GGXRD-R/May/Combos

From Dustloop Wiki
< GGXRD-R‎ | May
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