GGXRD-R2/May/Combos

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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
Applause for the victim (41236P/K/S/H) = P hoop, K hoop, etc.
Don’t miss it (214P/K) = P beach ball / K beach ball
Mr. Dolphin Horizontal ([4]6S/H) = S-HD / HS-HD
Mr. Dolphin Vertical ([2]8S/H) = S-VD / HS-VD
Overhead Kiss (623K) = OHK
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.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
___ starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_

Note: lame loop = (dash c.S > 2H > HS-VD) * 2

Note: air combos are in short form (each letter is a move), H stands for j.H, E stands for Ensenga.

BnB:

5K > f.S > S-HD

gattlings > 2D > S-HD / P ball / P hoop

5D 8 j.HDSHD dj.SHDE

If you're close enough, you can start with j.DDSHD (-1 damage, more stun)

If you're too far, you may have to use j.HHSHD (+1 damage, guaranteed to hit, less stun)

Delaying the last j.D helps with longer combos (e.g. 5K > f.S > S-HD > RC > 5D 8) and against weird hurtboxes (e.g. Johnny)

6P > c.S > 6H > P hoop


Corner BnB:

c.S / 5H / 2D > HS-HD IAD j.KPH land dash j.SHD dj.DE

5D 6 6H > 5H > [K] hoop, c.S > 5H > HS-HD ]K[ IAD j.SH, land 6H > P hoop


Counterhit Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
5H > 5D 8 BnB
5H > 66 OHK combo
2H > 2D whiff 66 c.S > jSHD > DJC jHDE
2D > 2P > c.S > jSHDE
6K > 2K > c.S > 2D > S-HD / P ball / P hoop
6P > c.S > 2H > HS-VD

OHK combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
OHK > [dash c.S > 2H > HS-VD]x2
OHK > 66 > jSHjKHD > DJC jHDE
OHK > 66 > c.S > jSHD > DJC jHDE
OHK > IAD > jSH ▷ > 66 > jSHD > DJC jHDE
corner OHK > IAD > jSH ▷ 66 > jSHD > DJC jHDE Corner to Corner carry

Roman Cancel Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
2D > S-HD [Delay] RC AD jSH ▷ 66 jSHD > DJC jHDE
H-HD > RC > 66 6[H] > H-HD > 66 jSHDE corner
5K > f.S > S-HD RC > 66 > 5D > BNB
3K > RC > 66 > [dash c.S > 2H > HS-VD]x2
3K > RC > 6[H] > HS-HD > IAD > jKHjKD > DJC jDE corner
OHK 6[H] > S hoop > RC > 66 6[H] > HS-HD > ]S[ > hop on dolphin > AD jSH6H > P hoop
throw > RC > K hoop 6[H] > HS-HD > ]K[ > hop on dolphin > AD jSH6H > P hoop

Combo Theory

Video Examples

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