Character Name abbreviations and general nomencalture are currently developing and are subject to change
Template
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.
- 66H > c.H(2)H xx 214L4L > cH(2)H xx 214LL > 2L xx 236H. then manuelly timing a 2L > 22L. this will cover all alot of options, demonstrated here https://twitter.com/MonarchFGC/status/1233136072726654981?s=20
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
Click [★] for character's full frame data
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Frame Data & System Data •
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