Galandra is one of Absolum’s most expressive characters, offering a toolkit that rewards precision, timing, and strong mechanical fundamentals. This Absolum Galandra Combat Guide breaks down her combat system in a clean and structured way, helping both new and experienced players sharpen execution, understand matchup flow, and unlock her full offensive potential.
Rather than relying on over-tuned rituals or lucky build paths, this Absolum Galandra Combat Guide focuses on the beat ’em up fundamentals that allow you to clear runs consistently, regardless of RNG. If you want to control the battlefield with intentional movement, consistent punishes, airtight combo routes, and smart Arcana usage, this is where to start.
Absolum Galandra Combat Guide – Moveset, Combo
These universal rules shape Absolum’s combat for every character. Mastering them is non-negotiable if you want to perform optimal strings and keep pressure flowing.
Punish
Any strike that lands after a clash, deflect, dodge, or when an enemy whiffs triggers a Punish. The bonus applies to the entire combo, not just the opening hit, so always convert punishes into your highest-value routes.
Repetitive
Using the same attack repeatedly reduces damage and limits combo potential. Vary your strings to maintain scaling and open access to extended routes.
Overpressure
Prevents infinite combos. The hit that triggers Overpressure is always a critical strike and causes a long stagger. You can reset Overpressure by using your Ultimate (L2 + R2). Watch for the flash that warns the final pre-Overpressure hit.
Tech Hit (OTG)
Striking enemies who are grounded or knocked down is considered a Tech Hit. This allows conversion extensions when used deliberately.
Wallbounce
Certain moves cause wallbounce, resetting juggle state and allowing further extensions. Wallbounces do not build additional pressure and deal free damage, making them extremely valuable for long routes.
Impact Hit
Collision damage from enemies hitting walls, terrain edges, or each other. Positioning enemies to collide is a strong source of supplemental damage.
Galandra’s Moveset
Before experimenting with Inspirations and Arcana, you should be fluent with her base kit. Even early-run, her fundamentals provide strong corner carry, wall control, and combo flexibility.
Strike Combo (Auto Combo)
Third jab has forward momentum and can be cancelled into Heavy Attack while retaining movement.
Heavy can also be cancelled back into jabs for pressure variation.
The fourth hit (kick) produces a wallbounce, making it a key starter for corner conversions.
Skill (Launcher)
Launches enemies and auto-routes into a basic air combo.
Natural setup tool for wallbounce follow-ups.
Can hit OTG and generates reliable combo starters.
Jump Attacks
First hit can strike OTG on certain enemies (notably Cider and Brome).
Second hit has momentum control, allowing directional adjustments for spacing.
Air Skill
Wallbounce while retaining ground bounce properties.
Galandra’s most damaging standalone move, ideal as a combo ender before Overpressure.
Can be executed quickly after a low jump, useful for fast clashes or anti-air pressure.
Running Attack
Applies collision damage.
Can be cancelled into Air Heavy for better extensions.
Enables side-switch, re-stand resets, and diagonal application.
Hits OTG and is one of her most reliable conversion starters.
Throws
Forward Throw sends the enemy further; Back Throw keeps them close for pressure.
Damage only occurs if the enemy hits the ground uninterrupted.
Up Throw launches and side-switches, opening aerial conversions.
Throws include iframes but do not bypass grabs.
Choosing the Right Arcana
Your Arcana determines Galandra’s combat rhythm. All options are viable, but each emphasizes a different playstyle. She gains mana through Skill and Strike by default, with rituals offering additional routes later.
Reaper Cyclone
- Soft wallbounce on hit, excellent corner utility.
- High damage with wallbounce synergy.
- Shorter recovery when used in the air.
- Strong clash option.
Draconic Ascent
- Premier air combo starter and strong wallbounce tool.
- Air version offers superb corner carry.
- Allows mid-air attack to fall faster and set up conversions.
Revenge Claw
- Strong knockback and wallbounce, enabling follow-ups.
- Air version causes ground bounce.
- Does not trigger on projectiles.
- High raw damage and full invincibility outside of grabs.
Necrotic Wave
- Wide-area control and exceptional wave clear.
- Less effective on single-target bosses.
- Air version has reduced range but can clash.
Phantom Impale
- Bonus damage and improved conversions when impaling into a wall.
- Functions like a grab at close range, even on armored enemies.
- Strong clash utility but inconsistent hitbox on heavyweight foes.
Dark Helix
- Low raw damage but excels at synergy with Fatal Flow.
- Adds multi-hit pressure and space control.
Performing Effective Combos
Optimized routes are valuable for damage, stagger control, and mana management. Treat these as skill drills. In real fights, spacing, enemy weight, and wall positioning will shape your routes.
Key Mechanics for Comboing
Dash Cancelling
Most on-hit attacks can be cancelled into Dash or Run. Vertical dodge can also adjust the follow-up strike angle.
Dash Jump
Cancelling a forward dash into a jump effectively creates a jump-cancel on moves that normally lack one, enabling new air routes and clash setups.
Sample BnB Routes
Basic Conversion
Running Attack → Air Combo (after wallbounce or enemy collision)
Side-Switch Patterns
Any Cancelable String → Running Jump
Heavy → 1-2-3 → Dash Cross-Under
Starter to Finisher Drill
1-2-3 → Heavy → Dash Jump → Air 1 → Heavy → Dash → 1-2-3-4
Clash Conversion
Clash → Strike Combo → Running Attack → Skill → Air Arcana
With Dive Kick
Third Hit of Strike → Running Attack → Dive Kick → Air 1 → Third Hit [Loop]
Third Hit → Skill → Dash Jump → Air 1-2 → Dive Kick → Air 1 → 1-2-3-4