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! Combo Notation Guide | ! Combo Notation Guide !! Character Name Abbreviations | ||
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:''',''' = Link the previous move into the following move. | :''',''' = Link the previous move into the following move. | ||
:'''->''' = Cancel the previous special into a follow-up special. | :'''->''' = Cancel the previous special into a follow-up special. | ||
:''' | :'''▷''' = After landing. | ||
:'''j''' = [[GGXRD-R2/Movement#Air Movement|Jump]] | :'''j''' = [[GGXRD-R2/Movement#Air Movement|Jump]] | ||
:''' | :'''sj''' = [[GGXRD-R2/Movement#Air Movement|Super Jump]] | ||
:'''IAD''' = [[GGXRD-R2/Movement#Air Movement|Instant Air Dash]] | :'''IAD''' = [[GGXRD-R2/Movement#Air Movement|Instant Air Dash]] | ||
:'''CH''' = [[GGXRD-R2/Attack Attributes#Hit Effects|Counter Hit]] | :'''CH''' = [[GGXRD-R2/Attack Attributes#Hit Effects|Counter Hit]] | ||
:'''MC''' = [[GGXRD-R2/Attack Attributes#Hit Effects|Mortal Counter]] | :'''MC''' = [[GGXRD-R2/Attack Attributes#Hit Effects|Mortal Counter]] | ||
:''' | :'''JC''' = [[GGXRD-R2/Movement#Cancels|Jump Cancel]] | ||
:''' | :'''DJC''' = [[GGXRD-R2/Movement#Cancels|Double Jump Cancel]] | ||
:''' | :'''SJC''' = [[GGXRD-R2/Movement#Cancels|Super Jump Cancel]] | ||
:''' | :'''JI''' = [[GGXRD-R2/Movement#Jump Install|Jump Install]] | ||
:''' | :'''RRC''' = [[GGXRD-R2/Movement#Roman Cancel|Red Roman Cancel]] | ||
:''' | :'''YRC''' = [[GGXRD-R2/Movement#Roman Cancel|Yellow Roman Cancel]] | ||
:'''PRC''' = [[GGXRD-R2/Movement#Roman Cancel|Purple Roman Cancel]] | |||
:'''[ ]''' = Hold input. | :'''[ ]''' = Hold input. | ||
:'''] [''' = Release input. | |||
:'''(X)''' = X is optional. | :'''(X)''' = X is optional. | ||
:'''(N)''' = Attack must deal N amount of hits. | :'''(N)''' = Attack must deal N amount of hits. | ||
:'''[???] xN''' = Repeat ??? N amount of times. | :'''[???]xN''' = Repeat ??? N amount of times. | ||
:'''[X] or [Y]''' = Perform series of actions X or Y. | :'''[X]or[Y]''' = Perform series of actions X or Y. | ||
: | | | ||
:AN = [[GGXRD-R2/Answer | Answer]] | |||
:AX = [[GGXRD-R2/Axl_Low | Axl]] | |||
:BA = [[GGXRD-R2/Baiken | Baiken]] | |||
:BE = [[GGXRD-R2/Bedman | Bedman]] | |||
:CH = [[GGXRD-R2/Chipp_Zanuff | Chipp]] | |||
:DI = [[GGXRD-R2/Dizzy | Dizzy]] | |||
:EL = [[GGXRD-R2/Elphelt_Valentine | Elphelt]] | |||
:FA = [[GGXRD-R2/Faust | Faust]] | |||
:IN = [[GGXRD-R2/I-No | I-No]] | |||
:JA = [[GGXRD-R2/Jam_Kuradoberi | Jam]] | |||
:JC = [[GGXRD-R2/Jack-O%27 | Jack-O]] | |||
:JO = [[GGXRD-R2/Johnny | Johnny]] | |||
:KU = [[GGXRD-R2/Kum_Haehyun | Haehyun]] | |||
:KY = [[GGXRD-R2/Ky_Kiske | Ky]] | |||
:LE = [[GGXRD-R2/Leo_Whitefang | Leo]] | |||
:MA = [[GGXRD-R2/May | May]] | |||
:MI = [[GGXRD-R2/Millia_Rage | Millia]] | |||
:PO = [[GGXRD-R2/Potemkin | Potemkin]] | |||
:RA = [[GGXRD-R2/Ramlethal_Valentine | Ramlethal]] | |||
:RV = [[GGXRD-R2/Raven | Raven]] | |||
:SI = [[GGXRD-R2/Sin_Kiske | Sin]] | |||
:SL = [[GGXRD-R2/Slayer | Slayer]] | |||
:SO = [[GGXRD-R2/Sol_Badguy | Sol]] | |||
:VE = [[GGXRD-R2/Venom | Venom]] | |||
:ZT = [[GGXRD-R2/Zato-1 | Zato]] | |||
|} | |} | ||
<br clear=all/> | <br clear=all/> | ||
== Character Specific Notation == | |||
==Combo List== | ==Combo List== | ||
*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. | *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. | *Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated. | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|+ ~1hs starter | |+ ~1hs starter |
Revision as of 20:05, 15 April 2019
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Character Specific Notation
Combo List
- 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.
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
0 | c.S>5H(2)>1H>task C | 153 | Everybody | Easy mode | |||
1 | cS>5H(2)>1H>(HJC)jP>jK>jS>air task C,jK>6jK>jS,task C | 186 | No delay: Sol, Faust, Axl, Slayer, Ramlethal, Sin, Leo, Johnny, Haehyun, Raven, Baiken
Delay hj slightly: Ky, Zato, Chipp, Venom, Answer Delay hj and jS: Bedman |
jP>jP>jS will also work on any of those that don't need the delay besides Johnny and Raven. | |||
2 | cS>5H(2)>1H>(HJC)jS>jP>jS>air task C,jK>6jK>jS,task C | 194 | No delay: Sol, Faust, Axl, Slayer, Sin, Leo, Haehyun, Raven
Delay hj slightly: Zato, Chipp |
||||
3a (corner carry ender) | cS>5H(2)>1H>(HJC)jK>3jS,task C,cS>(JC)jK>6jK>jS,task C | 205 | Ky, Zato, Chipp, Faust, Venom, Sin, Leo, Raven, Sol | On Potemkin, hjJK>3JS>5HS>task C will work.
For Ky and Faust, hjS>3jS will increase the damage, but you will need to hit Ky with cS lower and Faust can tech out. | |||
3b (stable ender) | cS>5H(2)>1H>(HJC)jK>3jS,task C,(2P>)cS>task C | 200 | Ky, Zato, Chipp, Faust, Venom, Sin, Leo, Johnny, Raven | The 2P is necessary for Johnny.
On Potemkin, hjK>3jS>5H>task C will work. For Ky and Faust, hjJS>3JS will increase the damage (207), but you will need to hit Ky with cS lower. | |||
4 | cS>5H(2)>1H>(HJC)jP>jP>jS>air task C,jK>6jK>jS,task C | 183 | Millia, I-No, Jack-o, Dizzy
slightly delay jS: Jam |
Will also work on those mentioned in the "No delay" group in combo 1 except Johnny and Raven.
jP>jK>jS does more damage, so try to save this combo for light weight (female) characters except for Ramlethal. | |||
5 | cS>5H(2)>1H>(HJC)3 delay jP,task C,2P>cS>task C | 188 | May, Elphelt | ||||
6 | cS>5H(2)>1H>9(JC)jS>3jS,task C,2P>cS>236H | Potemkin |
Combo Theory
5H combos into 2H on standing.
f.S/2S combo into 2H on crouching.
Video Examples
1H combos: https://www.youtube.com/watch?v=KgxFG1Tfmw4 (http://siuxrd.blog.fc2.com/blog-entry-2.html)
2H combos: https://twitter.com/bukimiboll/status/770381510276812800