GGReload/Slayer/Combos

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Combo Notation Guide Character Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+GGD.png becomes 236D.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
= After landing.
j = Jump
sj = Super Jump
IAD = Instant Air Dash
CH = Counter Hit
(JC) = Jump Cancel
(SJC) = Super Jump Cancel
(JI) = Jump Install
(RC) = Roman Cancel
(FRC) = Force Roman Cancel
[ ] = Hold input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.
AN = Anji
AX = Axl
BA = Baiken
BR = Bridget
CH = Chipp
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam
JO = Johnny
JU = Justice
KL = Kliff
KY = Ky
MA = May
MI = Millia
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol
VE = Venom
ZA = Zappa


Combo List

Basic Combos

Combo Position Works on: Difficulty Notes
[5P] or [2P] > 5K > 2D Midscreen Everyone [1] very easy Basic combo into knockdown
5K > 2D Midscreen Everyone [1] very easy Knockdown confirmed from a poke
c.S > f.S, c.S > 2D Midscreen Everyone [3] medium f.S, c.S is a 1f link
[5P > 5K/5K/2K/c.S > f.S] xx 236K Midscreen Everyone [1] very easy Basic poke into Mappa Punch
(...) xx 236K (RC) 6H xx 214P -> P Midscreen Everyone [2] easy Spend 50 Tension for a good chunk of damage and corner carry from a poke
5H xx 214P -> K, 9j.P > j.S > j.K (JC) j.P > j.K > j.D Midscreen Everyone [2] easy Confirm into Crosswise Heel from Dandy Step
5H xx 214P -> P (RC) 6H xx 214P -> P Corner Everyone [2] easy Well over 200 damage for 50 Tension

Advanced Combos

Combo Position Works on: Difficulty Notes
5H xx 214P -> K, 9j.K > j.P > j.K > j.D xx 214214S ▷ 9j.K > j.P > j.K (JC) j.S > j.K > j.D Midscreen Everyone [3] medium More damaging Crosswise Heel combo at the cost of meter
5H xx [63214H]xN Midscreen Everyone [4] hard Un-prorated starter into Biteloop (Bite has 75% Prorate)
c.S > f.S, c.S > f.S xx 632146S Midscreen Everyone [3] medium ~180 damage for 50 Tension
5H xx 63214H, 5H xx 632146S Midscreen Everyone [2] easy Another confirm into Dead on Time
5H xx 214P -> P (RC) 5H xx 236236H, 6H xx 214P -> P Corner Everyone [2] easy Spend all your resources to break past 300 damage
2D (RC) c.S > f.S (JC) j.K > j.P > j.K (JC) j.S > j.K > j.D Midscreen Everyone [2] easy Burn some Tension to either get in safely or convert into a combo

Anti-Air Combos

Combo Position Works on: Difficulty Notes
CH 5P > 6H xx 214P -> P Midscreen Everyone [2] easy Catch the opponent jumping out of your pressure
2S (JC) j.K > j.P > j.K (JC) j.S > j.K > j.D Corner Everyone [2] easy Against more vertical approaches
6P (FRC) c.S (JC) j.S > j.K > j.D Corner Everyone [2] easy Take advantage of 6P's massive upper body invincibility

Dust Combos

Combo Position Works on: Difficulty Notes
5D /\ 9H ▷ 6H xx 214P -> K, 9j.K > j.P > j.K (JC) j.S > j.K > j.D Midscreen Everyone [2] easy Impossible Dust combo
5D /\ j.214214S ▷ 6H xx 214P -> P (RC) 6H xx 214P -> P Corner Everyone [3] medium Burn all your resources for an almost guaranteed stun and huge damage from an overhead

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