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{{ | <center>{{Character Label|GBVS|Djeeta|size=58px}}</center> | ||
{{GBVS/CharacterLinks}} | |||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|3}} | {{TOC limit|3}} | ||
</div> | </div> | ||
{{Notation | {{Combo Notation | ||
| game=GBVS | |||
}} | |||
==Combo List== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"|- | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ! Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | ||
|- | |||
| c.XXX > {{clr|M|214M}}~{{clr|M|214M}} || Anywhere || 2690 || 26% || All || {{ComboDifficulty|Very Easy}} || Basic BnB from a close normal.<br/>'''Other Values:'''<br/>c.LLL: {{clr|1|1890}}, {{clr|1|21%}}<br/>c.MMM: {{clr|3|2190}}, {{clr|3|23%}} | |||
|- | |||
| {{clr|L|2L}} > {{clr|L|2L}} > {{clr|L|f.L}} > {{clr|L|214L}}~{{clr|L|214L}} || Anywhere || 1910 || 18% || All || {{ComboDifficulty|Easy}} || Basic {{clr|L|2L}} confirm. {{clr|L|f.L}} will whiff on crouchers; use route below for crouching confirms. | |||
|- | |||
| {{clr|L|2L}} > {{clr|L|2L}} > {{clr|M|2M}} > {{clr|L|214L}}~{{clr|L|214L}} || Anywhere || 2150 || 18% || All || {{ComboDifficulty|Easy}} || Crouch confirm combo. Required as the alternative of the regular basic triple light confirm. Can add an additional {{clr|L|2L}} if closer up. | |||
|- | |||
| {{clr|L|2L}} > {{clr|M|c.MMM}} > {{clr|M|214M}}~{{clr|M|214M}} || Anywhere || 2355 || 24% || All || {{ComboDifficulty|Very Easy}} || Close range {{clr|L|2L}} confirm into a close normal. | |||
|- | |||
| {{clr|H|c.H}} > {{clr|H|214H}}~{{clr|H|214H}} > {{clr|H|2H}} > {{clr|H|236[H]}} > (dash) {{clr|H|c.H}} > {{clr|M|623M}} || Corner || 5020 || 47%|| All || {{ComboDifficulty|Easy}} || Depending on your combo starter, {{clr|H|c.HH}} {{clr|M|623M}} does slightly more damage than just {{clr|H|c.H}} | |||
|- | |- | ||
| {{clr|H|c.H}} > {{clr|H|214H}}~{{clr|H|214H}} > {{clr|H|c.H}} > {{clr|H|236H}} > {{clr|H|f.H}} > {{clr|H|623H}} > {{clr|U|2U}}~4G || Corner || 4910-4950 || 49% || All except FR/CL || {{ComboDifficulty|Easy}} || 3 cooldown hard knockdown corner setup. The old but still reliable go-to bread and butter to cycle cooldowns. Does not work consistently on Percival, sometimes Zeta, Beelzebub, and Zooey. Ultimately, this depends on either height of the character being combo'd on or distance Djeeta is from the corner. Dangerous to use vs Charlotta and Ferry without modifying the combo as EX DP can whiff entirely for a severe punish. Anre and Cagliostro may need a small delay on the final DP to avoid dropping out early, denying any follow-up afterward. | |||
|- | |||
| {{clr|H|c.H}} > {{clr|H|214H}}~{{clr|H|214H}} > {{clr|H|2H}} > {{clr|H|236H}} > {{clr|H|f.H}} > {{clr|H|623H}} > {{clr|U|2U}} || Corner || 4770 || 48% || PC/ZO/BB || {{ComboDifficulty|Easy}} || A combo that allows Djeeta to follow-up with a sweep ender for oki specifically for these characters. | |||
|- | |||
| {{clr|H|c.H}} > {{clr|H|214H}}~{{clr|H|214H}} > {{clr|H|2H}} > {{clr|H|236[H]}} > {{clr|H|f.H}} > {{clr|H|623H}} > {{clr|U|2U}} || Corner || 5050 || 50% || All except PC/ZO/BB/ZT ||{{ComboDifficulty|Easy}}|| The new 3 cooldown hard knockdown corner combo that's overall better than the previous bread and butter combo that does more damage and works on more characters than the previous. Always go for this route when possible. | |||
|- | |- | ||
| | | CH {{clr|H|2H}} > (dash){{clr|M|f.M}} > {{clr|L|214L}}~{{clr|L|214L}} || Anywhere || 2610 || 24% || All || {{ComboDifficulty|Easy}} || Basic, zero cooldown counter hit anti-air combo. Substitute {{clr|H|f.H}} or {{clr|H|c.H}} after the dash depending on range. | ||
|- | |- | ||
| | | {{clr|H|c.H}} > {{clr|H|214H}}~{{clr|H|214H}}~{{clr|H|214H}} > {{clr|H|c.H}} > {{clr|H|236H}} > {{clr|H|f.H}} > {{clr|H|623H}} > {{clr|U|2U}} || Roundstart to corner || 4730 || 52% || All || {{ComboDifficulty|Easy}} || A sample combo of how the new wall bounce on her {{clr|H|H}} rekka can give her a full combo at a huge distance from the corner. Small distance changes can heavily modify the combo so it's important to be aware of how fare you are from the corner at all times. Delaying each rekka follow-up can give a small but noticeable increase in corner carry. | ||
|- | |- | ||
| | | {{clr|H|2H}} > {{clr|U|5U}} || Anywhere || 1800 || 13% || All || {{ComboDifficulty|Easy}} || Basic non-counter hit anti-air combo. 5U may whiff if opponent is too high. Damage assumes {{clr|U|5U}} is uncharged. | ||
|- | |- | ||
| | | {{clr|H|2H}} > {{clr|U|5U}} (lvl 1+) > {{clr|M|f.M}} > {{clr|L|214L}}~{{clr|L|214L}} || Anywhere || 3350 || 25% || All || {{ clr|2|Easy}} || Basic non-counterhit anti-air combo. {{clr|U|5U}} may whiff if the opponent is too high. Due to the {{clr|U|5U}} changes, level 1 or higher allows a larger combo midscreen. Level 3+ allows you to substitute in "{{clr|H|c.H}} > {{clr|M|214M}}~{{clr|M|214M}}" instead for 4200+ damage. | ||
|- | |- | ||
| | | CH {{clr|H|2H}} > {{clr|U|5[U]}}~X > (dash) {{clr|H|c.H}}/{{clr|H|f.H}} > {{clr|M|214M}}~{{clr|M|214M}} || Anywhere || 2990 || 22% || All || {{ComboDifficulty|Medium}} || A harder but worthwhile basic anti-air combo. Sets up the foundation for some the other anti-air conversions due to {{clr|U|5U}} canceling having better frame advantage for follow ups than compared to just not canceling {{clr|H|2H}}. | ||
|} | |||
{| | |||
|- | |- | ||
| CH {{clr|H|2H}} > {{clr|U|5[U]}}~X > (dash) {{clr|H|c.H}} > {{clr|M|214M}} > {{clr|M|2M}}/{{clr|M|c.M}} > {{clr|H|236H}} > (dash) {{clr|H|c.H}} > {{clr|M|623M}} || Midscreen to corner || 4950 || 45% || All || {{ComboDifficulty|Medium}} || Resource friendly counter-hit anti-air combo that deals slightly less damage than burning two cooldowns. {{clr|M|2M}}/{{clr|M|c.M}} usage is determined by height and/or distance. You can use {{clr|H|f.H}} > {{clr|M|214M}} instead for long distance anti-air conversions. Or alternatively, swap the order of "{{clr|M|214M}} > {{clr|M|2M}}/{{clr|M|c.M}}" and "{{clr|H|236H}}" for more damage if very close to the corner. Exclude the dash in this case. | |||
|- | |- | ||
| c. | | CH {{clr|H|2H}} > {{clr|U|5[U]}}~X > (dash) {{clr|H|2H}} > {{clr|H|236[H]}} > {{clr|H|c.H}} > {{clr|M|214M}} > {{clr|M|c.M}} > {{clr|M|623M}} || Corner || 5310 || 48% || All || {{ComboDifficulty|Medium}} || Resource friendly counter-hit anti-air combo that deals nearly the same as the combo below. You can use {{clr|H|c.H}} here as the anti-air if you're close enough. | ||
|- | |- | ||
| | | CH {{clr|H|2H}} > {{clr|H|c.H}} > {{clr|H|214H}}~{{clr|H|214H}} > {{clr|H|2H}} xx {{clr|H|236[H]}} > (dash) {{clr|H|c.H}} > {{clr|M|623M}} || Midscreen to Corner || 5340 || 49% || All || {{ComboDifficulty|Easy}} || Has the farthest corner carry for an anti-air combo. Do the rekka as fast as possible to avoid it dropping part way. Delay the rekka ender instead if you think you're slightly too far to follow up for a full combo normally. | ||
|- | |- | ||
| | | {{clr|H|c.H}} > {{clr|H|214H}}~{{clr|H|214H}} > (dash) {{clr|U|2U}}~4G || Midscreen to Corner || 2850 || 20% || All || {{ComboDifficulty|Easy}} || Useful for saving cooldowns and providing a safejump. Can be extended by including {{clr|H|f.H}} > {{clr|H|236H}} > (dash) {{clr|U|2U}}~4G for more damage. Almost obsolete due to the {{clr|H|H}} rekka wall-bounce changes. | ||
|- | |- | ||
| | | {{clr|U|2U}} > {{clr|H|236H}} > {{clr|H|c.H}} > {{clr|M|214M}} > {{clr|M|c.M}} > {{clr|H|214H}}~{{clr|H|214H}} > {{clr|H|c.H}} > {{clr|H|623H}} || Corner || 4840 || 48% || All || {{ComboDifficulty|Medium}} || Due to the fireball juggle point change, this route can be more common. Use only to build enough meter to go into super ender. Otherwise, end with "{{clr|M|214M}} > {{clr|M|c.M}} > {{clr|M|623M}}" to save resources. Also possible to do off {{clr|H|f.H}} anti airs at the corner. | ||
|- | |- | ||
| | | CH {{clr|M|214M}} > {{clr|M|2M}} > {{clr|H|236H}} > {{clr|H|f.H}} > {{clr|M|214M}} > {{clr|M|c.M}}/{{clr|M|2M}} > {{clr|M|623M}} || Near Corner || 4350 || 43% || All || {{ComboDifficulty|Medium}} || Due to the {{clr|M|M}} rekka change, this route became much more common. High damage and resource friendly combo. This route is also possible off a {{clr|H|f.H}} anti-air when farther out from the corner. Worth learning. | ||
|- | |- | ||
| c. | | c.XX > {{clr|H|236H}} > {{clr|L|f.L}}/{{clr|M|c.M}}/{{clr|M|2M}} > {{clr|H|214H}}~{{clr|H|214H}} > {{clr|H|2H}} > dl.{{clr|H|623H}} > {{clr|L|c.L}} > {{clr|M|c.MM}} || Corner || 3980 || 48% || All || {{ComboDifficulty|Hard}} || The alternative resource looping combo that works on the entire cast. The button after {{clr|H|236H}} is based on distance and/or if crouching. The delay on {{clr|H|623H}} varies from a character by character basis. {{clr|L|c.L}} > {{clr|M|c.MM}} is the most consistent option. Occasionally {{clr|M|c.MMM}} works. Very rarely {{clr|U|2U}}/{{clr|H|c.H}} on Gran/Djeeta/Vas/Ferry/Ladiva/Narmaya/Yuel/Cag/Anre/Vira; typically delayed as much as possible for the cancel on the {{clr|H|2H}} > {{clr|H|623H}}. {{clr|H|623H}} may not hit entirely properly on Percival, Narmaya, Belial or Anre depending on the delay. Alternatively can be performed when {{clr|H|236H}} is already on cooldown by sectioning off the beginning portion of the combo. Can lead into a safejab by running in immediately afterwards with some timing involved. Using {{clr|H|c.H}} > {{clr|M|623M}} at the end instead is an easy alternative to {{clr|H|2H}} > dl.{{clr|H|623H}} that deals relatively similar damage and allows to keep 623X cooldown at the cost of not looping. | ||
|- | |- | ||
| | | CH {{clr|U|5U}} > {{clr|M|f.M}} > {{clr|L|214L}}~{{clr|L|214L}} || Anywhere || 2410 || 21% || All || {{ComboDifficulty|Easy}} || Basic counter-hit {{clr|U|5U}} confirm. Keep in mind rekka will miss if you hit {{clr|U|5U}} from a farther distance. | ||
|- | |- | ||
| CH | | CH {{clr|U|5U}} > {{clr|H|c.H}} > {{clr|H|236H}} > {{clr|H|f.H}} > {{clr|M|214M}} > {{clr|M|c.M}} > {{clr|M|623M}} || Corner || 4850 || 45% || All || {{ComboDifficulty|Medium}} || Level 3 or level 4 non counter hits must use {{clr|M|c.M}}/{{clr|M|2M}} > {{clr|H|236H}} instead of {{clr|H|c.H}} | ||
|- | |- | ||
| | | {{clr|L|2L}} > {{clr|M|c.MMM}} > {{clr|H|236H}} > {{clr|M|2M}} > {{clr|L|214L}}~{{clr|L|214L}} || Anywhere || 3005 || 35% || All || {{ComboDifficulty|Easy}} || Basic crouch confirm combo. {{clr|U|2U}} works as well instead of {{clr|M|2M}}. | ||
|- | |- | ||
| {{clr|L|2L}} > {{clr|M|c.MM}} > {{clr|H|236H}} > {{clr|U|2U}} > {{clr|M|623M}} || Anywhere || 3150 || 36% || All || {{ComboDifficulty|Medium}} || Optimal 1 cooldown midscreen crouch confirm combo. {{clr|M|2M}} > {{clr|M|623M}} is significantly less consistent and DP can even whiff entirely. | |||
| c. | |||
|} | |} | ||
==Combo Theory== | ==Combo Theory== | ||
* Part of Djeeta's nature in her combos is the ability to extend combos as long as possible to be able to loop cooldowns consistently if she lands the next hit immediately. Or if she's able to begin the combo when the opponent already in the air, save the important {{clr|H|H}} rekka for use in her corner pressure and as an easy combo starter. | |||
* All combos that end in {{clr|M|214M}} > {{clr|M|c.M}}/{{clr|M|2M}} > {{clr|M|623M}} are better for looping cooldowns and in some cases, damage. But can also do {{clr|U|2U}} after {{clr|M|214M}} for a safe jump. | |||
* Combos that use the {{clr|M|M}} rekka juggle into SBA/SSBA typically do more or nearly identical damage compared to using {{clr|H|H}} rekka. | |||
* Ending combos with {{clr|H|2H}} > {{clr|U|5U}} will generally deal more damage than ending them with {{clr|U|2U}} at the cost of not granting safejumps | |||
==Video Examples== | ==Video Examples== | ||
{{#ev:youtube| | '''【GBVS(Granblue Fantasy: Versus)】Ver 2.40版 吉塔 ジータ Djeeta 基礎Combo與壓制''' | ||
{{#ev:youtube|RJVWMX63B4M}} | |||
==Navigation== | ==Navigation== | ||
{{ | <center>{{Character Label|GBVS|Djeeta|size=58px}}</center> | ||
{{ | {{GBVS/CharacterLinks}} | ||
{{GBVS/Navigation}} | |||
Latest revision as of 05:16, 13 December 2023
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.XXX > 214M~214M | Anywhere | 2690 | 26% | All | [1] Very Easy | Basic BnB from a close normal. Other Values: c.LLL: 1890, 21% c.MMM: 2190, 23% |
2L > 2L > f.L > 214L~214L | Anywhere | 1910 | 18% | All | [2] Easy | Basic 2L confirm. f.L will whiff on crouchers; use route below for crouching confirms. |
2L > 2L > 2M > 214L~214L | Anywhere | 2150 | 18% | All | [2] Easy | Crouch confirm combo. Required as the alternative of the regular basic triple light confirm. Can add an additional 2L if closer up. |
2L > c.MMM > 214M~214M | Anywhere | 2355 | 24% | All | [1] Very Easy | Close range 2L confirm into a close normal. |
c.H > 214H~214H > 2H > 236[H] > (dash) c.H > 623M | Corner | 5020 | 47% | All | [2] Easy | Depending on your combo starter, c.HH 623M does slightly more damage than just c.H |
c.H > 214H~214H > c.H > 236H > f.H > 623H > 2U~4G | Corner | 4910-4950 | 49% | All except FR/CL | [2] Easy | 3 cooldown hard knockdown corner setup. The old but still reliable go-to bread and butter to cycle cooldowns. Does not work consistently on Percival, sometimes Zeta, Beelzebub, and Zooey. Ultimately, this depends on either height of the character being combo'd on or distance Djeeta is from the corner. Dangerous to use vs Charlotta and Ferry without modifying the combo as EX DP can whiff entirely for a severe punish. Anre and Cagliostro may need a small delay on the final DP to avoid dropping out early, denying any follow-up afterward. |
c.H > 214H~214H > 2H > 236H > f.H > 623H > 2U | Corner | 4770 | 48% | PC/ZO/BB | [2] Easy | A combo that allows Djeeta to follow-up with a sweep ender for oki specifically for these characters. |
c.H > 214H~214H > 2H > 236[H] > f.H > 623H > 2U | Corner | 5050 | 50% | All except PC/ZO/BB/ZT | [2] Easy | The new 3 cooldown hard knockdown corner combo that's overall better than the previous bread and butter combo that does more damage and works on more characters than the previous. Always go for this route when possible. |
CH 2H > (dash)f.M > 214L~214L | Anywhere | 2610 | 24% | All | [2] Easy | Basic, zero cooldown counter hit anti-air combo. Substitute f.H or c.H after the dash depending on range. |
c.H > 214H~214H~214H > c.H > 236H > f.H > 623H > 2U | Roundstart to corner | 4730 | 52% | All | [2] Easy | A sample combo of how the new wall bounce on her H rekka can give her a full combo at a huge distance from the corner. Small distance changes can heavily modify the combo so it's important to be aware of how fare you are from the corner at all times. Delaying each rekka follow-up can give a small but noticeable increase in corner carry. |
2H > 5U | Anywhere | 1800 | 13% | All | [2] Easy | Basic non-counter hit anti-air combo. 5U may whiff if opponent is too high. Damage assumes 5U is uncharged. |
2H > 5U (lvl 1+) > f.M > 214L~214L | Anywhere | 3350 | 25% | All | Easy | Basic non-counterhit anti-air combo. 5U may whiff if the opponent is too high. Due to the 5U changes, level 1 or higher allows a larger combo midscreen. Level 3+ allows you to substitute in "c.H > 214M~214M" instead for 4200+ damage. |
CH 2H > 5[U]~X > (dash) c.H/f.H > 214M~214M | Anywhere | 2990 | 22% | All | [3] Medium | A harder but worthwhile basic anti-air combo. Sets up the foundation for some the other anti-air conversions due to 5U canceling having better frame advantage for follow ups than compared to just not canceling 2H. |
CH 2H > 5[U]~X > (dash) c.H > 214M > 2M/c.M > 236H > (dash) c.H > 623M | Midscreen to corner | 4950 | 45% | All | [3] Medium | Resource friendly counter-hit anti-air combo that deals slightly less damage than burning two cooldowns. 2M/c.M usage is determined by height and/or distance. You can use f.H > 214M instead for long distance anti-air conversions. Or alternatively, swap the order of "214M > 2M/c.M" and "236H" for more damage if very close to the corner. Exclude the dash in this case. |
CH 2H > 5[U]~X > (dash) 2H > 236[H] > c.H > 214M > c.M > 623M | Corner | 5310 | 48% | All | [3] Medium | Resource friendly counter-hit anti-air combo that deals nearly the same as the combo below. You can use c.H here as the anti-air if you're close enough. |
CH 2H > c.H > 214H~214H > 2H xx 236[H] > (dash) c.H > 623M | Midscreen to Corner | 5340 | 49% | All | [2] Easy | Has the farthest corner carry for an anti-air combo. Do the rekka as fast as possible to avoid it dropping part way. Delay the rekka ender instead if you think you're slightly too far to follow up for a full combo normally. |
c.H > 214H~214H > (dash) 2U~4G | Midscreen to Corner | 2850 | 20% | All | [2] Easy | Useful for saving cooldowns and providing a safejump. Can be extended by including f.H > 236H > (dash) 2U~4G for more damage. Almost obsolete due to the H rekka wall-bounce changes. |
2U > 236H > c.H > 214M > c.M > 214H~214H > c.H > 623H | Corner | 4840 | 48% | All | [3] Medium | Due to the fireball juggle point change, this route can be more common. Use only to build enough meter to go into super ender. Otherwise, end with "214M > c.M > 623M" to save resources. Also possible to do off f.H anti airs at the corner. |
CH 214M > 2M > 236H > f.H > 214M > c.M/2M > 623M | Near Corner | 4350 | 43% | All | [3] Medium | Due to the M rekka change, this route became much more common. High damage and resource friendly combo. This route is also possible off a f.H anti-air when farther out from the corner. Worth learning. |
c.XX > 236H > f.L/c.M/2M > 214H~214H > 2H > dl.623H > c.L > c.MM | Corner | 3980 | 48% | All | [4] Hard | The alternative resource looping combo that works on the entire cast. The button after 236H is based on distance and/or if crouching. The delay on 623H varies from a character by character basis. c.L > c.MM is the most consistent option. Occasionally c.MMM works. Very rarely 2U/c.H on Gran/Djeeta/Vas/Ferry/Ladiva/Narmaya/Yuel/Cag/Anre/Vira; typically delayed as much as possible for the cancel on the 2H > 623H. 623H may not hit entirely properly on Percival, Narmaya, Belial or Anre depending on the delay. Alternatively can be performed when 236H is already on cooldown by sectioning off the beginning portion of the combo. Can lead into a safejab by running in immediately afterwards with some timing involved. Using c.H > 623M at the end instead is an easy alternative to 2H > dl.623H that deals relatively similar damage and allows to keep 623X cooldown at the cost of not looping. |
CH 5U > f.M > 214L~214L | Anywhere | 2410 | 21% | All | [2] Easy | Basic counter-hit 5U confirm. Keep in mind rekka will miss if you hit 5U from a farther distance. |
CH 5U > c.H > 236H > f.H > 214M > c.M > 623M | Corner | 4850 | 45% | All | [3] Medium | Level 3 or level 4 non counter hits must use c.M/2M > 236H instead of c.H |
2L > c.MMM > 236H > 2M > 214L~214L | Anywhere | 3005 | 35% | All | [2] Easy | Basic crouch confirm combo. 2U works as well instead of 2M. |
2L > c.MM > 236H > 2U > 623M | Anywhere | 3150 | 36% | All | [3] Medium | Optimal 1 cooldown midscreen crouch confirm combo. 2M > 623M is significantly less consistent and DP can even whiff entirely. |
Combo Theory
- Part of Djeeta's nature in her combos is the ability to extend combos as long as possible to be able to loop cooldowns consistently if she lands the next hit immediately. Or if she's able to begin the combo when the opponent already in the air, save the important H rekka for use in her corner pressure and as an easy combo starter.
- All combos that end in 214M > c.M/2M > 623M are better for looping cooldowns and in some cases, damage. But can also do 2U after 214M for a safe jump.
- Combos that use the M rekka juggle into SBA/SSBA typically do more or nearly identical damage compared to using H rekka.
- Ending combos with 2H > 5U will generally deal more damage than ending them with 2U at the cost of not granting safejumps
Video Examples
【GBVS(Granblue Fantasy: Versus)】Ver 2.40版 吉塔 ジータ Djeeta 基礎Combo與壓制
Systems Pages
Essentials
Mechanics
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