GBVSR/Lancelot/Combos: Difference between revisions

From Dustloop Wiki
m (→‎Combo List: uncall template)
Line 247: Line 247:
}}
}}
|-
|-
| {{MCB|CH {{clr|H|2H}} > {{clr|H|22[H]}}, c.XX > {{clr|L|214L~4L~4L}} || Anywhere || {{clr|L|4100}},<br> {{clr|M|4450}},<br> {{clr|H|4660}} || {{clr|L|35%}},<br> {{clr|M|36%}},<br> {{clr|H|39%}} || {{ComboDifficulty|Easy}} || Depending on how high |{{clr|H|2H}} hits you might have to use a faster button to link after {{clr|H|22H}} and if it hits too low no link will work. ||  ||  ||
| {{MCB|CH {{clr|H|2H}} > {{clr|H|22[H]}}, c.XX > {{clr|L|214L~4L~4L}} || Anywhere || {{clr|L|4100}},<br> {{clr|M|4450}},<br> {{clr|H|4660}} || {{clr|L|35%}},<br> {{clr|M|36%}},<br> {{clr|H|39%}} || {{ComboDifficulty|Easy}} || Depending on how high {{clr|H|2H}} hits you might have to use a faster button to link after {{clr|H|22H}} and if it hits too low no link will work. ||  ||  ||
|}
|}



Revision as of 04:09, 28 February 2024

 Lancelot
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

Close Range

Close-Range


c.XXX > 214M~4M~4M/623L
2L > 2L > 214L~4L~4L

Midscreen, Lancelot's primary combo routes involve ending in LGBVS Lancelot 214X.pngGuardMidStartup14Recovery13Advantage-3 or M Southern CrossGBVS Lancelot 214X.pngGuardMidStartup19Recovery13Advantage-4 for damage and corner carry. If Southern Cross is not available (such as immediately after using H Southern CrossGBVS Lancelot 214X.pngGuardMidStartup11Recovery15Advantage-3 as a combo ender), then L Blade ImpulseGBVS Lancelot 66X.pngGuardMidStartup16Recovery14Advantage-5 works as an alternate ender for less damage and shorter corner carry.

Poke Conversions

Poke Conversions


f.M/2M > 214L~4L~4L
f.H > 623L

As you can see, having Southern Cross available is very important for Lancelot. It's almost always best for him to conserve that cooldown and to use Blade Impulse's cooldown for combo extensions in or close to the corner. Those will be shown in the Core section.

Lancelot can combo f.H into 214L at some ranges but the combo will drop from farther out. Using 623L is a lot more consistent (which is why it's listed). Otherwise, 214L is very consistent from Lancelot's M buttons.

Linking Options

Links


5L, c.M/f.M/2M/c.H
66L, 5L/c.M/2M

2L will chain into 5L as a natural combo, which is typically the best option unless you want two lows. Otherwise, Lancelot's linking options typically require crouching opponents or counterhits.


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

623H Wallbounce Routing

623H Wallbounce Routing
Medium


... > 623H, c.H(2) 214MM, 5L, ...
H Blade ImpulseGBVS Lancelot 66X.pngGuardMidStartup16Recovery18Advantage-8 wallbounces, so if Lancelot is close enough (optional dash) c.HGBVSR Lancelot cH 2.pngGuardMidStartup7Recovery18Advantage-2 links for an extended combo. This is Lancelot's primary corner combo route, and leads into both high damage and a variety of okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. setups depending on the combo ender. Enders include:

  • c.H(2) > 236236H/236236U~[H] ends in a Skybound Art for big damage and Bravery Point restore+drain. If ending in 236236U make sure to hold [H] to angle Lancelot up at the airborne opponent or he may whiff underneath.
  • c.H(2)X > 22L > j.L/j.M/j.H for a safejump. Landing into 2L/throw instead of doing an air normal is an additional low/throw mix-up but gives up the safejump.
  • c.H(2) > 214MM > 5L > 236H forces the opponent to airtech and fall into the meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. projectile, leaving Lancelot very plus and free to do a mix-up.

Corner Bravery Point Extensions
Medium


... > M+H, c.H > 623H, c.H > ...
Due to Damage Scaling, routes using ... > M+H, c.H > 623H, c.H > ... do slightly more damage than routes using ... 623H, c.H > M+H, c.H > .... However, 623H provides a good amount of corner carry that lets him convert into 623H wallbounce from farther away with a dashing c.H, whereas routes using Raging Strike first require the opponent to already be in or near to the corner.

Meterless Anti-Air 2H Routing

Meterless Anti-Air 2H Routing
Easy/Medium


Anti-Air 2H > 214L (whiff) ~4L~4L
Anti-Air 2H > 623M, 2M/f.M > 214L~4L~4L
Anti-Air CH 2H > 214L (whiff), c.H(2) > ...

When 2HGBVS Lancelot 2H.pngGuardMidStartup11Recovery24Advantage-12 hits anti-air, cancelling into 214L (whiff) is a reliable option. On non-Counter Hit, confirming into 214L~4L results in a little more damage. On Counter Hit, confirming into c.M/c.H nets a high damage combo, especially in the corner.

Cancelling into 623MGBVS Lancelot 66X.pngGuardMidStartup25Recovery16Advantage-6 on non-Counter Hit or 5U on Counter Hit can result in higher damage routes or a sideswap respectively, but the combo drops if the wrong cancel is used for the wrong Counter Hit state.

623U Sideswitch Route

623U Sideswitch Route
Easy


623U, 66L, c.H(2) > ...
U Blade ImpulseGBVSR Lancelot 623U.pngGuardMidStartup14Recovery15 [24]Advantage-4 always sideswitches with the opponent, meaning Lancelot can steal the corner when his back is to it if he lands a hit with 50% Skybound Gauge. If the opponent is close enough to the corner afterwards, 66L, c.H(2)XX is just long enough for Blade Impulse to finish its cooldown, meaning Lancelot can go directly into the 623H Wallbounce Routing above.

236U Corner Carry Route

236U Corner Carry Route
Medium


... > 236U, 66L, 66L, c.M > ...
U WogenstromGBVSR Lancelot 236U.pngGuardAllStartup18RecoveryTotal 45Advantage+10 applies a unique freeze effect to the opponent on contact, causing their movements to slow down. For the purposes of combos this means extended hitstun, allowing Lancelot to get massive corner carry if he lands a hit with 50% Skybound Gauge. This is often far enough to get the opponent close enough to the corner to go directly into the 623H Wallbounce Routing above.

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

623U Restand Delta Leap Routing

623U Restand Delta Leap Routing
Hard/Very Hard


... > 623H, c.H > M+H > c.H 623U, ...
Lancelot is privileged with a move that restands and crumples the opponent in Ultimate Blade ImpulseGBVSR Lancelot 623U.pngGuardMidStartup14Recovery15 [24]Advantage-4 , meaning that combined with Combo Limit only triggering on airborne opponents means that Lancelot has access to very high damage double resource dumps using Raging Strike, 623U, and Delta Leap in the corner. Enders include:

  • 8j. 6 j.M c.HX 214HHHHH for damage.
  • 8j. 6 j.M c.HXX 623U, 8j. 6 j.M > c.HXX > 214HHHHH for damage with 100% Skybound Gauge.
  • 8j. 6 236H/U for okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. The sideswap from 623U pushes the opponent away from the corner enough for 9 j.M 6 j.M to work as a double overhead.

Changing the order of the moves in order to link 623H directly into 623U for the 25% Skybound Gauge refund on hit allows for a Raging Chain to be included, resulting in a full 3 BP 100% Skybound Gauge resource dump for maximum damage: ... > M+H, c.H > 623H, 623U, 8j. 6 j.M > c.HXX > 623U, 8j. 6 j.M > c.HXX > M+H > M+H, c.H(1) 214HHHH, c.MX M+H

Anti-Air 22H Routing

Anti-Air 22H Routing
Hard


Anti-Air CH 2H > 22[H], c.H > ...
H TurbulenzGBVS Lancelot 22X.pngGuardStartupRecoveryTotal 30Advantage- tracks far enough above opponents for its held attack to hit, ground bouncing the opponent and allowing Lancelot to link c.H afterwards. This adds more damage than the Anti-Air CH 2H > 214L (whiff) routes, but can be inconsistent.

236U Freeze 623L Loops

236U Freeze 623L Loops
Hard


... > 236U, 66H, 2H > 623L, c.H(1) > 623L, c.H(1) > 623L
idk, swag

Combo List

  • Combos that start with XXX will have their damage values respectively for Light, Medium, and Heavy starters.
Combo Position Damage SBA Gain Difficulty Notes Video Ver
c.XXX > 214L~4L~4L Anywhere 2580,
3080,
3380
26%,
27%,
31%
[1] Very Easy 1.0
c.XXX > 214M~4M~4M Anywhere 2730,
3230,
3530
26%,
27%,
31%
[1] Very Easy Basic midscreen confirm for damage and corner carry.
c.XXX > 214H~4H~4H~4H~4H Anywhere 2795,
3295,
3595
36%,
37%,
40%
[1] Very Easy Same as the combo above but also builds more meter.
c.XXX > 214U Anywhere 2756,
3256,
3556
-39%,
-38%,
-34%
[1] Very Easy Pay 50 meter to get great corner carry into a safe jump with 5U~2U. Not really worth it for 50 meter since 236U and623U will always give you the corner with better damage.
c.XXX > 623L Anywhere 2480,
2980,
3280
17%,
19%,
23%
[1] Very Easy Does less damage, corner carry and builds less meter than 214X~4X~4X, only really useful if 214X is on cooldown.
c.XXX > 236U, 66L, 66L, c.MXX > 623H, c.H > 214M~4M, c.L, c.H > 214M~4M, c.L > 236H Midscreen/Corner 5042,
5542,
5842
-31%,
-29%,
-26%
[3] Medium Incredible corner carry for 50 meter. Works from 3/4 of the screen and lets you start corner oki.
c.XXX > 623U, (66~dl.)66L, c.HXX > 623H, c.H > 214M~4M, c.L, c.H > 214M~M, c.L > 236H Corner/Near Corner 5246,
5746,
6046
-32%,
-31%,
-28%
[2] Easy Sideswap combo that works from surprisingly far away and gives great damage with corner oki. Delay the 66L and/or cut autocombo hits to make it work even further from the corner. This, combined with 236U, lets Lancelot convert almost any grounded hit into corner oki for 50 meter.
c.XXX > 623H, c.H > 214M~4M, c.L, c.H > RS, c.M > (236236H) or (236236U) Corner 6650/7350, 7150/7850, 7450/8150 -100% [2] Easy
c.XXX > 623H > c.H > 214M~4M, c.L, c.H > 214H~4H~dl.4H~4H, c.M > (236236H) or (236236U) Corner 6670/7370,
7170/7870,
7470/8170
-100% [4] Hard Stocks used: 0 BP
c.XXX > RS, c.H > 623H, c.H > 214M~4M, c.HX > (236236H) or (236236U) Corner 7100/7800,
7600/8300,
7900/8600
-100% [2] Easy
Combo Position Damage SBA Gain Difficulty Notes Video Ver
f.M > 214L~4L~4L anywhere 1780 +24% [1] [1] Very Easy 214L will miss when punishing moves that extend the opponent's hurtbox 1.0
Combo Position Damage SBA Gain Difficulty Notes Video Ver
2H > 214L(whiff)~4L~4L Anywhere 2050 +18% [1] Very Easy 1.0
CH 2H > 22[H], c.XX > 214L~4L~4L Anywhere 4100,
4450,
4660
35%,
36%,
39%
[2] Easy Depending on how high 2H hits you might have to use a faster button to link after 22H and if it hits too low no link will work.
Combo Position Damage SBA Gain Difficulty Notes Video Ver
623U, 66, c.HXX > 214M~4M~4M Anywhere 4830 -12% [2] Easy 1.0

Combo Theory

Key Normal Links

5L, 5L, 5L, c.H, and 66L, c.M are all both combos on hit and frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s on block.

c.M, c.M is both a frametrap and a Crush against 5Ls.

CH c.M, c.H and CH 66L, c.H are optimal Counter Hit confirms for additional damage.

Midscreen

Corner

Lancelot's primary corner combos are centered around H Blade ImpulseGBVS Lancelot 66X.pngGuardMidStartup16Recovery18Advantage-8 , as it is the only move he has that wallbounces opponents. If Lancelot is close enough (optional dash) c.HGBVSR Lancelot cH 2.pngGuardMidStartup7Recovery18Advantage-2 links for an extended combo. This is Lancelot's primary corner combo route, and leads into both high damage and a variety of okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. setups depending on the combo ender.

After the wallbounce, the opponent can be juggled using a fairly freeform combination of c.H, 214M~M, and Raging Strike. Combo enders include (but are not limited to) simply ending in 214M~M~M, linking into 5L, c.HX 22L/22M for a safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening., or ending in a (Super) Skybound Art for damage and Bravery Point restore+drain.

Due to Damage Scaling, routes using ... > M+H, c.H > 623H, c.H > ... do slightly more damage than routes using ... 623H, c.H > M+H, c.H > .... However, 623H provides a good amount of corner carry that lets him convert into 623H wallbounce from farther away with a dashing c.H, whereas routes using Raging Strike first require the opponent to already be in or near to the corner.

Lancelot is privileged with a move that restands the opponent in Ultimate Blade ImpulseGBVSR Lancelot 623U.pngGuardMidStartup14Recovery15 [24]Advantage-4 , meaning that combined with Combo Limit only triggering on airborne opponents means that Lancelot has access to very high damage double resource dumps using Raging Strike, 623U, and Delta Leap dive in the corner. Alternatively, the crumple is more than long enough to cross-up Delta Leap dive or Cross-Over and set up H WogenstromGBVS Lancelot 236X.pngGuardAllStartup33RecoveryTotal 41Advantage+40 okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..

Navigation

 Lancelot
42% complete
Page Completed To-do Score
Overview
  • Starter Guide
15/20
Combos
  • Basic/core combos done.
  • Still need specialized/niche combos for the table combo list and possible combo theory paragraphs.
4/10
Strategy
  • Page created
  • Neutral, defense, pressure, okizeme
0/20
Matchups
  • Page created
  • Neutral and knowledge checks against all characters
0/20
Frame Data
  • All moves checked for damage and frame data, except invul.
  • Needs low/overhead triple attacks, raging strike/chain, and brave counter images
  • Pending all hitbox images
23/30
Click here to edit the progress.
Click here for the scoring criteria to assess character page completion.


System Pages
Mechanics
Application & Advanced Information
Archived Information