GBVS/Cagliostro/Combos

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 Cagliostro
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 Meter Gain Works on: Difficulty Notes
2L, 2L, 5L > 214L/H Anywhere 12% All Easy Basic light confirm.
2L, 5MMM > 214X Anywhere 18% All Easy Low link into a medium. 214M is more damage/corner carry, but only combos on crouching hit.
Far 5H > 214L/H Anywhere 12% All Easy Far 5H's three hits make this an easy hitconfirm.
2L, 5MMM > 6U, 2L > 214L Crouching Hit, Midscreen 24-25% Non-Charlotta? Medium Somewhat gimmicky combo extension. Requires level 3 rock. Works on everyone in the corner.
2L, 5MMM > 6U, Far 5H (1 Hit) > 214L Midscreen 31% All Medium Requires level 5 rock.
(Starter) > 214H, 2U > 236M Corner N/A All Easy Basic corner ender for high/low oki. Switch 236M to SBA or SSBA if you want damage.
(Starter) > 214H, 5M > 22H, 2U > 236M Corner N/A All Medium Higher damage corner oki setup if you have the cooldown available.
2H > 214M Antiair 13% All Hard Basic antiair, works with or without CH. Doesn't hit the peak of 2H's hitbox.
2H > 236M, forward jump, j.H just before landing, 2H > 214M Antiair Counter Hit 25% All Hard Max damage antiair CH combo.
2H > 236M, [forward jump > instant j.236M, land]x5, 623M Antiair Counter Hit 42% All Hard Less damage than the previous antiair, but huge meter gain. Use the M+Ability shortcut to get the TK traps reliably.

Combo Theory

Video Examples

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