GBVS/Seox/Combos

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< GBVS‎ | Seox
 Seox
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.
  • LX results in more damage than LXX due to scaling in most combos involving EX moves.

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
c.XXX > 236L-6L-4L 1790, 2090, 2390 23%, 26%, 29% All [1] Very Easy Standard rekka combo. Values are for c.LXX, c.MXX, c.HXX.
c.XXX > 236L-6L-6U 1490, 1790, 2090 23%, 26%, 29% All [1] Very Easy Trades damage for a sideswitch, but is punishable. Values are for c.LXX, c.MXX, c.HXX.
c.H > 236M-6M-4M 2610 24% All [1] Very Easy
c.H > 236M-6M-6U 1840 20% All [1] Very Easy Trades damage for a sideswitch.
2L > 2L > f.L > 236L-6L-4L 1880 20% All [2] Easy
j.M > c.L > c.MMM > 236L-6L-4L 2465 31% All [2] Easy Crossup jump-in combo.
5[U] > c.LLL > 236L-6L-4L 2355 26% All [2] Easy
2H > 214M 1800 11% All [1] Very Easy Anti-Air followup.
SJ j.M > j.214M > j.L > j.214L 2230 17% All [3] Medium Most consistent air-to-air. Can swap out j.M with j.H for a bit more damage.
c.XXX > 236H-6H > c.HX > 214L All [1] Very Easy Safe meaty fireball setup.
CH f.H > 236M-6M-4M 2610 21% All [2] Easy
CH f.H > 214H > c.MMM > 236L-6L-4L 3325 36% All [2] Easy
CH 2M > f.L > 236L-6L-4L 1990 21% All [2] Easy
CH 5[U] > c.MMM > 236L-6L-4L 2655 28% All [2] Easy
CH 2L > f.M > 236L-6L-4L 1990 21% All [2] Easy
CH UOH > c.H > 214H > c.H > 236M-6M-4M 4233 37% All [2] Easy CH Overhead combo
2M > 236L-6M-4M 2110 19% All [2] Easy Crouch-only combo.
2L > 2L > 2M > 236L-6M-4M 2370 21% All [2] Easy Crouch-only combo.
c.XXX > 236M-6M-4M 2180, 2480, 2780 24%, 26%, 30% All [1] Very Easy Crouch-only combo. Values are for c.LXX, c.MXX, c.HXX.
CH [2]8X > f.L > 236H-6H-4H 2910 31% All [3] Medium [2]8 or [2]8M versions must hit late for f.L to link.
CH [2]8H > c.H > 236M-6L-4L 3050 31% Whiffs on CL, CA, AN [3] Medium Second hit of c.H and 236M-6L whiffs on smaller characters at longer ranges.
CH [2]8H > c.H > 236M-4L 2900 28% All [2] Easy Alternative for smaller characters, only a small damage loss.
c.H > UOH, [c.LLL > UOH]x3, f.L > 236L-6M-4M 3182 -100% All [3] Medium Install overhead loop. Can take out a loop if there is not enough install time.
[c.H > 236M-6M-6U]x3, f.M > 236L-6U 3066 -100% All [3] Medium Midscreen install rekka loop. Third loop requires a microwalk backwards to hit.
214M, 2M > 236M-6M-6U, c.H > 236M-6M-8M, c.H > 236M6L-4L 3097 -100% All [3] Medium 214M install followup. Carries from corner-to-corner with full duration.
[2]8H, 2M > 236M-6M-6U, c.H > 236M-6M-8M, c.H > 236M6L-4L 3285 -100% All [3] Medium [2]8H starter of combo above.

Corner

Combo Damage Meter Gain Difficulty Notes
c.XXX > 236H-6H-8H > c.H > 214H > 2U 2940, 3240, 3540 38%, 41%, 43% [2] Easy Meter dump corner combo. Values are for c.LXX, c.MXX, c.HXX.
c.XXX > 236H-6H-8H > 2U 2450, 2750, 3050 29%, 31%, 34% [1] Very Easy Keeps 214X cooldown. Values are for c.LXX, c.MXX, c.HXX.
2H > 214M > c.L > c.M 236L-6L-4L 3240 29% [3] Medium} Corner Anti-Air combo. Rekka whiffs if 2H hits at the tip.
CH 236L-4M or 236M-4M WB, c.M > 236H-6H-8H, c.H > 214H, 2U 4183 41% [3] Medium CH 4M wall bounce followup.
(easy input) CH [2]8H, c.H > 214H, c.H > 236H-6H-8H > 2U 4378 46% [3] Medium CH wall cling followup.

Combo Theory

Getting the 6M followup to the rekka gives Seox a wide range of options to either end, or even extend his combos. From 6M Seox has the additional options of ending in; 8L to keep himself close the opponent, 4M for more damage and corner carry, or in 6U as a safe sideswitch option. Common ways to be able to combo into the 6M followup are from 236M or a crouch-hit 236L.

Corner Rekka Loop Hitting a juggled opponent with 236L-6L or 236M-6M allows Seox to possibly link c.L, c.M, or c.H and into another rekka. A common situation to start the loop is by hitting an anti-air 2H near the corner.

Video Examples

Seox Combo Sampler by ZomBmu

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