GGACR/I-No/Combos: Difference between revisions

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==Combo Theory==
==Combo Theory==
Some kind general blurb will go here.
Some facts:
 
 
The individual facts:
*Damage scaling reduces the damage done by each hit in the combo. You see this represented by the Guard Bar under each player's health bar.
*Damage scaling reduces the damage done by each hit in the combo. You see this represented by the Guard Bar under each player's health bar.
**Supers scale at a different rate (faster) than other moves. You're better off landing raw supers and converting into combos where possible, or doing a single hit to hit-confirm.
**Supers scale at a different rate (faster) than other moves. You're better off landing raw supers and converting into combos where possible, or doing a single hit to hit-confirm.
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**Attacks with "initial prorates" reduce the damage of a combo when they start the combo.
**Attacks with "initial prorates" reduce the damage of a combo when they start the combo.
**Attacks with "forced prorate" reduce the damage of every subsequent hit, no matter where they are used in the combo.
**Attacks with "forced prorate" reduce the damage of every subsequent hit, no matter where they are used in the combo.
*You build less meter and your opponents get more meter the longer your combo goes on.
*You build less meter per hit and your opponents get more meter per hit the longer your combo goes on.
*Your opponent gets more burst replenished with each hit of your combo.
*Hitstun decays the longer (in actual <b>time</b>, not <i>hits</i>) a combo goes on.
*Hitstun decays the longer (in actual <b>time</b>, not <i>hits</i>) a combo goes on.
*Meter gain gets prorated for a set period of time when you use an RC, FRC, or Force Break, as well as when using a Dead Angle or Faultless Defense. Keep this in mind as you try to build meter with your combos.
*Meter gain gets prorated for a set period of time when you use an RC, FRC, or Force Break, as well as when using a Dead Angle or Faultless Defense. Keep this in mind as you try to build meter with your combos.

Revision as of 19:32, 19 May 2019

Combo Notation Guide Character Name Abbreviations
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:236+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.
(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.
HAD = Hover Air Dash (6696).
DM HCL = Dash Momentum HCL.
FF VCL = Fast Fall VCL.
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
Midscreen Corner Crouching Counter Hit Anti-Air Knockdown Hover Air Dash (6696) Instant Air Dash Tiger Knee [HCL=632147(/8/9)K] Jump Install Dash Momentum HCL Fast Fall VCL Percentage Values (N%)
MS CN CR CH AA KD HAD IAD TK JI DM HCL FF VCL Meter Usage


Combo List

Meterless

Combo Starters (With Proration Values)
Best Starters (All Have No Proration): j.S; j.H; 5K; c.S; 2S; 2D; Genkai Fortissimo; Longing Desperation


Good Starters: j.K(90%); 6P(90%); H STBT(90%)


Okay Starters: S STBT(80%); j.D(80%); S Dive(80%); FB Dive(80%); 2P(80%); 2K(75%)


Bad Starters (Avoid Using Meter if Possible): f.S(60%); Air Throw(50%); Ground Throw(40%)


Gatling Combos

  • Starter > 2S > 2H/2D > HCL
[MS, KD, 78dmg (2K and 2H) / 72dmg (2K and 2D) / 120dmg (c.5S and 2H) / 113dmg (c.5S and 2D]
  • Starter > 2S > 2H > S STBT > HCL/2D > HCL
[MS, KD, CR, 96dmg (2K) / 106dmg (2K and 2D) / 146dmg (c.5S) / 159dmg (c.5S and 2D)]
  • Starter > 6P > f.S > j.S > dj.H > K Dive
[MS, KD, 84dmg (2K) / 116dmg (c.5S)]
  • Starter > 6P > f.S > j.S > dj.H > S Dive > 5P > sj.P > sj.S > sj.H > K Dive
[MS, KD, 107dmg (2K), 139dmg (c.5S)]
  • Starter > 6P > f.S > DM HCL > 5P > c.S > j.S > dj.H > K Dive
[MS, KD]
  • Starter > 6P > 5H > (A)/(B)...
(A) IAD j.K > j.S > FF VCL > 2D > HCL
[MS, KD, no KY/RO/AB, 112dmg (2K) / 159dmg (c.5S)]
(B) IAD j.K > j.S > FF VCL > c.S > j.S > j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, no KY/RO/AB, 136dmg (2K) / 189dmg (c.5S)]
  • Starter > 6P > 5H > j.H > S Dive > c.S > (A)/(B)...
(A) j.S > j.H > K Dive
[CN, KD, 131dmg (2K) / 178dmg (c.5S)]
(B) sj.S > sj.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 152dmg (2K) / 204dmg (c.5S)]
  • Starter > 6P > S STBT > 5K > j.S > j.H > S Dive > c.S > j.S > j.H > K Dive
[CN, KD, 135dmg (2K) / 183dmg (c.5S)]
  • 2K > 6P > c.S > j.S > j.H > S Dive > c.S > j.S > j.H > K Dive
[CN, KD, 131dmg]
  • 6P (AA) > c.S > j.S > j.H/dj.H > S Dive > 5P > sj.P > sj.S > sj.H > K Dive
[MS, KD, 152dmg]
  • 6P (AA) > c.S > sj.K > sj.S > VCL > (delay) air dash j.K > j.S > FF VCL > 2S/2D > HCL
[MS, KD, 156dmg (2D)]
  • 6H (AA, CH, 2nd hit only) > dash j.S > dj.S (dj.H) > S Dive > (5P)/c.S > (sj.P)/sj.S > sj.H > K Dive
[MS, KD, 182dmg (dj.H, 5P and sj.P) / 175dmg (dj.S, 5P and sj.P) / 194dmg (dj.H, c.S) / 187dmg (dj.S, c.S) ]
  • j.D > dj.H > S Dive > 5P > sj.P > sj.S > sj.H > K Dive
[MS, KD, 134dmg]
  • j.D > dj.H > (A)/(B)/(C)...
(A) S Dive > c.S > j.S > j.H > P Dive > air dash j.S > FF VCL > c.S > j.S > j.H > K Dive
[CN, KD, 187dmg]
(B) P Dive > air dash j.H > S Dive > c.S > j.S > j.H > K Dive
[CN, KD, 164dmg]
(C) P Dive > air dash j.S > FF VCL > c.S > sj.S > sj.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 185dmg]


Stroke The Big Tree Combos

  • H STBT > JC P Dive > air dash > j.S > j.H > (A)/(B)...
(A) K Dive
[MS, KD, 121dmg]
(B) c.S > j.S > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 191dmg]
  • H STBT > JC S Dive > c.S/5K > j.S > j.H > S Dive > c.S > sj.S > sj.H > P Dive > air dash j.H > P Dive > air dash (j.S >) j.H > K Dive
[CN, KD, 216dmg (c.5S and j.S > j.H at the end)]
  • H STBT > JC j.D > dj.H > S Dive > c.S > j.S > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 212dmg]
  • H STBT > JC j.D > dj.H > P Dive > air dash j.S > FF VCL > c.S > sj.S > sj.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 216dmg]
  • H STBT > JC S STBT > (A)/(B)...
(A) 5K > HCL
[MS, 117dmg]
(B) c.S > j.S > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 197dmg]


Sultry Performance (Dive) Combos

  • S Dive > (5P/2P) 5K > HCL
[MS, 82dmg (5K only) / 85dmg (5P > 5K) / 84dmg (2P > 5K)]
  • S Dive > (5P/2P) 5K/c.S > (A)/(B)...
(A) j.S > j.H > S Dive > c.S > sj.S > sj.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 166dmg (2P > c.S) / 167dmg (5P > c.S) / 174dmg (5K) / 157dmg (2P > 5K) / 184dmg (c.S) / 158 (5P > 5K)]
(B) j.S > j.H > P Dive > air dash j.S > FF VCL > c.S > j.S > j.H > K Dive
[CN, KD, Wide Hitbox Chars Only, 170dmg (c.S)]
  • K Dive (CH) > Hover Dash j.S > c.S > j.S > j.H > S Dive > 5P > sj.P > sj.S > sj.H > K Dive
[MS, KD, 181dmg]
  • K Dive (CH) > 5H > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > c.S > j.S > j.H > K Dive
[CN, KD, 215dmg]



HCL 6FRC6 Combos

Gatling Combos

  • Starter > 6P > 5H > TK HCL > 6FRC6 > air dash j.S > FF VCL > dash j.S > dj.S/dj.H > K Dive/S Dive
[MS, KD, 25%, 184dmg (c.S then j.S > j.H) / 135dmg (2K then j.S > j.H)]
  • Starter > 6P > 5H > IAD j.K > j.S > FF VCL > 5K > TK HCL > 6FRC6 > air dash j.s > FF VCL > dash j.S > dj.S/dj.H > K Dive
[MS, KD, 25%]
  • Starter > 6P > 5H > TK HCL > 6FRC6 > (A)/(B)/(C)...
(A) air dash j.S > FF VCL > 5H > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 25%, 219dmg (c.S) / 163dmg (2K)]
(B) air dash j.H > j.D > delay VCL > (5P/2P) c.S > j.S > j.H > K Dive
[CN, KD, 25%, 207dmg (c.S as starter then c.S for the last juggle) / 203dmg (c.S then 5P > c.S) / 153dmg (2K then c.S) / 151dmg (2K then 5P > c.S) / ]
(C) air dash FF VCL > c.S > j.S > j.H > P Dive > air dash j.S > FF VCL > c.S > sj.S > sj.H > P Dive > air dash j.H > P Dive > air dash j.H > K Dive
[CN, KD, 25%]
  • Starter > 6P > S STBT > 5K > TK HCL > 6FRC6 > air dash j.S > FF VCL > 5H > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 25%]
  • HAD j.S > j.H > 5K > 2S > 2D > JI HCL > 6FRC6 > air dash j.S > j.H > c.S > j.S > j.H > P Dive > air dash j.S > j.H > c.S > VCL
[MS, CR, KD, 25%]
  • (2K) > 2S > (2H/2D) > JI HCL > 6FRC6 > air dash j.S > j.H > 5K > TK HCL > 6FRC6 > air dash j.S > FF VCL > c.S > j.S > j.H > K Dive
[MS, KD, 50%, Must be standing if (2H/2D) are omitted]
  • 6P (AA) > c.S > TK VCL > 6FRC6 > air dash S Dive > 5K > TK HCL > 6FRC6 > air dash j.S > FF VCL > dash j.S > dj.S > dj.H > K Dive
[MS, KD, 50%]
  • 6P (AA) > c.S > j.S > j.H > HCL > 6FRC6 > air dash j.H > S Dive > 5P > sj.P > sj.S > sj.H > K Dive
[MS, KD, 25%, 179dmg]
  • 6H (AA, CH, 2nd Hit Only) > dash j.S > dj.S > dj.H > S Dive > 5K > TK HCL > 6FRC6 > dash j.S > dj.H > K Dive
[MS, KD, 25%]



Force Break Combos

  • j.P (confirm) > FB Dive (All Hits) > FB Cancel > Double air dash j.H > P Dive > K Dive
[MS, KD, 25%, 130dmg]
  • 6P (AA) > c.S > TK FB Dive (All Hits) > FB Cancel > Double air dash j.H > K Dive
[MS, KD, 25%, 144dmg]
  • 6H (AA, CH, 2nd Hit Only) > dash j.S > dj.S > FB Dive (2-3 Hits) > FB Cancel > Double air dash j.H > S Dive > c.S > sj.S > sj.H > P Dive > air dash j.H > K Dive
[MS, KD, 25%, 206dmg (3 hits FB)]
  • Starter > 6P > 5H > TK HCL > 6FRC6 > air dash j.H > FB Dive (3 Hits) > FB Cancel > Double air dash j.H > K Dive
[MS, KD, 50%, 182dmg]
  • j.D > j.S/j.H > FB Dive (2-3 Hits) > FB Cancel > Double air dash j.H > S Dive > 5P > c.S > sj.S > sj.H > K Dive
[MS, KD, 25%, 167dmg (j.S) / 174dmg (j.H)]




Throw Combos

  • Air Throw > (2p/2K) c.S > j.S > j.H > P Dive > air dash j.S > FF VCL > c.S > j.S > j.H > K Dive
[CN, KD, 136dmg (c.S) / 128dmg (2P > c.S) / 130dmg (2K > c.S)]
  • Air Throw > (2p/2K) c.S > j.S > j.H > S Dive > c.S > j.S > j.H > (K Dive)/P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 130dmg (c.S then finish with early K Dive) / 125dmg (2P > c.S then finish with early K Dive) / 127dmg (2K > c.S then finish with early K Dive / 144dmg (full combo with c.S) / 137dmg (full combo with 2P > c.S) / 139dmg (full combo with 2K > c.S)]
  • Air Throw > (2S) 5H > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > c.S > j.S > j.H > K Dive
[CN, KD, 144dmg (5H) / 146dmg (2S > 5H)]
  • Air Throw (near corner) > 5H > TK HCL > 6FRC6 > air dash j.H > c.S > j.S > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[MS->CN, KD, 25%]
  • Ground Throw > 6FRC6 > dash j.S > dj.S (dj.H) > S Dive > c.S(5K/5P) > (sj.P) sj.S > sj.H > K Dive
[MS, KD, 25%, 97dmg (dj.H then 5P > sj.P) / 102dmg (j.H then c.S)]
  • Ground Throw > FRC > P Dive > air dash j.S > j.H > j.D > (delay) VCL > c.S > j.S > j.H > K Dive
[CN, KD, 25%, 113dmg]




Super Combos

  • TK Ultimate Fortissimo > j.H > P Dive > air dash j.S > j.H > S Dive > c.S > sj.S > sj.H > P Dive > air dash sj.S > sj.H > P Dive > air dash sj.S > sj.H > K Dive
[MS, KD, 50%, 280dmg]
  • TK Ultimate Fortissimo > st.H > j.H > P Dive > air dash j.H > S Dive > c.S > j.S > j.H > P Dive > air dash j.S > j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 50%, 295dmg]
  • Hover Dash blocked starter > j.D hit > Ultimate Fortissimo > VCL > c.S > j.S > j.H > P Dive > air dash j.H > S Dive > c.S > j.S > j.H > K Dive
[CN, KD, 50%, 255dmg (j.K used as the blocked starter)]
  • Hover Dash blocked starter > j.D hit > Ultimate Fortissimo > VCL > c.S > j.S > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > c.S > VCL
[CN, KD, 50%, 251dmg (j.K used as the blocked starter)]
  • Longing Desperation > HCL
[MS, KD, 50%, 153dmg]
  • Longing Desperation > st.H > j.H > P Dive > air dash j.S > j.H > S Dive > c.S > j.S > j.H > P Dive > air dash j.S > j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 50%, 266dmg]

Combo Theory

Some facts:

  • Damage scaling reduces the damage done by each hit in the combo. You see this represented by the Guard Bar under each player's health bar.
    • Supers scale at a different rate (faster) than other moves. You're better off landing raw supers and converting into combos where possible, or doing a single hit to hit-confirm.
    • Lower attack level moves typically scale combos harder than higher attack level moves, and they crank the guard bar by fewer points on block.
  • Proration is a different system applied on top of regular scaling:
    • Attacks with "initial prorates" reduce the damage of a combo when they start the combo.
    • Attacks with "forced prorate" reduce the damage of every subsequent hit, no matter where they are used in the combo.
  • You build less meter per hit and your opponents get more meter per hit the longer your combo goes on.
  • Your opponent gets more burst replenished with each hit of your combo.
  • Hitstun decays the longer (in actual time, not hits) a combo goes on.
  • Meter gain gets prorated for a set period of time when you use an RC, FRC, or Force Break, as well as when using a Dead Angle or Faultless Defense. Keep this in mind as you try to build meter with your combos.

Video Examples

+R Combo Videos

I-No Combos and Mixups


Older Game Combo Videos (Because they're still sexy)

GGXXAC - "Phantasm Infinity" pt.6 - Dizzy, Slayer, I-no Combo Video

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