GBVS/Vaseraga/Combos: Difference between revisions

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==Combo Theory==
==Combo Theory==
"Ender" means you can choose {{clr|3|214M}}, {{clr|1|[4]6L}}, {{clr|4|2{{clr|4|2H}}}}~{{clr|4|H}}, {{clr|4|236236H}}, or {{clr|2|236236U}}.


* Ending a combo with {{clr|3|214M}} (or {{clr|4|214H}}) gives you a large amount of time to act before your opponent gets up, letting you easily get your {{clr|2|5U}} off, or run up to pressure them.
* Ending a combo with {{clr|3|214M}} (or {{clr|4|214H}}) gives you a large amount of time to act before your opponent gets up, letting you easily get your {{clr|2|5U}} off, or run up to pressure them.

Revision as of 22:09, 19 March 2020

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

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Combo Position Damage SBA 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

Combo Position Damage SBA 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 Very Easy Values are for c.LXX, c.MXX, c.HXX.
c.XXX > 22H(1)~H All 2670, 3070, 3770 20%, 22%, 23% All Very 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(1)~H All 3310 20% All Easy One March stomp must connect before canceling into the H followup.
c.M, c.L, 2M > 22H(1)~H, f.L > 214H All 4140 31% Gran, Katalina, Lancelot, Ladiva, Metera, and Lowain Medium One March stomp must connect before canceling into the H followup.
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(1)~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 This is off of a guard Break from 22X~[H]. 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 Anti-air 2600 14% All Very Easy Safer option that leads to worse oki, but will work on most anti-air heights.
2H > [4]6M Anti-air 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.
2H > 22L~66~H, c.M > 214H, 2H > 22H~H, 2M Corner Counter Hit Anti-air 6381 40% All Hard You have to March for about a full step forward, but some distance can be made up by taking slight walks forward before the c.M and the 2H, based on the height and distance required.

Combo Theory

"Ender" means you can choose 214M, [4]6L, 22H~H, 236236H, or 236236U.

  • 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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