GBVS/Belial/Combos

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< GBVS‎ | Belial
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 Belial
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

Template

Combo Position Meter Gain Works on: Difficulty Notes
combo transcript where Net Gain who Very Easy
combo transcript where Net Gain who Easy
combo transcript where Net Gain who Medium
combo transcript where Net Gain who Hard
combo transcript where Net Gain who Very Hard

Combo List

Combo Position Damage Meter Gain Works on: Difficulty Notes
XXX > 236H-4M, c.L, c.M > 214L Anywhere 2770-3570 35-40% Anyone Easy Midscreen BnB. Delaying 236H-4M can cause c.M to become f.M
2M, 2L, 5L > 214L Anywhere 2260 19% Anyone Very Easy Low hit confirm
X > 236H-4H, f.H(1) > 214M Anywhere Crouching 2890-3690 31-36% Anyone Easy Midscreen crouch confirm
j.U, [4]j.M or [6]j.M, 5MXX > 214L Anywhere 3115 29% Anyone Easy Unique crossup starter combo. Movement can be controlled sideways after j.U hits. j.U doesn't combo on standing opponents.
X > 214H, c.H > 236H-4H, 2U-4G Corner 3940-4707 37-41% Anyone Easy Corner safejump combo
CH UOH, c.H > 236H-4H, f.H(1) > 214H Anywhere 4200 36% Anyone Easy Counter Hit Overhead confirm
CH 2M, 5H > 236H-4M, 2L, f.L > 214L Anywhere 3155-3855 36% Anyone Medium Low Counter Hit confirm. Longer ranged CH 2M gives a f.H followup instead of c.H
2H > 236M or 623L Anywhere 1300-2000 11-16% Anyone Very Easy Standard AA followup. 236M knocks the opponent back farther than 623L.
2H > 214M > c.H > 214H Anywhere 3570 29% Anyone Medium Inconsistent AA combo. Requires 214M to whiff its grab animation.
CH 2H > 236L-4H, 66 > f.H(1) > 236H-4M, f.H(1) > 214H Anywhere 3720 38% Anyone Medium Counter Hit AA combo, close spacing only. Video Example.
c.H > 214H, c.H > 236H-4H, c.H > SBA/SSBA Corner 6275-6616 -100% Anyone Medium Meter dump super combo.

Combo Theory

Video Examples

【GBVS(Granblue Fantasy: Versus)】Ver 2.40版 彼列 ベリアル belial 基礎Combo與壓制

Navigation

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