GGReload/Sol Badguy/Combos: Difference between revisions

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Revision as of 01:24, 23 June 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
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.
DL = Perform Dustloop.
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

Basic Combos

Combo Position Works on: Difficulty Notes
[5K] or [2K] > c.S > 2D xx 623H -> j.214K Midscreen Everyone [1] very easy Basic confirm
(2K >) 6P > 5H (JC) j.K > j.D (JC) j.S > j.D xx j.623S -> j.214K Corner Everyone [1] very easy Basic wall combo

Counter-Hit Combos

Combo Position Works on: Difficulty Notes
CH 2H, j.S (JC) j.S > j.H xx j.623S -> j.214K Midscreen Everyone [1] very easy CH 2H launches really high, so wait for its recovery to end instead of jump cancelling
CH 5H IAD j.S > j.D ▷ [c.S] or [5K] > 6P > 5H (JC) (DL) Corner Everyone [3] medium Can start a bit further away from the corner
CH 5H xx 236P FRC, IAD (DL) Midscreen Everyone [3] medium Must be within half screen from corner

Dust Combos

Combo Position Works on: Difficulty Notes
5D /\ 9j.D > 9j.D > j.S > j.K > j.S > j.K > j.S(JC) j.S > j.H xx j.623S -> j.214K Midscreen Everyone [2] easy Basic Dust combo
5D /\ 9j.D > 9j.D > j.S > j.K > j.S > j.D (JC) j.S > j.D xx j.623S -> j.214K Midscreen Everyone [2] easy Higher damage, but must reach the corner by the third j.D

Wild Throw Combos

Combo Position Works on: Difficulty Notes
623K, 2H (JC) j.S (JC) j.S > j.H xx j.623S -> j.214K Midscreen Everyone [1] very easy Basic Wild Throw combo
623K, walk c.S > 2H (JC) j.S (JC) j.S > j.H xx j.623S -> j.214K Midscreen Everyone [2] easy Opponent has to drop a fair bit for the c.S to link, but bigger damage
623K, 236P FRC, 236[K], 66 2H (JC)
j.S (JC) j.S > j.H xx j.623S -> j.214K
Midscreen Everyone [3] medium Higher damage WT combo for 25 Tension,
GF needs to be delayed slightly and BB has to come out right away

Dustloop

You generally need to be in or near the corner in order to start it, but Dustloop usually revolves around a simple concept: dash in and j.D as soon as possible after leaving the ground, and doing another j.D as soon as the first one recovers, counting as one rep. If you do it right, the two will combo, and you can usually land and do it again once more.
Depending on the setup you can Dustloop every character in the game, but not nearly as easily or with as many reps depending on weight and hurtbox. Generally two to four reps are going to be the most practical option, but they can go as high as six with an optimal setup.

Combo Position Works on: Difficulty Notes
(...) j.D (JC) j.S > j.D ▷ 66 j.K > j.D (JC) j.S > j.D xx j.623S -> j.214K - - [2] easy Basic Dustloop, also known as "ghetto Dustloop", unoptimal
(...) [rising j.D, falling j.D ▷ 66]xN j.K > j.D (JC) j.S > j.D xx j.623S -> j.214K - - [3] medium Dustloop core (DL) into ender
6P > 5H (JC) DL Corner Everyone but JA/BR/MA/... [3] medium Works on most of the cast
236[K], 66 (5K>)2H (JC) DL Midscreen Everyone [3] medium Highly situational but damaging starter that carries to the corner
6P xx 236P (FRC) DL Corner Everyone [3] medium Confirm GF on hit or block into DL or additional pressure
j.D ▷ 2H (JC) DL Corner Everyone [3] medium Usually seen from fuzzy j.S > j.D mixup
Throw, 5K > 2H (JC) DL Corner SO/BR/ZA/PO/CH/AN/JA/MA/TE/IN/MI/BA/DI [4] hard 5K link is tricky, and proration is harsh compared to WT starters
623K, 2H (JC) DL Midscreen Everyone [3] medium Wild Throw starter, dash underneath opponent if in corner
623K 66 DL Midscreen Everyone [3] medium From a little less than half-screen from the corner
623K, 236P FRC, 236[K], 66 2H (JC) DL Midscreen Everyone [4] hard From half-screen or less
5D /\ 9j.D > 9j.D ▷ 5K > 2H (JC) DL Midscreen Everyone [3] medium Impossible Dust combo, from half-screen or less
Dustloop Character Specifics

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