GBVS/Seox/Combos: Difference between revisions

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< GBVS‎ | Seox
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| {{clr|2|5[U]}} > {{clr|1|c.LLL}} > {{clr|1|236L-6L-4L}} || 2355 || 26% || All || {{clr|3| Easy}} ||
| {{clr|2|5[U]}} > {{clr|1|c.LLL}} > {{clr|1|236L-6L-4L}} || 2355 || 26% || All || {{clr|3| Easy}} ||
|-
|-
| {{clr|6|2H}} > {{clr|3|214M}} || 1800 || 11% || All || {{clr|2| Very Easy}} || Anti-Air followup.
| {{clr|4|2H}} > {{clr|3|214M}} || 1800 || 11% || All || {{clr|2| Very Easy}} || Anti-Air followup.
|-
|-
| SJ {{clr|3|j.M}} > {{clr|3|j.214M}} > {{clr|1|j.L}} > {{clr|1|j.214L}} || 2230 || 17% || All || {{clr|5| Medium}} || Most consistent air-to-air. Can swap out {{clr|3|j.M}} with {{clr|6|j.H}} for a bit more damage.
| SJ {{clr|3|j.M}} > {{clr|3|j.214M}} > {{clr|1|j.L}} > {{clr|1|j.214L}} || 2230 || 17% || All || {{clr|5| Medium}} || Most consistent air-to-air. Can swap out {{clr|3|j.M}} with {{clr|4|j.H}} for a bit more damage.
|-
|-
| CH {{clr|6|f.H}} > {{clr|3|236M-6M-4M}} || 2610 || 21% || All || {{clr|3| Easy}} ||
| CH {{clr|4|f.H}} > {{clr|3|236M-6M-4M}} || 2610 || 21% || All || {{clr|3| Easy}} ||
|-
|-
| CH {{clr|6|f.H}} > {{clr|6|214H}} > {{clr|3|c.MMM}} > {{clr|1|236L-6L-4L}} || 3325 || 36% || All || {{clr|3| Easy}} ||  
| CH {{clr|4|f.H}} > {{clr|4|214H}} > {{clr|3|c.MMM}} > {{clr|1|236L-6L-4L}} || 3325 || 36% || All || {{clr|3| Easy}} ||  
|-
|-
| CH {{clr|3|2M}} > {{clr|1|f.L}} > {{clr|1|236L-6L-4L}} || 1990 || 21% || All || {{clr|3| Easy}} ||
| CH {{clr|3|2M}} > {{clr|1|f.L}} > {{clr|1|236L-6L-4L}} || 1990 || 21% || All || {{clr|3| Easy}} ||
Line 42: Line 42:
| CH {{clr|1|2L}} > {{clr|3|f.M}} > {{clr|1|236L-6L-4L}} || 1990 || 21% || All || {{clr|3| Easy}} ||
| CH {{clr|1|2L}} > {{clr|3|f.M}} > {{clr|1|236L-6L-4L}} || 1990 || 21% || All || {{clr|3| Easy}} ||
|-
|-
| CH {{clr|2|UOH}} > {{clr|6|c.H}} > {{clr|6|214H}} > {{clr|6|c.H}} > {{clr|3|236M-6M-4M}} || 4233 || 37% || All || {{clr|3| Easy}} || CH Overhead combo
| CH {{clr|2|UOH}} > {{clr|4|c.H}} > {{clr|4|214H}} > {{clr|4|c.H}} > {{clr|3|236M-6M-4M}} || 4233 || 37% || All || {{clr|3| Easy}} || CH Overhead combo
|-
|-
| {{clr|1|2L}} > {{clr|1|2L}} > {{clr|3|2M}} > {{clr|1|236L}}{{clr|3|-6M-4M}} || 2370 || 21% || All || {{clr|3| Easy}} || Crouch-only combo.
| {{clr|1|2L}} > {{clr|1|2L}} > {{clr|3|2M}} > {{clr|1|236L}}{{clr|3|-6M-4M}} || 2370 || 21% || All || {{clr|3| Easy}} || Crouch-only combo.

Revision as of 19:41, 15 July 2021

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.
  • 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
c.XXX > 236L-6L-4L 1790, 2090, 2390 23%, 26%, 29% All Very Easy Standard rekka combo. Values are for c.LXX, c.MXX, c.HXX.
c.XXX > 236L-6L-6U 1490, 1790, 2090 23%, 26%, 29% All Very Easy Trades damage for a sideswitch. Values are for c.LXX, c.MXX, c.HXX.
c.H > 236M-6M-4M 2610 24% All Very Easy
c.H > 236M-6M-6U 1840 20% All Very Easy Trades damage for a sideswitch.
2L > 2L > f.L > 236L-6L-4L 1880 20% All Easy
j.M > c.L > c.MMM > 236L-6L-4L 2465 31% All Easy Crossup jump-in combo.
5[U] > c.LLL > 236L-6L-4L 2355 26% All Easy
2H > 214M 1800 11% All Very Easy Anti-Air followup.
SJ j.M > j.214M > j.L > j.214L 2230 17% All Medium Most consistent air-to-air. Can swap out j.M with j.H for a bit more damage.
CH f.H > 236M-6M-4M 2610 21% All Easy
CH f.H > 214H > c.MMM > 236L-6L-4L 3325 36% All Easy
CH 2M > f.L > 236L-6L-4L 1990 21% All Easy
CH 5[U] > c.MMM > 236L-6L-4L 2655 28% All Easy
CH 2L > f.M > 236L-6L-4L 1990 21% All Easy
CH UOH > c.H > 214H > c.H > 236M-6M-4M 4233 37% All Easy CH Overhead combo
2L > 2L > 2M > 236L-6M-4M 2370 21% All Easy Crouch-only combo.
c.XXX > 236M-6M-4M 2180, 2480, 2780 24%, 26%, 30% All Very Easy Crouch-only combo. Values are for c.LXX, c.MXX, c.HXX.

Corner

Combo Damage Meter Gain Difficulty Notes

Combo Theory

Video Examples

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