GBVS/Djeeta/Combos

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 Djeeta
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

Combo Position Damage Meter Gain Works on: Difficulty Notes
c.XXX > 214M~214M Anywhere 2690 26% All Very Easy Basic BnB from a close normal.
Other Values:
c.LLL: 1890, 21%
c.MMM: 2190, 23%
2L > 2L > f.L > 214L~214L Anywhere 1910 18% All Easy Basic 2L confirm. f.L will whiff on crouchers; use route below for crouching confirms.
2L > 2L > 2M > 214L~214L Anywhere 2150 18% All Easy Crouch confirm combo. Required as the alternative of the regular basic triple light confirm. Can add an additional 2L if closer up.
2L > c.MMM > 214M~214M Anywhere 2355 24% All Very Easy Close range 2L confirm into a close normal.
c.H > 214H~214H > 2H > 236[H] > (dash) c.H > 623M Corner 5020 47% All Easy Depending on your combo starter, c.HH 623M does slightly more damage than just c.H
c.H > 214H~214H > c.H > 236H > f.H > 623H > 2U~4G Corner 4910-4950 49% All except FR/CL Easy 3 cooldown hard knockdown corner setup. The old but still reliable go-to bread and butter to cycle cooldowns. Does not work consistently on Percival, sometimes Zeta, Beelzebub, and Zooey. Ultimately, this depends on either height of the character being combo'd on or distance Djeeta is from the corner. Dangerous to use vs Charlotta and Ferry without modifying the combo as EX DP can whiff entirely for a severe punish. Anre and Cagliostro may need a small delay on the final DP to avoid dropping out early, denying any follow-up afterward.
c.H > 214H~214H > 2H > 236H > f.H > 623H > 2U Corner 4770 48% PC/ZO/BB Easy A combo that allows Djeeta to follow-up with a sweep ender for oki specifically for these characters.
c.H > 214H~214H > 2H > 236[H] > f.H > 623H > 2U Corner 5050 50% All except PC/ZO/BB/ZT Easy The new 3 cooldown hard knockdown corner combo that's overall better than the previous bread and butter combo that does more damage and works on more characters than the previous. Always go for this route when possible.
CH 2H > (dash)f.M > 214L~214L Anywhere 2610 24% All Easy Basic, zero cooldown counter hit anti-air combo. Substitute f.H or c.H after the dash depending on range.
c.H > 214H~214H~214H > c.H > 236H > f.H > 623H > 2U Roundstart to corner 4730 52% All Easy A sample combo of how the new wall bounce on her H rekka can give her a full combo at a huge distance from the corner. Small distance changes can heavily modify the combo so it's important to be aware of how fare you are from the corner at all times. Delaying each rekka follow-up can give a small but noticeable increase in corner carry.
2H > 5U Anywhere 1800 13% All Easy Basic non-counter hit anti-air combo. 5U may whiff if opponent is too high. Damage assumes 5U is uncharged.
2H > 5U (lvl 1+) > f.M > 214L~214L Anywhere 3350 25% All Easy Basic non-counterhit anti-air combo. 5U may whiff if the opponent is too high. Due to the 5U changes, level 1 or higher allows a larger combo midscreen. Level 3+ allows you to substitute in "c.H > 214M~214M" instead for 4200+ damage.
CH 2H > 5[U]~X > (dash) c.H/f.H > 214M~214M Anywhere 2990 22% All Medium A harder but worthwhile basic anti-air combo. Sets up the foundation for some the other anti-air conversions due to 5U canceling having better frame advantage for follow ups than compared to just not canceling 2H.
CH 2H > 5[U]~X > (dash) c.H > 214M > 2M/c.M > 236H > (dash) c.H > 623M Midscreen to corner 4950 45% All Medium Resource friendly counter-hit anti-air combo that deals slightly less damage than burning two cooldowns. 2M/c.M usage is determined by height and/or distance. You can use f.H > 214M instead for long distance anti-air conversions. Or alternatively, swap the order of "214M > 2M/c.M" and "236H" for more damage if very close to the corner. Exclude the dash in this case.
CH 2H > 5[U]~X > (dash) 2H > 236[H] > c.H > 214M > c.M > 623M Corner 5310 48% All Medium Resource friendly counter-hit anti-air combo that deals nearly the same as the combo below. You can use c.H here as the anti-air if you're close enough.
CH 2H > c.H > 214H~214H > 2H xx 236[H] > (dash) c.H > 623M Midscreen to Corner 5340 49% All Easy Has the farthest corner carry for an anti-air combo. Do the rekka as fast as possible to avoid it dropping part way. Delay the rekka ender instead if you think you're slightly too far to follow up for a full combo normally.
c.H > 214H~214H > (dash) 2U~4G Midscreen to Corner 2850 20% All Easy Useful for saving cooldowns and providing a safejump. Can be extended by including f.H > 236H > (dash) 2U~4G for more damage. Almost obsolete due to the H rekka wall-bounce changes.
2U > 236H > c.H > 214M > c.M > 214H~214H > c.H > 623H Corner 4840 48% All Medium Due to the fireball juggle point change, this route can be more common. Use only to build enough meter to go into super ender. Otherwise, end with "214M > c.M > 623M" to save resources. Also possible to do off f.H anti airs at the corner.
CH 214M > 2M > 236H > f.H > 214M > c.M/2M > 623M Near Corner 4350 43% All Medium Due to the M rekka change, this route became much more common. High damage and resource friendly combo. This route is also possible off a f.H anti-air when farther out from the corner. Worth learning.
c.XX > 236H > f.L/c.M/2M > 214H~214H > 2H > dl.623H > c.L > c.MM Corner 3980 48% All Hard The alternative resource looping combo that works on the entire cast. The button after 236H is based on distance and/or if crouching. The delay on 623H varies from a character by character basis. c.L > c.MM is the most consistent option. Occasionally c.MMM works. Very rarely 2U/c.H on Gran/Djeeta/Vas/Ferry/Ladiva/Narmaya/Yuel/Cag/Anre/Vira; typically delayed as much as possible for the cancel on the 2H > 623H. 623H may not hit entirely properly on Percival, Narmaya, Belial or Anre depending on the delay. Alternatively can be performed when 236H is already on cooldown by sectioning off the beginning portion of the combo. Can lead into a safejab by running in immediately afterwards with some timing involved. Using c.H > 623M at the end instead is an easy alternative to 2H > dl.623H that deals relatively similar damage and allows to keep 623X cooldown at the cost of not looping.
CH 5U > f.M > 214L~214L Anywhere 2410 21% All Easy Basic counter-hit 5U confirm. Keep in mind rekka will miss if you hit 5U from a farther distance.
CH 5U > c.H > 236H > f.H > 214M > c.M > 623M Corner 4850 45% All Medium Level 3 or level 4 non counter hits must use c.M/2M > 236H instead of c.H
2L > c.MMM > 236H > 2M > 214L~214L Anywhere 3005 35% All Easy Basic crouch confirm combo. 2U works as well instead of 2M.
2L > c.MM > 236H > 2U > 623M Anywhere 3150 36% All Medium Optimal 1 cooldown midscreen crouch confirm combo. 2M > 623M is significantly less consistent and DP can even whiff entirely.

Combo Theory

  • Part of Djeeta's nature in her combos is the ability to extend combos as long as possible to be able to loop cooldowns consistently if she lands the next hit immediately. Or if she's able to begin the combo when the opponent already in the air, save the important H rekka for use in her corner pressure and as an easy combo starter.
  • All combos that end in 214M > c.M/2M > 623M are better for looping cooldowns and in some cases, damage. But can also do 2U after 214M for a safe jump.
  • Combos that use the M rekka juggle into SBA/SSBA typically do more or nearly identical damage compared to using H rekka.
  • Ending combos with 2H > 5U will generally deal more damage than ending them with 2U at the cost of not granting safejumps

Video Examples

【GBVS(Granblue Fantasy: Versus)】Ver 2.40版 吉塔 ジータ Djeeta 基礎Combo與壓制

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