GGReload/Dizzy/Combos

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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.
(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.
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
VE = Venom
ZA = Zappa


Combo List[edit]

Basic Combos[edit]

Combo Position Works on: Difficulty Notes
[5K] or [2K] > c.S > 5H > 2H xx 236H Midscreen Everyone [1] very easy Basic combo into KD
AD > j.P > j.H ▷ c.S > 5H > 2H xx 236H Midscreen Everyone [1] very easy Air-to-Ground confirm against standing opponent
AD > j.P > j.H ▷ 66 cS > 5H > 2H xx 236H Midscreen Everyone (crouching) [2] easy Air-to-Ground confirm against crouching opponent

Throw Combos[edit]

Combo Position Works on: Difficulty Notes
Throw > 66 2P > f.S xx 236H Midscreen Everyone [2] easy
Throw > 66 2K > f.S xx 236H Midscreen Everyone except BA, DI, FA, JO, MI [2] easy
Throw > 66 > f.S xx 236H Midscreen MA, MI, BA, JA, JO, DI, IN, BR [2] easy

Counter-Hit Combos[edit]

Combo Position Works on: Difficulty Notes
j.H CH ▷ 66 f.S xx 236H Midscreen Everyone [2] easy
j.H CH ▷ j9 j.K > j.S > (JC) > j.S > j.D Midscreen Everyone [2] easy
236H CH 66 5K > f.S xx 236H Midscreen Everyone [2] easy
236H CH 66 f.S xx 236H Midscreen Everyone [2] easy
236H CH [66 2H xx 236H FRC]xN Midscreen MA, MI, BA, JA, JO, DI, IN, BR [4] hard Lead into Ice Spike FRC loop

236H FRC Combos[edit]

Combo Position Works on: Difficulty Notes
(...) 236H FRC IAD j.P > j.H ▷ j9 j.K > j.S > (JC) > j.S > j.D Midscreen Everyone [4] hard Air combo followup
(...) 236H FRC 66 f.S xx 236H Midscreen Everyone except BA, DI, FA, JO, MI [4] hard Ground combo followup
(...) 236H FRC [66 2H xx 236H FRC]xN Midscreen MA, MI, BA, JA, JO, DI, IN, BR [4] hard Ice Spike FRC loop

Combo Theory[edit]

Dizzy has the potential to do both damaging and stylish combos. However, it is a good idea to end a combo with a knockdown instead of continuing the combo for extra damage and sacrifice the knockdown in the process. Unless you get a significant amount of extra damage from the extended combo or if the extended combo inflicts enough damage to finish off the opponent, going for followups that remove the possibility for a knockdown are seldom worth it.

Scoring Knockdowns[edit]

Dizzy can use 2H*, 2D*, 236H*, and Imperial Ray to end a combo for knockdown.
*only causes knockdown on a grounded opponent (or near the ground in regard to 236H)

Navigation[edit]


Guilty Gear XX ♯Reload
Click [*] for character's frame data
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