GBVS/Vira/Combos: Difference between revisions

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!  Combo !! Lumineria Required !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Lumineria Required !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
|-
| 2L/c.L > c.M > ... || No || ? || ? || All || {{clr|3|Easy}} || Close range link/frame trap. You'll use this a lot.
| {{clr|L|2L}}/{{clr|L|c.L}} > {{clr|M|c.M}} > ... || No || ? || ? || All || {{clr|3|Easy}} || Close range link/frame trap. You'll use this a lot.
|-
|-
| CH/Crouch 2L/c.L > 2U/2M ... || No || ? || ? || All || {{clr|3|Easy}} || Counterhit or crouch confirm. Most times you'll be using 2U but 2M works as well.
| CH/Crouch {{clr|L|2L}}/{{clr|L|c.L}} > {{clr|U|2U}}/{{clr|M|2M}} ... || No || ? || ? || All || {{clr|3|Easy}} || Counterhit or crouch confirm. Most times you'll be using {{clr|U|2U}} but {{clr|M|2M}} works as well.
|-
|-
| CH c.M > 2U > ... || No || ? || ? || All || {{clr|3|Easy}} || Close range link option. Part of why frame trapping with c.M is so rewarding for Vira.
| CH {{clr|M|c.M}} > {{clr|U|2U}} > ... || No || ? || ? || All || {{clr|3|Easy}} || Close range link option. Part of why frame trapping with {{clr|M|c.M}} is so rewarding for Vira.
|-
|-
| CH c.H > c.H > ... || No || ? || ? || All || {{clr|3|Easy}} || High damage link. Also links to 2U if you want oki instead.
| CH {{clr|H|c.H}} > {{clr|H|c.H}} > ... || No || ? || ? || All || {{clr|3|Easy}} || High damage link. Also links to {{clr|U|2U}} if you want oki instead.
|-
|-
| c.XXX > 236M/623M || Read Notes || ? || ? || All || {{clr|6|Very Easy}} || Demonstrates Vira's basic combo enders. Use 623M in the corner or with Lumineria.
| c.XXX > {{clr|M|236M}}/{{clr|M|623M}} || Read Notes || ? || ? || All || {{clr|6|Very Easy}} || Demonstrates Vira's basic combo enders. Use {{clr|M|623M}} in the corner or with Lumineria.
|-
|-
| c.XXX > 214H || No || ? || ? || All || {{clr|6|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.
| c.XXX > {{clr|H|214H}} || No || ? || ? || All || {{clr|6|Very Easy}} || Basic oki set up that doesn't require a counterhit or crouch confirm. Set up {{clr|L|22L}} and use microdash {{clr|U|2U}} > 4G to safely force your opponent to block the Lumineria.
|-
|-
| f.X > 214L || No || ? || ? || All || {{clr|6|Very Easy}} || Basic knockdown from a far poke.
| f.X > {{clr|L|214L}} || No || ? || ? || All || {{clr|6|Very Easy}} || Basic knockdown from a far poke.
|-
|-
| f.M/H > 236M || No || ? || ? || All || {{clr|6|Very Easy}} || Gives a better knockdown and more damage but is starter-specific and less safe.
| {{clr|M|f.M}}/{{clr|H|H}} > {{clr|M|236M}} || No || ? || ? || All || {{clr|6|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 || {{clr|3|Easy}} || Basic close-range AA combo. At farther ranges c.H and f.H will both not work, forcing Vira to use f.M.
| {{clr|H|c.H}}/{{clr|H|2H}} > {{clr|H|c.H}}/{{clr|H|f.H}} > {{clr|L|214L}} || No || ? || ? || All || {{clr|3|Easy}} || Basic close-range AA combo. At farther ranges {{clr|H|c.H}} and {{clr|H|f.H}} will both not work, forcing Vira to use {{clr|M|f.M}}.
|-
|-
| ... > 236[M] > c.LX > 623M || Yes || ? || ? || All || {{clr|3|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.
| ... > {{clr|M|236[M]}} > c.LX > {{clr|M|623M}} || Yes || ? || ? || All || {{clr|3|Easy}} || BnB while in Chevalier mode. Deals great damage and gives a hard knockdown. {{clr|M|623M}} can be replaced with other EX moves for a better knockdown.
|}
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!  Combo !! Lumineria Required !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Lumineria Required !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
|-
| ... > 236H > c.MXX > 22H || No || ? || ? || All || {{clr|3|Easy}} || Max damage 22H setup for one cooldown.
| ... > {{clr|H|236H}} > {{clr|M|c.M}}XX > {{clr|H|22H}} || No || ? || ? || All || {{clr|3|Easy}} || Max damage {{clr|H|22H}} setup for one cooldown.
|-
|-
| ... > 214H > 22H || No || ? || ? || All || {{clr|3|Easy}} || Alternate 22H setup if you want to keep Darkane.
| ... > {{clr|H|214H}} > {{clr|H|22H}} || No || ? || ? || All || {{clr|3|Easy}} || Alternate {{clr|H|22H}} setup if you want to keep Darkane.
|-
|-
| ... > 236H > c.MX > 214H > c.M(X) > 623M/623H/236236H/236236U || No || ? || ? || All || {{clr|3|Easy}} || EX dump combo. Can set up 22H but no cooldowns will be back in time to finish the combo should it land.
| ... > {{clr|H|236H}} > c.MX > {{clr|H|214H}} > {{clr|M|c.M}}(X) > {{clr|M|623M}}/{{clr|H|623H}}/{{clr|H|236236H}}/{{clr|U|236236U}} || No || ? || ? || All || {{clr|3|Easy}} || EX dump combo. Can set up {{clr|H|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 8j.U || Yes || ? || ? || All || {{clr|3|Easy}} || Resourceless safejump setup in Chevalier mode.
| ... > {{clr|M|236[M]}} > c.LX > {{clr|M|236M}} > {{clr|M|c.M}} > {{clr|U|5U}} > delay 8 {{clr|U|j.U}} || Yes || ? || ? || All || {{clr|3|Easy}} || Resourceless safejump setup in Chevalier mode.
|-
|-
| ... > 2U > 623H > c.M > ... || Yes || ? || ? || All || {{clr|3|Easy}} || Demonstration that 623H can be linked after with a little juggle height.
| ... > {{clr|U|2U}} > {{clr|H|623H}} > {{clr|M|c.M}} > ... || Yes || ? || ? || All || {{clr|3|Easy}} || Demonstration that {{clr|H|623H}} can be linked after with a little juggle height.
|}
|}



Revision as of 22:25, 24 May 2022

 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+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 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