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Revision as of 04:45, 23 June 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
Eisen Sturm = [2]8S/H
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

The Bread and Butter Combo

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

The BnB ComboWorks against any grounded opponent.
Very Easy

5P/2P > 5K > c.S > 5H > 236S > 236H > 214S
An easy combo that ends in a side switch and hard knockdown to setup okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. You can either setup a H Boom or whiff 236H to go into backturn stance.


The Backturn BnB ComboThe backturn combo that works on everyone.
Very Easy

bt.K > bt.P > bt.K > bt.S > 236S > 236H > 214S
A combo in backturn that gets a hard knockdown to setup okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. You can also chose to end your combo with bt.214S instead of the rekka series to get a same side knockdown.

Meterless Combos

5P/2P Starter

Combo Position Damage Works on: Difficulty Notes Video
5P/2P > 5K > c.S > 5H > 236S > 236H > 214S Everywhere ??? Everyone Easy N/A.
5P/2P > 5K > f.S > 2D Everywhere ??? Everyone Easy Alternative route for instances where c.S isn't possible due to range.
Combo Position Damage Works on: Difficulty Notes Video
5P > 5K > c.S > 5H > 236S > 236H > 214S Everywhere ??? Everyone Easy N/A.
5P > 5K > c.S > 5H > 236S > 236H > 214S Everywhere ??? Everyone Easy N/A.

5K Starter

c.S Starter

5H Starter

5D Starter

Brynhildr (Backturn) Combos

bt.P Starter

bt.K Starter

bt.S Starter

bt.H Starter

bt.D Parry Starter