Difference between revisions of "GGXRD-R2/Dizzy/Combos"

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m (Standard Combos)
 
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!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
 
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
 
|-
 
|-
| 2K/5K/2P > cS > 5H > 2D > 236S || any || 92 || 15 || all || <span style="color:DarkTurquoise">[1] very easy ||
+
| 2K/5K/2P > cS > 5H > 2D > 236S || any || 92 || 15 || all || {{DifficultyVeryEasy}} ||
 
|-
 
|-
| 2K/5K/2P > cS > 2HS(2) > 236H || any || ||  || all crouching || <span style="color:DarkTurquoise">[1] very easy ||
+
| 2K/5K/2P > cS > 2HS(2) > 236H || any || ||  || all crouching || {{DifficultyVeryEasy}} ||
 
|-
 
|-
| 2K/5K/2P > cS > 5H > 2D > 236S > RRC > 421H > late IAD > jK > 421H > jH > j236K > jHS > j.236K > 236H|| any ||151 || <span style="color:DarkRed">-40 || all || <span style="color:blue">[2] easy ||
+
| 2K/5K/2P > cS > 5H > 2D > 236S > RRC > 421H > late IAD > jK > 421H > jH > j236K > jHS > j.236K > 236H|| any ||151 || <span style="color:DarkRed">-40 || all || {{DifficultyEasy}} ||
 
|-
 
|-
| 2K/5K/2P > cS > 5H > 2D > 236S > RRC > 421H > late IAD jK > 421HS > j.H > j236K > jHS > dash 6[H] > 236H || any || 158 || <span style="color:DarkRed">-30 || all || <span style="color:green">[3] medium ||
+
| 2K/5K/2P > cS > 5H > 2D > 236S > RRC > 421H > late IAD jK > 421HS > j.H > j236K > jHS > dash 6[H] > 236H || any || 158 || <span style="color:DarkRed">-30 || all || {{DifficultyMedium}} ||
 
|-
 
|-
| 2K/5K/2P > cS > 5H > 2D > 236S RRC > (66) 214H > 236H > 214H > 236H > 236S || corner || 153 || <span style="color:DarkRed">-50 || all || <span style="color:blue">[2] easy ||
+
| 2K/5K/2P > cS > 5H > 2D > 236S RRC > (66) 214H > 236H > 214H > 236H > 236S || corner || 153 || <span style="color:DarkRed">-50 || all || {{DifficultyMedium}} ||
|-
 
| QQQ || corner || 123 || <span style="color:DarkRed">-25 || all || <span style="color:orange">[5] hard ||  
 
 
|}
 
|}
  

Latest revision as of 00:26, 15 June 2019

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.
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]

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 [3] Medium

Combo Theory[edit]

Grounded[edit]

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

Air[edit]

  • gatlings > Bubble/Fish

VS Crouching[edit]

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

Anti-Air[edit]

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

Counter Hit[edit]

Video Examples[edit]

Navigation[edit]


Guilty Gear Xrd REV 2e
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc