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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

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

General Rekka ConfirmPressure and a knockdown.
Very Easy

c.XXX > 214M~4M~4M

This is where your gameplan starts. This combo can be ended with 66L for a sideswap or if 214X is on cooldown.

Far Rekka ConfirmsPressure from a (short) distance.

f.M/2M > 214L~4L~4L
f.H > 214M~4M~4M

Cancelling normals into rekkas makes them safe on block and allows Lancelot to hitconfirm the rest of the rekka or attempt a pressure reset. At long distances, rekkas can be barely minus or even 0 on block. Should they counterhit, usually they will have enough frame advantage to link into f.M or 2M. Cancelling into 214M will naturally frame trap from M normals but will not combo unless the M normal itself was a counterhit.

Okizeme EnderPressure and a good knockdown.
Very Easy

c.XXX > 66H/214H~4H~4H~4H~4H

Spending a cooldown midscreen gives Lancelot easy pressure. 214H leads to more corner carry and meter build but also loses access to Lancelot's main pressure reset and safe knockdown tool, so use 66H whenever possible. Off either ender, Lancelot can spend another cooldown on 236H or safejump with 5U~2U.

Important LinksGet used to these.

#L, c.M > ...

A highly important link for Lancelot. 5L and 2L also always link to 2M if you're out of c.M's activation range.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Crouching LinksGet used to these.

c.M, c.L (c.M becomes +5 on hit)
5L/2L, c.H/f.M (L buttons become +7 on hit)

Sometimes these can be difficult to recognize but Lancelot's pressure structure heavily incentives down-back. Most of Lancelot's crouching confirms also double as CH links and pressure sequences, the main on being c.M, 5L, f.M at point blank.

Counterhit LinksStop them from mashing.

CH c.M, c.H
CH 2M, 2M
CH c.H(1) > 236H, jump-in > ...

All crouching links also fit in this category. Ground counterhit specific stuff outside of spaced rekkas aren't that different from his other links.

Anti-Air 2HStop them from jumping.

2H > 214Lw~4L, f.M/2M > ...
CH 2H > 214Lw > c.H > 66L > c.H > ...

Learning to distinguish between CH and non-CH 2H is important for squeezing out max damage, especially for Lancelot. These combos can be ended or extended in much the same way as the rest of his combos, with 66H or 214H extending them and rekkas/super ending them.

Corner Rekka LoopsSpend a cooldown for momentum.

... > 66H, c.HX > 214L~4L, c.H > 214L~4L > 2M > 22L/236H

Spending a cooldown on 66H allows Lancelot to either set up a safejump with 22L or a jump-in mixup with 236H utilizing 2M's flipout.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

CH 22[X]Make them explode.

CH 22[X], c.H > 66L > c.H > Ender

Ender options:

  1. 214M~4M~4M
  2. 66H > f.H > 214M~4M~4M (inconsistent)
  3. 236236H/236236U

This is, by far, Lancelot's highest damaging starter. It doesn't come up often but there are certain situations that you can get it in a match. The first is establishing respect for reversal 22H, and the second is punishing a wakeup Overdrive. This combo is more on the inconsistent side.

Rush ExtensionNot very good, but it's there.

Button > 6MH > 214H~4H~4H~4H, f.M > ...

Rush launches at a high enough height that 214H can be used to extend combos, but not quite high enough for 66H to connect. If you don't want to continue a combo with f.M, end with the last hit of rekka (or better yet, save your meter for super).

Video Examples