GBVS/Metera/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+U becomes 236U.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j = Jump
hj/sj = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
AB = GBVS Avatar Belial Icon.png Avatar Belial
BB = GBVS Beelzebub Icon.png Beelzebub
BL = GBVS Belial Icon.png Belial
CA = GBVS Cagliostro Icon.png Cagliostro
CL = GBVS Charlotta Icon.png Charlotta
DJ = GBVS Djeeta Icon.png Djeeta
EU = GBVS Eustace Icon.png Eustace
FR = GBVS Ferry Icon.png Ferry
FT = GBVS Ladiva Icon.png Ladiva
GR = GBVS Gran Icon.png Gran
KT = GBVS Katalina Icon.png Katalina
LN = GBVS Lancelot Icon.png Lancelot
LW = GBVS Lowain Icon.png Lowain
MT = GBVS Metera Icon.png Metera
NM = GBVS Narmaya Icon.png Narmaya
PC = GBVS Percival Icon.png Percival
SO = GBVS Soriz Icon.png Soriz
VS = GBVS Vaseraga Icon.png Vaseraga
VI = GBVS Vira Icon.png Vira
ZT = GBVS Zeta Icon.png Zeta

Combo List

Combo Position Meter Gain Works on: Difficulty Notes
c.XXX > 214L Midscreen 15% All Very Easy As basic as it gets. Works with any close normal and any strength Starry Sky. Use 214H to knock down, as it isn't tied to j.236X like 236H is.
2L , c.LXX > 214L/236L Midscreen 15% All Easy Basic midscreen link.
22M (setup) > c.LXX > 236M (trigger Butterfly) , c.HXX > 214L Midscreen 48% All Medium Demonstration of Aetherial Seal as a combo extender.
c.XXX/c.H > 214H , c.H > 623H > 22H (setup) Corner 46% All Easy Demonstration of EX Starry Sky as a combo extender and The Great Fall as an ender, with an Aetherial Seal setup. Inefficient on cooldowns.
c.XXX/c.H > 214H , c.H > 236H , 2H > 623L Corner 52% All Easy Double Starry Sky extender, Great Fall ender.
22H , 5U > j.M , c.M > 236H , 5U > j.H , 2H , 5U > j.H , c.H > 623L Corner 54% All Medium Zephyr Loops. Can also be started with a CH 1H/2H midscreen.

Combo Theory

Most of your damage is going to come from random little things in neutral, like a fireball connecting after an Aetherial Seal detonation, or something interacting with an opponent getting hit by Starry Sky.

Why am I dropping Starry Sky?

Some fighting game beginners may find themselves dropping Metera's launcher into projectile combo. (Best example of this would be her final combo in Mission Mode)

You need to take projectile' flight time and distance into account, unlike normal moves where you can just push a button and only worry about hitbox and startup.

If the projectile is fired too early (or too close) and it will just sail right under airborne opponent. If it hits too late, the opponent may recover and block or punish you. Correct spacing and timing is key.

The idea also applies to other characters with projectile move.

Video Examples

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