GGXRD-R2/Ramlethal Valentine/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
sj = Super 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[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.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
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# Combo Position Damage Tension Gain Works on: Difficulty Notes

Notes on Carrying[edit]

Moves Descriptions
Dauro and Green Dauro Green Dauro is generally preferred but usually does not make a difference in anything other than a few cases. (ex. For Corner Carry Side switch use Green Dauro) (Green Dauro is not preferred when up against character who are lightweight) For more information on dauros check the front page for Ramlethal.
Pk In a carry this raises the dummy
Kp In a carry this lowers the dummy
66 This is a micro dash (It's used to make the dummy doesn't isn't so far that you'd drop the combo cause pk or kp didn't reach)
KK If the dummy isn't too high but you can't reach the other corner. This will allow you to knock down the dummy and perform another setup
PPP or KKK If you're near the wall just skip any micro dash or additional string and just wall splat
Under 7 Hits Rule Thing to note for carries is that you can only do another pk if your combo is under 7 hits otherwise they're going to tech out (and they'll most likely tech in your face). The exception of this when you use "Explode" and Red Roman Cancel it you can fit one pk before they tech out.

Basic combos:[edit]

Combos Position Damage Tension Gain Works on Difficulty Notes
4p2kk All 67 None Not on Crouching Faust and Jacko Easy 4p Whiffs on both of them crouching replace it with 1p if you choose to do to this.
c.S > (f.S > 2D) > 623p (Dauro) > 66 pk > 66 pk > 66 kp > PPP All 130 Barely Everyone Easy Before you go and Drop Ram because of frustration. The micro-dashes are something you just have to get used to. There's no other way other than practicing it. This gonna be your best friend at the end of it all.
f.S > 623p (Dauro) > 66 pk > 66 pk > 66 kp > PPP or kkk or kk Crouching or Counter Hit Barely Everyone on Crouching or Counter Hit Easy Same as above only this time f.S will go into Dauro on crouch or Counterhit despite the game treating it like a true combo when it hits standing normally
c.S > (2D) > 623p (Dauro) > 66 pk > 66 pk > 66 kp > c.S > 623p > kp > PPP or KKK All 142 Barely Theoryitically should be everyone Medium(Hard) If you're not comfortable doing the regular corner carry with micro dashes then practice the regular corner carry. This is a fullscreen corner carry and should end in-wall splat if done right (if the wall splat didn't happen at all, try delaying the last p in PPP a little bit). It also combo requires all the micro dashes to be at their deepest. If you do this combo and end up with a wall splat following with f.S > 5d6. After 5d6 You must do c.S > f.S > 5h > (Followed with any corner sword setup) or they'll tech out and probably in your face. (Unless someone knows better and wants to correct this note, this just always happens to me). Lights are harder to full-screen carry.
c.S > (2D) > 623p (Green Dauro) > 66 pk4k > (kp) > PPP All 137 None Everyone Medium(Hard) If you're not comfortable doing Green Dauros or Microdashes then don't worry about this one yet. Skip KP on heavyweight characters since they drop to fast or you can skip it altogether if its too much and just do PPP. The only difference is you won't get a wall splat from my testing but you'll end up with a knockdown which is better than nothing. On lightweight characters, you actually don't need a Green Dauro for it to work from my testing. Microdash must be Deep for the 4k to side-switch.
236k > 66 pk > 66 pk > kp > ppp or kk or kkk All Barely Everyone Easy Lights launch higher. Heavys Launch Lower (?) adjust your timing accordingly. 236k is a command grab meaning you won't really be doing this in a normal circumstance but rather after a Setup following a knockdown.
214k > 66 pk > 66 pk > kp > ppp or kk or kkk All Barely Everyone Easy In case you actually do hit 214k. This combo exists
2kpp or kpp or 2ppk > 66 pk > 66 pk > > kp > ppp or kk or kkk All Barely Everyone Easy While the strings are ok **DONT RELY ON EM** Anyone worth their salt is gonna punish it before the overhead even comes out if they know its coming. As for 2ppk its just an ok low. Still punishible
6P > c.s > j.k > j.S > j.c > j.K > j.S > 214S > 214H Anti-air 153 A little more than 25 Everyone Easy This is gonna be you standard anti-air combo. (It will not work without S sword deployed because the s sword special recall is too slow. But it will with h sword deployed out)
6P> c.s > j.k > j.S > j.c >j.K >j.S > j.2d > (j.214k) Anti-air 132 None Everyone Easy This is the Standard anti-air only without the specials involved. If you do this without S sword the combo becomes more unstable cause of the hitbox of j.S without Sword. Also, you don't have to do j.214k. It just helps with getting to the ground faster.
2s > 2h All 124 A little more than 25 Everyone Easy Big dick move. Don't rely on it tho.

Refer to other exisiting documents:[edit]

Video Examples[edit]


Guilty Gear Xrd REV 2e
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes

Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc