GGReload/Testament/Combos

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  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
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
[2P] or [2K]>2S>2D xx 236P OTG Midscreen Everyone [1] very easy When the opponent has no curse
[2P] or [2K]>c.S>5H xx 214P Midscreen Everyone [1] very easy
[2P] or [2K]>2S>2D xx 214P Midscreen Lightweights [1] very easy Exclusive to lights but isn't restricted by c.S's range
(ground starter)>5H xx 214P RC 2P>5H xx 214P, c.S (JC) jK>jS (JC) jK>jD xx j.214P Corner Everyone [2] easy
(ground starter)>2D xx 214P, 2P>5H xx 214P, c.S (JC) jK>jS (JC) jK>jD xx j.214P Corner Lightweights [2] easy Same as above but doesn't require tension on lights

Video Examples

Nightmare ver. A by Shonen

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id=https://youtu.be/Sn1Rmg9s4FQ

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Nightmare ver. B by Shonen

{{#evt: service=youtube

id=https://youtu.be/n86uAijyf4U

}}

Father Time by unknown author

{{#evt: service=youtube

id=https://youtu.be/UpsYj6WnLg0

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