GBVS/Anre/Combos

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Anre
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+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo 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. = Jump
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
[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.
AB = Avatar Belial
BB = Beelzebub
BL = Belial
CA = Cagliostro
CL = Charlotta
DJ = Djeeta
EU = Eustace
FR = Ferry
FT = Ladiva
GR = Gran
KT = Katalina
LN = Lancelot
LW = Lowain
MT = Metera
NM = Narmaya
PC = Percival
SO = Soriz
SX = Seox
UN = Anre
VS = Vaseraga
VI = Vira
YU = Yuel
ZO = Zooey
ZT = Zeta

Combo List

  • All buttons are done using in game notation of LMHU. X represents the use of any normal button. "Normal" buttons are the aforementioned LMH buttons.
  • LX results in more damage than LXX due to scaling in most combos involving EX moves.

Midscreen

Combo Damage Meter Gain Difficulty Notes
c.XXX > 623L~6M 1790, 2090, 2590 22, 24, 27 Very Easy Basic, universal knockdown combo. Damage is notated as c.L, c.M, c.H.
... > 623M~6M 1860, 2160, 2660 23, 26, 28 Easy Standing-only version of the above combo.
... > 623L~6H 1970, 2270, 2770 22, 24, 27 Easy Full crouch confirm version.
j.214M > c.LXX > 623L~6H 2515 29 Easy Crouch confirm combo from Anre's "divekick."
CH f.M/CH 2M > 236L~X 2000 13 Easy Conversion from a far poke.
f.H > 236H~X/623H~6H 2000 13 Easy Conversion from f.H. Both work from any range, but at closer ranges you can start to use 623L or 623M instead to conserve cooldowns.
AA 2H > 623M~6M 2140 21 Easy Basic knockdown combo from an anti-air.
CH AA 2H > 236M~X 2400 14 Easy Basic CH AA combo and the only way to combo into 236M. Can be easily extended in the corner with a c.H or ended in 2U for oki.

Corner

Combo Damage Meter Gain Difficulty Notes
... > 623H~6H > c.M > ... 2260 23 Easy Example of how to use 623H~6H. Use this first due to its high damage and meter gain early in a combo.
... > 214H > c.M > ... 1700 17 Easy Example of how to use H Mantra Wheel. If you want to keep 623X for knockdowns, use this instead.
... > 623H~6H > c.M > 214H > 2U 3380 33 Easy Putting both 623H and 214H together with oki after.
... > 623H~6H > c.M > 214H > c.H > SBA/SSBA 5360, 5812 -66 Easy High damage combo into super.
... > 623H~6H > c.M > 214H > c.H > 236H~X Easy Highest meterless damage juggle into oki.
CH 623X~6M > c.M > ... 1500 10 Easy High risk, medium reward frame trap starter. 6M follow up ground bounces, giving you a juggle.
CH 623X~6H > c.M > ... 1800 10 Easy High risk, high reward frame trap starter. 6H follow up wall bounces, giving you a juggle.

Combo Theory

Video Examples

Navigation

Anre