GBVSR/Zeta/Combos: Difference between revisions

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< GBVSR‎ | Zeta
(→‎Combo List: added far starter combos)
(→‎Combo List: Added Normal Hit and Counter Hit 66H starters, and a 623U combo under the Special Starters section.)
 
(One intermediate revision by one other user not shown)
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{{GBVSR-ComboTableRow
{{GBVSR-ComboTableRow
|combo= {{clr|L|5L}}/{{clr|L|2L}}/{{clr|M|5M}}/{{clr|M|2M}}/{{clr|H|5H}} > {{clr|H|623H}}~{{clr|H|6H}}~{{clr|H|6H}}
|combo= {{clr|L|f.L}}/{{clr|L|2L}}/{{clr|M|5M}}/{{clr|M|2M}}/{{clr|H|5H}} > {{clr|H|623H}}~{{clr|H|6H}}~{{clr|H|6H}}
|position= Anywhere
|position= Anywhere
|damage=  
|damage=  
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|-
|-
{{GBVSR-ComboTableRow
{{GBVSR-ComboTableRow
|combo= {{clr|L|5L}}/{{clr|L|2L}}/{{clr|M|5M}}/{{clr|M|2M}}/{{clr|H|5H}} > {{clr|H|623H}}~{{clr|H|9H}}~{{clr|H|2H}} > cl.M > {{clr|H|214H}}-M > cl.H > {{clr|H|22H}}~{{clr|H|8H}}~{{clr|H|2H}} > {{clr|U|2U}}/{{clr|U|22U}}
|combo= {{clr|L|f.L}}/{{clr|L|2L}}/{{clr|M|5M}}/{{clr|M|2M}}/{{clr|H|5H}} > {{clr|M|M}}+{{clr|H|H}} > {{clr|M|M}}+{{clr|H|H}} > {{clr|M|22M}}~{{clr|M|3M}} > {{clr|L|f.L}} > {{clr|H|623H}}~{{clr|H|6H}}~{{clr|H|6H}}
|position= Midscreen
|damage=
|SBA=
|difficulty= Medium
|notes= Midscreen RS~RC poke confirm.
|stocks=
|video=
|checkedVersion= 1.0
}}
|-
{{GBVSR-ComboTableRow
|combo= {{clr|L|f.L}}/{{clr|L|2L}}/{{clr|M|5M}}/{{clr|M|2M}}/{{clr|H|5H}} > {{clr|H|623H}}~{{clr|H|9H}}~{{clr|H|2H}} > cl.M > {{clr|H|214H}}-M > cl.H > {{clr|H|22H}}~{{clr|H|8H}}~{{clr|H|2H}} > {{clr|U|2U}}/{{clr|U|22U}}
|position= Corner
|position= Corner
|damage=  
|damage=  
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{{GBVSR-ComboTableRow
{{GBVSR-ComboTableRow
|combo=  
|combo= {{clr|H|66H}} > {{clr|L|66L}} > {{clr|M|c.MMM}} > {{clr|H|623H}} > 9X > delay 3X
|position=  
|position= Anywhere
|damage=  
|damage= 4160
|SBA=  
|SBA= 34%
|difficulty=  
|difficulty= Medium
|notes=  
|notes= 66L can be hard to buffer after 66H, just remember to start buffering very late into 66H's animation. Can change route to 623H > 9X > dl 2X in the corner to extend.
|stocks=  
|stocks=  
|video=  
|video=  
|checkedVersion=  
|checkedVersion= 1.0
}}
|-
{{GBVSR-ComboTableRow
|combo= CH {{clr|H|66H}} > {{clr|U|623U}} > {{clr|U|22U}} > {{clr|U|623U}} > {{clr|M|c.M}} > {{clr|M|M}} + {{clr|H|H}} x 2 > {{clr|H|c.H}} > {{clr|H|214H.M}}
|position= Midscreen
|damage= Tech Input - 9325, Fast Input - 8750
|SBA= -100%, +1%
|difficulty= Hard
|notes= CH 66H allows for a link into {{clr|U|623U}}. Full resources, carry into corner. Any combo after a grounded 623U starter can replace what comes after to spend less resources.
|stocks=
|video=
|checkedVersion= 1.0
}}
|-
{{GBVSR-ComboTableRow
|combo= {{clr|U|623U}} > {{clr|U|j.U}} x3 > {{clr|H|j.H}} > {{clr|H|22H}} > delay 8X > 2X > {{clr|L|c.L}} > {{clr|M|c.MM}} > {{clr|H|214H.H}} (whiff)
|position= Near corner
|damage= Tech input - 5990, Fast input - 5740
|SBA= -25%, +25%
|difficulty= Hard
|notes= Cinematic Hit. Carries from midscreen into the corner leading into a safejump. This combo also works when special cancelled from a normal that isn't 2U.
|stocks=
|video=
|checkedVersion= 1.0
}}
}}
|}
|}
</tabber>
</tabber>

Latest revision as of 23:48, 24 April 2024

 Zeta
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.
RS = Raging Strike
RC = Raging Chain
AB =  Avatar Belial
AN =  Anila
BB =  Beelzebub
BL =  Belial
CA =  Cagliostro
CL =  Charlotta
DJ =  Djeeta
EU =  Eustace
FR =  Ferry
FT =  Ladiva
GM =  Grimnir
GR =  Gran
KT =  Katalina
LN =  Lancelot
LW =  Lowain
MT =  Metera
NI =  Nier
NM =  Narmaya
PC =  Percival
SF =  Siegfried
SO =  Soriz
SX =  Seox
UN =  Anre
VS =  Vaseraga
VI =  Vira
YU =  Yuel
ZO =  Zooey
ZT =  Zeta
2B =  2B

Basic Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Triple AttackIt's the auto combo
Very Easy


c.LXX/c.MXX/c.HXX > ...

As with any other Triple Attack, its primary function is to provide a generous window to confirm a hit (or as combo filler).
c.H is best used as a starter to punish blocked DPs, Skybound Arts, etc.

Dash LightYou're gonna want to know how to convert off of it
Easy


66L, 2L, f.L > ...
66L, c.MXX > ...

If 66L does not hit close, f.M will come out instead of c.M and does not combo.
As a result, the 2L route is more consistent, but also does less damage.

Spear of Arvess BnBFor converting off of pokes or as a midscreen meterless combo
Easy


Starter > 623L/623M ~ 6X
Starter > 623H ~ 6X ~ 6X

623M does more damage but will not combo as consistently as 623L for most pokes.
623H is optimal for damage and corner carry.

Pokes that combo into 623L and 623H:

  • f.L, f.M, 2M, f.H

Pokes that combo into 623M:

  • f.H

Signo Drive EnderMainly used when Spear of Arvess is on cooldown
Very Easy


Starter > 5U(Mash)
Ending a blockstring with Signo Drive leaves you safe on block when fully mashed and pushes the opponent away.

Anti-AirGo-to meterless anti-air
Easy


2H(AA) > 22L/22M ~ 9X
2H(AA) > 22H ~ 9X ~ 9X

The follow up may need to be adjusted to where the opponent is in the air.
Only use 22M if the opponent is directly above you.
22H is optimal for damage and corner carry.

Crouch ConfirmGood if you tag a crouching opponent
Easy


Starter > 214L ~ H > j.H ~ j.22L ~ 6X
Starter > 214L ~ H > j.H ~ j.22H ~ 6X ~ 3X

Requires you to both hit a crouching opponent and be relatively close, so it requires some situational awareness to apply in a match.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character



Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute




Combo List

  • Combos that start with XXX will have their damage values respectively for Light, Medium, and Heavy starters.
Combo Position Damage SBA Gain Difficulty Notes Video Ver
c.XXX > 623H > 9X > delay 3X Anywhere 3090, 3590, 4090 25%, 26%, 28% [1] Very Easy Zeta's meterless, midscreen BnB. Spends Ground Spear of Arvess Cooldown in exchange for good damage and great corner carry. 1.0
c.XXX > 214L.H > delay j.H > land c.L > 22H > 9X > delay 6X Anywhere 3670, 4170, 4670 36%, 37%, 39% [3] Medium Crouching only. Good hitconfirm if you see your opponent is crouching or you punish a reversal midscreen. 1.0
c.XXX > 236H > cl.H > 214H~H > j.H > cl.H > 22H~8H~2H > 2U/22U Corner [3] Medium Corner BNB leading to safejump 2L (whiff) > 9 j.U. 1.0
Combo Position Damage SBA Gain Difficulty Notes Video Ver
f.L/2L/5M/2M/5H > 623H~6H~6H Anywhere [1] Very Easy Basic poke confirm into Spear of Arvess. ??
f.L/2L/5M/2M/5H > M+H > M+H > 22M~3M > f.L > 623H~6H~6H Midscreen [3] Medium Midscreen RS~RC poke confirm. 1.0
f.L/2L/5M/2M/5H > 623H~9H~2H > cl.M > 214H-M > cl.H > 22H~8H~2H > 2U/22U Corner [3] Medium 1.0
Combo Position Damage SBA Gain Difficulty Notes Video Ver
2H > 22H > 9X > 9X > 9X Midscreen 3310 21% [1] Very Easy A simple anti-air route that spends 22X cooldown. Higher reward than L or M versions, and serves as a gateway for more advanced routing. 1.0
Anti Air 2H (CH) > 22H~8H~3H > cl.HHH > 623H~6H~6H Midscreen [3] Medium CH anti-air route. 1.0
Combo Position Damage SBA Gain Difficulty Notes Video Ver
66H > 66L > c.MMM > 623H > 9X > delay 3X Anywhere 4160 34% [3] Medium 66L can be hard to buffer after 66H, just remember to start buffering very late into 66H's animation. Can change route to 623H > 9X > dl 2X in the corner to extend. 1.0
CH 66H > 623U > 22U > 623U > c.M > M + H x 2 > c.H > 214H.M Midscreen Tech Input - 9325, Fast Input - 8750 -100%, +1% [4] Hard CH 66H allows for a link into 623U. Full resources, carry into corner. Any combo after a grounded 623U starter can replace what comes after to spend less resources. 1.0
623U > j.U x3 > j.H > 22H > delay 8X > 2X > c.L > c.MM > 214H.H (whiff) Near corner Tech input - 5990, Fast input - 5740 -25%, +25% [4] Hard Cinematic Hit. Carries from midscreen into the corner leading into a safejump. This combo also works when special cancelled from a normal that isn't 2U. 1.0

Combo Theory

Video Examples

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