GBVS/Yuel/Combos

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Yuel
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
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

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

Combo Damage Meter Gain Works on: Difficulty Notes
c.L/2L, c.MXX Basic close light confirm.
... > 236L~U Standing reset into stance.
... > 236M/623M Knockdown enders. 236M gives more corner carry but 623M does more damage and gives slightly better oki. Choose with discretion.
214M > c.M > 236L 2425 Medium Only works at 214M max range

Corner

Combo Damage Meter Gain Difficulty Notes
... > 236H > c.MXX > 623H~U > 5U~5M (whiff) > 5U~2M Corner stance 2M meaty. Beats anything short of projectile-based reversals. 236H also regenerates fast enough to be used in the follow-up combo. Example: https://twitter.com/Spark_SSBU/status/1338811109235560448?s=20
... > 236H > 2H(2) > 22H > cH > 623H/M Requires some corner carry. Much higher damage than above combo.
... > 236H > 2H(2) > 22H~U > 2H > SBA/SSBA Variant of the above combo that does slightly more damage if you're planning to cash out.

AA 2H

Combo Position Damage Meter Gain Difficulty Notes
2H(2) > 22H > md c.H/f.M > 236M/623M/SBA/SSBA Anywhere 3370/3340/4798/5655 ~32%(623M ender)/~29%(236M ender) Extremely consistent conversion that works on CH, normal hit, and if the second hit connects normally.
CH 2H(1)~5U > td.2H Anywhere 1500 ~9% CH 2H AA starter, buffer stance change and continue combo based on distance
...> 2H(2) > 22H > md c.H > 236M/SBA/SSBA Anywhere 3960/5001/5616 ~35% Medium distance/height CH 2H. SBA/SSBA cashout for better damage and oki
...> md c.H > 236M/623M/SBA/SSBA Anywhere 3070/3140/4540/5373 ~25%(236M ender)/~28%(623M ender) Most consistent, should work from most heights and distances. No cooldown conversion

Combo Theory

Video Examples

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