GBVS/Beelzebub/Combos: Difference between revisions

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| {{clr|4|2H}} > SSBA || Anywhere || 5500 || All || {{clr|6| Very Easy}} || Easiest possible use of meter on a midscreen AA counter-hit.
| {{clr|4|2H}} > SSBA || Anywhere || 5500 || All || {{clr|6| Very Easy}} || Easiest possible use of meter on a midscreen AA counter-hit.
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|-
| ('''CH''') {{clr|4|2H}} > {{clr|4|22H}} , {{clr|4|c.H}}XX > {{clr|1|214L}}/SBA || Anywhere || 2915/3355 || All || {{clr|3|Easy}} || Reliable AA on counter-hit, very shallow jump-ins can sometimes avoid the pull
| {{clr|4|2H}} > {{clr|4|22H}} , {{clr|4|c.H}}XX > {{clr|1|214L}}/SBA || Anywhere || 2915/3355 || All || {{clr|3|Easy}} || Reliable AA on counter-hit, very shallow jump-ins can sometimes avoid the pull
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|-
| {{clr|4|2H}} > {{clr|4|22H}} , {{clr|4|c.H}}X > {{clr|4|623H}}/[SBA]/SSBA || Anywhere || 3025/4465/5005 || All || {{clr|3|Easy}} || Let opponent fall to connect all hits of autocombo.
| {{clr|4|2H}} > {{clr|4|22H}} , {{clr|4|c.H}}X > {{clr|4|623H}}/[SBA]/SSBA || Anywhere || 3025/4465/5005 || All || {{clr|3|Easy}} || Let opponent fall to connect all hits of autocombo.

Revision as of 12:32, 15 February 2022

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

Combo List

Combo Position Damage Works on: Difficulty Notes
c.XXX > 214L/M Anywhere 1730/1905 All Very Easy The soft knockdown lets you charge up 236M for a timing mix-up.
CH f.H > 22H , c.HXX > 214M Anywhere 2820 All Medium Soft knockdown for 236M pressure.
X > 236H , c.H > 214H , c.H > 623H/[SBA]/SSBA Corner 4500/5940/6480 All Easy Safejump.
X > 236H , 2H > 22L , Template:Crl , 2U Corner 3300 All Medium HKD Safejump.
X > 236H , 2H > 22L , 66 , 2H > 214L Corner 3620 All Hard Leads to a safe jump in the corner. Can also extend to f.M > SBA after 214L for damage.
X > 236H , 2H > 22H , j.214L , c.M > SSBA Corner 5403 All Hard Sub-optimal Style combo.
X > 214H , c.HXX > 623H/[SBA]/SSBA Corner 3645/5085/5625 All Very Easy Safejump.
X > 214H , 2H > 22L , c.H > 623H/[SBA]/SSBA Corner 3700/5280/5820 All Easy Safejump.
X > 214H , 5HXX > 236H , 2U Corner 3735 All Easy Regular route into sweep HKD.
X > 214H , 2H > 22H , c.HX > 236H , 2U Corner 4773 All Medium Safejump
X > 214H , c.H > 236H , 66 , c.H > 623H/[SBA]/SSBA Corner 4840/5980/6820 All Hard Max damage, Hard knockdown
CH j.214M , c.M > 236H , microwalk , c.H > 214H , c.H > 623H/[SBA]/SSBA Corner 5180/5940/6500 All Medium Very 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.
CH j.214M , c.H > 236H , microwalk , c.H > 214H , c.H > 623H/[SBA]/SSBA Corner 5680/6440/7000 All Hard Overall tighter and does not work at every height but the extra damage is significant, the microwalk is extremely important in this one.
236[M] , 5U , c.H > 236H , microwalk , c.H > 214H , c.H > 623H/[SBA]/SSBA Corner 5780/6740/7100 All Hard Combo from a level 3 charge 236M
2H > SSBA Anywhere 5500 All Very Easy Easiest possible use of meter on a midscreen AA counter-hit.
2H > 22H , c.HXX > 214L/SBA Anywhere 2915/3355 All Easy Reliable AA on counter-hit, very shallow jump-ins can sometimes avoid the pull
2H > 22H , c.HX > 623H/[SBA]/SSBA Anywhere 3025/4465/5005 All Easy Let opponent fall to connect all hits of autocombo.
2H > 22H , (Dash under) , c.H > 214H , 2U Corner 3340 All Medium AA Corner/Sideswitch/Oki. Do this instead of 2U if you want to burn cooldowns/meter for damage (c.H > 236H > 623H/SBA/SBAA)
2H > 22H , (Dash under) , c.H > 214H , c.H > 236H , 623H/SBA/SBAA Corner 4370/4890/5690 All Medium AA Corner/Sideswitch/Hard Knockdown
CH 2H > 236[H] , microwalk , c.H > 214H > c.H > 623H/[SBA]/SSBA Corner 5440/6340/7090 All 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.

Combo Theory

Video Examples

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