GGACR/Eddie/Combos

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< GGACR‎ | Eddie
 Eddie


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
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa

Combo List

Eddie Notation

The Eddie Cabal has decided that -X- is for releasing button with regular shadow(236P/K/S/H). #X# is for releasing a button using vice shadow(214H).

Standard Combos

Combo Position Tension Gain Works on: Difficulty Notes
2P > 2D Everywhere Net Gain Everyone [1] Very Easy Standard confirm to get KD. Most important combo you will ever learn for this character.
6P > j.KHD Everywhere Net Gain Everyone [1] Very Easy Standard solo Anti air. j.D can substituted for 236236S if you have the meter to burn.
-K- > 5K > c.S > -K-(1) > (Ender) Everywhere Net Gain everyone [2] Easy Your Mawaru low mixup option.
-K- > 6K > 214S > -K- > (Ender) Everywhere Net Gain Everyone [2] Easy Mawaru overhead mixup option. Forces crouch so -K- combos its two hits. Can be looped before going into your preferred ender as long as you have Eddie meter available.
22S > -K- > 6P > j.KHD Everywhere Net gain Everyone [2] Easy Simple confirm if you manage to land a drill with Eddie out.
22S/2D > (-K- > 214K~41236S xN) Everywhere Net gain Everyone [3] Medium Big damage Shadow Gallery loop. Can be looped as many times as you have Eddie meter left. You can end with 236D to restart pressure if you have the meter. You can also end with an unblockable by doing -D- > 22D. Difficulty depends on the opponent's air hurtbox, some require a delay before -K-. In the corner use this variation on Ky, HOS, Aba, Dizzy, Anji, Slayer, Robo Ky and Bridget. On everyone else cornered you can loop with -S- to use less Eddie gauge and loop longer (it is also easier).

Standard Enders

Combo Position Tension Gain Works on: Difficulty Notes
5H(2) > 22S Everywhere Net Gain Everyone [1] Very Easy Standard combo ender. Ending with drill allows you to puddle ender as well as opening up Shadow Gallery loops and a number of unblockables. You sacrifice the ability to use drill for oki but if you have something else to extend with it doesn't matter much.
-K-(2) > 6P(2) > -P- > 22S > (Puddle Ender) Everywhere Net Gain Everyone [2] Easy Simple Mawaru ender route using -P- to both move shadow forward and cover the gap between 6P and drill.
(2P) > -K-(2) > 6P > c.S > 2D > (Puddle Ender) Everywhere Net Gain Everyone [2] Easy Mawaru mixup ender. You need to link the two hits of -K- with 2P if the opponent is standing.
(2S) > -K-(2) > 5H(2) > 22S Everywhere Net Gain Everyone [2] Easy Alternate Mawaru mixup ender to get a combo into drill. You need to link the two hits of -K- with 2S if the opponent is standing.
-H- > 214S > 214S > 214S > c.S > 5H(2) > 22S Everywhere Net gain Everyone [2] Easy Puddle ender. 4x214S is possible if you don't need to move much. Other puddle combos are possible but looping 214S is recommended for meter gain. If you are unsure on how much time you have left end with 2D for a guaranteed knockdown.

Corner Combos

Combo Position Tension Gain Works on: Difficulty Notes
(#K#) 669 j.K > jc > j.K/S > j.H > #K# > 5D8 > dl j.D > jc > dl j.41236S(1) > FRC > #H# > unblockable corner Net Loss* Everyone [3] Medium Standard Vice summon corner triple overhead option. Converts to unblockable for a lot of damage via an impossible dust. *The FRC in this combo is optional if you can get the right timing for the character you are doing it on but the FRC makes it consistent accross the cast and is easier than learning the character specific timing. (Example)
(#K#) 669 > 5K > c.S > #K# > 5D8 > dl j.D > jc > dl j.41236S(1) > FRC > #H# > unblockable corner Net Loss* Everyone [3] Medium Standard Vice summon corner empty jump low option. Converts to unblockable for a lot of damage via an impossible dust. You can link c.S into 5D via #P# if low on Eddie gauge. *The FRC in this combo is optional if you can get the right timing for the character you are doing it on but the FRC makes it consistent accross the cast and is easier than learning the character specific timing. (Example)
(#K#) 669 > j.K > 5K > 2S > #K# > 5D8 > dl j.D > jc > dl j.41236S(1) > FRC > #H# > unblockable corner Net Loss* Everyone [3] Medium Vice summon corner high > low option. *The FRC in this combo is optional if you can get the right timing for the character you are doing it on but the FRC makes it consistent accross the cast and is easier than learning the character specific timing. (Example)
(#K#) 669 j.K > 2D > #S# > j.K > j.H > j.D > #D# > 956 > j.H > j.D > j.41236S(1) > FRC > #H# unblockable corner Net Loss* Everyone [4] Hard Vice summon corner high > low option. This combo requires character specific adjustments to make work on each character. *The FRC in this combo is optional if you can get the right timing for the character you are doing it on but the FRC makes it consistent accross the cast and is easier than learning the character specific timing. (Example)
22S > #S# > j.H > j.D > #D# > c.S > 2H > #D# > 22S > j.H > j.D > 41236S(1) FRC > #H# unblockable. corner Net Loss* Everyone [3] Medium Cancel 2H to 22S. *The FRC in this combo is technically optional if you can get the right timing for the character you are doing it on but the FRC makes it consistent accross the cast and is easier than learning the character specific timing.

Command Grab Combos

Combo Position Tension Gain Works on: Difficulty Notes
623S > -H- > Puddle ender everywhere Net Gain Everyone [2] Easy If you are in the corner, you can do 3 Drunkard Shades instead of 2.
623S > -K- > 669 j.SH > j.41236S delay -S-, -H-, puddle ender 50% Sol, Order-Sol, Ky, Testament, Faust, Anji, Slayer, Zappa, Axl [3] Medium Optimization against some characters. This deals more damage and allows you to get 4 DS in a puddle combo after command grab, which is great meter gain. Wait till they are as low to the ground as possible to pop them up with Mawaru
(Weiss Summon) > 623S > -S- > j.HD > 41236S > j.S > -H- ▷ j.KHD ▷ SJ j.KHD corner Net Gain Medium and heavy weight characters [3] Medium Against lighter weight characters, resort to simply use j.SD>sj.SD instead.

Counter-hit Combos

Combo Position Tension Gain Works on: Difficulty Notes
2K(CH) > 22S/22H Everywhere Net Gain Everyone [1] Very Easy Cannot confirm. You will do this frequently without consciously intending to while mixing up between drill and summon in block situations. 22H is preferred when 2K is used as a counter poke
2S(CH) > 22S/22H Everywhere Net Gain Everyone [1] Very Easy Cannot confirm. You will do this frequently without consciously intending to while mixing up between drill and summon in block situations. Pick your drill based on the range you're using it.
214S(CH) > 66P > j.KHD Everywhere Net Gain Everyone [2] Easy Your CH Combo against throws.
-S-(CH) > 2H > -S- Everywhere Net gain Everyone [2] Easy Hold S during the animation for 2H A sj.HD can be performed if the opponent is on the corner after the second Nobiru
-S-(CH) > 66P(2) > -S- > j.KHD > -S- Everywhere Net Gain Everyone [2] Easy Easy simple confirm. Does good damage in exchange for no knockdown. Press P and S at the same time to ready the second Nobiru. You can omit the 66P(2) if you are not confident in the spacing.
2H(CH) > 22H > IAD(9563) > j.HD > (j.KHD) Everywhere Net Gain Everyone [2] Easy Solo anti air CH combo. Extension is possible if it ends in the corner.
2H(CH) > 236H > 214K~41236S(xN) Everywhere Net Gain Everyone [3] Medium Anti air with Eddie available. Ends with knockdown naturally. Can restart pressure with 236D or unblockable reset with -D- > 22D.
-S-(CH) > -S- >j.236236S>-H->Puddle Combo Everywhere Net Gain Everyone [3] Medium Impractical combo. Not worth it if you are able to do the one below, unless you need the damage from super to kill. Do Nobiru, then Super, and the second Nobiru will naturally combo into itself. Move Little Eddie during the animation of Sword Super. (Example)
-S-(CH) > 6P > -S- > j.SH > -S- > 41236S(1)> FRC* > Puddle Ender Midscreen Net Loss(*) Everyone(*) [5] Very Hard *You can avoid using the FRC with character specific timing and combo adjustment. (Example)

5D Combos

Combo Position Tension Gain Works on: Difficulty Notes
5D8>j.KSHD everywhere Net Gain Everyone [1] Very Easy Use 236236S instead of j.D if you are in the corner.
5D8 > dl j.D 41236S(1) Everywhere Net Gain Everyone [2] Easy Impossible dust combo. Knocks Down. Can be used to set up -H- mine unblockable in the corner with Weiss summon.
5D8 > -S- > j.HD> 41236S(1) > -H- > (Puddle ender) Corner Net Gain Everyone [3] Medium Combo conversion by comboing into 5D. Make sure to only hit the first hit of SG.
5D8 > j.D > 41236S(1) > FRC > #H# (Unblockable) Corner Net Loss* Everyone [3] Medium Standard ender from a combo to dust when using Vice summon to set up unblockable. The FRC is optional if you can get the character specific timing to make the second hit whiff

Unblockables

Combo Position Tension Gain Works on: Difficulty Notes
-D- > 22S > -K- > 214[K]~41236S > -D- > 22S Everywhere Net Gain Everyone [2] Easy Unblockable from a fresh normal summon. into another unblockable.
-D- > 22D > (corner) dashjump j.KHD Everywhere + corner extension Net Loss Everyone [2] Easy Unblockable ender usually done instead of puddle for guaranteed damage. Can be extended with aircombo in the corner.
#H# > j.H ▷ j.KHD (▷KHD) Everywhere Net Gain Everyone [2] Easy combo from mine unblockable. Hardest part of this is setting it up. Can be set up from 623S, 41236S(1) and some other situations. Extension is possible in the corner.
#H# > j.H ▷ j.SHD > 41236S(1) Corner Net Gain Everyone [3] Medium Knockdown from Mine unblockable. Character specific.
(After a 22S knockdown) 44 > 22H FRC > IAD(9563) > j.SH ▷ j.PKHD Everywhere Net loss Everyone [3] Medium Can be used post combo to waste time for Eddie to recover. (Example)
(2D knockdown) > 236H > -D- > 22S > -K- > 214K~41236S > -D- > 22D > 669 j.KHD Everywhere Net loss Everyone [3] Medium Double unblockable from full Eddie meter. Delay on -K- is required for some characters to be able to combo to 214K~S. normally crosses up. Eddie will need to be moved for the second unblockable to reach.
-D- > 5K > c.S > -K-(1) > 6P > -K-(2) > 5H(2) > 22S > -H- > (Puddle Ender). (44 > 22H FRC > IAD(9563) > j.PD ▷ j.SHD > 41236S(1))* Everywhere* Net Gain Everyone* [3] Medium Unblockable from normal summon. *The followup is PO specific and corner only. It can be looped until death as long as you have meter to spend on it. (Example)
(Knockdown) > 214H > #D# > 5K > c.S > #P# > 5D8 > (Dust Combo) > (Mine Unblockable) Corner Net Gain Everyone* [4] Hard Corner double unblockable combo. *Character Specific adjustments need to be made. (Examples)
(Knockdown) > 214H > #D# > 5K > c.S > 2D > #S# > j.HD > #D# ▷ IAD > j.HD > 41236S(1) > #H# > (Mine Unblockable) Corner Net Gain Everyone* [4] Hard Corner double unblockable combo. *Character Specific adjustments need to be made. (Examples)

Instant Kill Combos

Combo Position Tension Required Works on: Difficulty Notes
Stun>IK everywhere Net Gain everyone [1] Very Easy Why do even have this section in +R?

Combo Theory

Video Examples

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