GGXRD-R/Chipp Zanuff/Combos

From Dustloop Wiki
Combo Notation Guide
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 236GGD.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.
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# Combo Position Damage Tension Gain Works on: Difficulty Notes
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Midscreen

dashing 2K > S(c) > 6P > S(c) > 2D: a useful combo / blockstring to know, since it leads into knockdown. The string can be broken intentionally at various places, for example after c.S, since c.S gives +2 on block and you can continue your pressure at this point. The 2D at the end can be cancelled into 236P, 22P, 22K or 22HS in case the whole string has been blocked, which will enable you to continue your pressure.
dashing 2K > c.S > 2D > 236S > link 5P (jump install) > 2HS > 22S > link j.K,S, dj.K,K,K,S, tj.S,HS, beta blade: an example combo after a very close 2D > 236S that uses jump install - push UP during the 5P, then immediately DOWN for the 2HS before chipp jumps, this way you will be able to jump after the 22S teleport. If the air combo whiffs for you after the dj.K,K,K part, adjust the hits accordingly.
Close to corner dashing 2K > c.S > 6P > 2D > 236S > 623HS > link j.D,j.236P > immediately wall cling (46) > P (wall alpha): a good corner combo you should know. This leads into 22HS > wall cling okizeme and can loop into itself. 623HS > j.D and j.D > alpha will only combo if the hit counter doesn't go higher than 7 or 8, so try to keep the number of hits before these break points as low as possible.
dashing S(f) > HS > 236S > 236S > Roman Cancel > dash up > S(c) > 6P > S(c) > 6P > 2D: an easy way to corner carry and extend an S(f) hit, which you will get a lot during ground zoning, into knockdown for 50 % tension.
Gamma Blade, dash up, S > HS > j.P,P,K(2),D: example for an easy knockdown combo. The trick is to get your opponent in relation to yourself to a height where both hits of j.K will hit him. If this combo whiffs for whatever reason, adjust the number of j.P hits. Against Faust, connecting S(c) > HS after gamma is impossible, use S(c) > S(f) instead.
Dust > hold 9, j.D,D,D,S, release 9, dj.S, tj.S,HS(2), beta blade: example dust combo.

Combo Theory

Video Examples


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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc