Teyah Report post Posted December 3, 2014 (How many times are we going to have to do this?) General GG notation chart Specific Legend/Notes: IADF = jump cancel into instant air dash forwards IADB = jump cancel into instant air dash backwards r. = running ndj. = neutral double jump (j.S) = the move inside the brackets is optional or dependent upon height j.S(E) = do the move preceding the (E) early or ASAP j.S(L) = do this move preceding the (L) late j.H(2) - the number inside of the brackets indicate the number of hits of a multi-hitting attack j.H = j.H(3) - ...however, for ease of reading, assume all multi-hit attacks hit the maximum number of times unless specifically stated Into 236S - These combos start from about outside of throw range for the initial high/low into 236S. I won't list any running or point blank normals into 236S since this would be clearly in throw range and wouldn't be very useful for real match situations. Into 2H - The standard distance I used for this was as follows: - In the corner: pressing up against the enemy, connecting with 2S 2H into full combo. - Outside of the corner, pressing up against the enemy, connecting with 2K 5S 2H into full combo. ----------------------------------------------------------------------------------- WARNING: Untested combos below! To be updated and expanded after release. ----------------------------------------------------------------------------------- SIMPLE/UNIVERSAL COMBOS Ground combo: Into 2H, j.SD, IADF dj.SH Difficulty: Notes: (to come) Into 236H: 236H hits, r.5Sc 2H j.D IADF dj.SH Relaunch: 5Sc 2H j.SD IADF j.PH(3) Difficulty: Notes: (to come) Into 236S (corner): 236S, 5P j.KD IADF dj.SH Relaunch: Not possible (?) Difficulty: Notes: (to come) Throw combo: ??? Difficulty: Notes: (to come) Dust combo: 5D j.D j.D jf.SH Difficulty: Notes: (to come): Side dust combo: 6H(1) 236S 6H(1) j.SD IADF dj.SH Difficulty: Notes: (to come): ----------------------------------------------------------------------------------- CHARACTER SPECIFIC COMBOS Faust Ground combo, corner: Anything into 236S, 5H xx 236S, j.K... ----------------------------------------------------------------------------------- More coming soon! Share this post Link to post Share on other sites
Darksoul173 Report post Posted December 3, 2014 Mid screen corner carry with pin 2HS hjS jP jS jHS(1) j214S land jK jS jD ad jS jHS Seen this vs IAD Anti air 5P 6HS(1) IAD jK jP jHS(2) Share this post Link to post Share on other sites
dive-slam Report post Posted December 3, 2014 Could someone translate these? http://seesaawiki.jp/w/ggxx_matome/d/Xrd%A1%A1%A5%DF%A5%EA%A5%A2%A1%A1%A5%B3%A5%F3%A5%DC%A5%EC%A5%B7%A5%D4 Share this post Link to post Share on other sites
Giggles454 Report post Posted December 3, 2014 I'll translate the best ones.These can only be performed with opponent in Hellfire state Corner(100% Tension) 2HS>JK>JS>JD>IADF>JS>JHS>Pin>RC>Activate IK > IK Midscreen(100% Tension) Throw>RC>Activate IK>Microdash IK Share this post Link to post Share on other sites
Stellarcircle5 Report post Posted December 4, 2014 This combo theory. Everything works. I doesn't matter. The damage is the same. I'm in heaven. Share this post Link to post Share on other sites
Darksoul173 Report post Posted December 4, 2014 Corner dust combos (that's how they're called?) D dash 6HS(2) 236HS HS(2) dash 2HS jS jD iad jS jHS D dash 6HS(2) 6HS(1) 236S S 2HS hjcS jD iad jS jHS Share this post Link to post Share on other sites
Stellarcircle5 Report post Posted December 4, 2014 Corner: CH 214K~H > 66 > c.S > 2HS > j.K > j.S > j.D > IADF > j.S > j.HS You can omit the j.K on lighter characters. Share this post Link to post Share on other sites
tayloredswift Report post Posted December 5, 2014 full screen corner carry combos 50% meter: http://youtu.be/BZKqRrM-gag pin: http://youtu.be/qPrdhzd3Ntc Share this post Link to post Share on other sites
GoldExperience1 Report post Posted December 6, 2014 I tried to translate what's on the JP wiki, my Japanese is pretty trash so Im not 100% if I got all of it correct. Midscreen: ・2K>2S>HS>2D Universal ground comboLeads into her Okizeme Be aware of distance as 2D may not connect at max range. ・2S>2HS>jc>(JK)>JS>JD>jc>Air Dash>JS>JHS Universal ground to air comboYou can choose to omit the JK after the jump cancel depending on the altitude of you opponent Quickly inputting 99 after the JD>jc>Air Dash makes it easier (?) ・2S>2HS>hjc.JS>JP>JS>JHS(1)>j.214S>Land>Dash>JK>JS>JD>jc Air Dash>JS>JHS Pin combo with good corner carry. Dust Combos:D>Homing Jump>JD>jc>JD>jc>JD>jc>Air Dash>JS>JHS Throw Combos:Throw>RC>Dash>cs.S>2HS>Air combo If you don't have the meter for the RC, after the throw go for Tandem Top Okizeme instead Instant Kill Combos:(100% Tension)Throw>RC>Activate>(Slide?)236236H* Corner Combos: •2S>2HS>JK>JS>JD>jc.Air Dash>JS>JHS>2P>cs.S>2HS>JD>jc.Air Dash>JS>JHS Omit 2P on light characters. Does not work on Faust •2S>2HS>(JK>)JS>JD>Air Dash>JS>JHS>j.214S>2HS>JS>JD>jc.Air Dash>JS>JHS •S>HS>236S>RC>236HS>6HS>jc>236HS Hits>Falling JD>2HS>JD>jc.Air Dash>JS>JHS>j.214S>2HS>JS>JD>jc.Air Dash>JS>JHS •2S>2HS>JK>JS>JD>jc.Air Dash>JS>JHS>j.214S>RC>236HS>5HS>236HS Hits>2HS>JS>JD>jc.Air Dash>JS>JHS>j.214S>6HS •S>2HS>JS>JD>jc.Air Dash>JS>JHS>j.214S>Land>6HS>214HS Secret Garden Okizeme (The JP wiki said this was tentative so it's probably not very good?) Corner Throw Combos•Throw>RC(Slide?)236HS>6HS>236HS Hits>(jc.JD>)2HS>JD>jc.Air Dash>JS>JHS>j.214S>2HS>JS>JD>jc.Air Dash>JS>JHS* •(Faust Only)Throw>K>JP>JK>JD>jc.Air Dash>JS>JHS Instant Kill Combos:(100% Tension)2HS>JK>JS>JD>jc.Air Dash>JS>JHS>j.214S>RC>Activate>236236HS Notes: *I have no idea what the ‘Slide’ in a couple of these combos mean. If someone could let me know that would be nice. Share this post Link to post Share on other sites
Rele Report post Posted December 6, 2014 Slide probably means minidash. That's the only thing I could imagine for something like throw rc 236h. Thanks for the writeup, I'll try these out today. Share this post Link to post Share on other sites
Darksoul173 Report post Posted December 6, 2014 Can confirm 99 for IAD cancel works really well Share this post Link to post Share on other sites
Saykin Report post Posted December 6, 2014 https://m.youtube.com/watch?v=bW4eFiaAkXQ Quick Millia Guide. may be useful to someone. Share this post Link to post Share on other sites
Dorian Report post Posted December 7, 2014 I'm a newbie to GG overall so guide vids are defn welcome ahah. Waited until a new release before I got my hands dirty, now that Xrd's here I can't wait to go ham :3 Share this post Link to post Share on other sites
Rele Report post Posted December 8, 2014 What's the best way to confirm off of something like meeting the opponent air to air with a string like (rising) j.k, j.p when both chars are at around the same height? *) j.k, j.p, j.k, j.d (into rest of bnb) doesn't really work, opponent is too high most of the the time *) j.k, j.p, j.d doesn't combo *) j.k, j.p, j.k, iad j.k works but it's incredibly tight, and a j.p, j.h afterwards also drops more often than not due to height *) best thing i found so far was j.k, j.p, j.k, dj.k, j.p, j.h(1), j.236k, land 236h disc oki, but it feels really trashy :x Any suggestions? Share this post Link to post Share on other sites
Darksoul173 Report post Posted December 8, 2014 jK jP jK djK djP djS djHS Share this post Link to post Share on other sites
Giggles454 Report post Posted December 8, 2014 What's the best way to confirm off of something like meeting the opponent air to air with a string like (rising) j.k, j.p when both chars are at around the same height? What I found to work was jP jK jD IAD jP/S jH Share this post Link to post Share on other sites
chaoticyeshua Report post Posted December 10, 2014 I've found these work in the corner if you manage to hit with 2D or 6K, at least on Axl/Sol, haven't tried anyone else. 2D -> 236 S -> K -> jK -> jS -> jD -> JC/AD -> jS -> jHS (2 hits) -> 214 S -> 2HS -> jS -> jD -> JC/AD -> jS -> jHS 6K -> 236 S -> K -> jK -> jS -> jD -> JC/AD -> jS -> jHS (2 hits) -> 214 S -> 2HS -> jS -> jD -> JC/AD -> jS -> jHS Share this post Link to post Share on other sites
LordSpectreX Report post Posted December 12, 2014 Not sure why that IK throw combo is so needlessly difficult. Do Throw>RC>Dash>IK Activate>IK Use Super easy :/ Share this post Link to post Share on other sites
Dudestory Report post Posted December 17, 2014 anyone find any other IK combos? Share this post Link to post Share on other sites
Teyah Report post Posted December 17, 2014 anyone find any other IK combos? I've found a couple practical 50% tension (more like 35% tbh) IK combos that I'm trying to refine before I post, they're a bit too tight to be practical at the moment. Anyway, IK combos are definitely practical and useful, when facing high defense or Non-Chipp high guts characters. You normally wouldn't be able to kill characters like Sol, Faust, Slayer, Pot, Bedman at their last 15-20% from several common starters, but with IK you can. I'll have more info on this coming soon. Share this post Link to post Share on other sites
Maker Report post Posted December 18, 2014 Instant Kill Combos: (100% Tension)Throw>RC>Activate>(Slide?)236236H* Extremely tight input might I add the only way i got this to actually connect was to buffer the entire 236236 as 2626H and have the 6buffer the dash with like a very slightly delayed H. I haven't had to use that trick since Haz Hotenjins or Dizzy Necroslide traps. Share this post Link to post Share on other sites
waifuaddicted Report post Posted December 20, 2014 Corner Throw>Emerald Rain(236236S)>dash>2HS>JC>JS>JD>IAD>JS>JHS. I usually end it with oki and depending on your dash, 2HS may catch the opponent on the opposite side creating other options. or (easier)Throw>Emerald Rain(236236S)>dash>JK>JS>JD>JC>JK>JS>JHS. Share this post Link to post Share on other sites
RaitoninguSigma Report post Posted December 21, 2014 Corner Throw > 5S > 236S > jK > jS > jD > IAD > jS > jHS Good meterless throw combo in the corner. The timing for the combo is a bit unusual since the Throw > 5S is a strict link. Share this post Link to post Share on other sites
Stellarcircle5 Report post Posted December 21, 2014 Corner Throw > 5S > 236S > jK > jS > jD > IAD > jS > jHS Good meterless throw combo in the corner. The timing for the combo is a bit unusual since the Throw > 5S is a strict link. This combo only works on Sol. Not sure if any other specific hitboxes allow it to work, but it's definitely not universal. Share this post Link to post Share on other sites
RaitoninguSigma Report post Posted December 21, 2014 This combo only works on Sol. Not sure if any other specific hitboxes allow it to work, but it's definitely not universal. hmm I didn't know that, thanks. It works on Millia too (I tried it on her) Share this post Link to post Share on other sites