Combo Notation Guide | Character Name Abbreviations | |||||||||
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Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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c.XXX > 214M~4M~4M
This is where your gameplan starts. This combo can be ended with 66L for a sideswap or if 214X is on cooldown.
f.M/2M > 214L~4L~4L
f.H > 214M~4M~4M
Cancelling normals into rekkas makes them safe on block and allows Lancelot to hitconfirm the rest of the rekka or attempt a pressure reset. At long distances, rekkas can be barely minus or even 0 on block. Should they counterhit, usually they will have enough frame advantage to link into f.M or 2M. Cancelling into 214M will naturally frame trap from M normals but will not combo unless the M normal itself was a counterhit.
c.XXX > 66H/214H~4H~4H~4H~4H
Spending a cooldown midscreen gives Lancelot easy pressure. 214H leads to more corner carry and meter build but also loses access to Lancelot's main pressure reset and safe knockdown tool, so use 66H whenever possible. Off either ender, Lancelot can spend another cooldown on 236H or safejump with 5U~2U.
#L, c.M > ...
A highly important link for Lancelot. 5L and 2L also always link to 2M if you're out of c.M's activation range.
Core Combos
Core combos balance potency with consistency. They:
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c.M, c.L (c.M becomes +5 on hit)
5L/2L, c.H/f.M (L buttons become +7 on hit)
Sometimes these can be difficult to recognize but Lancelot's pressure structure heavily incentives down-back. Most of Lancelot's crouching confirms also double as CH links and pressure sequences, the main on being c.M, 5L, f.M at point blank.
CH c.M, c.H
CH 2M, 2M
CH c.H(1) > 236H, jump-in > ...
All crouching links also fit in this category. Ground counterhit specific stuff outside of spaced rekkas aren't that different from his other links.
2H > 214Lw~4L, f.M/2M > ...
CH 2H > 214Lw > c.H > 66L > c.H > ...
Learning to distinguish between CH and non-CH 2H is important for squeezing out max damage, especially for Lancelot. These combos can be ended or extended in much the same way as the rest of his combos, with 66H or 214H extending them and rekkas/super ending them.
... > 66H, c.HX > 214L~4L, c.H > 214L~4L > 2M > 22L/236H
Spending a cooldown on 66H allows Lancelot to either set up a safejump with 22L or a jump-in mixup with 236H utilizing 2M's flipout.
Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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CH 22[X], c.H > 66L > c.H > Ender
Ender options:
- 214M~4M~4M
- 66H > f.H > 214M~4M~4M (inconsistent)
- 236236H/236236U
This is, by far, Lancelot's highest damaging starter. It doesn't come up often but there are certain situations that you can get it in a match. The first is establishing respect for reversal 22H, and the second is punishing a wakeup Overdrive. This combo is more on the inconsistent side.
Button > 6MH > 214H~4H~4H~4H, f.M > ...
Rush launches at a high enough height that 214H can be used to extend combos, but not quite high enough for 66H to connect. If you don't want to continue a combo with f.M, end with the last hit of rekka (or better yet, save your meter for super).