GGXRD/Faust/Combos

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< GGXRD‎ | Faust
Combo Notation Guide
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 236D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
(N) = only use the Nth attack of the move (for example, if c.S(1) is written, you only use the first hit of c.S)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Basic Combos

  • 2P(or 5P) > 2S > 2D > 236P
  • 2P(or 5P) > 2S > 2H > 236S~H > 236P
  • 2K > 2P > 2S > 2H > 236S~H > 236P
  • 2K > 5H > 236S~H(or 2D) > 236P
  • f.S > 236P
  • f.S RC 41236K~236P~236P~236P
  • CH 2H(or 5H) > 41236K~236P~236P~236P
  • 5D > 8 > j.HS, HS, S, P, K > JC > j.K, S, HS
  • Against Chipp use: 5D > 8 > j.HS, D, K, P, K > JC > j.K, S, HS
  • (drill cancel) j.K jc j.2K micro dash 5P > 2S > 2H > 236S~H > 236P
  • (Crouching)(drill cancel) j.k > JC > j.2K > 5P > 2D easier, but requires crouching
  • (Crouching) 5P > c.5S > 5P > 2D
  • (corner) 214H > 5K > 2S > j.K jc j.K > j.S > j.H
  • (corner)5D > 6 > c.5S > 5HS (3 Hits) > c.5S > 2S > 2HS > 236S > 236S~H
  • (corner)5D > 6 > c.5S > 2HS > 6P > c.5S > 2HS > 236S > 236S~H
  • Ground Throw > micro dash 2H > 236P can be done without the microdash in the corner.
  • (anti air) 5K jc j.K jc j.K > j.S > j.H
  • (anti air) 5K(or 5P, 2K, c.S, or 2S) jc j.K > j.P > j.K jc j.K > j.S > j.H

Anti-air 6P

(Work in progress) Anti-air 6P combos are unique in that your combo both depends on counter-hit and the item you get when you use 236P. While you don't have to cancel 6P into 236P to follow up with a combo, it can either lead generous damage, extra stun, or the same combo with an extra item on the field, so learning to throw items after 6P is recommended. All combos listed will assume CH status:

  • 6P dash forward 5K > 2S > j.K > j.P > j.K jc j.K > j.S > j.H
  • 6P > 236P (throw hammer or 100 Megaton Weight) j.K > j.P > j.K jc j.K > j.S > j.H
  • 6P > 236P (throw black hole) dash forward 5K > 2S > jc j.K > j.S > j.H land 5K jc j.K > j.D > j236H
  • 6P > 236P (throw anything else) dash forward 5K > 2S > j.K > j.P > j.K jc j.K > j.S > j.H

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

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc