GGXRD-R2/Answer/Combos

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Combo Notation Guide Character Name Abbreviations
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+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
MC = Mortal Counter
JC = Jump Cancel
DJC = Double Jump Cancel
SJC = Super Jump Cancel
JI = Jump Install
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
[ ] = Hold input.
] [ = Release 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.
214X = Savvy Ninpo: Request for Approval (scroll set)
22P = Savvy Ninpo: Data Logging (Counter)
46P = Resshou
AN = Answer
AX = Axl
BA = Baiken
BE = Bedman
CH = Chipp
DI = Dizzy
EL = Elphelt
FA = Faust
IN = I-No
JA = Jam
JC = Jack-O
JO = Johnny
KU = Haehyun
KY = Ky
LE = Leo
MA = May
MI = Millia
PO = Potemkin
RA = Ramlethal
RV = Raven
SI = Sin
SL = Slayer
SO = Sol
VE = Venom
ZT = Zato

Combo List[edit]

  • 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.
  • Entries listed in DarkKhaki are either optional or situational.
  • Damage values listed for combos with optional combo parts assume the highest damage variation unless otherwise stated.

Standard Combos[edit]

2K starter
Combo Position Damage Tension Gain Works on Difficulty Notes
2K > cS > fS > 2D >214X any all
2K > 2S > 5H > [46P]or[236H]or[214X] any all
2K > cS(1) > 2H > 6K > 214P > jKH Cling > s9D~[H]or[K] any all Leave input at 8 during jHS until it connects. Revert input to neutral (5) when it hits then 9D.
2K > cS(1) > 2H > 6K > 214P > jKH Cling > s9D~K > sj jKH Cling > s9~H ~> 5H sj IAD > jPSH > cS > 2S > 5H > sj IAD > jPSH > 2D any all
2K > 2S > 5H > 22P Cling > s6D > 6K > 214P > jKH > s9D~H any all Use this when K Scrolls are active. Can’t connect unless it’s near and using 22P cling instead of jump.
fS starter
Combo Position Damage Tension Gain Works on Difficulty Notes
fS > 5H > 236H > RRC > 2H > 6K > 214P > jKH Cling > s9D~K > sj jKH Cling > s9D~H any all You need to RC the 236HS the moment it hits the opponent.

Throw Combos[edit]

Combo Position Damage Tension Gain Works on Difficulty Notes
throw > RRC > cS(1) > 6K > 214P any all
air throw > RRC > 214P > cS > 2H > jH > s6D > s8D~K any all You need to delay the RC to get the bounce for the combo

Anti Air Combos[edit]

Combo Position Damage Tension Gain Works on Difficulty Notes
XXX

2D Combos[edit]

Combo Position Damage Tension Gain Works on Difficulty Notes
2D > 214S > jump Cling > s6D Whiff~K > 2P > 2K > 2D any all

5D Combos[edit]

Combo Position Damage Tension Gain Works on Difficulty Notes
5D8 > jD > jD > jKS(3) > Jump > jKS(3) > jD any all
5D6 > 5H > 5H > 5H > 214P > cS(3) > 2D > 214K any all

Combo Theory[edit]

Video Examples[edit]

Basic Combo Demonstrations

6K 6P Scroll BNBs

Navigation[edit]


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