User:TomTom/xrdtest: Difference between revisions

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| {{clr|5|bt.D}}, {{clr|4|236H}}, {{clr|1|bt.P}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || [[File:GGXRD-R2_Axl_Icon.png]][[File:GGXRD-R2_Faust_Icon.png]][[File:GGXRD-R2_Sol_Icon.png]][[File:GGXRD-R2_Venom_Icon.png]]
| {{clr|5|bt.D}}, {{clr|4|236H}}, {{clr|1|bt.P}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || [[File:GGXRD-R2_Axl_Icon.png]][[File:GGXRD-R2_Faust_Icon.png]][[File:GGXRD-R2_Sol_Icon.png]][[File:GGXRD-R2_Venom_Icon.png]]
|-
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| {{clr|5|bt.D}}, {{clr|4|236H}}, {{clr|1|bt.P}} > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} || [[File:GGXRD-R2_Slayer_Icon.png]]
| {{clr|5|bt.D}}, {{clr|4|236H}}, {{clr|1|bt.P}} > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || [[File:GGXRD-R2_Slayer_Icon.png]]
|-
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| {{clr|5|bt.D}}, {{clr|4|236H}}, {{clr|1|bt.P}} > {{clr|3|bt.S}} > {{clr|4|bt.H}} || [[File:GGXRD-R2_Answer_Icon.png]][[File:GGXRD-R2_Chipp_Icon.png]][[File:GGXRD-R2_Raven_Icon.png]][[File:GGXRD-R2_Sin_Icon.png]][[File:GGXRD-R2_Zato-1_Icon.png]]
| {{clr|5|bt.D}}, {{clr|4|236H}}, {{clr|1|bt.P}} > {{clr|3|bt.S}} > {{clr|4|bt.H}} || [[File:GGXRD-R2_Answer_Icon.png]][[File:GGXRD-R2_Chipp_Icon.png]][[File:GGXRD-R2_Raven_Icon.png]][[File:GGXRD-R2_Sin_Icon.png]][[File:GGXRD-R2_Zato-1_Icon.png]]

Revision as of 20:03, 4 October 2022

 Leo Whitefang
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
H Eisen = Eisen Strum - [2]8H
bt.(X) = Brynhildr Stance (Backturn)
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.

Basic 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

Gatlings into Rekka seriesWorks against any grounded opponent.
Very Easy


Starter > c.S > 5H > 236S > 236H > 214S
This is a basic combo you'll be getting in most scenarios. Note that c.S is the only normal that combos into 5H. Common starters include 5P/2P, 5K/2K.

The knockdown you get from the rekka series gives you a chance to setup a dash up ([4]6H) multi-hit projectile for oki or a meaty button.

SweepGatlings into knockdown.
Very Easy


Starter > f.S > 2D
An essential combo to learn for instances where f.S will come out instead of c.S due to distance. A 2D knockdown gives you an opportunity to whiff 5[H] to start backturn pressure for oki.

Core 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

Midscreen RRC BnBWorks against any grounded opponents
Easy


Starter > 236S > 236H > 214S > RRC > Dash 5K > c.S > jc > j.K > j.S (1) > jc > j.K > j.H > j.236H
A good way to cash out 50 meter with more damage midscreen that leads into a restand.

You have plenty of time to dash up and hit 5K after the RRC. If you did more than 2 5P/2Ps at the start of the combo you have to do the alternate route j.K > j.K > j.236H after jump canceling c.S.


Backturn ComboWorks against any grounded opponents
Easy


bt.K > bt.P > bt.K > bt.S > 236S > 236H > 214S
The common combo in backturn stance off a low starter.


Midscreen Shield ComboMake them regret mashing
Easy


bt.D, 66 bt.S > bt.H
After catching them with bt.D, you can do a simple combo that ends in a knockdown and go for left/right mixups. There are optimized shield routes available in the Character Specific Reference section.

Specialized Combos

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

Crouch Confirms

Crouch Confirm BnBMaximize your damage
Easy


Starter > c.S > f.S > 2S > 5H > 236S > 236H > 214S
Thanks to the extra frame of hitstun f.S and 2S will now combo into 5H allowing for more damage.


6K linkDish out those links
Medium


Starter > c.S > f.S > 6K, 5P > f.S > 5H > 236S > 236H > 214S
A basic combo for crouching opponents.

Anti-Air and Air-to-Air Combos

These combos are for airborne opponents

5P AA OptionNot too great reward, but gets the job done
Easy


5P > jc > j.P > j.S > jc > j.K > j.H > j.236H
A basic combo for crouching opponents.

6P AA OptionNot too great reward, but gets the job done
Easy


(CH) 6P, Dash 5K > c.S > j.K > j.S (1) > jc > j.K > j.H > j.236H
A basic combo for crouching opponents.

Backturn AA optionsDecent reward
Easy


bt.P > jc > j.S > jc > j.K > j.H > j.236H
A basic combo for crouching opponents.

5D Combos

Leo has decent 5D combos, with high damage in the corner

5D6An Overhead
Medium


5D6 > 2H > 2H > c.S > jc > delay j.H land c.S > f.S > 5H > 236S > 236H > 214S
A basic combo for crouching opponents.


5D9An Overhead again
Easy


5D9 > j.H > j.H > j.K > j.S > jc > j.K > j.H > j.236H
A basic combo for crouching opponents.

Counter Hit Combos

Character Specific Reference

Tables for character specific routes

bt.D parry routes

Optimized midscreen parry routes

Route Characters
bt.D, 214H, Dash 5K > c.S > jc > j.k > j.s (1) > jc > j.k > j.h > j.236H GGXRD-R2 Baiken Icon.pngGGXRD-R2 Dizzy Icon.pngGGXRD-R2 Elphelt Icon.pngGGXRD-R2 I-No Icon.pngGGXRD-R2 Jack-O Icon.pngGGXRD-R2 Jam Icon.pngGGXRD-R2 May Icon.pngGGXRD-R2 Millia Icon.pngGGXRD-R2 Ramlethal Icon.png
bt.D, 236H, bt.P > j.S (1) > jc > j.K > j.H > j.236H GGXRD-R2 Axl Icon.pngGGXRD-R2 Faust Icon.pngGGXRD-R2 Sol Icon.pngGGXRD-R2 Venom Icon.png
bt.D, 236H, bt.P > j.S (1) > jc > j.H > j.236H GGXRD-R2 Slayer Icon.png
bt.D, 236H, bt.P > bt.S > bt.H GGXRD-R2 Answer Icon.pngGGXRD-R2 Chipp Icon.pngGGXRD-R2 Raven Icon.pngGGXRD-R2 Sin Icon.pngGGXRD-R2 Zato-1 Icon.png
bt.D, 236H, bt.S > bt.H GGXRD-R2 Ky Icon.png
bt.D, Dash bt.K > bt.S > bt.H GGXRD-R2 Bedman Icon.pngGGXRD-R2 Kum Icon.pngGGXRD-R2 Potemkin Icon.png
bt.D, Dash bt.S > bt.H GGXRD-R2 Johnny Icon.pngGGXRD-R2 Leo Icon.png
GGXRD-R2 Faust Icon.png You can do both hits of j.S for additional damage

Combo Theory

Leo has two different stances: Normal, and Brynhildr. While Brynhildr has useful combo extension/combo starter/ground combo tools, Brynhildr's juggle ending options are very lackluster.

Grounded Combo Theory:

The main goal of any Leo combo is to get a knockdown or Siegesparade restand. The secondary goal is to do as much damage as possible while not jeopardizing or reducing the quality of the knockdown It's not always possible to end in a meterless knockdown if Leo is too far away, but compared to most Guilty Gear characters Leo excels at obtaining maximum reward off every hit.

The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.

Leo has hugely rewarding meterless combos against crouching characters. Crouching opponents experience one more frame of hitstun than standing opponents. Leo gains two great combo routes against crouching opponents: 6K > 5P, and f.S (or 2S) > 5H. The difference in damage is dramatic.

Juggle Theory:

Leo's most rewarding combo tool is 6H because of its ground bounce and high damage value. In any optimal juggle situation, you would never pass up a 6H.

Most of Leo's combos can end in an air juggle into the restand j.236H Siegesparade move. Some Leo players prefer to take the Siegesparade restand, but others dislike it depending on matchup because of the inability to block afterwards. An alternative is to end combos with H Eisen which gives a hard knockdown but doesn't allow for any setups besides general meaty attacks. H Eisen combos also do the most damage, but the difference is generally less than 5 points.

In some combo routes H Eisen knockdown will be possible but an air combo into Siegesparade will fail because the combo was too long. While Xrd uses actual combo time and not number of hits to deteriorate combo hitstun, generally j.K/j.S/j.H > j.236H only works at around 10 to 11 hits on the combo counter. When Siegesparade is not possible, some Leo players will end with j.H j.D (which will not combo) to allow the opponent to tech high in the air and tech chase. That guessing game has its own problems, especially since the opponent can choose when, which way, and whether to air tech at all.

Except in very short combos (5 hits or less) or with RISC bar, Leo's j.K will always lead to more damage than j.S with 1 or 2 hits. j.K j.S(1) will lead to higher damage than either j.K or j.S alone. Every Leo air combo should usually end in j.H because j.H has the highest damage but no combo options besides ending in j.236H.

Side note about ground bounces in Xrd: Ground bounces will bounce the opponent higher when the opponent starts higher. A 6H that hits an opponent high up will bounce the opponent higher than one that hits an opponent right before they land on the ground. A lot of combo confusion stems from different 6H timings being used on different characters. For example, against light characters, the goal should be to hit 6H fairly late so that they don't bounce high above you. However, for Potemkin, if you delay the 6H then the followup combo will need to start with 2P and may no longer lead to a good knockdown. On a "high" ground bounce, it is possible to negate part of it by hitting the opponent right after they bounce.

While you can adjust Leo's combos to be easier and less character specific, you give up damage to do so. In my opinion, Leo's potential only really shows when his hits lead to the monstrous damage of which he is capable.

Combo Structure

What Each Button Does