GBVS/Anre/Combos: Difference between revisions

From Dustloop Wiki
< GBVS‎ | Anre
(→‎Midscreen: added some very basic combos)
Line 18: Line 18:
|-
|-
| c.XXX > 623M~6M ||  ||  ||  || Standing-only version of the above combo.
| c.XXX > 623M~6M ||  ||  ||  || Standing-only version of the above combo.
|-
| c.XXX > 623L~6H ||  ||  ||  || Full crouch confirm version.
|-
|-
|-
|}
|}

Revision as of 04:41, 6 August 2021

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

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 Difficulty Notes
c.XXX > 623L~6M Basic, universal knockdown combo.
c.XXX > 623M~6M Standing-only version of the above combo.
c.XXX > 623L~6H Full crouch confirm version.

Corner

Combo Damage Meter Gain Difficulty Notes

Combo Theory

Video Examples

Navigation