GBVS/Avatar Belial/Combos

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 Avatar Belial
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

Midscreen

Combo Damage Self Damage Meter Gain Works on: Difficulty Notes
c.Lxx > 214L~4L~4L 1900 0 ??? All [1] Very Easy Adding 5U adds 600 damage at the cost of 500 health. Good corner carry regardless. 2500 damage with 5U.
2L> f.5L 214L~4L~4L 1820 0 ??? All [2] Easy Your close range punish combo. Note that f.5l can whiff if you're at max range when 2L hits. If you're close you can use 2 2Ls before 5L. 2570 damage with 5U.
c.H(2)xx > 214L~4L~4L > 5U 3300 -500 ??? All [1] Very Easy The most basic BnB. Great corner carry and strong midscreen damage. Make sure to let c.H rock for both hits to get maximum dammage.
c.Hxx > 623M 2598 0 34% All [1] Very Easy Not a recommended ender unless trying to create distance from your opponent. Rekkas will provide better corner carry and damage over dp.
c.Lxx > 214L~4L 1550 0 ??? All [1] Very Easy If you get a weak starter ending rekkas early will leave the opponent directly infront of you allowing you to go for a strike/throw/UOH/Fly/bait mix.
22x > 5[U] > 5U 2400-2600 -500 ??? All [2] Easy Basic fly laser into 5U confirm. Less damage if 5U is done at full screen. Works both charged and uncharged 5U versions. Important to confirm into 5U or you'll get punished on arrival.
22x > 5M > Land > 2L > f.5L > 214L~4L~4L 2590 0 ??? All [4] Hard Fly divekick combo. Works anywhere but is somewhat height dependent. 3190 damage with 5U.
22x > 5H > 5U 3200 -500 ??? All [1] Very Easy Fly command grab cashout. Does extra mental damage to the opponent.
CH 2H > 214L(whiff) > c.H(2) > 214L~4L~4L > 5U 3970 -500 ??? All [2] Easy Basic counter hit anti air.
2H > 236M > 5U 2700-3000 -500 ??? All [2] Easy Non counterhit anti air. Damage variable is based on how many projectiles from 236M connect.

Corner

Combo Damage Self Damage Meter Gain Works on: Difficulty Notes
c.Hxx > 214H~4H~4H > c.M > 236L > 8U > 3590 -1000 Net Gain who [2] Easy Trading further damage for a hardknockdown.
c.Hxx > 214H~4H~4H > c.M > 236H > c.H(2)HH > 623M 3868 -1000 Net Gain who [2] Easy Soft knockdown corner combo sacrificing further damage or knockdowns for health management.
c.Hxx > 214H~4H~4H > c.M > 236H > c.H(2) > 214H~4H~4H > c.H(2) > SBA 4800 -1500 Net Gain who [2] Easy Must use technical input for SBA or lose 336 damage. Ending in technical SSBA = 5335 damage.


c.Hxx > 214H~4H~4H > c.M > 236H > c.H(2) > 214H~4H~4H > c.H(2) > SBA 4800 -1500 Net Gain who [2] Easy Must use technical input for SBA or lose 336 damage. Ending in technical SSBA = 5335 damage.
c.Hxx > 236H > 5MM > 214H~4H~4H > c.M > 236H > c.H(2) > 214H~4H~4H > c.H(2) > SBA 4984 -2000 Net Gain who [3] Medium Spend 500 extra health for 184 more damage. Only works at point blank range otherwise the 5MM will become f.5M and drop. Only use if you're not sure it's gonna kill. Ending in technical SSBA = 5519 damage.
c.Hxx > 214L~4L~4L > 8U 2980 -500 Net Gain who [2] Easy When you're in the corner and need a hardknockdown without spending a bunch of life.

Combo Theory

Abel's combos revolve around deciding when to cashout using EX specials and 5U/58 enders vs. when to simply push an opponent to the corner and pressure with his fantastic normals. His combos are somewhat free form in the fact that you can end them as early or extend them for as long as you wish. Want damage? Use 5U at the end of a special. Need a hardknockdown? Use 8U. Want to extend in the corner for more damage? Burn your health and keep on going for up to four specials.

The real value of his health spending specials is not in their damage output as much as they are always available with almost no cooldowns. This means that scoring three hits in quick succession will often lead to an immediate victory because his maximum damage combos are essentially always available.

Generally the difference between starting with a light starter vs. a heavy starter is around 800-950 damage. Because of this you may want to opt out of using a large number of EX specials if you started off of a light.

Regardless of when you cashout Abel still needs at least three touches to win a round. Don't overlook how valuable the damage you can get off of fly grabs, divekicks, and lasers anywhere on the screen, in addition to using his extended combos in the corner.

Important Links

  • c.L, c.M/2M
  • CH c.M, c.H
  • Crouch c.M, c.L/2L
  • 214H~4H~4H/236H, c.M
  • CH 5U (Pact), c.M

Video Examples

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