GGXRD-R2/May/Starter

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< GGXRD-R2‎ | May


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Key Moves
Key Moves

Normals:

5K - Main ground poke.

2D - Another ground poke. Low and knocks down.

5H - Great counterpoke. A wall.

jS - Go-to jump in, all purpose air button.

2H - Main anti-air.


Specials:

214P - Ball summon. P Ball is preferred over K Ball.

41236X - Dolphin summon. There are 4 different ones. Replace P,K,S,H for X.

[4]6X - Dolphin charge. Replace S,H for X.
Combos
Combos
Starting combos
Spending Meter
Spending Meter
What to do after a knockdown
What to do after a knockdown