GBVSR/Vane/Combos

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< GBVSR‎ | Vane
 Vane
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

Beginner 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

Close Range

Square one.It begins.
Very Easy


X > 236L/623L
Vane's pokes usually lead into 1 of these 2 specials. 236L sends them about midscreen to set up shield and start a midrange game, while 623L leads to a soft knockdown and a teensy bit more damage. If you connect with f.H, you can combo naturally into 236M, so practice the confirm.

Poke Conversions

Up closeSame story only now we're in their face.
Very Easy


c.XXX > 236M/623L
Without resources, Vane's midscreen combos are pretty much limited just this. Since the damage is almost exactly the same no matter which ender you choose, you'll want to decide based on how far away you want to leave the opponent: Choose 236M for corner carry and to make space, or 623L for a knockdown that keeps them closer.

Linking Options

Links
Very Easy/Easy


c.L > c.M/2M/2U
66L > 2L/f.L
214M > f.L

66L links into 2L if you're close enough, which itself combos into f.L. If too far, f.L connects at all ranges.

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

Counterhit-Specific

Counterhit Links
Very Easy


CH c.L, c.H/f.H
CH 66L, c.M/2M/2U

Combos/Difficult Confirms


CH f.H > 214L

Corner Combos (Using Cooldowns and Resources)

Starting Corner CombosWhere it all begins.


... > 623H, c.M > ...
... > 236H, c.M/2U > ...

Vane can start corner combos with both of his main confirm tools. Starting with 623H when possible is preferred as it deals more damage and routes better. Starting with 236H requires using 2U instead of c.M to combo into 623H, dealing less damage.

Continuing Corner Combos


... > 623H, c.M > 236H, c.M (extensions)/c.H (damage) > ...
... > 236H, 2U > 623H, c.M (extensions)/c.H (damage) > ...

This shows the general structure of how Vane's routing works. His extension tools are relatively interchangeable, but to get more damage out of a combo he needs to continue using c.M for the additional juggle height.

Corner Raging Strike



Skybound and Super Skybound ArtVane coming in with the clutch!


button > SBA/SSBA
air hit 2H > 214H, SBA/SSBA

Full Corner BnB

... > 623H, c.M > 236H, c.M > RS, 2H > 214H, SBA/SSBA
You cannot start the combo with double attacks ( c.LL, c.MM and c.HH ). The only single attacks that will connect with 623H are (CH)c.M, c.H and (CH)c.H.

For example, if you miss the confirmation with c.H, you will be forced to do the triple attack c.HHH to connect 623H.

Midscreen Extensions

U Wild BeatFinally some midscreen combos
Easy


... > 236U, f.H > ...
Vane's best way of getting midscreen damage with meter, can be confirmed from pretty much everything so remember this if you want to deal good midscreen damage off a poke.

Raging Strike > Raging Chain
Easy


... > Raging Strike > Raging Chain, c.HXX > 236M
If you don't have the meter for a 236U this is the 2nd best option for Vane, is kind of weird to hit at farther ranges but if it does hit it leads to good damage.

Counterhit Anti-Air

CH AA 2H
Medium

CH 2H > 214M, 2H > 623M, f.H > 623L
Can be tricky depending on how high up the opponent is when the 2H connects but leads to very solid damage if it lands.

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

Normal Hit Anti-Air

Non-CH AA 2H


AA 2H > 623M, f.M/2M > ...

Combo List

Combo Position Damage SBA Gain Difficulty Notes Video Ver
c.H > 623H, c.M > 236H, c.H > 214H, c.HX > 236236H/U Corner 9700/10450 0% [3] Medium The corner BnB, can be started off of autocombo, f.H, and CH f.M and 2M, not after a f.L so you can't do it after a light confirm. If you want to end meterless do the overhead ender of autocombo. You can autocombo after the c.H to hit confirm it but for less damage. Link 1.30
c.H > 236H, 2U > 623H, c.M > RS, 2H > 214H, 236236H/U Corner 9565/10390 0% [3] Medium If you don't have 623H off cooldown this is a great combo to go for. Especially since it can be combo'd into from far more stuff, basically everything from the combo above as well as light confirms and normal hit f.M and 2M. Link 1.30
c.H > 214H, microdash c.M > 236H, 2H > 623H, c.H > 236236H/U Corner 9770/10520 56% [4] Hard For consistency, use the dash macro for the microdash and hit them as early as possible; if you see Vane run before the c.M, you've lost too much height and will need to combo after Wild Beat with 2U. Use 2M instead of c.M for more consistency but less damage. Uses no BP! 1.30
214U, c.H > RS, c.H > 236H, 2H > 214H, 236236H/U Corner 11375/12200 0% [3] Medium Combo with strong damage. If you are a little far from the opponent, you can do f.H instead of c.H and do 10895/11720 damage. Opponent with 0 BP take 17475 damage ! Vidéo. Link 1.30
CH c.H > 623M, c.H > RS, 2U > 623H, 2H > 214H, 236236H/U Corner 9985/10810 59% [3] Medium Round-ending damage off a counterhit. Link your super during the groundbounce of 214H. If you accidentally get super while trying to combo 2U into DP, substitute 236H instead of 623H. Link 1.30
CH 214U, c.H > RS, c.H > 214H, 2H > 623H, 236236U Corner 12740 98% [4] Hard Tremendous damage. Vane can reliably set up the 214U as a throw bait with 66L or c.L, since both will space him out of throw range. The SSBA is not interchangable with his regular SBA; SBA is too slow. Link 1.30
Combo Position Damage SBA Gain Difficulty Notes Video Ver
214U, f.H > RS, f.H > 236H, 2H > 214H, 236236H/U Corner 10895/11720 0% [3] Medium Combo with strong damage. If you are close to the opponent, you can do c.H instead of f.H and do 11375/12200 damage. Link 1.30
Combo Position Damage SBA Gain Difficulty Notes Video Ver
2H > 623M, 9j.U > j.214H Anywhere 5000 25% [2] Easy The only difficult part of the combo will be confirming the j.U if the opponent is not high enough. Link 1.30
2H > 22U, 66 > 623M, c.H > 236H Anywhere 5230 10% [3] Medium The combo has a greater chance of succeeding if the opponent is high above your head. If the opponent is too far away, the 22U will not connect. Link 1.30
2H > 22U, 66 > 623M, c.H > 236H, 9j.U > j.214H Midscreen 6230 11% [3] Medium An extension of the combo if you are in midscreen or near the corner. Link 1.30
CH 2H > 214M, 2H > 623M, f.H > 623L Anywhere 6260 34% [2] Easy Easy combo with good damage. Link 1.30
CH 2H > 623M, 2H > 623H, 66H, c.L, 236236H/U Midscreen 8780/9530 0% [3] Medium The only part of the combo that will be complicated is the connection of the 66H, if the opponent is not high enough. The combo works without CH, but you have to be closer to the corner. Link 1.30
2H > 623M, c.H > 214H, c.H > 623H, c.H > 236236H/U Corner 9910/10660 58% [3] Medium c.H is used over 2H for combo limit reasons. Preserves your Wild Beat cooldown for pressure afterwards and does tremendous damage. Link 1.30
2H > 214H, c.H > 623H, c.H > 236H, c.H > 236236H/U Corner 98200/10780 54% [3] Medium Depending on spacing, you might get f.H after the 214H; this is fine, the combo will work normally just do less damage. 1.30

Video Examples

External Resources

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