GBVS/Lancelot/Combos: Difference between revisions

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| CH 22[H] > c.H(2) > 66L > 5LL > 214L~4L~4L || 4147  || Anywhere || +36% || all || {{clr|7|Medium}} ||
| CH 22[H] > c.H(2) > 66L > 5LL > 214L~4L~4L || 4147  || Anywhere || +36% || all || {{clr|7|Medium}} ||
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| CH 22[L]/[M] > c.H(2) > 66L > c.H(2) > 214M~4M~4M || 4633 || Anywhere ||  || all || {{clr|7|Medium}} || Resourceless version of the below combo. Only works on crouchers.
| CH 22[L]/[M] > c.H(2) > 66L > c.H(2) > 214M~4M~4M || 4633 || Anywhere ||  || all || {{clr|7|Medium}} || Resourceless version of the below combo.  
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| CH 22[H] > c.H(2) > 66L > c.H(2) > 66H > c.H(2)/f.H > 236236H || 5935 || Anywhere || +37% -100% || all || {{clr|7|Medium}} || Last c.H before super in corner, f.H midscreen. Using 236236U instead does 6315 damage. Only works on crouchers.
| CH 22[H] > c.H(2) > 66L > c.H(2) > 66H > c.H(2)/f.H > 236236H || 5935 || Anywhere || +37% -100% || all || {{clr|7|Medium}} || Last c.H before super in corner, f.H midscreen. Using 236236U instead does 6315 damage.  
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Revision as of 07:16, 1 October 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
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

c.XXX Starter

Combo Damage Position SBA Gain Works on: Difficulty Notes
c.XXX > 214M~4M~4M 1860 Anywhere +21% all Very Easy Basic midscreen combo.
c.XXX > 66L 1540 Anywhere +15% all Very Easy Basic midscreen combo that switches sides.
c.XXX > 214H~4H~4H~4H~4H 1930 Anywhere +29% all Very Easy Allows safejump afterwards with superjump j.H, but puts 214X on a long cooldown.
c.XXX > 66H 1955 Anywhere +22% all Very Easy Allows a safejump with 5U~2U delay j.M.
c.XXX > 66H > c.H(2)H > 214L~4L > c.H(2) > 214L~4L~4L Corner all Medium Works with any autocombo as well as c.H. Gives a more advantageous rekka knockdown than usual because of the juggle height.
c.XXX > 66H > c.H(2)H > 214L~4L > c.H(2) > 214L~4L > c.M > 236H Corner all Medium Works with any autocombo as well as c.H. Sets up a jump-in mixup. Using 2L instead of c.M before 236H catches cross-overs.
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.

j.L/j.M/j.H Starter

Combo Damage Position SBA Gain Works on: Difficulty Notes
j.L > 5LXX > 214M~4M~4M 2005 Anywhere +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 Anywhere +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 Anywhere +29% all Easy All of Lancelot's jump-ins have too much pushback for 2L, 5L to link.

Anti Air 2H Starter

Combo Damage Position SBA Gain Works on: Difficulty Notes
2H > 214L (whiff) ~4L > f.M > 66L 2240 Anywhere +20% all Easy
2H > 214L (whiff) ~4L > c.MM > 214L~4L~4L 2545 Corner +29% all Easy
2H > 214L (whiff) ~4L > c.H(2) > 66H > c.H(2) > 214L ~ 4L > 5LLL/c.MMM > 236H 3820/3910 Corner +44%/47% all Medium Hits combo limit to set up 236H. The projectile will whiff on wakeup 4G/6G, so be wary of that.
2H > 66M > f.M > 214L~4L~4L 3380 Anywhere +30% all Medium 66M is inconsistent due to 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 3725 Anywhere +28% all Medium Same problems as the above combo. Buffering 214L and reacting to what kind of hit it was is more consistent but has lower reward than 66M.
2H > 66M > c.H(2) > 66H > c.H(2) > 214M ~4M ~4M 4839 Anywhere +42% all Medium Same problems as the above combo. However it's likely your strongest punish against certain DPs.
2H > 214L (whiff) ~4L > c.H(1) > 66H > c.H(2) > 214M~4M~4M 3560 Anywhere +39% all Medium Mid height 2H hit. The first c.H must be 1st hit only as the 2nd hit whiffs entirely.

Anti Air CH 2H Starter

Combo Damage Position SBA Gain Works on: Difficulty Notes
CH 2H > 214L (whiff) > c.H(2) > 66H > c.H(2) > 214M~4M~4M 3370 Anywhere 38% 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 Anywhere 46% all Medium Mid height CH 2H hit
CH 2H > 214L (whiff) > f.H > 66L 2340 Anywhere 16% all Medium Far CH 2H hit
CH 2H > 5U~5U > c.H(2) > 66L > c.H(2) > 66H > c.H(2) > 214M~4M~4M 4638 Anywhere 46% all Medium If 214X is on cooldown.

22[L/M/H] Starter

Combo Damage Position SBA Gain Works on: Difficulty Notes
CH 22[H] > c.H(2) > 66L > 5LL > 214L~4L~4L 4147 Anywhere +36% all Medium
CH 22[L]/[M] > c.H(2) > 66L > c.H(2) > 214M~4M~4M 4633 Anywhere 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 Anywhere +37% -100% all Medium Last c.H before super in corner, f.H midscreen. Using 236236U instead does 6315 damage.

Combo Theory

Important links

  • 2L, c.M/5L
  • 5L, c.M
  • 5L/2L, f.M/c.H (VS crouching only)
  • c.M, 5L (VS crouching only)
  • c.M, c.H (Counterhit only)

Midscreen

  • The staple ender for midscreen combos is 214L/M~4X~4X for decent damage and corner carry. 214H~4H~4H~4H~4H will give you a hard knockdown anywhere on screen but does not add very much damage in exchange for putting 214X on a long cooldown.
  • 66L can be used to sideswitch if you have your back towards the corner.
  • 66H midscreen gives a hard knockdown and allows for a large variety of setups using combinations of 236X, 5U~2U, and 22X.
  • Go for SBA if you have it and have a large life lead on the opponent, since you're likely to build enough meter for another if the round doesn't end quickly.

Corner

  • Lancelot's most important special for corner combos is 66H, as it launches on hit and the corner leaves Lancelot close enough to follow up with c.H(2).
    • Because of damage scaling it's best to use SBA or SSBA after the first c.H(2) for the most damage, but feel free to do a longer extension if it gives you the meter you need.
  • The standard corner combo route is a juggle loop using c.H(2) and 214L~4L that is long enough to for 66H to come back off cooldown should you successfully mix your opponent up afterwards.
    • [...] 66H > c.H(2)H > 214L~4L > c.H(2) > 214L~4L > c.H(2) [...]
      • c.M > 236H sets up a really good oki situation, forcing the opponent to tech into a fireball that will hold them in place. Manually timing a 2L instead of c.H afterwards catches Evade, demonstrated here.
      • 214M~4M~4M ender results in more damage, but a less advantageous oki situation afterwards.
      • 214H~4H~4H~4H~4H ender can be used for hard knockdown when 236H is on cooldown, e.g. after a 2nd corner combo rep having hit the opponent during 236H oki. This allows the usual safejump setups and time for 236H to finish cooling down.

Anti Air

Lancelot has flexible followups for anti air 2H, but getting optimal damage and knockdowns is extremely dependent on the height of the opponent when they were hit and can be inconsistent as a result. 2H > 214L (whiff) and 2H > 5U~5U are used to close the distance afterwards in order to hit the c.H juggle, and 66L/66H are used for additional damage.

Video Examples

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