GGXRD/May/Combos

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Combo Notation Guide
7 7.gif 8 8.gif 9 9.gif
4 4.gif 5 5.gif 6 6.gif
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Numbers represent direction on a keyboard numpad. For example 2.gif3.gif6.gifD 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.


Midscreen Combos[edit]

(combo damage values based on Sol, unless otherwise indicated)

2P > 2K > 2D > 41236K Oki (Damage: 39) or [4]6HS (video example)

  • End the combo in 41236X for Oki
  • End the combo in [4]6HS for more damage and corner carry
  • 2D > [4]6H fails on these characters as of 1.0: Ky, Leo, and Venom. Use [4]6S instead on those characters

5K > 2D > [4]6S > RC > air dash j.K > j.HS > land > dash j.K > j.HS > j.D > djc > j.HS > j.D > j.41236HS (Damage: 176) (video example)

5K > 2D > [4]6S > RC > air dash jH > jS > jH > jD > dj.H > dj.D > Ensenga (Damage: 178)

  • Alternate version of the above combo

2K > 2D > [4]6S (Damage: 57)

  • Basic combo to [4]6S that sets up a safe jump attempt
  • To safe jump moves like Vapor Thrust, Volcanic Viper, and Ramlethal's Explode, do dash jump S after recovering from the dolphin

2S > [4]6S > RC > 5D > 8 > j.HS > j.HS > j.HS > j.D > djc j.S > j.HS > j.D > j.41236HS (Damage: 186) (video example)

  • Max-range confirm from 2S > [4]6S.
  • Requires 50% tension

anti-air 2H > [2]8H (Damage: 80)

  • Basic normal-hit anti-air 2H combo

anti-air 2H > [2]8H > 2H > [2]8H (Damage: 144)

  • Basic two-rep dolphin loop from anti-air 2H (normal hit)
  • Requires the opponent to be directly above May's head

anti-air counter 2H > 2D (whiff) > c.S > jS > jH > jD > jH > jD > Ensenga (Damage: 199)

  • Basic anti-air combo from 2H counter

running cS > 5H > 2D > [4]6H (Damage: 131)

  • Basic punish on whiffed or blocked DPs such as Volcanic Viper or Vapor Thrust
  • May need to omit 5H if run momentum is minimal
  • On Ky, Leo, and Venom, use [4]6S instead of [4]6H

OHK (632146HS) > dash 5S > jc j.S > j.HS > j.D > djc j.HS > j.D > j.41236HS (Damage: 151) (video example)

  • Basic OHK BnB. Mostly universal, if you need emergency height management, you can omit the dj.H and just do dj.D to make sure you get both hits of Ensenga
  • Doubles as a 4f punish if opponent is -4 or more on block and close enough to hit with OHK

(With 41236S oki) 6K > (Release S and 41236S hits) > 5P > 2K > 2D (Damage: 67) (video example)

  • Basic link from 6K with Applause dolphin.
  • With more delay on the dolphin release, you can link bigger normals, but 2P or 5P to knockdown should be automatic in tournament pressure.

Corner Combos[edit]

c.S > 6HS > [4]6HS > jump air dash j.P > j.K > j.HS > 6HS (Damage: 170)

  • Character specific; c.S > 6H does not work universally

2D > [4]6H > IAD jP > jH > jD > Ensenga (Damage: 149)

  • 2D > wallstick combo that works on Sol (tested on: SO)

5D > 6 > 6P > c.S > 5H > dash 6P > cS > 2H > [2]8H (Damage: 154)

  • Basic meterless 5D corner combo (tested on: SO)

5D > 6 > 6[HS] (Max Charge) > [2]8HS > jump air dash j.P > j.K > j.HS > 6HS > 63214S~P (Damage: 186)

OHK > dash c.S > 2HS > [2]8HS > c.S > jc j.D > dj j.S > j.HS > j.41236HS

  • OHK combo that puts the opponent back in the corner

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