GGXRD-R2/Elphelt Valentine/Combos: Difference between revisions

From Dustloop Wiki
(I thought I already added this to the resource dump page, but I did not. Saybell asked that this was added to the combo page. Hopefully this will be adapted to plain text on Dustloop at some point)
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| 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}} > {{clr|3|j.S}} > Double Jump {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > Toss > {{clr|4|6H}} > {{clr|4|236H}} > SG-{{clr|3|S}} > {{clr|4|236H}} > {{clr|3|c.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|236P}}
| 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}} > jc. {{clr|3|j.S}} > djc. {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|1|j.4P}} (Toss) > {{clr|4|6H}} > {{clr|4|236H}} > SG-{{clr|3|S}} > {{clr|4|236H}} > {{clr|3|c.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|236P}}
| 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.

Revision as of 07:02, 16 November 2022

 Elphelt Valentine


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
SG.X = Shotgun Stance button
Charged = Powered Up shotgun stance
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


Basic Combo Primer for Beginners by hardly

[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.

Combo List

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Basic HitconfirmBasic hitconfirm on standing opponents at a close range.
Very Easy


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.

Midrange HitconfirmHitconfirm on standing opponents at a slightly farther range.
Very Easy


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.

Crouching HitconfirmHitconfirm on crouching opponents.
Very Easy


5K > (c.S) > f.S > 2H > 2D > 214K
Basic and reliable hitconfirm on crouching opponents.

Basic Anti-Air ComboSimple anti-air confirm into knockdown.
Very Easy


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 BnB Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

The Elphelt BNB

"The BnB"High damage 50 meter confirm.
Tricky


c.S > f.S > 2D > 214K > RRC > 2H > 236P > c.S > jc. j.S > djc. j.K > j.S > j.H > j.4P (Toss) > 6H > 236H > SG-S > 236H > c.S > j.K > j.S > j.H > j.D > 236P
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

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:

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Standard Shotgun LoopBig damage for 50 meter in the corner.
Medium


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.


Command Grab Shotgun LoopVery high damage command grab combo.
Medium


SG-D > 236P > Wait for Charge > SG-S > 2X Charged SG-H > SG-S > Toss > Wait for Charge > SG-S > 5X Charged SG-H
Corner shotgun loops from a command grab starter.

Combo Tables

  • 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.
5K 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
c.S/f.S (Crouching/CH) starter
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
c.S/f.S > 5H (1) > 214K Very Easy Also works from 2S starter, gives better oki than 5H
6H CH starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
6H (CH) > 236P > 66 (delay) 2P > c.S > jc > j.K > j.S > j.H > j.4P (toss) > land > rejump j.S > jc > j.S > j.H > j.D > j.236P (setup) Midscreen Easy
6H (CH) > 236P > 66 (delay) 2P > c.S > jc > j.K > j.S > j.H > j.4P (toss) > land > 6H > 236H > microdash > SG.S > 236H > c.S > jc > j.K > j.S > j.H > j.D > j.236P (setup) Midscreen Hard
6H (CH) > 236P > 66 (delay) 2P > c.S > jc > j.K > j.S > j.H > j.4P (toss) > land > 6H > 236H > charged SG.S > charged SG.H > SG.S > 214K > SG.H *4-6 Corner
6H (CH) > 236P > 66 (delay) c.S > jc > j.S > jc > j.K > j.S > j.H > j.4P (toss) > land > rejump j.S > jc > j.S > j.H > j.D > j.236P (setup) Midscreen Easy Must be close or 6H Air CH
6H (CH) > 236P > 66 (delay) c.S > jc > j.S > jc > j.K > j.S > j.H > j.4P (toss) > land > 6H > 236H > microdash > SG.S > 236H > c.S > jc > j.K > j.S > j.H > j.D > j.236P (setup) Midscreen Hard Must be close or 6H Air CH
6H (CH) > 236P > 66 (delay) c.S > jc > j.S > jc > j.K > j.S > j.H > j.4P (toss) > land > 6H > 236H > charged SG.S > charged SG.H > SG.S > 214K > SG.H *4-6 Corner Must be close or 6H Air CH
AA c.S starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S (AA) > jc > j.S > jc > j.K > j.S > j.H > j.D > j.236P (setup) Maximum midscreen damage
c.S (AA) > jc > j.S > j.P > j.S > jc > j.S > j.P > j.S > j.H > j.D > j.236P (setup) Use if c.S hits farther away
214K/5H*5 RRC starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
214K/5H*5 > RRC > 66 (stop) 2H (2) 236P > c.S > jc > j.K > j.S > j.H > j.4P (toss) > land > rejump j.S > jc > j.S > j.H > j.D > j.236P (setup) Midscreen Easy
214K/5H*5 > RRC > 66 (stop) 2H (2) 236P > c.S > jc > j.K > j.S > j.H > j.4P (toss) > land > 6H > 236H > microdash > SG.S > 236H > c.S > jc > j.K > j.S > j.H > j.D > j.236P (setup) Midscreen Hard
214K/5H*5 > RRC > 66 (stop) 2H (2) 236P > c.S > jc > j.K > j.S > j.H > j.4P (toss) > land > 6H > 236H > charged SG.S > charged SG.H > SG.S > 214K > SG.H *4-6 Corner

Combo Theory

Combo theory document by Saybell

Video Examples

Navigation

 Elphelt Valentine

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