GGXRD-R/May/Combos: Difference between revisions

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:{| class="wikitable" border="1"
:{| class="wikitable" border="1"
|-
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| 7 {{7}}
| 7 {{Ni|7}}
| 8 {{8}}
| 8 {{Ni|8}}
| 9 {{9}}
| 9 {{Ni|9}}
|-
|-
| 4 {{4}}
| 4 {{Ni|4}}
| 5 {{5}}
| 5 {{Ni|5}}
| 6 {{6}}
| 6 {{Ni|6}}
|-
|-
| 1 {{1}}
| 1 {{Ni|1}}
| 2 {{2}}
| 2 {{Ni|2}}
| 3 {{3}}
| 3 {{Ni|3}}
|}
|}
: Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}{{D}} becomes 236{{D}}.
: Numbers represent direction on a keyboard numpad. For example {{Ni|2}}{{Ni|3}}{{Ni|6}}{{D}} becomes 236{{D}}.
:'''>''' = Proceed from the previous move to the following move.
:'''>''' = Proceed from the previous move to the following move.
:''',''' = Link the previous move into the following move.
:''',''' = Link the previous move into the following move.
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:'''(PRC)''' = [[GGXRD-R/Movement#Roman Cancel|Purple Roman Cancel]]
:'''(PRC)''' = [[GGXRD-R/Movement#Roman Cancel|Purple Roman Cancel]]
:'''[ ]''' = Hold input.
:'''[ ]''' = Hold input.
:'''] [''' = Release input (aka Negative Edge).
:'''(X)''' = X is optional.
:'''(X)''' = X is optional.
:'''(N)''' = Attack must deal N amount of hits.
:'''(N)''' = Attack must deal N amount of hits.
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: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
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'''May specifics:'''
Applause for the victim (41236P/K/S/H): P hoop, K hoop, etc.
Don’t miss it (214P/K): P beach ball / K beach ball
Mr. Dolphin Horizontal ([4]6S/H): S-HD / HS-HD
Mr. Dolphin Vertical ([2]8S/H): S-VD / HS-VD
Overhead Kiss (623K): OHK
<br clear=all/>
<br clear=all/>
==Combo List==
==Combo List==
<!-- ORIGINAL FORMATTING
*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.
*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.
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
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-->
Note: lame loop = (dash c.S > 2H > HS-VD) * 2
Note: air combos are in short form (each letter is a move), H stands for j.HS, E stands for Ensenga.
'''BnB:'''
5K > f.S > S-HD
gattlings > 2D > S-HD / P ball / P hoop
5D 8 j.HDSHD dj.SHDE
If you're close enough, you can start with j.DDSHD (-1 damage, more stun)
If you're too far, you may have to use j.HHSHD (+1 damage, guaranteed to hit, less stun)
Delaying the last j.D helps with longer combos (e.g. 5K > f.S > S-HD > RC > 5D 8) and against weird hurtboxes (e.g. Johnny)
6P > c.S > 6H > P hoop
'''Corner BnB:'''
c.S / 5H / 2D > HS-HD IAD j.KPH land dash j.SHD dj.DE
5D 6 6H > 5H > [K] hoop, c.S > 5H > HS-HD ]K[ IAD j.SH, land 6H > P hoop
'''Counter hit combos:'''
5H CH > 5D 8 BnB
5H CH dash OHK combo
2H CH 2D whiff dash c.S > j.SHD dj.HDE
2D CH 2P > c.S > j.SHDE
6K CH 2K > c.S > 2D > S-HD / P ball / P hoop
6P CH > c.S > 2H > HS-VD
'''OHK combos:'''
OHK lame loop
OHK dash j.SH land j.KHD dj.HDE
OHK dash c.S j.SHD dj.HDE
OHK IAD j.SH land dash j.SHD dj.HDE
corner OHK IAD j.SH land dash j.SHD dj.HDE (corner to corner)
'''RC combos:'''
2D > HS-HD delay RC AD j.SH land dash j.SHD dj.HDE
corner HS-HD RC dash 6[H] > HS-HD dash jump j.SHDE
5K > f.S > S-HD RC dash 5D BnB
3K RC dash lame loop
corner 3K RC 6[H] HS-HD IAD j.KH land j.KD dj.DE
OHK 6[H] > S hoop > RC dash 6[H] > HS-HD > ]S[ > hop on dolphin > AD j.SH land 6H > P hoop
throw > RC K hoop 6[H] > HS-HD > ]K[ > hop on dolphin > AD j.SH land 6H > P hoop
'''Setplay combos:'''
[http://www.dustloop.com/wiki/index.php/GGXRD-R/May/Strategy#Okizeme Okizeme section of the strategy guide]


==Combo Theory==
==Combo Theory==
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{{Navbar-GGXRD-R}}
{{Navbar-GGXRD-R}}
[[Category:Guilty Gear]]
[[Category:Guilty Gear Characters]]

Latest revision as of 02:03, 18 July 2020

Combo Notation Guide
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 236GGD.png becomes 236GGD.png.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
|> or ▷ = After landing.
j = Jump
hj = High Jump
IAD = Instant Air Dash
CH = Counter Hit
MC = Mortal Counter
(JC) = Jump Cancel
(HJC) = High Jump Cancel
(JI) = Jump Install
(RC) = (Red) Roman Cancel
(YRC) = Yellow Roman Cancel
(PRC) = Purple Roman Cancel
[ ] = Hold input.
] [ = Release input (aka Negative Edge).
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

May specifics:

Applause for the victim (41236P/K/S/H): P hoop, K hoop, etc.

Don’t miss it (214P/K): P beach ball / K beach ball

Mr. Dolphin Horizontal ([4]6S/H): S-HD / HS-HD

Mr. Dolphin Vertical ([2]8S/H): S-VD / HS-VD

Overhead Kiss (623K): OHK

Combo List

Note: lame loop = (dash c.S > 2H > HS-VD) * 2

Note: air combos are in short form (each letter is a move), H stands for j.HS, E stands for Ensenga.

BnB:

5K > f.S > S-HD

gattlings > 2D > S-HD / P ball / P hoop

5D 8 j.HDSHD dj.SHDE

If you're close enough, you can start with j.DDSHD (-1 damage, more stun)

If you're too far, you may have to use j.HHSHD (+1 damage, guaranteed to hit, less stun)

Delaying the last j.D helps with longer combos (e.g. 5K > f.S > S-HD > RC > 5D 8) and against weird hurtboxes (e.g. Johnny)

6P > c.S > 6H > P hoop


Corner BnB:

c.S / 5H / 2D > HS-HD IAD j.KPH land dash j.SHD dj.DE

5D 6 6H > 5H > [K] hoop, c.S > 5H > HS-HD ]K[ IAD j.SH, land 6H > P hoop


Counter hit combos:

5H CH > 5D 8 BnB

5H CH dash OHK combo

2H CH 2D whiff dash c.S > j.SHD dj.HDE

2D CH 2P > c.S > j.SHDE

6K CH 2K > c.S > 2D > S-HD / P ball / P hoop

6P CH > c.S > 2H > HS-VD


OHK combos:

OHK lame loop

OHK dash j.SH land j.KHD dj.HDE

OHK dash c.S j.SHD dj.HDE

OHK IAD j.SH land dash j.SHD dj.HDE

corner OHK IAD j.SH land dash j.SHD dj.HDE (corner to corner)


RC combos:

2D > HS-HD delay RC AD j.SH land dash j.SHD dj.HDE

corner HS-HD RC dash 6[H] > HS-HD dash jump j.SHDE

5K > f.S > S-HD RC dash 5D BnB

3K RC dash lame loop

corner 3K RC 6[H] HS-HD IAD j.KH land j.KD dj.DE

OHK 6[H] > S hoop > RC dash 6[H] > HS-HD > ]S[ > hop on dolphin > AD j.SH land 6H > P hoop

throw > RC K hoop 6[H] > HS-HD > ]K[ > hop on dolphin > AD j.SH land 6H > P hoop


Setplay combos:

Okizeme section of the strategy guide

Combo Theory

Video Examples


Guilty Gear Xrd -REVELATOR-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc