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<center>{{Character Label|GBVS|Beelzebub|58px}}</center> | <center>{{Character Label|GBVS|Beelzebub|size=58px}}</center> | ||
{{ | {{GBVS/CharacterLinks}} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|3}} | {{TOC limit|3}} | ||
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}} | }} | ||
== | ==Midscreen== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
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! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| c. | | {{clr|3|c.H}}xx > {{clr|1|214L}}/{{clr|2|M}}/{{clr|3|H}} || Anywhere || 2530/2705/2670 || All || {{ComboDifficulty|Very Easy}} || Autocombo. The soft knockdown lets you charge up {{clr|2|236M}} for a timing mix-up. {{clr|3|214H}} ender causes a hard knockdown, allowing for a {{clr|1|f.L}} > {{clr|6|5U}} setup at the cost of a sideswitch. Go-to midscreen conversion for damage after landing a counterhit universal overhead. | ||
|- | |- | ||
| | | {{clr|3|c.H}}xx > {{clr|3|236H}} || Anywhere || 2600 || All || {{ComboDifficulty|Very Easy}} || Autocombo ending in hard knockdown. Allows for a {{clr|1|f.L}} > {{clr|6|5U}} setup at the cost of a sideswitch. | ||
|- | |- | ||
| | | {{clr|1|2L}} > {{clr|1|2L}} , {{clr|1|f.L}} > SBA || Anywhere || 2520 || All || {{ComboDifficulty|Easy}} || Light links SBA confirm. | ||
|- | |- | ||
| | | '''CH''' {{clr|3|f.H}} > {{clr|3|22H}} , {{clr|3|c.H}}xx > {{clr|2|214M}} || Anywhere || 3140 || All || {{ComboDifficulty|Easy}} || Soft knockdown for {{clr|2|236M}} pressure. | ||
|- | |- | ||
| | | '''CH''' {{clr|3|f.H}} > {{clr|3|22H}} , {{clr|3|c.H}} > SBA/SSBA || Anywhere || 4580/5157 || All || {{ComboDifficulty|Easy}} || Metered ender. | ||
|- | |- | ||
| | | {{clr|3|c.H}} > {{clr|3|236H}} , {{clr|2|f.M}} > '''6MH''' > {{clr|3|236H}} || Anywhere || 3810 || Not CL || {{ComboDifficulty|Medium}} || Rush extension off very close {{clr|3|c.H}}. [https://twitter.com/cakekattekoi/status/1606291969000370176 Video Example.] | ||
|- | |- | ||
| | | '''CH''' {{clr|3|f.H}} > {{clr|3|22H}} , {{clr|3|214H}} , {{clr|2|f.M}} > SBA || Anywhere || 3750 || Not CL || {{ComboDifficulty|Medium}} || Style combo. | ||
|- | |- | ||
| | | '''CH''' {{clr|2|236}}[{{clr|2|M}}] , dash , {{clr|3|f.H}} > '''6MH''' > {{clr|3|22H}} , dash , {{clr|3|c.H}} > {{clr|3|214H}} , dash , {{clr|3|c.H}} > {{clr|3|236H}} , {{clr|4|2U}} || Near Corner || 4643 || All || {{ComboDifficulty|Hard}} || {{clr|2|236}}[{{clr|2|M}}] starter, ideally catching a roll attempt. Allows for a {{clr|4|5U}} > {{clr|1|2L}} safe meaty. [https://twitter.com/cakekattekoi/status/1617699489346891777 Video Example.] | ||
|- | |- | ||
| | | {{clr|3|j.214H}} , dash , {{clr|1|2U}} > SBA || Midscreen || 3500 || All || {{ComboDifficulty|Very Hard}} || Midscreen crossup dive follow-up. [https://twitter.com/cakekattekoi/status/1531650427950878721 Video Example.] | ||
|- | |- | ||
| | |} | ||
==Corner== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes | |||
|- | |||
| '''CH''' {{clr|2|214M}} , {{clr|2|2M}} > {{clr|3|214H}} , {{clr|3|c.H}} > {{clr|3|236H}} , microdash , {{clr|3|c.H}} > {{clr|3|623H}}/SBA/SSBA || Corner || 5418/6292/6632 || All || {{ComboDifficulty|Medium}} || Counterhit {{clr|2|214M}} starter. Useful when using {{clr|2|214M}} as a frametrap. | |||
|- | |||
| {{clr|3|c.H}} > {{clr|3|236H}} , {{clr|3|c.H}} > {{clr|3|214H}} , {{clr|3|c.H}} > {{clr|3|623H}}/SBA/SSBA || Corner || 5098/6232/6626 || All || {{ComboDifficulty|Easy}} || Safejump. Must manual input SBA for full damage. Doing {{clr|3|c.H}}xx > {{clr|3|623H}} when not using meter takes damage to 5196. Go-to corner conversion for damage after landing a counterhit universal overhead. | |||
|- | |||
| {{clr|3|c.H}}xx > {{clr|3|236H}} , 2U || Corner || 3020 || All || {{ComboDifficulty|Easy}} || Early ender, leads to your choice of a safejump or {{clr|6|5U}} > {{clr|1|2L}} safe meaty. | |||
|- | |||
| {{clr|3|c.H}} > {{clr|3|214H}} , {{clr|3|2H}} > {{clr|1|22L}} , {{clr|1|j.L}} || Corner || 3510 || All || {{ComboDifficulty|Easy}} || Early reset, can't safe meaty. Can be used to microdash into Anthem. | |||
|- | |||
| {{clr|3|c.H}} > {{clr|3|214H}} , {{clr|3|c.H}} > {{clr|3|236H}} , dash , {{clr|3|c.H}} > {{clr|3|623H}}/[SBA]/SSBA || Corner || 5380/6514/6896 || All || {{ComboDifficulty|Medium}} || Max damage, hard knockdown. Must manual input SBA for full damage. Doing {{clr|3|c.H}}xx > {{clr|3|623H}} when not using meter takes damage to 5451. | |||
|- | |||
| {{clr|3|c.H}} > {{clr|3|236H}} , {{clr|2|f.M}} > '''6MH''' > {{clr|3|214H}} , microdash , {{clr|3|2H}} > {{clr|3|623H}} || Corner || 4632 || Not CL || {{ComboDifficulty|Medium}} || Corner extension off midscreen rush combo. Long-distance wallbounces can be picked up after {{clr|3|214H}} with {{clr|3|22H}} , {{clr|3|c.H}} > {{clr|3|623H}} but will use all your cooldowns in one combo. [https://twitter.com/cakekattekoi/status/1606287116102533120 Video Example.] | |||
|- | |||
| '''CH''' {{clr|2|j.214M}} , {{clr|3|c.H}} > {{clr|3|236H}} , microwalk , {{clr|3|c.H}} > {{clr|3|214H}} , {{clr|3|c.H}} > {{clr|3|623H}}/SBA/SSBA || Corner || 5595/6507/6809 || All || {{ComboDifficulty|Medium}} || Reliable pick-up combo off of a counter-hit {{clr|2|j.214M}}. The point of the microwalk is to let the opponent fall to a point where the {{clr|3|214H}} won't whiff. Must manual input SBA for full damage. | |||
|- | |||
| {{clr|2|236}}[{{clr|2|M}}] , {{clr|4|5U}} , {{clr|3|c.H}} > {{clr|3|236H}} , microwalk , {{clr|3|c.H}} > {{clr|3|214H}} , {{clr|3|c.H}} > {{clr|3|623H}}/SBA/SSBA || Corner || 5688/6600/6892 || All || {{ComboDifficulty|Hard}} || Combo from a level 3 charge 236M. Must manual input SBA for full damage. | |||
|- | |||
| {{clr|2|236}}[{{clr|2|M}}] , microwalk , {{clr|3|c.H}} > {{clr|1|214L}} , {{clr|3|c.H}} > {{clr|3|236H}} , {{clr|3|214H}} , SSBA || Corner || 6990 || All || {{ComboDifficulty|Very Hard}} || Combo from antiair fully charged {{clr|2|236M}}. Microwalk must leave you positioned directly under the opponent. [https://twitter.com/cakekattekoi/status/1531782101225308161 Video Example.] | |||
|- | |||
| {{clr|3|j.214H}} , microdash , {{clr|2|2M}} > {{clr|3|236H}} , {{clr|3|f.H}} > SBA || Corner || 4680 || All || {{ComboDifficulty|Medium}} || {{clr|3|j.214H}} followup in the corner. | |||
|- | |||
| {{clr|3|j.214H}} , microdash , {{clr|3|f.H}} > '''6MH''' > {{clr|3|236H}} , microdash , {{clr|3|c.H}} > {{clr|3|623H}} || Corner || 4656 || All || {{ComboDifficulty|Medium}} || {{clr|3|j.214H}} extension in the corner using Rush. Use this over {{clr|3|j.214H}} , SBA in the corner as it's both more damage and only costs 50% Skybound Gauge. Can safejump after the DP hits. [https://twitter.com/cakekattekoi/status/1532701637315289088 Video Example.] | |||
|- | |||
| {{clr|3|c.H}} > {{clr|3|214H}} , {{clr|3|2H}} > {{clr|3|22H}} > '''GMH''' || Corner || 3870 || All || {{ComboDifficulty|Very Easy}} || Example Overdrive setup using {{clr|3|22H}}. [https://twitter.com/cakekattekoi/status/1532552785761378304 Video Example.] | |||
|- | |||
|} | |||
==Anti-Air== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes | |||
|- | |||
| {{clr|3|f.H}} > 214L || Anywhere || 2000 || All || {{ComboDifficulty|Very Easy}} || Only non-counterhit conversion off of {{clr|3|f.H}}. On counterhit, {{clr|3|f.H}} > {{clr|3|22H}} is possible and leads to higher damage conversions. | |||
|- | |- | ||
| | | {{clr|3|2H}} > SSBA || Anywhere || 5425 || All || {{ComboDifficulty|Very Easy}} || Easiest possible use of meter on a midscreen AA. Always works as long as {{clr|3|2H}} connects. | ||
|- | |- | ||
| | | {{clr|3|2H}} > {{clr|3|22H}} , {{clr|3|c.H}}xx > {{clr|1|214L}} || Anywhere || 2915 || All || {{ComboDifficulty|Easy}} || Reliable AA regardless of counter-hit. | ||
|- | |- | ||
| | | {{clr|3|2H}} > {{clr|3|22H}} , delay , {{clr|3|c.H}}x > {{clr|3|623H}} || Anywhere || 2920 || All || {{ComboDifficulty|Easy}} || Slightly more damage and better oki. If delayed enough, can be followed up with {{clr|4|5U}} , {{clr|1|2L}} safe meaty. Delay the {{clr|3|c.H}} too late and the meaty becomes punishable by reversals. | ||
|- | |- | ||
| {{clr| | | {{clr|3|2H}} > {{clr|3|22H}}, {{clr|2|c.M}} (whiff) , microdash , {{clr|3|2H}} > {{clr|1|214L}} , {{clr|4|2U}} > {{clr|3|214H}} || Anywhere || 3620 || All || {{ComboDifficulty|Hard}} || Style Anti-Air. Can lead into {{clr|1|f.L}} , {{clr|4|5U}} oki. [https://twitter.com/nun0703/status/1579074073610444801 Video Example.] | ||
|- | |- | ||
| {{clr|3|2H}} > SSBA || Anywhere || | | {{clr|3|2H}} > {{clr|3|22H}} , {{clr|3|c.H}} > SBA/SSBA || Anywhere || 4580/5157 || All || {{ComboDifficulty|Easy}} || Metered AA option. Must manual input SBA for full damage. | ||
|- | |- | ||
| | | {{clr|3|f.H}} > '''6MH''' > {{clr|3|22H}} , {{clr|3|c.H}}xx > {{clr|1|214L}} || Anywhere || 3245 || All || {{ComboDifficulty|Easy}} || Metered AA option. High hits only, but not too high or the second hit of Rush will whiff. {{clr|3|22H}} can be substituted for {{clr|1|22L}} in the corner. | ||
|- | |- | ||
| {{clr|3| | | {{clr|3|f.H}} > '''6MH''' > {{clr|3|214H}} , {{clr|3|22H}} , {{clr|3|c.H}} > {{clr|3|236H}} || Near Corner || 3280 || All || {{ComboDifficulty|Medium}} || {{clr|3|f.H}} Rush conversion from near roundstart position. Can setup {{clr|4|5U}} okizeme with {{clr|1|f.L}} (whiff) > {{clr|4|5U}} with an additional {{clr|1|2L}} safe meaty. [https://twitter.com/cakekattekoi/status/1617715096830226432 Video Example.] | ||
|- | |- | ||
| {{clr|3|2H}} > {{clr|3| | | '''CH''' {{clr|3|2H}} > [{{clr|3|236H}}] , {{clr|3|22H}} , dash , {{clr|3|c.H}} > SBA/SSBA || Anywhere || 5593/6130 || All || {{ComboDifficulty|Hard}} || Counterhit 2H extension. Only works on very high hits, such as the peak of a high jump, or interrupting Belial's {{clr|2|623M}}. | ||
|- | |- | ||
| {{clr|3|2H}} > {{clr|3|22H}} , ( | | '''CH''' {{clr|3|2H}} > {{clr|3|22H}} , forwards superjump , (dl){{clr|6|j.U}} > {{clr|3|j.214H}} , dash , {{clr|3|c.H}} > {{clr|3|236H}} , {{clr|3|c.H}} > SBA/SSBA || Corner || 5350/5610 || All || {{ComboDifficulty|Very Hard}} || Style combo. The delay on the j.U is different depending on the character. Not advised to ever go for in a real match. [https://twitter.com/cakekattekoi/status/1517652081733218305 Video Example.] | ||
|- | |||
| {{clr|3|2H}} > {{clr|3|22H}} , dash under , {{clr|3|c.H}} > {{clr|3|236H}} , {{clr|4|2U}} || Corner || 3250 || All || {{ComboDifficulty|Easy}} || AA corner sideswitch ending in hard knockdown. Leads to your choice of a safejump or {{clr|6|5U}} > {{clr|1|2L}} safe meaty. | |||
|- | |- | ||
| | | {{clr|3|2H}} > {{clr|3|22H}} , dash under , {{clr|3|c.H}} > {{clr|3|236H}} , {{clr|3|c.H}} > {{clr|3|623H}}/SBA/SBAA || Corner || 4150/5278/5723 || All || {{ComboDifficulty|Easy}} || AA corner sideswitch using meter. Hard knockdown. | ||
|- | |- | ||
|'''CH''' {{clr|3|2H}} > {{clr|3|236}}[{{clr|3|H}}] , microwalk , {{clr|3|c.H}} > {{clr|1|214L}} > {{clr|3|c.H}} > SSBA || Corner || 7030 || Not VS, FT || {{ComboDifficulty|Very Hard}} || Corner combo off of counter-hit 2H. Maximum damage. [https://twitter.com/nine_oddity/status/1420860637589250050 Video example.] | |||
|} | |} | ||
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==Video Examples== | ==Video Examples== | ||
==Navigation== | ==Navigation== | ||
<center>{{Character Label|GBVS|Beelzebub|58px}}</center> | <center>{{Character Label|GBVS|Beelzebub|size=58px}}</center> | ||
{{ | {{GBVS/CharacterLinks}} | ||
{{ | {{GBVS/Navigation}} |
Latest revision as of 05:16, 13 December 2023
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
Midscreen
Combo | Position | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
c.Hxx > 214L/M/H | Anywhere | 2530/2705/2670 | All | [1] Very Easy | Autocombo. The soft knockdown lets you charge up 236M for a timing mix-up. 214H ender causes a hard knockdown, allowing for a f.L > 5U setup at the cost of a sideswitch. Go-to midscreen conversion for damage after landing a counterhit universal overhead. |
c.Hxx > 236H | Anywhere | 2600 | All | [1] Very Easy | Autocombo ending in hard knockdown. Allows for a f.L > 5U setup at the cost of a sideswitch. |
2L > 2L , f.L > SBA | Anywhere | 2520 | All | [2] Easy | Light links SBA confirm. |
CH f.H > 22H , c.Hxx > 214M | Anywhere | 3140 | All | [2] Easy | Soft knockdown for 236M pressure. |
CH f.H > 22H , c.H > SBA/SSBA | Anywhere | 4580/5157 | All | [2] Easy | Metered ender. |
c.H > 236H , f.M > 6MH > 236H | Anywhere | 3810 | Not CL | [3] Medium | Rush extension off very close c.H. Video Example. |
CH f.H > 22H , 214H , f.M > SBA | Anywhere | 3750 | Not CL | [3] Medium | Style combo. |
CH 236[M] , dash , f.H > 6MH > 22H , dash , c.H > 214H , dash , c.H > 236H , 2U | Near Corner | 4643 | All | [4] Hard | 236[M] starter, ideally catching a roll attempt. Allows for a 5U > 2L safe meaty. Video Example. |
j.214H , dash , 2U > SBA | Midscreen | 3500 | All | [5] Very Hard | Midscreen crossup dive follow-up. Video Example. |
Corner
Combo | Position | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
CH 214M , 2M > 214H , c.H > 236H , microdash , c.H > 623H/SBA/SSBA | Corner | 5418/6292/6632 | All | [3] Medium | Counterhit 214M starter. Useful when using 214M as a frametrap. |
c.H > 236H , c.H > 214H , c.H > 623H/SBA/SSBA | Corner | 5098/6232/6626 | All | [2] Easy | Safejump. Must manual input SBA for full damage. Doing c.Hxx > 623H when not using meter takes damage to 5196. Go-to corner conversion for damage after landing a counterhit universal overhead. |
c.Hxx > 236H , 2U | Corner | 3020 | All | [2] Easy | Early ender, leads to your choice of a safejump or 5U > 2L safe meaty. |
c.H > 214H , 2H > 22L , j.L | Corner | 3510 | All | [2] Easy | Early reset, can't safe meaty. Can be used to microdash into Anthem. |
c.H > 214H , c.H > 236H , dash , c.H > 623H/[SBA]/SSBA | Corner | 5380/6514/6896 | All | [3] Medium | Max damage, hard knockdown. Must manual input SBA for full damage. Doing c.Hxx > 623H when not using meter takes damage to 5451. |
c.H > 236H , f.M > 6MH > 214H , microdash , 2H > 623H | Corner | 4632 | Not CL | [3] Medium | Corner extension off midscreen rush combo. Long-distance wallbounces can be picked up after 214H with 22H , c.H > 623H but will use all your cooldowns in one combo. Video Example. |
CH j.214M , c.H > 236H , microwalk , c.H > 214H , c.H > 623H/SBA/SSBA | Corner | 5595/6507/6809 | All | [3] Medium | Reliable pick-up combo off of a counter-hit j.214M. The point of the microwalk is to let the opponent fall to a point where the 214H won't whiff. Must manual input SBA for full damage. |
236[M] , 5U , c.H > 236H , microwalk , c.H > 214H , c.H > 623H/SBA/SSBA | Corner | 5688/6600/6892 | All | [4] Hard | Combo from a level 3 charge 236M. Must manual input SBA for full damage. |
236[M] , microwalk , c.H > 214L , c.H > 236H , 214H , SSBA | Corner | 6990 | All | [5] Very Hard | Combo from antiair fully charged 236M. Microwalk must leave you positioned directly under the opponent. Video Example. |
j.214H , microdash , 2M > 236H , f.H > SBA | Corner | 4680 | All | [3] Medium | j.214H followup in the corner. |
j.214H , microdash , f.H > 6MH > 236H , microdash , c.H > 623H | Corner | 4656 | All | [3] Medium | j.214H extension in the corner using Rush. Use this over j.214H , SBA in the corner as it's both more damage and only costs 50% Skybound Gauge. Can safejump after the DP hits. Video Example. |
c.H > 214H , 2H > 22H > GMH | Corner | 3870 | All | [1] Very Easy | Example Overdrive setup using 22H. Video Example. |
Anti-Air
Combo | Position | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
f.H > 214L | Anywhere | 2000 | All | [1] Very Easy | Only non-counterhit conversion off of f.H. On counterhit, f.H > 22H is possible and leads to higher damage conversions. |
2H > SSBA | Anywhere | 5425 | All | [1] Very Easy | Easiest possible use of meter on a midscreen AA. Always works as long as 2H connects. |
2H > 22H , c.Hxx > 214L | Anywhere | 2915 | All | [2] Easy | Reliable AA regardless of counter-hit. |
2H > 22H , delay , c.Hx > 623H | Anywhere | 2920 | All | [2] Easy | Slightly more damage and better oki. If delayed enough, can be followed up with 5U , 2L safe meaty. Delay the c.H too late and the meaty becomes punishable by reversals. |
2H > 22H, c.M (whiff) , microdash , 2H > 214L , 2U > 214H | Anywhere | 3620 | All | [4] Hard | Style Anti-Air. Can lead into f.L , 5U oki. Video Example. |
2H > 22H , c.H > SBA/SSBA | Anywhere | 4580/5157 | All | [2] Easy | Metered AA option. Must manual input SBA for full damage. |
f.H > 6MH > 22H , c.Hxx > 214L | Anywhere | 3245 | All | [2] Easy | Metered AA option. High hits only, but not too high or the second hit of Rush will whiff. 22H can be substituted for 22L in the corner. |
f.H > 6MH > 214H , 22H , c.H > 236H | Near Corner | 3280 | All | [3] Medium | f.H Rush conversion from near roundstart position. Can setup 5U okizeme with f.L (whiff) > 5U with an additional 2L safe meaty. Video Example. |
CH 2H > [236H] , 22H , dash , c.H > SBA/SSBA | Anywhere | 5593/6130 | All | [4] Hard | Counterhit 2H extension. Only works on very high hits, such as the peak of a high jump, or interrupting Belial's 623M. |
CH 2H > 22H , forwards superjump , (dl)j.U > j.214H , dash , c.H > 236H , c.H > SBA/SSBA | Corner | 5350/5610 | All | [5] Very Hard | Style combo. The delay on the j.U is different depending on the character. Not advised to ever go for in a real match. Video Example. |
2H > 22H , dash under , c.H > 236H , 2U | Corner | 3250 | All | [2] Easy | AA corner sideswitch ending in hard knockdown. Leads to your choice of a safejump or 5U > 2L safe meaty. |
2H > 22H , dash under , c.H > 236H , c.H > 623H/SBA/SBAA | Corner | 4150/5278/5723 | All | [2] Easy | AA corner sideswitch using meter. Hard knockdown. |
CH 2H > 236[H] , microwalk , c.H > 214L > c.H > SSBA | Corner | 7030 | Not VS, FT | [5] Very Hard | Corner combo off of counter-hit 2H. Maximum damage. Video example. |
Combo Theory
Video Examples
Systems Pages
Essentials
Mechanics
Application & Advanced Information
Archived Information