GBVS/Lancelot/Combos: Difference between revisions

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{{Notation-GBVS}}
{{Combo Notation
<br style="clear:both;">
| game=GBVS
=== Template ===
}}
 
==Combo List==
 
===c.XXX Starter===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
!  Combo !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes
|-
| c.XXX > {{clr|3|214M~4M~4M}} || 1860 || Anywhere || +21% || all || {{clr|6|Very Easy}} || Basic midscreen combo.
|-
| c.XXX > {{clr|1|66L}} || 1540 || Anywhere || +15% || all || {{clr|6|Very Easy}} || Basic midscreen combo that switches sides.
|-
| c.XXX > {{clr|4|214H~4H~4H~4H~4H}} || 1930 || Anywhere || +29% || all || {{clr|6|Very Easy}} || Allows safejump afterwards with superjump j.H, but puts 214X on a long cooldown.
|-
|-
| combo transcript || where || Net Gain || who || {{clr|6|Very Easy}} ||  
| c.XXX > {{clr|4|66H}} || 1955 || Anywhere || +22% || all || {{clr|6|Very Easy}} || Allows a safejump with 5U~2U delay j.M/j.H.
|-
|-
| combo transcript || where || Net Gain || who || {{clr|3|Easy}} ||  
| c.XXX > {{clr|4|66H}} > {{clr|4|c.H}}(2){{clr|4|H}} > {{clr|1|214L~4L}} > {{clr|4|c.H}}(2) > {{clr|1|214L~4L~4L}} || 3015-3665 || Corner || +46%-51% || all || {{clr|7|Medium}} || Works with any autocombo as well as c.H. Gives a more advantageous rekka knockdown than usual because of the juggle height.
|-
|-
| combo transcript || where || Net Gain || who || {{clr|7|Medium}} ||  
| c.XXX > {{clr|4|66H}} > {{clr|4|c.H}}(2){{clr|4|H}} > {{clr|1|214L~4L}} > {{clr|4|c.H}}(2) > {{clr|1|214L~4L}} > {{clr|3|c.M}} > {{clr|4|236H}} || 3030-3680  || Corner || +54%-59% || all || {{clr|7|Medium}} || Works with any autocombo as well as c.H. Sets up a jump-in mixup. Using 2L instead of c.M before 236H can catch cross-overs.
|-
|-
| combo transcript || where || Net Gain || who || {{clr|4|Hard}} ||  
| c.XXX > {{clr|4|66H}} > {{clr|4|c.H}}(2){{clr|4|H}} > {{clr|1|214L~4L}} > {{clr|4|c.H}}(1)XX > 22L/M || 2885-3535  || Corner || +42%-47% || all || {{clr|7|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.
|-
|-
| combo transcript || where || Net Gain || who || {{clr|8|Very Hard}} ||
|}
|}


==Combo List==
===j.L/j.M/j.H Starter===
* All buttons are done using in game notation of LMHU. XXX represents the use of autocombo (any L/M/H buttons three times).
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes
|-
| {{clr|1|j.L}}/{{clr|3|j.M}} > {{clr|1|2L}} > {{clr|1|5LXX}} > {{clr|3|214M~4M~4M}} || 2065 || Anywhere || +24% || all || {{clr|3|Easy}} || Linking '''2L > 5L''' from Lancelot's j.H is inconsistent midscreen. Keep in mind that you are not limited to the combos listed in this section at all. All of Lancelot's autocombo combos work from a jump-in.
|-
| {{clr|4|j.H}}(2) > {{clr|4|5HXX}} > {{clr|3|214M~4M~4M}} || 2405|| Anywhere || +29% || all || {{clr|3|Easy}} || It is possible to link c.M or even c.H from any of Lancelot's jump ins, provided he is late enough in his jump arc. However it is easiest with j.H due to its two hits.
|-
|}


===Anti Air 2H Starter===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
!  Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes
|-
|-
| 5XXX > 66L || 1540 || Any || +15% || all || {{clr|6|Very Easy}} ||
| {{clr|4|2H}} > {{clr|1|214L}} (whiff) ~{{clr|1|4L}} > {{clr|3|f.M}} > {{clr|1|66L}} || 2240 || Anywhere || +20% || all || {{clr|3|Easy}} ||
|-
|-
| 5XXX > 214M > 4M > 4M || 1860 || Any || +21% || all || {{clr|6|Very Easy}} ||
| {{clr|4|2H}} > {{clr|1|214L}} (whiff) ~{{clr|1|4L}} > {{clr|3|c.MM}} > {{clr|1|214L~4L~4L}} || 2545 || Corner || +29% || all || {{clr|3|Easy}} ||  
|-
|-
| 5XXX > 214H > 4H > 4H > 4H > 4H || 1930 || Any || +29% || all || {{clr|6|Very Easy}} || Allows safejump afterwards with superjump j.H
| {{clr|4|2H}} > {{clr|1|214L}} (whiff) ~{{clr|1|4L}} > {{clr|4|c.H}}(2) > {{clr|4|66H}} > {{clr|4|c.H}}(2) > {{clr|1|214L}} ~ {{clr|1|4L}} > {{clr|1|5LLL}}/{{clr|3|c.MMM}} > {{clr|4|236H}} || 3820/3910 || Corner || +44%/47% || all || {{clr|7|Medium}} || Hits combo limit to set up {{clr|4|236H}}. The projectile will whiff on wakeup 4G/6G, so be wary of that.
|-
|-
| 2L > 5LXX > 214M > 4M > 4M || 1955 || Any|| +22% || all || {{clr|3|Easy}} ||  
| {{clr|4|2H}} > {{clr|3|66M}} > {{clr|3|f.M}} > {{clr|1|214L~4L~4L}} || 3380 || Anywhere || +30% || all || {{clr|7|Medium}} || {{clr|3|66M}} is inconsistent due to its slow startup; there is a high chance the opponent will tech out if the height is wrong.
|-
|-
| j.L > 5LXX > 214M > 4M > 4M || 2005 || Any || +24% || all || {{clr|3|Easy}} ||  
| {{clr|4|2H}} > {{clr|3|66M}} > {{clr|4|c.H}}(2){{clr|4|H}} > {{clr|1|66L}} || 3725 || Anywhere || +28% || all || {{clr|7|Medium}} || Same problems as the above combo. Buffering {{clr|1|214L}} and reacting to what kind of hit it was is more consistent but has lower reward than {{clr|3|66M}}.
|-
|-
| j.M > 5LXX > 214M > 4M > 4M || 2155 || Any || +24% || all || {{clr|3|Easy}} ||  
| {{clr|4|2H}} > {{clr|3|66M}} > {{clr|4|c.H}}(2) > {{clr|4|66H}} > {{clr|4|c.H}}(2) > {{clr|3|214M ~4M ~4M}} || 4839 || Anywhere || +42% || all || {{clr|7|Medium}} || Same problems as the above combo. However it's likely your strongest punish against certain DPs.
|-
|-
| j.H(2) > 5LXX > 214M > 4M > 4M || 2405|| Any || +29% || all || {{clr|3|Easy}} ||  
| {{clr|4|2H}} > {{clr|1|214L}} (whiff) ~{{clr|1|4L}} > {{clr|4|c.H}}(1) > {{clr|4|66H}} > {{clr|4|c.H}}(2) > {{clr|3|214M~4M~4M}} || 3560 || Anywhere || +39% || all || {{clr|7|Medium}} || Mid height 2H hit. The first c.H ''must'' be 1st hit only as the 2nd hit whiffs entirely.
|-
|-
| 5LLL > 66H > c.H(2)H > 214L > 4L > 2M > 214L > 4L > 4L || 2935 || Corner || +44% || all || {{clr|7|Medium}} ||
|}
 
===Anti Air CH 2H Starter===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
| CH 22[H] > c.H(2) > 66L > 5LL > 214L > 4L > 4L || 4147 || Midscreen || +36% || all || {{clr|7|Medium}} ||
! Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes
|-
|-
| CH 22[L]/[M] > c.H(2) > 66H > c.H(2) > 236236H || 5740 || Midscreen || +30% -100% || all || {{clr|7|Medium}}||  
| CH {{clr|4|2H}} > {{clr|1|214L}} (whiff) > {{clr|4|c.H}}(2) > {{clr|4|66H}} > {{clr|4|c.H}}(2) > {{clr|3|214M~4M~4M}} || 3370 || Anywhere || 38% || all || {{clr|7|Medium}} || Low height CH {{clr|4|2H}} hit
|-
|-
| CH 22[H] > c.H(2) > 66L > c.H(2) > 66H > c.H(2)/f.H > 236236H || 5935 || Any || +37% -100% || all || {{clr|4|Hard}}|| First 5H should hit as high as possible. Last c.H before super in corner, f.H midscreen. Using 236236U instead does 6315 damage.
| CH {{clr|4|2H}} > {{clr|1|214L}} (whiff) > {{clr|4|c.H}}(2) > {{clr|1|66L}} > {{clr|4|c.H}}(2) > {{clr|4|66H}} > {{clr|4|c.H}}(2) > {{clr|3|214M~4M~4M}} || 4638 || Anywhere || 46% || all || {{clr|7|Medium}} || Mid height CH {{clr|4|2H}} hit. Must delay 2nd {{clr|4|c.H}} and {{clr|4|66H}} based on height.
|-
|-
| 2H > 214L > 4L > c.MM > 66L || || Anti-air || Net Gain || all || {{clr|3|Easy}} ||
| CH {{clr|4|2H}} > {{clr|1|214L}} (whiff) > {{clr|4|f.H}} > {{clr|1|66L}} || 2340 || Anywhere || 16% || all || {{clr|7|Medium}} || Far CH {{clr|4|2H}} hit
|-
|-
| 2H > 214L > 4L > c.MM > 214L > 4L > 4L || || Anti-air || Net Gain || all || {{clr|7|Medium}} ||  
| CH {{clr|4|2H}} > {{clr|2|5U~5U}} > {{clr|4|c.H}}(2) > {{clr|1|66L}} > {{clr|4|c.H}}(2) > {{clr|4|66H}} > {{clr|4|c.H}}(2) > {{clr|3|214M~4M~4M}} || 4638 || Anywhere || 46% || all || {{clr|7|Medium}} || If 214X is on cooldown. Must delay 2nd {{clr|4|c.H}} and {{clr|4|66H}} based on height.
|-
|-
| 2H > 66M > c.H(2) > 214L > 4L > 4L || || Anti-air || Net Gain || all || {{clr|7|Medium}} ||
|}
 
===22[L/M/H] Starter===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
| 2H > 66M > c.H(2)H > 66L || || Anti-air || Net Gain || all || {{clr|7|Medium}} ||
!  Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes
|-
|-
| 2H > 214L (whiff) > 4L > f.M > 66H > c.H(2) > 214M > 4M > 4M || 3560 || Anti-air || Net Gain || all || {{clr|7|Medium}} || Mid height 2H hit
| CH {{clr|4|22[H]}} > {{clr|4|c.H}}(2) > {{clr|1|66L}} > {{clr|1|5LL}} > {{clr|1|214L~4L~4L}} || 4147  || Anywhere || +36% || all || {{clr|7|Medium}} || Universal combo for CH {{clr|4|22[H]}}. Unlike the combos below, is not dependent on how late {{clr|4|22[H]}} hits.
|-
|-
| 2H > 214L (whiff) > 4L > f.H > 66H > c.H(2) > 214M > 4M > 4M || 3800 || Anti-air || Net Gain || all || {{clr|7|Medium}} || High height 2H hit
| CH 22[{{clr|1|L}}]/[{{clr|3|M}}] > {{clr|4|c.H}}(2) > {{clr|1|66L}} > {{clr|4|c.H}}(2) > {{clr|3|214M~4M~4M}} || 4633 || Anywhere || +39% || all || {{clr|7|Medium}} || Resourceless version of the below combo. 
|-
|-
| CH 2H > 214L > 4L > f.M > 66H > c.H(2) > 214M > 4M > 4M || 3370 || Anti-air || Net Gain || all || {{clr|7|Medium}} || Low height CH 2H hit
| CH {{clr|4|22[H]}} > {{clr|4|c.H(2)}} > {{clr|1|66L}} > {{clr|4|c.H}}(2) > {{clr|4|66H}} > {{clr|4|c.H}}(2)/{{clr|4|f.H}} > {{clr|4|236236H}} || 5935 || Anywhere || +37% -100% || all || {{clr|7|Medium}} || Only works on certain moves with hurtboxes low to the ground. Last {{clr|4|c.H}} before super in corner, {{clr|4|f.H}} midscreen. Using {{clr|2|236236U}} instead does 6315 damage.
|-
|-
| CH 2H > 214L (whiff) > c.H(2) > 66L > c.H(2) > 66H > c.H(2) > 214M > 4M > 4M || 4638 || Anti-air || Net Gain || all || {{clr|7|Medium}} || Mid height CH 2H hit
|}
|}


==Combo Theory==
==Combo Theory==
===Important links===
===Important links===
* 2L, c.M/5L
*'''2L, c.M/5L/2M'''


* 5L, c.M
*'''5L, c.M/5L/2M'''


* c.M, 5L (VS crouching only)
*'''5L/2L, f.M/c.H''' (VS crouching or counterhit)


* c.M, c.H (Counterhit only)
*'''c.M, 5L''' (VS crouching only)


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


===Midscreen===
===Midscreen===
Not Lancelot's strong suit unfortunately, but his rekkas allow for some decent pushback into the corner. His 22L 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.
* 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.
* 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.
* '''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===
===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.
* 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 scaling it's best to use your SA or SSA 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.
** 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.


* 66H > c.H(2)H xx 214L4L > 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.
* 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) [...]'''
* 66H > c.H(2)H xx 214L4L > 2U for a hard knockdown.
*** '''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 [https://twitter.com/MonarchFGC/status/1233136072726654981?s=20 here].
 
*** '''214M~4M~4M''' ender results in more damage, but a less advantageous oki situation afterwards.
* 66H > c.H(2)H xx 214L4L > c.H(2) xx 214M4M4M for best damage without putting other specials on cooldown, but doesn't give the best 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.
 
* 66H > c.H(2)H xx 214L4L > c.H(2)HH xx 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 xx 214L4L > c.H(2)H xx 214LL > 2L xx 236H. Manually timing a 2L > 22L afterwards will cover many wakeup options, demonstrated [https://twitter.com/MonarchFGC/status/1233136072726654981?s=20 here].


===Anti Air===
===Anti Air===
Lancelot has a pretty good 2H and flexible followups, but getting optimal damage is very height-dependent. 2H xx 214L (whiff) and 2H xx U~U are great ways to close the distance afterwards in order to hit c.H, and 66L/66H are great for extending his combos.
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.
 
* CH 2H xx U~U c.H(2) xx 66L > c.H(2) xx 66H > f.H xx SA
 
* CH 2H xx 214L c.H(2) xx 66H > f.H xx 214L4L4L
 
* CH 2H xx 214L c.H(2) xx 66A > c.H xx 66H > 2U, hard knockdown, good damage, can do f.H super to squeeze out more damage.


==Video Examples==
==Video Examples==
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{{#lst:GBVS/Lancelot/Data|Links}}
{{#lst:GBVS/Lancelot/Data|Links}}
{{Navbar-GBVS}}
{{Navbar-GBVS}}
[[Category:Granblue Fantasy Versus]]
[[Category:Lancelot]]

Revision as of 06:01, 24 July 2021

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/j.H.
c.XXX > 66H > c.H(2)H > 214L~4L > c.H(2) > 214L~4L~4L 3015-3665 Corner +46%-51% 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 3030-3680 Corner +54%-59% 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 can catch cross-overs.
c.XXX > 66H > c.H(2)H > 214L~4L > c.H(1)XX > 22L/M 2885-3535 Corner +42%-47% 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/j.M > 2L > 5LXX > 214M~4M~4M 2065 Anywhere +24% all Easy Linking 2L > 5L from Lancelot's j.H is inconsistent midscreen. Keep in mind that you are not limited to the combos listed in this section at all. All of Lancelot's autocombo combos work from a jump-in.
j.H(2) > 5HXX > 214M~4M~4M 2405 Anywhere +29% all Easy It is possible to link c.M or even c.H from any of Lancelot's jump ins, provided he is late enough in his jump arc. However it is easiest with j.H due to its two hits.

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. Must delay 2nd c.H and 66H based on height.
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. Must delay 2nd c.H and 66H based on height.

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 Universal combo for CH 22[H]. Unlike the combos below, is not dependent on how late 22[H] hits.
CH 22[L]/[M] > c.H(2) > 66L > c.H(2) > 214M~4M~4M 4633 Anywhere +39% 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 Only works on certain moves with hurtboxes low to the ground. Last c.H before super in corner, f.H midscreen. Using 236236U instead does 6315 damage.

Combo Theory

Important links

  • 2L, c.M/5L/2M
  • 5L, c.M/5L/2M
  • 5L/2L, f.M/c.H (VS crouching or counterhit)
  • 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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