GBVS/Charlotta/Combos

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 Charlotta
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

  • Basic Combos Document - Please note that this document is a work in progress and is liable to change as more information is obtained.
Combo Position Meter Gain Works on: Difficulty Notes
c5XXX > [4]6X Anywhere All Very Easy Hold 4 during autocombo to charge for [4]6X.
c5XXX > [2]8X Anywhere All Very Easy Use shortcut if you forgot to charge.
2U > 214H Anywhere All Very Easy Cheeky sweep confirm that leaves you +4 if blocked and gives hard KD if it connects.
f5X > [4]6X Anywhere All Easy Far 1-button confirm. Use shortcut if no time to charge for [4]6X.
2X > [4]6X Anywhere All Easy Same as above for crouch buttons.
2L, 2L, f5L > [4]6X Anywhere All Easy 2L hitconfirm string. End at f5L if blocked. Can use shortcut to avoid having to charge. [4]6X X can be L or H, M often doesn't link.
c5L/2L, c5MM > 214H, f5M > [4]6X Anywhere All Medium BnB c5L/2L hitconfirm string. [4]6X can be L or H. Replace f5M with f5L vs. wifi opponents.
CH 2M, f5L > [4]6X Counterhit All Medium [4]6X can be L or H. Use shortcut if no time to charge for [4]6X.
CH c5H, c5HX > 214H, f5M > [4]6X Counterhit All Easy [4]6X can be L or H.
CH f5H, f5M > [4]6X Counterhit All Easy [4]6X can be L or H.
c5(XX) > 214M, f5L > [4]6X Crouching Hit All Medium Preserves 214H cooldown. [4]6X can be L or H.
c5(XX) > 214H, 2U Crouching Hit All Easy Hard KD, preserves [4]6H cooldown.
c5(XX) > 214H, f5M > [4]6H > run forward > 2U Near Corner All Medium Works slightly outside of corner.
c5(XX) > 214H, f5M > [4]6H, c5MXX > [2]8X Corner All Medium hits of autocombo at end to give enough time to charge for [2]8X.
c5(XX) > [4]6H, c5MM > 214H, 2U Corner All Medium
c5(XX) > [4]6H, c5MM > 214M, f5L > 236236H Corner All Hard Alternate route to have [4]6H cooldown available sooner and avoid using 214H cooldown.
c5(XX) > 214H, c5H > [4]6H, c5MXX > [2]8X Corner Crouching Hit All Hard Optimal route on crouch. Can replace c5MXX > [2]8X for c5M > 236236H/U if SBA/SSBA available.
CH [4]6M, c5H > [4]6H, c5HXX > [2]8X Corner Counterhit All Medium Can replace c5HXX > [2]8X for c5H > 236236H/U if SBA/SSBA available.
22H~low, c5M > [4]6H, c5MXX > [2]8X Corner who Medium Can replace c5MX > [2]8X for c5M > 236236H/U if SBA/SSBA available.
22H~H, c5M > 214H, c5HXX > [2]8X Corner who Medium Use when you don't have or want to save [4]6X cooldown.
22H~H, c5H > [4]6H, c5HXX > [2]8X Corner who Hard Command grab must connect close to ground for first c5H to link. Can replace c5HX > [2]8X for c5M > 236236H/U if SBA/SSBA available.
22H~H, c5H > [4]6H, c5M > 214H, 2U Corner who Very Hard Command grab must connect close to ground for first c5H to link. Slight delay before c5M
c5H/2H > [2]8X Antiair who Very Easy Basic Antiair combo
CH c5H/2H > [4]6L(whiff), c5MM > [2]8X Counterhit Antiair who Easy Basic CH antiair confirm.
CH jU, 2U Counterhit Antiair who Easy May have to run forward to connect 2U. Gives hard KD.
CH jU, c5MM > [4]6X Counterhit Antiair who Medium Better corner carry and gives hard KD if [4]6H is used.
CH jU, 2[8]X Counterhit Antiair who Medium Off forward jump air to air.
CH jU, jU > 236236U Antiair Near Corner who Very Hard Off forward jump air to air. Extremely dependent on how late first jU connects. This will never work IRL.
CH c5H/2H > 22H~L, c5M > [4]6H Counterhit Antiair who Very Hard Can replace [4]6H with 236236H/U if SBA/SSBA available.

Combo Theory

  • May need to use 1-2 autocombo hits after c5L or c5H to move closer and ensure 214X connects
  • May need to use 1-2 autocombo hits after c5L or c5H during juggles, either to give time to charge or to ensure 214M/H connects high enough to link another move after.
  • 214H, f5M links on all grounded hits
  • 214M, f5L links on crouching hits
  • [4]6X enders can be replaced with 236236H. Similarly, [2]8X enders can be replaced with 236236U.
  • Generally, in juggles c5H can be replaced with 236236U to avoid later scaling.
  • [4]6H, c5H doesn't work unless opponent was already airborne.

Execution Tips

  • [4]6X requires holding back or down-back for 1 second.
  • [2]8X requires holding down or down-back for 2 second.
  • Normal attack string or auto-combo can be be done while charging as long as it doesn't interrupt the charge motion. You can also hide the fact from your opponent that you're charging in this manner. (ex. M[4]MM8H)
  • Moving the directional from down-back to back or to down while charging is still valid for charge motion. Useful if you have to do a standing normal attack.
  • A standing normal can be inputted in between [2]8X (ex. [2]5M8H) but the window is tight.

Video Examples

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