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==Navigation==
==Navigation==
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<center>{{Character Label|GBVS|Ladiva|58px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:GBVS/Navigation}}
{{#lst:GBVS/Navigation}}

Revision as of 06:31, 13 March 2022

 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.
, = 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

  • 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 Only works against standing opponents. 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.
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 > 236L 2400 18% meter Leaves you at +3 on hit.
c.5L , c.5MXX > 236H~6H , c.5MXX 2970 33% meter Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here.
c.5L , c.5MXX > 236H~6H , 5L , 5L , 2U 2910 30% meter HKD for oki.
If Opponent is Airborne
c.5LX > 623L/H 1850, 2550 18% meter Air grab followup. Damage values are for 623L and 623H respectively.
c.5LX > 236H , f.5M > 214L/H 2410, 2470 23% meter Headbutt extension. Damage values are for 214L and 214H respectively.
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.5L , c.5M > 236H , 2H > 214H , c.5MX > 623L/H 4010, 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 > 236L 2220 18% meter you are +3
c.5MXX > 236H~6H , 2L , c.5L , 2U 2920 30% meter good oki
c.5MXX > 236H~6H , c.5MXX 2970 33% meter Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here.
If Opponent Standing
c.5MXX > 214L/H 2360, 2430 19% meter Have enough time to run up for a c.5M meaty from 214L knockdown. Damage values are for 214L and 214H respectively.
If Opponent Airborne
c.5MX > 214H , 2U 2870 18% meter
c.5MX > 214H , 623H 3740 27% meter
c.5MX > 236H , f.5M > 214L/H 2810, 2870 25% meter Damage values are for 214L and 214H respectively.
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 SBA. 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 Opponent must be standing. 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.5L , c.5MXX 3410 37% meter Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here.
CH c.5H > 236M , c.5M > 236H , 2H > 214H , c.M > 623L/H 5256, 5446 49% meter Corner and standing only. Values are for 623L and 623H respectively.
CH c.5H > 236M , c.5M > 236H > 2H > SBA/SSBA 5760 / 6372 -100% meter Values are for SBA/SSBA.
CH c.5H > 236M , c.5MXX > 236H , 2H > 214L 4582 41% 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 > 623L/H 4940, 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. Damage values are for easy and technical inputs respectively.
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.5L > c.5MXX 2820 29% meter Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here.
CH f.5M > 236L 1700 10% meter 236L Whiffs at max range.
If Opponent In Corner
f.5M > 236H > 2H > 214H > c.5MX > 623H 4397 43% 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 > 5L > 2U 3130 25% meter
f.5H > 236H~6H > c.5L > c.5MXX 3280 30% meter Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here.
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
CH f.5H > 236M > c.5MX > 236H > 2H > 214H > c.5MX > 632H 4937 54% Works in same spacing as the CH f.5H > c.5LXX combo
If Opponent In Corner
f.5H > 214H > c.5MXX > 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.5L , c.5MXX 2570 32% meter Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here.
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.5L , c.5MXX 2880 29% meter Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here.
CH 2M > 236L 1700 10% meter Counter-hit confirm. Does not connect at max range.
CH 2M , 5L , 2U 1820 9% meter Opponent must be crouching
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.5L > c.5MXX > 3280 31% meter Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here.
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 , 5MX > 236H , 5M > 214H , 623H 4715 44% meter Consistent route but weak
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.5L , c.5MXX 3570 39% meter Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here.

236M

Combo Damage Meter Notes
236M , c.5MXX > 236H~6H , c.5L , 5L , 2U 3710 37% meter
236M , c.5MXX > 236H~6H , c.5L , c.5MXX 3770 41% meter Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here.
CH 236M , c.5HXX > 236H~6H , c.5L , 5L , 2U 4024 40% meter 236M must be VERY meaty to work
CH 236M , c.5HXX > 236H~6H , c.5L , c.5MXX 4075 44% meter 236M must be VERY meaty to work. Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here.

214L

Combo Damage Meter Notes
Lariats with running start does 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.5L > c.5MXX 2610 37% meter Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here.
214M , c.5M > 214H , c.5M > 236H , c.5H > 623H 5482 45% meter 214M must be spaced. Corner only.
CH 214M , f.5M > 214H , c.5M > 623H 5867 47% meter 214M must be spaced. Corner only.
214M , f.5M > 214H , f.5H > 236H~6H > c.5M > 623H 5141 48% meter Midscreen

Combo Theory

Ladiva/Fastiva has great options to go into a hard knockdown. 2U, 214H, and any command throw provide her with either a safe jump or a reversal safe c5L meaty. You generally want to end any of your routes with any of these options or go for a SPD/214H reset if you're feeling confident. Before you decide your ender, you need to recognize if the opponent is standing or crouching when you get your opening. Against standing opponents, 214H is very good as it provides a lot of corner carry and a juggle provided your spacing. 214H midscreen will generally either end with a 2/5M>236236H or a safe jump. Towards the corner or from a airborne hit you can easily combo into c5M and end with a 623M/H. If the opponent is crouching, you will not be able to use 214X and you'll either want to do a jab confirm sweep, 236L for a plus restand, or go into 236H6H and sweep from there. Sweep is a strong option as it leads to a reversal safe c5L if done correctly and can be used to control reversal happy opponents. 236L is +3 on hit so ending with this will create free frame traps and this plus state can promote them to block. If the opponent respects this option you can 360M or delayed 360L. 236H6H is an extension for more damage and also has a SPD point from 2L. Use this a lot to get extra damage in from your confirms and use either sweep or SPD reset to get your hard knockdown. If they try to backdash or get hit airborne, you will want to 214H almost always. You're guaranteed a juggle from it into a 623M/H ender. Her 720U can be awkward to use midscreen from most confirms outside of auto-combos so make sure you're considering that when you want to cash out for the W.

Video Examples

https://youtu.be/DuCWb9iQOf8

Navigation

 Ladiva