GBVS/Cagliostro/Combos

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 Cagliostro
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

Template

Combo Position Meter Gain Works on: Difficulty Notes
combo transcript where Net Gain who [1] Very Easy
combo transcript where Net Gain who [2] Easy
combo transcript where Net Gain who [3] Medium
combo transcript where Net Gain who [4] Hard
combo transcript where Net Gain who [5] Very Hard

Combo List

Combo Position Meter Gain Works on: Difficulty Notes
2L, 2L, 5L > 214L/H Anywhere 12% All [2] Easy Basic light confirm.
2L, 5MMM > 214X Anywhere 18% All [2] Easy Low link into a medium. 214M is more damage/corner carry, but only combos on crouching hit.
Far 5H > 214L/H Anywhere 12% All [2] Easy Far 5H's three hits make this an easy hitconfirm.
2L, 5MMM > 6U, 2L > 214L Crouching Hit, Midscreen 24-25% Non-Charlotta? [3] Medium Somewhat gimmicky combo extension. Requires level 3 rock. Works on everyone in the corner.
2L, 5MMM > 6U, Far 5H (1 Hit) > 214L Midscreen 31% All [3] Medium Requires level 5 rock.
(Starter) > 214H, 2U > 236M Corner N/A All [2] Easy Basic corner ender for high/low oki. Switch 236M to SBA or SSBA if you want damage.
(Starter) > 214H, 5M > 22H, 2U > 236M Corner N/A All [3] Medium Higher damage corner oki setup if you have the cooldown available.
2H > 214M Antiair 13% All [4] Hard Basic antiair, works with or without CH. Doesn't hit the peak of 2H's hitbox.
2H > 236M, forward jump, j.H just before landing, 2H > 214M Antiair Counter Hit 25% All [4] Hard Max damage antiair CH combo.
2H > 236M, [forward jump > instant j.236M, land]x5, 623M Antiair Counter Hit 42% All [4] Hard Less damage than the previous antiair, but huge meter gain. Use the M+Ability shortcut to get the TK traps reliably.

Combo Theory

Video Examples

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