GBVS/Vaseraga/Combos: Difference between revisions

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==Combo Theory==
==Combo Theory==
"Ender" means you can choose {{clr|3|214M}}, {{clr|1|[4]6L}}, {{clr|4|2{{clr|4|2H}}}}~{{clr|4|H}}, {{clr|4|236236H}}, or {{clr|2|236236U}}.
* Ending a combo with {{clr|3|214M}} (or {{clr|4|214H}}) gives you a large amount of time to act before your opponent gets up, letting you easily get your {{clr|2|5U}} off, or run up to pressure them.
* Ending a combo with {{clr|3|214M}} (or {{clr|4|214H}}) gives you a large amount of time to act before your opponent gets up, letting you easily get your {{clr|2|5U}} off, or run up to pressure them.
* Ending a combo with {{clr|1|[4]6L}} Gives you less frame advantage, but leaves you closer to the opponent making it easier to maintain momentum.
* Ending a combo with {{clr|1|[4]6L}} Gives you less frame advantage, but leaves you closer to the opponent making it easier to maintain momentum.
* Ending a combo with {{clr|4|2{{clr|4|2H}}}}~{{clr|4|H}} provides a hard knockdown and sets up a safejump by immediately doing {{clr|1|2L}}(whiff) jump forward.
* Ending a combo with {{clr|4|2{{clr|4|2H}}}}~{{clr|4|H}} provides a hard knockdown and sets up a safejump by immediately doing {{clr|1|2L}}(whiff) jump forward.
 
* Ending a combo with airhit {{clr|1|f.L}} allows you to get a meaty with {{clr|3|[4]6M}} that is plus. You can also cancel into {{clr|4|236236H}} but it will not get the cinematic damage.
* {{clr|3|c.M}} {{clr|3|c.M}} is technically a 1 frame link on standing opponents. It is difficult, but possible.
* {{clr|3|c.M}} {{clr|3|c.M}} is technically a 1 frame link on crouching opponents. It is difficult, but possible.
* {{clr|3|c.M}} links into {{clr|3|2M}} on crouching opponent.
* Any {{clr|1|f.L}} or {{clr|3|f.M}} will combo into {{clr|4|2{{clr|4|2H}}}}~{{clr|4|H}}, allowing you to get a knockdown off of far pokes. It will also work off of {{clr|4|f.H}}, but not at all ranges.
* Any {{clr|1|f.L}} or {{clr|3|f.M}} will combo into {{clr|4|2{{clr|4|2H}}}}~{{clr|4|H}}, allowing you to get a knockdown off of far pokes. It will also work off of {{clr|4|f.H}}, but not at all ranges.
* {{clr|1|2L}} links into {{clr|1|c.L}}, allowing you to go into either {{clr|3|2M}} or {{clr|1|c.L}}XX and follow those respective combo routes.
* {{clr|1|2L}} links into {{clr|1|c.L}}, allowing you to go into {{clr|1|c.L}}XX and follow those respective combo routes.


==Video Examples==
==Video Examples==

Revision as of 04:13, 13 August 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
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.
Fireball = Instinction - 214X or S
Tackle or Charge = Battlions of Fear - [4]6X or 6S
Scythe or Command Throw or GSG = Great Scythe Grynoth - 632146X or 4S
Stance = Savage Rampage - 22X or 2S
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

Combo Position Damage SBA Gain Works on: Difficulty Notes
c.XXX > 214M All 1960, 2360, 3060 20%, 22%, 23% All Very Easy Values are for c.LXX, c.MXX, c.HXX.
c.XXX > [4]6L All 1960, 2360, 3060 17%, 20%, 21% All Very Easy Values are for c.LXX, c.MXX, c.HXX.
c.XXX > 22H(1)~H All 2670, 3070, 3770 20%, 22%, 23% All Very Easy Values are for c.LXX, c.MXX, c.HXX. One March stomp must connect before canceling into the H followup.
c.M, c.LXX 22H(1)~H All 3100 23% All Easy One March stomp must connect before canceling into the H followup.
c.M, c.MXX > 22H(1)~H All, Crouching 3500 26% All Medium Basic Crouching Confirm
c.XXX > 214H, 2H > 22H~H, c.MXX > [4]6L Corner 4244, 4628, 5328 44%, 46%, 47% All Hard Values are for c.LXX, c.MXX, c.HXX
22X~[H], c.H > 214H, 2H > 22H~H, c.MXX > [4]6L Corner 6024 46% All Very Hard This is off of a guard Break from 22X~[H]. If you want to end with a super, do c.M straight into super, do not do the autocombo. Requires a slight delay on the stance H in order to get slightly closer.
c.MXX > 214H, 2H > 22H~H, c.MXX > [4]6L Corner 4637 46% All Hard If you want to end with a super, do c.M straight into super, do not do the autocombo. Requires a slight delay on the stance H in order to get slightly closer.
2H > 22L~L Anti-air 2600 14% All Very Easy Safer option that leads to worse oki, but will work on most anti-air heights.
2H > [4]6M Anti-air 2900 14% All Medium On regular hit, only works if the opponent is low enough. On counter hit, [4]6M can be held to delay it to adjust for higher opponents.
2H CH > 22L~66~H, 2U > 22H(1)~H, f.L Midscreen Counter Hit Anti-air 5642 30% All Very Hard This combo is very determined by the height the initial 22L~66~H to allow for the 2U link. After the f.L you can go into SBA or cancel an M Tackle for a meaty.
2H CH > 22L~66~H, c.M > 214H, 2H > 22H~H, 2M Corner Counter Hit Anti-air 6381 40% All Very Hard You have to March for about a full step forward, but some distance can be made up by taking slight walks forward before the c.M and the 2H, based on the height and distance required.

Combo Theory

  • Ending a combo with 214M (or 214H) gives you a large amount of time to act before your opponent gets up, letting you easily get your 5U off, or run up to pressure them.
  • Ending a combo with [4]6L Gives you less frame advantage, but leaves you closer to the opponent making it easier to maintain momentum.
  • Ending a combo with 22H~H provides a hard knockdown and sets up a safejump by immediately doing 2L(whiff) jump forward.
  • Ending a combo with airhit f.L allows you to get a meaty with [4]6M that is plus. You can also cancel into 236236H but it will not get the cinematic damage.
  • c.M c.M is technically a 1 frame link on crouching opponents. It is difficult, but possible.
  • Any f.L or f.M will combo into 22H~H, allowing you to get a knockdown off of far pokes. It will also work off of f.H, but not at all ranges.
  • 2L links into c.L, allowing you to go into c.LXX and follow those respective combo routes.

Video Examples

Template

Combo Position Damage SBA Gain Works on: Difficulty Notes
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combo transcript where Damage Net Gain who Easy
combo transcript where Damage Net Gain who Medium
combo transcript where Damage Net Gain who Hard
combo transcript where Damage Net Gain who Very Hard

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