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! Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| c.XXX > 214M~4M~4M || 1860 || Anywhere || +21% || all || {{clr|6|Very Easy}} || Basic midscreen combo. | | c.XXX > {{clr|3|214M~4M~4M}} || 1860 || Anywhere || +21% || all || {{clr|6|Very Easy}} || Basic midscreen combo. | ||
|- | |- | ||
| c.XXX > 66L || 1540 || Anywhere || +15% || all || {{clr|6|Very Easy}} || Basic midscreen combo that switches sides. | | c.XXX > {{clr|1|66L}} || 1540 || Anywhere || +15% || all || {{clr|6|Very Easy}} || Basic midscreen combo that switches sides. | ||
|- | |- | ||
| c.XXX > 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. | | 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. | ||
|- | |- | ||
| c.XXX > 66H || 1955 || Anywhere || +22% || all || {{clr|6|Very Easy}} || Allows a safejump with 5U~2U delay j.M. | | c.XXX > {{clr|4|66H}} || 1955 || Anywhere || +22% || all || {{clr|6|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 || | | 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. | ||
|- | |- | ||
| c.XXX > 66H > c.H(2)H > 214L~4L > c.H(2) > 214L~4L > c.M > 236H || || Corner || | | 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. | ||
|- | |- | ||
| c.XXX > 66H > c.H(2)H > 214L~4L > c.H(1)XX > 22L/M || || Corner || | | 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. | ||
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! Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| j.L | | {{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. | ||
| | |||
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|- | |- | ||
| {{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. | |||
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|} | |} | ||
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! Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 2H > 214L (whiff) ~4L > f.M > 66L || 2240 || Anywhere || +20% || all || {{clr|3|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}} || | ||
|- | |- | ||
| 2H > 214L (whiff) ~4L > c.MM > 214L~4L~4L || 2545 || Corner || +29% || all || {{clr|3|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}} || | ||
|- | |- | ||
| 2H > 214L (whiff) ~4L > c.H(2) > 66H > c.H(2) > 214L ~ 4L > 5LLL/c.MMM > 236H || 3820/3910 || Corner || +44%/47% || all || {{clr|7|Medium}} || Hits combo limit to set up 236H. The projectile will whiff on wakeup 4G/6G, so be wary of that. | | {{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. | ||
|- | |- | ||
| 2H > 66M > f.M > 214L~4L~4L || 3380 || Anywhere || +30% || all || {{clr|7|Medium}} || 66M is inconsistent due to its slow startup; there is a high chance the opponent will tech out if the height is wrong. | | {{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. | ||
|- | |- | ||
| 2H > 66M > c.H(2)H > 66L || 3725 || Anywhere || +28% || all || {{clr|7|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. | | {{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}}. | ||
|- | |- | ||
| 2H > 66M > c.H(2) > 66H > c.H(2) > 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. | | {{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. | ||
|- | |- | ||
| 2H > 214L (whiff) ~4L > c.H(1) > 66H > c.H(2) > 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. | | {{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. | ||
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|} | |} | ||
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! Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes | ! 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 || {{clr|7|Medium}} || Low height CH 2H hit | | 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 2H > 214L (whiff) > c.H(2) > 66L > c.H(2) > 66H > c.H(2) > 214M~4M~4M || 4638 || Anywhere || 46% || all || {{clr|7|Medium}} || Mid height CH 2H hit. Must delay 2nd c.H and 66H based on height. | | 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. | ||
|- | |- | ||
| CH 2H > 214L (whiff) > f.H > 66L || 2340 || Anywhere || 16% || all || {{clr|7|Medium}} || Far CH 2H hit | | 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 | ||
|- | |- | ||
| CH 2H > 5U~5U > c.H(2) > 66L > c.H(2) > 66H > c.H(2) > 214M~4M~4M || 4638 || Anywhere || 46% || all || {{clr|7|Medium}} || If 214X is on cooldown. Must delay 2nd c.H and 66H based on height. | | 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. | ||
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! Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| CH 22[H] > c.H(2) > 66L > 5LL > 214L~4L~4L || 4147 || Anywhere || +36% || all || {{clr|7|Medium}} || Universal combo for CH 22[H]. Unlike the combos below, is not dependent on how late 22[H] hits. | | 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. | ||
|- | |- | ||
| CH 22[L]/[M] > c.H(2) > 66L > c.H(2) > 214M~4M~4M || 4633 || Anywhere || | | 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 22[H] > c.H(2) > 66L > c.H(2) > 66H > c.H(2)/f.H > 236236H || 5935 || Anywhere || +37% -100% || all || {{clr|7|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. | | 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. | ||
|- | |- | ||
|} | |} |
Revision as of 06:01, 24 July 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
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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.
- [...] 66H > c.H(2)H > 214L~4L > c.H(2) > 214L~4L > c.H(2) [...]
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
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
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Damage/Combo •
Attack Attributes •
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Misc •