GGXRD-R2/Elphelt Valentine/Combos

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 Elphelt Valentine

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 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

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.
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

Video Examples

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