BBTag/Elizabeth/Combos

From Dustloop Wiki
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Combo Notation Guide
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+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List

Routes

Solo (Normal)
  • Damage values are based on the max damage from 5A, as the damage changes pending on where you attack.
  • If combo damage changes anyway, there will be estimated (~X) values.
# Combo Position Damage Difficulty Notes
1 5AAA > 5BBB > 214A Any 5931 [1] Very Easy Max range confirm off A Smart Combo.
2 5AAA > 2B > j.A > j.B > 2A > 5AAA > 2C > 5AAA > 5BBB > 214A Any 6344 [2] Easy 5A loop that uses 2B and 2C. Connecting from 2C to 5A isn't regularly possible, but can be done if the opponent is high enough and you make use of active frames.
3 5AAA > 5BBB > 236B > 5AAA > 5BBB > 214A Corner 7905 [3] Intermediate Elizabeth's famous loop combo. Deals moderate damage. It is a bit tricky to get 5A to connect from 236B because the opponent has to be slightly higher.
4 2B > jc > j.C > 2A > 5AAA > 2C > 5AAA > 5BBB > 236B Any ~4700 [1] Very Easy Average anti-air combo.
5 Throw > 236B > 5AAA > 5BBB > 214A Corner ~6600 [1] Very Easy Standard corner throw combo starting with Maziodyne.
6 5AAA > 2B > j.A > j.B > 2A > 5AAA > 2C > 5AAA > 5B > jc > j.C > 236BC Any ~8100 [2] Easy 5A loop combo ending with a super.
7 Throw > 5AAA > 5BBB > 214A Any 5884 [1] Very Easy Standard throw combo.
8 CH 236A > 5AAA > 2C > 5AAA > 5BBB > 214A Any ~7900 [3] Intermediate Counter hit combo that starts with Magarudyne. Deals moderate damage.
9 5B > 5AAA > 2C > 5AAA > 5BBB > 214A Any ~8400 [3] Intermediate Corner loop combo starting with 5B.
Solo (Awakening)
# Combo Position Damage Difficulty Notes
1 5AAA > 236A > 5AAA > 5BBB > 214A Any 7190 [1] Very Easy Max range awakening confirm off A Smart Combo.
2 5AAA > 5BBB > 236B > 5AAA > 5B > jc > j.C > 214A Corner 7826 [1] Very Easy
3 Throw > (236A > 5AAA)*2 > 5BB > 214A Any ~6900 [2] Easy
4 5AAA > 5B > 214BC > 5AAA > 2C > 5AAA > 5B > jc > j.C > 236BC Any 9182 [3] Intermediate Forced awakening combo that ends with a super. Requiress 4 meters.
5 5AAA > 236A > 5AAA > 5BBB > 214A > dl.236BC Any 9490 [3] Intermediate Standard resonance and awakening combo.

With Assists

2C>214A>5P>run>5AAA>2C>5AAA>5B>jC (9381)

Corner

Solo

5A>5B>5AAA>2C>5AAA>5B>jC (7712)

5AAA>5BBB>236B>5AAA>5BBB>214A (7701)

5BBB>236B>5AAA>2B>jAA>4A>(jC) (8688)
- Possible to do a j.C reset at the end

5BBB>236B>5AA>5BBB>236BC (10401)
-2 meter

5B>5AA>2B>jA>jB>2A>4AAA>236C>236C>214BC>hj236C>2C>236BC>236BC (12926)
- Requires 4 meter, high health, and counter hit

Throw>5BBB>236B>5AAA>5BBB damage (6573)

With Assists


Combo Theory


Video Examples


External Documents and References

Discord document by Ethral:
https://www.evernote.com/shard/s652/sh/d1558809-b3d8-457b-8c17-0f29064ff925/414cf6e872ceda3e34bcecf75add3331

Navigation