GGXRD-R/Raven/Combos

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< GGXRD-R‎ | Raven
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.
(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.
Needle (Schmelz Berg) = 236P
Air P Needle (Gebraeuchlich Licht) = j.236P
Air K Needle (Gebraeuchlich Licht) = j.236K
Scratch (Grausam Impuls) = 236S
Air Scratch (Grausam Impuls) = j.236S
Ball (Scharf Kugel) = 236H
Air Ball (Scharf Kugel) = j.236H
Hit Me (Give it to me HERE) = 214K
Cmd Grab (Backen Zweig) = 63214H
AA Cmd Grab (Backen Zweig) = 63214S
Dash Super (Verzweifelt) = 632146S
Stab Super (Geld Leier) = 236236H
Burst Stab Super (Geld Leier) = 236236D


Challenge Mode Combos

  • 4P-2S-2D
  • f.S-Needle
  • 2S-5H-Scratch
  • f.S-2H-Dash Super
  • 6P-JC,j.PPS-Air Scratch
  • j.KS,2K-2D
  • Throw-JC,j.KS-JC,j.KSD
  • Glide-j.SPS,2P-2D
  • Cmd Throw-Stab Super
  • 5D-Up follow up,j.HHSPS-JC,j.SD
  • Hit me (absorb)-Stab Super (After absorbing Sol's grand viper)
  • Dash CH 6H-JC,j.S,c.S-2D
  • Needle-YRC,glide-j.SPS,c.S-5H-Scratch
  • CH 6P-:) AA Cmd Grab,5K-5H-JC,j.S-Air Scratch
  • 2H-Scratch RRC,dash c.S-5H-JC,j.SD
  • Corner CH Air Scratch,:) AA Cmd Grab,2S-5H-JC,j.SD
  • lv3 Charged Blitz,Ball,Glide-j.SPS,c.S-2S-2H-Scratch
  • 5D-Side follow up,5H-5H-JC,Glide-j.SH,2S-2H-scratch
  • CH 5H(1)-Ball,2D-:) AA Cmd Grab,5K-5H-jc,j.SPS-JC,j.KSD

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.
2H starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
2H-Scratch RRC,dash c.S(2)-5H(2)-j.SPSD-air p needle Anywhere 165 c.S must hit as slowdown is ending for max. damage.
2H-Scratch RRC,dash c.S(2)-5H(2)-air scratch Anywhere 165 c.S must hit as slowdown is ending for max. damage. No knockdown on light characters.
2H-Scratch RRC,iad j.H(3)-Air Scratch Anywhere 160 j.H must hit after RC slowdown is over for max. damage and guaranteed knockdown on lights. https://twitter.com/gg_keeponrockin/status/818178291785875456

Combo Theory

Video Examples

Week 1 BnBs

GGXrdR Raven Combo Video「Re 」


RC Combo https://twitter.com/gg_keeponrockin/status/746830659176431617


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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc