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Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+GBVS U Prompt.png becomes 236U.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel 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 = Jump
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
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
BB = GBVS Beelzebub Icon.png Beelzebub
BL = GBVS Belial Icon.png Belial
CA = GBVS Cagliostro Icon.png Cagliostro
CL = GBVS Charlotta Icon.png Charlotta
DJ = GBVS Djeeta Icon.png Djeeta
EU = GBVS Eustace Icon.png Eustace
FR = GBVS Ferry Icon.png Ferry
FT = GBVS Ladiva Icon.png Ladiva
GR = GBVS Gran Icon.png Gran
KT = GBVS Katalina Icon.png Katalina
LN = GBVS Lancelot Icon.png Lancelot
LW = GBVS Lowain Icon.png Lowain
MT = GBVS Metera Icon.png Metera
NM = GBVS Narmaya Icon.png Narmaya
PC = GBVS Percival Icon.png Percival
SO = GBVS Soriz Icon.png Soriz
VS = GBVS Vaseraga Icon.png Vaseraga
ZT = GBVS Zeta Icon.png Zeta

Combo List

Combo Position Damage Meter Gain Works on: Difficulty Notes
c.XXX > 214M~214M Anywhere 2690 26% All Very Easy Basic BnB from a close normal.
Other Values:
c.LLL: 1890, 21%
c.MMM: 2190, 23%
2L > 2L > f.L > 214L~214L Anywhere 1910 18% All Easy Basic 2L confirm. f.L will whiff on crouchers; use route below for crouching confirms.
2L > c.MMM > 214M~214M Anywhere 2355 24% All Very Easy Close range 2L confirm into a close normal.
c.H > 214H~214H, 2H > 236[H], (dash) c.H > 623M Corner 5020 47% All Easy Depending on your combo starter, c.HH 623M does slightly more damage than just c.H
c.H > 214H~214H > c.H > 236H > f.H > 623H > 2U~4G Corner 4910-4950 49% All except FR & CL Easy 3 cooldown hard knockdown corner setup. Djeeta's go-to combo to cycle cooldowns. Does not work consistently on Percival, Zeta, Beelzebub, and Zooey. Ultimately, this depends on either height of the character being combo'd on or distance Djeeta is from the corner. Dangerous to use vs Charlotta and Ferry without modifying the combo as EX DP can whiff entirely for a severe punish. Anre and Cagliostro may need a small delay on the final DP to avoid dropping out early, denying any follow-up afterward.
2H > 5U Anywhere 1800 13% All Easy Basic non-counter hit anti air combo. 5U may whiff if opponent is too high. Damage assumes 5U is uncharged.
CH 2H > (dash)f.M > 214L~214L Anywhere 2610 24% All Easy Basic, zero cooldown counter hit anti-air combo. Substitute f.H or c.H after the dash depending on range.
CH 2H > 5[U]~X > (dash) c.H/f.H > 214M~214M Anywhere 2990 22% All Medium A harder but worthwhile basic anti-air combo. Sets up the foundation for some the other anti-air conversions.
CH 2H > 5[U]~X > (dash) c.H > 214M > 2M/c.M > 236H > (dash) c.H > 623M Midscreen to corner 4950 45% All Medium Resource friendly counter-hit anti-air combo that deals slightly less damage than burning two cooldowns. 2M/c.M usage is determined by height and/or distance. You can use f.H > 214M instead for long distance anti-air conversions. Or alternatively, swap the order of "214M > 2M/c.M" and "236H" for more damage if very close to the corner. Exclude the dash in this case.
CH 2H > 5[U]~X > (dash) 2H > 236[H] > c.H > 214M > c.M > 623M Corner 5310 48% All Medium Resource friendly counter-hit anti-air combo that deals nearly the same as the combo below. You can use c.H here as the anti-air if you're close enough.
CH 2H > c.H > 214H~214H > 2H xx 236[H] > (dash) c.H > 623M Midscreen to Corner 5340 49% All Easy Has the farthest corner carry for an anti-air combo. Do the rekka as fast as possible to avoid the combo dropping.
2L > 2L > 2M > 214L~214L Anywhere 2150 18% All Easy Crouch confirm. Required as the alternative of the regular basic triple light confirm. Can add an additional 2L if closer up.
c.H > 214H~214H > (dash) 2U~4G Midscreen to Corner 2850 20% All Easy Useful for saving cooldowns and providing a safejump. Can be extended by including f.H > 236H > (dash) 2U~4G for more damage.
c.XX > 236H > f.L/c.M/2M > 214H~214H > 2H > dl.623H > c.L > c.MM Corner 3980 48% All Hard The alternative resource looping combo that works on the entire cast. The button after 236H is based on distance and/or if crouching. The delay on 623H varies from a character by character basis. c.L > c.MM is the most consistent option. Occasionally c.MMM works. Very rarely 2U/c.H on Gran/Djeeta/Vas/Ferry/Ladiva/Narmaya/Yuel/Cag/Anre; typically as delayed as possible for the cancel on the 2H > 623H. 623H may not hit entirely properly on Percival, Narmaya, Belial or Anre depending on the delay. Alternatively can be performed when 236H is already on cooldown by sectioning off the beginning portion of the combo. Can lead into a safejab by running in immediately afterwards with some timing involved. Using c.H > 623M at the end instead is an easy alternative to 2H > dl.623H that deals relatively similar damage and allows to keep 623X cooldown at the cost of not looping
CH 5U > f.M > 214L~214L Anywhere 2410 21% All Easy Basic counter-hit 5U confirm. Keep in mind rekka will miss if you hit 5U from a farther distance.
CH 5U > c.H > 236H > f.H > 214M > c.M > 623M Corner 4850 45% All Medium Level 3 or level 4 non counter hits must use c.M/2M > 236H instead of c.H
2L > c.MMM > 236H > 2M > 214L~214L Anywhere 3005 35% All Easy Basic crouch confirm combo. 2U works as well instead of 2M.
2L > c.MM > 236H > 2U > 623M Anywhere 3150 36% All Medium Optimal 1 cooldown midscreen crouch confirm combo. 2M > 623M is significantly less consistent and DP can even whiff entirely.

Combo Theory

  • Part of Djeeta's nature in her combos is the ability to extend combos as long as possible to be able to loop cooldowns consistently if she lands the next hit immediately. Or if she's able to begin the combo when the opponent already in the air, save the important H rekka for use in her corner pressure and as an easy combo starter.
  • All combos that end in 214M > c.M/2M > 623M are better for looping cooldowns and in some cases, damage. But can also do 2U after 214M for a safe jump.
  • Combos that use the M rekka juggle into SBA/SSBA typically do more or nearly identical damage compared to using H rekka.
  • Ending combos with 2H > 5U will generally deal more damage than ending them with 2U at the cost of not granting safejumps

Video Examples

【GBVS(Granblue Fantasy: Versus)】Ver 2.40版 吉塔 ジータ Djeeta 基礎Combo與壓制