BBTag/Gordeau/Combos: Difference between revisions

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* To make mid-screen combos work in the corner, delay 2C after 5BB and remove 2C before 2B into Assimilation.
* To make mid-screen combos work in the corner, delay 2C after 5BB and remove 2C before 2B into Assimilation.
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Revision as of 03:53, 7 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

5AAA > 5P > 236A > 5BB > 2B > jA, jB > jA, jB > jC > jA+B

Damage: 7151
Notes:
  • A poke followup. Tested with Makoto.

5B > 236B > 5P > 5BB > 2B[2] > jA, jB > jA, jB > jC > jA+B

Damage: 8800 - 9100
Notes:
  • Not every 5p works but most do.

5B > 236B > Assist > 5BB > 2C > 2B[1] > jB > jA[1] > 5AAA > 5BB > 2C > 2B > 214B

Damage: 8800+ dependent on assist
Notes:
  • Extended solo combo post assist into command throw knockdown.

5B > 236B > 6P > 5BB > 2C > 2B[2] > jB, jA[1] > jB, jA[1] > jC > jA+B

Damage: 9128
Notes:
  • With Yuzuriha


Corner

Solo


5AAA > 5BB > 2B[2] > 236A > 5AAA > 5BB > 236B

Damage: 6350
Notes:
  • Also works from throw

5AA > 5BB > jC > 2B[1] > 5BB > jC > 5AAA > 5BB > 2B[2] > 214B

Video Example
Damage: 6826
Notes:
  • Also works from 2B, where you can add in 2C after 5AAA -Gizmo

Throw > 5BB > jC -> 5AAA > jC > 5AAA > 5BB -> 2B[2] -> 214B

Video Example
Damage: 5313
Notes:
  • -Gizmo
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


Navigation