GBVS/Gran/Combos

From Dustloop Wiki
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

  • 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.
  • Any combo opening with X > 236H can be started with LX, LXX, M, or H; L does not combo directly into 236H on its own. LX results in more damage than LXX due to scaling.
Combo Position Damage Meter Gain Works on: Difficulty Notes
XXX > 214L > 214M Anywhere 1820-2620 20-25% Anyone Very Easy Midscreen bread-and-butter. Go straight to 214M for 50 extra damage but reduced meter gain, no knockdown, and ends up at - frames.
c.L, c.MXX > 214L > 214M Anywhere 2295 23% Anyone Easy c.L link into c.M auto combo. Good hitconfirm and frame trap, safe to end at c.M if it didn't hit.
2L, 2L, f.L > 214L > 214M Anywhere 1910 16% All Easy 2L link confirm.
X > 214H, c.M > 236H, 2H > 5U, 2U > 4G Corner 4261-5036 31-36% Anyone Medium Optimal safe-jump combo. Switch 2U out with c.H for SSA if you have the meter.
X > 214H, c.M > 236H, c.H > 623H Corner 4377-5079 47-49% Anyone Medium EX damage dump combo. Generally worse than the above safe-jump route from the same starter; spends more EXes for very little damage increase.
X > 236H, c.MXX > 214L > 214M Corner 2710-3765 40% Anyone Easy Basic corner combo, only works point blank such as after a Auto Combo. You can link into 2U instead for a knockdown into safe-jump.
X > 236H, c.H > 214H, c.M > SSBA Corner Crouching 4534-6534 -100% Anyone Medium From Gran's combo trial. Crouching only confirm.
CH UOH, c.HX > 236H, f.M > 214H CH Overhead Anywhere 4200 31% Anyone Medium From Gran's combo trial. Counter Hit Overhead confirm.
CH 5U > c.H > 236H > c.H > 214H > c.H > 5U Corner 6114-6452 39% Anyone Very Hard Loses the corner, needs to be spaced out from the corner slightly. Can end with SSBA for additional damage if you have the meter.
CH 2H > 214L (whiff), c.HXX > 214M Anywhere 3445 26% Anyone Easy Mostly universal anti-air that's pretty easy to pull off. Really good corner carry.
2H > 214M Anywhere 2200 11% Anyone Easy AA combo that only works against low to the ground characters, like Metera from her 5U hops.

Combo Theory

Midscreen, autocombo into 214L > 214M is your go-to. Ending in 236X or 623X can net you very slightly more damage, depending on button strength, but nets far less corner carry and follow-up pressure.

In the corner, the general idea is to confirm into either H Overdrive Surge for the wall bounce into juggle combo or H Reginleiv into a grounded combo. H Overdrive Surge will combo from far pokes and gives better reward if you're willing to use up your EX Moves and meter, while H Reginleiv is much safer to use but gives no combo at max range pokes.

EX boot's corner carry and wallbounce also open up several combo routes for Gran while his opponent is near the corner. Because EX boot while near the corner will cause the opponent to wallbounce back into Gran's threat range, he can follow it up with his normal 214H corner routes (and use c.H instead of the c.M that the 214H corner opening usually requires). This includes the optimal safejump route given above, but what routes are available varies depending on exactly how far from the corner you are, as the opponent will wallbounce at different heights.

Video Examples

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