GGXRD-R2/Dizzy/Combos

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< GGXRD-R2‎ | Dizzy
Revision as of 01:20, 29 May 2019 by Shtkn (talk | contribs)
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:236+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 = 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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