User:TomTom/xrdtest: Difference between revisions

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| Recipe    = Starter > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}
| Recipe    = Starter > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}
| content    =
| content    =
An easy combo that ends in a side switch and hard knockdown to setup {{keyword|okizeme}}.
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.
 
The knockdown you get from the rekka series gives you a chance to setup dash up ({{clr|4|[4]6H}}) multi-hit projectile okizeme or a meaty button.
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| Recipe    = Starter > {{clr|3|f.S/2S}} > {{clr|5|2D}}
| Recipe    = Starter > {{clr|3|f.S/2S}} > {{clr|5|2D}}
| content    =
| content    =
An easy combo that ends in a side switch and hard knockdown to setup {{keyword|okizeme}}.
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance. A 2D knockdown still gives you a chance to setup H Sonic Boom okizeme, but you'll be susceptible to reversals.
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Revision as of 21:35, 30 September 2022

 Leo Whitefang
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
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
H Eisen = Eisen Strum - [2]8H
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

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.

Basic Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Gatlings into Rekka seriesWorks against any grounded opponent.
Very Easy


Starter > c.S > 5H > 236S > 236H > 214S
This is a basic combo you'll be getting in most scenarios. Note that c.S is the only normal that combos into 5H. Common starters include 5P/2P, 5K/2K.

The knockdown you get from the rekka series gives you a chance to setup dash up ([4]6H) multi-hit projectile okizeme or a meaty button.

SweepGatlings into knockdown.
Very Easy


Starter > f.S/2S > 2D
An essential combo to learn for instances where f.S will come out instead of c.S due to distance. A 2D knockdown still gives you a chance to setup H Sonic Boom okizeme, but you'll be susceptible to reversals.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Midscreen RRC BnBWorks against any grounded opponents
Easy


Starter > 236S > 236H > 214S > RRC > Dash 5K > c.S > jc > j.K > j.S (1) > jc > j.K > j.H > j.236H
A basic combo for crouching opponents.


Backturn ComboWorks against any grounded opponents
Easy


bt.K > bt.P > bt.K > bt.S > 236S > 236H > 214S
A basic combo for crouching opponents.


Parry ComboMake them regret mashing
Easy


bt.D, 66 bt.S > bt.H
A basic combo for crouching opponents.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

6K linksDish out those links
Medium


bt.D, 66 bt.S > bt.H
A basic combo for crouching opponents.

Anti-Air and Air-to-Air Combos

These combos are for airborne opponents

5P AA OptionNot too great reward, but gets the job done
Easy


6P > jc > j.S > jc > j.K > j.h > j.236H
A basic combo for crouching opponents.

6P AA OptionNot too great reward, but gets the job done
Easy


(CH) 6P, Dash 5K > c.S > j.K > j.S (1) > jc > j.K > j.H > j.236H
A basic combo for crouching opponents.

Backturn AA optionsDecent reward
Easy


bt.P > jc > j.S > jc > j.K > j.H > j.236H
A basic combo for crouching opponents.

5D Combos

Leo has decent 5D combos, with high damage in the corner

5D6An Overhead
Medium


5D6 > 2H > 2H > c.S > jc > delay j.H > 5K > c.S > f.S > 5H > 236S > 236H > 214S
A basic combo for crouching opponents.

5D9An Overhead again
Easy


5D9 > j.H > j.H > j.K > j.S(2) > jc > j.K > j.H > j.236H
A basic combo for crouching opponents.

Counter Hit Combos

Character Specific Reference

Tables for character specific routes

bt.D parry routes

Optimized midscreen parry routes

Route Characters
bt.D, 214H, Dash 5K > c.S > jc > j.k > j.s (1) > jc > j.k > j.h > j.236H GGXRD-R2 Baiken Icon.pngGGXRD-R2 Dizzy Icon.pngGGXRD-R2 Elphelt Icon.pngGGXRD-R2 I-No Icon.pngGGXRD-R2 Jack-O Icon.pngGGXRD-R2 Jam Icon.pngGGXRD-R2 May Icon.pngGGXRD-R2 Millia Icon.pngGGXRD-R2 Ramlethal Icon.png
bt.D, 236H, bt.P > j.S (1) > jc > j.K > j.H > j.236H GGXRD-R2 Axl Icon.pngGGXRD-R2 Faust Icon.pngGGXRD-R2 Sol Icon.pngGGXRD-R2 Venom Icon.png
bt.D, 236H, bt.P > j.S (1) > jc > j.H GGXRD-R2 Slayer Icon.png
bt.D, 236H, bt.P > bt.S > bt.H GGXRD-R2 Answer Icon.pngGGXRD-R2 Chipp Icon.pngGGXRD-R2 Raven Icon.pngGGXRD-R2 Sin Icon.pngGGXRD-R2 Zato-1 Icon.png
bt.D, 236H, bt.S > bt.H GGXRD-R2 Ky Icon.png
bt.D, Dash bt.K > bt.S > bt.H GGXRD-R2 Bedman Icon.pngGGXRD-R2 Kum Icon.pngGGXRD-R2 Potemkin Icon.png
bt.D, Dash bt.S > bt.H GGXRD-R2 Johnny Icon.pngGGXRD-R2 Leo Icon.png
GGXRD-R2 Faust Icon.png You can do both hits of j.S for additional damage

Combo Theory

Combo Structure

What Each Button Does