GBVS/Lancelot/Combos

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Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who Very Easy
combo transcript where Net Gain who Easy
combo transcript where Net Gain who Medium
combo transcript where Net Gain who Hard
combo transcript where Net Gain who Very Hard

Combo List

  • All buttons are done using in game notation of LMHU. XXX represents the use of any normal buttons three times. "normal" buttons are the aforementioned LMH buttons.
Combo Damage Position Meter Gain Works on: Difficulty Notes
5XXX > 66L 1540 Any +15% all Very Easy
5XXX > 214M > 4M > 4M 1860 Any +21% all Very Easy
5XXX > 214H > 4H > 4H > 4H > 4H 1930 Any +29% all Very Easy Allows safejump afterwards with superjump j.H
2L > 5LXX > 214M > 4M > 4M 1955 Any +22% all Easy
j.L > 5LXX > 214M > 4M > 4M 2005 Any +24% all Easy
j.M > 5LXX > 214M > 4M > 4M 2155 Any +24% all Easy
j.H(2) > 5LXX > 214M > 4M > 4M 2405 Any +29% all Easy
CH 22[H] > 5H(2) > 66L > 5LL > 214L > 4L > 4L 4147 Midscreen +36% all Medium
5LLL > 66H > 5H(2)H > 214L > 4L > 2M > 214L > 4L > 4L 2935 Corner +44% all Medium
CH 22[L]/[M] > 5H(2) > 66H > 5H(2) > 236236H 5740 Midscreen +30% -100% all Medium
CH 22[H] > 5H(2) > 66L > 5H(2) > 66H > c.H(2)/f.H > 236236H 5935 Any +37% -100% all Hard First 5H should hit as high as possible. c.H before super in corner, f.H midscreen. Using 236236U instead does 6315 damage.
2H > 214L > 4L > 5MM > 66L Anti-air Net Gain all Easy
2H > 214L > 4L > 5MM > 214L > 4L > 4L Anti-air Net Gain all Medium
2H > 66M > 5H > 214L > 4L > 4L Anti-air Net Gain all Medium
2H > 66M > 5HH > 66L Anti-air Net Gain all Medium

Combo Theory

Important links

  • 2L > cM or 2L > 5L
  • 5L > cM
  • cM > cM
  • Against crouchers you can link cM into fM

Midscreen

Not his 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 having rekkas on cooldown sucks.
  • Go for super if you have it, you can't get more meter anyway.

Corner

  • Lancelots most important special for corner combos is 66H as its the only move he has that allows a pickup afterwards from grounded. cH(2) is the preferred option afterwards because of damage and potential followups.
    • Because of scaling it's best to use your SA or SSA after the first cH(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 xx 214L4L cH(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 cH because of scaling.
  • 66H > c.H(2)H xx 214L4L > 2U for a hard knockdown.
  • 66H > c.H(2)H xx 214L4L > cH(2) xx 214M4M4M for best damage without putting other specials on cooldown, but doesn't give the best situation afterwards.
  • 66H > c.H(2)H xx 214L4L > cH(2)HH xx 236H sets up a really good oki situation, forcing them to tech into a fireball that will hold them in place.

Anti air

Lancy has a pretty good 2H and flexible followups. 2H xx 214L and 2H xx U~U are great ways to close the distance afterwards and hitting that cH, and 66L/66H are great for extending his combos.

  • CH 2H xx U~U c.H(2) xx 66L > cH(2) xx 66H > fH xx SA
  • CH 2H xx 214L c.H(2) xx 66H > fH 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 incase u want to squeeze out more damage.

Video Examples

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