GGXRD/I-No/Combos: Difference between revisions

From Dustloop Wiki
< GGXRD‎ | I-No
Line 3,220: Line 3,220:


----
----
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">
{{CharLinks
[[File:1_Overview.jpg|250px|link=GGXRD/I-No]][[File:Combos_Test.jpg|250px|link=GGXRD/I-No/Combos]][[File:Move_List_Only_Test.jpg|250px|link=GGXRD/I-No/Moves]][[File:Strategy_Test.jpg|250px|link=GGXRD/I-No/Strategy]]
|charMainPage=GGXRD/I-No
 
|videos=http://horibuna.web.fc2.com/GGXrd/GGXrd_IN.html
[[File:Video_Database_Test.jpg|250px|link=http://horibuna.web.fc2.com/GGXrd/GGXrd_IN.html]][[File:Forum_Test.jpg|250px|link=http://www.dustloop.com/forums/index.php?/forums/forum/285-i-no/]][[File:Frame_Data_Test.jpg|250px|link=GGXRD/I-No/Frame_Data]]
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/285-i-no/
</div>
}}
{{Navbar-GGXRD}}
{{Navbar-GGXRD}}
[[Category:Guilty Gear]]
[[Category:Guilty Gear]]

Revision as of 19:56, 2 September 2015

Combo Notation Guide
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:2Template:3Template:6D 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.


Combo Theory

Like most characters in Xrd, I-No does the majority of her damage in the corner, and with the harsh scaling on Sdive and 80% forced prorate that's introduced by attacking during RC or YRC time slow, she's only going to do her max damage if she starts combos in the corner. With the changes to the Roman Cancel system we can't confirm into HCL FRC for cheap corner push and near-max damage, so the majority of mid screen corner push options involve the 6P > 5H > IAD j.K link in order to save meter. It's still difficult even with the tweaked buffer window, but it's much easier than HCL 6FRC6, and with slight variants this string works on almost every character. Sdive also knocks down now, which helps us set up oki while giving us some extra corner push in situations where we wouldn't get knockdown before. HCL ~ D also allows knockdown in situations where we wouldn't get it before, but it gives less advantage time the higher I-No is in the air, so most of the time you'd want to knock down with Dive instead. Preferably Pdive as I-No bounces out to a range where Note gets multiple hits, allowing I-No to approach safely after the opponent is already blocking.


Like in AC/+R, it's effective to think of I-No's combos as strings of a few hits that you can link together with a little bit of improvisation. Strings you'll want to be really comfortable with are:


6P > 5H > IAD j.K

j.D > delayed VCL > 5K or c.S

c.S > VCL > c.S

Airdash FFVCL > VCL / c.S or j.S

j.H > Sdive (wallbounce) > 5P or c.S

c.S > sj.S


By learning these strings you'll be able to use I-No's main combos against the majority of characters. For example, if you use a pressure string out of a hover dash and decide to mix up with j.D, the late cancel into VCL linked into 5K gives you mid screen options. Being able to link the j.D into late VCL into c.S gives you your best corner options for maximizing damage.

If you open someone up with 2K or j.S, knowing how to combo into 6P > 5H > IAD j.K will give you solid damage in the corner, and will give corner push at mid screen. This string usually transitions into a FFVCL string (so the full combo would be '6P > 5H > IAD j.K > j.S > FFVCL'). Being able to link that into j.S helps at mid screen, while linking to c.S or another VCL is optimum for the corner.

In some situations you'll be able to wallbounce from midscreen with Sdive, and you'll need to learn to catch the other player with 5P or c.S to continue the combo, usually by linking a c.S into sj.S.


When playing Guilty Gear, it's best to think of combos as being much more free form than in other games. Yes, there are ways to optimize your damage, but in the event that you flub your timing at a certain point in your combo, it's still possible to salvage your knockdown. For instance, if you start the combo '2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D' on Chipp, which works anywhere, but accidentally Super Jump the Instant Air Dash, that combo will now only work if Chipp reaches the corner when using HCL. No worries though! If you simply omit the j.H and cancel the j.S into HCL the combo will still knock down anywhere on the screen.

This is important in general, but is especially true with I-No. While I-No is much easier to use at a low level in Xrd than in previous versions of the game, she's still challenging and has a lot of character specific nuances to her combos. You should be willing to experiment, and you need to get comfortable with making things up as you go along. Improvisation with combos is almost a required skill with I-No, and it's part of what makes her so fun.


General Advice (This is super important!)

When learning a character's neutral game you want to focus on "what's the best I can do after hitting the opponent with X move," rather than "what moves can I use to set up X combo?"

Some combos will play out just about the same with only slight variations per character, and the only thing that will change is damage based on the starter, such as a j.S combo hitting harder than a j.K combo, which hits harder than a 2K combo. It'll be easier to learn combos when you think of them as having interchangeable starters and enders, but if that's your priority you'll miss out on the focus of the game, which is the interaction between character tools that lead up to someone getting hit.

Learn combos in chunks because it's easy, but make sure to refine your understanding of when and how each move will be used in neutral, and what your best options to follow them up are.

Most new players will rush to learn some basic combos first, and with good reason since you want to get as much reward as possible off of a hit. You get a pretty significant reward for a few minutes of learning to string a few hits together into knockdown. Just don't forget that Guilty Gear combos involve an organic adaptation to your own mistakes and your opponent's bursting habits. Rote memorization of button presses will only take you so far, and sometimes the follow up possibilities for one attack are drastically different from another attack. This even applies to the same attack if it lands in a different part of the screen. Properties also change when the attack is a counter hit, you'll need to optimize for those situations as well.


Going for knockdown and optimizing Oki

You get varying amounts of advantage time depending on how you knock the opponent down. Generally speaking, Dive knockdown gives a more advantageous position than HCL knockdown, which gives a more advantageous position than using HCL ~ D. If you're in the corner, Pdive bounces I-No back to about 1/2 screen distance which means her Note oki gains additional hits. More note hits scales RISC up and will boost damage on our follow up combo if our mixup is successful. It also gives more space between us and the opponent to confirm that they're blocking. If you use a note right in someone's face, they may be able to reversal through it. Knockdown with Kdive and Sdive puts I-No in a good position to use Note, 66956 FFVCL oki, or VCL YRC oki.

If you get the opponent to block a distant note after Pdive knockdown, you can take a gamble on 66956 pressure. Use that technique to airdash in their face while they're forced to block a note and run a block string. You'll want to learn a variety of block strings to further vary your mix up, but a general string is 'j.K > j.S > j.K > j.P'. This string will continue to build RISC while the opponent is blocking, and it ends with a mix up option. Land into 2K for a low (or feint/2P into throw), chain j.P into j.D for an overhead, or do a slightly delayed VCL and YRC to frame trap. I-No's j.P is a level 1 attack, so it has 10 frames of hit stun, and VCL has 11 frames of start up, which leaves a small gap. Do the VCL slightly late to make it easier to get YRC instead of RC, but this is a frame trap option. 2K is the safest (frame tight if they don't instant block) and does the least damage, j.D hits harder but leaves a gap that they can attack through, and VCL YRC will bait a punish for j.D with the time slow and lead into the most damage (also allows another mixup if they don't take the bait). Of course, if any of these are successful you're doing damage with increased RISC, so it'll do 20-40 points more damage than normal. This is a major benefit to Pdive oki with distant note. Make sure you learn to bait Dead Angles, and make sure to use other block strings so they wont IB and punish every time. You can even sneak a ground throw in if you're clever!

Chemical Love Derivative (HCL ~ D) allows us to knock down in many more situations than before, but it offers the least time to set up oki. It seems that we get more time the closer we are to the ground when using it. If you have no alternative method for knock down, or have meter to burn and want to push for max damage, this is what you'll wind up using. Oki after HCL ~ D is actually pretty good if you have meter to spend, so don't avoid using it. However, be aware that you shouldn't use ~ D at all times just because it's "free damage", especially if you can knock down with HCL by itself. There's a point where the extra damage isn't worth the lost options for oki. In those situations, if "giving them the D" doesn't finish them, keep it in your pants.

Sacrificing a significant amount of damage for slightly better oki is probably a bad idea, but all things are relative. Damage now is better than damage later, but 3 extra points of damage isn't worth oki that gives the other player an escape route. Also, play to your skill level. Some of the mid screen combos that involve Sdive relaunch do as much damage as their HCL ~ D counterparts, but give better oki. If you can't consistently pull them off, you're better off going for the sure thing. In some cases you can end in knockdown after HCL without using ~ D, but if you're ending the combo after only a few hits the extra damage might be worth it considering the knock down is occurring near the ground instead of in the air.


Combo Optimization

The "best" combos are subjective. Some give the most damage, some give more meter gain, some give better oki, and some may even remove a very difficult link at only a minor expense compared to the more optimized version. Even with experimentation among an entire community of I-No players, we're not going to find every combination of attacks that's worth doing. Spending some time on Research and Development is part of developing as a player and having fun with the game. If you want to optimize combos toward a specific end, here are some tips:

1. Higher level attacks scale better than lower level attacks. That means that 5H is going to scale the damage of following hits less than 5P does, and that's cool because 5H does more damage too. As far as I-No goes, if you can find a way to make stuff like 'c.S > 5H > j.H > Pdive' work in place of 'c.S > j.S > j.H > Pdive' you can squeeze a little more damage out of your combo, not just because the 5H hits harder than j.S, but also because it scales the rest of the combo a little better. Unlike some games, doing 4 jabs into super is not optimized damage! You'll do less damage that way than if you hit with the super raw.

2. Hitting with higher damage attacks earlier in the combo is better for damage output. Starting a combo with VCL loop (c.S > VCL > c.S > repeat) will result in more damage than leading into it after a Pdive loop. In order of damage, Fortissimo (air Overdrive), the second hit of 6H, VCL, j.D, and 5H are what you want to try to use as early as possible in combos for damage optimization (j.D applies an 80% prorate if it's the first hit in the combo, so use it after HCL/VCL YRC). Comboing into Overdrives later in a combo is still effective as they seal the opponent's Burst, but if you want to do as much damage as possible you want to hit with them early.

3. Sometimes it's worth it to use a worse move early on if it means you get a better follow up. In some instances you can get 4 reps of VCL loop, but you almost always have to combo into 5P at that point, which might leave you pushed out too far to hit with Pdive when you follow up with 'c.S > sj.S > sj.H'. You might do the same damage, give or take a point, with the 4 rep VCL loop without having to do as many hits, but ending the VCL loop early and doing a Pdive loop may leave you with Pdive oki.

4. Different moves give different amounts of meter. In I-No's case, Sultry Performance (Dive) gives more meter than Chemical Love. Hdive is great for building meter as it hits 3 times, but it also does very low damage. Leading into a VCL loop early and ending with a Dive loop is generally really effective when trying to optimize combos for damage and meter gain.


Tips for Difficult Combo Strings

When first learning the '6P > 5H > IAD j.K' link, make sure to follow up j.K with j.S. There are multiple ways to screw up this tight link. If j.S comes out instead of j.K, you're doing j.K too early. If j.K comes out but they tech, either the j.K was too late, or the IAD leading up to the j.K was too late. If you flub the IAD and wind up jumping in place, you're probably doing the input too fast or too early. Take your time and work at it if you're having trouble, as you most likely need to slow down until you can do the input consistently, then speed up until the combo stops dropping. Just feel it out.

Here is a thread on Execution Tips


Final Notes

Meter gain is estimated and not given for every combo - this is a work in progress and those values may be added later. Pay attention to the enders for these combos - in some cases you'll have an option that does more damage but gives slightly worse oki, or a harder option that gives better damage or oki, or both. Every combo should knock down when done properly. Mid screen combos are done from match start position, but with experience you'll be able to figure out if your Sdive will wallbounce or knock down based on your screen position when you started.

Formatting is just about finalized. Let us know if anything is difficult to understand.

Characters are listed from highest defense to lowest, left to right. This should make it really easy to see at a glance what the lower and upper bound for damage is for the same combo (rather than estimating percentages and not knowing which character you're talking about).

Damage values with an asterisk (*) next to them mean that the combo much reach the corner to complete.

Damage values are color coded for difficulty, with blue for easy, green for moderate, orange for hard, and red for very hard.
Difficulty is subjective, so it's difficult to measure such that new players wont get frustrated. Tight links (6P > 5H > IAD j.K), specific timing for YRCs, delayed timing between hits (j.D > VCL > c.S/5K), and complex inputs (5H > IAD, 2363214S, or c.S > sj.S) may all contribute to difficulty. Color coding is in progress and may not be accurate.


Mid Screen Combos

2K Starter (Mid Screen)

The Combo PO BE SL FA SO EL LE KY VE SI AX IN MA RA ZA MI CH Meter Gain/Spent Combo Notes
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D 115 115* 118 - - 128 128 128* 128* 129 131 - - 131 135* 151 163 (Builds approx 23% meter)
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D 115* 115* 118 128 128* 128* 128* 128* - 129* 131 131 131 131* - 151* 163* (Builds approx 23% meter)
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > HCL ~ D 108 108 111 - - 120 120 120 120 121 123 - - 123 127 142 154 Meter Gain/Spent
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > HCL ~ D 108 108 111 120 120 120 120 120 - 121 123 123 123 123 - 142 154 Meter Gain/Spent
2K > 6P > 5H > IAD j.K > j.S > FFVCL > HCL ~ D 104 104 107 - - 115 115 115 115 116 118 - - 118 122 - 147 -
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > HCL ~ D 104 104 107 115 115 - 115 115 115 116 118 - - 118 122 - 147 -
2K > 6P > 5H > IAD j.K > j.S > FFVCL > HCL 97 97 - - - - 107 107 107 108 110 - - - 114 - 137 Meter Gain/Spent Better Oki, less damage
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > HCL 97 97 - - - - 107 107 107 108 - - - - - - - Meter Gain/Spent Better Oki, less damage
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D 116* 116* 119 - - 131 131 131* 131* 132 134 134 - 134 137* 154 166 -
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D 116* 116* 119* 131* 131* 131* 131 - - 132* 134 134 134 134 - - - -
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive 117* 117* 120* - - - 132* 132* - - - - - - - - - - Spacing dependent, may cross under at Sdive
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive 117* 117* - - 132* - 132* 132* - 133* - 135* - - - - 167 - Spacing dependent, may cross under at Sdive
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.p > j.S > j.H > HCL ~ D 115 115 - - - - 129 - - 132 - - - - - - - -
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.p > j.S > j.H > HCL ~ D 115 115 - - - - 129 - - 130 132 - - - - - - -


j.S Starter (Mid Screen)

The Combo PO BE SL FA SO EL LE KY VE SI AX IN MA RA ZA MI CH Meter Gain/Spent Combo Notes
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D 163 163* 167 - - 177 177 177 177* 181 181 - - 181 189* 211 224 Meter Gain/Spent Combo Notes
j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D 163* 163* 167 177 177* 177* 177* 177 - 181* 181 181 181 181* - - 224* Meter Gain/Spent Combo Notes
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL 136 136 - - - - 148 148 148 - 153 - - - 158 - - Meter Gain/Spent Combo Notes
j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > HCL 136 136 - - - - 148 - - - 153 - - - - - - Meter Gain/Spent Combo Notes
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL ~ D 146 146 151 - - 159 159 159 159 163 164 - - - 170 - 204 Meter Gain/Spent Combo Notes
j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > HCL ~ D 146 146 151 159 159 - 159 159 159 163 164 - - - 170 - 204 Meter Gain/Spent Combo Notes
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > HCL ~ D 152 152 156 - - 165 165 165 165 169 169 - - 169 176 197 211 Meter Gain/Spent Combo Notes
j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > HCL ~ D 152 152 156 165 165 165 165 165 - 169 169 169 169 169 - 197 211 Meter Gain/Spent Combo Notes
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D 166* 166 170 - - 182 182* 182 182* 186 186 - - 186 192* 214 229* Meter Gain/Spent Combo Notes
j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D 166 166 170* 182 182* 182* 182 - - 186* 186 186 186 - - 214* 229* Meter Gain/Spent Combo Notes


j.K Starter (Mid Screen)

The Combo PO BE SL FA SO EL LE KY VE SI AX IN MA RA ZA MI CH Meter Gain/Spent Combo Notes
j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D 138* 138* 142 - - 153 153 153 153* 155 157 - - 157 162* 180 194* Meter Gain/Spent Combo Notes
j.K > j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D 138* 138 142 153 153 153* - - - 155* 157 157 157 157* - 180* - Meter Gain/Spent Combo Notes
j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL 117 117 - - - - - - - - - - - - - - - Meter Gain/Spent Slightly less damage than ~D knockdown, but better oki
j.K > j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > HCL 117 117 - - - - - - - - - - - - - - - Meter Gain/Spent Combo Notes
j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL ~ D 124 124 128 - - 137 137 137 137 139 141 - - 141 146 161 174 Meter Gain/Spent Combo Notes
j.K > j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > HCL ~ D 124 124 - 137 137 - 137 137 137 139 141 - - - 146 - 174 Meter Gain/Spent Combo Notes
j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > HCL ~ D 130 130 134 - - 144 144 144 144 146 148 - - 148 153 169 183 Meter Gain/Spent Combo Notes
j.K > j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > HCL ~ D 130 130 134 144 144 144 144 144 - 146 148 148 148 148 - 169 183 Meter Gain/Spent Combo Notes
j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D 137* 137* 141 - - 154 154* 154* 154 156* 158 - - 158 162* 180 195* Meter Gain/Spent Combo Notes
j.K > j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D 137* 137* 141* 154 154 - - - - 158* 158 158* 158 - - 180* - Meter Gain/Spent Combo Notes


j.D Starter (Mid Screen)


The Combo PO BE SL FA SO EL LE KY VE SI AX IN MA RA ZA MI CH Meter Gain/Spent Combo Notes
j.D > VCL > 5K > j.S > j.H > HCL ~ D 127 - 130 138 138 - - - - 140 142 142 142 142 - - - Meter Gain/Spent Combo Notes
j.D > VCL > 5K > j.S > HCL ~ D 114 114 117 124 124 124 124 125 125 126 128 128 128 128 133 147 158 Meter Gain/Spent Combo Notes
j.D > VCL > 5K > j.P > j.S > j.H > HCL ~ D 128 128 130 - 139 - 139 - - 141 142 - 142 - 148* 165 177 Meter Gain/Spent Combo Notes
j.D > VCL > 5P > j.P > j.S > dj.S > HCL ~ D 117 117 119 128 128 128 128 129 129 130 131 131 131 - 135 152 164 Meter Gain/Spent Combo Notes
j.D > VCL > 5P > j.P > j.S > j.H > HCL ~ D 122 122 - - 133 - 133 134 - 135 136 - 136 136 141 158 170 Meter Gain/Spent Combo Notes
j.D > VCL > 5P > sj.P > sj.S > sj.H > HCL ~ D - - 124 133 133 133 - - 134 135 136 136 136 136 141 158 170 Meter Gain/Spent Combo Notes
j.D > VCL > 5K > j.S > dj.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive 133* - 136* 148* 148* 148* - - 149* - 152* - 152* - - 173* - Meter Gain/Spent Combo Notes
j.D > VCL > 5P > 5K > sj.S > sj.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive - - - - - - 142* - - 144* 145* - - - - - 188* Meter Gain/Spent Combo Notes
j.D > VCL > 5K > j.S > dj.H > Sdive > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive - - 139* - 153* - - - - - 157* - - - - - - Meter Gain/Spent Combo Notes
j.D > VCL > 5K > j.S > dj.H > Sdive > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive - - 140* - 154* - - - - 156* 158* - - - - - - Meter Gain/Spent Combo Notes
j.D > VCL > 6H > HCL ~ D 127 127 - - - - 138 139 - 141 - - - - - - - Meter Gain/Spent Combo Notes
j.D > Fortissimo > VCL > 5K > j.S > j.H > HCL ~ D PO - 188 200 200* - - - - 177 207 - - - - - - Meter Gain/Spent Combo Notes
j.D > Fortissimo > VCL > 5K > HCL ~ D PO 169 - - - - 184 186 - 188 - - - - - 219 234 Meter Gain/Spent Combo Notes


2S Starter (whiff punish) (Mid Screen)

The Combo PO BE SL FA SO EL LE KY VE SI AX IN MA RA ZA MI CH Meter Gain/Spent Combo Notes
2S > HCL > RC > dash FFVCL > 5H > IAD j.K > j.S > FFVCL > j.S > HCL ~ D 150 - - - 164 - - - - - - - - - - - - Meter Gain/Spent Use Vs Standing, wont work at all ranges
2S > HCL > RC > dash FFVCL > 5H > SJIAD j.K > j.S > FFVCL > j.S > HCL ~ D - - - - 164 - - - - - - - - - - - - Meter Gain/Spent Use Vs Standing, Super Jump IAD version
2S > RC > dash j.H > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Kdive 138* - - - - - - - - - - - - - - - - Meter Gain/Spent Use Vs Crouching or at all ranges
2S > RC > dash j.H > 6P > 5H > SJIAD j.K > j.S > FFVCL > j.S > HCL ~ D 136 - - - - - - - - - - - - - - - - Meter Gain/Spent Use Vs Crouching or at all ranges
2S > RC > dash j.H > c.S > 5H > IAD j.K > j.S > j.H > c.S > 6P > 5H > HCL ~ D 151 - - - - - - - - - - - - - - - - Meter Gain/Spent Fat/Tall Specific


Corner Combos

2K Starter (Corner)

The Combo PO BE SL FA SO EL LE KY VE SI AX IN MA RA ZA MI CH Meter Gain/Spent Combo Notes
2K > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive - 132 - - - - - - - - - - - - - - 187 Gain 30% Notes
2K > 6P > 5H > SJIAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive - - - - 148 - - - - - - - - - - - 187 Meter Gain/Spent Notes
2K > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > 5H > TK Hdive > c.S > sj.S > sj.H > Kdive - 132 - - - - - - - - - - - - - - - Gain 35% Notes
2K > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 2S > HCL - - - - - - - - - - - - - - - - 196 Meter Gain/Spent 2-3 hit Note Oki (grounded note)
2K > 6P > 5H > SJIAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 2S > HCL - - - - 156 - - - - - - - - - - - - Meter Gain/Spent 2-3 hit Note Oki (grounded note)
2K > 6P > 5H > IAD j.K > j.S > FFVCL > c.S > VCL > c.S > j.S > j.H > Kdive 129 - - - - - - - - - - - - - - - - Meter Gain/Spent Notes
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Pdive > dash j.H > FFVCL > 2S > HCL 129 129 - - - - - - - - - - - - - - - Meter Gain/Spent Notes
2K > 6P > 5H > IAD j.K > j.S > FFVCL > 5H > j.H > Pdive > dash j.H > FFVCL > 2S > HCL 135 135 - - - - - - - - - - - - - - - Meter Gain/Spent Notes


j.S Starter (Corner)

The Combo PO BE SL FA SO EL LE KY VE SI AX IN MA RA ZA MI CH Meter Gain/Spent Combo Notes
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive - - - - - - - - - - - - - - - - 251 Meter Gain/Spent Notes
j.S > 6P > 5H > SJIAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive - - - - 204 - - - - - - - - - - - - Meter Gain/Spent Notes
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 2S > HCL - - - - 213 - - - - - - - - - - - - Meter Gain/Spent Notes
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Pdive > dash j.H > FFVCL > 2S > HCL 184 - - - - - - - - - - - - - - - - Meter Gain/Spent Notes
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > 5H > j.H > Pdive > dash j.H > FFVCL > 2S > HCL 192 192 - - - - - - - - - - - - - - - Meter Gain/Spent Notes


j.K Starter (Corner)

The Combo PO BE SL FA SO EL LE KY VE SI AX IN MA RA ZA MI CH Meter Gain/Spent Combo Notes
j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 2S > HCL - - - - - - - - - - - - - - - - 214 Meter Gain/Spent Notes
j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Pdive > dash j.H > FFVCL > 2S > HCL 152 - - - - - - - - - - - - - - - - Meter Gain/Spent Notes
j.K > j.S > 6P > 5H > SJIAD j.K > j.S > FFVCL > j.S > j.H > Pdive > dash j.H > FFVCL > 2S > HCL - - - - 170 - - - - - - - - - - - - Meter Gain/Spent Notes


j.H Starter (Corner)

The Combo PO BE SL FA SO EL LE KY VE SI AX IN MA RA ZA MI CH Meter Gain/Spent Combo Notes
j.H > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive - - - - - - - - - - - - - - - - - Meter Gain/Spent Notes
j.H > 6P > 5H > SJIAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive - - - - 215 - - - - - - - - - - - - Meter Gain/Spent Notes
j.H > 6P > 5H > SJIAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 2S > HCL - - - - 223 - - - - - - - - - - - - Meter Gain/Spent Notes
j.H > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Pdive > dash j.H > FFVCL > 2S > HCL - - - - - - - - - - - - - - - - - Meter Gain/Spent Notes
j.H > 6P > 5H > SJIAD j.K > j.S > FFVCL > j.S > j.H > Pdive > dash j.H > FFVCL > 2S > HCL - - - - 213 - - - - - - - - - - - - Meter Gain/Spent Notes
j.H > 6P > 5H > IAD j.K > j.S > FFVCL > 5H > j.H > Pdive > dash j.H > FFVCL > 2S > HCL - 203 - - - - - - - - - - - - - - - Meter Gain/Spent Notes


j.D Starter (Corner)


The Combo PO BE SL FA SO EL LE KY VE SI AX IN MA RA ZA MI CH Meter Gain/Spent Combo Notes
j.D > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 2S > HCL - - - - - - - - - - - - - - - - 245 Meter Gain/Spent Combo Notes
j.D > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > sj.S > sj.H > Kdive - - - - 202 - - - - - - - - - - - 245 Meter Gain/Spent Combo Notes
j.D > VCL > c.S > 5H > sj.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive 182 - - - - - - - - - - - - - - - - Meter Gain/Spent Combo Notes
j.D > Fortissimo > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive 209 - - - 227 - - - - - - - - - - - 271 Costs 50% Combo Notes


2D Starter (Corner)

The Combo PO BE SL FA SO EL LE KY VE SI AX IN MA RA ZA MI CH Meter Gain/Spent Combo Notes
2D > Desperation > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > sj.S > sj.H > PDive > dash j.H > Pdive - - - - 256 - - - - - - - - - - - 298 Costs 50% Notes
2D > Desperation > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive 231 - - - 250 - - - - - - - - - - - - Costs 50% Notes
2D > Desperation > 5H > j.H > Pdive > dash j.H > FFj.D > VCL > 6H > HCL ~ D 237 - - - - - - - - - - - - - - - - Costs 50% Notes
2D > Desperation > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive - - - - 240 - - - - - - - - - - - 288 Costs 50% Notes
2D > Desperation > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > HCL 223 - - - 242 - - - - - - - - - - - - Costs 50% For when 2D doesn't hit deep in the corner


Fortissimo Starter (Corner)

The Combo PO BE SL FA SO EL LE KY VE SI AX IN MA RA ZA MI CH Meter Gain/Spent Combo Notes
Fortissimo > c.S > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive - - - - 276 - - - - - - - - - - - - Costs 50% Notes
Fortissimo > c.S > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D - - - - 287 - - - - - - - - - - - - Costs 50% Notes
Fortissimo > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 2S > HCL - - - - 277 - - - - - - - - - - - - Costs 50% Notes
Fortissimo > Fortissimo > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > HCL - - - - 300 - - - - - - - - - - - - Costs 50% Notes
Fortissimo > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 2S > HCL 251 - - - - - - - - - - - - - - - - Costs 50% Notes


5D Starter (Corner)


The Combo PO BE SL FA SO EL LE KY VE SI AX IN MA RA ZA MI CH Meter Gain/Spent Combo Notes
5D > dash j.H > 5H > STBT-H > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Pdive > dash j.H > Pdive 131 - - - 148 - - - - - - - - - - - 187 Meter Gain/Spent Combo Notes
5D > dash j.H > c.S > 5H > STBT-H > 5H > j.H > Sdive > 6H > HCL ~ D 132 - - - - - - - - - - - - - - - 187 Meter Gain/Spent Combo Notes


Throw > RC (Corner)

The Combo PO BE SL FA SO EL LE KY VE SI AX IN MA RA ZA MI CH Meter Gain/Spent Combo Notes
Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive 143 143 146 - 160 160 160 161 - 162 165 - 165 - - - 202 (Costs 50% meter)
Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive - - 146 - - 160 - - 161 162 - - 165 165 169 - 202 (Costs 50% meter)
Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D 148 148 151 - 166 - 166 167 - 168 - - 171 - - - 208 (Costs 50% meter)
Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive - - 147 - - 161 - - 162 163 - - 166 166 170 - 203 (Costs 50% meter)
Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Pdive - - - 154 - - 154 - - 156 159 - - - - - - (Costs 50% meter)
Throw > RC > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive - - - - - 155 - - - - - 159 159 159 - 183 - (Costs 50% meter)
Throw > RC > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D - - - - - 163 - - - - - 167 167 167 - 191 - (Costs 50% meter)
Throw > RC > VCL > c.S > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive - - - - - - - - - - - - 164 - - - - (Costs 50% meter)
Throw > RC > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive 136 136 139 - 150 - 150 151 - 152 154 - 154 - 160 - 191 (Costs 50% meter)
Throw > RC > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive - 146 148 - 163 - 163 - - 165 167 - 167 - - - - (Costs 50% meter)
Throw > RC > VCL > c.S > VCL > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > sj.S > sj.H > Kdive - - - - - - - - - 165 - - 167 - - - - (Costs 50% meter)
Throw > RC > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive > Pdive - - 142 - - - 154 - - 156 - - - - - - - (Costs 50% meter)
Throw > RC > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Pdive - - 136 148 - - - - - 150 152 - - - - - 187 (Costs 50% meter)
Throw > RC > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive 130 130 133 144 - 144 144 145 145 146 148 148 148 148 153 172 182 (Costs 50% meter)
Throw > RC > Fortissimo > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive - - - - - - - - 219 221 - 221 - - - - (Costs 100% meter)


Meterless Throw (RISC+) (Corner) (RISC must be +64 or higher to get a "Throw Counter")

The Combo PO BE SL FA SO EL LE KY VE SI AX IN MA RA ZA MI CH Meter Gain/Spent Combo Notes
Throw > 2P > c.S > j.S > j.H > Sdive > c.S > sj.S > sj.H > Pdive > Kdive - - - - - - - - - - - - - - - - 271 Start at +64 RISC
Throw > 2K > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Pdive > Sdive > c.S > j.S > j.H > Kdive - - - - - - - - - 250 252 - 250 - - - - Start at +64 RISC
Throw > 2K > c.S > sj.S > sj.H > Pdive > dash j.H > FFVCL > c.S > sj.S > sj.H > Kdive - - - - - - - - - - - - - - - 277 - Start at +64 RISC
Throw > 2K > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Pdive > Sdive > 6H > HCL ~ D - - - - - - - - - 252 254 - - - - - - Start at +64 RISC
Throw > 2K > c.S > j.S > j.H > Sdive > c.S > sj.S > sj.H > Pdive > dash Pdive - - - - - - - - - - 225 - - - 236 - - Start at +64 RISC
Throw > 2K > c.S > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Sdive - - - - - - - - - - - 209 209 209 - 235 - Start at +64 RISC Use when crossing under in the corner due to Sdive
Throw > 2K > Desperation > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive - - - - - - - - - - 291 291 285 - - 315 321 Start at +64 RISC, costs 50%
Throw > 2K > Desperation > j.H > Pdive > dash j.H > FFVCL > c.S > sj.S > sj.H > Kdive - - - - - - - - - - - - - 291 - 315 - Start at +64 RISC, costs 50%
Throw > 2K > Desperation > 5H > j.H > Sdive > c.S > sj.S > sj.H > Kdive - - - - - - - - - - - - - - 283 300 - Start at +64 RISC, costs 50%


2S Starter (whiff punish) (Corner)

The Combo PO BE SL FA SO EL LE KY VE SI AX IN MA RA ZA MI CH Meter Gain/Spent Combo Notes
2S > HCL > RC > dash FFVCL > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive 178 - - - - - - - - - - - - - - - - Meter Gain/Spent Combo Notes
2S > HCL > RC > dash j.D > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > HCL 185 - - - - - - - - - - - - - - - - Meter Gain/Spent Combo Notes
2S > RC > dash j.H > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Pdive > dash j.H > FFVCL > 2S > HCL 156 - - - - - - - - - - - - - - - - Meter Gain/Spent Use Vs crouching or near max range
2S > RC > dash j.H > 6P > 5H > SJIAD j.K > j.S > FFVCL > j.S > j.H > Pdive > dash j.H > FFVCL > 2S > HCL - - - - 174 - - - - - - - - - - - - Meter Gain/Spent Use Vs crouching or near max range
2S > RC > dash j.H > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Pdive > dash j.H > Pdive 147 - - - 163 - - - - - - - - - - - - Meter Gain/Spent Use Vs crouching or near max range



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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc