GGXRD-R2/Dizzy/Combos: Difference between revisions

From Dustloop Wiki
Line 63: Line 63:


=== Counter Hit ===
=== Counter Hit ===
Dizzy doesn't get much from counter hitting besides confirming into 2H but she can punish some reversals really well.
c.s > 2H > 236H -[Sol DP (623H) punish]
2H > 421S > j.236K > 421S! > j.HS > 236H -[Chipp and Leo DP punish]
2H > 421S > j.236K > 421S! > 236H > IAD j.K > j.p > j.D > 6H -[Ky RTL punish]
2H > 421S > j.236K . 421S! > dash 6[H] > 236H -[Raven reversal punish]
2H > 421S > j.236K . 421S! > dash 6[H] > 421S > 6H > 412S! > 236H > 2K/5K > 4S > 236S -[Raven corner reversal punish]
Mirror > 5D > 6H > 6H > 421S > c.s > 421S! > 5H > 2D > stun - [Meter Raven corner reversal punish]


==Video Examples==
==Video Examples==

Revision as of 14:05, 26 October 2019

Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

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 Template:DifficultyVeryEasy
2K/5K/2P > cS > 2HS(2) > 236H any all crouching Template:DifficultyVeryEasy
2K/5K/2P > cS > 5H > 2D > 236S > RRC > 421H > late IAD > jK > 421H > jHS > j236K > jHS > j.236K > 236H any 151 -40 all Template:DifficultyEasy
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 Template:DifficultyMedium
2K/5K/2P > cS > 5H > 2D > 236S RRC > (66) 214H > 236H > 214H > 236H > 236S corner 153 -50 all Template:DifficultyMedium
2K/5K/2P > c.S > 5HS > 2D > 236S RRC > w421HS > late IAD j.K > 421HS! > j.HS > j.236K > j.HS > dash 6[HS] > 421S > 6HS/4S/f.S > 421S! > 236HS mid-screen 164 -50 specific Template:DifficultyHard
2K/5K/2P > c.S > 5HS > 2D > 236S RRC > dash 6[HS] > 421HS > dash 5HS > 421HS! > dash 6[HS] > 421HS > dash 5HS > 421HS! > dash 6[HS] > delay 421S > 6HS/4S > 421S! > 236HS corner 187 -50 specific Template:DifficultyHard

Combo Theory

Grounded

  • gatlings > Ice Pillar
  • gatlings > 2D > 236S/Summon
  • Throw > dash 2K > 4S >236S
  • Throw > dash 2P/5K > 6P > 6HS > Summon
  • Throw > dash 2P/5K > 4S > 236S
  • Throw > dash 2P > 2P > 4S > 236S
  • Throw > dash 2P > 2P > 6P > 6H > Summon

Air

  • j.p> j.k> j.s> jump cancel> j.p> j.k> j.s> j.d
  • j.k> j.s> jump cancel> j.k > j.s> j.d
  • j.p> j.s> jump cancel> j.p> j.s> j.d
  • j.k> j.p> jump cancel> j.k> j.p> j.d
  • j.p> j.p> j.k> jump cancel> j.k> j.s> j.d
  • j.p> j.k> j.s> jump cancel> j.p> j.k> j.s> j.h
  • j.k> j.s> jump cancel> j.k > j.s> j.h
  • j.p> j.s> jump cancel> j.p> j.s> j.h

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
  • f.s> air combo/236S
  • 2s> air combo
  • 6P > 6[H] > Summon/236H
  • 6P> 6H > Summon
  • 4s> 236S

Counter Hit

Dizzy doesn't get much from counter hitting besides confirming into 2H but she can punish some reversals really well. c.s > 2H > 236H -[Sol DP (623H) punish] 2H > 421S > j.236K > 421S! > j.HS > 236H -[Chipp and Leo DP punish] 2H > 421S > j.236K > 421S! > 236H > IAD j.K > j.p > j.D > 6H -[Ky RTL punish] 2H > 421S > j.236K . 421S! > dash 6[H] > 236H -[Raven reversal punish] 2H > 421S > j.236K . 421S! > dash 6[H] > 421S > 6H > 412S! > 236H > 2K/5K > 4S > 236S -[Raven corner reversal punish] Mirror > 5D > 6H > 6H > 421S > c.s > 421S! > 5H > 2D > stun - [Meter Raven corner reversal punish]

Video Examples

Navigation

Template:Navbar-GGXRD-R2