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View Full Version : GUILTY GEAR XX#R Combo thread



Saiten-Genjo-Sanzo-Hosu
12-08-2006, 11:02 AM
****Robo ky***

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***SET UPS

-5K, 5P, 5K, bazooka

-5k, 5k, bazooka

-5k, 5k, 5d

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***BIGGEST COMBOS

-close 5s, 2h frc, super jump, jp, jk, jp, j.dust, missile X3. (231 damage on potemkin)

-Robo Dash (counter hit), 5h frc, 5h frc, jp, js jump cancel, jp, j.dust, arm missile X1
-(220 damage on potemkin)
-(mid screen)

-Arm missle (counter hit at peak of jump), wall bounch --> 5h frc, jp, jk jump cancel, jp, j.dust, missile x3
-(274 damage on potemkin)
-(mid screen or futher)

5h frc, 5h frc, S, S, punch speical (326 on potemkin - Opponents guard meter must be full)

5h frc, 5h frc,5h frc, 5h frc, S, S, 5h. (280 on potemkin - Opponents guard meter must be full)

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Most effective and easy combo(s) that I've found
-5k, 5S, 5D, j.p, j.D, arm missiles (211 on potemkin - Opponents guard meter must be full)

-2S, 5h frc --> 5h frc, jp, js, jp, js, arm missiles (188 on potemkin)

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-close 5s, 2h frc, super jump, jp, jk, jp, j.dust, missile X1. (180 damage on potemkin)

-close 5s, 2h frc, super jump, jp, jk, jp, j.dust, missile X2. (208 damage on potemkin)

-close 5s, 2h frc, super jump, jp, jk, jp, j.dust, missile X3. (231 damage on potemkin)

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*** 5H FRC combos

-5h frc (counter hit) --> command grab, rc, 6p -(170 damage on potemkin)
***Note: this move damage is reduced in GGXX slash because moves after command grab 50% scaling

-5h frc (anti-air or on floating opponent), jp, jk jump cancel, jp, j.dust, missile x1
-(164 damage on potemkin)

- 5k, 5H FRC, 5H FRC, 6p


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***2H COMBOS

2h (counter hit) --> jk, jp jump cancel, jk, j.Dust, arm missile x1
-(167 damage on potemkin)

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***ROBO DASH COMBOS
-(midscreen) robo dash, RC, AID, jk, j.dust, missle
-(tight timing)
-(165 damage on potemkin)

-(midscreen or less) robo dash, pony lvl 3, 5h frc, jk, js jump cancel, jp, js
-(tight timing)
-(171 damage on Potemkin)

-Robo Dash (counter hit), 5h frc, 5h frc, jp, js jump cancel, jp, j.dust, arm missile X1
-(220 damage on potemkin)
-(mid screen)

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***Mid air COMBOS
-Counter Hit J.S, jump JS, JP, Jump cancel, JK, D, missile
-(145 damage on Potemkin)

-J.S (counter hit) --> 5h frc, jp, jk jump cancel, jp, j.dust, missels
-(170 damage on potemkin)

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***ARM MISSILE COMBOS

*** all midscreen or futher***

-Arm missle (counter hit at peak of jump), wall bounch --> 5h frc, jp, jk jump cancel, jp, j.dust, missile x1
-(220 damage on potemkin)

-Arm missle (counter hit at peak of jump), wall bounch --> 5h frc, jp, jk jump cancel, jp, j.dust, missile x2
-(244 damage on potemkin)

-Arm missle (counter hit at peak of jump), wall bounch --> 5h frc, jp, jk jump cancel, jp, j.dust, missile x3
-(274 damage on potemkin)

***note*** work better in self destruct mode because of the increase of speed.

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***PONY COMBOS

-pony (anti-air or on floating opponent), 5h frc, jk, js jump cancel, jp, js
-(138 damage on Potemkin)

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***NORMAL GRAB COMBOS

-normal grab (counter hit) --> k, 5h frc, jp, jk jump cancel, jp, j.dust, missels (REALLY tight timing)


-normal grab (counter hit), RC, --> jk, jp jump cancel, jk, j.dust, arm missile x1
-(97 damage on potemkin)

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Other combos: (Didnt feel like putting them where they're suppose to go.)

-2S, 5h frc --> 5h frc, j.p, 8S, j.p, j.d, Missle(s) (times 1 = 209 damage on potemkin)

5h frc --> 5h frc --> 5h frc --> 5h frc --> 6P

Command throw, RC, 6p
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Tips against other characters:
-Robo Ky's 2H always bests axl's j.s
-Robo Ky's "5p , 5S" makes a great anti air, especially against potemkin. Timing must be right though so it takes pratice.

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I'm assuming people know GG lingo. If someone doesnt I'll make a key. Just if anyone wanted to know, I always use potemkin as my training dummy because he has the most defense. These combo's are the ones I use when I play Robo ky.