GGXRD-R2/Slayer/Combos

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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
Mappa = Mappa Hunch - 236[P]or[K]
P Pile = P Pilebunker - 214P > P
K Pile = K Pilebunker - 214K > P
CWH = Crosswise Heel - 214[P]or[K] > K
UP = Under Pressure - 214[P]or[K] > S
IL = It's Late > 214[P]or[K] > [S]or[H]
Helter = Helter Skelter - 214[P]or[K] > H
Bite = Bloodsucking Universe - 63214H
DOT = Dead on Time - 632146S
EW = Eternal Wings - 236236H
SDD = Straight-Down Dandy - j.214214S
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

Meterless BNBs
Combo Position Damage Tension gain Works on Difficulty Notes
5K or 2K > Mappa [1] Midscreen 60 8 All Very Easy P Mappa ender lets you play footsies with disjointed normals, and K Mappa leaves you close, but at a frame disadvantage.
2K > c.S > 2D [1] Midscreen 65 7 All Easy Only works up-close.
c.S f.S > 2KD [1] Midscreen 95 8 All Easy Knockdown confirm that leads to oki.
c.S f.S > 5K > Mappa [1] Midscreen 108 11 All Easy When your opponent is too far away for a 2D knockdown.
c.S f.S > c.S f.S > 2KD [1] Midscreen 132 12 All Easy Crouching only for most characters.
c.S f.S > j.SHD 2K > j.K > d j.SHD [1] Midscreen 175 17 All Medium Air hit-confirm.
5PP or 2S > j.PK > d j.SHD 2K > j.D [1] Midscreen 131 16 All Easy Anti air combo that works most of the time.
It's Late > c.S f.S > 2KD [1] Midscreen 129 --- Crouching Medium It's Late > c.S is a crouch only link, will not work meaty.
It's Late > 2KD [1] Midscreen 90 --- All Medium It's Late > 2K only works if you time It's Late as a meaty on wakeup.
6K > c.S f.S > 2KD [1] Midscreen 106 10 Crouching Medium 6K > c.S is a crouch and CH only link.
6P > K Mappa [1] Midscreen 78 9 All Very Easy Needs to spaced out a bit to give you a wallbounce midscreen for K mappa. Lets you go for an air throw reset or RRC combo.
6P > c.S f.S > j.SHD 2K > j.K > d j.SHD [3] Corner 184 20 All --- You might need to delay some of the air hits to get the proper height.
6H > P pile [1] Midscreen 115 14 All Easy Works close and on CH. Will also work on air hit.
c.S f.S or f.S > j.SHD 2K > j.K > d j.SHD [1] Midscreen 166 --- All Easy Air hit f.S, universal go-to combo after blocking a burst.
Counter-hit BNBs
Combo Position Damage Tension gain Works on Difficulty Notes
CH 2K or 5K > 5K > Mappa [1] Midscreen 80 --- All Easy Hit confirm into Mappa. 5K and 2K go into each other on CH.
CH 2D > c.S f.S > j.SHD 2K > j.K > d j.SHD [1] Midscreen 185 --- All Easy 2D has to be spaced to hit during later active frames.
CH Mappa, 5K > Mappa [1] Midscreen 99 --- All Easy
CH Mappa > 2KD [1] Midscreen 83 --- All --- Knockdown route, has to be close
CH 2S > IAD j.H > c.S > j.SHD 2K > j.K > d j.SHD [1] Midscreen 191 --- All --- Damaging anti air combo from 2S.
CH 2S > K Pile > K Pile > 5H 2H > c.S > j.SHD [2] Near corner 247 --- All --- Damaging anti air combo from 2S.
CH P Pile > 6H > P Pile [1] Midscreen 164 --- All ---
CH P Pile > 5H > j.SHD 2K > j.K > d j.SHD [3] Corner 219 --- All ---
CH 6P > K cwh > 6H > P pile [1] Midscreen 166 --- All ---
CH 6P > 6P > 5H > j.SHD 2K > j.SK > d j.SHD [3] Corner 217 --- All ---
CH K Pile > long forward dash > K Pile > 5H 2H > c.S > j.SHD [2] Near corner or [3] Corner 241 --- All Medium Works from around round start. Stuns most characters when spending 50% on next mixup.
CH It's Late > K pile > 5D6 > 5HH > K pile > 5H 2D [2] Near corner or [3] Corner 259 --- All Medium CH confirm. Stuns most characters when spending 50% on next mixup.
50% Tension BNBs
Combo Position Damage Tension gain Works on Difficulty Notes
K Mappa > RRC 5D6 > 5HH K Pile > 5H 2H > c.S > j.SKD [2] Near corner or [3] Corner 226 --- All ---
5K > K Mappa > RRC 5D6 > 5HH K Pile > 5H 2H > c.S > j.KD [2] Near corner or [3] Corner 212 --- All --- ~1-2 hits before RRC
c.S f.S > 5K > K Mappa > RRC 5D6 > 5HH > K Pile > 5H 2D [2] Near corner or [3] Corner 212 --- All --- ~3-4 hits before RRC
c.S f.S > c.S f.S > K Mappa > RRC 5D6 > 5HH > K Pile > 6P [2] Near corner or [3] Corner 216 --- All --- ~5-6 hits before RRC
c.S f.S > j.D > SDD > c.S f.S > c.S 2D [1] Midscreen 202 --- Standing ---
Bite > DOT [1] Midscreen 113 --- All ---
Bite > RRC CH K Pile > K Pile > 5H 2H > c.S > j.SHD [1] Midscreen 155 --- All --- Works from around round start spacing
Throw > RRC > 5H > j.SHD 2K > j.K > d j.SHD [1] Midscreen 145 --- All ---
Throw > RRC K Pile > 5H 2H > c.S > j.SHD [3] Corner --- --- Lights ---

5D6 > 5HH > K Pile wallsplat enders:

  • ... K Pile > 5H 2H > c.S > j.K~D. This ender only works with 1-2 hits before RRC.
  • ... K Pile > 5H 2D. Solid knockdown. If the combo scales too high you might want to go for a different ender as 2D will be a black beat.
  • ... K Pile > 6P. Gives a lot of frameadvantage on knockdown and will also let you setup crossup mixups.
  • ... K Pile > 5H > Burst dead on time. High-damage ender when you want to dump resources on your opponent.

Combo Theory

In Xrd, most combos end in a knockdown and ideally lead to okizeme.

Slayer has many knockdown options that lead to okizeme (mainly through 2D, jD, or Dandy Step) but in some cases he will need to spend meter to get okizeme. Because of how Slayer lands hits and the launch/bounce properties on some of his moves, many of his combos have to be improvised so take the time to study his combo tools. Here are some of Slayer's important combo starters, fillers, and enders:

6H

  • Can hit very high up and has long untech time on air hit, so 6H is great for filler after launching the opponent (CH 2H, K Cross air hit, EW)
  • On ground hit, combos into P Pile at close range or Mappa
  • On air hit, combos into Pile, Cross, and Under Pressure/IL. Cross and Under Pressure allow air combos afterwards but Pile is much more consistent
  • If 6H hits high enough (tip of the foot), you can combo into K Pile

2H

  • Launches the opponent off the ground. Easy followup in the corner with 5K, c.S, or 5P depending on the combo. Big damage from fast normals that gatling into 2H ( 5H, 2S, 5P/ 2P)
  • Good with RC since it allows K Pile > K Pile or K Cross > 6H

5D

aka Dust

  • By holding 6 after it hits, 5D[6], you get the side Dust animation that temporarily grants extra cancel options. Slayer's 5D[6] combo is usually 5H > 5H > K Pile
  • Side Dust allows consistent corner carry if the spacing is bad or ambiguous for K Pile followups. For example, you can do 2D > delay 2D [wallstick] > K Pile sometimes for a close K Pile followup
  • Faster startup than K Pile (24f vs 31f), which is important when extending combos. Also helpful if you RC too late

Mappa RC

  • Start from any special-cancelable ground normal (any K or S, 5H, 6H) or just Mappa. Very versatile!
  • End in K Pile, K Cross, or 5D
  • If Mappa hits them airborne, you can do an air combo instead
  • Any level 4 move allows the same RC followups: 5H, 6H, IL

P Pilebunker RC

  • P Pilebunker launches the opponent off the ground but pushes them away. P Pile is good for ending combos but needs a counterhit or RC to be a combo starter
  • Useful for corner combos since the launch pushes them high enough for P Pile RC > K Pile > 5D
  • Doesn't allow okizeme midscreen but you can do normal Dandy Step okizeme in the corner

K Pilebunker

  • Very high damage punish but needs to be close to corner for the wallstick. You can also RC then dash to carry them to the corner!
  • The wallstick is techable if they stick too high. In some cases, you will have to delay your K Dandy for a lower wallstick
  • Wallstick followups depend on the opponent's height and your spacing from the wall. A 2nd K Pile is generally the best, but you can substitute with 5D or 5H > 2H. At bad heights, you may need to use 6H (too high) or 2D (too low)

Crosswise Heel

  • High damage punish that works midscreen (21f startup for P version, 33f startup for K version).
  • Basic combos: use a jump cancelable normal ( 5P, 5K, any S, 5H) or air normal then end in a low-altitude jD
  • Advanced combos: if the spacing/height are right, you can time a juggle with Mappa, 6H > Dandy, or EW

Blitz Attack

  • Good damage since it allows a followup and has less proration than Pile/Cross, but slow startup (28f+) limits its use similarly to K Pile
  • Blitz Attack removes burst on hit, so the opponent generally can't burst until the followup hits. Helpful for hard baiting bursts with cancels into Dandy Step

Burst DOT

  • Very strong ender, usually deals around 40 damage at low life and can combo from almost anything
  • Easy to use from 5D[6] > 5H > 5H > K Pile > 5H > Burst DOT

Counter Hits

Slayer specializes in Counter Hits. Many of his moves do not lead to a combo on a normal hit in return for leading to a high damage combo on a Counter Hit.

Video Examples

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