GGXRD-R2/Jack-O/Combos

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< GGXRD-R2‎ | Jack-O
Revision as of 06:54, 27 March 2021 by Shtkn (talk | contribs)
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.
cS starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
cS > 2H(7) > 214S > 66 jKS > DJC > jSH jH > j4D midscreen 208 all [1] very easy
cS > 6P > 6H(1) > IAD > jSH > j4D midscreen 152 all [1] very easy
cS > 5H(3) > 214S > jS > DJC > jSH > j4D midscreen 175 all [1] very easy
cS > 6H(2) > 214S > Blitz Attack > 66 jKS > DJC > jSH jH > j4D corner 213 all [3] medium Against Baiken and May, a dash is required before c.S.


6P starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
CH 6P > 6H(2) > 22P/K/S/H Midscreen 96 Everyone Easy A combo that serves to safely set up a Ghost or deploy an organ.
6P > c.S (JI) > 6H(2) > hj.K > j.S > dj.S > j.214S > dash j.K > j.S > dj.S > j.H(2) > j.4D Corner 207 Everyone except Slayer Medium


2S starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
CH 2S > c.S > j.K > j.S > dj.S > j.H(2) > j.4D Midscreen 150 Everyone Easy

Combo Theory

(Note: The following listings may differ depending on an opponent’s wakeup timing)

Common Enders:

   3H – 1 option above and a grounded meaty
   2H – 2 option above and a grounded meaty
   Low to ground 4D – 1 option above and grounded meaty
   High in the air 4D – 2 options above or 1 and a grounded meaty

Video Examples

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