GGReload/Johnny/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]

Omit j.P or j.K on light characters from the basic air combo (j.P > j.K > j.S (JC) j.S > j.H > j.D xx j.41236H).

Combo Position Works on: Difficulty Notes
5K > 2D xx 236H Midscreen Everyone [1] very easy Basic combo into coin
6K, j.P > j.K > j.S (JC) j.S > j.H > j.D xx j.41236H Midscreen Everyone [1] very easy 6K followup
5P > c.S (JC) j.P > j.K > j.S (JC) j.S > j.H > j.D xx j.41236H Midscreen Everyone [1] very easy Air-to-Air from 5P, extremely tight on FA
6P (JC) j.P > j.K > j.S (JC) j.S > j.H > j.D xx j.41236H Midscreen Everyone [1] very easy Air-to-Air from 6P
5H xx 236H, 6K, j.P > j.K > j.S (JC) j.S > j.H > j.D xx j.41236H Midscreen Everyone [2] easy Requires opponent to be standing and close-ish
5K > 5H xx Lv2 236P 66 5K 5H xx Lv1 [236P/236H] Midscreen Everyone [2] easy Basic Level 2 Mist Finer combo
Lv2 236P 66 5K (JI) 5H xx 623S -> S (FRC) j.S (JC) j.S > j.H > j.D xx j.41236H Midscreen Everyone [3] medium Johnny's BnB

Throw Combos[edit]

Combo Position Works on: Difficulty Notes
Throw, 236H Midscreen Everyone [1] very easy Doesn't work on MI/DI/BA
Throw, j.P > j.K > j.S (JC) j.S > j.H > j.D xx j.41236H Midscreen Everyone [1] very easy
Throw, j.S > j.H xx j.623S (FRC) j.H Midscreen Everyone [4] hard KD from a throw for 25 Tension. Link into j.S is extremely tight. Only works on SL/FA/JO/PO/TE/ZA

Advanced Combos[edit]

Required to play Johnny even at just an intermediate level.

Combo Position Works on: Difficulty Notes
Lv2 236S, 236H, Lv2 236S, 236H, 623S -> S (FRC) [j.K/j.S] > j.D xx j.41236H Corner Everyone [3] medium Basic Enkasu setup during combo, easiest from throw or 6K
5K (JI) > 2D xx 623S -> S (FRC), j.623S (FRC), j.S (JC)
j.S > j.H > j.D xx j.41236H
Midscreen Everyone [4] hard Swap 2D for 5H at point blank.
Very hard to combo into Divine Blade from 2D but very strong combo for when Lv2 Mist Finer isn't available. Remember that ground and air Divine Blade have different FRC points
Lv2 236K 66 5K > 5H xx 623S -> S (FRC), j.H xx j.623S (FRC) j.H Midscreen Everyone [3] medium Good knockdown option if you can't Enkasu and you really want oki
2K > c.S > 2D xx 623S -> S (FRC), j.K > j.D ▷
9j.P > j.K > j.S (JC) j.S > j.H > j.D xx j.41236H
Corner Everyone [4] hard Another 2D link into Divine Blade but very rewarding as it's Johnny's best combo
from a low that doesn't use Lv2 Mist Finer. Very strong from Divine Blade FRC oki
j.623S (FRC), j.K > j.D ▷ (add 5H for JO/PO) Lv2 236S, 236H (Enkasu followup) Corner Everyone [4] hard Basic conversion if you land Divine Blade in corner from a jump.
On some characters with a low air hitbox, replace the first j.K with another air Divine Blade

Navigation[edit]


Guilty Gear XX #Reloade
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemAttack AttributesTension/Burst GaugeMisc