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{{InvisibleHeader}}{{NavTabs|game=GBVS|chara=Lancelot|discord=https://discord.gg/54az4bR}} | {{InvisibleHeader}}{{NavTabs|game=GBVS|chara=Lancelot|discord=https://discord.gg/54az4bR|active=combos}} | ||
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Revision as of 04:06, 20 June 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Template
Combo | Position | SBA 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
- All buttons are done using in game notation of LMHU. XXX represents the use of autocombo (any L/M/H buttons three times).
Combo | Damage | Position | SBA Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.XXX > 214M~4M~4M | 1860 | Any | +21% | all | Very Easy | This is your go-to bread and butter combo. |
c.XXX > 66L | 1540 | Any | +15% | all | Very Easy | Basic midscreen combo, switches sides. |
c.XXX > 214H~4H~4H~4H~4H | 1930 | Any | +29% | all | Very Easy | Allows safejump afterwards with superjump j.H, but puts 214X on cooldown. |
c.XXX > 66H | 1955 | Any | +22% | all | Easy | Allows a safejump with a whiffed 2L. A better setup is 5U~2U and a late j.M. |
2L, 5LXX > 214M~4M~4M | 1955 | Any | +22% | all | Easy | Standard low conversion. After a crossup, you are close enough to use c.M instead of 5L. |
j.L > 5LXX > 214M~4M~4M | 2005 | Any | +24% | all | Easy | All of Lancelot's jump-ins have too much pushback for 2L, 5L to link. |
j.M > 5LXX > 214M~4M~4M | 2155 | Any | +24% | all | Easy | All of Lancelot's jump-ins have too much pushback for 2L, 5L to link. |
j.H(2) > 5LXX > 214M~4M~4M | 2405 | Any | +29% | all | Easy | All of Lancelot's jump-ins have too much pushback for 2L, 5L to link. |
c.XXX > 66H > c.H(2)H > 214L~4L > c.H > 214L~4L~4L | Corner | all | Medium | Works with any autocombo as well as c.H. Gives a better rekka knockdown than usual because of the juggle height. | ||
c.XXX > 66H > c.H(2)H > 214L~4L > c.H > 214L~4L > c.M > 236H | Corner | all | Medium | Works with any autocombo as well as c.H. Sets up a jump-in mixup. | ||
c.XXX > 66H > c.H(2)H > 214L~4L > c.H(1)XX > 22L/M | Corner | all | Medium | Works with any autocombo as well as c.H. Sets up a safejump with j.L. Works against all DPs/L normals but will lose to frame 1 parries. | ||
CH 22[H] > c.H(2) > 66L > 5LL > 214L~4L~4L | 4147 | Midscreen | +36% | all | Medium | |
CH 22[L]/[M] > c.H(2) > 66L > c.H(2) > 214M~4M~4M | 4633 | Midscreen | +?% -100% | all | Medium | Resourceless version of the below combo. |
CH 22[H] > c.H(2) > 66L > c.H(2) > 66H > c.H(2)/f.H > 236236H | 5935 | Any | +37% -100% | all | Medium | First 5H should hit as high as possible. Last c.H before super in corner, f.H midscreen. Using 236236U instead does 6315 damage. |
2H > 214L (whiff) ~4L > f.M > 66L | 2240 | Anti-air | +20% | all | Easy | |
2H > 214L (whiff) ~4L > c.MM > 214L~4L~4L | Anti-air, corner | Net Gain | all | Easy | ||
2H > 66M > f.M > 214L~4L~4L | 3380 | Anti-air | +30 | all | Medium | 66M is inconsistent because of its slow startup; there is a high chance the opponent will tech out if the height is wrong. |
2H > 66M > c.H(2)H > 66L | Anti-air | Net Gain | all | Medium | Same problems as the above combo. You're better off buffering 214L and reacting to what kind of hit it was, but that has lower reward than 66M. | |
2H > 214L (whiff) ~4L > c.H(1) > 66H > c.H(2) > 214M~4M~4M | 3560 | Anti-air | +39% | all | Medium | Mid height 2H hit. The first c.H must be 1st hit only as the 2nd hit whiffs entirely. |
2H > 214L (whiff) ~4L > f.H > 66H > c.H(2) > 214M~4M~4M | 3800 | Anti-air | Net Gain | all | Medium | High height 2H hit |
CH 2H > 214L~4L > f.M > 66H > c.H(2) > 214M~4M~4M | 3370 | Anti-air | Net Gain | all | Medium | Low height CH 2H hit |
CH 2H > 214L (whiff) > c.H(2) > 66L > c.H(2) > 66H > c.H(2) > 214M~4M~4M | 4638 | Anti-air | Net Gain | all | Medium | Mid height CH 2H hit |
Combo Theory
Important links
- 2L, c.M/5L
- 5L, c.M
- c.M, 5L (VS crouching only)
- c.M, c.H (Counterhit only)
- 5L/2L, f.M/c.H (VS crouching only)
Midscreen
Not Lancelot's strong suit unfortunately, but his rekkas allow for some decent pushback into the corner. His 66L can be used to sideswitch if you have your back towards the corner.
- For midscreen combos you basically just want to combo into either light or medium rekkas because of the easy confirm, corner carry and OK damage.
- If you really want that hard knockdown you can go for heavy rekkas, but it does not add very much damage considering it puts rekkas on a long cooldown.
- Go for super if you have it and have a large life lead on the opponent, you're likely to build it again if the round doesn't end quickly.
Corner
- Lancelot's most important special for corner combos is 66H as it's the only move he has that allows a pickup afterwards from grounded. c.H(2) is the preferred option afterwards because of damage and potential followups.
- Because of scaling it's best to use your SBA or SSBA after the first c.H(2) for most damage, but feel free to do a longer extension if it gives you the meter you need.
- 66H > c.H(2)H > 214L~4L > c.H(2) is a good way to extend the combo, but if you're gonna do a super you want to do it after the first c.H because of scaling.
- 66H > c.H(2)H > 214L~4L > 2U for a hard knockdown.
- 66H > c.H(2)H > 214L~4L > c.H(2) > 214M~4M~4M for best damage without putting other specials on cooldown, but doesn't give the best situation afterwards.
- 66H > c.H(2)H > 214L~4L > c.H(2)HH > 236H sets up a really good oki situation, forcing them to tech into a fireball that will hold them in place.
- 66H > c.H(2)H > 214L~4L > c.H(2)H > 214L~4L > c.M > 236H Manually timing a 2L > 22L afterwards will cover many wakeup options, demonstrated here.
Anti Air
Lancelot has a pretty good 2H and flexible followups, but getting optimal damage is extremely dependent on the height of the opponent when they were hit. 2H > 214L (whiff) and 2H > 5U~5U are great ways to close the distance afterwards in order to hit the c.H juggle, and 66L/66H are great for extending his combos.
- CH 2H > 5U~5U > c.H(2) > 66L > c.H > 66H > c.H/f.H > 236236H/236236U
- CH 2H > 214L (whiff) > c.H > 66H > f.H > 214L~4L~4L
- CH 2H > 214L (whiff) > c.H > 66L > c.H > 66H (can be followed up with 2U, c.H/f.H > 236236H/236236U, or go for a setup with 5U~2U)
Video Examples
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •