
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- All buttons are done using in game notation of LMHU. X represents the use of any normal button. "Normal" buttons are the aforementioned LMH buttons.
- LX results in more damage than LXX due to scaling in most combos involving EX moves.
Midscreen, no grenade
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
c.XXX > 214M~M/H | 1740-2660 | 18%-27% | All | [1] Very Easy | Autocombo BNB, nothing outstanding |
c.XXX > 5U~5U | ~2100 | 18%-22% | All | [1] Very Easy | Alternate autocombo BNB, serves as a middleground of oki/damage between an Assault Knife or Takedown ender |
2L > 2L, f.L > 214L~H | 1820 | 16% | All | [2] Easy | Low hitconfirm. |
2L > 2L, 2M > 214M~M/H | 2070/2190 | 15%/19% | All | [1] Very Easy | Crouching hitconfirm. |
f.M/2M > 214M~M/H | 1680/1840 | 13%/18% | All | [1] Very Easy | Confirm from medium poke, will not work at max range |
f.H > 214M~M/H | 1980/2140 | 14%/19% | All | [1] Very Easy | Confirm from f.H, can substitute 5U~U as an ender for alternate oki |
2H > 214L~L/H | 1700/1500/2000 | 12%/16% | All | [1] Very Easy | Non-CH anti-air confirm, first hit of Assault Knife might whiff |
2H > 214L~G > c.HHH > 214M~H | 3425 | 32% | All | [1] Very Easy | CH anti-air confirm, can substitute 5U~U as an ender for alternate oki |
Corner, no grenade
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
c.XXX > [4]6H, c.MMM > [2]8H | 2765-3565 | 35%-40% | [2] Easy | Simple autocombo confirm, not terribly useful but might be good if it'll close out the round and Eustace can't get anything else. |
c.L/2L > c.LLL > [4]6H, 2M > 28H, 2M > 214M~H | 3065 | 41% | [3] Medium | Standing opponents only. Double jab combo that does slightly more than the c.LLL variant of the above combo, but does not end in a hard knockdown. |
c.L/2L > c.L/2L, f.L > [2]8H, f.H > [4]6H, f.H > 5U~U | 3630 | 36% | [3] Medium | Confirm from f.L. Extremely spacing dependent and will drop in many cases, so it's not that reliable. However, it's reward is much great than confirming straight into 214L~H. |
c.L/2L > c.L/2L, 2M > [2]8H, f.H > [4]6H, f.H > 5U~U | 3870 | 36% | [3] Medium | The more reliable version of the above combo, with the stipulation that it only works on crouching opponents. |
Midscreen, mid-combo grenade
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
c.H > 623H, f.L > [4]6H!, 5U~U > 66 > f.H > 5U~U | 3940 | 44% | All | [3] Medium | Essentially relegated to reversal punishes. Hurts a lot for a midscreen combo. |
c.L/2L, c.MMM > 623H, 2M > 214M~L!, 5U~U > 66 > c.H > 5U~U | 3015 | 44% | All | [3] Medium | Crouch confirm, works from any autocombo. |
Corner, mid-combo grenade
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
c.H > 623H, f.L > [4]6L!, f.H > [4]6M! > 66 > c.H > 5U~U | 4120 | 43% | All | [3] Medium | It's cooler than the midscreen version because he shoots you twice and it costs no cooldowns except grenade itself. |
c.L/2L, c.MMM > 623H > 2M > 214M~L!, f.H > [4]6M! > 66 > c.H > 5U~U | 3185 | 45% | All | [3] Medium | Only shoots you once but still only costs one cooldown. |
Midscreen, grenade set
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
Forward Throw! > [4]6H! > 66 > 2U | 3010 | 30% | All | [3] Medium | Macrodash combo. Cancel 2U into 4G and hold 9 for a safejump. |
Forward Throw! > [4]6H! > 66 > f.H > 5U~U | 3740 | 37% | All | [3] Medium | Alternate ender to the above. Worse oki but significantly better damage and meter gain. |
2M > 214M~L!, 5U~U! > 66 > c.H > 5U~U | 3390 | 36% | All | [3] Medium | 2M can be substituted with any non-light button. |
f.L > [4]6H!, 5U~U! > 66 > c.H/f.H > 5U~U | 3600 | 38% | All | [3] Medium | f.L can be substituted by any light button or string of light buttons. |
UOH!, c.H > [4]6H!, 5U~U! > 66 > f.H > 5U~U | 4270 | 36% | All | [3] Medium | UOH confirm. |
Air Throw!, [4]6H! > 66 > c.H > 5U~U | 3860 | 38% | All | [3] Medium | Rare starter, but good damage for a universal anti-air. |
5U~U!, c.H > [4]6H! > 66 > 2U | 3370 | 34% | All | [3] Medium | Substitute 2U for f.H > 5U~U for better damage but worse oki. Can be confirmed into from autocombo or heavy buttons. |
214M~U!, 5U~U!, f.H > 5U~U | 3730 | 40% | All | [3] Medium | Another rare starter, but pretty safe to go for. |
Corner, grenade set
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
Forward Throw! > 2H > [4]6[H] > 66 > f.H > 5U~U | 4148 | 32% | All | [3] Medium | Laser wallbounce. Combos in this section generally use f.H > 5U~U and delay 2U interchangeably as enders. Use one or the other depending on if you want damage or oki. |
2M > 214M~L!, c.H > [4]6M!, 2H > [4]6[H], 2U | 3943/4355 | 38%/36% | All | [3] Medium | Flamek Thunder launcher deals more damage than Stunlight launcher, but you might want to use 214M to close distance to corner. Any non-light button can substitute for 2M. |
f.L > [4]6L!, f.H > [4]6M! > 66 > c.H > 5U~U | 3790 | 34% | All | [3] Medium | f.L can be substituted by any light button or string of light buttons. |
UOH!, 2H > [2]8[H], 66 > c.H > 5U~U | 4300 | 34% | All | [2] Easy | UOH confirm. |
c.H > 5U~U!, 2H > [2]8[H], 2H > [4]6[H], 2U | 4655 | 43% | All | [3] Medium | Can be confirmed into from autocombo or heavy buttons. |
CH midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
CH c.M > 623H, f.L > [4]6L!, f.H > [4]6M! > 66 > c.H > 5U~U | 3440 | 41% | All | [4] Hard | Identical to your c.H punish. More difficult to confirm than anything. |
CH 214M~L, 2L > 2M > 214M~M/H | 2170/2290 | 22%/26% | All | [2] Easy | Experienced opponents won't crouch mash on 214M, but in case they do this convert is there. |
CH 2L, f.M/2M > 214M~M/H | 1920/2060 | 14%/18% | All | [2] Easy | Go-to for when you are out of range for c.M |
CH c.M, 2M > 214M~M/H | 2220/2360 | 16%/21% | All | [2] Easy | Slightly outdamages the autocombo confirm while not requiring you to commit to it. |
CH corner
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
CH c.M > 2M > [2]8H, f.H > [4]6H, f.H > 5U~U | 4408 | 39% | All | [3] Medium | Frame trapping into c.M from c.L or 2L puts you at the perfect spacing to get this combo. |
CH 2L > 2M > [4]6H, 2M > [2]8H, f.H > 5U~U | 3920 | 35% | All | [3] Medium | Alternative to the f.L Slow Kill confirm that's more reliable, but only works at essentially 0 distance to corner. |
CH c.H, c.H > [2]8H, 2M/f.H > [4]6H, f.H > 5U~U | 5362 | 43% | All | [3] Medium | Very rewarding starter, but fairly hard to come by. Works even when slightly spaced out, but you might get f.H instead of a second c.H. It won't make the combo drop but it'll make it do slightly less damage. |
CH f.H > [4]6[H] > f.H > 5U~U | 3790 | 23% | All | [3] Medium | The most consistent way to get a combo from a f.H spacing trap, although at closer ranges better combos are possible. |
CH 214M~L, 2L > 2M > [2]8H, f.H > [4]6H, f.H > 5U~U | 3965 | 43% | All | [3] Medium | Experienced opponents won't crouch mash on 214M, but in case they do this convert is there. |
CH 5U~[U], f.L > [2]8H > 66 > 2H > 623H > 2U | 3600 | 31% | All | [4] Hard | What makes 5U a dangerous frame trap. Ends with a grenade set on them. |
Combo Theory
Video Examples
【GBVS(Granblue Fantasy: Versus)】Ver 2.51版 尤斯堤斯 ユーステス・Eustace 基礎Combo

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