GGXRD-R/Johnny/Combos

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< GGXRD-R‎ | Johnny
Revision as of 16:25, 12 April 2016 by 73.70.126.145 (talk)
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.
LV[1/2/3] [Low/Mid/High] = Refers to Mist Finer Level 1/2/3
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List


Combos are color-coded by level. Beginner, Intermediate, and Advanced. Note that these categories are not necessarily defined by executional difficulty, but also by how situational or strategically specific they are. Beginner level should get you started and able to experience his general gameplan. Intermediate will fill in the inevitable holes that will come about as you play. Advanced will expand your options at given situations.

"Stuff" refers to basic starters, such as 5K > 5H, or 5K > 2S. Point Blank 5K > 5H or 5K > c.S > 5H are good places to start if unfamiliar.
For details on Air Combos, Enders, and LV2 High Loop theory, see the Combo Theory section.
For details on what to do after mist, refer to Mist Unblockable Basics.

Midscreen Combos

Level 1

  • 2K/5K (>c.S) > 2D > Coin
Basic meterless ground combo for levels. You can follow up with various OTGs. Dash c.S > Coin is probably the most stable.
  • 6P > j.K > j.S > dj > j.K > j.S > j.D > Ender
Basic anti-air combo. Air string may vary depending on weight / character.
  • (5K/c.S >) 2D(1) > Coin > 5P > LV2 High > etc
Situational starter into optimal route. Only works if very close to the opponent when doing 2D.
  • Any Poke or Ground String > RC > Dash 2D > Coin > 5P > LV2 High
For converting from far pokes with meter.
  • 6K (CH) > 6H > Coin > 5P > LV2 High etc
Basic 6K counterhit starter
  • 5K > c.S > 2D(1) > Coin > f.S (> 2H) > LV2 High > etc
Advanced close confirm. Great route, but only works on AX, JO, MA, PO, SL

Level 2

  • Stuff > LV2 Low > 6K > Air Combo
Basic midscreen meterless damage combo. For when you are too far for better routes. This combo is included for completeness, but you should generally only do this combo if you absolutely must.
  • 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. Does not work on PO, JO, LE, BE, FA
  • Stuff > LV2 Low > Stance Dash Treasure Hunt > (Pickup >) Coin > 5P/c.S > 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.
  • Stuff > LV2 Mid > Dash x 2 (> 6H) > Stance Dash Treasure Hunt > (Pickup >) Coin > 5P/c.S > LV2 High > etc
Advanced Dash Treasure Hunt route. Works anywhere on the screen, but at ~40% screen or closer to the corner, the combo will lead to the corner, thus this route can be considered to have very strong corner carry. Connecting the 6H is optional, but gives more damage. Dash x 2 > 6H may not work at all ranges, depending on both character / spacing. Wavedash x 2 rather than Dash x 2 will improve the effective range of landing the 6H > TH.

Level 3

  • Stuff > LV3 Mid > Dash > Dash > (6H >) Stance Dash Treasure Hunt > *c.S > Coin > etc
The pickup after Treasure Hunt may vary. 2P, c.S, and 2K are the most stable. Refer to How To Do Mist Stance Dash Treasure Hunt section for inputting this.

Midscreen Throw

  • Throw > Coin > LV2 High > Coin > Dash j.PKS > dj > j.KSD > Ender
Essential throw combo. If starting from half screen or closer, can generally end with j.D > Zweihander knockdown into 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 > Air Combo
When you just want damage and a knockdown.
  • Throw > Coin > j.S > j.H
Character specific combo leading to unblockable or LV3 from anywhere.



Corner Combos

Level 1

Level 2

  • Stuff > LV2 Mid > Dash x 2 (Or Zweihander Transport) > c.S/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. Usually j.S > dj > j.SD Zwei, or j.S > j.D > MC > j.D Zwei. If executed fast enough, Dashx2 > 6H is possible after the LV2 Mid
  • Stuff > LV2 Mid > Coin > dash f.S > 2H > Air LV2 High > etc
Variant of above. Much more burst safe to start, and leads to another loop. Recommended if you have trouble confirming other routes. Can simply land > Mist > OTG 2K > Coin after the Air LV2 High on many characters. Delaying your air LV2 High is suggested if going for that ender.
  • Stuff > LV2 Mid > Dash x 2 (Or Zweihander Transport) > 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 Dash Treasure Hunt > 2K > Coin > c.S > etc
Advanced corner combo for when you're too far for anything else. Refer to How To Do Mist Stance Dash Treasure Hunt section for inputting this.
  • Stuff > LV2 Mid > (2D >) Mist Stance Dash 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 > Dash x 2 > c.S or 5H or 6H > Coin > c.S > j.D > MC > j.D > Zweihander
Basic LV3 starter combo. Basically the same as the basic LV2 starter.
  • Stuff > LV3 Mid > Dash Mist > 5K or 2K > 2D > Coin (> Coin)
LV3 starter that leads to another meterless unblockable, but sacrifices damage
  • Stuff > LV3 Mid > Mist > Coin > Coin > Dash 5K > 5H > MC > f.S > 6H > Treasure Hunt
Very spacing dependant 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 > dash j.P > j.S > j.H > j.D > Zweihander
Extremely stable Zweikasu knockdown from corner throw. Works on everyone. When you are already at LV2 and just want an unblockable. Some of the characters with skinny air hurtboxes require somewhat tight timing for this combo, however.
  • 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 > OTG 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 and Ender Explanation

A basic air combo filler looks something like: j.K > j.S > dj > j.K > j.S > j.D > Ender. Many combos will often use / lead with j.P to lift the opponent higher. An example air combo on a heavy character: j.PKS > j.PKSD. j.P combos into j.D, so you can even add it to the end of an adlib combo such as j.KS > dj > j.KPPPD > etc.

(j.K >) j.S > j.H > j.D is a more optimal route, but j.S > j.H has a very specific height relationship to the opponent required for it to work. j.P > j.S is a useful air gatling for transitioning into this route from a double jump. For example, on Sol Midscreen: Throw > dash j.PKS > dj > j.PSHD > Ender.

Note that j.P > j.S will cease to combo at heavy proration, so do not attempt to use this gatling far into a combo.

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

  • j.D > Zweihander - very reliable in the corner, but situationally works midscreen
  • (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. Very spacing specific.
  • j.D > Air LV1 High - Does not knock down. Do this ender when you have no other options.
  • j.D - tech chase option when you dont want to waste a LV2, or just want a different tech chase trajectory


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 Jump > Air Combo > Ender - leads to unblockable. Fundamental route. Best if you are close to the corner.
  • ... (Dash) 2H > LV2 High - Loops into another rep. Air LV2 High bounces much less than the ground version, so use this to be able to go for Coin > Dash Air Combo even when you are very close to the corner already.
  • ... Dash Filler > Zweihander (Ground) - good for when proration makes a followup air combo unstable or too far from the corner to get an Air Zweihander knockdown / don't want to spend extra coins
  • ... iad j.D > dl Air LV2 High - alternative rep for air LV2 corner carry.
  • ... 6K > Air Combo - for when they are too far for Dash Jump
  • ... Dash (j.S >) j.H or iad j.H - ends the combo into knockdown. Best when you don't think you can reach the corner. The j.S is optional for dash jumping, but often necessary for OTG'ing afterwards into coin.

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


How To Do Mist Stance Dash Treasure Hunt

The Treasure Hunt super ONLY pops them high in the sky if you are in the middle of Stance Dash (Mist Stance 66) when performing it, and they also must be in a non grounded state. Here are some basic techniques to do this. Note that this is generally one of the more execution heavy techniques in Revelator Johnny's arsenal. If you're new to Johnny, make sure you have all the bnbs down first before working on this.

NOTE: For these examples, I use P as the button for entering mist stance, but you can also use K. Use whichever is more comfortable for you.

Doing SDTH from neutral is very easy. Simply input 63214[P]66S OR 632146[P]6S You must do it somewhat quickly or the command interpreter will forget.

However, due to hitstop, performing SDTH from a move such as 6H will need a different kind of input. If you input it as above, with the timing of a typical special cancel, your Mist Stance entry will be delayed (due to hitstop), making the super input not come out. Here are two main ways to input 6H > Stance Dash Treasure Hunt:

1) 6H > 214[P] > 6321466S - everything here must be input very quicky to work, but if you have fast hands, this is pretty consistent.

2) 6H > delayed 63214[P]66S - in order to avoid the issue with hitstop, by delaying the entire input, you can still use the same technique as doing it at neutral. If TH isn't coming out, you must delay more. If TH isn't combo'ing, delay less. You can also do things like slow down only part of the half circle input, and speed up the later half, to change how long and when your buffering starts, to your preference

3) 6H > delayed 632146[P]6S - similar to method #2

Video Examples


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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc