GBVS/Beelzebub/Combos

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 Beelzebub
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.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To 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. = Jumping/Aerial
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
IAS = Instant Air Special
[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

Midscreen

Combo Position Damage Works on: Difficulty Notes
c.Hxx > 214L/M/H Anywhere 2530/2705/2670 All [1] Very Easy Autocombo. The soft knockdown lets you charge up 236M for a timing mix-up. 214H ender causes a hard knockdown, allowing for a f.L > 5U setup at the cost of a sideswitch. Go-to midscreen conversion for damage after landing a counterhit universal overhead.
c.Hxx > 236H Anywhere 2600 All [1] Very Easy Autocombo ending in hard knockdown. Allows for a f.L > 5U setup at the cost of a sideswitch.
2L > 2L , f.L > SBA Anywhere 2520 All [2] Easy Light links SBA confirm.
CH f.H > 22H , c.Hxx > 214M Anywhere 3140 All [2] Easy Soft knockdown for 236M pressure.
CH f.H > 22H , c.H > SBA/SSBA Anywhere 4580/5157 All [2] Easy Metered ender.
c.H > 236H , f.M > 6MH > 236H Anywhere 3810 Not CL [3] Medium Rush extension off very close c.H. Video Example.
CH f.H > 22H , 214H , f.M > SBA Anywhere 3750 Not CL [3] Medium Style combo.
CH 236[M] , dash , f.H > 6MH > 22H , dash , c.H > 214H , dash , c.H > 236H , 2U Near Corner 4643 All [4] Hard 236[M] starter, ideally catching a roll attempt. Allows for a 5U > 2L safe meaty. Video Example.
j.214H , dash , 2U > SBA Midscreen 3500 All [5] Very Hard Midscreen crossup dive follow-up. Video Example.

Corner

Combo Position Damage Works on: Difficulty Notes
CH 214M , 2M > 214H , c.H > 236H , microdash , c.H > 623H/SBA/SSBA Corner 5418/6292/6632 All [3] Medium Counterhit 214M starter. Useful when using 214M as a frametrap.
c.H > 236H , c.H > 214H , c.H > 623H/SBA/SSBA Corner 5098/6232/6626 All [2] Easy Safejump. Must manual input SBA for full damage. Doing c.Hxx > 623H when not using meter takes damage to 5196. Go-to corner conversion for damage after landing a counterhit universal overhead.
c.Hxx > 236H , 2U Corner 3020 All [2] Easy Early ender, leads to your choice of a safejump or 5U > 2L safe meaty.
c.H > 214H , 2H > 22L , j.L Corner 3510 All [2] Easy Early reset, can't safe meaty. Can be used to microdash into Anthem.
c.H > 214H , c.H > 236H , dash , c.H > 623H/[SBA]/SSBA Corner 5380/6514/6896 All [3] Medium Max damage, hard knockdown. Must manual input SBA for full damage. Doing c.Hxx > 623H when not using meter takes damage to 5451.
c.H > 236H , f.M > 6MH > 214H , microdash , 2H > 623H Corner 4632 Not CL [3] Medium Corner extension off midscreen rush combo. Long-distance wallbounces can be picked up after 214H with 22H , c.H > 623H but will use all your cooldowns in one combo. Video Example.
CH j.214M , c.H > 236H , microwalk , c.H > 214H , c.H > 623H/SBA/SSBA Corner 5595/6507/6809 All [3] Medium Reliable pick-up combo off of a counter-hit j.214M. The point of the microwalk is to let the opponent fall to a point where the 214H won't whiff. Must manual input SBA for full damage.
236[M] , 5U , c.H > 236H , microwalk , c.H > 214H , c.H > 623H/SBA/SSBA Corner 5688/6600/6892 All [4] Hard Combo from a level 3 charge 236M. Must manual input SBA for full damage.
236[M] , microwalk , c.H > 214L , c.H > 236H , 214H , SSBA Corner 6990 All [5] Very Hard Combo from antiair fully charged 236M. Microwalk must leave you positioned directly under the opponent. Video Example.
j.214H , microdash , 2M > 236H , f.H > SBA Corner 4680 All [3] Medium j.214H followup in the corner.
j.214H , microdash , f.H > 6MH > 236H , microdash , c.H > 623H Corner 4656 All [3] Medium j.214H extension in the corner using Rush. Use this over j.214H , SBA in the corner as it's both more damage and only costs 50% Skybound Gauge. Can safejump after the DP hits. Video Example.
c.H > 214H , 2H > 22H > GMH Corner 3870 All [1] Very Easy Example Overdrive setup using 22H. Video Example.

Anti-Air

Combo Position Damage Works on: Difficulty Notes
f.H > 214L Anywhere 2000 All [1] Very Easy Only non-counterhit conversion off of f.H. On counterhit, f.H > 22H is possible and leads to higher damage conversions.
2H > SSBA Anywhere 5425 All [1] Very Easy Easiest possible use of meter on a midscreen AA. Always works as long as 2H connects.
2H > 22H , c.Hxx > 214L Anywhere 2915 All [2] Easy Reliable AA regardless of counter-hit.
2H > 22H , delay , c.Hx > 623H Anywhere 2920 All [2] Easy Slightly more damage and better oki. If delayed enough, can be followed up with 5U , 2L safe meaty. Delay the c.H too late and the meaty becomes punishable by reversals.
2H > 22H, c.M (whiff) , microdash , 2H > 214L , 2U > 214H Anywhere 3620 All [4] Hard Style Anti-Air. Can lead into f.L , 5U oki. Video Example.
2H > 22H , c.H > SBA/SSBA Anywhere 4580/5157 All [2] Easy Metered AA option. Must manual input SBA for full damage.
f.H > 6MH > 22H , c.Hxx > 214L Anywhere 3245 All [2] Easy Metered AA option. High hits only, but not too high or the second hit of Rush will whiff. 22H can be substituted for 22L in the corner.
f.H > 6MH > 214H , 22H , c.H > 236H Near Corner 3280 All [3] Medium f.H Rush conversion from near roundstart position. Can setup 5U okizeme with f.L (whiff) > 5U with an additional 2L safe meaty. Video Example.
CH 2H > [236H] , 22H , dash , c.H > SBA/SSBA Anywhere 5593/6130 All [4] Hard Counterhit 2H extension. Only works on very high hits, such as the peak of a high jump, or interrupting Belial's 623M.
CH 2H > 22H , forwards superjump , (dl)j.U > j.214H , dash , c.H > 236H , c.H > SBA/SSBA Corner 5350/5610 All [5] Very Hard Style combo. The delay on the j.U is different depending on the character. Not advised to ever go for in a real match. Video Example.
2H > 22H , dash under , c.H > 236H , 2U Corner 3250 All [2] Easy AA corner sideswitch ending in hard knockdown. Leads to your choice of a safejump or 5U > 2L safe meaty.
2H > 22H , dash under , c.H > 236H , c.H > 623H/SBA/SBAA Corner 4150/5278/5723 All [2] Easy AA corner sideswitch using meter. Hard knockdown.
CH 2H > 236[H] , microwalk , c.H > 214L > c.H > SSBA Corner 7030 Not VS, FT [5] Very Hard Corner combo off of counter-hit 2H. Maximum damage. Video example.

Combo Theory

Video Examples

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