GGXRD/May/Combos

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< GGXRD‎ | May
Revision as of 06:06, 28 August 2015 by Shtkn (talk | contribs)
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.


Midscreen Combos

(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

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

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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc