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< GBVSR‎ | Soriz
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.
RS = Raging Strike
RC = Raging Chain
AB =  Avatar Belial
AN =  Anila
BB =  Beelzebub
BL =  Belial
CA =  Cagliostro
CL =  Charlotta
DJ =  Djeeta
EU =  Eustace
FR =  Ferry
FT =  Ladiva
GM =  Grimnir
GR =  Gran
KT =  Katalina
LN =  Lancelot
LW =  Lowain
MT =  Metera
NI =  Nier
NM =  Narmaya
PC =  Percival
SF =  Siegfried
SO =  Soriz
SX =  Seox
UN =  Anre
VS =  Vaseraga
VI =  Vira
YU =  Yuel
ZO =  Zooey
ZT =  Zeta
2B =  2B

Basic Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Combo Theory


Raging Strike



Example Route

Combo List

Combo Position Damage SBA Gain Difficulty Notes Video Ver
c.L, c.MXX > 623M Anywhere 3290 20% 1.0
CH c.L, c.HXX > 22L, 623H Anywhere 4400 30% 1.0
2L > 2L > 5L > 623M Anywhere 1820 13% Low Confirm 1.0
66L, c.MXX > 623M Anywhere 3290 22% Dash Light confirm 1.0
66LHits on last active frame., f.M > 236H Round-Start 2760 17% Works on everyone except FT & VS unless crouching. 1.0
c.LXX > 22L, c.M > 623M, c.L, c.M > 623M, (j.HForward Safe-Jump) Corner 4090 37% Safe-Jump Setup. Works from any Close Starter. 1.0
2L > 2L > 5L > 236H, c.L, c.M > 623M, c.L, c.M > 623M, (j.HForward Safe-Jump) Corner 3880 36% Low Confirm into Safe-Jump Setup 1.0


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