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! Combo Notation Guide | ! Combo Notation Guide !! Character Name Abbreviations | ||
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:''',''' = Link the previous move into the following move. | :''',''' = Link the previous move into the following move. | ||
:'''->''' = Cancel the previous special into a follow-up special. | :'''->''' = Cancel the previous special into a follow-up special. | ||
:''' | :'''▷''' = After landing. | ||
:'''j''' = [[GGXRD-R2/Movement#Air Movement|Jump]] | :'''j''' = [[GGXRD-R2/Movement#Air Movement|Jump]] | ||
:''' | :'''sj''' = [[GGXRD-R2/Movement#Air Movement|High Jump]] | ||
:'''IAD''' = [[GGXRD-R2/Movement#Air Movement|Instant Air Dash]] | :'''IAD''' = [[GGXRD-R2/Movement#Air Movement|Instant Air Dash]] | ||
:'''CH''' = [[GGXRD-R2/Attack Attributes#Hit Effects|Counter Hit]] | :'''CH''' = [[GGXRD-R2/Attack Attributes#Hit Effects|Counter Hit]] | ||
:'''MC''' = [[GGXRD-R2/Attack Attributes#Hit Effects|Mortal Counter]] | :'''MC''' = [[GGXRD-R2/Attack Attributes#Hit Effects|Mortal Counter]] | ||
:''' | :'''JC''' = [[GGXRD-R2/Movement#Cancels|Jump Cancel]] | ||
:''' | :'''DJC''' = [[GGXRD-R2/Movement#Cancels|Double Jump Cancel]] | ||
:''' | :'''SJC''' = [[GGXRD-R2/Movement#Cancels|Super Jump Cancel]] | ||
:''' | :'''JI''' = [[GGXRD-R2/Movement#Jump Install|Jump Install]] | ||
:''' | :'''RRC''' = [[GGXRD-R2/Movement#Roman Cancel|Red Roman Cancel]] | ||
:''' | :'''YRC''' = [[GGXRD-R2/Movement#Roman Cancel|Yellow Roman Cancel]] | ||
:'''PRC''' = [[GGXRD-R2/Movement#Roman Cancel|Purple Roman Cancel]] | |||
:'''[ ]''' = Hold input. | :'''[ ]''' = Hold input. | ||
:'''] [''' = Release input. | |||
:'''(X)''' = X is optional. | :'''(X)''' = X is optional. | ||
:'''(N)''' = Attack must deal N amount of hits. | :'''(N)''' = Attack must deal N amount of hits. | ||
:'''[???] xN''' = Repeat ??? N amount of times. | :'''[???]xN''' = Repeat ??? N amount of times. | ||
:'''[X] or [Y]''' = Perform series of actions X or Y. | :'''[X]or[Y]''' = Perform series of actions X or Y. | ||
: | | | ||
:AN = [[GGXRD-R2/Answer | Answer]] | |||
:AX = [[GGXRD-R2/Axl_Low | Axl]] | |||
:BA = [[GGXRD-R2/Baiken | Baiken]] | |||
:BE = [[GGXRD-R2/Bedman | Bedman]] | |||
:CH = [[GGXRD-R2/Chipp_Zanuff | Chipp]] | |||
:DI = [[GGXRD-R2/Dizzy | Dizzy]] | |||
:EL = [[GGXRD-R2/Elphelt_Valentine | Elphelt]] | |||
:FA = [[GGXRD-R2/Faust | Faust]] | |||
:IN = [[GGXRD-R2/I-No | I-No]] | |||
:JA = [[GGXRD-R2/Jam_Kuradoberi | Jam]] | |||
:JC = [[GGXRD-R2/Jack-O%27 | Jack-O]] | |||
:JO = [[GGXRD-R2/Johnny | Johnny]] | |||
:KU = [[GGXRD-R2/Kum_Haehyun | Haehyun]] | |||
:KY = [[GGXRD-R2/Ky_Kiske | Ky]] | |||
:LE = [[GGXRD-R2/Leo_Whitefang | Leo]] | |||
:MA = [[GGXRD-R2/May | May]] | |||
:MI = [[GGXRD-R2/Millia_Rage | Millia]] | |||
:PO = [[GGXRD-R2/Potemkin | Potemkin]] | |||
:RA = [[GGXRD-R2/Ramlethal_Valentine | Ramlethal]] | |||
:RV = [[GGXRD-R2/Raven | Raven]] | |||
:SI = [[GGXRD-R2/Sin_Kiske | Sin]] | |||
:SL = [[GGXRD-R2/Slayer | Slayer]] | |||
:SO = [[GGXRD-R2/Sol_Badguy | Sol]] | |||
:VE = [[GGXRD-R2/Venom | Venom]] | |||
:ZT = [[GGXRD-R2/Zato-1 | Zato]] | |||
|} | |} | ||
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Revision as of 14:24, 9 April 2019
Combo Notation Guide | Character Name Abbreviations | |||||||||
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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
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2K/5K/2P > cS > 5H > 2D > 236S | any | 92 | 15 | all | [1] very easy | |
2K/5K/2P > cS > 2HS(2) > 236H | any | all crouching | [1] very easy | |||
2K/5K/2P > cS > 5H > 2D > 236S > RRC > 421H > late IAD > jK > 421H > jH > j236K > jHS > j.236K > 236H | any | 151 | -40 | all | [2] easy | |
2K/5K/2P > cS > 5H > 2D > 236S > RRC > 421H > late IAD jK > 421HS > j.H > j236K > jHS > dash 6[H] > 236H | any | 158 | -30 | all | [3] medium | |
2K/5K/2P > cS > 5H > 2D > 236S RRC > (66) 214H > 236H > 214H > 236H > 236S | corner | 153 | -50 | all | [2] easy | |
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