GGACR/A.B.A/Combos: Difference between revisions

From Dustloop Wiki
< GGACR‎ | A.B.A
No edit summary
Line 34: Line 34:
{| 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 !! Video Demonstration
|-
|-
| 1st Rekka -> 2nd Rekka -> 3rd Rekka -> FRC > 66 > 5H > Keygrab || midscreen || XXX || XXX || XXX  ||  {{DifficultyEasy}} ||  
| 1st Rekka -> 2nd Rekka -> 3rd Rekka -> FRC > 66 > 5H > Keygrab || midscreen || XXX || XXX || XXX  ||  {{DifficultyEasy}} ||  

Revision as of 20:19, 23 October 2019

Template:Notation-GGACR

Template

Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who Template:DifficultyVeryEasy
combo transcript where Net Gain who Template:DifficultyEasy
combo transcript where Net Gain who Template:DifficultyMedium
combo transcript where Net Gain who Template:DifficultyHard
combo transcript where Net Gain who Template:DifficultyVeryHard

Combo List

  • Entries listed in DarkKhaki are either optional or situational.

Normal Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Demonstration
1st Rekka -> 2nd Rekka -> 3rd Rekka -> FRC > 66 > 5H > Keygrab midscreen XXX XXX XXX Template:DifficultyEasy

Moroha Combos

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

Combo Theory

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

Navigation