 by entnervt Share this post Link to post Share on other sites
nstalkie Report post Posted August 16, 2013 Dust: corner- 5D > J.D > BL(1) > 5H > 214H > dash J.HD > BL(1) > (sideswitch) 5H > 214H > 236P The last 214H is meant to be a 214P ? An easier combo than this one, with about the same effect but sacrificing 25% meter: 5D > J.D > 214P(1) > 5HS > 214D > 5HS > 214P > 236P (corner) works on Axl, Zappa, Dizzy, Chipp, Anji, Slayer, Millia, Ky, Eddie, Testament, Faust, Justice, I-No different timing on May, Baiken, Bridget, Jam, Johnny, Sol, Order Sol, Venom Share this post Link to post Share on other sites
Alzarath Report post Posted August 16, 2013 The last 214H is meant to be a 214P ? yeah that's supposed to be 5H 214H 214P 236P, my bad Share this post Link to post Share on other sites
Dandy J Report post Posted August 27, 2013 (edited) - Here's a list of bnbs from standard floats such as exe beast -> k,s xx net or anti-air 2s xx net, etc. You can continue with another delay j.h,d xx net -> etc. loop at your discretion, but these should do the job as far as reliability goes. The only difference between the first two combos is just vertical jump or super jump. Both work on Ino but I felt the sj version was more reliable. AB AN AX CH ED HO JO JU KY SL SO VE ZA delay 9~j.h,d xx j.214h, 8~j.s xx j.214p(1), c.s xx 214h -> ender BA BR DI FA IN JA KL MA MI delay 9~j.h,d xx j.214h, 2~8~sj.s xx j.214p(1), c.s xx 214h -> ender PO RO delay 9~j.h,d xx j.214h, 8~j.k,s jc dj.k,d xx dj.214h, dj.214p(1), c.s xx 214h -> ender Ender being typically key super, or 214d (side swtich), c.s xx net or c.s,2s xx net, tk badlands -> oki or curse. You can also omit the last c.s xx net and it should be untechable for most if not all these variations, and you can go for oki or curse there. - 2d xx 214h -> full combo works on: CH FA JO MA MI PO TE - 2d xx 214h -> 2k xx 236k works on: AX AN DI ED IN HO JA JU RO SL SO VE ZA - throw -> -> midscreen, 0 tension (curse) AB AX AN HO JO KY PO RO SL SO f.s,6k xx 214p, 2h xx 214p, 66~236p CH ZA f.s,6k xx 214p, 66~236p BA BR DI FA JA JU KL MA MI 236p ED IN TE VE f.s,6k xx 214p, 214p, 66~236p -> midscreen, 50 tension (key) AB AX AN CH JO KY PO SL TE ZA f.s,6k xx 214p, 2h xx 214p, 236236h BA BR DI FA JA JU (OTG) KL MA VE (OTG) 236236h HO RO f.s,6k xx 214p, 2h xx 236236h BR MA (straight into MoP for reliability) f.s,6k xx 214p, 214p, 214p, 236236h ED IN MI SO f.s,6k xx 214p, 214p, 236236h -> corner, 50 tension (poison damage, 50%+ damage) AB 214h, 632146h, c.s xx 214h -> ender (w/e its aba) AN CH ED HO IN JO KY SL SO TE ZA 214h, 632146h, c.s xx 214h, 66~9~j.p,k,s xx j.214h, j.214p(1), s xx 214h -> ender BA 632146h, c.s xx 214h, j.p,k,s xx j.214p(1), s xx 214h -> ender BR 214h, 632146h, c.s xx 214h, j.p,k,d xx j.214p(1), s xx 214h -> ender DI JA KL MI 214h, 632146h, c.s xx 214h, j.h,d xx j.214p(1), s xx 214h -> ender * delay j.h as much as possible * KL - delay initial 214h and last c.s as much as possible FA 214h, 632146h, c.s xx jc j.k,d xx j.214p(1), s xx 214h, 66~9~j.p,k,s xx j.214h, j.214p(1)(, c.s xx 214h -> ender) JU VE DOESNT WORK (net and raw super hit otg. c.s xx net into super doesn't lead to anything it seems) PO RO 214h, 632146h, c.s xx 214h, 66~9~j.p,p,k,s xx j.214h, j.214p(1), s xx 214h -> ender Edited September 13, 2013 by Dandy J Share this post Link to post Share on other sites
entnervt Report post Posted August 30, 2013 Imo it belongs in this thread as well, the combos aren't show 'n shine only. GGXX AC+R Testament Combovideo / GGXX AC+R テスタメントコンボムービー Share this post Link to post Share on other sites
Dandy J Report post Posted September 8, 2013 (edited) edit - im putting all bnb combos in my previous post I've been lurking through entnervt's compilation vids (thanks for uploading all this btw) and there is a played named ちっそ (I never heard of them) doing some pretty sick stuff, a lot of H exe beast offense/combos since the frc is virtually like an empty cancel. Not that I've gotten to try this myself but it's def. worth checking out: http://www.youtube.com/watch?feature=player_detailpage&v=qJVRQAW54bE#t=13 cornered, 6p,h xx 41236h~frc,[h] xx 214s, (h), 6k xx 214p, 214s, 9, 214p, 214h, 8~66~j.d xx 214p, 9~214p -> curse/oki Edited September 13, 2013 by Dandy J Share this post Link to post Share on other sites
Dandy J Report post Posted September 10, 2013 (edited) updated the above post with much better, much more universal and reliable net loops other fun stuff, if you have a doll, if you gravedigger from about half screen to the corner, so that the opponent get some good air time after bouncing off the wall but doesnt go behind you, you can gravedigger -> tree and itll pick up. follow with the net loop of your choice for at least 60% Edited September 14, 2013 by Dandy J Share this post Link to post Share on other sites
Venussail91 Report post Posted October 11, 2013 I'm having a good amount of issues with most of these. Any tips? Share this post Link to post Share on other sites
Alzarath Report post Posted October 12, 2013 I'm having a good amount of issues with most of these. Any tips? Where exactly are you having trouble? Share this post Link to post Share on other sites
Dandy J Report post Posted October 12, 2013 I guess I can assume you're having trouble with j.H,D into net, after doing the initial ground net for his standard net loops. Wait a moment to jump after setting the ground net, then when you cancel the j.D into net, mash H hella after you do the motion to make sure it comes out. You can delay it manually as well but mashing works just as well. You just have to delay because you can't put another net out until a net that's hit someone has disappeared. Then just land and jump or superjump up for the S into badlands, depending on how high up they are. Share this post Link to post Share on other sites
entnervt Report post Posted February 24, 2014 (edited) I'm having a hard time to connect f.S after 6HS(FRC) in that combo: 6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > etc... I'm using Justice as dummy because I'll play vs a Justice soon. She's always too close to the ground when I can FRC the 6HS. Edited February 24, 2014 by entnervt Share this post Link to post Share on other sites
SIne Report post Posted February 27, 2014 just dash after the frc to get f.s to hit Share this post Link to post Share on other sites
SIne Report post Posted July 14, 2014 http://youtu.be/LjXWFklIzpg Practical, or nah ? the only fault is positioning and i probably couldve tacked on another rep Share this post Link to post Share on other sites
Ryd' Report post Posted July 15, 2014 In general, probably not. If you can space it so that they end up in the corner, it becomes a little better, but you have to ask yourself how often do you throw out YOLO BL, and how often does it actually connect? The damage isn't too much more than what Testament usually gets with 1-hit loops, so you're probably better off focusing on corner carry and make them sit in Testy's scary corner game. Share this post Link to post Share on other sites
SIne Report post Posted July 15, 2014 Well obviously its not set up off yolo badlands, it was example. You get Knockdown do tree, then do a hi/lo throw mixup , hitting them into the tree , then confirm into that. But yeah corner is better, i agree. Share this post Link to post Share on other sites
Ryd' Report post Posted July 15, 2014 Even less practical then. The damage you'd get off high/low proration looks like it'd be close to what you already get off 1-hit combos; no reason not to take the corner. I noticed that you stopped when the guard gauge bottomed out; does it drop there, or just become ridiculously tight? The string into BL is going to chew into the guard gauge a lot more than just straight BL, so how does that impact the overall damage/meter gain/reps? And how well does it work off throws? That'd be the primary instance I can see it being superior if it provides stronger meter gain than the current throw combos. Sorry for the barrage of questions, but I don't have time to test right now. Share this post Link to post Share on other sites
SIne Report post Posted July 17, 2014 with MoP ender 2k 5s 3h loop does 111, (gives you 50 meter , does 96 damage w/o MoP) 6p 5h loop does 141 (gives you ~ 46-48 , meter does 138 damage w/o doing MoP) and yeah as the guard gauge is lowered ,they can basically tech out there . Yeah,not very impressive numbers :/ Share this post Link to post Share on other sites
DoctaMario Report post Posted December 27, 2015 I'm having problems getting any of the throw combos to work on Venom. I can hit him with f.S after the throw but beyond that, he's too far away for me to do anything else. I I can hit everyone else with the combos listed juat not him for some reason. Anyone have any advice? Share this post Link to post Share on other sites