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: 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.

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.

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: 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). Slightly delay 2H after CH 214H~M!
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.
CH 214M~L! > (2L) > f.L > 623H/SBA Net Gain all 1 Easy CH 214M~L! pick up. If close enough, can fit in a 2L f.L instead.
(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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