GBVS/Belial/Combos

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< GBVS‎ | Belial
 Belial
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.
AB =  Avatar Belial
BB =  Beelzebub
BL =  Belial
CA =  Cagliostro
CL =  Charlotta
DJ =  Djeeta
EU =  Eustace
FR =  Ferry
FT =  Ladiva
GR =  Gran
KT =  Katalina
LN =  Lancelot
LW =  Lowain
MT =  Metera
NM =  Narmaya
PC =  Percival
SO =  Soriz
SX =  Seox
UN =  Anre
VS =  Vaseraga
VI =  Vira
YU =  Yuel
ZO =  Zooey
ZT =  Zeta

Template

Combo Position Meter Gain Works on: Difficulty Notes
combo transcript where Net Gain who [1] Very Easy
combo transcript where Net Gain who [2] Easy
combo transcript where Net Gain who [3] Medium
combo transcript where Net Gain who [4] Hard
combo transcript where Net Gain who [5] Very Hard

Combo List

Combo Position Damage Meter Gain Works on: Difficulty Notes
XXX > 236H-4M, c.L, c.M > 214L Anywhere 2770-3570 35-40% Anyone [2] Easy Midscreen BnB. Delaying 236H-4M can cause c.M to become f.M
2M, 2L, 5L > 214L Anywhere 2260 19% Anyone [1] Very Easy Low hit confirm
X > 236H-4H, f.H(1) > 214M Anywhere Crouching 2890-3690 31-36% Anyone [2] Easy Midscreen crouch confirm
j.U, [4]j.M or [6]j.M, 5MXX > 214L Anywhere 3115 29% Anyone [2] Easy Unique crossup starter combo. Movement can be controlled sideways after j.U hits. j.U doesn't combo on standing opponents.
X > 214H, c.H > 236H-4H, 2U-4G Corner 3940-4707 37-41% Anyone [2] Easy Corner safejump combo
CH UOH, c.H > 236H-4H, f.H(1) > 214H Anywhere 4200 36% Anyone [2] Easy Counter Hit Overhead confirm
CH 2M, 5H > 236H-4M, 2L, f.L > 214L Anywhere 3155-3855 36% Anyone [3] Medium Low Counter Hit confirm. Longer ranged CH 2M gives a f.H followup instead of c.H
2H > 236M or 623L Anywhere 1300-2000 11-16% Anyone [1] Very Easy Standard AA followup. 236M knocks the opponent back farther than 623L.
2H > 214M > c.H > 214H Anywhere 3570 29% Anyone [3] Medium Inconsistent AA combo. Requires 214M to whiff its grab animation.
CH 2H > 236L-4H, 66 > f.H(1) > 236H-4M, f.H(1) > 214H Anywhere 3720 38% Anyone [3] Medium Counter Hit AA combo, close spacing only. Video Example.
c.H > 214H, c.H > 236H-4H, c.H > SBA/SSBA Corner 6275-6616 -100% Anyone [3] Medium Meter dump super combo.

Combo Theory

Video Examples

【GBVS(Granblue Fantasy: Versus)】Ver 2.40版 彼列 ベリアル belial 基礎Combo與壓制

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