Golbez

Wiegraf

White Knight
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I have already mastered Jecht, and I wanted another combo beast. So, needless to say, I am trying Golbez, however this one combo really irritates me.I cant seem to follow Glare Hand after Rising Wave. Heres the vid Im using.

It happens at 0:48
 
Golbez is a combo character with very strict timing, and that right there
is an example of it. That combo is an example of it, but still not the hardest of his combos to do. You must wait until you hit the floor and use glare hand immediately when you touch the ground.



If you really want a combo character without the difficult timing use Zidane, since his combos are longer than golbezs and he only needs dodge cancels,
 
That would be true on most of the larger maps due to Rise wave coming with an innate knockback in the english version which propels them out of range of Glare hand.

However in the enclosed maps such as the Magitek Facility, Clock Tower and Pandemonium its more than possible to follow up Rise wave with glare hand as the low ceiling allows for it.
 
I don't think glare hand can reach that long in the eng version so half the combos won't work.
 
according to a certain golbez main, golbez apparently has hundreds of combos, each of which you can find by experimenting on your own

here are the basics of his combos

Combos
DC = Dodge Cancel
TDC = Turn Dodge Cancel (A dodge that goes behind the opponent. Works best if you turn the camera to the side)
RDC = Return Dodge Cancel (A dodge cancel where you press back as you dodge and then press forward to shorten the length of the dodge.
FDC = Forward Dodge Cancel
NDC = Neutral Dodge Cancel
EXC = EX Cancel

Basic Combos:
Rise Wave (Melee) -> FDC -> Float System/Gravity System -> BP/HP Chain
Golbez's most basic and most useful combo, you'll probably be using this combo alot in matches

Rise Wave (Range) -> FDC -> Float System/Gravity System -> BP/HP Chain
If your opponent gets hits by the range part of Rise Wave then this combo will do more dmage then going straight for the normal BP chain

Attack System -> Glare Hand -> NDC -> Float System/Gravity System -> BP/HP Chain


Intermidiate Combos:
Rise Wave -> FDC -> Float System -> TDC or RDC -> Gravity System -> BP/HP Chain

Attack System -> Glare Hand -> NDC -> Float System -> TDC or RDC -> Gravity System -> BP/HP Chain

Attack System -> Rise Wave (Far) -> BP/HP Chain

Attack System -> Rise Wave (Close) -> Float System -> TDC or RDC -> Gravity System -> BP/HP Chain
Hard combo to pull off because of proper spacing and some luck

Attack System -> Glare Hand -> Landing Lag or RDC-> Rise Wave -> FDC -> Float System -> TDC or RDC -> Gravity System -> BP/HP Chain
You can do Glare Hand -> Rise Wave without dodge canceling by timing it (landing lag must be present)

Advanced Combos
Rise Wave (Melee) -> Glare Hand -> NDC -> Float System/Gravity System -> BP/HP Chain
This combo actually works sometimes but is not recommended to be tried in a real match

Glare Hand -> Night Glow
I find this works best if Cosmic Ray is not equipped on Glare Hand.

Glare Hand -> RDC? -> Gravity Force
I struggle to pull this off in most battles because you must dodge ASAP (You can't wait to see if you hit the opponent). A RDC may make it easier to pull off?

EX Combos
Rise Wave (Melee) -> FDC -> Float System -> EX Cancel -> Float System
Most basic EX combo but quite effective if used right




experiment with these and you can find even more combos
 
Are these combos listed virtually unavoidable or can opponents aerial recover or block?
 
Which is generally better if you can only have one - float system or gravity system?
 
As a general rule, aerial attacks from below don't seem to be as successful as aerial attacks from above. That's how I'd answer that question.
 
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