GGXRD-R2/Bedman/Combos: Difference between revisions

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| {{clr|3|c.S}} > {{clr|4|5H}}(2) > {{clr|4|1H}} > SJC 3 delay {{clr|1|j.P}}, Task C, {{clr|1|2P}} > {{clr|3|c.S}} > Task C || Midscreen || 188 ||  || '''May''', '''Elphelt'''  
| {{clr|3|c.S}} > {{clr|4|5H}}(2) > {{clr|4|1H}} > SJC 3 delay {{clr|1|j.P}}, Task C, {{clr|1|2P}} > {{clr|3|c.S}} > Task C || Midscreen || 188 ||  || '''May''', '''Elphelt'''  
|| [4] {{clr|4|Hard}} || This combo is notoriously difficult. It's reccommended to just do 1h task c
|| [4] {{clr|4|Hard}} || This combo is notoriously difficult. It's recommended to just do {{clr|4|1H}} > Task C
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Revision as of 09:12, 6 August 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Forums   Videos    
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
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

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.
  • If a character name is written in bold near a combo in the "Works on" section, then that specific combo does the most damage to that character.

1H starter

# Combo Position Damage Tension Gain Works on: Difficulty Notes
0 c.S > 5H(2) > 1H > Task C Midscreen 153 Everybody [1] Very Easy
1 c.S > 5H(2) > 1H > SJC j.P > j.K > j.S > air Task C, j.K > 6j.K > j.S, Task C Midscreen 186 No delay: Sol, Faust, Axl, Slayer, Ramlethal, Sin, Leo, Johnny, Haehyun, Raven, Baiken

Delay SJC slightly: Ky, Zato, Chipp, Venom, Answer

Delay SJC and j.S: Bedman

[2] Easy

j.P>j.P>j.S will also work on any of those that don't need the delay besides Johnny and Raven.

2 c.S > 5H(2) > 1H > SJC j.S > j.P > j.S > air Task C, j.K > 6j.K > j.S, Task C Midscreen 194 No delay: Sol, Faust, Axl, Slayer, Sin, Leo, Haehyun, Raven, Answer

Delay SJC slightly: Zato, Chipp

[2] Easy
3a c.S > 5H(2) > 1H > SJC j.K > 3j.S, Task C, c.S > JC j.K > 6j.K > j.S, Task C Midscreen 205 Sol, Ky, Zato, Chipp, Faust, Venom, Sin, Leo, Raven [3] Medium

Corner carry ender.

On Potemkin, (JC)j.K>3j.S>5H>Task C will work.

For Ky and Faust, (JC)j.S>3j.S will increase the damage, but you will need to hit Ky with c.S lower and Faust can tech out.

3b c.S > 5H(2) > 1H > SJC j.K > 3j.S, Task C, (2P>) c.S > Task C Midscreen 200 Ky, Zato, Chipp, Faust, Venom, Sin, Leo, Johnny, Raven [3] Medium

Stable ender.

The 2P is necessary for Johnny.

On Potemkin, (JC)j.K>3j.S>5H>Task C will work.

For Ky and Faust, (JC)j.S>3j.S will increase the damage (207), but you will need to hit Ky with c.S lower.

4 c.S > 5H(2) > 1H > SJC j.P > j.P > j.S > air Task C, j.K > 6j.K > j.S, Task C Midscreen 183 Millia, I-No, Jack-o, Dizzy

slightly delay j.S: Jam

[2] Easy

Will also work on those mentioned in the "No delay" group in combo 1 except Johnny and Raven.

j.P>j.K>j.S does more damage, so try to save this combo for light weight (female) characters except for Ramlethal.

5 c.S > 5H(2) > 1H > SJC 3 delay j.P, Task C, 2P > c.S > Task C Midscreen 188 May, Elphelt [4] Hard This combo is notoriously difficult. It's recommended to just do 1H > Task C
6 c.S > 5H(2) > 1H > JC j.S > 3j.S, Task C, 2P > c.S > Task C Midscreen 185 Potemkin [2] Easy

Corner Throw

# Combo Position Damage Tension Gain Works on: Difficulty Notes
1a Throw > f.S > 9j.K > 3j.S > Task C Corner 112 Everybody [1] Very Easy
1b Throw > f.S > 9j.K > 3j.S > 5H(1) > Task C Corner 118 Everybody

Delay 5H slightly: Millia, Axl, I-No, Ramlethal, Sin, Jack-O, Jam, Dizzy, Baiken

[1] Very Easy
2a Throw > f.S > 9j.K > 3j.S > 9j.S > 3j.S > Task C Corner 126 Sol, May, Millia, Zato, Axl, Slayer, Ramlethal, Elphelt

Delay first 3j.S: Jack-O, Baiken

j.S Loop (Short)

This combo will also work on those characters for which the longer variations work.

2b Throw > f.S > 9j.K > 3j.S > 9j.S > 3j.S > 9j.S > 3j.S > Task C Corner 134 Chipp, Sin, Raven

Delay first 3j.S: Answer

j.S Loop (Medium)

This combo will also work on those characters for which the longer variation works.

2c Throw > f.S > 9j.K > 3j.S > 9j.S > 3j.S > 9j.S > 3j.S > 9j.S > 3j.S > Task C Corner 141 Potemkin, Venom, Bedman, Leo, Johnny, Haehyun

Change first 3j.S to 2j.S: Faust

j.S Loop (Long)

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)

Navigation

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