GBVSR/Anila/Combos

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< GBVSR‎ | Anila
 Anila
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

Low starters
Very Easy


2L > f.L > 214L/214H/214U
2U > 214L/214H/214U

Anila's low starter combos are relatively safe options to throw out in the midscreen for minor damage. In the corner, 214HGBVSR Anila 214L.pngGuardMidStartup15Recovery26 [15]Advantage-8 wallbounces opponents, potentially leading to threatening combo conversions.

Up close, 2LGBVSR Anila 2L.pngGuardLowStartup6Recovery10Advantage-2 is fast and non-committal, making it a great low starter for pressure against aggressive opponents.

In midrange, 2UGBVSR Anila 2U.pngGuardLowStartup13Recovery25Advantage-18 can surprise opponents and force them to respect Anila's range. In the corner, it will also add less scaling to combo followups.

Properly spaced, 214LGBVSR Anila 214L.pngGuardMidStartup12Recovery20 [15]Advantage-2 ends the combo in a true block string A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense.. On block, 214H and 214UGBVSR Anila 214U.pngGuardAllStartup11Recovery41 [15/45]Advantage-6 will leave a gap The number of frames between two attacks in which the defender leaves blockstun/hitstun. e.g. In a 10F gap a 10F move will trade, a 9f or faster move will win, and a 11F move or slower will lose., setting up a frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. for the opponent, but can be countered with an invulnerable A state where a character cannot be hit. A common component of reversal moves. reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun..

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


c.H(2) starters
Very Easy


c.H(2)XX > 5U(4)~U
c.H(2)X > 236236H/236236U
c.H(2)(X) > 214H, wallbounce, c.M > ...
c.H(2)X > 236H, f.L > 214U/RS~RC ...

Anila's highest damage starter is c.H(2)GBVSR Anila cH.pngGuardMidStartup9Recovery18Advantage-2, a two-hit move without extra damage scaling. In general, immediately canceling after c.H(2) will avoid extra scaling on high-damage combos. However, c.H(2)X(X) can provide extra damage for short combos, or extra carry needed to reach the corner for follow-ups.

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


Midscreen corner carry combos
Easy, Hard


c.XXX > 5U(4)~U
c.H(2)X > 236H, f.L > 214U
c.H(2)X > 236H, f.L > RS~RC, c.H(2)X > 214H, f.H > 623L
c.H(2) > RS~RC, c.H(2) > 236H, microdash 66H, f.M > 214H, f.H > 623L/5U(4)
c.H(2) > RS~RC, c.H(2) > 236H, microdash 66H, f.M > 22L~safe jump j.H
c.H(2) > RS~RC, c.H(2) > RS~RC, c.H(2) > 236H, dash f.H > 214H, 623U

Anila's combos are typically lackluster in midscreen, but with meter and good timing she can carry opponents to the corner for more rewarding follow-ups.


Corner safejump loop
Medium


2L > c.LLL > 214H, c.M > 236H, 2H > 22L~j.L, 623L, c.M > 22L~j.H, ...
Anila can loop safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. pressure in the corner, forcing opponents to defend or be punished for their impatience. Three loops ending in SBA is enough to finish off most opponents.

Combo List

Combo Position Damage SBA Gain Difficulty Notes Video Ver
c.H(2)X > 236H, 5L > 214U Anywhere 4160 21% [2] Easy COSTS 50% SBA GAUGE
Midscreen confirm for corner carry with hard knockdown and dash up oki potential (whiff 2L, c.5H).
1.0
c.H(2)XX > RS~RC, c.H(2) > 236H, dash c.H(2) > 214H, c.H(2)X > 623H Midscreen 6740 [3] Medium COSTS 50% SBA GAUGE
Midscreen confirm for corner carry, trading BP to stay meter positive.
1.0
c.H(2) > RS~RC, c.H(2) > RS~RC, c.H(2) > 236H, dash 5H > 214H, 623U Midscreen 8030 [3] Medium COSTS 100% SBA GAUGE
Full meter dump midscreen kill combo.
1.0
c.H(2)XX > 236H, c.MXX > 214H > c.MXX > RS, 2H > 236236H Corner 8480 0% [2] Easy COSTS 100% SBA GAUGE
Corner autocombo confirm to SBA.
1.0
c.H(2)XX > 236H, c.MXX > 214H > c.MXX > 5U(4)~U Corner 5930 43% [2] Easy Meterless corner autocombo confirm. 1.0
c.H(2) > 214H, 5M > RS, c.H(2) > 236H, c.H(2) > 236236U Corner 9330 0% [2] Easy COSTS 100% SBA GAUGE
Corner SSBA confirm. Follow-up c.H requires starting point blank, but can be substituted for 5M for a minor damage loss.
1.0
Combo Position Damage SBA Gain Difficulty Notes Video Ver
2U > 214H, c.M > RS, f.M > 236H, f.H > 236236H/U Corner 7540/8290 0% [2] Easy COSTS 100% SBA GAUGE
Corner sweep confirm into SBA.
1.0
2U > 214H, c.M > RS, c.H(2) > 236H, c.H > 236236H/U Corner 7800/8550 0% [2] Easy COSTS 100% SBA GAUGE
Corner sweep confirm into SBA (point blank variant). Replace c.H with 2H with SBA ender for +90 damage.
1.0

Combo Theory

Video Examples

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 Anila
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