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Combo Notation Guide Character Name Abbreviations
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example 2U denotes GG2.png+GBVS U Button.png, also known as crouching U. Similarly GG236.png+GBVS U Button.png becomes 236U.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
= After landing.
j = Jump
CH = Counter Hit
[X] = Hold input X.
]X[ = Release input X.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
{???}xN = Repeat ??? N amount of times.
{X}or{Y} = Perform series of actions X or Y.
GR = Gran
KT = Katalina
CL = Charlotta
LN = Lancelot
FR = Ferry
LW = Lowain
FT = Ladiva/Fastiva
PC = Percival
MT = Metera
ZT = Zeta
VS = Vaseraga
BB = Beelzebub
NM = Narmaya
SO = Soriz
DJ = Djeeta
BL = Belial


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[edit]


  • 5XXX 214X
  • 5M/2M 214M/H
  • 5M/2M 214L (vs Crouching)
  • 2L 2L 5L 214H (vs Standing)
  • 2L 2L 2L 214H (vs Crouching)
  • 2L 2L 5L 214M (vs Vaseraga Crouching)
  • 2L/5L 5MMM (vs Crouching)
  • 2U CH 214X
  • MH CH 5HHH 214X
  • 236L 2H 214L f.M 214H (wallbounce) 2H 5MH
  • 22H 5HHH 214M

Near Corner:

  • 5XXX 214H 5HHH > Cancel into summon for oki
  • 5XXX 214H 2U > Cancel into summon for oki
  • 5XXX 214H 2H 236236H 5M 5L 236U
  • 2H 214L f.M 214H 2H 236236H 5M 5L 236U (high damage reversal bait punish, can substitute 5H into 214H > the wall bounce follow up for more consistency)
  • 623M (parry hit) 2H 214L 5H 214H 2H 236236H 5Mx2 5L 236U

Back to Corner:

  • 5H (1) 236H 6G side swap 2H 214L 5MMM 214L
  • 2M (CH) 236H 22M (delay) 5M 214M


  • 2H 214L f.M 214M
  • 2H (CH) 214L (whiff) 5HHH 214M
  • 2H (CH) 22A Dash 2H 214L f.M 214M


  • 5M 5U
  • 5M 5L
  • 5M (blocked full-screen) 5H
  • 5U (blocked in air) 5H

Combo Theory[edit]

Lowain routing tends to be a bit limited due to his lack of combo ability for his specials.

214X: Being his only real combo tool you have to manage the cooldown for this move very carefully. If you use the EX version you are without a combo ender until the cooldown is over. Making use of setups that involve his summons to allow you to get a knockdown with 2U or an air juggle will be necessary if this move ever goes on cooldown. 214H wall bounces which leads to his more extended combos. You will either combo into 5XXX for damage and oki, 2U for worst damage but best oki, or 2H to lead into an HPA combo or MH ender for damage.

214L Juggles: On airborne opponents, 2H can lift an opponent into 214L which lets you pick up with another juggle. This is really important for anti-air confirms or getting extra damage if you managed to get a launching hit from 236L or 22H. 5XXX 214L can also lead to juggles as well but you approach combo limit much faster.

Crouching Vs Standing confirms: Lowain f.L is kind of bad since it whiffs on crouchers at far ranges. Which means you have to learn a different crouching confirm for people crouching vs standing.

Video Examples[edit]


GBVS Smallicon.png Granblue Fantasy Versuse
Click [*] for character's frame data
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