GBVS/Percival/Combos

From Dustloop Wiki
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


Template

Combo Position SBA Gain Works on: Difficulty Notes
combo transcript where Net Gain who Very Easy
combo transcript where Net Gain who Easy
combo transcript where Net Gain who Medium
combo transcript where Net Gain who Hard
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: Stocks Required Difficulty Notes
c.XXX > 236H or 623X Net Gain All 0 Very Easy Only 623X ender grants knockdown.
c.XXX > 236H Net Gain All 0 Very Easy No knockdown.
5L/2L > 5LLL > 236H Net Gain All 0 Very Easy No knockdown.
5L/2L > 5LLL > 214L~L Net Gain All 0 Very Easy No knockdown, -4 on hit
2L > 2L > f.5L > 623H Net Gain All 0 Easy Platzen (623X) is his only real stockless knockdown ender.
f.X/2M > 214H~H Net Gain All 1/0 Very Easy High damage poke conversion. F.H does not require a stock to combo into 214H~H.
5U > 2U > 22L Net Gain All 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 Net Gain All 0 Medium Damage combo from 5U, probably not a good idea since the damage is relatively small.

Standard Corner Combos

Combo SBA Gain Works on: Stocks Required Difficulty Notes
c.XXX > 236H > 2U > 22X Net Gain Everyone 0 Very Easy Basic corner extension, keep in mind you can't use 236X afterwards.
c.XXX > 236H! > c.H/2H > 214H~H or 623M/H or SBA/SSBA Net Gain Everyone 1 Easy Big damage corner combo, keep in mind you can't use 236X afterwards.
c.XXX > 214H!~L > c.M/f.M/2U > 214H~H or 623M/H or SBA/SSBA Net Gain Everyone 1 Easy The midscreen combo can also be used in the corner.
c.XXX > 236H! > c.H/2H > 214H~L! > c.H > 623M/H or SBA/SSBA Net Gain Everyone 2 Easy Double stock extension, makes pressure afterwards very difficult.
5U > c.H > 236H! > f.M > SBA ? Everyone 1 Easy Does 3625 damage to the opponent at full health with easy input. Does 4125 damage with technical input.
5U > c.H > SSBA ? Everyone 0 Easy Does 4320 damage to the opponent at full health.
5U > c.H > SBA ? Everyone 0 Easy Does 2780 damage to the opponent at full health with easy input. Does 3480 damage with technical input.
c.XXX > 236H! > 2H > 623H! > 5LL > 214H-H! / 236236U Net Gain Everyone 3/2 Medium Extremely resource expensive. 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 > 623H! > c.L > SBA ? Everyone 2 Medium Does 4562 damage to the opponent at full health. Can use easy input or technical input. Note: after 2H, delay the 623H! so that you can pick up with 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: Stock Needed Difficulty Notes
(anti air) CH 2H > 5H > 214H-H! Net Gain Everyone 1 Easy
(anti air) CH 2H > 214L/214M > 5HHH > 623M Net Gain Everyone 0 Medium
(anti air) CH 2H > 214L/214M > 5H > 236236H Net Gain Everyone 0 Medium
(anti air) CH 2H > 214L/214M > 2U > 22X Net Gain Everyone 0 Easy

Not the best damage but you get decent oki and orbs.

Corner Counter-hit Combos

Combo SBA Gain Works on: Stocks Required Difficulty Notes
CH 214H~M! > 2H > 236M > 2U > 22L/M/H or SBA/SSBA Net Gain all 1 Medium Fireball juggle, can be extended if you have more stocks (shown below).
CH 214H~M! > 2H > 236M! > 2H > 236M > 2U > 22L/M/H or SBA/SSBA Net Gain all 2 Medium Max damage fireball juggle for oki.
CH 214H~M! > 2H > 236M! > 2H > 236M! > c.H > 623M/H or SBA/SSBA Net Gain all 3 Medium Max damage fireball juggle for damage.
CH 214H~M! > 5H > 236H! > 5H > 623H! > L > 236236H Net Gain all 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 > 5H > 236236U (hold U) Net Gain Everyone 2 Hard

This is the greatest amount of damage I could find, close to 7k.

(anti air) CH 2H > 214L > 5H > 236H! > 5H > 214H!~H Net Gain all 3 Medium In this version you get to keep your SBA.
(anti air) CH 2H > 214L > {2H > 236M!}x2 > 2H > 22M/H Net Gain all 2 Medium 4.5k for a combo that 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.

Resources

  • Fireball Pressure

https://docs.google.com/document/d/1LDfSjR3CumJi_k9bMJsJJ0OybYHBmV0nalnlGA95-eU/edit?usp=sharing

  • Percival Guide

https://docs.google.com/document/d/1YZZhtw-4P5lobOF9CnwrqmRZWqStSQQ7BuivZzaPsZU/edit?usp=sharing

Video Examples

https://twitter.com/mohumohukedama/status/1225572302722621446?s=19
https://twitter.com/teruchina/status/1226862099365654528?s=19

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