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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.
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.
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 Position SBA Gain Works on: Difficulty Notes
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combo transcript where Net Gain who Very Hard

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.
  • Any use of any numerical notation followed by X (i.e 236X) implies every version of the move (Light/Medium/Heavy) are all applicable to the combo.
  • An exclamation point is used to represent when a move should be done with a Träumerei stock. For example 236M! would be a fireball with a stock.

Standard Midscreen Combos

Combo SBA Gain Works on: Damage Stocks Required Difficulty Notes
c.XXX > 236H or 623X 20-31% All 1800-2880 0 Very Easy Only 623X ender grants knockdown.
c.XXX > 236H 20-25% All 1870-2670 1 Very Easy Stock hard knockdown.
5L/2L > 5LLL > 236H 21% All 1985 0 Very Easy No knockdown.
5L/2L > 5LLL > 214M~L 17% All 1835 1/0 Very Easy No stockless knockdown and leaves him -4. Soft knockdown with stock and sets up meaty 214X~M.
2L > 2L > f.5L > 623H 22% All 2170 0 Easy Platzen (623X) is his only real stockless knockdown ender.
f.X/2M > 214H~H 16%-19% All 2600-3400 1/0 Very Easy High damage poke conversion. Only f.H can combo stockless. Stock grants additional damage on a close hit.
5U > 2U > 22L 5% All 560 0 Medium Main 5U combo because of the stock gain. The 22L does not hit but it sets up an easy meaty with 214XM.
5U > f.H > 623M/H or 214H~H 16%-21% All 1790-2490 0 Medium Scaled combo from 5U command grab.
5U > 66 > 2U > 236236H -100% All 3080 0 Hard The microdash should make technical input SBA get the clean hit for bonus damage. Maximum damage from midscreen 5U. Not worth doing with easy input SBA

Standard Corner Combos

Combo SBA Gain Works on: Damage Stocks Required Difficulty Notes
c.XXX > 236H > 2U > 22X 25%-30% Everyone 2290-3090 1 Very Easy Basic corner extension with stock. Uses 236H cooldown.
c.XXX > 236H > c.H/2H > 214H~H or 623M/H or SBA/SSBA 30%-45% Everyone 3020-5695 1-2 Easy Big damage corner combo. Uses 236H cooldown. Having 2 stocks deals additional damage on 214H~H.
c.XXX > 214H~L! > c.L > 623X or SBA 27%-37% Everyone 2450-4500 1 Easy Corner 214H~L followup.
c.XXX > 214H~L! > c.LL > [SSBA] -100% Everyone 3995-4765 1 Easy SSBA alternative of 214H~L followup.
c.XXX > 236H > c.H/2H > 214H~L! > c.M > 623X or SBA/SSBA 41%-49% Everyone 3650-5479 2 Easy Double stock extension, makes pressure afterwards very difficult.
5U > c.H > 236H! > f.M > SBA -100% Everyone 4020 1 Easy Does 3625 damage to the opponent at full health with easy input. Does 4125 damage with technical input.
5U > c.H > [SSBA] -100% Everyone 4320 0 Easy
5U > c.H > SBA -100% Everyone 3480 0 Easy
c.XXX > 236H! > 2H > 623H! > c.5LL > 214H-H! / [SSBA] Net Gain Everyone 4045-5718 2-3 Medium Extremely resource expensive. Requires three stocks for 214H~H ender. You won't be able to pressure at all after this combo is done.

Not recommended unless you're sure it will finish them off.

5U > c.H > 236H! > 2H > dl.623H! > c.L > SBA -100% Everyone 4463 2 Medium Can use easy input or technical input. Note: after 2H, delay the 623H! so that you can pick up with c.L.
5U > 66 > c.MM > 22H Net Gain Everyone 1045 0 Hard Get 5 stocks and sets up a safe meaty with 6G > c.L

Midscreen Counter-hit Combos

On counter hit 2H as an anti air, you can use 214L to stay on the same side, or 214M to switch. Do 5M instead if you think 5H won't hit in time.
Combo SBA Gain Works on: Damage Stock Needed Difficulty Notes
(anti air) CH 2H > f.H > 214H-H! 17%-22% Everyone 3300-3940 1 Easy
(anti air) CH 2H > 214L/214M > 5HHH > 623M 29% Everyone 3385 0 Medium
(anti air) CH 2H > 214L/214M > 5H > 236236H -100% Everyone 4264-5024 0 Medium Deals additional damage if SBA hits close.
(anti air) CH 2H > 214L/214M > 2U > 22X 11% Everyone 1700 0 Easy Not the best damage but you get decent oki and orbs.
CH 214X~M > c.M > 623X 23%-29% Everyone 2980-3300 0 Easy
CH 214H~L > f.M > 236236H -100% Everyone 3680 1 Easy Counter-hit followup from 214H~L.
CH 2U > 214H~L > 2U > 22X 17% Everyone 2160 1 Medium

Corner Counter-hit Combos

Combo SBA Gain Works on: Damage Stocks Required Difficulty Notes
CH 214H~M! , 2H > 236M , 2U > 22X or SBA/SSBA 29% all 4250-6980 1 Medium Fireball juggle, can be extended if you have more stocks (shown below). Slightly delay 2H after CH 214H~M!
CH 214H~M! , [2H > 236M!]x2 , 2U > 22X 32% all 5092-5202 2-3 Medium Max damage fireball juggle for oki.
CH 214H~M! , 2H > 236M! , c.H > 623M/H or SBA/SSBA 34% all 5010-7110 2 Medium Max damage fireball juggle. Combo limit causes DP to fall out.
CH 214H~M! , 5H > 236H! , c.H > 623H! , c.L > 236236H -100% all 7213 3 Medium Massive damage, but leaves almost all of his moves on cooldown. Only use this if it will kill.
(anti air) CH 2H > 214L , 5H > 236H! , 5H > 214H~L! , 2U > [236236U] -100% Everyone 6629 2 Hard Maximized damage from 2H anti-air.
CH 214M~L! , (2L) , f.L , 623H/SBA 29%-31% all 2610-4130 1 Easy CH 214M~L! pick up. If close enough, can fit in a 2L, f.L instead.
(anti air) CH 2H > 214L , c.H > 236H! , c.H > 214H!~H 37% all 5311 3 Medium In this version you get to keep your SBA.
(anti air) CH 2H > 214L , [2H > 236M!]x2 , 2U > 22M/H 29% all 4432 2 Medium Gives you 3 or 5 orb stocks in exchange for using 2.

Combo Theory

The general combo theory for Percival revolves around utilizing Träumerei stocks to extend the length and damage of combos. However this does cause a trade off in your ability to use Träumerei stocks in neutral. Beyond that both your EX Lord's Charge (with stock) and EX Anzuenden allows you to follow them up with additional buttons. Percivals combos will very quickly become second nature to you as they don't become too complex.


  • Fireball Pressure

  • Percival Guide

Video Examples