.______________________________________________________________________________. -={ G U I L T Y G E A R X 2 }=- COMBO FAQ By Crying Minotaur (Isaac Klunk) Version 0.75 ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- (==-INTRO-==) This is, as the title indicates, a COMBO FAQ--it is a collection of specific combos for each of the characters in Guilty Gear X2. I suppose there's really not a lot of explaining that needs to be done, eh? Most of these combos were found on a variety of places on the internet and from people who were thoughtful enough to submit some. Speaking of that, feel perfectly free to submit any of your own that aren't in this guide by e-mailing me (IsaacNK@cs.com). On with the guide! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- (==-KEY-==) ________________________________________________________________________________ Here are the abbreviations I will be using throughout the FAQ. It is assumed that the reader understands what things such as Roman Cancels and Dusts are and how they work; if not, I recommend EChang's GGX2 FAQ (which can be found at Gamefaqs) for understanding the basics of the game. P = Punch K = Kick S = Slash [ S(c) for close slash attack, S(f) for regular slash ] H = Heavy Slash D = Dust d. = Dashing ad. = Air Dashing iad. = Instant Air Dash c. = Crouching dj. = Double Jumping air. = While still in the air j. = Jumping sj. = Super Jumping > = Indicates that the following move combos from the previous one. /\ = This will follow standing Dust attacks and indicates that the player is to jump after the opponent (press and hold up after the opponent is hit). The commands in parenthesis following this indicate that they should be done while the screen is still turning red. [ ] = "charge" this direction. (EX: [B]F+H is the motion for Venom's 'Stinger Aim'--hold back for a short time, then pres forward and Heavy Slash.) Also, [x hits] in parenthesis indicates that the previous move is supposed to hit x times before it is cancelled into the next one. { } = Indicates a loop. This will be followed with (x2) or (x3) etc, where the number indicates how many times you should repeat this loop. | | = Indicates that the contained input is optional. , = Indicates that the next command is a follow-up for the previous command. f = Forward b = Backward d = Down u = Up DP = Dragon Punch Motion (f, d, d/f) RDP = Reverse Dragon Punch Motion (b, d, d/b) QCF = Quarter Circle Forward (d, d/f, f) QCB = Quarter Circle Back (d, d/b, b) HCF = Half Circle Forward (b, d/b, d, d/f, f) HCB = Half Circle Back (f, d/f, d, d/b, b) (JC) = Jump Cancel (SJC) = Super Jump Cancel (RC) = Roman Cancel (FRC) = False Roman Cancel (JI) = Jump Install* Cross-up = Used with jumping attacks; this refers to when you jump over an opponent with a jumping attack and hit them from behind. Examples of moves that you can do this with are Zappa's jumping heavy slash and Potemkin's jumping heavy slash. Counter = Counter Hit; this move hits the opponent out of the start-up frames of a move or during a move (or, you hit the opponent while their guard guage is flashing). The opponent will flash red to indicate a successful counter. *Jump install is a technique often used with Roman Cancels. With moves that end with your character still in the air after RCing (for example, Testament's grave digger), if you use a jump cancellable move in the air after roman cancelling, you normally cannot jump cancel. Jump install is an interesting technique that allows you to break this rule. If you press up during a jump-cancellable move but chain it into another attack before your character jumps, you will be allowed to use jump-cancellable moves like regular in the air. (For an example of a combo that uses this ability, see Testament #13.) ________________________________________________________________________________ ________________________________________________________________________________ <<__-=CHARACTER SPECIFIC COMBOS=-__>> (NOTE: All combos were tested against Sol Badguy unless otherwise noted. This should be kept in mind when viewing the damage listings for each individual combo.) _____________________________________________________________ | |# | **THE CHARACTERS (In alphabetical order)** |# | |# | -Anji Mito -I-No -Potemkin |# | -Axl Low -Jam Kuradoberi -Robo-Ky |# | -Baiken -Johnny -Slayer |# | -Bridget -Justice -Sol Badguy |# | -Chipp -Kliff Undersn -Testament |# | -Dizzy -Ky Kiske -Venom |# | -Eddie -May -Zappa |# | -Faust -Millia Rage |# |____________________________________________________________|# ############################################################# ________________________________________________________________________________ ________________________________________________________________________________ <<=-=ANJI MITO=-=>> 1. QCF+P > d.c.K > c.S > c.D (79 dmg) 2. QCF+P > d.K > S(c) > H > QCF+S,S (120 dmg) 3. S(c) > H > HCB,f+H > DP+H > (land) H (175 dmg) 4. ad.S > ad.H > ad.QCB+P (125 dmg) ________________________________________________________________________________ ________________________________________________________________________________ <<=-=AXL LOW=-=>> 1. d.c.K > S > H > c.D > [b]f+S, hold up (198 dmg) 2. d.f+P > S > H > c.D > [b]f+S, hold up (165 dmg) 3. HCB+S > K > c.S > (JC) j.K > j.DP+H (144 dmg) 4. D /\ (j.D > j.D > j.H) > j.D > j.DP+H (151 dmg) 5. D /\ (j.D > j.D > j.H) > j.D > j.DP+H > (RC) dj. H > D > j.DP+H (195 dmg) 6. Throw > [b]f+S, hold up (82 dmg) 7. Throw > d.K > c.S > (JC) j.K > j.S > j.DP+H (108 dmg) 8. (corner) Throw > f+P > c.S > (JC) j.k > (JC) dj.H > dj.D > j.DP+H (119 dmg) 9. (corner) Throw > {S > (JC) j.DP+H > (land)}x3 > S (139 dmg) 10. (corner) Throw > f+P > c.S > (JC) j.DP+H > (land) S > (JC) j.DP+H > (land) DP+H (141 dmg) *11. d.S > H > c.D > [b]f+S > (FRC) d.H > DP+H, DP+H (203 dmg) *12. d.S > H > c.D > [b]f+S > (FRC) f+P > c.S > (JC) j.K > (JC) dj.H > dj.D > DP+H (213 dmg) *13. d.S > H > c.D > [b]f+S > (FRC) HCB+S (land), S > (JC) j.H > j.D > j.dP+H (223 dmg) *14. Throw, [b]f+S > (FRC) d.S > DP+H, DP+H (109 dmg) 15. (corner) Throw > f+P > c.S > (JC) j.DP+H Axl > (land) j.K > (JC) dj.H > dj.D > dj.DP+H (154 dmg) 16. (corner) Throw > {S > (JC) j.DP+H > (land)}x2 > K > S > (JC) j.K > (JC) dj.H > dj.D > dj.DP+H (152 dmg) 17. (corner) Throw > {S > (JC) j.DP+H (land)}x3 > K > S > (JC) j.K > (JC) dj.H > dj.D > dj.DP+H (165 dmg) *18. [b]f+S (whiff), hold up (counter) > d.f+P > c.S > (JC) j.K > (JC) dj.S > dj.H > dj.DP+H (175 dmg) *19. [b]f+S (whiff), hold up (counter), d.S > DP+H, DP+H (147 dmg) ==COMMENTS== -11, 12, 13, 14: The FRC for [B]F+P has a one-frame window to be performed, as soon as Axl shoots out the glowing sickle. -18, 19: The part where Axl shoots out the sickle misses, but the follow-up is a counter hit (probably because the enemy jumped over the sickle and tried to retaliate). ________________________________________________________________________________ ________________________________________________________________________________ <<=-=BAIKEN=-=>> 1. c.D > QCF+K > j.S > j.P > j.K > (JC) dj.S > dj.P > dj.S > DP+S (161 dmg) *2. c.D > QCF+K > j.S > j.P > j.K > (JC) dj. S > dj.P > dj.S > dj.D |(corner) > (FRC) dj.D| (163 dmg/179 dmg) *3. c.D > QCF+K > j.S > j.D > (FRC) ad.QCF+K > (land) j.S > j.D (197 dmg) *4. c.D > QCF+K > j.S > j.D >(FRC) ad.QCF+K > (land) j.S > j.P > j.K > (JC) dj.S > dj.H (212 dmg) 5. (corner) c.D > QCF+K > c.D > (JC) j.S > j.P > j.K > (JC) j.S > j.D (165 dmg) 6. (corner) c.D > QCF+K > sj.P > sj.S > sj.D > ad.S > ad.D > (land) F+H (180 dmg) 7. (corner) c.D > QCF+K > sj.P > sj.S > sj.D > ad.S > ad.D > (land) c.D > (JC) j.S > j.D (213 dmg) 8. (corner) c.D > QCF+K > c.D > (JC) sj.S > sj.D > ad.S > ad.D > (land) S(f) > (JC) j.S > j.D (230 dmg) *9. (corner) c.D > QCF+K > j.S > j.D > (FRC) j.D > ad.S > ad.D > (land) S(f) > (JC) j.S > j.D (249 dmg) *10. (corner) c.D > QCF+K > (FRC) iad.D > (land) f+H > c.D > (JC) sj.S > sj.D > ad.S > ad.D > (land) S(f) > (JC) j.S > j.D (283 dmg) 11. (corner) d.f+H > c.D > QCF+K > j.S > j.P > j.K > (JC) dj.S > dj.D (202 dmg) *12. c.D > QCF+K > j.S > j.D > (FRC) ad.S > ad.D (178 dmg) 13. d.c.K > S > H > QCF,QCF+S (123 dmg) 14. d.K > S > H > QCF,QCF+S (178 dmg) 15. d.f+H > QCF,QCF+S |> (RC) H| (207 dmg/ 237 dmg) 16. d.f+H > QCF+K > j.S > j.P > j.K > (JC) dj.S > dj.P > dj.S > dj.D (201 dmg) 17. d.f+H > c.D > QCF+K > j.S > j.D > ad.S > ad.D > (land) S(f) > (JC) j.S > j.D (269 dmg) 18. d.f+H > c.D > QCF+K > j.S > j.D > (land) f+H (193 dmg) 19. d.f+H > QCF,QCF+S > (RC) d.c.D > QCF+K > j.S > j.D > ad.S > ad.D > (land) > S > (JC) j.S > j.D (339 dmg) 20. Throw > iad.QCF+K (60 dmg) *21. Throw > iad.H |> (corner) iad.DP+S| (60 dmg/65 dmg) 22. (corner) Throw > j.P > j.S > j.P > j.K > (JC) dj.S > dj.D (101 dmg) 23. (corner) Throw > j.P > j.S > j.D > ad. S > ad. D > (land) S > (JC) j.S > j.D *24. d.f+H > (RC) f+H > (RC) f+H (186 dmg) ==COMMENTS== -General: For any of the numerous corner combos involving j.S > j.D > ad.S > ad.D etc, the timing on the air dash is rather difficult--You're going to have to do it very quickly after Baiken recovers from the j.D. Practice makes perfect (or at least helps). -General (2): You can do a regular Roman Cancel rather than the False Roman Cancel for any of the combos involving Baiken's air dust. -2, 3, 4, 9, 12: The FRC timing is a 3-frame window that appears 3 frames after the flames from the dragon head first appear. -10: The FRC cancel must be preformed as soon as Baiken's foot hits the floor. There is a 3-frame window 3 frames after the Tatami appears. -21: If you're already in the corner, Baiken has better combos; however, if you throw the opponent into the corner you can follow the instant air dash Heavy Slash with a Youzansen for a little bit more damage. But it should be noted that if the opponent recovers fast and is quick-thinking, Baiken is left open momentarily. -24: Although the Damage/Tension usage ratio is low, this looks cool :) ________________________________________________________________________________ ________________________________________________________________________________ <<=-=BRIDGET=-=>> 1. S(c) (2 hits) > S(f) > c.D > QCF+K,K > (RC) j.d+S > j.DP+P (193 dmg) 2. c.D > QCF+K > (RC) f+S > (JC) j.S > j.d+S > (JC) dj.S > dj.d+S > dj.DP+P [1 hit] (204 dmg) *3. (Use roger hug) c.D > c.D > QCF+K > (RC) f+S > (JC) j.S > j.d+S > (JC) dj.S > dj.d+S > dj.QCB+K > dj.d+S (216 dmg) *4. (Use roger hug) c.D > c.D > QCF+K > (RC) f+S > (JC) j.S > j.d+S > (JC) dj.S > dj.d+S > dj.QCB+K > dj.S > dj.d+S (227 dmg) *5. D /\ (j.S > j.d+S > j.S) > j.K > j.S > j.K > j.S > j.d+S > (JC) dj.S > dj.d+S > dj.DP+P [2 hits] (161 dmg) *6. (Use roger hug) D /\ (j.S > j.d+S > j.S) > j.K > j.S > j.K > j.S > j.d+S > (JC) dj.S > dj.d+S > dj.QCB+K > dj.S > dj.d+S (165 dmg) ==COMMENTS== -3,4,6: Attach roger hug (set yoyo, then DP+H) to the opponent before you do this. You use QCB+K in the air and then quickly S > d+S--it's hard and won't always work. You have to be high enough after the dj.d+S, then do QCB+K and quickly cancel that into S > d+S. -5,6: in "(j.S > j.d+S > j.S)" you have to hold up after the j.d+S for the j.S to combo. ________________________________________________________________________________ ________________________________________________________________________________ <<=-=CHIPP ZANUFF=-=>> *1. d.f+P [1 hit] > S(c) > F+P [1 hit] > S(c) > F+P [1 hit] > c.D > HCF+H > d.S > S > HS (126 dmg) *2. d.f+P [1 hit] > S > S > c.S > c.H > d,d+H >| j.P >| j.DP+S (131 dmg / 132 dmg) *3. d.f+P [1 hit] > S > S > c.S > qcf+S, qcf+S > (RC) f+H > (JC) qcf+P > (land) HCF+H > d.S > S > H (170 dmg) 4. d.S > S > c.S > H > qcf+S, qcf+S > (RC) d.S > S > c.S > H > qcf+S, qcf+S (180 dmg) 5. D /\ (j.D > j.D > j.D > j.K [1 hit]) > j.S > j.H [2 hit] > j.DP+S (143 dmg) 6. (anti air) f+P (counter) [1 hit] > f+H > (JC) j.K [1 hit] > j.K [1 hit] > j.S > (JC) dj.K [1 hit] > dj.K [1 hit] > dj.S > (JC) tj.H (157 dmg) 7. S > H > DP+S [1 hit] > (RC) f+H > (JC) j.K [1 hit] > j.K [1 hit] > j.S > (JC) dj.K [1 hit] > dj.K [1 hit] > dj.S > (JC) tj.H > tj.DP+S (202 dmg) 8. d.f+P > S > S > c.S > H > qcf,qcf+K > (land) f+H (172 dmg) 9. f+H > HCB,f+H [6 hits] > (RC) f+H > (JC) j.H > j.DP+S (278 dmg) *10. d.S > S |> c.S |> H > qcf+S, qcf+S > d.S > S |> c.S |> H > qcf,qcf+K (194 dmg/ 198 dmg) *11. (corner) qcf+S, qcf+K > f+P > S > S > DP+S (105 dmg) ==COMMENTS== -1: Chipp's sweep cannot be chained into the HCF+H; you wait until his sweep animation is finished and then immediately do the HCF+H. -2: The d,d+H must be done quickly following the c.H or the opponent will have a small window to recover before you hit them. The best way to do it is immediately after the c.S, hit d+H, then d.H again as soon as that hits. -3: The 2nd QCF+S must be RC'ed very quickly for the f+H to combo, but this is quite possible. -10: The S > S > H is slightly tougher with the c.S inserted. You decide if the 4 extra damage is worth it. -11: The qcf+K can be done after qcf+S,qcf+S instead. It won't combo either way--this combo is just a follow-up in case it does hit (so the damage from the qcf+S is not included in the 105). ________________________________________________________________________________ ________________________________________________________________________________ <<=-=DIZZY=-=>> 1. j.D > (land) j.S > j.P > j.S > (JC) dj.S > dj.D [2 hits] (141 dmg) 2. f+H [2 hits] > (JC) j.S > j.P > j.S > (JC) dj. S > dj.D (172 dmg) *3. j.QCB+K > (land) j.H [hit bubble and opponent] > (land) f+H [2 hits] > (JC) j.S > (JC) dj.S > dj.D (215 dmg) *4. d.S(c) > f+P > S(c) > c.H > QCF+H > (FRC) d.S(c) > (JC) j.S > j.P > j.S > (JC) dj.S > dj.H (202 dmg) *5. d.S(c) > f+P > S(c) > c.H > QCF+H > (FRC) d.f+H [2 hits] > (JC) j.S > j.P > j.S > (JC) dj.S > dj.H (224 dmg) *6. Throw > d.H > QCF+H (94 dmg) *7. Throw > d.c.P > S(f) [5 hits] > QCF+H (96 dmg) *8. Throw > d.c.H > QCF+H (98 dmg) *9. Throw > d.c.H > QCF+H > (FRC) d.f+H [2 hits] > (JC) j.S > j.P > j.S > (JC) dj.S > dj.H (147 dmg) *10. Throw > QCF+H > (FRC) d.f+H [2 hits] > (JC) j.S > j.P > j.S > (JC) dj.S > dj.H (136 dmg) *11. Throw > QCF+H > (FRC) iad.H > (land) j.S > j.P > j.S > (JC) dj.S > dj.H (128 dmg) ==COMMENTS== -3: Release the bubble, then when it reaches the opponent hit it and the opponent with the jumping Heavy Slash. -6,7,8,9: Dash in fast after the throw and do the next move--if you hit them when they're too close to the ground with it, they'll be able to recover before the next ones hit. -4,5,11,10: The FRC has a 2 window frame 18 frames before the ice spike first appears. ________________________________________________________________________________ ________________________________________________________________________________ <<=-=EDDIE=-=>> (Coming Soon) ________________________________________________________________________________ ________________________________________________________________________________ <<=-=FAUST=-=>> 1. sj.QCF+P [2 hits] > sj.QCF+H [4 hits] (86 dmg) 2. (corner) c.P > c.S > c.H > QCF+S > H (103 dmg) 3. c.P > c.S > c.H > QCF+S > S (87 dmg) 4. S > S > H [3 hits] > QCF+S > (FRC) d.K > (JC) j.K > (JC) dj.K > dj.S > dj.H (206 dmg) *5. (corner) c.S > c.H > QCF+S > (FRC) j.d+K > j.QCF+H [2 hits] > (land) K > (JC) j.K > (JC) j.K > j.S > j.H (210 dmg) *6. (corner) S > S > H [3 hits] > QCF+S > (FRC) j.d+K > j.QCF+H [2 hits] > (land) K > (JC) j.K > (JC) j.K > j.S > j.H (216 dmg) 7. D /\ (j.H > j.H > j.K) > j.P > j.K > (JC) dj.K > dj.S > dj.H (163 dmg) 8. Throw > (RC) K > (JC) j.K > (JC) dj.K > dj.S > dj.H (155 dmg) 9. QCB+H [8 hits] > (RC) K > (JC) j.K > j.S > j.H (125 dmg) 10. (corner) QCB+H > P > c.S > (JC) j.K > (JC) dj.K > dj.S > dj.H (122 dmg) 11. (corner) QCB+H > S(c) > c.S > (JC) j.K > (JC) dj.K > dj.S > dj.H (130 dmg) ==COMMENTS== -5: You should jump away from the opponent after the FRC when you do the d+K for best results. -5,6: The FRC can be a regular RC instead, but this FRC is not too difficult to do. The FRC is done right about as Faust reaches the furthest point of his forward swing. ________________________________________________________________________________ ________________________________________________________________________________ <<=-=I-NO=-=>> 1. f+P > H > (JC) j.S > (JC) dj.S > dj.H > dj.HCB,F+K (184 dmg) *2. f+P > H > (JC) j.K > j.S > j.HCB,F+K > (FRC) ad.H > ad.HCB,F+K (174 dmg) 3. f+P > H > (JC) j.S > (JC) dj.S > dj.H > dj.QCF,HCB+S (220 dmg) *4. j.QCF,HCB+S > (land) S(c) > (JC) j.S > (JC) dj.S > dj.K > HCB,F+K (226 dmg) 5. c.K > f+P > S > HCB,F+K (83 dmg S[c]/ 79 dmg S[f]) 6. d.H > (land) f+H [2 hits] > HCB,F+K |> (corner) f+H| (155 dmg/168 dmg) 7. ad.S > ad.H > ad.QCF+K > (land) P > K > (JC) j.S > (JC) dj.S > dj. HCB,F+K (175 dmg) 8. d.S, d.QCF,HBC+S > (land) S(c) > (JC) j.S > (JC) j.S > QCF,HCB+S (249 dmg) 9. S(c) > H > iad.K > ad.S > ad.H > (land) S(c) > f+P > H > HCB,F+K (235 dmg) 10. (corner) f+P > H > HCB,F+H > S(f) > HBC,F+K > f+H (222 dmg) ==COMMENTS== -2: The FRC should be done *slightly* after the energy burst directly around I-No reaches its largest vertical point (2 frame window 9 frames after the glow 1st appears). -4: The Overdrive must be done very close to the ground. You can do this with the Instant Air move method (QCF,HCB,u/b+S while on the ground). ________________________________________________________________________________ ________________________________________________________________________________ <<=-=JAM KURADOBERI=-=>> 1. d.S > S > c.S > c.D |> d,d+K / d,d+S / d,d+H | (94 dmg) 2. d.S > c.S > c.D > DP+K [4 hits] > QCF+K > DP+K (134 dmg) 3. d.S > c.S > K > S > S > iad.P > ad.D [2 hits] > (land) j.S > j.P > j.S > (JC) dj.H > dj.QCF+K > dj.DP+K > dj.QCF+K (163 dmg) *4. d.S > S > f+H [2 hit] > (RC) air.S > (land) j.S > j.P > j.S > (JC) dj.H > dj.QCF+K > dj.DP+K > dj,QCF+K (195 dmg) *5. QCF,QCF+H [1 hit] > (RC) d.S > S > c.H [1 hit] > QCF+K > DP+K [3 hits] > QCF+K (290 dmg) *6. (corner) (VS Potemkin) (w/ DP+K power-up) QCF,QCF+H [1 hit] > (RC) d.S > S > iad.P > ad.D [2 hits] > (land) iad.D [2 hits] > (land) j.H > QCF+K > DP+K > (land) S > S > (JC) j.S > j.H > j.QCF+K > j.DP+K [3 hits] > QCF+K (298 dmg VS Potemkin) *7. (corner) (w/DP+K power-up) QCF,QCF+H [1 hit] > (RC) d.S > S > iad.P > ad.D [2 hits] > (land) j.D [2 hits] > QCF+K > DP+K > (land) S > S > (JC) j.D > QCF+K > DP+K [3 hits] > QCF+K (342 dmg) 8. D /\ (j.H > j.H > j.H > j.H) j.QCF+K > j.DP+K > j.QCF+K (149 dmg) 9. D /\ (j.H > j.H > j.H > j.S) > j.H > dj.QCF+K > dj.DP+K > dj.QCF+K (152 dmg) 10. D /\ (j.H > j.H > j.H > j.S) > (JC) dj.S > dj.H > dj.QCF+K > dj.DP+K > dj.QCF+K (157 dmg) 11. D /\ (j.H > j.H > j.H > j.H > j.S) > (JC) dj.S > dj.H > dj.QCF+K > dj.DP+K > dj.QCF+K (161 dmg) *12. Throw > (FRC) S > S > (JC) j.D [2 hits] > j.QCF+K > j.DP+K > j.QCF+K *13. Throw > (FRC) S > S > (JC) j.S > j.P > j.S > (JC) dj.H > dj.QCF+K > dj.DP+K > dj.QCF+K *14. Throw > (FRC) S > S > (JC) j.S > j.P > j.S > (JC) dj.S > dj.H > dj.QCF+K > dj.DP+K > dj.QCF+K ==COMMENTS== -4: You can also RC the f+H after one hit, which makes the air slash little easier, for 187 damage. -5,6,7: Interestingly, if you RC the Geki: Saishinshou after 1 hit the opponent will be in a short stagger and, for a short time, Jam's next combo does increased damage. -12,13,14: The FRC timing is a two-frame window when Jam's hands touch the ground after the throw. ________________________________________________________________________________ ________________________________________________________________________________ <<=-=JOHNNY=-=>> 1. P > K > S > H > QCF+K (97 dmg) 2. f+H > (JC) j.HCF+H > (RC) ad.S > HCF+H (204 dmg) 3. f+K > j.K > j.S > (JC) j.K > j.D > HCF+H (139 dmg) 4. j.K > j.D > (land) HCB,F+H (157 dmg) 5. (corner) K > S > H > QCF+K > (RC) iad. K > ad.S > ad.D > ad.HCF+H (177 dmg) 6. (corner) f+H > (JC) j.HCF+H > (RC) ad.K > ad.S > ad.D > ad.HCF+H (239 dmg [2 hit for 2nd Ensenga] / 208 [1 hit]) 7. (corner) f+H > (JC) j.HCF+H > (RC) air.D > (land) j.K > j.S > j.D > HCF+H (263 dmg) 8. (corner) f+H > (JC) j.HCF+H > (RC) ad.K > ad.D > (land) sj.K > sj.S > sj.D > sj.HCF+H (276 dmg) 9. (corner) f+H > (JC) j.HCF+H > (RC) air.D > (land) j.K > j.S > (JC) dj.K > dj.S > dj.D > dj.HCF+H (278 dmg) 10. (corner) f+H > (JC) j.HCF+H > (RC) ad.K > ad.S > ad.D > ad.HCF+H [1 hit] > (RC) (land) f+H > (JC) j.K > j.S > j.D > j.HCF+H (298 dmg) 11. (Level 2 Mist Finer) (corner) f+H > (JC) j.HCF+H > (RC) ad.K > ad.S > ad.D > ad.HCF+H [1 hit] > (land) f+H > QCF+P > f+H > (JC) j.HCF+H > (RC) ad.S > ad.HCF+H (342 dmg) 12. (Level 2 Mist Finer) (corner) f+H > (JC) HCF+H > (RC) ad.K > ad.S > ad.D > ad.HCF+H [1 hit] > (land) f+H > QCF+P > f+H > (JC) j.HCF+H > (RC) ad.S > ad.D > ad.HCF+H (347 dmg) 13. D /\ (j.D > j.D > j.D > j.D) > HCF+H (156 dmg) 14. D /\ (j.D > j.D |> j.D| > j.K > j.P > j.K > j.S > (JC) dj.K > dj.S > dj.D > dj.HCF+S (158 dmg/172 dmg) 15. c.K > S > c.D > QCF+H > f+H (54 dmg) 16. Throw > HCB,F+H (92 dmg) 17. Throw > f+P > (SJC) sj.K > sj.S > sj.D > sj.HCF+H (98 dmg) 18. Throw > j.K > j.P > j.S > (JC) dj.S > dj.H > dj.D > dj.HCF+H (109 dmg) 19. Throw > j.K > j.S > (JC) dj.S > dj.H > dj.D > dj.HCF+H (112 dmg) *20. Throw > j.S > j.QCF+S > (FRC) j.S > (JC) dj.D > dj.HCF+H (115 dmg) *21. Throw > j.S > j.QCF+S > (FRC) dj.K > dj.S > dj.D > dj.HCF+H (119 dmg) *22. (near corner) Throw > j.S > j.QCF+S > (FRC) j.S > (JC) dj.K > dj.S > dj.D > dj.HCF+H (122 dmg) *23. (near corner) Throw > j.S > j.H > j.QCF+S > (FRC) ad.K > ad.S > ad.D > ad.HCF+H (126 dmg) *24. (corner) Air Throw > (land) S(c) > f+P > (JC) j.K > j.S > j.D > j.HCF+H (122 dmg) *25. (corner) Air Throw > (land) S(c) > f+P > (JC) j.K > j.S > (JC) dj.S > dj.H > dj.D > dj.HCF+H (132 dmg) *26. (corner) Air Throw > (land) S(c) > H > DP+S,S > (FRC) air.S > air.D > HCF+H (139 dmg) 27. (Level 2 Mist Finer) (corner) Air Throw > (land) S(c) > H > QCF+P > (dash in) S(c) > (JC) j.K > j.S > (JC) dj.K > dj.S > dj.D > dj.HCF+H (157 dmg) 28. (Level 2 Mist Finer) (corner) Air Throw > (land) S(c) > H > QCF+P > f+H > (JC) j.S > j.HCF+H (159 dmg) 29. (Anti-Air) f+P > (JC) j.K > j.S > (JC) j.K > j.S > j.D > j.HCF+H (127 dmg) 30. (Anti-Air) f+P > (JC) j.K > j.S > (JC) j.S > j.H > j.D > j.HCF+H (136 dmg) 31. (Level 2 Mist Finer) K > S > H > QCF+K > HCB,F+H (197 dmg) 32. (Level 2 Mist Finer) f+H > QCF+K > HCB,F+H (237 dmg) *33. (Level 2 Mist Finer) (corner) Throw > {QCF+P > QCF+H}x... (73 dmg 1st loop, 100 2nd loop, 118 3rd loop) 34. (Level 3 Mist Finer) QCF+P [9 hits]> (RC) j.K > j.S > (JC) j.K > j.S > j.D > j.HCF+H (213 dmg) ==COMMENTS== -General: Do the "(JC) HCF+H" with the Instant-Air method: HCF,u/f+H. -33: You can continue this combo for as long as you have coins remaining. When you run out of coins, you can end it with a f+H > (JC) HCF+H. Although this loses a lot of coins for rather low damage, it does build tension well. -24,25,26: One possible method of setting up the air throw is to f+K an opponent in the corner, then jump toward them. If they recover, do the air throw. -20,21,22,23: The FRC timing is a 3-frame window 3 frames after Johnny raises his hand. Also, you apparently have to use P+K+HS for the cancel for some strange reason. -26: The FRC timing is a 2-frame window from when the flames first appear. ________________________________________________________________________________ ________________________________________________________________________________ <<=-=JUSTICE=-=>> (coming soon) ________________________________________________________________________________ ________________________________________________________________________________ <<=-=KLIFF UNDERSN=-=>> (coming soon) ________________________________________________________________________________ ________________________________________________________________________________ <<=-=KY KISKE=-=>> 1. (Anti-Air) |S(c) >| j.K > j.S > (JC) j.S > j.H > j.DP+H (116 dmg/132 dmg) *2. |d.|QCB+K > S(c) > (JC) j.K > j.S > (JC) dj.S > dj.H > dj.DP+H (125 dmg) 3. D /\ (j.H > j.S > j.S) > j.P > j.S > j.P > j.S > (JC) dj.S > dj.H > dj.DP+H (129 dmg) 4. (counter) QCB+K > f+P > S(c) > (JC) j.K > j.S > (JC) dj.S > dj.H > dj.DP+H (134 dmg) 5. (counter) DP+S > f+P > S(c) > (JC) j.K > j.S > (JC) dj.S > dj.H > dj.DP+H (173 dmg) 6. d.f+P > S(c) > f+P > H > QCF+K [2 hits] > (RC) d.K > S(c) > (JC) j.S > j.H |(in corner) > j.DP+H (176 dmg/188 dmg) 7. (corner) d.f+P > S(c) > f+P > H > QCF,QCF+P > QCF,QCF+P > QCF+K > c.S (210 dmg) 8. Throw > (RC) f+P > S(c) > (JC) j.K > j.S > (JC) dj.S > dj.H > dj.DP+H (113 dmg) 9. d.f+P > c.D > QCF,QCF+P > d.f+P > S(c) > (JC) j.K > j.S > (JC) dj.S > dj.H > dj.DP+H (194 dmg) *10. d.f+P > S(c) > f+K > S(c) > f+K > c.K > c.D > QCF,QCF+P (197 dmg) ==COMMENTS== -2: Dashing with the Greed Sever seems to make the Slash easier to combo in afterward. -10: It is possible to combo a f+K into a c.K or S(c), although there's only a very small window to do it. Try watching Ky's kicking foot. As soon as it touches the ground after kicking, press S or d+K. ________________________________________________________________________________ ________________________________________________________________________________ <<=-=MAY=-=>> (coming soon) ________________________________________________________________________________ ________________________________________________________________________________ <<=-=MILLIA RAGE=-=>> 1. c.H (JC) j.S > j.P > j.H [2 hits] > j.QCB+S > (land) d.S(c) > c.H > (JC) j.S > j.P > j.H [2 hits] (164 dmg) ________________________________________________________________________________ ________________________________________________________________________________ <<=-=POTEMKIN=-=>> 1. f+K > K > c.H > DP+H,HCB+H (119 dmg) *2. f+K > K > c.H > DP+H [1 hit] > (RC) j.H > (land) S(c) > DP+H,HCB+H (137 dmg) 3. f+K > (JC) j.S > j.H > (land) |K >| c.H > DP+H,HCB+H (140 dmg, either way) 4. K > c.H > DP+H,HCB+H (155 dmg) 5. f+K > K > c.H > QCF,QCF+S > (land) QCF+P (160 dmg) 6. f+K > (JC) j.S > j.H > (land) c.H > QCF,QCF+S |> (land) H| (170 dmg/177 dmg) *7. f+K > K > c.H > DP+H [1 hit] > (RC) HCB,F+H , HCF,HCF+P > S > S > DP+H > HCB+H (181 dmg) *8. [B]F+H > (FRC) |S(c) >| S(f) > DP+H,HCB+H (166 dmg/191 dmg) *9. [B]F+H > (FRC) S(c) > S(f) > (JC) j.P > j.K > (JC) dj.P > dj.K (174 dmg) *10. [B]F+H > (FRC) S(c) > S(f) > c.H > QCF,QCF+S (273 dmg) *11. (close) HCB+S > HCB,F+P > H (168 dmg/194 dmg) *12. (close) HCB+S > f+K > HCB,F+P > H (177 dmg/201 dmg) 13. (counter) HCB+S > DP+H,HCB+H (123 dmg) 14. (counter) HCB+S > HCB,F+H , HCF,HCF+P > S(c) > DP+H,HCB+H (263 dmg) 15. (counter) HCB+S > HCB,F+H , HCF,HCF+P > HCB,F+H , HCF,HCF+P > DP+H,HCB+H (330 dmg) 16. (counter) HCB+S > HCB,F+H , HCF,HCF+P > S(c) > c.H > QCF,QCF+S > (land) H (345 dmg) 17. |cross-up| j.H > S > S > c.D > c.D (139 dmg) 18. |cross-up| j.H > c.D > DP+H,HCB+H (176 dmg) 19. |cross-up| j.H > c.D > QCF,QCF+S > (land) H (242 dmg) *20. (corner) f+H > [B]F+H > (FRC) H > DP+H,HCB+H (261 dmg) *21. (corner) f+H > [B]F+H > (FRC) S(c) > c.H > QCF,QCF+S |> (land) H | (324 dmg/335 dmg) 22. D /\ (j.H > j.H > j.S ) > j.P > j.P > j.P > j.K > (JC) j.P > j.P > j.P (146 dmg) 23. HCB,F+P > S(f) (154 dmg) *24. HCB,F+P > H (141 dmg/169 dmg) 25. (corner) HCB,F+P > c.H > DP+H,HCB+H > (RC) [B]F+H > P > DP+H,HCB+H (255 dmg) 26. (corner) HCB,F+P > c.H > DP+H,HCB+H > (RC) QCF,QCF+S > (land) H (293 dmg) 27. (corner) HCB,F+P > H > HCB,F+H > f+H > DP+H [1 hit] > (RC) f+H > DP+H,HCB+H (316 dmg) 28. (near middle of screen) Dead Angle > H (61 dmg) 29. (corner) Dead Angle > S(c) > S(f) > DP+H,HCB+H (98 dmg) 30. (corner) Dead Angle > S > c.H > QCF,QCF+S (133 dmg S[f] / 135 dmg S[c]) ==COMMENTS== -2: Delay the j.H a bit or the close Slash won't connect. -7: Do the overdrive and its follow-up quickly after the RC, then delay the slash until the opponent bounces close to Potemkin off of the wall. -8: If Potemkin is close enough to the enemy after Roman Cancelling the hammer fall, you can add a close slash for more damage. -8,9,10,20,21: A regular RC can be substituted for the FRC in each of these. -11, 12, 24: If you hit with the heavy slash when the opponent is closer to the ground, you'll get the lower damage; if they're higher from the ground, you get the greater damage. The increased damage is harder to get against some opponents. -14,15,16: You do NOT want to eat a HCB+S CH against Potemkin! O_o -20,21: Press f+H, then IMMEDIATELY start charging back for the hammerfall. ________________________________________________________________________________ ________________________________________________________________________________ <<=-=ROBO-KY=-=>> (coming soon) ________________________________________________________________________________ ________________________________________________________________________________ <<=-=SLAYER=-=>> 1. S(c) > S(f) > S(c) > S(f) > QCF+K > (RC) H > QCB+P,P (201 dmg) 2. S(c) > S(f) > S(c) > S(f) > QCF+K > (RC) H > HCB,F+S |> (RC) air.D| (213 dmg/231 dmg) 3. S(c) > S(f) > S(c) > S(f) > QCF+K > (RC) H > (JC) j.QCB,QCB+S > (land) S(f) > QCF+K (236 dmg) 4. (Opponent crouching) f+K > S(c) > S(f) > S(c) > S(f) > QCF+K > (RC) H > QCB+P,P (199 dmg) 5. (Opponent crouching) f+K > S(c) > S(f) > S(c) > S(f) > QCF+K > (RC) H > (JC) j.QCB,QCB+S > (land) S(f) > QCF+K (230 dmg) 6. |S(c) > S(f) >| HCB,F+S > (RC) air.K > (land) S(c) > (JC) j.K > j.P > j.K > (JC) dj.K > dj.QCB+K [3 hits] (256 dmg/248 dmg) *7. D /\ j.QCB+K > (land) c.S > (JC) j.K > j.P > j.K > (JC) dj.K > dj.QCB+K (160 dmg) *8. D /\ (j.D > j.D > j.D > j.H) > j.QCB+K (163 dmg) *9. HCB,F+P > (RC) S(c) > S(f) > (JC) j.K > j.S > j.K > (JC) dj.K > dj.QCB+K [3 hits] (207 dmg) *10. QCB+P,K > j.K > j.P > j.K > j.D > j.QCB,QCB+S > (land) S(c) > S(f) > (JC) j.K > j.P > j.K > (JC) dj.k > dj.D (226 dmg) *11. H > QCB+P,K > j.K > j.P > j.K > j.D > j.QCB,QCB+S > (land) S(c) > S(f) > (JC) j.K > j.P > j.K > j.D (247 dmg) 12. H > QCB+P,K > |c.S > (JC)| j.K > j.P > j.K > (JC) dj.K > dj.QCB+K [3 hits] (206 dmg/214 dmg) 13. (Anti-Air Counter) f+H > f+H > QCF,QCF+H > (land) QCF+K (230 dmg) *14. Ad.H > ad.D > ad.QCB+K [1 hit] > (RC) (land) S(c) > (JC) j.K > j.P > j.K > (JC) dj.K > dj.D (227 dmg) *15. (counter) f+P > HCB,f+S |> (RC) QCB+K| (142 dmg/199 dmg[2 hit footloose journey], 224 dmg [3 hits]) 16. HCB+H > {(forward dash) HCB,u/b+H}x... ==COMMENTS== -GENERAL: "S(c) > S(f) > S(c) > S(f)" is not a regular gatling combo; rather, Slayer's far slash has short enough recovery time that RIGHT as it ends you can hit slash again to combo in a close slash. You must be fast, however. The same goes for the f+K > S(c). -7: Do the QCB+K as soon as Slayer leaves the ground and the c.S as soon as he touches it again. -9: After the RC, pause for a split-second before you do the 2 slashes or the opponent can recover between the 1st and second ones. -10,11: For the "S(c) > S(f)" to combo, you need to be very quick with 3 things: jump and start the air combo as soon as slayer lands from the Dandy Step -> Crosswise heel; then do the Chokkagata dandy immediately after the air dust; then when you land do the two slashes as quick as possible. It's really not that hard, but you have to be fast. -14: Once again, very tight timing. The air dash should be done close to the ground and the QCB+K roman cancelled immediately after it hits (so slayer drops to the ground fast enough to catch the opponent in the air with the close slash). -15: You can't chain a f+P directly into the super; wait until the f+P animation is over and then do it. -16: This is Slayer's infinite combo. The way that this works is during the forward dash, if you do the motion for Slayer's command throw and add the u/b to the end, you can actually interrupt Slayer's forward dash. Why does this work? Because the forward dash can be jump-cancelled, and the u/b breaks out of it. However, if you did the motion, Slayer instead just breaks out of the dash early and does the bite instead. This is merely to make it faster; if your opponent doesn't mash you can do the regular HCB+H method. -7,8: You can combo Slayer's standing dust after his HCB+H command throw if the opponent does not mash out fast enough. ________________________________________________________________________________ ________________________________________________________________________________ <<=-=SOL BADGUY=-=>> 1. DP+K > j.S > j.D > (JC) dj.S > dj.D |> (corner) DP+H| (102 dmg/109 dmg) *2. DP+K > (dash) j.S > j.D > (JC) dj.S > dj.D > dj.DP+H,QCB+K > (land) c.K > S(c) > S(f) (116 dmg) 3. c.D > QCB,QCB+S > c.K > S(c) > S(f) (42 dmg) 4. (corner) f+H [2 hits] > QCF+[K] > (land) HCF+H > (FRC) HCF+H > (FRC) HCF+H > (FRC) HCF+H > (FRC) HCF+H > c.H > (JC) j.S > j.D > (JC) dj.S > dj.D > dj.DP+H (274 dmg) *5. (corner) f+P > H > c.H >(JC) j.D > (JC) dj.S > dj.D > {(land) sj.D > sj. D}x? > sj.DP+H (228 dmg, x1 - 270 dmg, x2 ... ) *6. (corner) QCB+S [3 hits] > (RC) air.S > air.D > (land) j.D > (JC) dj.S > dj.D > (land) j.D > (JC) dj.D > DP+H,QCB+K > (land) c.K > S(c) > S(f) (226 dmg) *7. d.K [1 hit] > S(c) > c.D > QCF+K [1 hit] > (RC) air.S > air.D > (land) j.D > (JC) dj.S > dj.D > (land) j.D > (JC) dj.S > dj.D > (land) j.D > (JC) dj.S > dj.DP+H (233 dmg) 8. D /\ (j.D > j.D > j.S) > j.D (JC) dj.S > dj.D |> dj.DP+H| (146 dmg/155 dmg) *9. (corner) D /\ (j.D > j.D > ad.D) > (land) {j.D > (JC) dj.S > dj.D (land)}x2 > j.K > j.D > (JC) dj.D > dj.DP+H (223 dmg) *10. (corner) f+P > H > c.H > (JC) j.D > (JC) dj.S > dj.D > (land) j.D > (JC) dj.D > dj.DP+H,QCB+K > (land) c.K > S(c) > S(f) (252 dmg) 11. (corner) c.D > HCB,F+H > c.H > (JC) j.S > j.D > (JC) dj.S > dj.D > DP+H,QCB+K > (land) c.K > S(c) > S(f) (229 dmg) ==COMMENTS== -2: Break off the dash as quick as possible so that you can snag them with the j.S before they recover. You want the forward-moving benefit of a dashing jump without the start-up. -5: The trick is the timing of the 2nd air dust during the loop. You want to delay it a bit so that your next sj.D will connect, but not too much or the opponent will recover. The same goes for the "j.D > (JC) dj.S > dj.D" at the beginning -- after you do the j.D, jump cancel it but delay the double jump Slash-Dust as long as you can before the opponent can recover, or else the opponent can recover before the next hit. Practice in training mode with the opponent set to backward recover in the corner to get the timing down. I put 'x?' because it's unsure how many times it's really possible to loop this; personally, I have trouble doing two loops, but apparently it's possible to get as many as four. -6,7,9,10: Same as #5, you want to delay the "dj.S > dj.D" as much as possible so that the next hit can work without the opponent recovering. -9: Do the 2 air dusts and then the air dash dust as quick as possible. For this to work Sol and the opponent need to be close to the ground after the air dash dust. ________________________________________________________________________________ ________________________________________________________________________________ <<=-=TESTAMENT=-=>> 1. |d.K >| d.S(c) > S(f) > c.S > H > QCB+P (125 dmg/130 dmg) *2. d.S(c) > S(f) > c.S > H > HCB,f+H > f+H (139 dmg + poison) 3. d.S(c) > S(f) > c.S > H > QCB+P > (RC) air.D > air.QCB+P (171 dmg) 4. j.D > (land) H > QCB+P > (land) f+H (127 dmg) 5. j.D > (land) K > S(c) > (JC) j.K > j.S > (JC) dj.S > dj.H > dj.QCB+P (160 dmg) *6. HCF+S > (FRC) d.S(c) > S(f) > c.S > H > QCB+P (148 dmg) *7. HCF+S > (FRC) d.S(c) > S(f) > c.S > H > QCB+P > (RC) air.D > air.QCB+P > (land) f+H (213 dmg) *8. (corner) d.S(c) > S(f) > H > HCB,f+H > H > QCB+P > (land) K > S(c) > (JC) j.K > j.S > (JC) dj.K > dj.D > dj.QCB+P (208 dmg + poison) 9. (corner) Throw > K > S > (JC) j.K > j.S > dj.K > dj.D > dj.QCB+P (112 dmg) *10. (corner) Throw > H > HCB,f+H > sj.K > sj.S > sj.H > sj.QCB+P (123 dmg + poison) 11. (corner) Throw > H > QCB+P > (land) K > H > QCB+P > (land) HCF+S (123 dmg) 12. (corner) Throw > H > QCB+P > (land) K > S(c) > (JC) j.K > j.S > (JC) dj.K > dj.D > dj.QCB+P (135 dmg) 13. S(c) (JI) > H > QCB+P > (RC) air.S > dj.S > dj.QCB+S (173 dmg) *14. (about 3/4th entire screen from wall) d.S(c) > S(f) > H > QCB+P > c.P > H > QCB+P > K > S(c) > (JC) j.K > j.S > (JC) dj.K > dj.D > dj.QCB+P (208 dmg) 15. ==COMMENTS== -6,7: The FRC timing for EXE beast is a 3-frame window around when Testament first begins to lower his head. -2,8,10: If the poison lasts for its duration, it does around 80 damage total. -14: For an idea of where you have to be for this, get your opponent into the corner and then throw them in the opposite direction. Where they land is about where you need them to be for this. ________________________________________________________________________________ ________________________________________________________________________________ <<=-=VENOM=-=>> (coming soon) ________________________________________________________________________________ ________________________________________________________________________________ <<=-=ZAPPA=-=>> (coming soon) ________________________________________________________________________________ ________________________________________________________________________________ ___________________________________________________________ | | | \'*+CREDITS+*'/ | | These are who helped to make this FAQ a reality: | | | | -Crying Minotaur (Me) for saying 'We need a GGX2 | | combo FAQ!' and then eventually writing it... | | | | -All of the people at Gamefaqs.com who gave me combos | | ('Specially Scythe Master, for bumping my topic | | repeatedly, and SF Scrub for testing tough Bridget | | combos) | | | | -www.gamecombos.com, for many combos | | | | -Edward Chang, for his GGXX FAQ (where I got the | | exact timing for all of the FRC's) | | | | -Gamefaqs.com, for hosting this FAQ | | | | -ARC system works and Sammy, for being awesome | | | ___________________________________________________________ Hope this helped! I'm done! -END- (c) 2003 Isaac Klunk