GGXRD-R2/Faust/Combos

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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
hj or sj = High Jump or Super Jump
IAD = Instant Air Dash
CH = Counter Hit
MC = Mortal Counter
JC = Jump Cancel
HJC or SJC = High Jump Cancel or Super Jump Cancel
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
[ ] = 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.
Item Toss = 236P
Pogo = 236S
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.
  • 2D > Pogo conversions use Elphelt for reference.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.

Ground Combos[edit]

2P Starters[edit]

One of Faust's low hitconfirm starters along with 2K. For combos with 2D, if there's any spacing concerns remove the 5H.

2P starter
Combo Position Damage Works on: Difficulty Notes
2P > 2S > 2H > 236S~(9)~H Any 92 All [1] Very Easy Standard BnB. Provides corner carry and knockdown; some female characters may tech before hitting the ground (i.e. Jam, Elphelt) if you do not include the hop(9) input. 236S~H won't connect if your back is to the corner as you won't make the juggle in time.
2P > 2S > 5H(1-3) > 236S~(9)~H Any 90 All [1] Very Easy Variation on standard BnB using 5H instead of 2H. Provides corner carry and knockdown; some female characters may tech before hitting the ground (i.e. Jam, Elphelt) if you do not include the hop(9) input. 236S~H won't connect if your back is to the corner as you won't make the juggle in time.
2P > 2S > 5H(1-3) > 2D > (Air Combo) Any 71* All* [1] Very Easy Alternative to first BnB. If your back is to the corner or you're worried about the character teching GMW follow up, this offers a guaranteed knockdown for less damage. Can cancel 2D into item toss or jump cancel for followup pressure. Air combo follow up applies to a subset of characters, see 2D confirm section.
2P > 2S > 5H(1-3) > 2D > 236S~(9)~H Any 102 Female characters (excluding Kum) [1] Very Easy Alternative to above BnB that only works on female characters. Nets you more damage than usual. Adding the the hop can keep characters from teching out. Damage depends on number of hits you get from 5H.

Combo Theory[edit]

Video Examples[edit]

Navigation[edit]


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