GBVS/Beelzebub/Combos: Difference between revisions

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<center>{{Character Label|GBVS|Beelzebub|58px}}</center>
<center>{{Character Label|GBVS|Beelzebub|size=58px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{GBVS/CharacterLinks}}
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==Combo List==
==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.XXX > {{clr|1|214L}}/{{clr|2|M}} || Anywhere || 1730/1905 || All || {{clr|6 |Very Easy}} || The soft knockdown lets you charge up {{clr|2|236M}} for a timing mix-up.
| {{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.
|-
|-
| '''CH''' {{clr|3|f.H}} > {{clr|3|22H}} , {{clr|3|c.H}}XX > {{clr|2|214M}} || Anywhere || 2820 || All || {{clr|7|Medium}} || Soft knockdown for {{clr|2|236M}} pressure.
| {{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.
|-
|-
| X > {{clr|3|236H}} , {{clr|3|c.H}} > {{clr|3|214H}} , {{clr|3|c.H}} > {{clr|3|623H}}/[SBA]/SSBA || Corner || 4500/5940/6480 || All || {{clr|2|Easy}} || Safejump.
| {{clr|1|2L}} > {{clr|1|2L}} , {{clr|1|f.L}} > SBA || Anywhere || 2520 || All || {{ComboDifficulty|Easy}} || Light links SBA confirm.
|-
|-
| X > {{clr|3|236H}} , {{clr|3|2H}} > {{clr|1|22L}} , {{crl|1|214L}} , 2U || Corner || 3300 || All || {{clr|7|Medium}} || HKD Safejump.
| '''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.
|-
|-
| X > {{clr|3|236H}} , {{clr|3|2H}} > {{clr|1|22L}} , 66 , {{clr|3|2H}} > {{clr|1|214L}} || Corner || 3620 || All || {{clr|3|Hard}} || Leads to a safe jump in the corner. Can also extend to {{clr|2|f.M}} > SBA after {{clr|1|214L}} for damage.
| '''CH''' {{clr|3|f.H}} > {{clr|3|22H}} , {{clr|3|c.H}} > SBA/SSBA || Anywhere || 4580/5157 || All || {{ComboDifficulty|Easy}} || Metered ender.
|-
|-
| X > {{clr|3|236H}} , {{clr|3|2H}} > {{clr|3|22H}} , {{clr|1|j.214L}} , {{clr|2|c.M}} > SSBA || Corner || 5403 || All || {{clr|3|Hard}} || Sub-optimal Style combo.
| {{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.]
|-
|-
| X > {{clr|3|214H}} , {{clr|3|c.H}}XX > {{clr|3|623H}}/[SBA]/SSBA || Corner || 3645/5085/5625 || All || {{clr|6 |Very Easy}} || Safejump.
| '''CH''' {{clr|3|f.H}} > {{clr|3|22H}} , {{clr|3|214H}} , {{clr|2|f.M}} > SBA || Anywhere || 3750 || Not CL || {{ComboDifficulty|Medium}} || Style combo.
|-
|-
| X > {{clr|3|214H}} , {{clr|3|2H}} > {{clr|1|22L}} , {{clr|3|c.H}} > {{clr|3|623H}}/[SBA]/SSBA || Corner || 3700/5280/5820 || All || {{clr|2|Easy}} || Safejump.
| '''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.]
|-
|-
| X > {{clr|3|214H}} , {{clr|3|5H}}XX > {{clr|3|236H}} , {{clr|2|2U}} || Corner || 3735 || All || {{clr|2|Easy}} || Regular route into sweep HKD.
| {{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.]
|-
|-
| X > {{clr|3|214H}} , {{clr|3|2H}} > {{clr|3|22H}} , {{clr|3|c.H}}X > {{clr|3|236H}} , {{clr|4|2U}} || Corner || 4773 || All || {{clr|7|Medium}} || Safejump
|}
 
==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.
|-
|-
| X > {{clr|3|214H}} , {{clr|3|c.H}} > {{clr|3|236H}} , 66 , {{clr|3|c.H}} > {{clr|3|623H}}/[SBA]/SSBA || Corner || 4840/5980/6820 || All || {{clr|3|Hard}} || Max damage, Hard knockdown
| {{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.
|-
|-
| '''CH''' {{clr|2|j.214M}} , {{clr|2|c.M}} > {{clr|3|236H}} , microwalk , {{clr|3|c.H}} > {{clr|3|214H}} , {{clr|3|c.H}} > {{clr|3|623H}}/[SBA]/SSBA || Corner || 5180/5940/6500 || All || {{clr|7|Medium}} || Very 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.
| {{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.
|-
|-
| '''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 || 5680/6440/7000 || All || {{clr|3|Hard}} || Overall tighter and does not work at every height but the extra damage is significant, the microwalk is extremely important in this one.
| {{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|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 || 5780/6740/7100 || All || {{clr|3|Hard}} || Combo from a level 3 charge 236M
| {{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 || 5500 || All || {{clr|6| Very Easy}} || Easiest possible use of meter on a midscreen AA. Always works as long as 2H connects
| {{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|2H}} > {{clr|3|22H}} , {{clr|3|c.H}}XX > {{clr|1|214L}}/SBA || Anywhere || 2915/3355 || All || {{clr|2|Easy}} || Reliable AA regardless of counter-hit
| {{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|2H}} > {{clr|3|22H}} , {{clr|3|c.H}}X > {{clr|3|623H}}/[SBA]/SSBA || Anywhere || 3025/4465/5005 || All || {{clr|2|Easy}} || Let opponent fall to connect all hits of autocombo.
| {{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|22H}} , (Dash under) , {{clr|3|c.H}} > {{clr|3|214H}} , {{clr|4|2U}} || Corner || 3340 || All || {{clr|7|Medium}} || AA Corner/Sideswitch/Oki. Do this instead of {{clr|4|2U}} if you want to burn cooldowns/meter for damage ({{clr|3|c.H}} > {{clr|3|236H}} > {{clr|3|623H}}/SBA/SBAA)
| '''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}} , (Dash under) , {{clr|3|c.H}} > {{clr|3|214H}} , {{clr|3|c.H}} > {{clr|3|236H}} , {{clr|3|623H}}/SBA/SBAA || Corner || 4370/4890/5690 || All || {{clr|7|Medium}} ||  AA Corner/Sideswitch/Hard Knockdown
| '''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.
|-
|-
|'''CH''' {{clr|3|2H}} > {{clr|3|236}}[{{clr|3|H}}] , microwalk , {{clr|3|c.H}} > {{clr|3|214H}} > {{clr|3|c.H}} > {{clr|3|623H}}/[SBA]/SSBA || Corner || 5440/6340/7090 || All || {{clr|3|Hard}} || Corner combo off of counter-hit 2H. On lower air-hits you will need to release 236H earlier but the combo will still work. You don't want to confirm into Karma here because it scales the combo immensely.
| {{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==
{{#ev:youtube|-43TrKLdvKs}}


==Navigation==
==Navigation==
<center>{{Character Label|GBVS|Beelzebub|58px}}</center>
<center>{{Character Label|GBVS|Beelzebub|size=58px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{GBVS/CharacterLinks}}
{{#lst:GBVS/Navigation}}
{{GBVS/Navigation}}

Latest revision as of 05:16, 13 December 2023

 Beelzebub
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

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

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