GBVS/Lancelot/Combos: Difference between revisions

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(Splitting combo table for readability, words on combo theory)
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==Combo List==
==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).
*  All buttons are done using in game notation of LMHU. XXX represents the use of autocombo (any L/M/H buttons three times).


===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 !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes
!  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 > 214M~4M~4M || 1860 || Anywhere || +21% || all || {{clr|6|Very Easy}} || Basic midscreen combo.
|-
|-
| c.XXX > 66L || 1540 || Any || +15% || all || {{clr|6|Very Easy}} || Basic midscreen combo, switches sides.
| c.XXX > 66L || 1540 || Anywhere || +15% || all || {{clr|6|Very Easy}} || Basic midscreen combo that 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 > 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 || Any|| +22% || all || {{clr|3|Easy}} || Allows a safejump with a whiffed 2L. A better setup is 5U~2U and a late j.M.
| c.XXX > 66H || 1955 || Anywhere || +22% || all || {{clr|6|Very Easy}} || Allows a safejump with 5U~2U delay 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.
| 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 more advantageous rekka knockdown than usual because of the juggle height.
|-
|-
| 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.
| 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. Using 2L instead of c.M before 236H catches cross-overs.
|-
|-
| 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.
| 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.
|-
|}
 
===j.L/j.M/j.H Starter===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
!  Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes
|-
|-
| 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.
| j.L > 5LXX > 214M~4M~4M || 2005 || Anywhere || +24% || 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.
| j.M > 5LXX > 214M~4M~4M || 2155 || Anywhere || +24% || 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 > c.M > 236H || || Corner || || all || {{clr|7|Medium}} || Works with any autocombo as well as c.H. Sets up a jump-in mixup.
| j.H(2) > 5LXX > 214M~4M~4M || 2405|| Anywhere || +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(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.
|}
 
===Anti Air 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) > 66L > c.H(2) > 214M~4M~4M || 4633 || Midscreen || +?% -100% || all || {{clr|7|Medium}} || Resourceless version of the below combo.
| 2H > 214L (whiff) ~4L > f.M > 66L || 2240 || Anywhere || +20% || all || {{clr|3|Easy}} ||
|-
|-
| 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 > c.MM > 214L~4L~4L || || Corner || Net Gain || all || {{clr|3|Easy}} ||  
|-
|-
| 2H > 214L (whiff) ~4L > f.M > 66L || 2240 || Anti-air || +20% || all || {{clr|3|Easy}} ||
| 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.
|-
|-
| 2H > 214L (whiff) ~4L > c.MM > 214L~4L~4L || || Anti-air, corner || Net Gain || all || {{clr|3|Easy}} ||  
| 2H > 66M > c.H(2)H > 66L || || Anywhere || Net Gain || 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.
|-
|-
| 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 > 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.
|-
|-
| 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.
|}
 
===Anti Air CH 2H Starter===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
| 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.
!  Combo !! Damage !! Position !! SBA Gain !! Works on: !! Difficulty !! Notes
|-
| CH 2H > 214L~4L > f.M > 66H > c.H(2) > 214M~4M~4M || 3370 || Anywhere || Net Gain || all || {{clr|7|Medium}} || Low height CH 2H hit
|-
|-
| 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 (whiff) > c.H(2) > 66L > c.H(2) > 66H > c.H(2) > 214M~4M~4M || 4638 || Anywhere || Net Gain || all || {{clr|7|Medium}} || Mid height CH 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 > 5U~5U > c.H(2) > 66L > c.H(2) > 66H > c.H(2) > 214M~4M~4M || || Anywhere || Net Gain || all || {{clr|7|Medium}} || If 214X is on cooldown.
|-
|}
 
===22[L/M/H] Starter===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
!  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}} ||
|-
| CH 22[L]/[M] > c.H(2) > 66L > c.H(2) > 214M~4M~4M || 4633 || Anywhere ||  || all || {{clr|7|Medium}} || Resourceless version of the below combo.
|-
| CH 22[H] > c.H(2) > 66L > c.H(2) > 66H > c.H(2)/f.H > 236236H || 5935 || Anywhere || +37% -100% || all || {{clr|7|Medium}} || Last c.H before super in corner, f.H midscreen. Using 236236U instead does 6315 damage.
|-
|-
| 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
|}
|}


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


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


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


===Midscreen===
===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.
* 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.
* 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.
* '''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.
* 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===
===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 '''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.
** 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 > 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.
* 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 > 214L~4L > 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 > 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.
*** '''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)HH > 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 > 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].


===Anti Air===
===Anti Air===
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.
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 > 5U~5U > c.H(2) > 66L > c.H > 66H > c.H/f.H > 236236H/236236U'''
*'''CH 2H > 214L (whiff) > c.H > 66H > f.H > 214L~4L~4L'''
*'''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''')


==Video Examples==
==Video Examples==

Revision as of 15:20, 23 June 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

Template:Notation-GBVS

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).

c.XXX Starter

Combo Damage Position SBA Gain Works on: Difficulty Notes
c.XXX > 214M~4M~4M 1860 Anywhere +21% all Very Easy Basic midscreen combo.
c.XXX > 66L 1540 Anywhere +15% all Very Easy Basic midscreen combo that switches sides.
c.XXX > 214H~4H~4H~4H~4H 1930 Anywhere +29% all Very Easy Allows safejump afterwards with superjump j.H, but puts 214X on a long cooldown.
c.XXX > 66H 1955 Anywhere +22% all Very Easy Allows a safejump with 5U~2U delay j.M.
c.XXX > 66H > c.H(2)H > 214L~4L > c.H > 214L~4L~4L Corner all Medium Works with any autocombo as well as c.H. Gives a more advantageous rekka knockdown than usual because of the juggle height.
c.XXX > 66H > c.H(2)H > 214L~4L > c.H > 214L~4L > c.M > 236H Corner all Medium Works with any autocombo as well as c.H. Sets up a jump-in mixup. Using 2L instead of c.M before 236H catches cross-overs.
c.XXX > 66H > c.H(2)H > 214L~4L > c.H(1)XX > 22L/M Corner all Medium Works with any autocombo as well as c.H. Sets up a safejump with j.L. Works against all DPs/L normals but will lose to frame 1 parries.

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

Combo Damage Position SBA Gain Works on: Difficulty Notes
j.L > 5LXX > 214M~4M~4M 2005 Anywhere +24% all Easy All of Lancelot's jump-ins have too much pushback for 2L, 5L to link.
j.M > 5LXX > 214M~4M~4M 2155 Anywhere +24% all Easy All of Lancelot's jump-ins have too much pushback for 2L, 5L to link.
j.H(2) > 5LXX > 214M~4M~4M 2405 Anywhere +29% all Easy All of Lancelot's jump-ins have too much pushback for 2L, 5L to link.

Anti Air 2H Starter

Combo Damage Position SBA Gain Works on: Difficulty Notes
2H > 214L (whiff) ~4L > f.M > 66L 2240 Anywhere +20% all Easy
2H > 214L (whiff) ~4L > c.MM > 214L~4L~4L Corner Net Gain all Easy
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 Anywhere Net Gain 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 > 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~4L > f.M > 66H > c.H(2) > 214M~4M~4M 3370 Anywhere Net Gain 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 Net Gain all Medium Mid height CH 2H hit
CH 2H > 5U~5U > c.H(2) > 66L > c.H(2) > 66H > c.H(2) > 214M~4M~4M Anywhere Net Gain all Medium If 214X is on cooldown.

22[L/M/H] Starter

Combo Damage Position SBA Gain Works on: Difficulty Notes
CH 22[H] > c.H(2) > 66L > 5LL > 214L~4L~4L 4147 Anywhere +36% all Medium
CH 22[L]/[M] > c.H(2) > 66L > c.H(2) > 214M~4M~4M 4633 Anywhere all Medium Resourceless version of the below combo.
CH 22[H] > c.H(2) > 66L > c.H(2) > 66H > c.H(2)/f.H > 236236H 5935 Anywhere +37% -100% all Medium Last c.H before super in corner, f.H midscreen. Using 236236U instead does 6315 damage.

Combo Theory

Important links

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

Midscreen

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

Corner

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

Anti Air

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

Video Examples

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