GBVS/Narmaya/Combos: Difference between revisions

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==Video Examples==
==Video Examples==
 
{{#ev:youtube|RigcQ3i1UPo}}





Revision as of 18:25, 6 August 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Character Name abbreviations and general nomencalture are currently developing and are subject to change
Combo Notation Guide[[GBVS

(K) = Start in Kagura/FreeFlutter Stance

(G) = Start in Genji/DawnFly Stance/Character_List|Character 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+D becomes 236D.
> = 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.

{{GBVS (K) = Start in Kagura/FreeFlutter Stance (G) = Start in Genji/DawnFly Stance/Character_List}}

Template

Combo List

  • All buttons are done using in game notation of LMHU. XXX represents the use of any normal buttons three times. "normal" buttons are the aforementioned LMH buttons.
Combo Position Meter Gain Damage Difficulty Notes
(K) c.5h > 236H > U > c.5h > 236H corner 34% 3640 Very Easy
(G) c.5h(f.5h) > 236H Midscreen 16%(11%) 1800(1600) Easy
(G) 5h > 214H > 236H Midscreen 26% 2000 Medium
(G) f.5h > 214H > 236H > U > c.5h > 236H corner 31% 3440 Hard
(G) f.5h > 214H > 236H > U > c.5h > 236H > U > TKJ214H > U > 5h > 623L corner 49% 4859 Very Hard


Combo Theory

Video Examples


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