GGML/Ky/Combos

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< GGML‎ | Ky
Revision as of 15:54, 13 September 2021 by Browearekissing (talk | contribs) (added Ky's combo page + combo scaling)
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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+D becomes 236D.
> = 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
CC = Charge Cancel
AX =  Axl Low
BA =  Baiken
BH =  Dr Baldhead
CH =  Chipp Zanuff
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
PO =  Potemkin
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Combo Scaling

Hit Number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Damage 1x 0.87x 0.81x 0.75x 0.62x 0.50x 0.43x 0.37x 0.31x 0.28x 0.28x 0.25x 0.25x 0.18x 0.18x 0.15x

Combo Routes