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Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+GBVS U Prompt.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.
c = Close
f = Far
j = Jump
hj/sj = High Jump/Super Jump
= After landing.
CH = Counter Hit
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
[X] = Hold input.
-X- = Release input
]X[ = Alternate release input.
(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.
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
ZT = GBVS Zeta Icon.png Zeta

Combo List

Combo Position Tension Gain Works on: Difficulty Notes
c.XXX > 214L Midscreen ? 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 > 236L Midscreen ? All Easy Basic midscreen link.
22M (setup) > c.LXX > 236M (trigger Butterfly) > c.HXX > 214L Midscreen ? All Medium Demonstration of Aetherial Seal as a combo extender.
c.XXX/c.H > 214H > c.H > 623H > 22H Corner ? 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 ? All Easy Double Starry Sky extender, Great Fall ender.
22H > 5U > j.M > c.M > 236H > 5U > j.H > 2H > 5S > j.H > c.H > 623L Corner ? 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