Jump to content
Sign in to follow this  
doragonkoroshi

(AC+R) Testament Combos

Recommended Posts

GGAC+R_Header_Combo_Thread.png

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)

][b
Basic combos

Standing: f.S > 3H(2) > BL

Crouching: f.S > 6K > 6H

... > c.S > 5H > NC > P-skull

][b
Launcher/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)

][b
Badlands 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

][b
Char-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

][b
Sweep

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

][b
Throw 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

][b
Dust

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.

][b
Misc.

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 by Alzarath

Share this post


Link to post
Share on other sites

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

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 by Alzarath

Share this post


Link to post
Share on other sites

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 by entnervt

Share this post


Link to post
Share on other sites
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
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

- 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 by Dandy J

Share this post


Link to post
Share on other sites

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 by Dandy J

Share this post


Link to post
Share on other sites

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 by Dandy J

Share this post


Link to post
Share on other sites
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

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

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 by entnervt

Share this post


Link to post
Share on other sites

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

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

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

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

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
Sign in to follow this  

×