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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.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo 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. = Jump
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
[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


Combo Position Tension Gain Works on: Difficulty Notes
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Combo List


Combo Position Meter Gain Works on: Difficulty Notes
c.XXX > 214X Anywhere 15-31% Anyone Very Easy Basic autocombo BnB.
c.L , c.MXX > 214X Anywhere 18-27% Anyone Easy Jab to c.M autocombo link.
2L , c.LXX > 214X Anywhere 16-26% Anyone Easy Low poke to autocombo.
2L , 2L , f.L > 214H Anywhere 22% Anyone Easy 2L link confirm.
2L , 2L , f.L > 214M Anywhere 22% Anyone Easy Crouch-only 2L link confirm.
2L , c.MXX > 214X Anywhere 18-27% Anyone Medium Crouch-Only c.M autocombo link.
f.M/2M/f.H > 214M Anywhere 14% Anyone Easy Poke confirm.
2H > 214L , f.M > 214H Anywhere 30% Anyone Medium Anti-Air extension. Can replace f.M with 2U if 214L hits late.
CH 2H > 214L (whiff) , c.MXX 214M Anywhere 26% Anyone Medium CH Anti-Air extension.
CH c.H (1) > 236H, c.L > 22M , 2H > , f.M > 214H, 2U Midscreen-to-Corner 49% Anyone Medium CH c.H followup.
CH c.H (1) > 236L, 2H > 214L, f.L > 214H, 2U > (summon) Midscreen-to-Corner 44% Anyone Medium 236L followup to keep summon cooldowns.
236L (setup) > f.M > 214M Anywhere 18% Anyone Easy Basic Sammy followup.
236M (setup) > 2U > 214M Anywhere 19% Anyone Easy Basic Tommy followup.
22M (setup) > f.H > 214M Anywhere 20% Anyone Easy Basic 22M followup. Can go into c.H if close enough or 2U for meterless HKD.
22L (setup) > 2L , c.HXX > 214X Anywhere 29-37% Anyone Medium Basic 22L extension.
22H (setup) > 2U , c.H > 214X Anywhere 28-35% Anyone Medium Basic 22H followup. Can extend to 2U or autocombo if 214H wallbounces.
22H (setup) > 2U > SBA , 5M, 5L > 236U Anywhere -100% Anyone Medium Basic SBA extension.

Near Corner

Combo Position Meter Gain Works on: Difficulty Notes
c.XXX > 214H, c.HXX > (summon) Near Corner 38%-43% Anyone Easy Autocombo wallbounce followup. Cancelling to summons give better Okizeme and continues pressure.
c.XXX > 214H, 2U > (summon) Near Corner 30%-35% Anyone Easy HDK from autocombo wallbounce.
c.XXX > 214H, 2H > SBA, 5M, 5L > 236U Near Corner -100% Anyone Medium SBA followup from autocombo wallbounce.
2H > 214L, f.M > 214H, 2H > SBA, 5L > 236U Near Corner -100% Anyone Medium Anti-Air SBA followup.
CH 2H > 22L (1), 2H > 214L, 2H > 214L, c.M > (summon) Near corner 35% Anyone Medium CH Anti-Air to 214L loop.
623M (parry hit), f.M > 214H, 2H > SBA, 5M, 5L > 236U Near Corner -100% Anyone Medium Low parry followup near corner. Can replace f.M with c.H if close enough.
236M (setup), UOH, c.H > 214H, c.HXX > (summon) Near Corner 43% Anyone Medium Universal Overhead combo. Can replace c.H with c.M to link easier.
236L, 2H > 214L, c.H (1) > 214H, 2H > SBA, {{{2}}}, 5L > 236U Near Corner Anyone Medium Sammy corner combo.

Back To Corner

Combo Position Meter Gain Works on: Difficulty Notes
c.H (1) > 236H, 6G, 2H > 214L, c.MXX > 214L Back-to-Corner 36% Anyone Easy Sideswitches using 6G crossover.
CH 2M > 236H, 22M (setup), f.M > 214M Back-to-Corner 29% Anyone Easy
CH 2M > 236H, 22L, 2H > 214L, f.M > 214H Back-to-Corner 45% Anyone Medium

Yggdrasil (SSBA)

Combo Position Works on: Difficulty Notes
5M, 5U Fullscreen Anyone Easy
5M, 5L Midscreen Anyone Very Easy
5M (blocked), 5H Fullscreen Anyone Easy 5M locks the opponent in place and guarantees 5H to hit.
5U (air blocked), 5H Anywhere Anyone Easy 5U locks the opponent in place and guarantees 5H to hit when they land.

Combo Theory

Lowain routing tends to be a bit limited due to his lack of combo ability for his specials.

214X: Being his only real combo tool you have to manage the cooldown for this move very carefully. If you use the EX version you are without a combo ender until the cooldown is over. Making use of setups that involve his summons to allow you to get a knockdown with 2U or an air juggle will be necessary if this move ever goes on cooldown. 214H wall bounces which leads to his more extended combos. You will either combo into 5XXX for damage and oki, 2U for worst damage but best oki, or 2H to lead into an HPA combo or MH ender for damage.

214L Juggles: On airborne opponents, 2H can lift an opponent into 214L which lets you pick up with another juggle. This is really important for anti-air confirms or getting extra damage if you managed to get a launching hit from 236L or 22H. 5XXX 214L can also lead to juggles as well but you approach combo limit much faster.

Crouching Vs Standing confirms: Lowain f.L is kind of bad since it whiffs on crouchers at far ranges. Which means you have to learn a different crouching confirm for people crouching vs standing.

Video Examples