GGACR/Eddie/Combos: Difference between revisions

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< GGACR‎ | Eddie
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(Requires Exhaustion) MawaruloopxN>5H(1)>22S>Mawaru>BtL>SG. ]D[>22H>Mawaru>6P(1)>j.k>j.s>j.h>j.d || everywhere || Net gain || everyone || <span style= “color:red"> [5] hard || Actual unblockeable setup if they don't have burst and if you time ]D[ and 22H correctly. It's not worth using 236236S even if you have the meter due to damage scaling and because you just lost your whole shadow gauge.
(Requires Exhaustion) MawaruloopxN>5H(1)>22S>Mawaru>BtL>SG>]D[>22H>Mawaru>6P(1)>j.k>j.s>j.h>j.d || everywhere || Net gain || everyone || <span style= “color:red"> [5] hard || Actual unblockeable setup if they don't have burst and if you time ]D[ and 22H correctly. It's not worth using 236236S even if you have the meter due to damage scaling and because you just lost your whole shadow gauge.


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Revision as of 11:25, 6 December 2019

Template:Notation-GGACR

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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] tricky
combo transcript where Net Gain who [5] hard
combo transcript where Net Gain who [6] very hard

Combo List

  • Entries listed in DarkKhaki are either optional or situational.

Standard Combos

Combo Position Tension Gain Works on: Difficulty Notes
6P(1)JC>j.k>j.h>j.d midscreen Net Gain everyone [3] medium Your IAD counter. j.d can substituted for 236236S if you have the meter to burn.
c.S>5H(2)>22S>Summon Eddie corner Net Gain everyone [2] easy Allows an Eddie Summon both on KD and on Block
5P>c.S>5H(2)>22H>Summon Eddie midscreen Net Gain everyone [2] easy Midscreen version of the BnB
Mawaru (wait right after the second hit), 5K>c.S,2P, Press K again to do the next Mawaru everywhere Net Gain everyone [3] medium Your Mawaru loop starting from a low. Only really works as a meaty, since doing it on a blockstring runs the risk of them backdashing the 2nd Hit of Mawaru
Mawaru (wait right after the second hit), 6K>214S, Press K again to do the next Mawaru everywhere Net Gain everyone [3] medium Your Mawaru loop starting from an overhead. Again, only really works as a meaty.
MawaruloopxN>6P>c.S>5H(2)>2D>]H[>214s>214s>6P>c.S>5H(2)>22S everywhere Net gain everyone [4] tricky Only part of the normal mawaru loop that actually requires Negative Edging. You need to move Little Eddie forward throughout.

(Requires Exhaustion) MawaruloopxN>5H(1)>22S>Mawaru>BtL>SG>]D[>22H>Mawaru>6P(1)>j.k>j.s>j.h>j.d || everywhere || Net gain || everyone || [5] hard || Actual unblockeable setup if they don't have burst and if you time ]D[ and 22H correctly. It's not worth using 236236S even if you have the meter due to damage scaling and because you just lost your whole shadow gauge.

Throw Combos

Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who [6] very hard

Counter-hit Combos

Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who [6] very hard

5D Combos

Combo Position Tension Gain Works on: Difficulty Notes
(With Eddie Summon out) 5D>]S[>j.k>j.s>j.h>j.d corner Net Gain Everyone [3] medium Use 5D during blockstrings

Instant Kill Combos

Combo Position Tension Required Works on: Difficulty Notes
combo transcript where tension required who [6] very hard

Combo Theory

Video Examples

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