GBVS/Lancelot/Combos: Difference between revisions

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==Combo List==
==Beginner Combos==
{{BeginnerComboDef}}
==={{User:Fyren/TemplateTest|General Rekka Confirm}}===
{{TheoryBox
| Title      = General Rekka Confirm
| Oneliner  = Pressure and a knockdown.
| Difficulty = {{clr|1|Very Easy}}
| Anchor    = Beginner1
| Video      =
| Size      =
| Recipe    = c.XXX > 214M~4M~4M
| content    = This is where your gameplan starts. This combo can be ended with {{clr|1|66L}} for a sideswap or if '''214X''' is on cooldown.
}}


===c.XXX Starter===
==={{User:Fyren/TemplateTest|Far Rekka Confirms}}===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{{TheoryBox
|-
| Title      = Far Rekka Confirms
!  Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes
| Oneliner  = Pressure from a (short) distance.
|-
| Difficulty = {{clr|2|Easy}}
| c.XXX > {{clr|2|214M~4M~4M}} || 1860 || Anywhere || +21% || all || {{clr|6|Very Easy}} || Basic midscreen combo.
| Anchor    = Beginner2
|-
| Video      =
| c.XXX > {{clr|1|66L}} || 1540 || Anywhere || +15% || all || {{clr|6|Very Easy}} || Basic midscreen combo that switches sides.
| Size      =
|-
| Recipe    = f.M/2M > 214L~4L~4L <br> f.H > 214M~4M~4M
| c.XXX > {{clr|3|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.
| content    = Cancelling normals into rekkas makes them safe on block and allows Lancelot to hitconfirm the rest of the rekka or attempt a pressure reset. At long distances, rekkas can be barely minus or even 0 on block. Should they counterhit, usually they will have enough frame advantage to link into {{clr|2|f.M}} or {{clr|2|2M}}. Cancelling into {{clr|2|214M}} will naturally frame trap from {{clr|2|M}} normals but will not combo unless the {{clr|2|M}} normal itself was a counterhit.
|-
}}
| c.XXX > {{clr|3|66H}} || 1955 || Anywhere || +22% || all || {{clr|6|Very Easy}} || Allows a safejump with 5U~2U delay j.M/j.H.
|-
| c.XXX > {{clr|3|66H}} > {{clr|3|c.H}}(2){{clr|3|H}} > {{clr|1|214L~4L}} > {{clr|3|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 > {{clr|3|66H}} > {{clr|3|c.H}}(2){{clr|3|H}} > {{clr|1|214L~4L}} > {{clr|3|c.H}}(2) > {{clr|1|214L~4L}} > {{clr|2|c.M}} > {{clr|3|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 > {{clr|3|66H}} > {{clr|3|c.H}}(2){{clr|3|H}} > {{clr|1|214L~4L}} > {{clr|3|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.
|-
|}


===j.L/j.M/j.H Starter===
==={{User:Fyren/TemplateTest|Okizeme Ender}}===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{{TheoryBox
|-
| Title      = Okizeme Ender
!  Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes
| Oneliner  = Pressure and a good knockdown.
|-
| Difficulty = {{clr|1|Very Easy}}
| {{clr|1|j.L}}/{{clr|2|j.M}} > {{clr|1|2L}} > {{clr|1|5LXX}} > {{clr|2|214M~4M~4M}} || 2065 || Anywhere || +24% || all || {{clr|2|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.
| Anchor    = Beginner4
|-
| Video      =
| {{clr|3|j.H}}(2) > {{clr|3|5HXX}} > {{clr|2|214M~4M~4M}} || 2405|| Anywhere || +29% || all || {{clr|2|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.
| Size      =
|-
| Recipe    = c.XXX > 66H/214H~4H~4H~4H~4H
|}
| content    = Spending a cooldown midscreen gives Lancelot easy pressure. {{clr|3|214H}} leads to more corner carry and meter build but also loses access to Lancelot's main pressure reset and safe knockdown tool, so use {{clr|3|66H}} whenever possible. Off either ender, Lancelot can spend another cooldown on {{clr|3|236H}} or safejump with 5U~2U.
}}


===Anti Air 2H Starter===
==={{User:Fyren/TemplateTest|Important Links}}===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{{TheoryBox
|-
| Title      = Important Links
!  Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes
| Oneliner  = Get used to these.
|-
| Difficulty = {{clr|2|Easy}}
| {{clr|3|2H}} > {{clr|1|214L}} (whiff) ~{{clr|1|4L}} > {{clr|2|f.M}} > {{clr|1|66L}} || 2240 || Anywhere || +20% || all || {{clr|2|Easy}} ||
| Anchor    = Beginner3
|-
| Video      =
| {{clr|3|2H}} > {{clr|1|214L}} (whiff) ~{{clr|1|4L}} > {{clr|2|c.MM}} > {{clr|1|214L~4L~4L}} || 2545 || Corner || +29% || all || {{clr|2|Easy}} ||
| Size      =
|-
| Recipe    = #L, c.M > ...
| {{clr|3|2H}} > {{clr|1|214L}} (whiff) ~{{clr|1|4L}} > {{clr|3|c.H}}(2) > {{clr|3|66H}} > {{clr|3|c.H}}(2) > {{clr|1|214L}} ~ {{clr|1|4L}} > {{clr|1|5LLL}}/{{clr|2|c.MMM}} > {{clr|3|236H}} || 3820/3910 || Corner || +44%/47% || all || {{clr|7|Medium}} || Hits combo limit to set up {{clr|3|236H}}. The projectile will whiff on wakeup 4G/6G, so be wary of that.
| content    = A highly important link for Lancelot. 5L and 2L also always link to 2M if you're out of c.M's activation range.
|-
}}
| {{clr|3|2H}} > {{clr|2|66M}} > {{clr|2|f.M}} > {{clr|1|214L~4L~4L}} || 3380 || Anywhere || +30% || all || {{clr|7|Medium}} || {{clr|2|66M}} is inconsistent due to its slow startup; there is a high chance the opponent will tech out if the height is wrong.
|-
| {{clr|3|2H}} > {{clr|2|66M}} > {{clr|3|c.H}}(2){{clr|3|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|2|66M}}.
|-
| {{clr|3|2H}} > {{clr|2|66M}} > {{clr|3|c.H}}(2) > {{clr|3|66H}} > {{clr|3|c.H}}(2) > {{clr|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|3|2H}} > {{clr|1|214L}} (whiff) ~{{clr|1|4L}} > {{clr|3|c.H}}(1) > {{clr|3|66H}} > {{clr|3|c.H}}(2) > {{clr|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.
|-
|}


===Anti Air CH 2H Starter===
==Core Combos==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{{CoreComboDef}}
|-
==={{User:Fyren/TemplateTest|Crouching Links}}===
!  Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes
{{TheoryBox
|-
| Title      = Crouching Links
| CH {{clr|3|2H}} > {{clr|1|214L}} (whiff) > {{clr|3|c.H}}(2) > {{clr|3|66H}} > {{clr|3|c.H}}(2) > {{clr|2|214M~4M~4M}} || 3370 || Anywhere || 38% || all || {{clr|7|Medium}} || Low height CH {{clr|3|2H}} hit
| Oneliner  = Get used to these.
|-
| Difficulty = {{clr|2|Easy}}
| CH {{clr|3|2H}} > {{clr|1|214L}} (whiff) > {{clr|3|c.H}}(2) > {{clr|1|66L}} > {{clr|3|c.H}}(2) > {{clr|3|66H}} > {{clr|3|c.H}}(2) > {{clr|2|214M~4M~4M}} || 4638 || Anywhere || 46% || all || {{clr|7|Medium}} || Mid height CH {{clr|3|2H}} hit. Must delay 2nd {{clr|3|c.H}} and {{clr|3|66H}} based on height.
| Anchor    = Core1
|-
| Video      =
| CH {{clr|3|2H}} > {{clr|1|214L}} (whiff) > {{clr|3|f.H}} > {{clr|1|66L}} || 2340 || Anywhere || 16% || all || {{clr|7|Medium}} || Far CH {{clr|3|2H}} hit
| Size      =
|-
| Recipe    = c.M, c.L (c.M becomes +5 on hit) </br> 5L/2L, c.H/f.M (L buttons become +7 on hit)
| CH {{clr|3|2H}} > {{clr|4|5U~5U}} > {{clr|3|c.H}}(2) > {{clr|1|66L}} > {{clr|3|c.H}}(2) > {{clr|3|66H}} > {{clr|3|c.H}}(2) > {{clr|2|214M~4M~4M}} || 4638 || Anywhere || 46% || all || {{clr|7|Medium}} || If 214X is on cooldown. Must delay 2nd {{clr|3|c.H}} and {{clr|3|66H}} based on height.
| content    = Sometimes these can be difficult to recognize but Lancelot's pressure structure heavily incentives down-back. Most of Lancelot's crouching confirms also double as CH links and pressure sequences, the main on being {{clr|2|c.M}}, {{clr|1|5L}}, {{clr|2|f.M}} at point blank.
|-
}}
|}


===22[L/M/H] Starter===
==={{User:Fyren/TemplateTest|Counterhit Links}}===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{{TheoryBox
|-
| Title      = Counterhit Links
!  Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes
| Oneliner  = Stop them from mashing.
|-
| Difficulty = {{clr|2|Easy}}
| CH {{clr|3|22[H]}} > {{clr|3|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|3|22[H]}}. Unlike the combos below, is not dependent on how late {{clr|3|22[H]}} hits.
| Anchor    = Core2
|-
| Video      =
| CH 22[{{clr|1|L}}]/[{{clr|2|M}}] > {{clr|3|c.H}}(2) > {{clr|1|66L}} > {{clr|3|c.H}}(2) > {{clr|2|214M~4M~4M}} || 4633 || Anywhere || +39% || all || {{clr|7|Medium}} || Resourceless version of the below combo. 
| Size      =
|-
| Recipe    = CH c.M, c.H <br> CH 2M, 2M <br> CH c.H(1) > 236H, jump-in > ...
| CH {{clr|3|22[H]}} > {{clr|3|c.H(2)}} > {{clr|1|66L}} > {{clr|3|c.H}}(2) > {{clr|3|66H}} > {{clr|3|c.H}}(2)/{{clr|3|f.H}} > {{clr|3|236236H}} || 5935 || Anywhere || +37% -100% || all || {{clr|7|Medium}} || Only works on certain moves with hurtboxes low to the ground. Last {{clr|3|c.H}} before super in corner, {{clr|3|f.H}} midscreen. Using {{clr|4|236236U}} instead does 6315 damage.
| content    = All crouching links also fit in this category. Ground counterhit specific stuff outside of spaced rekkas aren't that different from his other links.
|-
}}
|}


==Combo Theory==
==={{User:Fyren/TemplateTest|Anti-Air 2H}}===
===Important links===
{{TheoryBox
*'''2L, c.M/5L/2M'''
| Title      = Anti-Air 2H
| Oneliner  = Stop them from jumping.
| Difficulty = {{clr|3|Medium}}
| Anchor    = Core3
| Video      =  
| Size      =  
| Recipe    = 2H > 214Lw~4L, f.M/2M > ... <br> CH 2H > 214Lw > c.H > 66L > c.H > ...
| content    = Learning to distinguish between CH and non-CH 2H is important for squeezing out max damage, especially for Lancelot. These combos can be ended or extended in much the same way as the rest of his combos, with 66H or 214H extending them and rekkas/super ending them.
}}


*'''5L, c.M/5L/2M'''
==={{User:Fyren/TemplateTest|Corner Rekka Loops}}===
{{TheoryBox
| Title      = Corner Rekka Loops
| Oneliner  = Spend a cooldown for momentum.
| Difficulty = {{clr|2|Easy}}
| Anchor    = Core3
| Video      =
| Size      =
| Recipe    = ... > 66H, c.HX > 214L~4L, c.H > 214L~4L > 2M > 22L/236H
| content    = Spending a cooldown on 66H allows Lancelot to either set up a safejump with 22L or a jump-in mixup with 236H utilizing 2M's flipout.
}}


*'''5L/2L, f.M/c.H''' (VS crouching or counterhit)
==Specialized Combos==
{{SpecializedComboDef}}
==={{User:Fyren/TemplateTest|CH 22[X]}}===
{{TheoryBox
| Title      = CH 22[X]
| Oneliner  = Make them explode.
| Difficulty = {{clr|3|Medium}}
| Anchor    = Specialized1
| Video      =
| Size      =
| Recipe    = CH 22[X], c.H > 66L > c.H > Ender
| content    = Ender options:
#214M~4M~4M
#66H > f.H > 214M~4M~4M (inconsistent)
#236236H/236236U
This is, by far, Lancelot's highest damaging starter. It doesn't come up often but there are certain situations that you can get it in a match. The first is establishing respect for reversal 22H, and the second is punishing a wakeup Overdrive. This combo is more on the inconsistent side.
}}


*'''c.M, 5L''' (VS crouching only)
==={{User:Fyren/TemplateTest|Rush Extension}}===
 
{{TheoryBox
*'''c.M, c.H''' (Counterhit only)
| Title      = Rush Extension
 
| Oneliner  = Not very good, but it's there.
===Midscreen===
| Difficulty = {{clr|2|Easy}}
 
| Anchor    = Specialized2
* 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.
| Video      =
* '''66L''' can be used to sideswitch if you have your back towards the corner.
| Size      =
* '''66H''' midscreen gives a hard knockdown and allows for a large variety of setups using combinations of '''236X, 5U~2U, and 22X'''.
| Recipe    = Button > 6MH > 214H~4H~4H~4H, f.M > ...
* 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.
| content    = Rush launches at a high enough height that 214H can be used to extend combos, but not quite high enough for 66H to connect. If you don't want to continue a combo with {{clr|2|f.M}}, end with the last hit of rekka (or better yet, save your meter for super).
 
}}
===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 [https://twitter.com/MonarchFGC/status/1233136072726654981?s=20 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==
==Video Examples==

Revision as of 23:58, 18 June 2022

 Lancelot
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

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

===

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

No results

No results

===

General Rekka ConfirmPressure and a knockdown.
Very Easy


c.XXX > 214M~4M~4M
This is where your gameplan starts. This combo can be ended with 66L for a sideswap or if 214X is on cooldown.

===

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

No results

No results

===

Far Rekka ConfirmsPressure from a (short) distance.
Easy


f.M/2M > 214L~4L~4L
f.H > 214M~4M~4M

Cancelling normals into rekkas makes them safe on block and allows Lancelot to hitconfirm the rest of the rekka or attempt a pressure reset. At long distances, rekkas can be barely minus or even 0 on block. Should they counterhit, usually they will have enough frame advantage to link into f.M or 2M. Cancelling into 214M will naturally frame trap from M normals but will not combo unless the M normal itself was a counterhit.

===

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

No results

No results

===

Okizeme EnderPressure and a good knockdown.
Very Easy


c.XXX > 66H/214H~4H~4H~4H~4H
Spending a cooldown midscreen gives Lancelot easy pressure. 214H leads to more corner carry and meter build but also loses access to Lancelot's main pressure reset and safe knockdown tool, so use 66H whenever possible. Off either ender, Lancelot can spend another cooldown on 236H or safejump with 5U~2U.

===

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

No results

No results

===

Important LinksGet used to these.
Easy


#L, c.M > ...
A highly important link for Lancelot. 5L and 2L also always link to 2M if you're out of c.M's activation range.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

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No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

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Crouching LinksGet used to these.
Easy


c.M, c.L (c.M becomes +5 on hit)
5L/2L, c.H/f.M (L buttons become +7 on hit)

Sometimes these can be difficult to recognize but Lancelot's pressure structure heavily incentives down-back. Most of Lancelot's crouching confirms also double as CH links and pressure sequences, the main on being c.M, 5L, f.M at point blank.

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No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

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Counterhit LinksStop them from mashing.
Easy


CH c.M, c.H
CH 2M, 2M
CH c.H(1) > 236H, jump-in > ...

All crouching links also fit in this category. Ground counterhit specific stuff outside of spaced rekkas aren't that different from his other links.

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No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

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Anti-Air 2HStop them from jumping.
Medium


2H > 214Lw~4L, f.M/2M > ...
CH 2H > 214Lw > c.H > 66L > c.H > ...

Learning to distinguish between CH and non-CH 2H is important for squeezing out max damage, especially for Lancelot. These combos can be ended or extended in much the same way as the rest of his combos, with 66H or 214H extending them and rekkas/super ending them.

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No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

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Corner Rekka LoopsSpend a cooldown for momentum.
Easy


... > 66H, c.HX > 214L~4L, c.H > 214L~4L > 2M > 22L/236H
Spending a cooldown on 66H allows Lancelot to either set up a safejump with 22L or a jump-in mixup with 236H utilizing 2M's flipout.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

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No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

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CH 22[X]Make them explode.
Medium


CH 22[X], c.H > 66L > c.H > Ender
Ender options:

  1. 214M~4M~4M
  2. 66H > f.H > 214M~4M~4M (inconsistent)
  3. 236236H/236236U

This is, by far, Lancelot's highest damaging starter. It doesn't come up often but there are certain situations that you can get it in a match. The first is establishing respect for reversal 22H, and the second is punishing a wakeup Overdrive. This combo is more on the inconsistent side.

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No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

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Rush ExtensionNot very good, but it's there.
Easy


Button > 6MH > 214H~4H~4H~4H, f.M > ...
Rush launches at a high enough height that 214H can be used to extend combos, but not quite high enough for 66H to connect. If you don't want to continue a combo with f.M, end with the last hit of rekka (or better yet, save your meter for super).

Video Examples

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