GBVS/Lancelot/Combos: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=GBVS|chara=Lancelot|discord=https://discord.gg/54az4bR|active=combos}}
<center>{{Character Label|GBVS|Lancelot|58px}}</center>
 
{{#lst:{{BASEPAGENAME}}/Data|Links}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
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{{Notation-GBVS}}
{{Combo Notation
<br style="clear:both;">
| game=GBVS
=== Template ===
}}
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
!  Combo !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes
|-
| combo transcript || where || Net Gain || who || {{clr|6|Very Easy}} ||
|-
| combo transcript || where || Net Gain || who || {{clr|3|Easy}} ||
|-
| combo transcript || where || Net Gain || who || {{clr|7|Medium}} ||
|-
| combo transcript || where || Net Gain || who || {{clr|4|Hard}} ||
|-
| combo transcript || where || Net Gain || who || {{clr|8|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).
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
!  Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes
|-
| c.XXX > 214M~4M~4M || 1860 || Any || +21% || all || {{clr|6|Very Easy}} || This is your go-to bread and butter combo.
|-
| c.XXX > 66L || 1540 || Any || +15% || all || {{clr|6|Very Easy}} || Basic midscreen combo, switches sides.
|-
| c.XXX > 214H~4H~4H~4H~4H || 1930 || Any || +29% || all || {{clr|6|Very Easy}} || Allows safejump afterwards with superjump j.H, but puts 214X on cooldown.
|-
| c.XXX > 66H || 1955 || Any|| +22% || all || {{clr|3|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 || {{clr|3|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 || {{clr|3|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 || {{clr|3|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 || {{clr|3|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 || {{clr|7|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 || {{clr|7|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 || {{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.
|-
| CH 22[H] > c.H(2) > 66L > 5LL > 214L~4L~4L || 4147  || Midscreen || +36% || all || {{clr|7|Medium}} ||
|-
| CH 22[L]/[M] > c.H(2) > 66L > c.H(2) > 214M~4M~4M || 4633 || Midscreen || +?% -100% || 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 || Any || +37% -100% || all || {{clr|7|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 || {{clr|3|Easy}} ||
|-
| 2H > 214L (whiff) ~4L > c.MM > 214L~4L~4L || || Anti-air, corner || Net Gain || all || {{clr|3|Easy}} ||
|-
| 2H > 66M > f.M > 214L~4L~4L || 3380 || Anti-air || +30 || all || {{clr|7|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 || {{clr|7|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 || {{clr|7|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 || {{clr|7|Medium}} || High height 2H hit
|-
| 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 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==
===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.
==Beginner Combos==
{{BeginnerComboDef}}
{{TheoryBox
| Title      = General Rekka Confirm
| Oneliner  = Pressure and a knockdown.
| Difficulty = {{clr|1|Very Easy}}
| Anchor    = Beginner1
| Video      =
| Size      =
| Recipe    = c.XXX > {{clr|M|214M}}~{{clr|M|4M}}~{{clr|M|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.
}}


*'''66H > c.H(2)H > 214L~4L > 2U''' for a hard knockdown.
{{TheoryBox
| Title      = Far Rekka Confirms
| Oneliner  = Pressure from a (short) distance.
| Difficulty = {{clr|2|Easy}}
| Anchor    = Beginner2
| Video      =
| Size      =
| Recipe    = {{clr|M|f.M}}/{{clr|M|2M}} > {{clr|L|214L}}~{{clr|L|4L}}~{{clr|L|4L}} <br> {{clr|H|f.H}} > {{clr|M|214M}}~{{clr|M|4M}}~{{clr|M|4M}}
| 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.
}}


*'''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.
{{TheoryBox
| Title      = Okizeme Ender
| Oneliner  = Pressure and a good knockdown.
| Difficulty = {{clr|1|Very Easy}}
| Anchor    = Beginner4
| Video      =
| Size      =
| Recipe    = c.XXX > {{clr|H|66H}}/{{clr|H|214H}}~{{clr|H|4H}}~{{clr|H|4H}}~{{clr|H|4H}}~{{clr|H|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 {{clr|U|5U}}~{{clr|U|2U}}.
}}


*'''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.
{{TheoryBox
| Title      = Important Links
| Oneliner  = Get used to these.
| Difficulty = {{clr|2|Easy}}
| Anchor    = Beginner3
| Video      =
| Size      =
| Recipe    = #L, {{clr|M|c.M}} > ...
| content    = A highly important link for Lancelot. {{clr|L|5L}} and {{clr|L|2L}} also always link to {{clr|M|2M}} if you're out of {{clr|M|c.M}}'s activation range.
}}


*'''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 [https://twitter.com/MonarchFGC/status/1233136072726654981?s=20 here].
==Core Combos==
{{CoreComboDef}}
{{TheoryBox
| Title      = Crouching Links
| Oneliner  = Get used to these.
| Difficulty = {{clr|2|Easy}}
| Anchor    = Core1
| Video      =
| Size      =
| Recipe    = {{clr|M|c.M}}, {{clr|L|c.L}} ({{clr|M|c.M}} becomes +5 on hit) </br> {{clr|L|5L}}/{{clr|L|2L}}, {{clr|H|c.H}}/{{clr|M|f.M}} (L buttons become +7 on hit)
| 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.
}}
{{TheoryBox
| Title      = Counterhit Links
| Oneliner  = Stop them from mashing.
| Difficulty = {{clr|2|Easy}}
| Anchor    = Core2
| Video      =
| Size      =
| Recipe    = CH {{clr|M|c.M}}, {{clr|H|c.H}} <br> CH {{clr|M|2M}}, {{clr|M|2M}} <br> CH {{clr|H|c.H}}(1) > {{clr|H|236H}}, jump-in > ...
| 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.
}}
{{TheoryBox
| Title      = Anti-Air {{clr|H|2H}}
| Oneliner  = Stop them from jumping.
| Difficulty = {{clr|3|Medium}}
| Anchor    = Core3
| Video      =
| Size      =
| Recipe    = {{clr|H|2H}} > 214Lw~{{clr|L|4L}}, {{clr|M|f.M}}/{{clr|M|2M}} > ... <br> CH {{clr|H|2H}} > 214Lw > {{clr|H|c.H}} > {{clr|L|66L}} > {{clr|H|c.H}} > ...
| content    = Learning to distinguish between CH and non-CH {{clr|H|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 {{clr|H|66H}} or {{clr|H|214H}} extending them and rekkas/super ending them.
}}


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


*'''CH 2H > 5U~5U > c.H(2) > 66L > c.H > 66H > c.H/f.H > 236236H/236236U'''
==Specialized Combos==
*'''CH 2H > 214L (whiff) > c.H > 66H > f.H > 214L~4L~4L'''
{{SpecializedComboDef}}
*'''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''')
{{TheoryBox
| Title      = CH 22[X]
| Oneliner  = Make them explode.
| Difficulty = {{clr|3|Medium}}
| Anchor    = Specialized1
| Video      =
| Size      =
| Recipe    = CH 22[X], {{clr|H|c.H}} > {{clr|L|66L}} > {{clr|H|c.H}} > Ender
| content    = Ender options:
#214M~{{clr|M|4M}}~{{clr|M|4M}}
#66H > {{clr|H|f.H}} > {{clr|M|214M}}~{{clr|M|4M}}~{{clr|M|4M}} (inconsistent)
#236236H/{{clr|U|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 {{clr|H|22H}}, and the second is punishing a wakeup Overdrive. This combo is more on the inconsistent side.
}}
{{TheoryBox
| Title      = Rush Extension
| Oneliner  = Not very good, but it's there.
| Difficulty = {{clr|2|Easy}}
| Anchor    = Specialized2
| Video      =
| Size      =
| Recipe    = Button > 6MH > {{clr|H|214H}}~{{clr|H|4H}}~{{clr|H|4H}}~{{clr|H|4H}}, {{clr|M|f.M}} > ...
| content    = Rush launches at a high enough height that {{clr|H|214H}} can be used to extend combos, but not quite high enough for {{clr|H|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).
}}


==Video Examples==
==Video Examples==
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==Navigation==
==Navigation==
{{#lst:GBVS/Lancelot/Data|Links}}
<center>{{Character Label|GBVS|Lancelot|58px}}</center>
{{Navbar-GBVS}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
[[Category:Granblue Fantasy Versus]]
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[[Category:Lancelot]]

Revision as of 08:59, 13 January 2023

 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

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.


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.


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.


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

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.

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.

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.


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

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.

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

Navigation

 Lancelot
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