Eustace
Combo Notation Guide Character Name Abbreviations
Numbers represent direction on a keyboard numpad. For example + becomes 236U.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
-> /~ = Cancel 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 = Jump
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
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
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
Works on:
Difficulty
Notes
XXX > 214M -H , 623M (Setup)
1860-2660
24%-29%
All
Easy
Basic Midscreen BNB into Rat Race setup.
2L , 2L , f.5L > 214H
2070
26%
All
Easy
Low hitconfirm.
2L , 2L , 2M , 214M -H
2190
19%
All
Easy
Crouch-hit low hitconfirm.
c.5H > 623H > f.5L > [4]6H > 66 > f.5H > 214H-H
3860
47%
All
Medium
If you don't want to spend 214H , you can end with f.5HH instead, doing 3560 damage. f.5L can be replaced by 2M on crouching opponents.
2H > 214L-H
1400-2000
12-16%
All
Easy
Anti-Air combo. On higher heights delay 214L to deal maximum damage.
c.5H > 623H > f.5L > [4]6H > SBA
4427
-100%
All
Easy
You could technically end this one with SSBA, but it does less damage than SBA, even with technical input.
UOH (with H Rat Race) > 2H > SSBA
5281
-100%
All
Easy
If you go for SBA, do c.5H instead of 2H. Huge amount of damage for a normal hit UOH conversion from midscreen.
c.5H > SSBA
5596
-100%
All
Easy
Most damaging grounded combo midscreen, even with easy input.
Corner
Combo
Damage
Meter Gain
Difficulty
Notes
c.5H > 623H > f.5L > [4]6H , 66 > c.H > 214H-H > c.5M > [2]8H (easy input) > 2U
4242
55%
Easy
Meterless set up for a j.H safejump. If you don't get maximum height from 214H-H , you can follow up with c.5M instead of c.5H .
c.5H > 623H , f.5L > [4]6H > 66 > c.H > [2]8H (easy input) > c.5H > 214H-H > c.5M > SSBA
5696
-100%
Medium
Optimal universal corner combo from 5H starter. If you can't get the maximum height from 214H-H , you can do c.5M or 2M instead of c.5H at the end, for exactly the same amount of damage. The SSBA can be replaced with SBA or 5U if you don't have meter.
c.5H > 623H > c.5M > [4]6H > 66 > c.H > [2]8H (easy input) > c.5H > 214H-H > c.5M > SSBA
5920
-100%
Medium
Optimal Crouch-only corner combo. The c.5M's can be replaced with c.5L's for an easier combo. You can replace the final c.5M with 2M or c.5H if you get enough height from 214H-H for exactly the same amount of damage. The SSBA can be replaced with SBA or omitted if you do not have meter. EXAMPLE VIDEO: https://twitter.com/NecropolisMemer/status/1384377430605959169?s=20
Combo Theory
Video Examples
【GBVS(Granblue Fantasy: Versus)】Ver 2.51版 尤斯堤斯 ユーステス・Eustace 基礎Combo
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Eustace
Click [★] for character's full frame data