GBVS/Lancelot/Combos

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Combo Position SBA Gain Works on: Difficulty Notes
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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).
Combo Damage Position SBA Gain Works on: Difficulty Notes
c.XXX > 214M~4M~4M 1860 Any +21% all Very Easy This is your go-to.
c.XXX > 66L 1540 Any +15% all Very Easy Basic midscreen combo, switches sides.
c.XXX > 214H~4H~4H~4H~4H 1930 Any +29% all Very Easy Allows safejump afterwards with superjump j.H, although the below combo is preferable for that purpose.
c.XXX > 66H 1955 Any +22% all 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 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 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 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 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 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 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 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 Medium
CH 22[L]/[M] > c.H(2) > 66L > c.H(2)/f.M > 214L~4L~4L 5740 Midscreen +30% -100% all Medium
CH 22[L]/[M] > c.H(2) > 66L > c.H(2) > 236236H Midscreen +?% -100% all Medium Non-EX 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 Hard 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 > 66L Anti-air Net Gain all Easy
2H > 214L (whiff) ~4L > c.MM > 214L~4L~4L Anti-air Net Gain all Easy
2H > 66M > c.H(2) > 214L~4L~4L Anti-air Net Gain all Medium 66M is hard to confirm because of how slow it is, 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 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 > f.M > 66H > c.H(2) > 214M~4M~4M 3560 Anti-air Net Gain all Medium Mid height 2H hit
2H > 214L (whiff) ~4L > f.H > 66H > c.H(2) > 214M~4M~4M 3800 Anti-air Net Gain all Medium High height 2H hit
CH 2H > 214L~4L > f.M > 66H > c.H(2) > 214M~4M~4M 3370 Anti-air 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 Anti-air Net Gain all 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 SA or SSA 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 xx 214L4L > 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.
  • 66H > c.H(2)H xx 214L4L > 2U for a hard knockdown.
  • 66H > c.H(2)H xx 214L4L > c.H(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 > c.H(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 > c.H(2)H xx 214LL > 2L xx 236H. Manually timing a 2L > 22L afterwards will cover many wakeup options, demonstrated here.

Anti Air

Lancelot has a pretty good 2H and flexible followups, but getting optimal damage is very height-dependent. 2H xx 214L (whiff) and 2H xx U~U are great ways to close the distance afterwards in order to hit c.H, and 66L/66H are great for extending his combos.

  • CH 2H xx U~U c.H(2) xx 66L > c.H(2) xx 66H > f.H xx SA
  • CH 2H xx 214L c.H(2) xx 66H > f.H 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 to squeeze out more damage.

Video Examples

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