GGML/Justice/Combos

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Justice
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jump
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AX = Axl Low
BA = Baiken
BH = Dr Baldhead
CH = Chipp Zanuff
JU = Justice
KL = Kliff Undersn
KY = Ky Kiske
MA = May
MI = Millia Rage
PO = Potemkin
SO = Sol Badguy
TE = Testament
ZA = Zato-1

Combo Scaling

Hit Number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Damage 1x 1x 0.93x 0.93x 0.87x 0.81x 0.81x 0.25x 0.25x 0.25x 0.25x 0.21x 0.18x 0.15x 0.12x 0.12x

Combo Routes

Throw Infinite (fake)

This combo throws the opponent into the air in the corner, and then loops imperial ray on them until they are dead. (midscreen) Throw > Dash > [641236S]xN

The opponent can tech immediately after throw making this combo fake

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Justice