GBVS/Eustace/Combos

From Dustloop Wiki
< GBVS‎ | Eustace
Jump to navigation Jump to search
Eustace
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.
! = Sets off the explosion from 623H
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, no grenade

Combo Damage Meter Gain Works on: Difficulty Notes
c.XXX > 214M~M/H 1740-2660 18%-27% All Very Easy Autocombo BNB, nothing outstanding
c.XXX > 5U~5U ~2100 18%-22% All Very Easy Alternate autocombo BNB, serves as a middleground of oki/damage between an Assault Knife or Takedown ender
2L > 2L, f.L > 214L~H 1820 16% All Easy Low hitconfirm.
2L > 2L, 2M > 214M~M/H 2070/2190 15%/19% All Very Easy Crouching hitconfirm.
f.M/2M > 214M~M/H 1680/1840 13%/18% All Very Easy Confirm from medium poke, will not work at max range
f.H > 214M~M/H 1980/2140 14%/19% All Very Easy Confirm from f.H, can substitute 5U~U as an ender for alternate oki
2H > 214L~L/H 1700/1500/2000 12%/16% All Very Easy Non-CH anti-air confirm, first hit of Assault Knife might whiff
2H > 214L~G > c.HHH > 214M~H 3425 32% All Very Easy CH anti-air confirm, can substitute 5U~U as an ender for alternate oki

Corner, no grenade

Combo Damage Meter Gain Difficulty Notes
c.XXX > [4]6H, c.MMM > [2]8H 2765-3565 35%-40% Easy Simple autocombo confirm, not terribly useful but might be good if it'll close out the round and Eustace can't get anything else.
c.L/2L > c.LLL > [4]6H, 2M > 28H, 2M > 214M~H 3065 41% Medium Standing opponents only. Double jab combo that does slightly more than the c.LLL variant of the above combo, but does not end in a hard knockdown.
c.L/2L > c.L/2L, f.L > [2]8H, f.H > [4]6H, f.H > 5U~U 3630 36% Medium Confirm from f.L. Extremely spacing dependent and will drop in many cases, so it's not that reliable. However, it's reward is much great than confirming straight into 214L~H.
c.L/2L > c.L/2L, 2M > [2]8H, f.H > [4]6H, f.H > 5U~U 3870 36% Medium The more reliable version of the above combo, with the stipulation that it only works on crouching opponents.

Midscreen, mid-combo grenade

Combo Damage Meter Gain Works on: Difficulty Notes
c.H > 623H, f.L > [4]6H!, 5U~U > 66 > f.H > 5U~U 3940 44% All Medium Essentially relegated to reversal punishes. Hurts a lot for a midscreen combo.
c.L/2L, c.MMM > 623H, 2M > 214M~L!, 5U~U > 66 > c.H > 5U~U 3015 44% All Medium Crouch confirm, works from any autocombo.

Corner, mid-combo grenade

Combo Damage Meter Gain Works on: Difficulty Notes
c.H > 623H, f.L > [4]6L!, f.H > [4]6M! > 66 > c.H > 5U~U 4120 43% All Medium It's cooler than the midscreen version because he shoots you twice and it costs no cooldowns except grenade itself.
c.L/2L, c.MMM > 623H > 2M > 214M~L!, f.H > [4]6M! > 66 > c.H > 5U~U 3185 45% All Medium Only shoots you once but still only costs one cooldown.

Midscreen, grenade set

Combo Damage Meter Gain Works on: Difficulty Notes
Forward Throw! > [4]6H! > 66 > 2U 3010 30% All Medium Macrodash combo. Cancel 2U into 4G and hold 9 for a safejump.
Forward Throw! > [4]6H! > 66 > f.H > 5U~U 3740 37% All Medium Alternate ender to the above. Worse oki but significantly better damage and meter gain.
2M > 214M~L!, 5U~U! > 66 > c.H > 5U~U 3390 36% All Medium 2M can be substituted with any non-light button.
f.L > [4]6H!, 5U~U! > 66 > c.H/f.H > 5U~U 3600 38% All Medium f.L can be substituted by any light button or string of light buttons.
UOH!, c.H > [4]6H!, 5U~U! > 66 > f.H > 5U~U 4270 36% All Medium UOH confirm.
Air Throw!, [4]6H! > 66 > c.H > 5U~U 3860 38% All Medium Rare starter, but good damage for a universal anti-air.
5U~U!, c.H > [4]6H! > 66 > 2U 3370 34% All Medium Substitute 2U for f.H > 5U~U for better damage but worse oki. Can be confirmed into from autocombo or heavy buttons.
214M~U!, 5U~U!, f.H > 5U~U 3730 40% All Medium Another rare starter, but pretty safe to go for.

Corner, grenade set

Combo Damage Meter Gain Works on: Difficulty Notes
Forward Throw! > 2H > [4]6[H] > 66 > f.H > 5U~U 4148 32% All Medium Laser wallbounce. Combos in this section generally use f.H > 5U~U and delay 2U interchangeably as enders. Use one or the other depending on if you want damage or oki.
2M > 214M~L!, c.H > [4]6M!, 2H > [4]6[H], 2U 3943/4355 38%/36% All Medium Flamek Thunder launcher deals more damage than Stunlight launcher, but you might want to use 214M to close distance to corner. Any non-light button can substitute for 2M.
f.L > [4]6L!, f.H > [4]6M! > 66 > c.H > 5U~U 3790 34% All Medium f.L can be substituted by any light button or string of light buttons.
UOH!, 2H > [2]8[H], 66 > c.H > 5U~U 4300 34% All Easy UOH confirm.
c.H > 5U~U!, 2H > [2]8[H], 2H > [4]6[H], 2U 4655 43% All Medium Can be confirmed into from autocombo or heavy buttons.

CH midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
CH c.M > 623H, f.L > [4]6L!, f.H > [4]6M! > 66 > c.H > 5U~U 3440 41% All Hard Identical to your c.H punish. More difficult to confirm than anything.
CH 214M~L, 2L > 2M > 214M~M/H 2170/2290 22%/26% All Easy Experienced opponents won't crouch mash on 214M, but in case they do this convert is there.
CH 2L, f.M/2M > 214M~M/H 1920/2060 14%/18% All Easy Go-to for when you are out of range for c.M
CH c.M, 2M > 214M~M/H 2220/2360 16%/21% All Easy Slightly outdamages the autocombo confirm while not requiring you to commit to it.

CH corner

Combo Damage Meter Gain Works on: Difficulty Notes
CH c.M > 2M > [2]8H, f.H > [4]6H, f.H > 5U~U 4408 39% All Medium Frame trapping into c.M from c.L or 2L puts you at the perfect spacing to get this combo.
CH 2L > 2M > [4]6H, 2M > [2]8H, f.H > 5U~U 3920 35% All Medium Alternative to the f.L Slow Kill confirm that's more reliable, but only works at essentially 0 distance to corner.
CH c.H, c.H > [2]8H, 2M/f.H > [4]6H, f.H > 5U~U 5362 43% All Medium Very rewarding starter, but fairly hard to come by. Works even when slightly spaced out, but you might get f.H instead of a second c.H. It won't make the combo drop but it'll make it do slightly less damage.
CH f.H > [4]6[H] > f.H > 5U~U 3790 23% All Medium The most consistent way to get a combo from a f.H spacing trap, although at closer ranges better combos are possible.
CH 214M~L, 2L > 2M > [2]8H, f.H > [4]6H, f.H > 5U~U 3965 43% All Medium Experienced opponents won't crouch mash on 214M, but in case they do this convert is there.
CH 5U~[U], f.L > [2]8H > 66 > 2H > 623H > 2U 3600 31% All Hard What makes 5U a dangerous frame trap. Ends with a grenade set on them.

Combo Theory

Video Examples

【GBVS(Granblue Fantasy: Versus)】Ver 2.51版 尤斯堤斯 ユーステス・Eustace 基礎Combo

Navigation

Eustace