GGXRD-R/Raven/Combos: Difference between revisions

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< GGXRD-R‎ | Raven
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*Throw-JC,j.KS-JC,j.KSD
*Throw-JC,j.KS-JC,j.KSD
*Glide-j.SPS,2P-2D
*Glide-j.SPS,2P-2D
*:) Cmd Throw-Stab Super
*\:) Cmd Throw-Stab Super
*5D-Up follow up,j.HHSPS-JC,j.SD
*5D-Up follow up,j.HHSPS-JC,j.SD


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*Dash CH 6H-JC,j.S,c.S-2D
*Dash CH 6H-JC,j.S,c.S-2D
*Needle-YRC,glide-j.SPS,c.S-5H-Scratch
*Needle-YRC,glide-j.SPS,c.S-5H-Scratch
*CH 6P-:) AA Cmd Grab,5K-5H-JC,j.S-Air Scratch
*CH 6P-\:) AA Cmd Grab,5K-5H-JC,j.S-Air Scratch
*2H-Scratch RRC,dash c.S-5H-JC,j.SD
*2H-Scratch RRC,dash c.S-5H-JC,j.SD
*Corner CH Air Scratch,:) AA Cmd Grab,2S-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
*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
*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
*CH 5H(1)-Ball,2D-\:) AA Cmd Grab,5K-5H-jc,j.SPS-JC,j.KSD


==Combo List==
==Combo List==

Revision as of 21:31, 21 June 2016

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6GGD.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 Midscreen
2H-Scratch RRC,iad j.H(3)-Air Scratch Midscreen j.H must hit after RC slowdown is over for max. damage Use 2 hits of j.H to guarantee knockdown
2H-Scratch RRC,dash Glide-whiff j.S,c.S(1)-j.H(3)-Air Scratch Midscreen Regular weight

Combo Theory

Video Examples

Week 1 BnBs


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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc