5K > (c.S) > f.S > 5H > 214K
Hitconfirm into knockdown on standing opponents. Works anywhere on the screen, as long as the opponent is relatively close to you. c.S is dependent on range.
OriolFilter (talk | contribs) (→Number of Charged SG.H when routing into SG.S > Pull > [Charged SG.H]x3 > 6H/5H > Toss > 6H: Edited a line containing "imo") |
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{{MFlag|stub}} <!-- Lacks combo damage, combo theory and video examples --> | {{MFlag|stub}} <!-- Lacks combo damage, combo theory and video examples --> | ||
<center>{{Character Label|GGXRD-R2|Elphelt Valentine|42px}}</center> | <center>{{Character Label|GGXRD-R2|Elphelt Valentine|size=42px}}</center> | ||
{{ | {{GGXRD-R2/CharacterLinks}} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|3}} | {{TOC limit|3}} | ||
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| Title = Basic Hitconfirm | | Title = Basic Hitconfirm | ||
| Oneliner = Basic hitconfirm on standing opponents at a close range. | | Oneliner = Basic hitconfirm on standing opponents at a close range. | ||
| Difficulty = | | Difficulty = Very Easy | ||
| Anchor = BeginnerCombo1 | | Anchor = BeginnerCombo1 | ||
| Video = | | Video = | ||
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| Title = Midrange Hitconfirm | | Title = Midrange Hitconfirm | ||
| Oneliner = Hitconfirm on standing opponents at a slightly farther range. | | Oneliner = Hitconfirm on standing opponents at a slightly farther range. | ||
| Difficulty = | | Difficulty = Very Easy | ||
| Anchor = BeginnerCombo2 | | Anchor = BeginnerCombo2 | ||
| Video = | | Video = | ||
Line 62: | Line 62: | ||
| Title = Crouching Hitconfirm | | Title = Crouching Hitconfirm | ||
| Oneliner = Hitconfirm on crouching opponents. | | Oneliner = Hitconfirm on crouching opponents. | ||
| Difficulty = | | Difficulty = Very Easy | ||
| Anchor = BeginnerCombo3 | | Anchor = BeginnerCombo3 | ||
| Video = | | Video = | ||
Line 75: | Line 75: | ||
| Title = Basic Anti-Air Combo | | Title = Basic Anti-Air Combo | ||
| Oneliner = Simple anti-air confirm into knockdown. | | Oneliner = Simple anti-air confirm into knockdown. | ||
| Difficulty = | | Difficulty = Very Easy | ||
| Anchor = BeginnerCombo4 | | Anchor = BeginnerCombo4 | ||
| Video = | | Video = | ||
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| Title = "The BnB" | | Title = "The BnB" | ||
| Oneliner = High damage 50 meter confirm. | | Oneliner = High damage 50 meter confirm. | ||
| Difficulty = | | Difficulty = Tricky | ||
| Anchor = ElpheltCoreBNB | | Anchor = ElpheltCoreBNB | ||
| Video = | | Video = | ||
| Size = 256x192 | | Size = 256x192 | ||
| Recipe = {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|5|2D}} > {{clr|2|214K}} > RRC > {{clr|4|2H}} > {{clr|1|236P}} > {{clr|3|c.S}} > | | Recipe = {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|5|2D}} > {{clr|2|214K}} > RRC > {{clr|4|2H}} > {{clr|1|236P}} > {{clr|3|c.S}} > j{{clr|3|S}} > dj.{{clr|2|K}}{{clr|3|S}} delay {{clr|4|j.H}} > delay {{clr|1|j.4P}} (toss) > {{clr|4|6H}} > {{clr|4|236H}} > SG-{{clr|3|S}} > {{clr|4|236H}} > {{clr|3|c.S}} > j.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > j.{{clr|1|236P}} (setup) | ||
| content = | | content = | ||
High damage, 50 tension BnB. Keep in mind how many hits there are in your combo before you start,as hitstun decay might interfere if there are too many. Watch [https://www.youtube.com/watch?v=Wor_T24t_Xk this video] by Saybell for an in depth explanation to save you some confusion. | High damage, 50 tension BnB. Keep in mind how many hits there are in your combo before you start,as hitstun decay might interfere if there are too many. Watch [https://www.youtube.com/watch?v=Wor_T24t_Xk this video] by Saybell for an in depth explanation to save you some confusion. | ||
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| Title = Standard Shotgun Loop | | Title = Standard Shotgun Loop | ||
| Oneliner = Big damage for 50 meter in the corner. | | Oneliner = Big damage for 50 meter in the corner. | ||
| Difficulty = | | Difficulty = Medium | ||
| Anchor = SpecializedCombo1 | | Anchor = SpecializedCombo1 | ||
| Video = | | Video = | ||
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| Title = Command Grab Shotgun Loop | | Title = Command Grab Shotgun Loop | ||
| Oneliner = Very high damage command grab combo. | | Oneliner = Very high damage command grab combo. | ||
| Difficulty = | | Difficulty = Medium | ||
| Anchor = SpecializedCombo2 | | Anchor = SpecializedCombo2 | ||
| Video = | | Video = | ||
| Size = 256x192 | | Size = 256x192 | ||
| Recipe = SG-{{clr|5|D}} > {{clr|1|236P}} > Wait for Charge > SG-{{clr|3|S}} > 2X Charged SG-{{clr|4|H|H}} > SG-{{clr|3|S}} > Toss > Wait for Charge > SG-{{clr|3|S}} > 2X Charged SG-{{clr|4|H}} > {{clr|1|236P}} > SG-{{clr|4|H}} > SG-{{clr|1|P}} > SG-{{clr|4|H}} | | Recipe = SG-{{clr|5|D}} > {{clr|1|236P}} > Wait for Charge > SG-{{clr|3|S}} > 2X Charged SG-{{clr|4|H|H}} > SG-{{clr|3|S}} > Toss > Wait for Charge > SG-{{clr|3|S}} > 2X Charged SG-{{clr|4|H}} > SG-{{clr|3|S}} > {{clr|1|236P}} > SG-{{clr|4|H}} > SG-{{clr|1|P}} > SG-{{clr|4|H}} | ||
| content = | | content = | ||
Corner shotgun loops from a command grab starter. | Corner shotgun loops from a command grab starter. | ||
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| {{clr|3|c.S}}/{{clr|3|f.S}} > {{clr|4|5H}} (1) > {{clr|2|214K}} || || || || || Very Easy || Also works from {{clr|3|2S}} starter, gives better oki than {{clr|4|5H}} | | {{clr|3|c.S}}/{{clr|3|f.S}} > {{clr|4|5H}} (1) > {{clr|2|214K}} || || || || || Very Easy || Also works from {{clr|3|2S}} starter, gives better oki than {{clr|4|5H}} | ||
|- | |- | ||
| CH {{clr|3|f.S}} > iad > j.{{clr|2|K}}{{clr|3|S}} delay {{clr|4|H}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|2|214K}} || Any || || || || Medium || Single hit standing confirm, doesn't work from close f.S, works on crouching KU, PO, BE | | CH {{clr|3|f.S}} > iad > j.{{clr|2|K}}{{clr|3|S}} delay {{clr|4|H}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|2|214K}} || Any || || || || Medium || Single hit standing confirm, doesn't work from close {{clr|3|f.S}}, works on crouching KU, PO, BE | ||
|- | |- | ||
| CH {{clr|3|f.S}} > iad > j.{{clr|2|K}}{{clr|3|S}}{{clr|5|D}} > {{clr|3|c.S}} > j.{{clr|3|S}}{{clr|1|P}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > | | CH {{clr|3|f.S}} > iad > j.{{clr|2|K}}{{clr|3|S}}{{clr|5|D}} > {{clr|3|c.S}} > j.{{clr|3|S}}{{clr|1|P}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|1|j.236P}} (setup)|| Corner || || || || Medium || Stand only IAD confirm in corner. Microdashing before {{clr|3|c.S}} helps combo stability | ||
|- | |- | ||
| CH {{clr|3|c.S}} > {{clr|5|5D6}} > {{clr|4|6H}} > {{clr|3|c.S}} > {{clr|4|236H}} > {{clr|4|SG-HHH}} > {{clr|4|2H}} > {{clr|1|236P}} > {{clr|3|c.S}}> | | CH {{clr|3|c.S}} > {{clr|5|5D6}} > {{clr|4|6H}} > {{clr|3|c.S}} > {{clr|4|236H}} > {{clr|4|SG-HHH}} > {{clr|4|2H}} > {{clr|1|236P}} > {{clr|3|c.S}}> 7{{clr|4|j.H}} > delay {{clr|1|j.4P}} (setup)|| Near Corner || || || || Medium || Strong corner CH punish when you can't get {{clr|4|6H}} | ||
|- | |||
| CH {{clr|3|c.S}} > {{clr|5|5D6}} > {{clr|4|236H}} > wait for charge > {{clr|4|SG-HH}} > {{clr|3|SG-S}} > {{clr|2|214K}} > {{clr|4|SG-HHH}} > {{clr|3|SG-S}} > {{clr|1|236P}} > {{clr|4|SG-H}}{{clr|1|P}}{{clr|4|H}} || Near Corner || || || || Very Hard || Highly optimized version of above combo, different oki | |||
|- | |- | ||
|} | |} | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| {{clr|4|6H}} | | CH {{clr|4|6H}} > {{clr|4|236H}} > {{clr|3|SG-S}} > {{clr|4|236H}} > {{clr|3|c.S}} > {{clr|3|j.S}} > dj.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|1|j.236P}} (setup)|| Midscreen || || || || Easy || | ||
|- | |- | ||
| {{clr|4|6H}} (CH) > {{clr|1|236P}} iad > {{clr|3|j.S}} > {{clr|5|j.D}} | | CH {{clr|4|6H}} > {{clr|4|236H}} > wait for charge > {{clr|3|SG-S}} > {{clr|2|214K}} > {{clr|4|SG-HHHH}} > SG-{{clr|3|S}} > {{clr|1|236P}} > {{clr|4|SG-H}}{{clr|1|P}}{{clr|4|H}} || Corner || || || || Medium || Do 3 shots on DI, AN, EL, RA for stability | ||
|- | |||
| {{clr|4|6H}} (CH) > {{clr|1|236P}} iad > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|1|j.4P}} (toss) > {{clr|4|6H}} > {{clr|2|214K}} > {{clr|5|2D}} > {{clr|4|236H}} > wait for charge > {{clr|3|SG-S}} > {{clr|2|214K}} > {{clr|4|SG-HH}} > {{clr|3|SG-S}} > {{clr|1|236P}} > {{clr|4|SG-H}} > {{clr|1|SG-P}} > {{clr|4|SG-H}} > || Round Start || || || || Hard || | |||
|- | |- | ||
| {{clr|4|6H}} (CH) > {{clr|1|236P}} > 66 | | {{clr|4|6H}} (CH) > {{clr|1|236P}} > 66 {{clr|2|5K}} > {{clr|3|c.S}} > j.{{clr|2|K}}{{clr|3|S}} delay {{clr|4|j.H}} > delay {{clr|1|j.4P}} (toss) > {{clr|4|6H}} > {{clr|4|236H}} > SG-{{clr|3|S}} > {{clr|4|236H}} > {{clr|3|c.S}} > j.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|1|j.236P}}|| Midscreen || || || || Hard || | ||
|- | |- | ||
| {{clr|4|6H}} (CH) > {{clr|1|236P}} > 66 | | {{clr|4|6H}} (CH) > {{clr|1|236P}} > 66 {{clr|3|c.S}} > {{clr|3|j.S}} > dj.{{clr|2|K}}{{clr|3|S}} delay {{clr|4|j.H}} > delay {{clr|1|j.4P}} (toss) > {{clr|4|6H}} > {{clr|4|236H}} > SG-{{clr|3|S}} > {{clr|4|236H}} > {{clr|3|c.S}} > j.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|1|j.236P}} (setup) || Midscreen || || || || Hard || Must be close or {{clr|4|6H}} Air CH | ||
|- | |- | ||
| {{clr|4|6H}} (CH) > {{clr|1|236P}} > 66 | | {{clr|4|6H}} (CH) > {{clr|1|236P}} > 66 > {{clr|3|c.S}} > {{clr|3|j.S}} > dj.{{clr|2|K}}{{clr|3|S}} delay {{clr|4|j.H}} > delay {{clr|1|j.4P}} (Toss) > {{clr|4|6H}} > {{clr|4|236H}} > walk forward > wait for charge > {{clr|3|SG-S}} > {{clr|1|236P}} > {{clr|4|SG-H}} > 7j.{{clr|5|D}} > delay {{clr|1|j.4P}} (setup)|| Corner || || || || Hard || Must be close or {{clr|4|6H}} Air CH | ||
|- | |- | ||
|} | |} | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| {{clr|3|c.S}} (AA) | | {{clr|3|c.S}} (AA) > {{clr|3|j.S}} > dj.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|1|j.236P}} (setup) || || || || || || Maximum midscreen damage | ||
|- | |||
| {{clr|3|c.S}} (AA) > j.{{clr|3|S}}{{clr|1|P}}{{clr|3|S}} > j.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|1|j.236P}} (setup) || || || || || || Use if {{clr|3|c.S}} hits farther away | |||
|- | |- | ||
| {{clr|3|c.S}} (AA) > | | CH {{clr|3|c.S}} (AA) > delay {{clr|4|2H}} > {{clr|1|236P}} > {{clr|3|c.S}} > {{clr|3|j.S}} > dj.{{clr|2|K}}{{clr|3|S}} delay {{clr|4|j.H}} > delay {{clr|1|j.4P}} (toss) > {{clr|4|6H}} > {{clr|4|236H}} > {{clr|3|SG-S}} > {{clr|4|236H}} > {{clr|3|c.S}} > j.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|1|j.236P}} (setup) || Midscreen || || || || Hard || CH {{clr|3|c.S}} confirms into {{clr|4|2H}} or directly into pineberry | ||
|- | |- | ||
| CH {{clr|3|c.S}} (AA) > delay {{clr|4|2H}} > {{clr|1|236P}} > {{clr|3|c.S}} > jc. {{clr|3|j.S}} > djc. {{clr|2|j.K}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} > delay {{clr|1|j.4P}} (Toss) > {{clr|4|6H}} > {{clr|4|236H}} > walk forward > wait for charge > {{clr|3|SG-S}} > {{clr|1|236P}} > {{clr|4|SG-H}} > 7{{clr|5|j.D}} > delay {{clr|1|j.4P}} (setup) || Close to Corner || || || || Hard || Corner variant of above | |||
|} | |} | ||
{| 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" | ||
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|- | |- | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |||
| {{clr|2|214K}}/{{clr|4|5H}}*5 > RRC > dash > {{clr|4|2H}} > {{clr|1|236P}} > {{clr|3|c.S}} > {{clr|3|j.S}} > dj.{{clr|2|K}}{{clr|3|S}} delay {{clr|4|j.H}} > delay {{clr|1|j.4P}} (toss) > {{clr|4|6H}} > {{clr|4|236H}} > {{clr|3|SG-S}} > {{clr|4|236H}} > {{clr|3|c.S}} > j.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|1|j.236P}} (setup) | |||
|| Midscreen || || || || Medium || | |||
|- | |||
| {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|5|2D}} > {{clr|2|214K}} > RRC > {{clr|4|2H}} > {{clr|1|236P}} > {{clr|3|c.S}} > {{clr|3|j.S}} > dj.{{clr|2|K}}{{clr|3|S}} delay {{clr|4|j.H}} > delay {{clr|1|j.4P}} (toss) > {{clr|4|6H}} > {{clr|4|236H}} > walk back > wait for charge > {{clr|3|SG-S}} > {{clr|1|236P}} > sourspot {{clr|4|SG-H}} | |||
|| Corner || || || || Hard || Gives slightly cooked grenade oki, allows for unblockables | |||
|- | |||
| {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|5|2D}} > {{clr|2|214K}} > RRC > {{clr|4|2H}} > {{clr|1|236P}} > {{clr|3|c.S}} > {{clr|3|j.S}} > dj.{{clr|2|K}}{{clr|3|S}} delay {{clr|4|j.H}} > delay {{clr|1|j.4P}} (toss) > {{clr|4|6H}} > {{clr|4|236H}} > walk forward > wait for charge > {{clr|3|SG-S}} > {{clr|1|236P}} > {{clr|4|SG-H}} > {{clr|5|7j.D}} > delay {{clr|1|j.4P}} (setup) | |||
|| Corner || || || || Had || 7{{clr|5|j.D}} oki allows for high/low or fake unblockable | |||
|- | |||
|} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Uncooked {{clr|1|236P}} oki combos | |||
|- | |- | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | |||
|- | |- | ||
| | | {{clr|4|Throw}} > Pineberry explosion > {{clr|4|6H}} > {{clr|2|214K}} > microdash > {{clr|3|c.S}} > {{clr|3|j.S}} > dj.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > j.{{clr|1|236P}} (setup) | ||
|| Corner || || || || Easy || Timing to set up is finnicky and has to be from a quick tickthrow ({{clr|1|2P}}/{{clr|2|2K}} into {{clr|4|throw}}) but makes throws hugely rewarding and thus is extremely worthwhile to learn | |||
|- | |- | ||
| {{clr|1|6P}}/{{clr|5|2D}} > {{clr|4|236H}} > {{clr|4|SG-H}} > Pineberry explosion > {{clr|3|SG-S}} > {{clr|2|214K}} > {{clr|4|SG-H}} > microdash > {{clr|3|c.S}} > j.{{clr|3|S}}{{clr|1|P}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > j.{{clr|1|236P}} (setup) || Corner || || || || Easy || Microdash is for stability and can be omitted. RA, EL and DI give f.S instead of c.S, do j.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} on AN, DI, EL, RA | |||
|- | |||
| {{clr|1|6P}}/{{clr|5|2D}} > {{clr|4|236H}} > {{clr|4|SG-H}} > Pineberry explosion > {{clr|3|SG-S}} > {{clr|2|214K}} > wait for charge > {{clr|4|SG-HHH}} > {{clr|4|2H}} > {{clr|1|236P}} > {{clr|3|c.S}} > 7j.{{clr|4|H}} > delay j.{{clr|1|4P}} (setup) || Corner || || || Lightweights || Very Hard || Lightweight only route, do 2 shots on DI, EL, RA | |||
|- | |||
|} | |} | ||
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==Video Examples== | ==Video Examples== | ||
==Damage Optimization== | |||
=== Number of Charged SG.H when routing into SG.S > Pull > [Charged SG.H]x3 > 6H/5H > Toss > 6H === | |||
* This assumes we are close to the corner. | |||
* Standard ender used is {{clr|H|6H}} > {{clr|P|236P}}, unless specified the contrary. | |||
* To reduce opponent height, after pulling berry ({{clr|S|SG.S}} > {{clr|P|236P}}) we can delay the next {{clr|H|SG.H}}, this is specially relevant against lightweights, where they might be too high to combo normally, or we might have raised them through hits. | |||
* As per the moment combos mainly only been tested on {{CLabel|GGXRD-R2|Sol|label=SO}}, unless specified the contrary. | |||
* Dash micro optimization (66 {{clr|H|6H}}/{{clr|H|5H}} > {{clr|P|2Toss}}) is very important for consistency. We as well can perform a dash optimization with the ender {{clr|H|6H}} (66 {{clr|H|6H}}). | |||
'''When to use {{clr|H|6H}} or {{clr|H|5H}} before {{clr|P|2Toss}} ?''' | |||
* {{clr|H|6H}} generally speaking deals more damage than {{clr|H|5H}, usually with a damage variation of 10 +/-. On lightweights {{clr|H|5H}} can result on a damage increase of 1-3. | |||
* {{clr|H|6H}} results in substantially more pushback than {{clr|H|5H}, which results on berry hitting on later frames, this is as well accentuated when the opponent is located at lower heights, as if they were located in a higher position, berry might have time to hit the opponent before they touch the ground. This pushback can be compensated with the micro-dash optimization (66 {{clr|H|6H}} {{clr|P|2Toss}}), yet can still be inconsistent depending on the opponent height/hurtbox. | |||
* {{clr|H|6H}} pushes the opponent down, which on situations where the opponent is too close to the ground might make the combo drop, but on situations where the opponent is too high it might be helpful. | |||
* {{clr|H|5H}} results in less pushback than {{clr|H|6H}} is more consistent, while still allowing for dash micro optimization for extra consistency (66 {{clr|H|5H}} > {{clr|P|2Toss}}). | |||
* With {{clr|H|6H}} pushback, on lightweights and {{CLabel|GGXRD-R2|Venom|label=VE}} due to smaller hurtbox berry can harder to hit, therefore it's recommended to use {{clr|H|5H}}. | |||
* When using {{clr|H|6H}} on heavyweights, even if their hurtbox is bigger, it can still be hard to hit the berry before they touch the ground, as generally speaking will have a height closer to the ground compared to other wieghtclasses, therefore it's recommended to use {{clr|H|5H}} for consistency. | |||
* Both {{clr|H|5H}} and {{clr|H|6H}} allows for dash micro optimization (66 {{clr|H|6H}}/{{clr|H|5H}} > {{clr|P|2Toss}}). | |||
TLDR: | |||
* {{clr|H|5H}} is more consistent than {{clr|H|6H}}. | |||
* Use {{clr|H|5H}} on everyone including {{CLabel|GGXRD-R2|Venom|label=VE}}, and excluding the rest of midweights. | |||
* Use {{clr|H|6H}} on midweights excluding {{CLabel|GGXRD-R2|Venom|label=VE}}, yet if the situation looks too tight, you can use {{clr|H|5H}}. | |||
* Dash optimization is relevant on both normals (66 {{clr|H|6H}}/{{clr|H|5H}} > {{clr|P|2Toss}}). | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Setup before {{clr|H|Charged SG.H}} !! Damage ({{CLabel|GGXRD-R2|Sol|label=SO}} unless specified otherwise) !! n. Charged {{clr|H|SG.H}} !! Notes !! Video | |||
|- | |||
|- | |||
| CH {{clr|H|6H}} || 242 || 3 || || [https://youtu.be/thaWVb-VVh0 Video] | |||
|- | |||
| CH {{clr|H|6H}} > {{clr|S|SG.S}} || 232 (*242) || 2 (*3) || This route deals less damage than when using the route CH {{clr|H|6H}} > {{clr|S|SG.S}} > {{clr|2|214K}}, therefore it's recommended to use that one instead of this one. When the wall spacing is a bit sus. After the {{clr|H|6H}} we can do a small walkforward to gain a little bit more of wall proximity, it can also act as a framekill since we are waiting for the opponent to fall a bit lower, otherwise {{clr|S|SG.S}} might go under the opponent. Technically 3 {{clr|H|Charged SG.H}} can be done but requires us to be close to the wall since stun scaling goes tied to time in the combo. On the scenarios where we want to do this route we can do 2 {{clr|H|Charged SG.H}}, on the scenarios where we can do 3 {{clr|H|Charged SG.H}} we would be using the route without the {{clr|S|SG.S}} || [https://youtu.be/e3zmxdHkXaw Video] | |||
|- | |||
| CH {{clr|H|6H}} > {{clr|S|SG.S}} > {{clr|2|214K}} || 243 || 2 || When the wall spacing is substantial. Does 1 point more of damage than the base CH {{clr|H|6H}} route, for consistency/standardization/simplification this route can be used as a default, tho it generates a lil' bit more of Burst gauge, meanwhile it's negligible can be taken into account, specially when it only differs by 1 of damage. || [https://youtu.be/kQcNYmBl2Gs Video] | |||
|- | |||
| Antiair CH {{clr|S|c.S}} || 265 || 3 || || [https://youtu.be/ylvtHoVFXxI Video] | |||
|- | |||
| Antiair CH {{clr|S|c.S}} > {{clr|S|SG.S}} || 262 || 3 || || [https://youtu.be/Y35mcb_0Mcw Video] | |||
|- | |||
| Antiair CH {{clr|S|c.S}} > {{clr|S|SG.S}} > {{clr|2|214K}} || 264 || 2 || Substantially more range than the previous route with 2 extra damage. Recommended this over only performing the {{clr|S|SG.S}}. || [https://youtu.be/Y35mcb_0Mcw Video] | |||
|- | |||
| CH {{clr|H|2H}} || 236 || 3 || || [https://youtu.be/2rYOIP0FUpM Video] | |||
|- | |||
| CH {{clr|H|2H}} > {{clr|H|Charged SG.H}} > {{clr|S|SG.S}} || 218 || 0 || No shotgun loops. || [https://youtu.be/S_ZhsZnxRhU Video] | |||
|- | |||
| CH {{clr|H|2H}} > {{clr|H|Charged SG.H}} > {{clr|S|SG.S}} || 225 || 1 || Substantially harded than the previous and next routes due to multiple tight links in a row || [https://youtu.be/5z9mXbXrhlg Video] | |||
|- | |||
| CH {{clr|H|2H}} > {{clr|H|Charged SG.H}} > {{clr|S|SG.S}} > {{clr|2|214K}} || 234 || 1 || || [https://youtu.be/uBP5bNuvQJ4 Video] | |||
|- | |||
| {{clr|D|j.D}} YRC (Wall point blank) || 277 || 4 || Requires being next to the wall as there isn't much room for walking up. || [https://youtu.be/gDzNz1wPVvk Video] | |||
|- | |||
| {{clr|D|j.D}} YRC (lowest height possible) || 277 || 4 || When done at the lowest height possible, allows for a little bit of 66 input before pulling shotgun for extra closeness to the opponent/wall. || [https://youtu.be/hbDk4BAv63E Video] | |||
|- | |||
| {{clr|D|j.D}} YRC > {{clr|H|2H}} || 258 || 3 || || [https://youtu.be/zerHaVhONiI Video] | |||
|- | |||
| {{clr|D|2D}} > {{clr|2|214K}} RC || 243 || 3 || || [https://youtu.be/8h84jL9zu-w Video] | |||
|- | |||
| {{clr|P|6P}} > {{clr|2|214K}} RC || 181 || 3 || || [https://youtu.be/SIjFWOGufYk Video] | |||
|- | |||
| {{clr|D|2D}} (Cooked berry setup) || 273 || 3 || || [https://youtu.be/Gz11gv0jWyA Video] | |||
|- | |||
| {{clr|P|6P}} (Cooked berry setup) || 210 || 3 || || [https://youtu.be/44UQ3wtqlbo Video] | |||
|- | |||
| {{clr|H|j.H}} (Cooked berry setup) || 271 || 3 || || [https://youtu.be/UXExct1S5rk Video] | |||
|- | |||
| {{clr|D|5D}} || 172 || 3 || || [https://youtu.be/WjXsYS7OADw Video] | |||
|- | |||
| CH {{clr|S|c.S}} > {{clr|D|5D}} || 205 || 2 || Characters that require dash momentum (66) when did the CH {{clr|S|c.S}} point blank: {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Ramlethal|label=RA}}, {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Millia|label=MI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}, {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Venom|label=VE}} || [https://youtu.be/5r86J0iltSA Video] | |||
|- | |||
| Raw {{clr|H|Charged SG.H}} || 277 || *4 (3+starter) || || [https://youtu.be/_-nooCCAeTw Video] | |||
|- | |||
| Raw CH {{clr|H|Charged SG.H}} || 277 || *4 (3+starter) || || [https://youtu.be/Z4pMya9GJ9s Video] | |||
|- | |||
| {{clr|S|SG.S}} || 229 || 4 || 3 is far more stable than 4. || [https://youtu.be/mqmpVCVSk4g Video] | |||
|- | |||
| Raw CH {{clr|H|SG.H}} (uncharged) || 247 || 3 || Requires to be next to the wall. || [https://youtu.be/BDcrnGkjEIU Video] | |||
|- | |||
| Raw CH {{clr|H|SG.H}} (uncharged) > {{clr|H|2H}} (vs {{CLabel|GGXRD-R2|Baiken|label=BA}}) || 246 ({{CLabel|GGXRD-R2|Baiken|label=BA}}) || 2 || 2 hits feel very inconsistent, therefore better do 1 if anything. {{clr|H|2H}} Pickup doesn't work on all lightweights. Works on: {{CLabel|GGXRD-R2|Baiken|label=BA}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}} || [https://youtu.be/orhkZrcBMec Video] | |||
|- | |||
| Antiair CH {{clr|S|SG.S}} || 229 || 4 || || [https://youtu.be/_dpElxQDxuk Video] | |||
|- | |||
| Antiair CH {{clr|S|SG.S}} > {{clr|2|214K}} || 232 || 3 || This route doesn't require microwalks if we are close enough to the wall, and deals a bit more of damage than the route from above, therefore better use this route. || [https://youtu.be/PQtZLjdS5xc Video] | |||
|- | |||
| {{clr|D|SG.D}} || --- || ---- || Midweights (and up) are **too heavy**. || --- | |||
|- | |||
| {{clr|D|SG.D}} (Lightweights) (vs {{CLabel|GGXRD-R2|Millia|label=MI}}) || 200 || 2 || This route doesn't require microwalks, and deals a bit more of damage than the route from above, therefore better use this route. Due to the slim body of {{CLabel|GGXRD-R2|Millia|label=MI}}, doing {{clr|H|6H}} > {{clr|P|2Toss}} can be inconsistent, therefore it's recommended to do 66 {{clr|H|5H}} > {{clr|P|2Toss}}. || [https://youtu.be/H8306l1MN-I Video] | |||
|- | |||
| {{clr|D|SG.D}} + Berry setup cooked berry || 180 || 2 (*3) || 3 {{clr|H|Charged SG.H}} can be done if we delay the {{clr|D|SG.D}} so the whole combo duration is slightly reduced, nevertheless it's quite inconsistend therefore it's recommended to go for the 2 {{clr|H|Charged SG.H}} instead of 3. || [https://youtu.be/IvkMp8RHM5Q Video] | |||
|- | |||
| {{clr|D|SG.D}} + Berry setup uncooked berry || 170 || 1 (*2) || 2 {{clr|H|Charged SG.H}} ''can'' be done, yet it's too inconsistent. || [https://youtu.be/8T1jpP1bH5s Video] | |||
|- | |||
| {{clr|D|SG.D}} + wt.Berry on hand uncooked berry || 156 || 1 || Requires a bit of time between pulling berry and using {{clr|D|SG.D}} || [https://youtu.be/4qfeDAu1sVM Video] | |||
|- | |||
| {{clr|D|SG.D}} + wt.Berry on hand cooked berry || 178 || 3 || Lvl 4 Toss. || [https://youtu.be/I5Ef1_4evGY Video] | |||
|- | |||
| Raw Berry || 272 || 3 || || [https://youtu.be/2gBqgJDqF-o Video] | |||
|- | |||
| Raw Berry > {{clr|S|SG.S}} || 268 || 3 || || [https://youtu.be/Z--KD8SpddE Video] | |||
|- | |||
| Raw Berry > {{clr|S|SG.S}} > {{clr|2|214K}} || 272 || 2 || || [https://youtu.be/KnWBQ2FqRI4 Video] | |||
|- | |||
|} | |||
==Navigation== | ==Navigation== | ||
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You can help by editing it.
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
[1] - This combo doc covers and features video demonstrations for
-Basic hit confirms
-Counter hit confirms
-Key anti air confirms
-Metered bread and butter combos
-2D pickups
-Shotgun loops
-Combos to instant kill
The doc may be updated if new info surfaces, but all combos listed are relevant to the game's current and likely final version.
Basic combos are simple combos with the fewest requirements and conditions possible. They:
|
5K > (c.S) > f.S > 5H > 214K
Hitconfirm into knockdown on standing opponents. Works anywhere on the screen, as long as the opponent is relatively close to you. c.S is dependent on range.
5K > (c.S) > f.S > 5Hx5
Useful at a range where c.S doesn't come out. 214K may not combo at all characters at this range, so you can substitute it for 5Hx5.
5K > (c.S) > f.S > 2H > 2D > 214K
Basic and reliable hitconfirm on crouching opponents.
c.S > j.S > j.P > j.S > Double Jump j.S > j.P > j.S > j.H > dl. > j.D > 236P
Easy anti-air confirm into knockdown and grenade oki.
Core combos balance potency with consistency. They:
|
c.S > f.S > 2D > 214K > RRC > 2H > 236P > c.S > jS > dj.KS delay j.H > delay j.4P (toss) > 6H > 236H > SG-S > 236H > c.S > j.KSHD > j.236P (setup)
High damage, 50 tension BnB. Keep in mind how many hits there are in your combo before you start,as hitstun decay might interfere if there are too many. Watch this video by Saybell for an in depth explanation to save you some confusion.
Shotgun loops are an extremely important part of maximizing your damage. While in shotgun stance, if you stand still for a few frames, Elphelt will flash and sight the shotgun. Pressing SG-H while charged will fire a much more powerful version that will do about 9% of guts-ignoring chip damage(!) to your opponent and shred a lot of their tension if they used faultless defense. It’s also +5 on block, so it can be used for pressuring and frametraps.
If you use charged SG-H in the corner at a close enough range, it will wallstick your opponent. You can then follow up with more sg-h’s and combo into a knockdown. You can combo into shotgun loops from roman cancels or counter hit heavy normals near the corner. Walking forward between shots will also give you a bit more damage by increasing the number of loops you can perform. You could also get shotgun loops from SG-D, your command grab. Some examples would be:
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
|
c.S > f.S > 2D > 214K > RRC > Dash 236H > Wait for Charge > 4x Charged SG-H > Dash Jump > j.SPSHD > 236P
50 meter conversion for if you'd rather finish off your opponent with big damage instead of going for an unblockable near the corner.
SG-D > 236P > Wait for Charge > SG-S > 2X Charged SG-H > SG-S > Toss > Wait for Charge > SG-S > 2X Charged SG-H > SG-S > 236P > SG-H > SG-P > SG-H
Corner shotgun loops from a command grab starter.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5K > (c.S) > f.S > 5H > 214K | Very Easy | Basic hitconfirm in close range | ||||
5K > (c.S) > f.S > 5H*5 | Very Easy | |||||
Very Easy |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.S/f.S > 2H (2) > 2D > 214K | Very Easy | |||||
c.S/f.S > 5H*5 | Very Easy | Also works from 2S starter | ||||
f.S > 5H > 632146H > dash > j.SPSHD | Easy | Metered 50 meter conversion from far poke. Better meter economy than BNB | ||||
c.S/f.S > 5H (1) > 214K | Very Easy | Also works from 2S starter, gives better oki than 5H | ||||
CH f.S > iad > j.KS delay H > c.S > 2D > 214K | Any | Medium | Single hit standing confirm, doesn't work from close f.S, works on crouching KU, PO, BE | |||
CH f.S > iad > j.KSD > c.S > j.SPSHD > j.236P (setup) | Corner | Medium | Stand only IAD confirm in corner. Microdashing before c.S helps combo stability | |||
CH c.S > 5D6 > 6H > c.S > 236H > SG-HHH > 2H > 236P > c.S> 7j.H > delay j.4P (setup) | Near Corner | Medium | Strong corner CH punish when you can't get 6H | |||
CH c.S > 5D6 > 236H > wait for charge > SG-HH > SG-S > 214K > SG-HHH > SG-S > 236P > SG-HPH | Near Corner | Very Hard | Highly optimized version of above combo, different oki |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
CH 6H > 236H > SG-S > 236H > c.S > j.S > dj.KSHD > j.236P (setup) | Midscreen | Easy | ||||
CH 6H > 236H > wait for charge > SG-S > 214K > SG-HHHH > SG-S > 236P > SG-HPH | Corner | Medium | Do 3 shots on DI, AN, EL, RA for stability | |||
6H (CH) > 236P iad > j.S > j.D > j.4P (toss) > 6H > 214K > 2D > 236H > wait for charge > SG-S > 214K > SG-HH > SG-S > 236P > SG-H > SG-P > SG-H > | Round Start | Hard | ||||
6H (CH) > 236P > 66 5K > c.S > j.KS delay j.H > delay j.4P (toss) > 6H > 236H > SG-S > 236H > c.S > j.KSHD > j.236P | Midscreen | Hard | ||||
6H (CH) > 236P > 66 c.S > j.S > dj.KS delay j.H > delay j.4P (toss) > 6H > 236H > SG-S > 236H > c.S > j.KSHD > j.236P (setup) | Midscreen | Hard | Must be close or 6H Air CH | |||
6H (CH) > 236P > 66 > c.S > j.S > dj.KS delay j.H > delay j.4P (Toss) > 6H > 236H > walk forward > wait for charge > SG-S > 236P > SG-H > 7j.D > delay j.4P (setup) | Corner | Hard | Must be close or 6H Air CH |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.S (AA) > j.S > dj.KSHD > j.236P (setup) | Maximum midscreen damage | |||||
c.S (AA) > j.SPS > j.KSHD > j.236P (setup) | Use if c.S hits farther away | |||||
CH c.S (AA) > delay 2H > 236P > c.S > j.S > dj.KS delay j.H > delay j.4P (toss) > 6H > 236H > SG-S > 236H > c.S > j.KSHD > j.236P (setup) | Midscreen | Hard | CH c.S confirms into 2H or directly into pineberry | |||
CH c.S (AA) > delay 2H > 236P > c.S > jc. j.S > djc. j.K > j.S > delay j.H > delay j.4P (Toss) > 6H > 236H > walk forward > wait for charge > SG-S > 236P > SG-H > 7j.D > delay j.4P (setup) | Close to Corner | Hard | Corner variant of above |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
214K/5H*5 > RRC > dash > 2H > 236P > c.S > j.S > dj.KS delay j.H > delay j.4P (toss) > 6H > 236H > SG-S > 236H > c.S > j.KSHD > j.236P (setup) | Midscreen | Medium | ||||
c.S > f.S > 2D > 214K > RRC > 2H > 236P > c.S > j.S > dj.KS delay j.H > delay j.4P (toss) > 6H > 236H > walk back > wait for charge > SG-S > 236P > sourspot SG-H | Corner | Hard | Gives slightly cooked grenade oki, allows for unblockables | |||
c.S > f.S > 2D > 214K > RRC > 2H > 236P > c.S > j.S > dj.KS delay j.H > delay j.4P (toss) > 6H > 236H > walk forward > wait for charge > SG-S > 236P > SG-H > 7j.D > delay j.4P (setup) | Corner | Had | 7j.D oki allows for high/low or fake unblockable |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
Throw > Pineberry explosion > 6H > 214K > microdash > c.S > j.S > dj.KSHD > j.236P (setup) | Corner | Easy | Timing to set up is finnicky and has to be from a quick tickthrow (2P/2K into throw) but makes throws hugely rewarding and thus is extremely worthwhile to learn | |||
6P/2D > 236H > SG-H > Pineberry explosion > SG-S > 214K > SG-H > microdash > c.S > j.SPSHD > j.236P (setup) | Corner | Easy | Microdash is for stability and can be omitted. RA, EL and DI give f.S instead of c.S, do j.KSHD on AN, DI, EL, RA | |||
6P/2D > 236H > SG-H > Pineberry explosion > SG-S > 214K > wait for charge > SG-HHH > 2H > 236P > c.S > 7j.H > delay j.4P (setup) | Corner | Lightweights | Very Hard | Lightweight only route, do 2 shots on DI, EL, RA |
When to use 6H or 5H before 2Toss ?
TLDR:
Setup before Charged SG.H | Damage ( SO unless specified otherwise) | n. Charged SG.H | Notes | Video |
---|---|---|---|---|
CH 6H | 242 | 3 | Video | |
CH 6H > SG.S | 232 (*242) | 2 (*3) | This route deals less damage than when using the route CH 6H > SG.S > 214K, therefore it's recommended to use that one instead of this one. When the wall spacing is a bit sus. After the 6H we can do a small walkforward to gain a little bit more of wall proximity, it can also act as a framekill since we are waiting for the opponent to fall a bit lower, otherwise SG.S might go under the opponent. Technically 3 Charged SG.H can be done but requires us to be close to the wall since stun scaling goes tied to time in the combo. On the scenarios where we want to do this route we can do 2 Charged SG.H, on the scenarios where we can do 3 Charged SG.H we would be using the route without the SG.S | Video |
CH 6H > SG.S > 214K | 243 | 2 | When the wall spacing is substantial. Does 1 point more of damage than the base CH 6H route, for consistency/standardization/simplification this route can be used as a default, tho it generates a lil' bit more of Burst gauge, meanwhile it's negligible can be taken into account, specially when it only differs by 1 of damage. | Video |
Antiair CH c.S | 265 | 3 | Video | |
Antiair CH c.S > SG.S | 262 | 3 | Video | |
Antiair CH c.S > SG.S > 214K | 264 | 2 | Substantially more range than the previous route with 2 extra damage. Recommended this over only performing the SG.S. | Video |
CH 2H | 236 | 3 | Video | |
CH 2H > Charged SG.H > SG.S | 218 | 0 | No shotgun loops. | Video |
CH 2H > Charged SG.H > SG.S | 225 | 1 | Substantially harded than the previous and next routes due to multiple tight links in a row | Video |
CH 2H > Charged SG.H > SG.S > 214K | 234 | 1 | Video | |
j.D YRC (Wall point blank) | 277 | 4 | Requires being next to the wall as there isn't much room for walking up. | Video |
j.D YRC (lowest height possible) | 277 | 4 | When done at the lowest height possible, allows for a little bit of 66 input before pulling shotgun for extra closeness to the opponent/wall. | Video |
j.D YRC > 2H | 258 | 3 | Video | |
2D > 214K RC | 243 | 3 | Video | |
6P > 214K RC | 181 | 3 | Video | |
2D (Cooked berry setup) | 273 | 3 | Video | |
6P (Cooked berry setup) | 210 | 3 | Video | |
j.H (Cooked berry setup) | 271 | 3 | Video | |
5D | 172 | 3 | Video | |
CH c.S > 5D | 205 | 2 | Characters that require dash momentum (66) when did the CH c.S point blank: SO, RA, JO, MI, SL, AX, VE | Video |
Raw Charged SG.H | 277 | *4 (3+starter) | Video | |
Raw CH Charged SG.H | 277 | *4 (3+starter) | Video | |
SG.S | 229 | 4 | 3 is far more stable than 4. | Video |
Raw CH SG.H (uncharged) | 247 | 3 | Requires to be next to the wall. | Video |
Raw CH SG.H (uncharged) > 2H (vs BA) | 246 ( BA) | 2 | 2 hits feel very inconsistent, therefore better do 1 if anything. 2H Pickup doesn't work on all lightweights. Works on: BA, MA, IN, EL, JC, JA, DI | Video |
Antiair CH SG.S | 229 | 4 | Video | |
Antiair CH SG.S > 214K | 232 | 3 | This route doesn't require microwalks if we are close enough to the wall, and deals a bit more of damage than the route from above, therefore better use this route. | Video |
SG.D | --- | ---- | Midweights (and up) are **too heavy**. | --- |
SG.D (Lightweights) (vs MI) | 200 | 2 | This route doesn't require microwalks, and deals a bit more of damage than the route from above, therefore better use this route. Due to the slim body of MI, doing 6H > 2Toss can be inconsistent, therefore it's recommended to do 66 5H > 2Toss. | Video |
SG.D + Berry setup cooked berry | 180 | 2 (*3) | 3 Charged SG.H can be done if we delay the SG.D so the whole combo duration is slightly reduced, nevertheless it's quite inconsistend therefore it's recommended to go for the 2 Charged SG.H instead of 3. | Video |
SG.D + Berry setup uncooked berry | 170 | 1 (*2) | 2 Charged SG.H can be done, yet it's too inconsistent. | Video |
SG.D + wt.Berry on hand uncooked berry | 156 | 1 | Requires a bit of time between pulling berry and using SG.D | Video |
SG.D + wt.Berry on hand cooked berry | 178 | 3 | Lvl 4 Toss. | Video |
Raw Berry | 272 | 3 | Video | |
Raw Berry > SG.S | 268 | 3 | Video | |
Raw Berry > SG.S > 214K | 272 | 2 | Video |