GGXRD-R2/Dizzy/Combos: Difference between revisions

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{{CharNav-GGXRD-R2|Dizzy}}
{{MFlag|cleanup}} <!-- Some combos lack colour formatting and some of the combos need to be moved to tables. -->
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{| class="wikitable"
{{Combo Notation
| game=GGXRD-R2
}}
==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 <span style="color:DarkKhaki">DarkKhaki</span> 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"
|+ {{clr|3|c.S}} starter
|-
|-
! Combo Notation Guide
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
|
| {{clr|2|2K}}/{{clr|2|5K}}/{{clr|1|2P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} || any || 92 || 15 || all || {{clr|1|Very Easy}} ||
:{| class="wikitable" border="1"
|-
|-
| 7 {{7}}
| {{clr|2|2K}}/{{clr|2|5K}}/{{clr|1|2P}} > {{clr|3|c.S}} > {{clr|4|2H}}(2) > {{clr|4|236H}} || any || ||  || all crouching || {{clr|1|Very Easy}} ||
| 8 {{8}}
| 9 {{9}}
|-
|-
| 4 {{4}}
| {{clr|2|2K}}/{{clr|2|5K}}/{{clr|1|2P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} > RRC > {{clr|4|421H}} > late IAD > jK > {{clr|4|421H}} > {{clr|3|jHS}} > {{clr|2|j236K}} > {{clr|3|jHS}} > {{clr|2|j.236K}} > {{clr|4|236H}}|| any ||151 || <span style="color:DarkRed">-40 || all || {{clr|2|Easy}} ||
| 5 {{5}}
| 6 {{6}}
|-
|-
| 1 {{1}}
| {{clr|2|2K}}/{{clr|2|5K}}/{{clr|1|2P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} > RRC > {{clr|4|421H}} > late IAD jK > {{clr|4|421H}} > {{clr|4|j.H}} > {{clr|2|j236K}} > {{clr|3|jHS}} > dash 6[H] > {{clr|4|236H}} || any || 158 || <span style="color:DarkRed">-30 || all || {{clr|3|Medium}} ||
| 2 {{2}}
|-
| 3 {{3}}
| {{clr|2|2K}}/{{clr|2|5K}}/{{clr|1|2P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} RRC > (66) {{clr|4|214H}} > {{clr|4|236H}} > {{clr|4|214H}} > {{clr|4|236H}} > {{clr|3|236S}} || corner || 153 || <span style="color:DarkRed">-50 || all || {{clr|3|Medium}} ||
|}
: Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}{{D}} becomes 236{{D}}.
:'''>''' = 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''' = [[GGXRD-R2/Movement#Air Movement|Jump]]
:'''hj''' = [[GGXRD-R2/Movement#Air Movement|High Jump]]
:'''IAD''' = [[GGXRD-R2/Movement#Air Movement|Instant Air Dash]]
:'''CH''' = [[GGXRD-R2/Attack Attributes#Hit Effects|Counter Hit]]
:'''MC''' = [[GGXRD-R2/Attack Attributes#Hit Effects|Mortal Counter]]
:'''(JC)''' = [[GGXRD-R2/Movement#Cancels|Jump Cancel]]
:'''(HJC)''' = [[GGXRD-R2/Movement#Cancels|High Jump Cancel]]
:'''(JI)''' = [[GGXRD-R2/Movement#Jump Install|Jump Install]]
:'''(RC)''' = [[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.
:'''(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.
|}
<br clear=all/>
==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.
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ ___ starter
|-
|-
! # !! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| {{clr|2|2K}}/{{clr|2|5K}}/{{clr|1|2P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} RRC > w{{clr|4|421H}} > late IAD {{clr|2|j.K}} > {{clr|4|421H}}! > {{clr|4|j.H}} > {{clr|2|j.236K}} > {{clr|4|j.H}} > dash 6[HS] > {{clr|3|421S}} > {{clr|4|6H}}/{{clr|3|4S}}/{{clr|3|f.S}} > {{clr|3|421S}}! > {{clr|4|236H}} || mid-screen || 164 || <span style="color:DarkRed">-50 || specific ||  {{clr|4|Hard}} ||
|-
|-
| _
| {{clr|2|2K}}/{{clr|2|5K}}/{{clr|1|2P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} RRC > dash 6[HS] > {{clr|4|421H}} > dash {{clr|4|5H}} > {{clr|4|421H}}! > dash 6[HS] > {{clr|4|421H}} > dash {{clr|4|5H}} > {{clr|4|421H}}! > dash 6[HS] > delay {{clr|3|421S}} > {{clr|4|6H}}/{{clr|3|4S}} > {{clr|3|421S}}! > {{clr|4|236H}} || corner || 187 || <span style="color:DarkRed">-50 || specific || {{clr|4|Hard}} ||
| || || || || || ||  
|-  
|}
|}


==Combo Theory==
== Combo Theory ==
=== Grounded ===
* gatlings > Ice Pillar
* gatlings > {{clr|5|2D}} > {{clr|3|236S}}/Summon
* Throw > dash {{clr|2|2K}} > {{clr|3|4S}} >{{clr|3|236S}}
* Throw > dash {{clr|1|2P}}/{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|6H}} > Summon
* Throw > dash {{clr|1|2P}}/{{clr|2|5K}} > {{clr|3|4S}} > {{clr|3|236S}}
* Throw > dash {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|4S}} > {{clr|3|236S}}
* Throw > dash {{clr|1|2P}} > {{clr|1|2P}} > {{clr|1|6P}} > {{clr|4|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 ===
* {{clr|2|5K}}/{{clr|3|2S}}/{{clr|3|c.S}} > {{clr|4|2H}} > Fire Pillar
* {{clr|2|5K}}/{{clr|3|2S}}/{{clr|3|c.S}} > {{clr|4|2H}} > Air Combo
* {{clr|2|5K}}/{{clr|3|2S}}/{{clr|3|c.S}} > {{clr|4|2H}} > RRC Combo
=== Anti-Air ===
* {{clr|3|c.S}} > Air Combo
* f.s> air combo/{{clr|3|236S}}
* 2s> air combo
* {{clr|1|6P}} > 6[H] > Summon/{{clr|4|236H}}
* {{clr|1|6P}}> {{clr|4|6H}} > Summon
* 4s> {{clr|3|236S}}
 
=== Counter Hit ===
*CH J.h > {{clr|3|4S}} > {{clr|3|236S}} 
 
*CH j.h > {{clr|2|5K}} > f.s > {{clr|4|5H}} > {{clr|5|2D}}
 
*CH j.h > 2p > 2k > {{clr|5|2D}}
 
*CH j.h > {{clr|5|2D}}
 
*CH J.d > Dash > j.s > j.k > j.s > j.d
 
*c.s > {{clr|4|2H}} > {{clr|4|236H}} -[Sol DP ({{clr|4|623H}}) punish]
 
*{{clr|4|2H}} > {{clr|3|421S}} > {{clr|2|j.236K}} > {{clr|3|421S}}! > {{clr|4|j.H}} > {{clr|4|236H}} -[Chipp and Leo DP punish]
 
*{{clr|4|2H}} > {{clr|3|421S}} > {{clr|2|j.236K}} > {{clr|3|421S}}! > {{clr|4|236H}} > IAD {{clr|2|j.K}} > j.p > {{clr|5|j.D}} > {{clr|4|6H}} -[Ky RTL punish]
 
*{{clr|4|2H}} > {{clr|3|421S}} > {{clr|2|j.236K}} . {{clr|3|421S}}! > dash 6[H] > {{clr|4|236H}} -[Raven reversal punish]
 
*{{clr|4|2H}} > {{clr|3|421S}} > {{clr|2|j.236K}} . {{clr|3|421S}}! > dash 6[H] > {{clr|3|421S}} > {{clr|4|6H}} > {{clr|3|412S}}! > {{clr|4|236H}} > {{clr|2|2K}}/{{clr|2|5K}} > {{clr|3|4S}} > {{clr|3|236S}} -[Raven corner reversal punish]
 
*Mirror > {{clr|5|5D}} > {{clr|4|6H}} > {{clr|4|6H}} > {{clr|3|421S}} > c.s > {{clr|3|421S}}! > {{clr|4|5H}} > {{clr|5|2D}} > stun - [Meter Raven corner reversal punish]
 
==Videos==
https://www.youtube.com/playlist?list=PLbODQyuqXIOFqrL7_WX_q6tyQq6neOqAH - RTR06 youtube channel for Dizzy tech
 
https://www.youtube.com/playlist?list=PLbODQyuqXIOGXQhV4cTM0kZSUVd1gbEM1 - RTR06 youtube channel for Dizzy 2.1 tech


==Video Examples==
https://twitter.com/hashtag/%E3%83%87%E3%82%A3%E3%82%BA%E3%82%A3%E3%83%BC%E6%94%BB%E7%95%A5?src=hash - Japanesse tech twitter


https://www.youtube.com/playlist?list=PLSq9hRF0zPpWu5npH4gbjCYGS-Bpcnd - Mdesilva Dizzy footage


----
==Navigation==
{{CharLinks-GGXRD-R2|Dizzy}}
{{#lst:GGXRD-R2/Dizzy/Data|Links}}
{{Navbar-GGXRD-R2}}
{{Navbar-GGXRD-R2}}
[[Category: Guilty Gear Xrd REV 2]]
[[Category:Dizzy]]

Revision as of 14:12, 28 July 2020

  Overview   Combos   Strategy/Counter Strategy   Okizeme   Full Frame Data   Forums   Videos    
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

c.S starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
2K/5K/2P > c.S > 5H > 2D > 236S any 92 15 all Very Easy
2K/5K/2P > c.S > 2H(2) > 236H any all crouching Very Easy
2K/5K/2P > c.S > 5H > 2D > 236S > RRC > 421H > late IAD > jK > 421H > jHS > j236K > jHS > j.236K > 236H any 151 -40 all Easy
2K/5K/2P > c.S > 5H > 2D > 236S > RRC > 421H > late IAD jK > 421H > j.H > j236K > jHS > dash 6[H] > 236H any 158 -30 all Medium
2K/5K/2P > c.S > 5H > 2D > 236S RRC > (66) 214H > 236H > 214H > 236H > 236S corner 153 -50 all Medium
2K/5K/2P > c.S > 5H > 2D > 236S RRC > w421H > late IAD j.K > 421H! > j.H > j.236K > j.H > dash 6[HS] > 421S > 6H/4S/f.S > 421S! > 236H mid-screen 164 -50 specific Hard
2K/5K/2P > c.S > 5H > 2D > 236S RRC > dash 6[HS] > 421H > dash 5H > 421H! > dash 6[HS] > 421H > dash 5H > 421H! > dash 6[HS] > delay 421S > 6H/4S > 421S! > 236H corner 187 -50 specific Hard

Combo Theory

Grounded

  • gatlings > Ice Pillar
  • gatlings > 2D > 236S/Summon
  • Throw > dash 2K > 4S >236S
  • Throw > dash 2P/5K > 6P > 6H > 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/c.S > 2H > Fire Pillar
  • 5K/2S/c.S > 2H > Air Combo
  • 5K/2S/c.S > 2H > RRC Combo

Anti-Air

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

Counter Hit

  • CH J.h > 4S > 236S
  • CH j.h > 5K > f.s > 5H > 2D
  • CH j.h > 2p > 2k > 2D
  • CH j.h > 2D
  • CH J.d > Dash > j.s > j.k > j.s > j.d
  • c.s > 2H > 236H -[Sol DP (623H) punish]
  • 2H > 421S > j.236K > 421S! > j.H > 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]

Videos

https://www.youtube.com/playlist?list=PLbODQyuqXIOFqrL7_WX_q6tyQq6neOqAH - RTR06 youtube channel for Dizzy tech

https://www.youtube.com/playlist?list=PLbODQyuqXIOGXQhV4cTM0kZSUVd1gbEM1 - RTR06 youtube channel for Dizzy 2.1 tech

https://twitter.com/hashtag/%E3%83%87%E3%82%A3%E3%82%BA%E3%82%A3%E3%83%BC%E6%94%BB%E7%95%A5?src=hash - Japanesse tech twitter

https://www.youtube.com/playlist?list=PLSq9hRF0zPpWu5npH4gbjCYGS-Bpcnd - Mdesilva Dizzy footage

Navigation

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