GBVS/Ladiva/Combos

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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

  • There are many routes listed where you can use a super earlier to maximize damage. The full routes are listed to prioritize meter gain.

c.L

Combo Damage Meter Notes
c.5LXX > 236L 1820 15% meter
c.5L > c.5MXX > 236L 2300 28% meter
c.5L > 2L > 5L > 2U 1750 10% meter
c.5L > c.5MXX > 236H6H > 2L > c.5L > 2U 2810 30% meter
c.5L > c.5MXX > 236H6H > c.5L > c.5MXX > 236236H / 720U 3715 / 4340 34% meter
If Opponent Standing
c.5LXX > 214L 1960 17% meter
c.5L > c.5MXX > 214H 2600 20% meter
Round Start Position
c.5L > c.5MXX > 214H > 2M > 236H > 5MXX > 623B 3680 46% meter
If Opponent Crouching
c.5L > 2L > 5L > 5M > 236H6H > 2L > 5L > 2U 2720 27% meter
c.5L > c.5L > 5M > 236H6H > c.5L > c.5L > 2U 2760 25% meter
c.5L > c.5L > 5M > 236H6H > c.5L > c.5MXX > 236236H 3685 30% meter
If Opponent Airborne
c.5LX > 623L 1760 13% meter
c.5LX > 214H > c.5MX > 623M 3730 30% meter
c.5LX > 214H > c.5MX > 623H 3980 30% meter more stable midscreen than 623B
c.5LX > 214H > 2M > 236236H 4590 16% meter
c.5LX > 214H > 2M > 236H > 2M > 236236H 4540 26% meter
If Opponent In Corner
c.5L > c.5M > 214H > c.5MX > 623M 4030 30% meter

c.5M

Combo Damage Meter Notes
c.5MXX > 236L 2120 18% meter
c.5MXX > 236H6H > 2L > c.5L > 2U 2820 30% meter
c.5MXX > 236H6H > c.5L > c.5MXX > 236236H / 720U 3745 / 4370 35% meter
CH c.5M > 2M > 236H6H > 2L > 5L > 2U 3090 27% meter
If Opponent Standing
c.5MXX > 214L 2260 14% meter
c.5MXX > 214H > 2M > 236236H 4640 28% meter
If Opponent Airborne
c.5M > 214H > c.5MX > 623M/H 4240 / 4540 30% meter 623H is more consistent and provides more time for 214X to recover
If Opponent In Corner
c.5MX > 214H > c.5MX > 623B 4030 32% meter
c.5M > 214H > 720U 6077 12% meter


c.5H

Combo Damage Meter Notes
c.5HXX > 214L/H 2760 / 2970 22% meter Opponent must be standing
c.5HXX > 236H6H > 2L > 5L > 2U 3320 32% meter
c.5HXX > 236H6H > c.5L > c.5MXX > 236236H / 720U 4245 / 4779 37% meter
CH c.5H > 236B > 5MXX > 236H6H > 2L > 5L > 2U 4285 42% meter
CH c.5H > 236B > 720U 6264 Uses 100% meter Requires you to have access to your SSBA

f.5L

Combo Damage Meter Notes
f.5L > 2U 1300 7% meter
f.5L > 236S 3900 3% meter
CH f.5L > f.5M > 214L 2060 14% meter
If Opponent Crouching
f.5L > f.5M 1100 7% meter
f.5L > 2M > 236236H 3900 7% meter
f.5L > f.5M > 236H6H > 2L > 5L > 2U 2790 25% meter
f.5L > f.5M > 236H6H > c.5L > c.5MXX > 236236H / 720U 3735 / 4360 30% meter
If Opponent In Corner
CH f.5L > f.5M > 214H > c.5M > 236H6H > c.5MXX > 623H 4157 47% meter

f.5M

Combo Damage Meter Notes
f.5M > 214L 1900 13% meter
f.5M > 214H > 2M > 236236H 5210 16% meter Opponent must be standing
f.5M > 236H6H > 2L > 5L > 2U 2730 24% meter
f.5M > 236H6H > c.5L > c.5MXX > 236236H / 720U 3870 / 4320 29% meter
CH f.5M > 236L 1700 12% meter


f.5H

Combo Damage Meter Notes
f.5H > 214L/H 2300 / 2600 13% meter Opponent must be standing
f.5H > 236L 2100 11% meter
f.5H > 214H > 2M > 236236H 5610 16% meter Opponent must be standing
f.5H > 236H6H > 2L > 5L > 2U 3130 25% meter
f.5H > 236H6H > c.5L > c.5MXX > 236236H / 720U 4270 / 4654 30% meter
If Opponent In Corner
f.5H > 214H > c.5MXX > 623B 4655 34% meter 623H provides more time for 214X to recover and deals more damage if you need it
CH 5H > 5H > 214H > 720U 6912 19% meter


2L

Combo Damage Meter Notes
2L > 5L > 2U 1520 9% meter
2L > c.5LXX > 236L 2300 17% meter
2L > c.5L > 5L > 2U 1750 10% meter
2L > c.5LXX > 236H6H > 2L > c.5L > 2U 2510 28% meter
2L > c.5LXX > 236H6H > c.5L > c.5MXX > 236236H / 720U 3415 / 4040 33% meter
If Opponent Standing
2L > c.5LXX > 214L 2120 18% meter
2L > c.5LXX > 214H 2300 18% meter
If Opponent Couching
2L > 2L > 5L > 5M > 236H6H > 2L > 5L > 2U 2720 27% meter
2L > c.5L > 5L > 5M > 236H6H > c.5L > c.5MXX > 236236H / 720U 3625 / 4040 31% meter
Round Start Position
2L > c.5LXX > 214H > 5M > 236H > 5LXX > 623H 3430 44% meter


2M

Combo Damage Meter Notes
2M > 214L 1900 13% meter Opponent must be standing
2M > 214H > 2M > 236236H 5210 16% meter Opponent must be standing
2M > 236H6H > 2L > 5L > 2U 2730 24% meter
2M > 236H6H > c.5L > c.5MXX > 236236H / 720U 3870 / 4320 29% meter
CH 2M > 236L 1700 10% meter
CH 2M > 5L > 2U 1820 13% meter

2H

Combo Damage Meter Notes
2H > 214L 2200 15% meter Opponent must be standing
2H > 236L 2000 14% meter
2H > 214H > 2M > 236236H 5510 18% meter Opponent must be standing
2M > 236H6H > c.5L > c.5MXX > 236236H / 720U 4170 / 4571 31% meter
If Opponent Airborne
2H(1) > 214H > c.5HX > 623H 4740 31% meter You can get both hits of 2H however it's more height specific
2H > 236H > 5M > 214H > 5MX > 623H 4700 41% meter
CH 2H(1) > 214M > 2H > 236M 3640 25% meter
CH 2H > 214M > 5MX > 236H > 5M > 214H > 623H 5272 46% meter
CH 2H(1) > 214M > c.5M> 214H > c.5MXX > 623H 5170 38% meter
CH 2H(1) > 214M > c.5H > 214H > c.5MXX > 623H 5549 40% meter Back to corner AA route

236L

Combo Damage Meter Notes
CH 236L > c.5MXX > 236H6H > 2L > 5L > 2U 3410 36% meter
CH 236L > c.5MXX > 236H6H > c.5L > c.5MXX > 236236H / 720U 4315 / 4837 39% meter


236M

Combo Damage Meter Notes
236M > c.5MXX > 236H6H > c.5L > 5L > 2U 3610 38% meter
236M > c.5MXX > 236H6H > c.5L > c.5MXX > 236236H / 720U 4515 / 5010 41% meter
CH 236M > c.5HXX > 236H6H > c.5L > 5L > 2U 4101 40% meter
CH 236M > c.5HXX > 236H6H > c.5L > c.5MXX > 236236H / 720U 4964 / 5488 43% meter


214L

Combo Damage Meter Notes
CH 214L > 5M > 214H > c.5MX > 623H 5042 37% meter


214M

Combo Damage Meter Notes
GC 214M > c.5L > c.5MXX > 236H6H > 2L > c.5L > 2U 2810 35% meter
GC 214M > c.5L > c.5MXX > 236H6H > c.5L > c.5MXX > 236236H / 720U 3715 / 4340 39% meter
CH 214M > 5M > 214H > c.5MX > 623H 5317 37% meter 623M also works here but 623H is more consistent and provides more time for 214X to recover
214M > 720U 6086 Uses 100% meter Requires you to have access to your SSBA

Combo Theory

Ladiva/Fastiva has great options to go into a hard knockdown. 2U, 214H, and any command throw provide her with either a safe jump or a reversal safe c5L meaty. You generally want to end any of your routes with any of these options or go for a SPD/214H reset if you're feeling confident. Before you decide your ender, you need to recognize if the opponent is standing or crouching when you get your opening. Against standing opponents, 214H is very good as it provides a lot of corner carry and a juggle provided your spacing. 214H midscreen will generally either end with a 2/5M>236236H or a safe jump. Towards the corner or from a airborne hit you can easily combo into c5M and end with a 623M/H. If the opponent is crouching, you will not be able to use 214X and you'll either want to do a jab confirm sweep, 236L for a plus restand, or go into 236H6H and sweep from there. Sweep is a strong option as it leads to a reversal safe c5L if done correctly and can be used to control reversal happy opponents. 236L is +3 on hit so ending with this will create free frame traps and this plus state can promote them to block. If the opponent respects this option you can 360M or delayed 360L. 236H6H is an extension for more damage and also has a SPD point from 2L. Use this a lot to get extra damage in from your confirms and use either sweep or SPD reset to get your hard knockdown. If they try to backdash or get hit airborne, you will want to 214H almost always. You're guaranteed a juggle from it into a 623M/H ender. Her 720U can be awkward to use midscreen from most confirms outside of auto-combos so make sure you're considering that when you want to cash out for the W.

Video Examples

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