GGXRD-R2/Sin Kiske/Combos

From Dustloop Wiki
Jump to navigation Jump to search
Template-info.png This page is missing significant information. You can help by editing it.
Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+GGXRD P Prompt.png becomes 236P.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel 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 = Jump
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
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
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 = GGXRD-R2 Answer Icon.png Answer
AX = GGXRD-R2 Axl Low Icon.png Axl Low
BA = GGXRD-R2 Baiken Icon.png Baiken
BE = GGXRD-R2 Bedman Icon.png Bedman
CH = GGXRD-R2 Chipp Zanuff Icon.png Chipp Zanuff
DI = GGXRD-R2 Dizzy Icon.png Dizzy
EL = GGXRD-R2 Elphelt Valentine Icon.png Elphelt
FA = GGXRD-R2 Faust Icon.png Faust
IN = GGXRD-R2 I-No Icon.png I-No
JA = GGXRD-R2 Jam Kuradoberi Icon.png Jam
JC = GGXRD-R2 Jack-O Icon.png Jack-O
JO = GGXRD-R2 Johnny Icon.png Johnny
KU = GGXRD-R2 Kum Haehyun Icon.png Kum Haehyun
KY = GGXRD-R2 Ky Kiske Icon.png Ky Kiske
LE = GGXRD-R2 Leo Whitefang Icon.png Leo
MA = GGXRD-R2 May Icon.png May
MI = GGXRD-R2 Millia Rage Icon.png Millia
PO = GGXRD-R2 Potemkin Icon.png Potemkin
RA = GGXRD-R2 Ramlethal Valentine Icon.png Ramlethal
RV = GGXRD-R2 Raven Icon.png Raven
SI = GGXRD-R2 Sin Kiske Icon.png Sin Kiske
SL = GGXRD-R2 Slayer Icon.png Slayer
SO = GGXRD-R2 Sol Badguy Icon.png Sol Badguy
VE = GGXRD-R2 Venom Icon.png Venom
ZT = GGXRD-R2 Zato-1 Icon.png 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.
Combo Position Damage Tension Gain Works on: Difficulty Notes Calories
c.S > f.S > 2D > 236K > 236H > 214K Anywhere 134 20% Anyone Very Easy Any normal that can gatling into 2D will also combo into it. -3000
6P > c.S > 5H(1) > delay 6H > 236H > 214K Anywhere (Air hit) 134 20% Anyone Very Easy Basic anti-air combo from 6P, c.S might whiff if they are too high -1000
6P > c.S > 5H(1) > delay 6H > jc > j.S > j.P > j.S > jc > j.K > j.S > j.236H Anywhere (Air hit) 167 24% Anyone Very Easy Another AA combo that ends without knockdown, but with more damage and meter than above -1000
6P > c.S > 5H(1) > delay 6H > jc > j.S > j.K > jc > j.D Anywhere (Air hit) 141 17% Anyone Very Easy Variation of the above combo that spends no calories and ends with knockdown 0
c.S > f.S > 2D > 236K > Blue 623S > 214S > 214P[4] > ((delay) j.S) > j.6H > 5P > 5H(1) > delay 6H > 236H Anywhere 160 37% Middleweights Easy Midscreen BnB. Any normal that can gatling into 2D will also combo into it. Will drop on Sol. Leap after 236H recovers with j.S for a safejump, or eat to regain spent calories. j.S must be added on some characters, and must additionally be delayed on others. -6000
2H(2) > 5H(1) > 6H > Red 623S > 214S > 214P[4] > delay j.6H > c.S > 5H > delay 6H > 236H Anywhere 231 37% Anyone Easy Midscreen punish. Leap after 236H recovers with j.S for a safejump, or eat to regain spent calories. Add j.S before j.6H against PO/KU -4000
c.S > 2D > 236K > 623S > 214S > 236[H] (wallstick) > 214K > j.6H > c.S > 5H > 214H Near Corner 205 33% Anyone Easy Corner BnB. j.6H will vacuum them out of the corner if they are too high, and 5H(2) will OTG and give no oki if they are too low. Any normal that can gatling into 2D will also combo into it, but 623S will hit blue if you're further out when you hit it, and result in the combo doing much less damage. However, both versions of 623S work for this combo. -7000
f.S > 236H > RRC > dash > 6H > Red 623S > 214S > 214P[4] > delay j.6H > 5P > 5H(1) > delay 6H > 236H Anywhere 182 -37% Anyone Easy 50% confirm from f.S. Leap after 236H recovers with j.S for a safejump, or eat to regain spent calories. -4000
c.S > f.S > 2D > 236K > Blue 623S > 214S > 214K > j.K > 5H(1) > delay 6H > 236H Anywhere 158 32% Lightweights Easy Midscreen BnB variation for lightweights. Any normal that can gatling into 2D will also combo into it. Will drop on Sol. Leap after 236H recovers with j.S for a safejump, or eat to regain spent calories. -6000
c.S > 2S > 2D > 236K > Red 623S > 214S > delay 214P[4] > delay j.6H > 5H(1) > 214H Anywhere 177 27% Dizzy Easy Midscreen BnB variation for DI, 623S is red a lot more often against her midscreen, but can hit blue if you're far out when 2D hits. -5000
c.S > f.S > 2D > 236K > Blue 623S > 214S > 214H Anywhere 127 21% Anyone Very Easy Midscreen BnB variation for PO/KU, technically works on everyone -3000
c.S > 2D > 236K > 623S > 214S > 236[H] (wallslump) > dash > 5D~6 > 5P > 3K > 236[H] > 214H > 2D Near Corner 201 38% Anyone Hard Corner BnB with ender that both restores calories and leads into 214K oki. Charge the first 236[H] until they are low enough for a wall slump. Any normal that can gatling into 2D will also combo into it, but 623S will hit blue if you're further out when you hit it, and result in the combo doing much less damage. However, both versions of 623S work for this combo. On lightweights, 2D > 236K > red 623S > 214S will launch too high for 236[H] to wall slump. Try to launch with 236K without 2D, or get a blue 623S instead. 0
5D combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Calories
5D~6 > 6H > 236[H]x4 > 214K > 2H(3) > 5H(2) > 214H Corner 187 37% Anyone Medium -4000
5D~8 > j.6Hx2 > j.S > j.P > j.S > jc > j.S > j.6H > j.214S > j.236H Anywhere 128 28% Anyone Easy Easy 5D combo that works anywhere on screen and from any spacing.. -3000
Throw RRC combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Calories
Throw > RRC > 214K[6] > 623S > {{{2}}} > 214P > j.6H > c.S > 5H(1) > delay 6H > 236H Midscreen 132 -38% Anyone Easy -4000
Throw > RRC > dash > 236[H]x4 > 214K > 2H(3) > 5H(2) > 214H Corner 196 -40% Anyone Medium Corner, run underneath them and try to hit them low enough for a wall slump. Omit one rep of 236[H] for an easier time. -4000
Air throw > RRC > airdash towards opponent > land > delay 623S > 214S > 214P > j.6H > c.S > 5H(1) > delay 6H > 236H Midscreen 146 -37% Anyone Easy Side swaps. -4000
CH Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Calories
CH 236H (second hit only) > 214K > (delay) j.S > j.6H > 5P > 5H(1) > delay 6H > 236H Anywhere 148 27% Anyone except JA Easy CH j.S must be delayed on some characters. -2000
CH 236K > c.S > 5H(1) > delay 6H > 236H Anywhere 148 22% Anyone Easy Works on everyone at round start distance, but c.S will not come out at further spacings of 236K. You can replace it with 5P against some characters. -2000
CH 214S > 214P > delay j.6H > c.S > 5H(1) > delay 6H > 236H Anywhere 198 25% Anyone Easy -2000
CH 2D > 2P > c.S > 5H(1) > delay 6H > 236H Anywhere 120 20% Anyone Easy Also possible from meaty 2D -1000
CH j.214S > 5H(1) > delay 6H > jc > j.S > j.P > j.S > jc > j.K > j.S > j.236H Anywhere 139 29% Anyone Very Easy Very easy and consistent, though CH j.214S is fully untechable, so better conversions are possible. -2000
CH j.6H > c.S > 5H(1) > delay 6H > jc > j.S > j.P > j.S > jc > j.K > j.S > j.236H Anywhere 196 25% Anyone Very Easy Air-to-air confirm. -1000
CH j.236H > dash > f.S > 236H Anywhere 112 ~20% Anyone Very Easy CH TK j.236H confirm. Works on both grounded and airborne opponents. -2000
CH 236H (second hit only) > 214K > (delay) j.H > 5P > 5H(1) > delay 6H > 236H Anywhere 126 27% EL Easy Alternate CH 236H confirm against Elphelt. -2000
Beakwinder (Air beak corner loops) combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Calories
2H(3) > 5H(1) > 6H > jc > j.K/j.S > j.236H > airdash > j.K > (delay)j.236H > c.S/f.S > 5H > 236H > 236236P (setup) Corner 206 -14% Anyone Medium Whether or not you delay the second j.236H depends on how far from the corner you are, and how heavy your opponent is. -3000
j.D > j.214S > land > rejump > j.K/j.S > j.236H > airdash > (delay) j.K > (delay)j.236H > c.S/f.S > 5H(1) > 236H > 236236P (setup) Corner 161 -16% Anyone Medium Delay the second j.K on lightweights. -4000
j.D > j.236236P > airdash > delay j.214S > land > rejump> j.K/j.S > j.236H > airdash > j.K > (delay)j.236H > f.S > 236H > 236236P (setup) Corner 182 -68% Anyone Medium At further spacings when j.214S will whiff. -4000
j.D > j.214S > land > rejump > j.S > j.236H > airdash > j.S > j.236H > 236H > 236236P (setup) Corner 162 -15% RA/EL Medium Alternate routing for RA/EL. -4000
Volteic Dein Oki conversions
Combo Position Damage Tension Gain Works on: Difficulty Notes Calories
Rising j.H(1) > 236236P (hit) > land > 2H(3) > 5H(1) > 6H > jc > j.K > 236H > airdash > j.K > delay 236H > f.S > 236H > 236236P Corner ~200 -18% Anyone Medium Conversion from a high off 236236P oki. Loops into itself if you have enough meter. -3000
2D > 236236P (hit) > 214K > delay j.K > 5H(1) > 6H > jc > j.K/j.S > 236H > airdash > j.K > delay 236H > f.S > 236H > 236236P Corner ~200 -20% Middleweights Medium Conversion off a low from 236236P oki for middleweights. Loops into itself if you have enough meter. -3000
2D > 236236P (hit) > 214K > land > c.H > 5H(1) > 6H > jc > j.S > 236H > airdash > j.K > delay 236H > f.S > 236H > 236236P Corner ~180 -28% Lightweights Medium Conversion off a low from 236236P oki for lightweights. Loops into itself if you have enough meter. -3000

Sin Combo doc: https://docs.google.com/document/d/1-JNMntxEBZbgcH_PomQqrEt4LSsB-bJddrISan114fo/edit

Combo Theory

Video Examples

Navigation