GBVS/Vaseraga/Combos: Difference between revisions

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< GBVS‎ | Vaseraga
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!  Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
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| combo transcript || where || Net Gain || who || {{clr|6|Very Easy}} ||  
| combo transcript || where || Damage || Net Gain || who || {{clr|6|Very Easy}} ||  
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| combo transcript || where || Damage || Net Gain || who || {{clr|3|Easy}} ||  
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| combo transcript || where || Damage || Net Gain || who || {{clr|7|Medium}} ||  
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| combo transcript || where || Damage || Net Gain || who || {{clr|4|Hard}} ||  
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| combo transcript || where || Net Gain || who || {{clr|8|Very Hard}} ||
| combo transcript || where || Damage || Net Gain || who || {{clr|8|Very Hard}} ||
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Revision as of 01:27, 29 February 2020

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

Template:Notation-GBVS


Template

Combo Position Damage Tension Gain Works on: Difficulty Notes
combo transcript where Damage Net Gain who Very Easy
combo transcript where Damage Net Gain who Easy
combo transcript where Damage Net Gain who Medium
combo transcript where Damage Net Gain who Hard
combo transcript where Damage 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 Damage Tension Gain Works on: Difficulty Notes
c.XXX 214M All Damage Net Gain All Very Easy
c.XXX [4]6L All Damage Net Gain All Easy
c.XXX 22H~H All Damage Net Gain All Easy One March stomp must connect before canceling into the H followup.
c.M c.L 2M 22H~H All Damage 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 Damage 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 Damage Net Gain All Very Hard
c.XXX 214H 2H 22H~H c.MXX [4]6L Corner Damage Net Gain All Medium
c.M c.L 2M 22H~H f.L 214H 2H [4]6L Corner Damage 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 Damage 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 Damage Net Gain All Very Hard
2H [4]6M Antiair Damage 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 Damage 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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