GBVS/Vaseraga/Combos: Difference between revisions

From Dustloop Wiki
< GBVS‎ | Vaseraga
Line 49: Line 49:
|-
|-
| c.M c.MXX 214H 2H 22H~H 2M || Corner || 4726 || 48% || All || {{clr|8|Very Hard}} ||  
| c.M c.MXX 214H 2H 22H~H 2M || Corner || 4726 || 48% || All || {{clr|8|Very Hard}} ||  
|-
| 2H 22L~L || Antiair || 2600 || 14% || All || {{clr|3|Easy}} || Safer option that leads to worse oki, but will work on just about any antiair height.
|-
|-
| 2H [4]6M || Antiair || 2900 || 14% || All || {{clr|7|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 [4]6M || Antiair || 2900 || 14% || All || {{clr|7|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 || 2600 || 14% || All || {{clr|7|Medium}} || Safer option that leads to worse oki, but will work on just about any antiair height.
|}
|}



Revision as of 01:56, 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 1960, 2360, 3060 20%, 22%, 23% All Very Easy Values are for c.LXX, c.MXX, c.HXX.
c.XXX [4]6L All 1960, 2360, 3060 17%, 20%, 21% All Easy Values are for c.LXX, c.MXX, c.HXX.
c.XXX 22H~H All 2670, 3070, 3770 20%, 22%, 23% All Easy Values are for c.LXX, c.MXX, c.HXX. One March stomp must connect before canceling into the H followup.
c.M c.L 2M 22H~H All 3310 20% All Medium One March stomp must connect before canceling into the H followup.
c.M c.L 2M 22H~H f.L 214H All 4140 31% 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 2920, 2920, 3500 26%, 24%, 26% All Very Hard Values are for 214L, [4]6L, 22H~H.
c.XXX 214H 2H 22H~H c.MXX [4]6L Corner 4244, 4628, 5328 44%, 46%, 47% All Medium Values are for c.LXX, c.MXX, c.HXX
c.M c.L 2M 22H~H f.L 214H 2H [4]6L Corner 4681 40% All Hard One March stomp must connect before canceling into the H followup.
22x~[H] c.H 214H 2H 22H~H c.MXX [4]6L Corner 6024 46% 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. Requires a slight delay on the stance H in order to get slightly closer.
c.M c.MXX 214H 2H 22H~H 2M Corner 4726 48% All Very Hard
2H 22L~L Antiair 2600 14% All Easy Safer option that leads to worse oki, but will work on just about any antiair height.
2H [4]6M Antiair 2900 14% 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.

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

Navigation