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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5M > jc.ML2H > SD > j.ML > jc.ML > j.236L | 3805 | +0.8 | All | [1] Very Easy | This is the BnB you want to learn, as j.2H ensures the corner from midscreen. Add in a j.S before the 236L if you reach the corner with the combo for 4100 damage and +0.9 meter. |
2H > SD > j.ML > jc.MLH | 3250 | +0.7 | All | [1] Very Easy | Pretty average 2H route. |
2M > 236S > 66214S > SD > j.ML > jc.LL > 236L (without Smash) | 4145 | ? | All | Insane | HARD link, but high corner carry and damage to make up for it. If the microdash 214S (66214S) is too tight you can whiff vanish and 214S. |
2M > 214S > SD > j.ML > j.LLL | 3685 | .74 | All | [1] Very Easy | Only do this if you throw them out of the corner. |
2M > 214S > SD > j.ML > jc.LL2H > j.S > j.236L | 4100 | .9 | All | [1] Very Easy | You'll most likely be doing this combo over the above one. |
SD > 66j.M ▷ 2L > jc.ML2H > SD > j.ML > jc.LLS > j.236L | ? | ? | All | [3] Medium | Superdash rejump, confirmed works from any angle vs. grounded opponent. |
6H > 2H > 214M | 1990 | .25 | All | [2] Easy | Basic slide knockdown combo from 6H. |
6H > 236S | 2170 | .25 | All | [2] Easy | Sideswap slide knockdown combo from 6H. |
... Vanish > 2M > 2MM > 2MMM > 2MMMM > 214M/236S | ? | ? | All | Bog standard slide knockdown combo. 236S switches sides a second time. | |
... Vanish > 2M > 2MM > 5M > jc.ML2H > SD > j.ML > j.LL(S) > j.236L | ? | ? | All | Damage vanish ender, works after things like Ki Blasts. j.S only connects in the corner. | |
... Vanish > 2M > 2MM > 2MMM > 2MMMM > 214S > 236H+S > DR | ? | ? | All | Only works if the 214S chucks them into the corner. Supers after the DR are not advisable as the post-super scaling kills your damage. | |
2M > 5M > jc.M > jc.M > j.236H > j.L(delay)LS > SD > j.ML > jc.LL2H > j.S > j.236L | ? | ? | All | High damage EX combo that's actually well worth the meter. Bumps up midscreen damage by around 800. | |
... Slide Knockdown > 214S > j.236L+M[9] > [2]X > [2]X > (H+S) | ? | ? | All | OTG extension into the level 1 that can be turned into a level 2 (that's really the only time you should use this). | |
2L5LLL > SD > j.H ▷ 214S > Vanish ▷ delay 214M > 214L+M | 4925 | ? | All | DBS Broly's tenth Combo Challenge. | |
2M > 5M > 236H > 6H > 2L > 5L> 2MM > 5M> jc.ML2H > SD > j.ML > jc.MLS > 236M | 6132 | +1 | All | Requires half a bar of meter to start, but it WILL take your opponent to the corner, even if the combo starts with your back to the opposite corner. |
Notes
Enders:
- ... jc.LLL (with Smash)
- ... jc.LL > 236L (without Smash)
- ... jc.LLS > 236L (in corner)
- ... jc.LL2H > j.S > 236L (in corner and no j.2H used before)
Corner Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5M > 236M > 2MM > 5M > j.ML2H > j.S > SD > j.ML > jc.MLS > j.236M | 5230 | 1.33 | All | Basic, meterless corner combo. It only gets harder from here. | |
2M > 5M > 236M > (5L > 2MM >) 5M > j.LL2H > j.S > airdash > j.LMS > SD > j.MLS > j236M | 5245(5425) | 1.4(1.6) | All | Harder but more damage. Cut the moves in parenthesis for bad starters. | |
2M > 5M > 236M > 5L > 5LL > delay sjc.ML > jc.MLS > SD > j.LH ▷ 2L > 2MMMM > 5SSSSS > 5H > 214M | ? | ? | All | More damage AND a sliding knockdown, which the other combos do not provide. The j.H > 2L should be autotimed if the superjump is delayed correctly. | |
2M > 5M > 236M > 5L > 5LL > delay sjc.ML > jc.MLS > SD > j.LH ▷ 2L > 2M > 5M > jc.LM > jc.LM > j.2H > j.S > j236M | 5744 | 1.875 | All | Yet more damage than the above combo, but at the cost of the sliding knockdown (which can still be acquired with an assist). The j.H > 2L should be autotimed if the superjump is delayed correctly.
Video Demonstration: http://twitter.com/tatsunical/status/1203484839841689600 | |
214L/M > 2MM > 5M > jc.MS > SD > j.M > jc.LM2H > j.S > j.236M | 3285 | 1.25 | All | Pretty similar to the first BnB, but a command grab starter instead. | |
214L > 2L > 5LL > sj.MLS > airdash > j.LMS > SD > j.LL2H > j.S > j236M | 3425 | 1.6 | All | Harder but more damage, this time from a command grab. | |
6H > 5H > SD > j.ML > jc.LL2H > j.S > j.236M | 2815 | .8 | All | Basic 6H conversion. | |
6H > 5H > SD > j.ML2H > j.S > airdash > j.LMS > j.236M | 2970 | 1.1 | All | More damaging, but requires the airdash link. | |
6H > 236S > vanish > 5LL > delay sj.ML > jc.MLS > SD > j.LH > 2L > 2M > 5SSSSS > 5H > 214M | 3570 | -.6 | All | Even more damage at the cost of meter. |
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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combo transcript | where | ? | ? | All |
Assist Extensions
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5M > jc.M > jc.MH > Assist > 5H/2H ... | Anywhere | ? | ? | All | Easy assist relaunch. | |
... j.236L > Assist > 214M | Anywhere | ? | ? | All | Easy assist combo ender. |
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