GBVSR/Eustace/Combos

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Revision as of 05:18, 19 March 2024 by Ianmelon (talk | contribs) (Moved combos to a different tab)
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Eustace
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.
RS = Raging Strike
RC = Raging Chain
AB = Avatar Belial
AN = Anila
BB = Beelzebub
BL = Belial
CA = Cagliostro
CL = Charlotta
DJ = Djeeta
EU = Eustace
FR = Ferry
FT = Ladiva
GM = Grimnir
GR = Gran
KT = Katalina
LN = Lancelot
LW = Lowain
MT = Metera
NI = Nier
NM = Narmaya
PC = Percival
SF = Siegfried
SO = Soriz
SX = Seox
UN = Anre
VS = Vaseraga
VI = Vira
YU = Yuel
ZO = Zooey
ZT = Zeta
2B = 2B

Basic Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Combo List

Combo Position Damage SBA Gain Difficulty Notes Video Ver
c.XXX > 214M~M/H Midscreen 2600-3700 22-26% [1] Very Easy Autocombo BnB 1.0
c.XXX > 5U~5U Midscreen 2780-3780 18-22% [1] Very Easy Alternate autocombo BnB 1.0
2L > 2L, f.L > 214M~H Midscreen 1820-1920 17-18% [1] Very Easy Low hit confirm. 1.0
c.H > 623H Midscreen 2400 12% [1] Very Easy Confirm into Rat Race+. Can be done from a jump-in. 1.0
c.H > 623H, f.L > 214M~L > c.HH > 214H~H, c.H > 236236H/236236U Corner 6970-7970 [2] Easy Extended version of the above combo. Half-screen length corner carry. Can start midscreen as long as you end in the corner. 1.0
c.H > 623H, f.L > 214M~L > c.HH > 214H~H, 2M > 236236H/236236U Midscreen 6830 [2] Easy Alternate version of the above combo that works anywhere on the screen. SSBA will not go into cinematic, and do the same amount of damage as SBA. 1.0
c.XXX > RC > RS > c.HHH > 214H~H, 2M > [4]6U Midscreen 5594-6594 [2] Easy Corner carry from anywhere on screen. 1.0
c.XXX > 623H > c.MMM > 5U~5U, [2]8H, c.H > [4]6H, c.H > 214H~H, c.M > 236236H/236236U Corner 7690-9690 [3] Medium Only works on crouching opponents. BP-less meter and EX dump combo. Works both with and without a jump-in. 1.0
c.XXX > [4]6H, c.MMM > 623H, c.MMM > 5U~5U, c.H > [2]8H, c.H > 214H~H, c.MM > 236236H/236236U Corner 8450-10550 [3] Medium Variant of the previous combo (requires crouching opponent) that moves Flamek Thunder to before the launcher. Will not work after a jump-in as the second c.MMM will be too far away, resulting in a f.M. By delaying slightly after the first c.H, you can get both bullets from Slow Kill to hit, dealing an extra 100 damage. 1.0
2LL > f.L > [2]8H, f.H > 214H~H, c.M > [4]6H > c.H > 623H Corner 3970 41% [3] Medium Meterless/BP-less Rat Race+ ender. 1.0
Combo Position Damage SBA Gain Difficulty Notes Video Ver
1.0
Combo Position Damage SBA Gain Difficulty Notes Video Ver
1.0
Combo Position Damage SBA Gain Difficulty Notes Video Ver
623H > c.HHH > 5UU > Detonate > c.HHH > MH > c.H > 236236U Corner 8540-12043 100% [3] Medium Stocks used: 1
Requires a preset bomb (623H being applied is not included in damage output). Probably not practical at all, but I digress. Easy to execute if you get a chance, just requires some slight timings to ensure the Raging Strike and SSBA don't whiff.
https://youtu.be/10LGolUCwU8?si=vz4hcoYoWf51ifGP 1.0

Combo Theory

Video Examples


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