GGXRD/Millia Rage/Combos

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Combo Notation Guide
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 2.pngInputIcon 3.pngInputIcon 6.pngD becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
| = indicates landing mid-combo
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
IAD = instant air dash; in combos this is a jump cancel followed by an immediate air dash (inputted as 956)
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Midscreen[edit]

Vs Grounded Opponent

  • 5P/5K/2K > c.S/f.S > 5H > 2D
  • c.S > 2H > jc > j.S > j.D > IAD > j.S > j.H (BnB)
  • 5D > Homing jc > j.D > j.D > IAD > j.S > j.H
  • Rising j.214S > Low Airdash > j.K > j.S > c.S > 2H > jc > j.S > j.D > IAD > j.S > j.H
  • Throw > 5k > jc > j.K > IAD > j.K > j.P > j.H (Elphelt, Axl, Sol, Faust, Potemkin, Slayer, Millia)
  • Vs Airborne Opponent

  • 5P/5K > jc > j.K > j.D > IAD > j.S > j.H
  • 6P > 2H > jc > j.D > IAD > j.S > j.H
  • 236H Oki

  • 2K/IAD crossup > {236H Hits} > Dash > 5K > jc > j.K > j.S > j.D > IAD > j.P > j.H
  • 2369P > {236H Hits} |> Dash > jc > j.K > j.S > j.D > IAD > j.S > j.H
  • 50% Tension

  • 2S/f.S > 5H > RC > Dash > c.S > 2H > jc > j.S > j.D > IAD > j.S > j.H
  • Corner[edit]

    Vs Grounded Opponent

  • 5D > Homing Dash > 6H > 236H , 5H > 214K > c.S > 2H > jc > j.D > IAD > j.S > j.H
  • 6K/2S > 236S , 5K > jc > j.K > j.S > j.D > IAD > j.P > j.H
  • 236H Oki

  • 214P/2369P/2D/6K > {236H Hits} > 2H/6H(1) > jc > j.S > j.D > IAD > j.S > j.H
  • 50% Tension

  • 2S/f.S > 5H > 236236S > 2H > jc > j.S > j.D > IAD > j.S > j.H



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

    HUDControlsFrame DataSystem Data


    Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc