GBVS/Anre/Combos: Difference between revisions

From Dustloop Wiki
< GBVS‎ | Anre
(added Anre’s combo page (lmao))
 
m (clean up, replaced: | → |size= (2))
 
(21 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{#lst:{{BASEPAGENAME}}/Data|Links}}
<center>{{Character Label|GBVS|Anre|size=58px}}</center>
{{GBVS/CharacterLinks}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
Line 14: Line 15:
!  Combo !! Damage !! Meter Gain !! Difficulty !! Notes
!  Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|-
| || || || ||  
| c.XXX > {{clr|L|623L}}~{{clr|M|6M}} || 1790, 2090, 2590 || 22, 24, 27 || {{ComboDifficulty|Very Easy}} || Basic, universal knockdown combo. Damage is notated as {{clr|L|c.L}}, {{clr|M|c.M}}, {{clr|H|c.H}}.
|-
| ... > {{clr|M|623M}}~{{clr|M|6M}} || 1860, 2160, 2660 || 23, 26, 28 || {{ComboDifficulty|Easy}} || Standing-only version of the above combo.
|-
| ... > {{clr|L|623L}}~{{clr|H|6H}} || 1970, 2270, 2770 || 22, 24, 27 || {{ComboDifficulty|Easy}} || Full crouch confirm version.
|-
| {{clr|M|j.214M}} > c.LXX > {{clr|L|623L}}~{{clr|H|6H}} || 2515 || 29 || {{ComboDifficulty|Easy}} || Crouch confirm combo from Anre's "divekick."
|-
| CH {{clr|M|f.M}}/CH {{clr|M|2M}} > {{clr|L|236L}}~X || 2000 || 13 || {{ComboDifficulty|Easy}} || Conversion from a far poke.
|-
| {{clr|H|f.H}} > {{clr|H|236H}}~X/{{clr|H|623H}}~{{clr|H|6H}} || 2000 || 13 || {{ComboDifficulty|Easy}} || Conversion from {{clr|H|f.H}}. Both work from any range, but at closer ranges you can start to use {{clr|L|623L}} or {{clr|M|623M}} instead to conserve cooldowns.
|-
| AA {{clr|H|2H}} > {{clr|M|623M}}~{{clr|M|6M}} || 2140 || 21 || {{ComboDifficulty|Easy}} || Basic knockdown combo from an anti-air.
|-
| CH AA {{clr|H|2H}} > {{clr|M|236M}}~X || 2400 || 14 || {{ComboDifficulty|Easy}} || Basic CH AA combo and the only way to combo into {{clr|M|236M}}. Can be easily extended in the corner with a {{clr|H|c.H}} or ended in {{clr|U|2U}} for oki.
|-
|-
|}
|}
Line 23: Line 38:
!  Combo !! Damage !! Meter Gain !! Difficulty !! Notes
!  Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|-
|  ||  || || ||  
| ... > {{clr|H|623H}}~{{clr|H|6H}} > {{clr|M|c.M}} > ... || 2260 || 23 || {{ComboDifficulty|Easy}} || Example of how to use {{clr|H|623H}}~{{clr|H|6H}}. Use this first due to its high damage and meter gain early in a combo.
|-
| ... > {{clr|H|214H}} > {{clr|M|c.M}} > ... || 1700 || 17 || {{ComboDifficulty|Easy}} || Example of how to use H Mantra Wheel. If you want to keep 623X for knockdowns, use this instead.
|-
| ... > {{clr|H|623H}}~{{clr|H|6H}} > {{clr|M|c.M}} > {{clr|H|214H}} > {{clr|U|2U}} || 3380 || 33 || {{ComboDifficulty|Easy}} || Putting both {{clr|H|623H}} and {{clr|H|214H}} together with oki after.
|-
| ... > {{clr|H|623H}}~{{clr|H|6H}} > {{clr|M|c.M}} > {{clr|H|214H}} > {{clr|H|c.H}} > SBA/SSBA || 5360, 5812 || -66 || {{ComboDifficulty|Easy}} || High damage combo into super.
|-
| ... > {{clr|H|623H}}~{{clr|H|6H}} > {{clr|M|c.M}} > {{clr|H|214H}} > {{clr|H|c.H}} > {{clr|H|236H}}~X ||  ||  || {{ComboDifficulty|Easy}} || Highest meterless damage juggle into oki.
|-
| CH 623X~{{clr|M|6M}} > {{clr|M|c.M}} > ... || 1500 || 10 || {{ComboDifficulty|Easy}} || High risk, medium reward frame trap starter. {{clr|M|6M}} follow up ground bounces, giving you a juggle.
|-
| CH 623X~{{clr|H|6H}} > {{clr|M|c.M}} > ... || 1800 || 10 || {{ComboDifficulty|Easy}} || High risk, high reward frame trap starter. {{clr|H|6H}} follow up wall bounces, giving you a juggle.
|-
|-
|}
|}
Line 33: Line 60:


==Navigation==
==Navigation==
{{#lst:{{BASEPAGENAME}}/Data|Links}}
<center>{{Character Label|GBVS|Anre|size=58px}}</center>
{{Navbar-GBVS}}
{{GBVS/CharacterLinks}}
{{GBVS/Navigation}}

Latest revision as of 05:15, 13 December 2023

Anre
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 1790, 2090, 2590 22, 24, 27 [1] Very Easy Basic, universal knockdown combo. Damage is notated as c.L, c.M, c.H.
... > 623M~6M 1860, 2160, 2660 23, 26, 28 [2] Easy Standing-only version of the above combo.
... > 623L~6H 1970, 2270, 2770 22, 24, 27 [2] Easy Full crouch confirm version.
j.214M > c.LXX > 623L~6H 2515 29 [2] Easy Crouch confirm combo from Anre's "divekick."
CH f.M/CH 2M > 236L~X 2000 13 [2] Easy Conversion from a far poke.
f.H > 236H~X/623H~6H 2000 13 [2] Easy Conversion from f.H. Both work from any range, but at closer ranges you can start to use 623L or 623M instead to conserve cooldowns.
AA 2H > 623M~6M 2140 21 [2] Easy Basic knockdown combo from an anti-air.
CH AA 2H > 236M~X 2400 14 [2] Easy Basic CH AA combo and the only way to combo into 236M. Can be easily extended in the corner with a c.H or ended in 2U for oki.

Corner

Combo Damage Meter Gain Difficulty Notes
... > 623H~6H > c.M > ... 2260 23 [2] Easy Example of how to use 623H~6H. Use this first due to its high damage and meter gain early in a combo.
... > 214H > c.M > ... 1700 17 [2] Easy Example of how to use H Mantra Wheel. If you want to keep 623X for knockdowns, use this instead.
... > 623H~6H > c.M > 214H > 2U 3380 33 [2] Easy Putting both 623H and 214H together with oki after.
... > 623H~6H > c.M > 214H > c.H > SBA/SSBA 5360, 5812 -66 [2] Easy High damage combo into super.
... > 623H~6H > c.M > 214H > c.H > 236H~X [2] Easy Highest meterless damage juggle into oki.
CH 623X~6M > c.M > ... 1500 10 [2] Easy High risk, medium reward frame trap starter. 6M follow up ground bounces, giving you a juggle.
CH 623X~6H > c.M > ... 1800 10 [2] Easy High risk, high reward frame trap starter. 6H follow up wall bounces, giving you a juggle.

Combo Theory

Video Examples

Navigation

Anre
Systems Pages
Essentials
Mechanics
Application & Advanced Information
Archived Information