GGXRD-R2/Elphelt Valentine/Combos

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 Elphelt Valentine



Combo Notation GuideCharacter 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+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
SG.X = Shotgun Stance button
Charged = Powered Up shotgun stance
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1


Basic Combo Primer for Beginners by hardly

[1] - This combo doc covers and features video demonstrations for
-Basic hit confirms
-Counter hit confirms
-Key anti air confirms
-Metered bread and butter combos
-2D pickups
-Shotgun loops
-Combos to instant kill

The doc may be updated if new info surfaces, but all combos listed are relevant to the game's current and likely final version.

Combo List

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Basic HitconfirmBasic hitconfirm on standing opponents at a close range.
Very Easy


5K > (c.S) > f.S > 5H > 214K
Hitconfirm into knockdown on standing opponents. Works anywhere on the screen, as long as the opponent is relatively close to you. c.S is dependent on range.

Midrange HitconfirmHitconfirm on standing opponents at a slightly farther range.
Very Easy


5K > (c.S) > f.S > 5Hx5
Useful at a range where c.S doesn't come out. 214K may not combo at all characters at this range, so you can substitute it for 5Hx5.

Crouching HitconfirmHitconfirm on crouching opponents.
Very Easy


5K > (c.S) > f.S > 2H > 2D > 214K
Basic and reliable hitconfirm on crouching opponents.

Basic Anti-Air ComboSimple anti-air confirm into knockdown.
Very Easy


c.S > j.S > j.P > j.S > Double Jump j.S > j.P > j.S > j.H > dl. > j.D > 236P
Easy anti-air confirm into knockdown and grenade oki.

Core BnB Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

The Elphelt BNB

"The BnB"High damage 50 meter confirm.
Tricky


c.S > f.S > 2D > 214K > RRC > 2H > 236P > c.S > jS > dj.KS delay j.H > delay j.4P (toss) > 6H > 236H > SG-S > 236H > c.S > j.KSHD > j.236P (setup)
High damage, 50 tension BnB. Keep in mind how many hits there are in your combo before you start,as hitstun decay might interfere if there are too many. Watch this video by Saybell for an in depth explanation to save you some confusion.

Shotgun Loops

Shotgun loops are an extremely important part of maximizing your damage. While in shotgun stance, if you stand still for a few frames, Elphelt will flash and sight the shotgun. Pressing SG-H while charged will fire a much more powerful version that will do about 9% of guts-ignoring chip damage(!) to your opponent and shred a lot of their tension if they used faultless defense. It’s also +5 on block, so it can be used for pressuring and frametraps.

If you use charged SG-H in the corner at a close enough range, it will wallstick your opponent. You can then follow up with more sg-h’s and combo into a knockdown. You can combo into shotgun loops from roman cancels or counter hit heavy normals near the corner. Walking forward between shots will also give you a bit more damage by increasing the number of loops you can perform. You could also get shotgun loops from SG-D, your command grab. Some examples would be:

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Standard Shotgun LoopBig damage for 50 meter in the corner.
Medium


c.S > f.S > 2D > 214K > RRC > Dash 236H > Wait for Charge > 4x Charged SG-H > Dash Jump > j.SPSHD > 236P
50 meter conversion for if you'd rather finish off your opponent with big damage instead of going for an unblockable near the corner.


Command Grab Shotgun LoopVery high damage command grab combo.
Medium


SG-D > 236P > Wait for Charge > SG-S > 2X Charged SG-H > SG-S > Toss > Wait for Charge > SG-S > 2X Charged SG-H > SG-S > 236P > SG-H > SG-P > SG-H
Corner shotgun loops from a command grab starter.

Combo Tables

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
5K starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
5K > (c.S) > f.S > 5H > 214K Very Easy Basic hitconfirm in close range
5K > (c.S) > f.S > 5H*5 Very Easy
Very Easy
c.S/f.S (Crouching/CH) starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S/f.S > 2H (2) > 2D > 214K Very Easy
c.S/f.S > 5H*5 Very Easy Also works from 2S starter
f.S > 5H > 632146H > dash > j.SPSHD Easy Metered 50 meter conversion from far poke. Better meter economy than BNB
c.S/f.S > 5H (1) > 214K Very Easy Also works from 2S starter, gives better oki than 5H
CH f.S > iad > j.KS delay H > c.S > 2D > 214K Any Medium Single hit standing confirm, doesn't work from close f.S, works on crouching KU, PO, BE
CH f.S > iad > j.KSD > c.S > j.SPSHD > j.236P (setup) Corner Medium Stand only IAD confirm in corner. Microdashing before c.S helps combo stability
CH c.S > 5D6 > 6H > c.S > 236H > SG-HHH > 2H > 236P > c.S> 7j.H > delay j.4P (setup) Near Corner Medium Strong corner CH punish when you can't get 6H
CH c.S > 5D6 > 236H > wait for charge > SG-HH > SG-S > 214K > SG-HHH > SG-S > 236P > SG-HPH Near Corner Very Hard Highly optimized version of above combo, different oki
6H CH starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
CH 6H > 236H > SG-S > 236H > c.S > j.S > dj.KSHD > j.236P (setup) Midscreen Easy
CH 6H > 236H > wait for charge > SG-S > 214K > SG-HHHH > SG-S > 236P > SG-HPH Corner Medium Do 3 shots on DI, AN, EL, RA for stability
6H (CH) > 236P iad > j.S > j.D > j.4P (toss) > 6H > 214K > 2D > 236H > wait for charge > SG-S > 214K > SG-HH > SG-S > 236P > SG-H > SG-P > SG-H > Round Start Hard
6H (CH) > 236P > 66 5K > c.S > j.KS delay j.H > delay j.4P (toss) > 6H > 236H > SG-S > 236H > c.S > j.KSHD > j.236P Midscreen Hard
6H (CH) > 236P > 66 c.S > j.S > dj.KS delay j.H > delay j.4P (toss) > 6H > 236H > SG-S > 236H > c.S > j.KSHD > j.236P (setup) Midscreen Hard Must be close or 6H Air CH
6H (CH) > 236P > 66 > c.S > j.S > dj.KS delay j.H > delay j.4P (Toss) > 6H > 236H > walk forward > wait for charge > SG-S > 236P > SG-H > 7j.D > delay j.4P (setup) Corner Hard Must be close or 6H Air CH
AA c.S starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S (AA) > j.S > dj.KSHD > j.236P (setup) Maximum midscreen damage
c.S (AA) > j.SPS > j.KSHD > j.236P (setup) Use if c.S hits farther away
CH c.S (AA) > delay 2H > 236P > c.S > j.S > dj.KS delay j.H > delay j.4P (toss) > 6H > 236H > SG-S > 236H > c.S > j.KSHD > j.236P (setup) Midscreen Hard CH c.S confirms into 2H or directly into pineberry
CH c.S (AA) > delay 2H > 236P > c.S > jc. j.S > djc. j.K > j.S > delay j.H > delay j.4P (Toss) > 6H > 236H > walk forward > wait for charge > SG-S > 236P > SG-H > 7j.D > delay j.4P (setup) Close to Corner Hard Corner variant of above
214K/5H*5 RRC starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
214K/5H*5 > RRC > dash > 2H > 236P > c.S > j.S > dj.KS delay j.H > delay j.4P (toss) > 6H > 236H > SG-S > 236H > c.S > j.KSHD > j.236P (setup) Midscreen Medium
c.S > f.S > 2D > 214K > RRC > 2H > 236P > c.S > j.S > dj.KS delay j.H > delay j.4P (toss) > 6H > 236H > walk back > wait for charge > SG-S > 236P > sourspot SG-H Corner Hard Gives slightly cooked grenade oki, allows for unblockables
c.S > f.S > 2D > 214K > RRC > 2H > 236P > c.S > j.S > dj.KS delay j.H > delay j.4P (toss) > 6H > 236H > walk forward > wait for charge > SG-S > 236P > SG-H > 7j.D > delay j.4P (setup) Corner Had 7j.D oki allows for high/low or fake unblockable
Uncooked 236P oki combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
Throw > Pineberry explosion > 6H > 214K > microdash > c.S > j.S > dj.KSHD > j.236P (setup) Corner Easy Timing to set up is finnicky and has to be from a quick tickthrow (2P/2K into throw) but makes throws hugely rewarding and thus is extremely worthwhile to learn
6P/2D > 236H > SG-H > Pineberry explosion > SG-S > 214K > SG-H > microdash > c.S > j.SPSHD > j.236P (setup) Corner Easy Microdash is for stability and can be omitted. RA, EL and DI give f.S instead of c.S, do j.KSHD on AN, DI, EL, RA
6P/2D > 236H > SG-H > Pineberry explosion > SG-S > 214K > wait for charge > SG-HHH > 2H > 236P > c.S > 7j.H > delay j.4P (setup) Corner Lightweights Very Hard Lightweight only route, do 2 shots on DI, EL, RA

Combo Theory

Combo theory document by Saybell

Video Examples

Damage Optimization

Number of Charged SG.H when routing into SG.S > Pull > [Charged SG.H]x3 > 6H/5H > Toss > 6H

  • This assumes we are close to the corner.
  • Standard ender used is 6H > 236P, unless specified the contrary.
  • To reduce opponent height, after pulling berry (SG.S > 236P) we can delay the next SG.H, this is specially relevant against lightweights, where they might be too high to combo normally, or we might have raised them through hits.
  • As per the moment combos mainly only been tested on  SO, unless specified the contrary.
  • Dash micro optimization (66 6H/5H > 2Toss) is very important for consistency. We as well can perform a dash optimization with the ender 6H (66 6H).

When to use 6H or 5H before 2Toss ?

  • 6H generally speaking deals more damage than 5H, usually with a damage variation of 10 +/-. On lightweights 5H can result on a damage increase of 1-3.
  • 6H results in substantially more pushback than 5H, which results on berry hitting on later frames, this is as well accentuated when the opponent is located at lower heights, as if they were located in a higher position, berry might have time to hit the opponent before they touch the ground. This pushback can be compensated with the micro-dash optimization (66 6H 2Toss), yet can still be inconsistent depending on the opponent height/hurtbox.
  • 6H pushes the opponent down, which on situations where the opponent is too close to the ground might make the combo drop, but on situations where the opponent is too high it might be helpful.
  • 5H results in less pushback than 6H is more consistent, while still allowing for dash micro optimization for extra consistency (66 5H > 2Toss).
  • With 6H pushback, on lightweights and  VE due to smaller hurtbox berry can be harder to hit, therefore it's recommended to use 5H.
  • When using 6H on heavyweights, even if their hurtbox is bigger, it can still be hard to hit the berry before they touch the ground, as generally speaking will have a height closer to the ground compared to other wieghtclasses, therefore it's recommended to use 5H for consistency.
  • Both 5H and 6H allows for dash micro optimization (66 6H/5H > 2Toss).
Setup before Charged SG.H Damage ( SO unless specified otherwise) n. Charged SG.H Notes Video
CH 6H 242 3 Video
CH 6H > SG.S 232 (*242) 2 (*3) This route deals less damage than when using the route CH 6H > SG.S > 214K, therefore it's recommended to use that one instead of this one. When the wall spacing is a bit sus. After the 6H we can do a small walkforward to gain a little bit more of wall proximity, it can also act as a framekill since we are waiting for the opponent to fall a bit lower, otherwise SG.S might go under the opponent. Technically 3 Charged SG.H can be done but requires us to be close to the wall since stun scaling goes tied to time in the combo. On the scenarios where we want to do this route we can do 2 Charged SG.H, on the scenarios where we can do 3 Charged SG.H we would be using the route without the SG.S Video
CH 6H > SG.S > 214K 243 2 When the wall spacing is substantial. Does 1 point more of damage than the base CH 6H route, for consistency/standardization/simplification this route can be used as a default, tho it generates a lil' bit more of Burst gauge, meanwhile it's negligible can be taken into account, specially when it only differs by 1 of damage. Video
Antiair CH c.S 265 3 Video
Antiair CH c.S > SG.S 262 3 Video
Antiair CH c.S > SG.S > 214K 264 2 Substantially more range than the previous route with 2 extra damage. Recommended this over only performing the SG.S. Video
CH 2H 236 3 Video
CH 2H > Charged SG.H > SG.S 218 0 No shotgun loops. Video
CH 2H > Charged SG.H > SG.S 225 1 Substantially harded than the previous and next routes due to multiple tight links in a row Video
CH 2H > Charged SG.H > SG.S > 214K 234 1 Video
j.D YRC (Wall point blank) 277 4 Requires being next to the wall as there isn't much room for walking up. Video
j.D YRC (lowest height possible) 277 4 When done at the lowest height possible, allows for a little bit of 66 input before pulling shotgun for extra closeness to the opponent/wall. Video
j.D YRC > 2H 258 3 Video
2D > 214K RC 243 3 Video
6P > 214K RC 181 3 Video
2D (Cooked berry setup) 273 3 Video
6P (Cooked berry setup) 210 3 Video
j.H (Cooked berry setup) 271 3 Video
5D 172 3 Video
CH c.S > 5D 205 2 Characters that require dash momentum (66) when did the CH c.S point blank:  SO,  RA,  JO,  MI,  SL,  AX,  VE Video
Raw Charged SG.H 277 *4 (3+starter) Video
Raw CH Charged SG.H 277 *4 (3+starter) Exact same combo as above. Due to the CH we have a substantial time to confirm the hit and proceed accordingly. During that time we can also get closer to the opponent to reduce the need of microwalks during the first set of Charged SG.H Video
SG.S 229 4 3 is far more stable than 4. Video
Raw CH SG.H (uncharged) 247 3 Requires to be next to the wall. Video
Raw CH SG.H (uncharged) > 2H (vs  BA) 246 ( BA) 2 2 hits feel very inconsistent, therefore better do 1 if anything. 2H Pickup doesn't work on all lightweights. Works on:  BA,  MA,  IN,  EL,  JC,  JA,  DI Video
Antiair CH SG.S 229 4 Video
Antiair CH SG.S > 214K 232 3 This route doesn't require microwalks if we are close enough to the wall, and deals a bit more of damage than the route from above, therefore better use this route. Video
SG.D --- ---- Midweights (and up) are **too heavy**. ---
SG.D (Lightweights) (vs  MI) 200 2 This route doesn't require microwalks, and deals a bit more of damage than the route from above, therefore better use this route. Due to the slim body of  MI, doing 6H > 2Toss can be inconsistent, therefore it's recommended to do 66 5H > 2Toss. Video
SG.D + Berry setup cooked berry 180 2 (*3) 3 Charged SG.H can be done if we delay the SG.D so the whole combo duration is slightly reduced, nevertheless it's quite inconsistend therefore it's recommended to go for the 2 Charged SG.H instead of 3. Video
SG.D + Berry setup uncooked berry 170 1 (*2) 2 Charged SG.H can be done, yet it's too inconsistent. Video
SG.D + wt.Berry on hand uncooked berry 156 1 Requires a bit of time between pulling berry and using SG.D Video
SG.D + wt.Berry on hand cooked berry 178 3 Lvl 4 Toss. Video
Raw Berry 272 3 Video
Raw Berry > SG.S 268 3 Video
Raw Berry > SG.S > 214K 272 2 Video

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