Difference between revisions of "GGACR/A.B.A/Combos"

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{{Notation-GGACR|additional=
 
{{Notation-GGACR|additional=
 
:'''Keygrab''' = [[GGACR/A.B.A#Bonding|Bonding - 63214H]]
 
:'''Keygrab''' = [[GGACR/A.B.A#Bonding|Bonding - 63214H]]
:'''Bloodpack''' = [[GGACR/A.B.A#Injecting|Injecting - 63214P]]
+
:'''Bloodpack''' = [[GGACR/A.B.A#Injecting|Injecting - 63214P]]/[[GGACR/A.B.A#Displacement|Displacement - 63214P]]
 
:'''Danzai''' = [[GGACR/A.B.A#Judgement|Judgement - 623H]]
 
:'''Danzai''' = [[GGACR/A.B.A#Judgement|Judgement - 623H]]
 +
:'''Butt''' = [[GGACR/A.B.A#Engorgement|Engorgement- 421H]]
 +
:'''Flipkick''' = [[GGACR/A.B.A#Blunder|Blunder- 41236K]]
 +
:'''Orbs''' = [[GGACR/A.B.A#Eradication|Eradication- j.41236S]]
 
}}
 
}}
  
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*  Entries listed in <span style="color:DarkKhaki">DarkKhaki</span> are either optional or situational.
 
*  Entries listed in <span style="color:DarkKhaki">DarkKhaki</span> are either optional or situational.
  
=== Standard Combos ===
+
=== Normal Combos ===
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
 
|-
 
|-
 
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
 
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
 
|-
 
|-
| 2H > IAD > jSH ▷ 1st Rekka > 2nd Rekka > delay > 3rd Rekka > <span style="color:DarkKhaki">(FRC > 66) ><span style="color:Black"> 1st Rekka > 2nd Rekka > Flipkick || XXX || XXX || XXX || XXX  ||  {{DifficultyEasy}} || Corner Carry
+
| 1st Rekka -> 2nd Rekka -> 3rd Rekka -> FRC > 66 > 5H > Keygrab || midscreen || XXX || XXX || XXX  ||  {{DifficultyEasy}} ||  
|-
 
| 5P > 5S > 2S > SJC > jKSH > Keygrab || XXX || XXX || XXX || XXX  ||  {{DifficultyVeryEasy}} || Anti-Air
 
 
|-
 
|-
 
|}
 
|}
  
=== Throw Combos ===
+
=== Moroha Combos ===
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Ground Throw Starter
 
 
|-
 
|-
 
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
 
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
 
|-
 
|-
| throw > 5H(2) > Danzai > 66 jSHD > Orbs || midscreen || XXX || XXX || XXX  ||  {{DifficultyVeryEasy}} ||  
+
| f.S > 2H > IAD > jSH > orbs ▷ 2S > butt || XXX || XXX || XXX || XXX  ||  {{DifficultyVeryEasy}} ||
 +
|-
 +
|-
 +
| f.S > 2H > IAD > jSH ▷ 1st Rekka -> 2nd Rekka -> delay -> 3rd Rekka > <span style="color:DarkKhaki">(FRC > 66) ><span style="color:Black"> 1st Rekka -> 2nd Rekka -> Flipkick || XXX || XXX || XXX || XXX  ||  {{DifficultyEasy}} || Corner Carry, FRC needed if done mid screen.
 +
|-
 +
| 5P > 5S > 2S > SJC > jKSH > Keygrab || XXX || XXX || XXX || XXX  ||  {{DifficultyVeryEasy}} || Anti-Air
 +
|-
 +
|-
 +
| Throw > 5H(2) > Danzai > 66 jSHD > Orbs || midscreen || XXX || XXX || XXX  ||  {{DifficultyVeryEasy}} || Corner carry
 
|-
 
|-
 
|}
 
|}

Latest revision as of 16:49, 11 October 2019

Combo Notation Guide Character Name Abbreviations
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+GGD.png becomes 236D.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
= After landing.
j = Jump
sj = Super Jump
IAD = Instant Air Dash
CH = Counter Hit
JC = Jump Cancel
SJC = Super Jump Cancel
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
[ ] = Hold input.
] [ = Release input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???]xN = Repeat ??? N amount of times.
[X]or[Y] = Perform series of actions X or Y.
Keygrab = Bonding - 63214H
Bloodpack = Injecting - 63214P/Displacement - 63214P
Danzai = Judgement - 623H
Butt = Engorgement- 421H
Flipkick = Blunder- 41236K
Orbs = Eradication- j.41236S
AB = A.B.A
AN = Anji
AX = Axl
BA = Baiken
BR = Bridget
CH = Chipp
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam
JO = Johnny
JU = Justice
KL = Kliff
KY = Ky
MA = May
MI = Millia
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol
HOS = Order Sol
VE = Venom
ZA = Zappa


Template[edit]

Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who [1] Very Easy
combo transcript where Net Gain who [2] Easy
combo transcript where Net Gain who [3] Medium
combo transcript where Net Gain who [4] Hard
combo transcript where Net Gain who [5] Very Hard

Combo List[edit]

  • Entries listed in DarkKhaki are either optional or situational.

Normal Combos[edit]

Combo Position Damage Tension Gain Works on: Difficulty Notes
1st Rekka -> 2nd Rekka -> 3rd Rekka -> FRC > 66 > 5H > Keygrab midscreen XXX XXX XXX [2] Easy

Moroha Combos[edit]

Combo Position Damage Tension Gain Works on: Difficulty Notes
f.S > 2H > IAD > jSH > orbs ▷ 2S > butt XXX XXX XXX XXX [1] Very Easy
f.S > 2H > IAD > jSH ▷ 1st Rekka -> 2nd Rekka -> delay -> 3rd Rekka > (FRC > 66) > 1st Rekka -> 2nd Rekka -> Flipkick XXX XXX XXX XXX [2] Easy Corner Carry, FRC needed if done mid screen.
5P > 5S > 2S > SJC > jKSH > Keygrab XXX XXX XXX XXX [1] Very Easy Anti-Air
Throw > 5H(2) > Danzai > 66 jSHD > Orbs midscreen XXX XXX XXX [1] Very Easy Corner carry

Combo Theory[edit]

For ground hits, you'll usually string into 2H or Rekkas, then combo into Orb, Butt, or Rekka loops depending on what you want. "What you want" could be damage, knockdown/oki, Moroha gauge refresh, or corner carry. These choices are both affected and determined by distance to corner, available tension, special properties (e.g. if they got launched by the starter being CH), number of hits early in the combo, positioning, Bloodpacks remaining, Moroha gauge remaining, the opponent's guard gauge, and other factors.

The combo route choices are less obvious in +R for A.B.A. now that [strike Keygrab]x2 is gone, but some generalizations are: Low on gauge? Combo into Keygrab, or if possible, Goku Moroha for full gauge refresh and knockdown. Not low on gauge? Combo for damage or corner push. Depending on the combo, you can also end in Keygrab and possibly have time to Bloodpack before they wakeup, but this is riskier now that you have less time to get the Bloodpack out. You’ll recover at about the same time so you won’t be able to pressure, but hey, you refreshed your bar. Then there’s the new “end combo with Bloodpack FRC > Keygrab” thing, a complete transform that restores 120% self-inflicted damage as a pseudo-replacement for double Keygrab. The uses for this are a bit limited and IMO it's overly difficult--for only 25% more meter, you could refresh by going into Goku Moroha with much greater ease and have enough time for a sweeter oki setup (not to mention that simply being in Goku Moroha is a great reward in itself).

Video Examples[edit]

Navigation[edit]


Guilty Gear XX Accent Core Plus Re
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc