Under construction GBVS Bubs combo page re-structure
Midscreen
Combo |
Damage |
Works on: |
Difficulty |
Okizeme |
Notes
|
c.Hxx > 214L/M/H |
2530/2705/2670 |
All |
[1] Very Easy |
From M ender: 5U. From H ender: f.L (whiff), 5U. |
Autocombo. The soft knockdown lets you charge up 236M for a timing mix-up. Go-to midscreen conversion for damage after landing a counterhit universal overhead. Ending in 236H gives the same okizeme as 214H.
|
2L > 2L , f.L > SBA |
2520 |
All |
[2] Easy |
None. |
Light links SBA confirm.
|
CH f.H > 22H , c.Hxx > 214M |
3140 |
All |
[2] Easy |
5U. |
Soft knockdown for 236M pressure.
|
CH f.H > 22H , c.H > SBA/SSBA |
4580/5157 |
All |
[2] Easy |
None. |
Metered ender.
|
c.H > 236H , f.M > 6MH > 214H |
3810 |
Not CL |
[3] Medium |
f.L (whiff), 5U. |
Rush extension off very close c.H. Video Example.
|
CH f.H > 22H , 214H , f.M > SBA |
3750 |
Not CL |
[3] Medium |
None. |
Style combo.
|
CH 236[M] , dash , f.H > 6MH > 22H , dash , c.H > 214H , dash , c.H > 236H , 2U |
4643 |
All |
[4] Hard |
5U, 2L (safe meaty). |
236[M] starter, ideally catching a roll attempt. Assumes near corner. Video Example.
|
j.214H , dash , 2M > 6MH > 236H, dash , 2U |
3500 |
All |
[5] Very Hard |
5U, 2L (safe meaty). |
Midscreen redive follow-up. Always more damage than using SBA. Assumes ends close to corner for 2U ender. Video Example.
|
Corner
Combo |
Position |
Damage |
Works on: |
Difficulty |
Notes
|
CH 214M , 2M > 214H , c.H > 236H , microdash , c.H > 623H/SBA/SSBA |
Corner |
5418/6292/6632 |
All |
[3] Medium |
Counterhit 214M starter. Useful when using 214M as a frametrap.
|
c.H > 236H , c.H > 214H , c.H > 623H/SBA/SSBA |
Corner |
5098/6232/6626 |
All |
[2] Easy |
Safejump. Must manual input SBA for full damage. Doing c.Hxx > 623H when not using meter takes damage to 5196. Go-to corner conversion for damage after landing a counterhit universal overhead.
|
c.Hxx > 236H , 2U |
Corner |
3020 |
All |
[2] Easy |
Early ender, leads to your choice of a safejump or 5U > 2L safe meaty.
|
c.H > 214H , 2H > 22L , j.L |
Corner |
3510 |
All |
[2] Easy |
Early reset, can't safe meaty. Can be used to microdash into Anthem.
|
c.H > 214H , c.H > 236H , dash , c.H > 623H/[SBA]/SSBA |
Corner |
5380/6514/6896 |
All |
[3] Medium |
Max damage, hard knockdown. Must manual input SBA for full damage. Doing c.Hxx > 623H when not using meter takes damage to 5451.
|
c.H > 236H , f.M > 6MH > 214H , microdash , 2H > 623H |
Corner |
4632 |
Not CL |
[3] Medium |
Corner extension off midscreen rush combo. Long-distance wallbounces can be picked up after 214H with 22H , c.H > 623H but will use all your cooldowns in one combo. Video Example.
|
CH j.214M , c.H > 236H , microwalk , c.H > 214H , c.H > 623H/SBA/SSBA |
Corner |
5595/6507/6809 |
All |
[3] Medium |
Reliable pick-up combo off of a counter-hit j.214M. The point of the microwalk is to let the opponent fall to a point where the 214H won't whiff. Must manual input SBA for full damage.
|
236[M] , 5U , c.H > 236H , microwalk , c.H > 214H , c.H > 623H/SBA/SSBA |
Corner |
5688/6600/6892 |
All |
[4] Hard |
Combo from a level 3 charge 236M. Must manual input SBA for full damage.
|
236[M] , microwalk , c.H > 214L , c.H > 236H , 214H , SSBA |
Corner |
6990 |
All |
[5] Very Hard |
Combo from antiair fully charged 236M. Microwalk must leave you positioned directly under the opponent. Video Example.
|
j.214H , microdash , 2M > 236H , f.H > SBA |
Corner |
4680 |
All |
[3] Medium |
j.214H followup in the corner.
|
j.214H , microdash , f.H > 6MH > 236H , microdash , c.H > 623H |
Corner |
4656 |
All |
[3] Medium |
j.214H extension in the corner using Rush. Use this over j.214H , SBA in the corner as it's both more damage and only costs 50% Skybound Gauge. Can safejump after the DP hits. Video Example.
|
c.H > 214H , 2H > 22H > GMH |
Corner |
3870 |
All |
[1] Very Easy |
Example Overdrive setup using 22H. Video Example.
|
Anti-Air
Combo |
Position |
Damage |
Works on: |
Difficulty |
Notes
|
f.H > 214L |
Anywhere |
2000 |
All |
[1] Very Easy |
Only non-counterhit conversion off of f.H. On counterhit, f.H > 22H is possible and leads to higher damage conversions.
|
2H > SSBA |
Anywhere |
5425 |
All |
[1] Very Easy |
Easiest possible use of meter on a midscreen AA. Always works as long as 2H connects.
|
2H > 22H , c.Hxx > 214L |
Anywhere |
2915 |
All |
[2] Easy |
Reliable AA regardless of counter-hit.
|
2H > 22H, c.M (whiff) , microdash , 2H > 214L , 2U > 214H |
Anywhere |
3620 |
All |
[4] Hard |
Style Anti-Air. Can lead into f.L , 5U oki. Video Example.
|
2H > 22H , c.H > SBA/SSBA |
Anywhere |
4580/5157 |
All |
[2] Easy |
Metered AA option. Must manual input SBA for full damage.
|
f.H > 6MH > 22H , c.Hxx > 214L |
Anywhere |
3245 |
All |
[2] Easy |
Metered AA option. High hits only, but not too high or the second hit of Rush will whiff. 22H can be substituted for 22L in the corner.
|
f.H > 6MH > 214H , 22H , c.H > 236H |
Near Corner |
3280 |
All |
[3] Medium |
f.H Rush conversion from near roundstart position. Can setup 5U okizeme with f.L (whiff) > 5U with an additional 2L safe meaty. Video Example.
|
CH 2H > [236H] , 22H , dash , c.H > SBA/SSBA |
Anywhere |
5593/6130 |
All |
[4] Hard |
Counterhit 2H extension. Only works on very high hits, such as the peak of a high jump, or interrupting Belial's 623M.
|
CH 2H > 22H , forwards superjump , (dl)j.U > j.214H , dash , c.H > 236H , c.H > SBA/SSBA |
Corner |
5350/5610 |
All |
[5] Very Hard |
Style combo. The delay on the j.U is different depending on the character. Not advised to ever go for in a real match. Video Example.
|
2H > 22H , dash under , c.H > 236H , 2U |
Corner |
3250 |
All |
[2] Easy |
AA corner sideswitch ending in hard knockdown. Leads to your choice of a safejump or 5U > 2L safe meaty.
|
2H > 22H , dash under , c.H > 236H , c.H > 623H/SBA/SBAA |
Corner |
4150/5278/5723 |
All |
[2] Easy |
AA corner sideswitch using meter. Hard knockdown.
|
CH 2H > 236[H] , microwalk , c.H > 214L > c.H > SSBA |
Corner |
7030 |
Not VS, FT |
[5] Very Hard |
Corner combo off of counter-hit 2H. Maximum damage. Video example.
|