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| CH 2H > (dash)f.M > 214L~214L || Anywhere || 2610 || 24% || All || {{clr|3|Easy}} ||Basic, zero cooldown counter hit anti-air combo. Substitute f.H or c.H after the dash depending on range. | | CH 2H > (dash)f.M > 214L~214L || Anywhere || 2610 || 24% || All || {{clr|3|Easy}} ||Basic, zero cooldown counter hit anti-air combo. Substitute f.H or c.H after the dash depending on range. | ||
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| 2H > 5[U]~X > (dash) c.H/f.H > 214M~214M || Anywhere || 2990 || 22% || All || {{clr|7|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/f.H > 214M~214M || Anywhere || 2990 || 22% || All || {{clr|7|Medium}} || A harder but worthwhile basic anti-air combo. Sets up the foundation for some the other anti-air conversions. | ||
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| 2H > 5[U]~X > (dash) c.H > 214M > 2M/c.M > 236H > (dash) c.H > 623M || Midscreen to corner || 4950 || 45% || All || {{clr|7|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. | | CH 2H > 5[U]~X > (dash) c.H > 214M > 2M/c.M > 236H > (dash) c.H > 623M || Midscreen to corner || 4950 || 45% || All || {{clr|7|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. | ||
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| 2H > 5[U]~X > (dash) 2H > 236[H] > c.H > 214M > c.M > 623M || Corner || 5310 || 48% || All || {{clr|7|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 > 5[U]~X > (dash) 2H > 236[H] > c.H > 214M > c.M > 623M || Corner || 5310 || 48% || All || {{clr|7|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. | ||
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| CH 2H > c.H > 214H~214H > 2H xx 236[H] > (dash) c.H > 623M || Midscreen to Corner || 5340 || 49% || All || {{clr|3|Easy}} || Has the farthest corner carry for an anti-air combo. Do the rekka as fast as possible to avoid the combo dropping. | | CH 2H > c.H > 214H~214H > 2H xx 236[H] > (dash) c.H > 623M || Midscreen to Corner || 5340 || 49% || All || {{clr|3|Easy}} || Has the farthest corner carry for an anti-air combo. Do the rekka as fast as possible to avoid the combo dropping. | ||
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| c.H > 214H~214H > (dash) 2U~4G || Midscreen to Corner || 2850 || 20% || All || {{clr|3|Easy}} || Useful for saving cooldowns and providing a safejump. Can be extended by including f.H > 236H > (dash) 2U~4G for more damage. | | c.H > 214H~214H > (dash) 2U~4G || Midscreen to Corner || 2850 || 20% || All || {{clr|3|Easy}} || Useful for saving cooldowns and providing a safejump. Can be extended by including f.H > 236H > (dash) 2U~4G for more damage. | ||
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| c.XX > 236H > f.L/c.M/2M > 214H~214H > 2H > dl.623H > c.L > c.MM || Corner || 3980 || 48% || All || {{clr|4|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. | | c.XX > 236H > f.L/c.M/2M > 214H~214H > 2H > dl.623H > c.L > c.MM || Corner || 3980 || 48% || All || {{clr|4|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. 623H may not hit entirely properly on Percival, Narmaya, Belial or Anre. 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 | ||
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| CH 5U > f.M > 214L~214L || Anywhere || 2410 || 21% || All || {{clr|3|Easy}} || Basic counter-hit 5U confirm. Keep in mind rekka will miss if you hit 5U from farther | | CH 5U > f.M > 214L~214L || Anywhere || 2410 || 21% || All || {{clr|3|Easy}} || Basic counter-hit 5U confirm. Keep in mind rekka will miss if you hit 5U from a farther distance. | ||
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| CH 5U > c.H > 236H > f.H > 214M > c.M > 623M || Corner || 4850 || 45% || All || {{clr|7|Medium}} || Level 3 or level 4 non counter hits must use c.M/2M > 236H instead of c.H | | CH 5U > c.H > 236H > f.H > 214M > c.M > 623M || Corner || 4850 || 45% || All || {{clr|7|Medium}} || Level 3 or level 4 non counter hits must use c.M/2M > 236H instead of c.H | ||
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| 2L | | 2L > c.MMM > 236H > 2M > 214L~214L || Anywhere || 3005 || 35% || All || {{clr|3|Easy}} || Basic crouch confirm combo. 2U works as well instead of 2M. | ||
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| 2L | | 2L > c.MM > 236H > 2U > 623M || Anywhere || 3150 || 36% || All || {{clr|7|Medium}} || Optimal 1 cooldown midscreen crouch confirm combo. 2M > 623M is significantly less consistent and DP can even whiff entirely. | ||
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Revision as of 08:08, 27 October 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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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. |
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. |
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. 623H may not hit entirely properly on Percival, Narmaya, Belial or Anre. 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
Click [★] for character's full frame data
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