GBVS/Vira/Combos

From Dustloop Wiki
< GBVS‎ | Vira
Jump to navigation Jump to search
Vira
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+U 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.
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 Lumineria Required Damage Meter Gain Works on: Difficulty Notes
2L/c.L > c.M > ... No ? ? All Easy Close range link/frame trap. You'll use this a lot.
CH/Crouch 2L/c.L > 2U/2M ... No ? ? All Easy Counterhit or crouch confirm. Most times you'll be using 2U but 2M works as well.
CH c.M > 2U > ... No ? ? All Easy Close range link option. Part of why frame trapping with c.M is so rewarding for Vira.
CH c.H > c.H > ... No ? ? All Easy High damage link. Also links to 2U if you want oki instead.
c.XXX > 236M/623M Read Notes ? ? All Very Easy Demonstrates Vira's basic combo enders. Use 623M in the corner or with Lumineria.
c.XXX > 214H No ? ? All Very Easy Basic oki set up that doesn't require a counterhit or crouch confirm. Set up 22L and use microdash 2U > 4G to safely force your opponent to block the Lumineria.
f.X > 214L No ? ? All Very Easy Basic knockdown from a far poke.
f.M/H > 236M No ? ? All Very Easy Gives a better knockdown and more damage but is starter-specific and less safe.
c.H/2H > c.H/f.H > 214L No ? ? All Easy Basic close-range AA combo. At farther ranges c.H and f.H will both not work, forcing Vira to use f.M.
... > 236[M] > c.LX > 623M Yes ? ? All Easy BnB while in Chevalier mode. Deals great damage and gives a hard knockdown. 623M can be replaced with other EX moves for a better knockdown.

Corner

Combo Lumineria Required Damage Meter Gain Works on: Difficulty Notes
... > 236H > c.MXX > 22H No ? ? All Easy Max damage 22H setup for one cooldown.
... > 214H > 22H No ? ? All Easy Alternate 22H setup if you want to keep Darkane.
... > 236H > c.MX > 214H > c.M(X) > 623M/623H/236236H/236236U No ? ? All Easy EX dump combo. Can set up 22H but no cooldowns will be back in time to finish the combo should it land.
... > 236[M] > c.LX > 236M > c.M > 5U > delay 8 j.U Yes ? ? All Easy Resourceless safejump setup in Chevalier mode.
... > 2U > 623H > c.M > ... Yes ? ? All Easy Demonstration that 623H can be linked after with a little juggle height.

Combo Theory

Video Examples

Navigation

Vira