1) Midscreen combos
Collapsed: Basic combos:
2P > 2S > 2D (49) 5P > 5K > 2D (65) 2K/5K/5H > 2D (49/51/77) c.S > f.S > 2K/c.S > 2D (92/101) (c.S > f.s)*2 > 5K > 236K (142) [Crouching] (c.S > f.s)*2 > 5K > 2D (137) 6HS > 214PP (124) AA 2S > J.SHD2K > J.K > jc > J.SHD2K > J.PD (162) 2K/5K > 236K RC > 214KK > 5H > jc > J.SHD2K > J.PK > jc > J.SKD (152/161) (c.S > f.s)*2 > 5K > 236K RC > 214KK > 5H > jc > J.SHD (197)
Use c.S > f.S instead of 5H on Ky, Potemkin, Leo and Bedman. Throw RC > 5H > jc > J.SHD2K > J.K > jc > J.SHD2K > J.PD
Read the notes in the "Throw RC" section. 6K RC > c.S > f.S > c.S > 2D (78) 6K RC > 5K/5H > 2D (53/68) 5D(9) > J.D*3 > J.KSK > jc > J.SHD > J.214K (138) Helter Skelter > J.H > 2K > 2D (85, doesn't work on Faust, Millia, Elphelt, Millia, May) It's Late or Helter Skelter CH > 5H > jc > J.SHD2K > J.PK > jc > J.SHD (219/165)
2D combo ender can only be done at close range, replace 2D with 236K if you are too far, it deals more damage at the cost of knockdown.
Collapsed: Mappa RC:
Starter > 236K RC > 214KK > 5H > jc > J.SHD2K > J.PK > jc > J.SKD (161 Damage with 5K as the starter)
Use J.KD instead of J.SKD on Millia, May, I-No and Ramlethal. Doesn't work on Ky, Potemkin and Bedman. Delay the first J.D against Sol, Chipp, Slayer, Axl, Venom, Zato-1. (On Potemkin, Bedman, Leo and Ky) Starter > 236K RC > 214KK > c.S > f.S > jc > J.SHD2K > J.PK > jc > J.PKD
Weaker version of the combo above, but also simpler on Sol, Chipp, Slayer, Axl, Venom, Zato-1. (On Ky) Starter > 236K RC > 214KK > 5H > jc > J.S(2)KD2K > J.PK > jc > J.KD
Alternate route on Ky, higher damage but much harder. 2K > c.S > f.S: 2K > c.S > f.S > 236K RC > 214KK > 5H > J.SHD > jc > J.SHD
Sol (167), Slayer (172), Faust (167), I-No (154) 2K > c.S > f.S > 236K RC > 214KK > 5H > J.KSHD > jc > J.KD
Ky (166), Millia (195), May (171), Chipp (211), Zato (176), Ramlethal (171) 2K > c.S > f.S > 236K RC > 214KK > c.S > J.KSHD > jc > J.KD
Bedman (140) 2K > c.S > f.S > 236K RC > 214KK > 5H > J.KSHD > jc > J.SHD
Axl (174) 2K > c.S > f.S > 236K RC > 214KK > c.S > J.KSHD > jc > J.SHD
Potemkin (143) 2K > c.S > f.S > 236K RC > 214KK > 5H > J.KSKD > jc > J.PKD
Venom (162) 2K > c.S > f.S > 236K RC > 214KK > 5H > J.SHD2K > J.PD > jc > J.PSKD
May (172)
Collapsed: Throw RC:
Throw RC > 5H > jc > J.SHD2K > J.K > jc > J.SHD2K> J.PD (150)
Both J.D has to be delayed otherwise the last part won't work, 5HS needs to be delayed on Ky, Sol, Potemkin (add a J.P before J.K against him) and Axl. It can be very troublesome on some characters (Sol, Elphelt, Venom, Potemkin...), It's possible to make the combo easier by adding a J.P before the first J.K (147 Damage), by simply ignoring the last part (145 Damage) or by doing c.S f.S instead of 5H (142 Damage).
Throw RC < 5H JI < hjc < J.KSHD2K < J.K < jc < J.SHD2K< J.PD (151)
Doesn't work on Slayer and Venom and on most characters in the corner. A normal jump is required on Potemkin and Bedman. See the F.A.Q if you don't know how to do JI.
Throw RC > 5H > J.KSHD > jc > J.KSHD2K > J.PD
Millia (185), Axl (161), Potemkin (141), Bedman (141)
J.PSHD2K > J.PD is a lot easier on Millia (181)
Throw RC > Walk 5H > J.KSHD > jc > J.S(2)HD2K > J.PD
Ky (156), May (159)
Delay the J.2K.
Throw RC > 5H > J.SHD > jc > J.KHD2K > J.PD
I-No (159), Ramlethal (159)
Delay the J.2K.
Throw RC > 5H > J.KSHD > jc > J.PSHD2K > J.PD
Slayer (139), Zato (160), Venom (152)
Note: This combo is as powerful as Throw RC < 5HS JI < hjc < J.KSHD2K < J.K < jc < J.SHD < J.2KPD, but harder and the corner carry is a bit worse. On Venom, it is only better than Throw RC > 5H > jc > J.SHD2K > J.K > jc > J.SHD > J.2KPD by 1 damage and also has less corner carry.
Throw RC > 6H > 214PK > J.SHD > jc > J.PSHD2K > J.PD
Sol (158), Faust (158)
J.KSHD2K > J.PD can be used on Faust (161)
Throw RC > 6H > 214PK > 236K > c.S > J.SHD > jc > J.SHD
Chipp (206)
Collapsed: 6P CH:
6P CH > 236K > RC > Forward Dash 6H > c.S > f.S > J.SHD2K > J.PK > jc > J.KD
Millia (237), May (213), Elphelt (205), I-No (213)
6P CH > 236K > RC > Forward Dash 6H > c.S > f.S > J.SHD2K > J.PK > jc > J.KPD
Sin (210), Sol (206), Ky (209), Chipp (255), Slayer (190), Axl (213), Venom (209)
Zato (218), Bedman (186)
6P CH > 236K > RC > Forward Dash 6H > c.S > J.SHD2K > J.PK > jc > J.SKD
Ramlethal (207), Faust (198)
6P CH > 236K > RC > Forward Dash Cancel 214KK > 5H > J.SHD2K > J.PK > jc > J.KPD 6P CH > 236K > RC > Forward Dash 5H > J.SHD2K > J.K > jc > J.SHD
Potemkin (180)
Overall 1~4 less damage than CWH loop, but it's a lot easier, it works on more characters and has slightly better corner carry.
Collapsed: Pilebunker (WIP):
214PP or 214KP CH RC > Long Dash > Delay 5H > J.SHD2K > J.K > jc > J.SHD(2K > J.PD)
Sol (244), Sin (251),
Delay is to avoid the Red Roman Cancel proration.
Near Corner:
214KP CH > Long Dash > Delay 5H > J.SHD2K > J.K > jc > J.SHD
Sol (244), Sin (251)
Collapsed: 5H > 2H combos:
Couldn't test the combo on Leo. It should be the same as the Potemkin and Bedman's ones. 5H > 2H > RC > 214KK > 6H > 214KK > 5H > J.SKD
Sol (218) 5H > 2H > RC > 214KK > 6H > 214KK > 5H > J.SHD
Ky (223), Zato (235), Chipp (267), Axl (230), Venom (224), Slayer (210), Sin (226)
Everything needs to be done as fast as possible on Axl, easier with cS instead of 5H (221)
Delaying the first 214KK makes the combo easier on Venom, Slayer, 5H > 2H > RC > 214KK > 6H > 214KK > J.SKD
Faust (206)
Potemkin and Bedman: 5H > 2H > RC > Dash Walk 6H > 214PS > c.S > J.SHD2K > J.PK > jc > J.SHD (201) 5H > 2H > RC > Dash 6H > 214PK > 5H > J.SHD2K > J.PD > jc > J.PSKD (212) Only works close.
In the next two combos, walking is used to get c.S instead of f.S. It's also possible to dash instead, except on Elphelt. 5H > 2H > RC > (Walk) 6H > 214KS > c.S > J.SHD > jc > J.KSHD2K > J.PD
May (237) 5H > 2H > RC > (Walk) 6H > 214KS > c.S > J.SHD > jc > J.PSHD2K > J.PD
Millia (262), May (234), I-No (235), Ramlethal (235), Elphelt (???) 5H > 2H > RC > Dash 6H > c.S > J.SHD2K > J.PK > jc > J.KD
Elphelt (209)
Collapsed: Dust combos:
All of those combos lead to knockdown. 5D(9) > Falling J.HD > J.2KD > J.2KPD > jc > J.PKD
Sin (114), Chipp (141), Potemkin (100), Axl (116), Eddie (118) 5D(9) > Falling J.HD > J.2KD > J.2KPK > jc > J.D
Sin (111), Millia (130), Sol (110), Ky (110), May (113), Chipp (139), Elphelt (110), Potemkin (98), Axl (113), Venom (110), Eddie (115), Bedman (98)
Faust: [Easy] 5D(9) > Falling J.D > J.2KKD > jc > J.KD (101) [Hard] 5D(9) > Falling Delay J.D > J.2KD > J.2KPK > jc > J.SHD (104)
Slayer:
You need to delay the first J.D a lot, otherwise J.2K will whiff. [Easy] 5D(9) > Falling Delay J.D > J.2KKD (79) [Hard] 5D(9) > Falling Delay J.D > J.2KKD > jc > J.PD (90)
The J.P is optional for the second combo. 5D(9) > Falling J.HD > J.2KD (96)
Ramlethal and I-No (96)
Collapsed: Straight-Down Dandy:
Only works on standing opponents and at close range.
Straight-Down Dandy (J.214214S) has to be executed quickly during J.D in the following combos.
(c.S > f.S)*2 > Rising J.D > Straight-Down Dandy > c.S > 2D (197 Damage) 2K > c.S > f.S > Rising j.D > Straight-Down Dandy > c.S > 2D (163 Damage)
Works on Sol, Ramlethal, Bedman, Zato.
c.S > f.S > c.S > Rising J.D > Straight-Down Dandy > c.S > 2D (188 Damage)
Works on all of the above and Ky, I-No, Potemkin.
c.S > f.S > Rising J.D > Straight-Down Dandy > c.S > 2D (180 Damage)
Works on everyone aside from Faust and May
Slightly weaker and worse okizeme than Mappa RC, Those combos are situational, but harder to burst because of their lenght.
Other combo ender: ... < c.S < f.S < (5K) < 236K. For additional damage.
Collapsed: Raw 214KK combos:
214KK > 5H > J.SHD > jc > J.S(2)HD2K > J.PD
Sol (214), Slayer (201)
Only works if Crosswise Heel is done extremely close to the opponent.
214KK > 5H > J.SHD > jc > J.PSHD2K > J.PD
Sol (211), Ky (212), Millia (244), May (215), Chipp (257), Slayer (197), Zato (222), Ramlethal (215)
214KK > 5H > J.SHD > jc > J.KSHD2K > J.PD
Faust (215), I-No (220), Sin (220)
214KK > 5H > J.KSHD > jc > J.KSHD2K > J.PD
Axl (221), Leo (215)
214KK > 5H > J.PSHD > jc > J.KSHD2K > J.PD
Bedman (189)
214KK > Walk c.S > f.S > J.KSHD > jc > J.KSHD2K > J.PD
Potemkin (181)
Venom:
[stable] 214KK > 5H > J.SHD2K > J.K > jc > J.SHD (201)
[unstable] 214KK > 5H > > J.SHD2K > J.PD > c.S > f.S > J.KD (209)
214KK > 5H > J.SHD2K > J.K > jc > J.SHD
Elphelt (200)
Notes:
Sol, Ky, Chipp and Slayer: D elay the first J.D as much as possible.
Millia: Delay both J.D, the second delay depends on the first one.
I-No and Ramlethal: The last J.D will whiff, if you don't delay the first one enough. 214KK > 5H > J.SHD2K > J.K > jc > J.SHD is more stable (206).
Zato: Delay the first J.D
In general, delaying J.2K makes the combo easier.
Collapsed: Anti-air and Air Hit combos:
AA > 5P > 9jc > J.PK > ...
- If you are far from your opponent or if he is below you (Not guaranteed): [J.P] > J.D (80/74 Damage)
- If opponent is way above: jc > J.SHD > [J.2KPD] (105/131 Damage)
Last part is characetr and height specific.
- If the opponent is above: J.PD2K > J.K > jc > J.SHD (130 Damage)
- If the opponent is at the same height: Same combo but delay J.P and/or J.D 5K/c.S/5H... > 9jc > J.SHD2K > J.K > jc > J.SHD > [J.2KPD] Doesn't work if too far from the opponent or if he is too low, last part is character and height specific.
5K < 9jc < J.S(1) doesn't always work, do J.K < J.P < J.K instead. AA 5P CH > 6H > 214PP (126 Damage)
Any range, doesn't work too close to the ground. AA 5P CH > 6H > c.S > J.SHD2K > J.K > jc > J.SHD (184 Damage)
Only works if you are close and your opponent is high enough, not universal.
Air-to-air hits works similarly: Rising J.P > J.K > J.P >....
Falling J.P > 5P > jc > J.P > ...
Falling J.K > 5K > J.S(1) or J.K >... Falling J.P/J.K/J.HS CH > 6H > ...
2) Corner combosMidscreen combos also work in the corner.
Collapsed: Basic combos:
6P > c.S/c.S f.S/5H¹ > jc > J.SHD2K > J.K > jc > J.SHD 5D (6) > c.S > 6HS > 214KK > 5HS > 9jc or 9hjc > J.SHD (144 Damage, Use c.S instead of 5HS on Potemkin)
¹ Depends on the character, the distance from the corner and if it was used as an anti-air. Starter > 236K RC > 5D(6) > c.S > 6HS > 214KK > 5HS > jc > J.SHD (171 Damage with 5K as the starter)
Doesn't work on Bedman and Potemkin.
(On Potemkin and Bedman) Starter > 236K RC > Step 5H > 2H > c.S > J.SHD2K > J.PK > jc > J.KD (154 Damage with 5K as a starter)
Collapsed: 2K > c.S > f.S:
2K > c.S > f.S > 236K RC > Dash > 5H > 2H > c.S > J.K > jc > J.SHD2K > J.PD
Sol (177), May (183), I-No (183), Zato (187), Sayer (164), Venom (177) 2K > c.S > f.S > 236K RC > Dash > 5H > 2H > c.S > J.K > jc > J.SKD2K > J.PD
Faust (174) 2K > c.S > f.S > 236K RC > Dash > 5H > 2H > c.S > J.SHD > jc > J.SKD
Chipp (226), Axl (185), Potemkin(161) 2K > c.S > f.S > 236K > 5D(6) > c.S > 6HS > 214KK > 5HS > jc > J.SKD
Millia (203) 2K > c.S > f.S > 236K > 5D(6) > c.S > 6HS > 214KK > 5HS > jc > J.KD
Ramlethal (177) 2K > c.S > f.S > EW > c.S > J.SHD > jc > J.KSHD2K > J.PD
Bedman (181) 2K > c.S > f.S > EW > 5H > J.SHD2K > J.SK > jc > J.KD
Ky (204)
Collapsed: Throw RC:
Throw RC > 6H > 214PS > c.S > J.SHD > jc > J.KSHD2K > J.PD
Millia (194), Chipp (207), Faust (163), I-No (167), Axl (167)
Throw RC > 6H > 214PS > c.S > J.SHD > jc > J.PSHD2K > J.PD
Ky (161), Sol (160), May (164), Slayer (146), Ramlethal (164)
Delay J.2K on May and Ramlethal.
Throw RC > 6P > c.S > f.S > J.SHD > jc > J.PSHD2K > J.PD
Venom (157)
Throw RC > 6P > c.S > f.S > J.SHD > jc > J.KSHD2K > J.PD
Zato (167)
Throw RC > 6P > c.S > f.S > J.KSHD > jc > J.KSHD2K > J.PD Potemkin (140)
Collapsed: 6P CH:
6P CH > 6H > 214PS > c.S > J.SHD2K > J.PK > jc > J.KD
Works on eveyone but Faust and there is slightly better route for Bedman and Potemkin. J.KPD and J.SKD can be used instead of J.KD on some middle-weight characters. 6P CH > 6H > 214PS > c.S > J.SHD2K > J.SK > jc > J.SHD
Potemkin and Bedman (213) 6P CH > 6H > 214PS > c.S > J.KD2K > J.SK > jc > J.SHD
Faust (225)
The first half of the combo has to be done as fast as possible. 6P CH > 6H > 214PP RC > 6H > 214PS > c.S > J.SHD2K > J.PK > jc > J.KD (258)
Doesn't work if 6P is done too close from the corner, 6H will whiff. Unstable on lighter characters and Faust. 6P CH > 5H > Eternal Wings > J.SHD2K > J.PK > jc > J.KD (256)
Recommanded on lighter characters and Faust, a bit weaker than the combo above but much more stable and works at any distance.
Collapsed: Pilebunker (WIP):
214PP or 214KP RC > 6H > 214PS > c.S > J.SHD2K > J.PK > jc > J.KPD
Sol (220), Sin (223) 214PP or 214KP RC > 214KK > 6H > 214PS > c.S > J.SHD2K > J.PK > jc > J.KPD
Sol (222) 214PP CH > (Walk) 5H > 2H > c.S > hjc > J.SHD2K > J.PD
Sol (259), Sin (266) 214PP CH > 214KK > 5H > J.SHD2K > J.PK > jc > J.KD
I-No (257) 214KP CH > 214KK > Delay 5H > J.SHD2K > J.PK > jc > J.KPD
Sol (248), Sin (255)
Collapsed: 5H > 2H combos:
There is a wide variety of air combos possible after 5H > 2H, they are separated here in two categories:
- 4 basic ones, which cover all of the cast and which work with 6K RC > 5H > 2H as a starter.
- The optimized ones, tougher and with a broader range of routes.
The damage are listed for every characters, in case somebody find better routes and to underline the differences in damage between the basic and advanced routes.
Basic 2H combos:
5H > 2H > c.S > J.SHD2K > J.K > jc > J.SHD
Ky (224), Potemkin & Bedman(205)
5H > 2H > 5P > J.PKD2K > J.K > jc > J.SKD
Millia (226), Elphelt (188), Ramlethal (200)
Use J.PD on Elphelt.
5H > 2H > c.S > J.KD2K > J.SK > jc > J.SHD2K > J.PD
Faust (222)
5H > 2H > c.S > J.SKD2K > J.K > jc > J.SHD
Sin (221), Sol (216), May (222), Chipp (264), Slayer (203), I-No and Axl (223), Venom (218), Zato-1 (229)
Optimized 2H combos:Note: Most of those combos have to be done while Slayer is extremely close to the corner.
J.D jc combos:
5H > 2H > c.S > jc > J.SHD > jc > J.S(2)HD2K > J.PD
Sol (236) (Super difficult)
5H > 2H > c.S JI > hjc > J.SHD > jc > J.S(2)HD2K > J.PD
May (242), Axl (242) (Super difficult)
5H > 2H > c.S JI > hjc > J.SHD > jc > J.KSHD2K > J.PD
Faust (236), Leo (233)
5H > 2H > c.S > jc > J.SHD > jc > J.KSHD2K > J.PD
Ky (238)
5H > 2H > c.S JI > hjc > J.SHD > jc > J.PSHD2K > J.PD
Sin (237)
5H > 2H > JI c.S > hjc > J.SKD > jc > J.PSHD2K > J.PD
Zato (238) 5H > 2H > c.S > jc > J.SHD > jc > J.KSHD2K > J.PD
Potemkin (219), Bedman (220)
5H > 2H > c.S > jc > J.SHD > jc > J.SHD
Chipp (270)
J.D2K combos: 5H > 2H > c.S JI > hjc > J.SHD2K > J.SK > jc > J.SHD2K > J.PD
Sol (226), Ky (228) (Stable)
5H > 2H > c.S JI > hjc > J.SHD2K > J.PD > jc > J.PKD
May (228)
5H > 2H > c.S JI > hjc > J.SHD2K > J.PD > jc > J.PSKD
Slayer (210)
5H > 2H > c.S JI > hjc > J.SHD2K > J.K > jc > J.SHD2K > J.PD
I-No (235), Venom (230), Zato (242) 5H > 2H > 5P > hjc > J.PSKD2K > j.PD
Millia (218) 5H > 2H > 5P > jc > J.PKD2K > j.K > jc > J.SHD2K > J.PD
Ramlethal (210), Elphelt (204)
5H > 2H > 5P > jc > J.PKD2K > j.PK > jc > J.PD Elphelt (190) (Easier version)
Collapsed: Dust combos:
5D(6) > (5H > 2H)*2 > c.S JI > hjc > J.SHD2K > J.SK > jc > J.D
Sol (179), Ky (180), Axl (185), Leo (179)
5D(6) > (5H > 2H)*2 > c.S JI > hjc > J.SHD2K > J.PK > jc > J.D
I-No (184), Venom (179)
5D(6) > (5H > 2H)*2 > c.S > J.SHD > jc > J.PSHD2K > J.PD
Chipp (232)
5D(6) > (5H > 2H)*2 > c.S > J.SHD > jc > J.SHD
Potemkin (165), Bedman (165)
5D(6) > 6H > 5H > 2H > c.S JI > hjc > J.SHD2K > J.SK > jc > J.D
Sin (168)
5D(6) > 6H > 5H > 2H > c.S JI > hjc > J.SHD2K > J.PD > jc > J.PD
May (170), Faust (165)
5D(6) > 6H > 5H > 2H > c.S JI > hjc > J.SHD2K > J.PD > jc > J.D
Slayer (152), Zato (175)
5D(6) > 6H > 5H > 2H > 5P > J.PKD2K > j.PK > jc > J.PD
Elphelt (150)
5D(6) > c.S > 6HS > 214KK > 5H > J.SHD2K > J.PK > jc > J.D
Millia (181)
5D(6) > c.S > 6HS > 214KK > 5H > J.SHD2K > J.PD Ramlethal (157)
Collapsed: Eternal Wings Combos/Dead On Time RC:
F.A.Q:
Collapsed: "I can't do J.P at all after J.2K, do you have any advise?":
The J.2K > J.P link can be quite tricky, especially in long combos. Unfortunately, there isn't a magical formula to make this easy as pie, the key word is practice.
A recurring problem is J.P never coming out, it happens when the J.P is done too early. You need to wait until the end of J.2K animation to press J.P.
At first, you could try practicing the link from a raw J.2K, by setting the CPU (Preferably Potemkin) to jump. It will help you understand J.2K better, its animation and how long it lasts.
When and only when you can get it consistently, you should try moving on to something harder, like Raw Crosswise Heel or Mappa RC combos. It is recommended to start on lighter characters like May and Millia, as they are the easiest ones to combo.
Against middle-class weight characters like Sol and Chipp, you need to slightly delay the first J.D of the combo, which can be very difficult at
times, it is possible to circumvent the problem by doing c.S or c.S f.S instead of 5H in the combo, however it will lower the damage.
Collapsed: "What does JI means and how do I use it combos?":
JI stands from Jump Install, it's an advanced guilty gear technique which allows double jumps after a high one. For more details: http://www.dustloop.com/wiki/index.php?title=Movement_(GGXRD)
So how is it done? Whenever it is written ... > c.S or 5H JI > hjc > ...
You need to press or hold 8 then either input c.S or 5H and high jump cancel like you normally would, if it was done correctly, you will have access to your double jump.
Other methods include: c.S / 5H > 8 > hjc or even c.S > 8 > f.S > hjc for combos like 6P CH > c.S > f.S in the corner.
I recommend practicing the JI by starting with Throw RC > Hold 8 > 5H > hjc, since it is the easier version. The window for 2H > Hold 8 > c.S is a lot narrower , you need to the c.S as soon as possible.
Links:https://www.evernote.com/shard/s522/sh/8d073dd6-3489-4688-82df-1ef42957caf3/a5bb37f80ea862f16efa0249e1e5dba6 - Evernote with a lot of combos from Top japanese players. https://www.evernote.com/shard/s500/sh/528feb64-39e6-42a9-b4f7-7615aee181f6/1f6f6185cf7ae5be3f1b6056a7be8c28 - Translation of the evernote above
Thanks to:Reox8888: For testing Throw RC on most of the cast. Loli-Zero: For Straight-Down Dandy Combos, finding and testing 2HS Jump install combos. Snatcher: For optimizing several combos. RoBoBOBR: For providing additional JI methods in the F.A.Q.