GGXRD-R2/Dizzy/Combos: Difference between revisions

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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.
:'''|> or ▷''' = After landing.
:'''▷''' = After landing.
:'''j''' = [[GGXRD-R2/Movement#Air Movement|Jump]]
:'''j''' = [[GGXRD-R2/Movement#Air Movement|Jump]]
:'''hj''' = [[GGXRD-R2/Movement#Air Movement|High 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]]
:'''JC''' = [[GGXRD-R2/Movement#Cancels|Jump Cancel]]
:'''(HJC)''' = [[GGXRD-R2/Movement#Cancels|High Jump Cancel]]
:'''DJC''' = [[GGXRD-R2/Movement#Cancels|Double Jump Cancel]]
:'''(JI)''' = [[GGXRD-R2/Movement#Jump Install|Jump Install]]
:'''SJC''' = [[GGXRD-R2/Movement#Cancels|Super Jump Cancel]]
:'''(RC)''' = [[GGXRD-R2/Movement#Roman Cancel|(Red) Roman Cancel]]
:'''JI''' = [[GGXRD-R2/Movement#Jump Install|Jump Install]]
:'''(YRC)''' = [[GGXRD-R2/Movement#Roman Cancel|Yellow Roman Cancel]]
:'''RRC''' = [[GGXRD-R2/Movement#Roman Cancel|Red Roman Cancel]]
:'''(PRC)''' = [[GGXRD-R2/Movement#Roman Cancel|Purple 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.
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
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: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
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.
= After landing.
j = Jump
sj = High 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.
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

  • 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
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

Counter Hit

Video Examples

Navigation

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