GGXRD-R/Bedman/Combos: Difference between revisions

From Dustloop Wiki
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|-
|-
| 3a (corner carry ender)
| 3a (corner carry ender)
| c.S>5HS(2)>1HS>hjc>JK>3JS>task C>c.S>JK>6JKS>task C ||  || 205 ||  || '''Ky''', '''Zato''', Chipp, Faust, Venom, Sin, Leo, Johnny, Raven ||  || On Potemkin, hjJK>3JS>5HS>task C will work.
| c.S>5HS(2)>1HS>hjc>JK>3JS>task C>c.S>JK>6JKS>task C ||  || 205 ||  || '''Ky''', '''Zato''', '''Chipp''', Faust, '''Venom''', '''Sin''', '''Leo''', Raven ||  || On Potemkin, hjJK>3JS>5HS>task C will work.


For Ky and Faust, hjJS>3JS will increase the damage, but you will need to hit Ky with c.S lower and Faust can tech out.
For Ky and Faust, hjJS>3JS will increase the damage, but you will need to hit Ky with c.S lower and Faust can tech out.
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|-
|-
| 3b (stable ender)
| 3b (stable ender)
| c.S>5HS(2)>1HS>hjc>JK>3JS>task C>c.S>(2P>)c.S>task C ||  || 200 ||  || Ky, Zato, Chipp, '''Faust''', Venom, Sin, Leo, Johnny, Raven ||  || The 2P is necessary for Johnny.
| c.S>5HS(2)>1HS>hjc>JK>3JS>task C>c.S>(2P>)c.S>task C ||  || 200 ||  || Ky, Zato, Chipp, '''Faust''', Venom, Sin, Leo, '''Johnny''', Raven ||  || The 2P is necessary for Johnny.


On Potemkin, hjJK>3JS>5HS>task C will work.
On Potemkin, hjJK>3JS>5HS>task C will work.
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| 1
| 1
| ~2hs>jc>86>jp>js>tiny delay Task C>2p~ ||  || 117 ||  || No delay: Leo, Johnny
| ~2hs>jc>slight delay 6jp>js>slight delay Task C>2p~ ||  || 117 ||  || No delay: '''Leo''', '''Johnny'''


delay Task C slightly: '''Ky''', Chipp, '''Zato''', Raven
delay Task C slightly: '''Ky''', '''Chipp''', '''Zato''', Raven, '''Venom'''


  ||  || for Chipp, increase the delay
  ||  || for Chipp, increase the delay
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|-
|-
| 7
| 7
| 4hits or less>2hs>9hjc>delay jk>js>air task C~ ||  || 114 ||  || Faust, Sin, Ramlethal ||  || For Ram, hit with 2HS closer
| 4hits or less>2hs>9hjc>delay jk>js>air task C~ ||  || 114 ||  || Faust, '''Sin''', Ramlethal ||  || For Ram, hit with 2HS closer


For Sin and Ram, hit them at the highest point with jk
For Sin and Ram, hit them at the highest point with jk

Revision as of 13:07, 31 August 2016

Combo Notation Guide
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:2Template:3Template:6GGD.png becomes 236GGD.png.
> = 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.
|> or ▷ = After landing.
j = Jump
hj = High Jump
IAD = Instant Air Dash
CH = Counter Hit
MC = Mortal Counter
(JC) = Jump Cancel
(HJC) = High Jump Cancel
(JI) = Jump Install
(RC) = (Red) Roman Cancel
(YRC) = Yellow Roman Cancel
(PRC) = Purple 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.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
___ starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_
~1hs starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
0 c.S>5HS(2)>1HS>task C 153 Everybody Easy mode
1 c.S>5HS(2)>1HS>hjc>JPKS>air task C>JK>6JKS>task C 186 No delay: Sol, Faust, Axl, Slayer, Ramlethal, Sin, Leo, Johnny, Haehyun, Raven

Delay hj slightly: Ky, Zato, Chipp, Venom, Bedman

JPPS will also work on any of those that don't need the delay besides Johnny and Raven.
2 c.S>5HS(2)>1HS>hjc>JSPS>air task C>JK>6JKS>task C 194 No delay: Sol, Faust, Axl, Slayer, Sin, Leo, Haehyun, Raven

Delay hj slightly: Zato, Chipp

3a (corner carry ender) c.S>5HS(2)>1HS>hjc>JK>3JS>task C>c.S>JK>6JKS>task C 205 Ky, Zato, Chipp, Faust, Venom, Sin, Leo, Raven On Potemkin, hjJK>3JS>5HS>task C will work.

For Ky and Faust, hjJS>3JS will increase the damage, but you will need to hit Ky with c.S lower and Faust can tech out.

3b (stable ender) c.S>5HS(2)>1HS>hjc>JK>3JS>task C>c.S>(2P>)c.S>task C 200 Ky, Zato, Chipp, Faust, Venom, Sin, Leo, Johnny, Raven The 2P is necessary for Johnny.

On Potemkin, hjJK>3JS>5HS>task C will work.

For Ky and Faust, hjJS>3JS will increase the damage (207), but you will need to hit Ky with c.S lower.

4 c.S>5HS(2)>1HS>hjc>JPPS>air task C>JK>6JKS>task C 183 Millia, I-No, Jack-o, Dizzy

slightly delay j.S: jam

Will also work on those mentioned in the "No delay" group in combo 1 except Johnny and Raven.

JPKS does more damage, so try to save this combo for lightweight (female) characters.

5 c.S>5HS(2)>1HS>hjc>slightly delay 3JP>task C>2P>c.S>task C 188 May, Elphelt
~2hs starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
0 ~2hs>jc>js>air Task B 90 Everybody Easy mode
1 ~2hs>jc>slight delay 6jp>js>slight delay Task C>2p~ 117 No delay: Leo, Johnny

delay Task C slightly: Ky, Chipp, Zato, Raven, Venom

for Chipp, increase the delay
2 ~2hs>9jc>js>3js>Task C>2p~ 132 Potemkin, Kum, Faust
3 ~2hs>9hjc>jp>jk>6js>air Task C>2p~ 109 Potemkin, Kum, Faust
4 ~2hs>9hjc>jk>js>86>js>air Task C>2p~ 121 Kum, Faust
5 ~2hs>9hjc>3Delay jp>Task C>2p~ 105 Elphelt, Faust, May, Millia Technically will work on May and Millia, but you have to be closer and it's annoying to space.
6 3hits or less>2hs>9hjc>js>9jk>js>air task C~ 126 Faust, Sin For Faust, hit with 2HS a little closer
7 4hits or less>2hs>9hjc>delay jk>js>air task C~ 114 Faust, Sin, Ramlethal For Ram, hit with 2HS closer

For Sin and Ram, hit them at the highest point with jk

Increase the delay on Faust

9 ~2hs>9hjc>6jk>c.s>task C>2p or c.s~ 137 (on Axl) Axl Hit with 2HS closer

Punish Combos:
c.S > 5H(2) > 1H > 236H
c.S > 5H(2) > 1H > sj.PPS > 236H > 2H > 236H (sol, sla, axl, fau, sin, leo, mil, i-no, ram, jac, diz)
c.S > 5H(2) > 1H > sj.PP(delay)S > 236H > 2H > 236H (jam)
c.S > 5H(2) > 1H > sj.SPS > 236H > 2H > 236H (sol, sla, axl, fau, sin, leo, rav, kum)
c.S > 5H(2) > 1H > sj.PKS > 236H > 2H > 236H (joh, rav)
c.S > 5H(2) > 1H > sj.P(delay)K(delay)S > 236H > 2H > 236H (bed)
c.S > 5H(2) > 1H > sj.K > 3 j.S > 236H > c.S > 236H (zat, ven , chi, ky, sol, fau, sin, leo)
c.S > 5H(2) > 1H > 9 j.S > 3 j.S > 236H > 2P > c.S > 236H (pot)
c.S > 5H(2) > 1H > sj.83j.P > 236H > 2P c.S 236H (elp, may)

Combo Theory

5H combos into 2H on standing.
f.S/2S combo into 2H on crouching.

Video Examples

1H combos: https://www.youtube.com/watch?v=KgxFG1Tfmw4

2H combos: https://twitter.com/bukimiboll/status/770381510276812800


Guilty Gear Xrd -REVELATOR-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc