GGXRD-R/Johnny/Combos

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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.
-> = Cancel the previous special into a follow-up special.
j = Jump
sj = Super Jump
IAD = Instant Air Dash
CH = Counter Hit
(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.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.


MC = Mist Cancel
Zweikasu = Refers to hitting with the first portion of Zweihander only.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

For details on Air Combos and loop theory, see the Combo Theory section.
For details on what to do after mist, refer to Mist Unblockable Basics.

Midscreen Combos

Level 1

  • Stuff > 2D > Coin
Basic meterless ground combo for levels. You can follow up with various OTGs. Dash c.S > Coin is probably the most stable.
  • Stuff > 2D(1) > Coin > 5P > LV2 High > etc
Situational starter into optimal route. Only works if very close to the opponent when doing 2D.
  • Stuff > RC > Dash 2D > Coin > 5P > LV2 High
For converting from far pokes with meter.
  • 6P > Air Combo
Basic anti-air combo.
  • 6K (CH) > 6H > Coin > 5P > etc
Basic 6K counterhit starter

Level 2

  • Stuff > LV2 Low > 6K > Air Combo
Basic midscreen meterless damage combo. For when you are too far for better routes.
  • Stuff > LV2 Low > Dash > (2P/c.S >) Coin > 5P > LV2 High > Coin > dash (j.S >) j.H Knockdown OR Dash Jump > Air Combo > Ender
Basic midscreen LV2 route. Spacing specific. If you are too far, do the previous combo. If you are too close, you may dash under them accidentally. See LV2 High Loop section for extentions and modifications. Off j.H ender, can do Mist unblockable. Can replace either 2P or 5P with other normals depending on character and weight/spacing. After Coin, if far enough, replace 5P with f.S (>2H). For extreme stability, just omit the 2P and go straight into Coin. If you are close enough to the corner, go for dash air combo into Zweikasu. If you are not, end with j.H knockdown.
  • Stuff > LV2 Low > Dash > 2D > Coin > f.S (>2H) > LV2 High > Coin > dash (j.S >) j.H Knockdown OR Dash Jump > Air Combo > Ender
Advanced midscreen LV2 route when you are too far for dash 2P/c.S to reach.


  • Stuff > LV2 Low > Stance Dash Treasure Hunt > (Pickup >) Coin > 5P > LV2 High > etc
Treasure Hunt pickup. Used for when you want a good combo but too far away for above. Especially useful for sideswapping. Depending on character you can pick up with a normal before coin, such as 2P, c.S, 2D, etc.

Level 3

  • Stuff > LV3 Mid > Dash > Dash > Stance Dash Treasure Hunt > *c.S > Coin > etc
The pickup after Treasure Hunt may vary. 2P, c.S, and 2K are the most stable.

Midscreen Throw

  • Throw > Coin > LV2 High > etc
Essential combo that leads to corner unblockable.
  • Throw > Dash j.P > j.S > j.H
Basic combo into knockdown. Followup with Dash 2K Coin or Mist YRC. Good for when you are far from the corner and don't want to do the previous route.
  • Throw > Coin > j.S > j.H
Character specific combo leading to unblockable or LV3 from anywhere.
  • Throw > Air Combo
When you just want damage and a knockdown.

Corner Combos

Level 1

Level 2

  • Stuff > LV2 Mid > Zweihander Transport (or Dash x 2) > 5H > Coin > c.S > j.D > MC > j.D > Zweihander
Basic LV2 Mid corner combo leading to unblockable. If they are too light, do j.D > MC > j.S > dj > air combo > Zweikasu. The portion after the dj can be as simple as j.D.
  • Stuff > LV2 Mid > (dash) Coin > f.S > 2H > Air LV2 High > etc
Variant of above. More burst safe to start, and leads to another loop. Recommended if you have trouble confirming other routes.
  • Stuff > LV2 Mid > Zweihander Transport (or Dash x 2) > 5H > Coin > c.S > j.D > MC > j.S > dj > j.D > MC > j.D > Air LV2 High > Land > Mist > 2K > Coin
Advanced corner route ending in Mist > OTG 2K > Coin. Air string may vary.
  • Stuff > LV2 Mid > Dash 6H > Mist Stance Treasure Hunt > 2K > Coin > c.S > etc
Advanced corner combo for when you're too far for anything else.
  • Stuff > LV2 Mid > (2D >) Mist Stance Treasure Hunt > 2K > Coin > c.S > etc
Can use either dashes, or Zweihander Transport to get close enough to connect with the 2D. Does not work from as far out as above combo, but worth including as a basic Treasure Hunt combo. This combo only works at distances where you could do your normal BnB from, so only do this route if you specifically want the coins from Treasure Hunt, or care about being burst safe. Otherwise, do the meterless bnbs. Other normals probably work other than 2D, but untested (5H)

Level 3

  • Stuff > LV3 Mid > Mist > Coin > Coin > Dash 5K > 5H > MC > f.S > 6H > Treasure Hunt
Basic LV3 Mid combo. Can reset with another LV3 mid instead of ending with Treasure Hunt. Can Mist YRC after TH and then unblockable, allowing the 2nd mist to stick mid-combo afterwards.

Corner Throw

  • Throw > Coin > j.D > MC > j.D > Zweihander
Basic throw combo leading to LV2 unblockable.
  • Throw > Coin > j.S > j.H > j.D > LV2 High > Land > Mist > 2K > Coin
Better Throw combo into LV2 + Mist. They can air tech after the coin hit, so be prepared accordingly. On Potemkin, after first j.D, MC into 2nd j.D. On KY / BE / VE / LE, Coin > j.D > MC > j.D > etc

Combo Theory

Air Combo Explanation

There are a few basic ways to end your air combo. The main emphasize is to score a knockdown.

  • j.D > Zweihander - best in the corner, but if close enough, can be done midscreen as well
  • (j.S >) j.H - is a hard knockdown if performed low enough to the ground. See specific combos for examples
  • (j.S >) j.H > Air LV1 Low - allows you to knockdown at heights where j.H is techable. Only works if you are at LV1 obviously.
  • j.D > Air LV1 High - Does not knock down. Do this ender when you have no other options. Ending with j.D into tech-chase is also fine.


Any combo that ends in either j.H or Zweihander leaves them in a long OTG state. You can generally follow up with Dash > 2K/2S > Coin or Dash > Mist > YRC, provided you are close enough. Off of a midscreen far Zweihander knockdown, you generally do not have time to followup with an OTG.


LV2 High Loop Theory

If a combo leads into, or starts from (Air) LV2 High, one can choose to do one of the following:

Coin >

  • ... (Dash) 2H > LV2 High - Loops into another rep. Best for corner carry or adjusting distance.
  • ... iad j.D > dl Air LV2 High - alternative rep for corner carry.
  • ... Dash Jump > Air Combo > Ender - leads to unblockable. Fundamental route.
  • ... 6K > Air Combo - for when they are too far for Dash Jump
  • ... (Dash or iad) j.H - ends the combo into knockdown. Best when you don't think you can reach the corner.

Backdash > Coin > LV2 High - for when you are too close to the corner, which will cause the LV2 High to bounce over or on top of you.
Air Combo - for when you just want to take the damage / knockdown.


Video Examples


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

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