GBVS/Gran/Combos

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Revision as of 16:48, 29 August 2020 by 71.74.69.228 (talk)
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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.
, = 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

Combo List

  • All buttons are done using in game notation of LMHU. X represents the use of any normal button. "Normal" buttons are the aforementioned LMH buttons.
  • Any combo opening with X > 236H can be started with LX, LXX, M, or H; L does not combo directly into 236H on its own. LX results in more damage than LXX due to scaling.
Combo Position Damage Meter Gain Works on: Difficulty Notes
XXX > 214L > 214M Anywhere 1820-2620 20-25% Anyone Very Easy Midscreen bread-and-butter. Go straight to 214M for 50 extra damage but reduced meter gain; corner carry is equivalent.
c.L, c.MXX > 214L > 214M Anywhere 2295 23% Anyone Easy c.L link into c.M auto combo. Good hitconfirm and frame trap, safe to end at c.M if it didn't hit.
X > 214H, c.M > 236H, 2H > 5U, 2U > 4G Corner 4261-5036 31-36% Anyone Medium Optimal safejump combo. Switch 2U out with c.H for SSA if you have the meter.
X > 214H, c.M > 236H, c.H > 623H Corner 4377-5079 47-49% Anyone Medium EX damage dump combo. Generally worse than the above safejump route from the same starter; spends more EXes for very little damage increase.
X > 236H, 2H > 214M, 2U > 4G Corner 3360-4310 28-30% Anyone Easy Basic corner combo. Only spend one EX and get a safejump afterward by holding 9.
X > 236H > 2H > 214M > c.M > SBA/SSBA Corner 5972 with SBA, 6445 with SSBA -100% Anyone Medium Taken from the Gran combo trial. Can end with 623X instead of super for reduced damage (~4750), but this gives up the safejump option from the above combo for comparatively little gain. Could also end with 214H > 2U for 5146, but this gives up the corner.
X > 236H > 5HH > 626H Corner 3265-4276 41-44% Anyone Medium Will often result in 4190 damage rather than 4276; in order to get the maximum damage, c.HX must be delayed very slightly.
X > 236H, c.H > 214H, c.H > SBA Corner 4710-5921 -100% Anyone Easy Loses the corner. Depending on the distance, you might get f.H instead of c.H after 236H.
X > 236H > c.H > 214H > c.HXX Corner 3995-5033 36-38% Anyone Easy Loses the corner. Can end with 2U instead of c.HXX for 4449 damage.
X > 236H > c.H > 214H > c.H > 626H Corner 4233-5327 46-50% Anyone Hard Loses the corner. Immediate 626H after last c.H as it connects.
X > 236H > c.H > 214H > c.H > 5U Corner 4230-5684 33-36% Anyone Hard Loses the corner. Requires level 2 or higher 5U charge stored previously.
X > 236H > c.H > 214H > c.HX > SBA Corner 4895-6230 -100% Anyone Medium Loses the corner. Lose some damage with easy input SBA.
5U > c.H > 236H > c.H > 214H > c.H > 5U Corner 6114-6452 39% Anyone Very Hard Loses the corner. Requires 5U charge of level 4 or higher. Can end with SSBA for additional damage if you have the meter.
CH 2H > 214L (whiff), c.HXX > 214M Anywhere 3445 26% Anyone Easy Mostly universal anti-air that's pretty easy to pull off. Really good corner carry.
2H > 214M Anywhere 2200 11% Anyone Easy AA combo that only works against low to the ground characters, like Metera from her 5U hops.

Combo Theory

Midscreen, autocombo into 214L > 214M (or straight into 214M for 50 more damage but less meter) is your go-to. Ending in 236X or 623X can net you very slightly more damage, depending on button strength, but nets far less corner carry and follow-up pressure.

In the corner, the general idea is to confirm into EX fireball to start a juggle. It's particularly important to note that, if the opponent is already being juggled, EX boot will cause them to wallbounce over Gran, losing the corner; this means that, if you want to keep the corner, you'll generally follow the EX fireball with a hit into medium boot rather than EX boot, which nets less damage but can be followed up with a sweep to set up a safejump, and which spends only one EX.

Alternatively, you can open the combo with confirm into EX boot. If the opponent is not yet airborne, the wallbounce will not go over Gran, allowing for followups that keep the corner, but c.H will be too slow to catch the opponent bouncing, necessitating the use of c.M instead.

EX boot's corner carry and wallbounce also open up several combo routes for Gran while his opponent is near the corner. Because EX boot while near the corner will cause the opponent to wallbounce back into Gran's threat range, he can follow it up with his normal 214H corner routes (and use c.H instead of the c.M that the 214H corner opening usually requires). This includes the optimal safejump route given above, but what routes are available varies depending on exactly how far from the corner you are, as the opponent will wallbounce at different heights.

Video Examples

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