GBVS/Avatar Belial/Combos: Difference between revisions

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| {{clr|1|c.L}}xx > {{clr|1|214L}}~{{clr|1|4L}}~{{clr|1|4L}} || 1900 || 0 || ??? || All || {{clr|6|Very Easy}} || Adding 5U adds 600 damage at the cost of 500 health. Good corner carry regardless.
| {{clr|1|c.L}}xx > {{clr|1|214L}}~{{clr|1|4L}}~{{clr|1|4L}} || 1900 || 0 || ??? || All || {{clr|6|Very Easy}} || Adding 5U adds 600 damage at the cost of 500 health. Good corner carry regardless.
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|-
| {{clr|1|2L}}> {{clr|1|f.5L}} {{clr|1|214L}}~{{clr|1|4L}}~{{clr|1|4L}} || 1820 || 0 || ??? || All || {{clr|7| Easy}} || Your punish combo. Note that f.5l can whiff if you're at max range when 2L hits. If you're close you can use 2 2Ls before 5L.   
| {{clr|1|2L}}> {{clr|1|f.5L}} {{clr|1|214L}}~{{clr|1|4L}}~{{clr|1|4L}} || 1820 || 0 || ??? || All || {{clr|7| Easy}} || Your close range punish combo. Note that f.5l can whiff if you're at max range when 2L hits. If you're close you can use 2 2Ls before 5L.   
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|-
| {{clr|3|c.H}}xx > {{clr|1|214L}}~{{clr|1|4L}}~{{clr|1|4L}} > {{clr|4|5U}} || 3300 || -500 || ??? || All || {{clr|6|Very Easy}} || The most basic BnB. Great corner carry and strong midscreen damage.
| {{clr|3|c.H}}xx > {{clr|1|214L}}~{{clr|1|4L}}~{{clr|1|4L}} > {{clr|4|5U}} || 3300 || -500 || ??? || All || {{clr|6|Very Easy}} || The most basic BnB. Great corner carry and strong midscreen damage.

Revision as of 22:48, 3 January 2023

Avatar Belial
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

Midscreen

Combo Damage Self Damage Meter Gain Works on: Difficulty Notes
c.Lxx > 214L~4L~4L 1900 0 ??? All Very Easy Adding 5U adds 600 damage at the cost of 500 health. Good corner carry regardless.
2L> f.5L 214L~4L~4L 1820 0 ??? All Easy Your close range punish combo. Note that f.5l can whiff if you're at max range when 2L hits. If you're close you can use 2 2Ls before 5L.
c.Hxx > 214L~4L~4L > 5U 3300 -500 ??? All Very Easy The most basic BnB. Great corner carry and strong midscreen damage.
c.Hxx > 623M 2740 0 34% All Very Easy
c.Lxx > 214L~4L 1550 0 ??? All Very Easy If you get a weak starter ending rekkas early will leave the opponent directly infront of you allowing you to go for a strike/throw/UOH/Fly/bait mix.


Corner

Combo Damage Self Damage Meter Gain Works on: Difficulty Notes
... > 236H > c.M > ... ? -500 Net Gain who Easy
... > 214H~4H~4H > c.M > ... ? -500 Net Gain who Easy
... > 214L~4L~4L~8U ? -500 Net Gain who Very Easy Hard knockdown ender that preserves cooldowns.

Combo Theory

Important Links

  • c.L, c.M/2M
  • CH c.M, c.H
  • Crouch c.M, c.L/2L
  • 214H~4H~4H/236H, c.M
  • CH 5U (Pact), c.M

Video Examples

Navigation

Avatar Belial