GBVS/Vaseraga/Combos: Difference between revisions

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< GBVS‎ | Vaseraga
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* c.M links into 2M on crouching opponent.
* c.M links into 2M on crouching opponent.
* Any f.L or f.M will combo into 22H~H, allowing you to get a knockdown off of far pokes. It will also work off of f.H, but not at all ranges.
* Any f.L or f.M will combo into 22H~H, allowing you to get a knockdown off of far pokes. It will also work off of f.H, but not at all ranges.
* 2L links into c.L, allowing you to go into either 2M or c.LXX and follow those respective combo routes.


==Video Examples==
==Video Examples==

Revision as of 01:00, 29 February 2020

Character Name abbreviations and general nomencalture are currently developing and are subject to change

Template:Notation-GBVS


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Combo Position Tension 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. "Ender" means you can choose 214M, [4]6L, 22H~H, 236236H, or 236236U.
Combo Position Tension Gain Works on: Difficulty Notes
c.XXX 214M All Net Gain All Very Easy
c.XXX [4]6L All Net Gain All Easy
c.XXX 22H~H All Net Gain All Easy One March stomp must connect before canceling into the H followup.
c.M c.L 2M 22H~H All Net Gain All Medium One March stomp must connect before canceling into the H followup.
c.M c.L 2M 22H~H f.L 214H All Net Gain All but Charlotta, Percival, Vaseraga, Zeta or Ferry Medium One March stomp must connect before canceling into the H followup.
c.M c.MXX Ender All Net Gain All Very Hard
c.XXX 214H 2H 22H~H c.MXX [4]6L Corner Net Gain All Medium
c.M c.L 2M 22H~H f.L 214H 2H [4]6L Corner Net Gain All Medium One March stomp must connect before canceling into the H followup.
22x~[H] c.H 214H 2H 22H~H c.MXX [4]6L Corner Net Gain All Hard The 22x~[H] is intended to guard break, not hit. If you want to end with a super, do c.M straight into super, do not do the autocombo.
c.M c.MXX 214H 2H 22H~H 2M Corner Net Gain All Very Hard
2H [4]6M Antiair Net Gain All Medium On regular hit, only works if the opponent is low enough. On counter hit, [4]6M can be held to delay it to adjust for higher opponents.
2H 22L~L Antiair Net Gain All Medium Safer option that leads to worse oki, but will work on just about any antiair height.

Combo Theory

  • Ending a combo with 214M (or 214H) gives you a large amount of time to act before your opponent gets up, letting you easily get your 5U off, or run up to pressure them.
  • Ending a combo with [4]6L Gives you less frame advantage, but leaves you closer to the opponent making it easier to maintain momentum.
  • Ending a combo with 22H~H provides a hard knockdown and sets up a safejump by immediately doing 2L(whiff) jump forward.
  • c.M c.M is technically a 1 frame link on standing opponents. It is difficult, but possible.
  • c.M links into 2M on crouching opponent.
  • Any f.L or f.M will combo into 22H~H, allowing you to get a knockdown off of far pokes. It will also work off of f.H, but not at all ranges.
  • 2L links into c.L, allowing you to go into either 2M or c.LXX and follow those respective combo routes.

Video Examples

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