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Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG2.pngGG3.pngGG6.pngD 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.


5S > 2D

2K > 2D

c.S > 2S > 2D

c.S > 2S > 5H > 2D

(j.H >) c.S > 2S >6K > Giganter EX > Giganter Blid EX

Potemkin Buster > RC > c.S > 5S> Heavenly Potemkin Buster/Heat Knuckle


Potemkin Buster > c.S > 5S > Heavenly Potemkin Buster/Heat Knuckle

Potemkin Buster > RC > 6H > Heat Knuckle

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

HUDControlsFrame DataSystem Data

Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc