GBVS/Ladiva/Combos

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< GBVS‎ | Ladiva
Ladiva
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.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo 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. = 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
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

  • There are many routes listed where you can use a super earlier to maximize damage. The full routes are listed to prioritize meter gain.

c.L

Combo Damage Meter Gain Notes
c.5L , c.5L , f.5L 1120 6% meter Far jab hit confirms are very important.
c.5LXX 1120 9% meter Autocombo.
c.5LXX > 236L 1820 15% meter You are +3 on hit.
c.5LXX > 214L 1960 17% meter Have enough time to run up for a c.5M meaty.
c.5L , c.5L , f.5L > 236236H 3430 / 3640 -100% SBA confirm. Damage values for easy input and techinical input.
c.5LXX > 236H~6H , c.5L , 5L , 2U 2520 28% meter Headbutt extension. f.L can still link into 2U.
c.5LXX > 236H~6H > c.5MXX > 214H 2830 37% meter Great screen carry with a HKD.
If Opponent is Crouching
c.5L , c.5L , f.5L , 2U 1750 9% meter Spacing dependent. Often easier to just do 2 c.5L into 2U.
c.5L , c.5MXX 1800 13% meter c.5L links into c.5M vs crouching opponents.
c.5L , c.5MXX > 236H~6H , c.5MXX , 214H 3100 39% meter HKD for oki.
c.5L , c.5MXX > 236H~6H , 5L , 5L , 2U 2910 30% meter HKD for oki.
If Opponent is Airborne
c.5LX > 623M/H 2200, 2550 18% meter Air grab followup. Damage values are for 623M and 623H respectively. Both end in a HKD with the same oki.
c.5LX > 214H , 623L/H 2740, 3340 25% meter Requires 214H to hit under the opponent. Damage values are for 623L and 623H respectively.
C.5LX > 214H , 2U 2470 16% meter Non-EX HKD.
If Opponent Is In The Corner
c.5LXX > 236H~6H > c.5MXX > 214H > c.5M}X > 623H 3200 50% meter Battery combo. Bad for damage but great for meter gain.
c.5LXX > 236H , 2H > 214H , c.5MX > 623M/H 3420,3470 43% meter End in 623M if youre carrying them into the corner, as 623H will sometimes wiff otherwise.
c.5L , c.5M > 236H , 2H > 214H , c.5MX > 623M/H 4100, 4195 40% meter Crouching only. More damage. Damage values are for 623L and 623H respectively.
c.5L > c.5MXX > 236H > 2H > 214H > c.5MX > 623H 3740 44% meter Crouching only. More meter. Safejump loop combo

c.M

Combo Damage Meter Notes
c.5MXX > 214L/H 2360, 2430 19% meter SKD vs HKD
c.5MXX > 236L 2220 18% meter You are +3
c.5MXX > 236H~6H~6H 2790 30% meter HKD
c.5MXX > 236H~6H , 2L , c.5L , 2U 2920 30% meter Good oki
c.5MXX > 236H~6H , c.5MXX ,214L/H 3210, 3230 39% meter SKD vs HKD
If Opponent Airborne
c.5MX > 214H , 2U 2870 18% meter Universal safejump (timing varies on height).
c.5MX > 214H , 623H 3740 27% meter
If Opponent In Corner
c.5M > 214H , c.5M > 236H , c.5H > 623H 4780 38% meter Does not work if crouching, use to kill
c.5M > 214H , c.5M > SSBA 6103 15% meter 624M motion can be used to buffer SSBA . Can also use 2M instead to confirm into SSBA easier at the cost of slightly less damage.
c.5M > 236H , 2H > 214H , c.5MX > 623H 4497 40% More damage
c.5MXX > 236H , 2H > 214H , c.5MX >623H 3870 45% Safejump loop combo

c.H

Combo Damage Meter Notes
c.5HXX > 214L/H 2760 / 2830 22% meter Damage values are for 214L and 214H respectively.
c.5HXX > 236H~6H , 2L , 5L , 2U 3320 32% meter HKD from c.5H autocombo.
c.5HXX > 236H~6H , c.5MXX , 214H 3630 42% meter Screen carry combo.
CH c.5H > 236M , c.5MXX > 236H~ 6H , 2L , 2L , 2U 4365 41% meter Strong universal counterhit combo.
CH c.5H > 236M , c.5M > 236H > 2H , 2M , SBA/SSBA 5528 / 6000 -100% meter Values are for SBA/SSBA. 2M can be replaced with a c.5M for slightly more damage but it is harder to do in a SSBA combo.
CH c.5H > 236M , c.5M > 236H~ 6H , c.5MXX , 214H 4723 45% meter Strongest meterless midscreen option. Works everywhere.
CH c.5H > 214M > c.5M > 214H > c.5M > 236H > c.5H > 623H 5874 49% meter Corner only. Only works against standing opponents.
CH c.5H , c.5H > 214H > c.5M > 236H > c.5H > 623L/M/H 5282, 5425, 5567 44% meter Alternative if 214M isn't buffered. Corner only. Only works against standing opponents. Damage values are for 623L, 623M, and 623H respectively.
CH c.5H , c.5HX > 236H , 2H > 214H , c.5MX > 623M/H 4988, 5035 48% meter Cooldown loop combo. Do this If the opponent is crouching. Damage values are for 623L and 623H respectively.

f.L

Combo Damage Meter Notes
f.5L > 236S / 236236H 3700 / 4000 -100% meter Super hitconfirm.
CH f.5L > f.5M > 214L / 214H 2060 / 2140 14% meter
If Opponent Crouching
f.5L > 2U 1300 7% meter
CH f.5L > f.5M/2M > 236H~6H > f.5L > f.5L > 2U 2790 25% meter Although 2M works and both net the same damage, f.5M is easier to connect.
If Opponent In Corner
CH f.5L > f.5M > 214H > c.5M > 236H > c.5H > 623H 4350 39% meter Opponent must be standing

f.M

Combo Damage Meter Notes
f.5M > 214L / 214H 1900 / 2000 12% meter
f.5M > 236H~6H > 2L > 5L > 2U 2730 24% meter
f.5M > 236H~6H > c.5MXX > 214H 3280 34% meter
f.5M > 236L 1700 10% meter Good poke.
If Opponent In Corner
f.5M > 236H > 2H > 214H > c.5MX > 623H 4397 40% meter Safejump loop combo
f.5M > 214H > c.5M > 236H > 5H > 623H 4680 38% meter More damage

f.H

Combo Damage Meter Notes
f.5H > 214L/H 2300 / 2400 13% meter Opponent must be standing
f.5H > 236L 2100 11% meter
f.5H > 236H~6H > 2L > 2L > 2U 3130 25% meter
f.5H > 236H~6H > c.5MXX > 214H 3680 35% meter
CH f.5H > c.5LXX > 236H > 2H > 214H > c.5MX > 632H 4040 46% meter Has alot of corner carry
CH f.5H > c.5MXX > 236H > 2H > 214H > c.5MX > 632H 4423 48% See above but has to be spaced correctly.
CH f.5H > 236M > c.5MX > 236H > 2H > 214H > c.5MX > 632H 5105 51% Works in same spacing as the CH f.5H > c.5LXX combo
If Opponent In Corner
f.5H > 214H > c.5MX > 623H 4570 31% meter
f.5H > 236H > 2H > 214H > c.5MX > 623H 4782 42% meter Safejump loop combo
f.5H > 214H > c.5M > 236H > 5H > 623H 5060 39% meter More damage

2L

Combo Damage Meter Notes
2L > c.5LXX > 236L 2000 16% meter You are +3
2L , c.5LXX > 236H~6H , 2L , c.5L , 2U 2510 28% meter
2L , c.5LXX > 236H~6H , c.5MXX , 214H 2700 37% meter
If Opponent Standing
2L , c.5LXX > 214L/H 2120 / 2180 18% meter Damage values are for 214L and 214H respectively.
If Opponent Couching
2L , 5L , (5L) , 2U 1750 9% meter Remove a 5L if too far.

2M

Combo Damage Meter Notes
2M > 214L/H 1900 / 2000 12% meter Opponent must be standing
2M > 236H~6H , 2L , 5L , 2U 2730 24% meter
2M > 236H~6H , c.5MXX , 214H 3280 34% meter
CH 2M > 236L 1700 10% meter
CH 2M , 5L 1100 6% meter
CH 2M , 2U 1600 8% Opponent must be crouching

2H

Combo Damage Meter Notes
2H > 214L/H 2300 / 2400 15% meter
2H > 236L 2100 13% meter
2H > 236H~6H > c.5MXX >214H 3680 36% meter
If Opponent Airborne (Authors note: Ladiva's CH AA combos are free form but height and spacing dependent)
2H > 214H , c.5HX > 623L 4390 29% meter
2H > 236H , 5M > 214H , 2U 3610 28% meter
CH 2H(1) > 214M > 2H > c.5LX > 623H 4500 33% meter Side swap combo (works if you AA someone above your head)
CH 2H(1) > 214M , 2H > 214H , c.5HX > 623L/H 5227 / 5512 38% / 42% meter Do 623L midscreen, 623H works only in corner
CH 2H(1) > 214M , 2H > 214H , 2U 4430 27% meter Safest ender
CH 2H(1) > 214M , 2H > 214H , 5H > 236H~6H , c.5M > 623H 5578 52% meter Only works if they are far out during AA and 236H6H only juggles in corner

236L

Combo Damage Meter Notes
CH 236L , c.5MXX > 236H~6H , 2L , 5L , 2U 3510 35% meter
CH 236L > c.5MXX > 236H~6H , c.5MXX , 214H 3700 44% meter

236M

Combo Damage Meter Notes
236M , c.5MXX > 236H~6H , c.5L , 5L , 2U 3710 37% meter
236M , c.5MXX > 236H~6H , c.5MXX , 214H 3900 47% meter
CH 236M , c.5HXX > 236H~6H , c.5L , 5L , 2U 4110 40% meter 236M must be VERY meaty to work
CH 236M , c.5HXX > 236H~6H , c.5MXX , 214H 4300 53% meter 236M must be VERY meaty to work.

214L

Combo Damage Meter Notes
Lariats with running start do more damage
214L , c.5LX > 214H > c.5M > 623H 4310 35% meter 214L must be spaced. Corner only.
214L , f.5L > 236236H 4480 12% meter 214L must be spaced. Corner only. SBA ender. 12% meter gained before SBA
214L , c.5LX > 214L , c.5L > 623L 3600 30% meter 214L must be spaced. Corner only. Saves cooldowns.
CH 214L , 5M > 214H , c.5M > 623H 4812 35% meter Corner only

214M

Combo Damage Meter Notes
GC means Guard Crush, Lariats with running start do more damage
GC 214M , c.5LXX > 236H~6H , 2L , c.5L , 2U 2520 33% meter You get c.5L started if opponent blocks 214M standing
GC 214M , c.5LXX > 236H~6H , c.5MXX , 214H 2830 43% meter
214M , c.5M > 214H , c.5M > 236H , c.5H > 623H 5482 45% meter 214M must be spaced. Corner only.
CH 214M , f.5H > 214H , c.5M > 623H 5487 36% meter 214M must be spaced. Corner only.
214M , f.5M > 214H , f.5M > 236H~6H > c.5MX > 623H 5017 50% meter Midscreen

U~X

Combo Damage Meter Difficulty Notes
U~M
U~M , F.H >214L/H 2720/2790 20% [3] Medium A situational high corner carry combo if H version is used , a microwalk is needed if you are completely at the edge. Can also omit the 214/H ender for a 236236H ender for more damage
U~M , F.H, 6M+H > 623L/M 3130/3330 -35% [3] Medium Variation of the above combo that uses meter for better oki but slightly less corner carry.
U~H
U~H , j.H > j.XSPD 2920/3220/3520 31% [2] Easy Simple, corner only follow up for Unique heavy grab. Damage is for L/M/H J.SPDs respectively.

Combo Theory

  • Seeing as your goal is to mix and reset people to death, your combo routing should be optimized around making the most of the chances you get to touch the opponent. Ladivas one of the rare grapplers where her strike is just as deadly as her command grab, if not even more potent. Route for HKDs and you can take advantage of people watching your CDs and use this as leverage in your guessing game.
  • Any EX move or SPD will grant a HKD.
  • Any combo that ends in 236L on the ground enables a 50/50 between her c.5M and her 360M. Your opponent has to mash immediately or else they risk getting grabbed. That is why being +3 on hit is so important for Ladiva/Fastiva.
  • Your midscreen routes should be optimized around screen carry whereas your corner combos should try to be optimized around looping your CDs. You do more than enough damage to get by in 3-4 touches so you can afford to play around screen positioning rather than min maxing damage.
  • Ladivas/Fastiva's full autocombo restands, along with her 2H, enabling her to combo into her lariat much easier. This is very important because 236X is the engine of your mix and your strike throw conditioning.
  • Comboing with rush is a risky investment due to Ladiva/Fastivas want to have 100 meter. Her SBA/SSBAs are *very* strong and can allow her to get away with a lot more than she probably could without them. It's not bad by any means but you have to properly assess why you want to use rush before you use it.
  • If you do use rush, you can always cancel into it from any normal from any range sans 2U, as that is a universal mechanic. from rush you can always cancel into 623M or 214L/H to extend your combo.
  • If you find yourself struggling to consistently lock the opponent down repeatedly go check out her strategy page for a more thorough breakdown on her oki/setplay gameplan.

Video Examples

https://youtu.be/DuCWb9iQOf8

Navigation

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