GBVS/Metera/Combos

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 Metera
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+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. 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. = Jumping/Aerial
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
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AB =  Avatar Belial
BB =  Beelzebub
BL =  Belial
CA =  Cagliostro
CL =  Charlotta
DJ =  Djeeta
EU =  Eustace
FR =  Ferry
FT =  Ladiva
GR =  Gran
KT =  Katalina
LN =  Lancelot
LW =  Lowain
MT =  Metera
NM =  Narmaya
PC =  Percival
SO =  Soriz
SX =  Seox
UN =  Anre
VS =  Vaseraga
VI =  Vira
YU =  Yuel
ZO =  Zooey
ZT =  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

Navigation

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