GGXRD-R2/Dizzy/Combos: Difference between revisions

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==Combo List==
==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.
* 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.
* Entries listed in <span style="color:DarkKhaki">DarkKhaki<span style="color:Black"> are either optional or situational.
Damage values listed for combos with optional combo parts assume the highest damage variation unless otherwise stated.
 
=== Standard Combos ===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ ___ starter
|+ cS starter
|-
|-
! # !! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| _
| AAA || any || 123 || 123 || middle weights standing || <span style="color:DarkTurquoise">[1] very easy ||
| || ||  || || || ||  
|-
|-  
| JJJ || corner || 123 || 123 || all crouching || <span style="color:blue">[2] easy ||
|-
| EEE || any || 123 || 123 || all <span style="color:DarkRed">-heavy weights || <span style="color:green">[3] medium ||
|-
| KKK || midscreen || 123 || 123 || lightweights || <span style="color:LimeGreen">[4] tricky ||
|-
| QQQ || corner || 123 || <span style="color:DarkRed">-25 || all || <span style="color:orange">[5] hard ||
|}
|}



Revision as of 14:22, 8 April 2019

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.
  • 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

cS starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
AAA any 123 123 middle weights standing [1] very easy
JJJ corner 123 123 all crouching [2] easy
EEE any 123 123 all -heavy weights [3] medium
KKK midscreen 123 123 lightweights [4] tricky
QQQ corner 123 -25 all [5] hard

Combo Theory

Grounded

  • gatlings > Ice Pillar
  • gatlings > 2D > Ice Pillar/Summon/OTG

Air

  • gatlings > Bubble/Fish

VS Crouching

  • 5K/2S/cS > 2H > Fire Pillar
  • 5K/2S/cS > 2H > Air Combo
  • 5K/2S/cS > 2H > RRC Combo

Anti-Air

  • cS > Air Combo
  • 6P > 6H > Summon/Spikes

Counter Hit

Video Examples

Navigation

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