BBTag/Gordeau/Combos: Difference between revisions

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< BBTag‎ | Gordeau
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=====Solo=====
=====Solo=====
<br style="clear:both;"/>
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
'''5AAA > 5BB > 2B[2] > 236A > 5AAA > 5BB > 236B'''
|-
:Damage: 6350
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
:Notes:
|-
:* Also works from throw
| 1
 
| 5AAA > 5BB > 2B(1) > jc > j.C > 2B > 236A > 5AAA > 5BB > 2B > 214B || Corner || 6456 || <span style="color:blue">[2] Easy</span> || Basic corner only 5A combo.
'''5AA > 5BB > jC > 2B[1] > 5BB > jC > 5AAA > 5BB > 2B[2] > 214B'''
|-
:[https://www.youtube.com/watch?v=QYuPqemSGh0 Video Example]
| 2
:Damage: 6826
| 5AAA > 5BB > jc > j.C > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B || Corner || 6601 || <span style="color:green">[3] Intermediate</span> || Advanced corner only 5A combo.
:Notes:
|-
:* Also works from 2B, where you can add in 2C after 5AAA -Gizmo
| 3
 
| '''CH''' 5AAAA > dash 2B(1) > 5BB > jc > j.C > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B || Corner || 6571 (6132) || <span style="color:green">[3] Intermediate</span> || Corner only counter hit Rusty Nail starter combo. Does less damage if both hits of the initial 2B hit, so cancel straight into 5B to avoid scaling the combo.
'''Throw > 5BB > jC -> 5AAA > jC > 5AAA > 5BB -> 2B[2] -> 214B'''
|-
:[https://www.youtube.com/watch?v=lqMNgT0_J3o Video Example]
| 4
:Damage: 5313
| 5B > 2C > 5AAA > jc > j.C > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B || Corner || 6859 || <span style="color:blue">[2] Easy</span> || Basic corner only point-blank range 5B combo.
:Notes:
|-
:* -Gizmo
| 5
| 5B > 2B > 236C > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B || Corner || 7675 || <span style="color:blue">[2] Easy</span> || Corner only point-blank range 5B combo extended with 1 bar.
|-
| 6
| '''CH''' 5B > jc > IAD > j.B > j.A(1) > 2B(1) > 5BB > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B || Corner || 7660 (7339) || <span style="color:green">[3] Intermediate</span> || Corner only counter hit 5B combo. Does less damage if both hits of the initial 2B hit, so cancel straight into 5B to avoid scaling the combo.
|-
| 7
| '''CH''' 5B > jc > IAD > j.B > j.A(1) > 2B > 236C > 2B > jc > j.C > 5AAA > 5BB > 2B > 214B || Corner || 7956 || <span style="color:green">[3] Intermediate</span> || Corner only counter hit 5B combo extended with 1 bar.
|-
| 8
| 5BB > jc > j.C > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B || Corner || 7019 || <span style="color:green">[3] Intermediate</span> || Corner only 5BB combo.
|-
| 9
| 2B(1) > 5BB > jc > j.C > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B || Corner || 6231 (5651) || <span style="color:green">[3] Intermediate</span> || Corner only 2B combo. Does less damage if both hits of the initial 2B hit, so cancel straight into 5B to avoid scaling the combo.
|-
| 10
| 2C > 2B(1) > 5BB > jc > j.C > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B || Corner || 6172 (5737) || <span style="color:green">[3] Intermediate</span> || Corner only 2C combo. Does less damage if both hits of the initial 2B hit, so cancel straight into 5B to avoid scaling the combo.
|-
| 11
| '''CH''' j.C > 2B(1) > 5BB > jc > j.C > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B || Corner || 6597 || <span style="color:green">[3] Intermediate</span> || Corner only counter hit Mortal Glide combo. Must be done as close to the opponent and ground as possible. The combo will drop at the last 5AAA if both hits of the initial 2B hit, so cancel straight into 5B to avoid scaling the combo.
|-
| 12
| B+C > 5BB > jc > j.C > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B || Corner || 5398 || <span style="color:green">[3] Intermediate</span> || Corner only throw combo.
|-
|}


=====With Assists=====
=====With Assists=====

Revision as of 09:52, 8 October 2019

Combo Notation Guide
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+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List

Midscreen

Solo
  • To make mid-screen combos work in the corner, delay 2C after 5BB and remove 2C before 2B into Assimilation.
# Combo Position Damage Difficulty Notes
1 (2A > 2A > 2A) > 5AAA > 5BBB Any 5090 (4064) [1] Very Easy Basic 2A / 5A confirm
2 5AAA > 5BB > 2C > 2B > 214B Mid-screen 5636 [1] Very Easy Basic 5A combo with ground ender.
3 5AAA > 5BB > 2C > 2B > sjc > j.B > j.A > djc > j.B > j.A > j.C > A+D Mid-screen 6400 [2] Easy 5A starter into an air combo.
4 5AAA > 5BB > 2C > delay 2B(1) > jc > delay j.B > delay j.A(1) > 5AAA > 5BB > 2C > delay 2B > 214B Mid-screen 6433 [3] Intermediate Advanced 5A starter combo. Requires multiple small delays to work.
5 5B > 5AA > 2C > 2B > sjc > j.B > j.A > djc > j.B > j.A > j.C > A+D Mid-screen 6673 [2] Easy Point-blank range 5B starter into an air combo.
6 5B > 2C > 2B(1) > jc > delay j.B > delay j.A(1) > 5AAA > 5BB > 2C > delay 2B > 214B Mid-screen 6762 [3] Intermediate Advanced point-blank range 5B starter combo. Requires multiple small delays to work.
7 5BB > 2C > 2B > sjc > j.B > j.A > djc > j.B > j.A > j.C > A+D Mid-screen 6478 [2] Easy Max range 5BB into an air combo.
8 5BB > 2C > delay 2B(1) > jc > delay j.B > delay j.A(1) > 5AAA > 5BB > 2C > delay 2B > 214B Mid-screen 6666 [3] Intermediate Advanced 5BB combo. Requires multiple small delays to work.
9 CH 5B > jc > IAD > j.B > j.A(1) > 5AAA > 5BB > 2C > delay 2B > 214B Mid-screen 7096 [3] Intermediate Counter hit 5B starter combo that uses an IAD jump cancel.
10 CH 5B > jc > IAD > j.B > j.A(1) > 5AA > 5BB > 2C > delay 2B(1) > jc > delay j.B > delay j.A(1) > 5AAA > 5BB > 2C > delay 2B > 214B Mid-screen 7681 [3] Intermediate Advanced counter hit 5B starter combo. Requires multiple small delays to work.
11 2B > 5AAA > 5BB > 2C > jc > j.B > j.A > djc > j.B > j.A > j.C > A+D Mid-screen 5435 [2] Easy Low starter into an air combo.
12 AA 2B > sjc > j.B > j.A > djc > j.B > j.A > j.C > A+D Mid-screen 5395 [1] Very Easy Basic anti-air 2B combo.
13 AA 2B(1) > 5BB > 5AA > jc > j.B > j.A > djc > j.B > j.A > j.C > A+D Any 6102 [2] Easy Basic anti-air 2B combo.
14 2C > 5AAA > 5BB > delay 2B > sjc > j.B > j.A > djc > j.B > j.A > j.C > A+D Any 5868 [2] Easy Basic 2C starter combo.
15 2C > 5AA > 5BB > delay 2B(1) > jc > delay j.B > delay j.A(1) > 5AAA > 5BB > 2C > delay 2B > 214B Any 5991 [3] Intermediate Advanced 2C starter combo. Requires multiple small delays to work.
16 CH j.C > dash 5AAA > 5BB > 2C > 2B > sjc > j.B > j.A > djc > j.B > j.C > A+D Mid-screen 6238 [2] Easy Basic counter hit Mortal Glide starter combo. Must be done as close to the opponent and ground as possible.
17 CH j.C > dash 5AAA > 5BB > 2C > delay 2B(1) > jc > delay j.B > delay j.A(1) > 5AAA > 5BB > 2C > delay 2B > 214B Mid-screen 6295 [3] Intermediate Advanced counter hit Mortal Glide starter combo. Must be done as close to the opponent and ground as possible. Requires multiple small delays to work.
18 B+C > 5AAA > 5BB > 2C > 2B > sjc > j.B > j.A > djc > j.B > j.C > A+D Mid-screen 5118 [2] Easy Basic throw combo.
19 B+C > 5AAA > 5BB > 2C > delay 2B(1) > jc > delay j.B > delay j.A(1) > 5AAA > 5BB > 2C > delay 2B > 214B Mid-screen 5126 [3] Intermediate Advanced throw combo.


With Assists
  • Exact damage and the assist needed for proper extension varies depending on partner choice.
# Combo Position Damage Difficulty Notes
1 5AAAA > [Assist Call] > dash 5AAA > 5BB > 2C > delay 2B > 214B Mid-screen 6897 [2] Easy Basic assist extension after Rusty Nails.
2 5AAAA > [Assist Call] > 5BB > 2C > delay 2B(1) > jc > delay j.B > delay j.A(1) > 5AAA > 5BB > 2C > delay 2B > 214B Mid-screen 7236 [3] Intermediate Advanced assist extension after Rusty Nails.
3 5B > 236B > [Assist Call] > dash 5B > 2B > sjc > j.B > j.A > djc > j.B > j.A > j.C > A+D Any 8904 [2] Easy 5B punish combo with low execution and resource use but high damage.
4 5B > 236C > [Assist Call] > dash 5B > 2B > sjc > j.B > j.A > djc > j.B > j.A > j.C > A+D Any 9712 [2] Easy 5B punish combo extended with 1 bar.
5 5BBB > [Assist Call] > dash 5AAA > 5BB > 2C > delay 2B > 214B Mid-screen 8085 [2] Easy Basic assist extension after autocombo Assimilation. Assimilation and assist call should be inputted simultaneously (or nearly so). Needs an assist with high start-up or long active frames to work.
6 5BBB > [Assist Call] > dash 2C > delay 2B(1) > jc > delay j.B > delay j.A(1) > 5AAA > 5BB > 2C > delay 2B > 214B Mid-screen 8488 [3] Intermediate Advanced assist extension after autocombo Assimilation. Assimilation and assist call should be inputted simultaneously (or nearly so). Needs an assist with high start-up or long active frames to work.
7 [Assist Call] > j.C > 5BB > 2C > 2B > sjc > j.B > j.A > djc > j.B > j.A > j.C > A+D Mid-screen 6746 [2] Easy Raw Mortal Glide extended with a preemptive assist call.
8 [Assist Call] > j.C > 5BB > 2C > delay 2B(1) > jc > delay j.B > delay j.A(1) > 5AAA > 5BB > 2C > delay 2B > 214B Mid-screen 6779 [3] Intermediate Advanced combo starting with a raw Mortal Glide and extended with a preemptive assist call.
9 [Assist Call] > 214A > 5BB > 2C > 2B > sjc > j.B > j.A > djc > j.B > j.A > j.C > A+D Mid-screen 5694 [2] Easy Raw Assimilation extended with a preemptive assist call. Assimilation and assist call should be inputted simultaneously (or nearly so). Needs an assist with high start-up or long active frames to work.
10 [Assist Call] > 214A > 5BB > 2C > delay 2B(1) > jc > delay j.B > delay j.A(1) > 5AAA > 5BB > 2C > delay 2B > 214B Mid-screen 5713 [3] Intermediate Advanced combo starting with a raw Assimilation and extended with a preemptive assist call. Assimilation and assist call should be inputted simultaneously (or nearly so). Needs an assist with high start-up or long active frames to work.
11 [Assist Call] > 214B > 5BB > 2C > 2B > sjc > j.B > j.A > djc > j.B > j.A > j.C > A+D Mid-screen 6094 [2] Easy Anti-air Assimilation extended with a preemptive assist call. Assimilation and assist call should be inputted simultaneously (or nearly so). Needs an assist with high start-up or long active frames to work.
12 [Assist Call] > 214A > 5BB > 2C > delay 2B(1) > jc > delay j.B > delay j.A(1) > 5AAA > 5BB > 2C > delay 2B > 214B Mid-screen 6113 [3] Intermediate Advanced combo starting with a raw Assimilation and extended with a preemptive assist call. Assimilation and assist call should be inputted simultaneously (or nearly so). Needs an assist with high start-up or long active frames to work.


Corner

Solo
# Combo Position Damage Difficulty Notes
1 5AAA > 5BB > 2B(1) > jc > j.C > 2B > 236A > 5AAA > 5BB > 2B > 214B Corner 6456 [2] Easy Basic corner only 5A combo.
2 5AAA > 5BB > jc > j.C > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B Corner 6601 [3] Intermediate Advanced corner only 5A combo.
3 CH 5AAAA > dash 2B(1) > 5BB > jc > j.C > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B Corner 6571 (6132) [3] Intermediate Corner only counter hit Rusty Nail starter combo. Does less damage if both hits of the initial 2B hit, so cancel straight into 5B to avoid scaling the combo.
4 5B > 2C > 5AAA > jc > j.C > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B Corner 6859 [2] Easy Basic corner only point-blank range 5B combo.
5 5B > 2B > 236C > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B Corner 7675 [2] Easy Corner only point-blank range 5B combo extended with 1 bar.
6 CH 5B > jc > IAD > j.B > j.A(1) > 2B(1) > 5BB > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B Corner 7660 (7339) [3] Intermediate Corner only counter hit 5B combo. Does less damage if both hits of the initial 2B hit, so cancel straight into 5B to avoid scaling the combo.
7 CH 5B > jc > IAD > j.B > j.A(1) > 2B > 236C > 2B > jc > j.C > 5AAA > 5BB > 2B > 214B Corner 7956 [3] Intermediate Corner only counter hit 5B combo extended with 1 bar.
8 5BB > jc > j.C > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B Corner 7019 [3] Intermediate Corner only 5BB combo.
9 2B(1) > 5BB > jc > j.C > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B Corner 6231 (5651) [3] Intermediate Corner only 2B combo. Does less damage if both hits of the initial 2B hit, so cancel straight into 5B to avoid scaling the combo.
10 2C > 2B(1) > 5BB > jc > j.C > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B Corner 6172 (5737) [3] Intermediate Corner only 2C combo. Does less damage if both hits of the initial 2B hit, so cancel straight into 5B to avoid scaling the combo.
11 CH j.C > 2B(1) > 5BB > jc > j.C > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B Corner 6597 [3] Intermediate Corner only counter hit Mortal Glide combo. Must be done as close to the opponent and ground as possible. The combo will drop at the last 5AAA if both hits of the initial 2B hit, so cancel straight into 5B to avoid scaling the combo.
12 B+C > 5BB > jc > j.C > 5AAA > jc > j.C > 5AAA > 5BB > 2B > 214B Corner 5398 [3] Intermediate Corner only throw combo.
With Assists


5A > 236B > 5P > 5BBB

Combo Theory


Generally speaking assisted combos should prioritize doing 236B + 5p early in the combo before proration starts to kick in.

When ending combos Assimilation (5bbb) generally gives better oki, while Grim Reaper (236x) and the air chain (jAjB > jAjBjC > A+D) prioritize damage.

Video Examples

Basic Gordeau Combos by Meno

Gordeau Solo Combo Collection + Doc by @GearsOfDespair

https://docs.google.com/document/d/1iJ3ffaRotxDdAX5Vy3anVx_ftylLs0Gpv4NCMTXDSno/view


External Documents and References


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