BBTag/Akatsuki/Combos: Difference between revisions

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===With Assists===
===With Assists===
TBW


NOTE: Damage values with (~) are estimates; damage will vary depending on the partner.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! # !! Combo !! Damage !! Meter Cost !! Type !!  Notes
|-
| 1
| 5AAA > 5BBB > 214B > 5P > 5B > 5AAA > 5BBB > 214B || ~8100 || 0 || Anywhere || Simple assist extension. Works with just about any 5P.
|-
| 2
| 5AAA > 5BBB > 214C > 5AAA > 5BBB > 214B > 5P > 5BBB > 236BC.P || ~13000 || 5 || Midscreen and corner || Meter dump combo with assist extension.
|}
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Revision as of 13:36, 3 February 2020

Combo Notation Guide
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+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List

Solo

# Combo Damage Meter Cost Type Notes
1 5AAA > 5BBB > 214B 6262 0 Anywhere Baby's first solo combo. Simple, intuitive, and as brain-dead easy as they come. Most of his basic combos build off of this structure.
2 5AAA > 5B > 214A > 4A > 5AAA > 5B > 5AAA > 5BBB > 214B 6926 0 Corner Meterless corner extension of combo 1. More damage and slightly more meter gain.
3 5AAA > 5B > 214A > 4A > 5AAA > 5B > 5AAAAA ~8086 0 Corner Cross Raid variation of combo 2.
4 5Bch > (5AAA > 5B)*2 > 5AAA > 5BBB > 214B 7101 0 Anywhere Anti-air conversion. Watch your timing during the last 5AAA, otherwise the 5BBB hitgrab will miss.
5 6T/4T > (5AAA > 5B)*2 > 5AAA > 5BBB > 214B 5478 0 Anywhere Basic conversion off of grab. Same structure as combo 4, albeit with more scaling.
6 5AAA > 5BBB > 214C > 5AAA > 5BBB > 214B 7976 1 Midscreen and corner Metered extension of combo 1. Significantly more damage and corner carry.
7 5AAA > 5BBB > 236BC 8209 2 Anywhere Combo 1 with a Distortion ender. Easy way to finish off a character.
8 5AAA > 5B > 214A > 4A > 5AAA > 5B > 5AAA > 5BBB > 236BC 8862 2 Corner Combo 2 with a Distortion ender.
9 5AAA > 5BBB > 214C > 236BC 9001 3 Akatsuki in corner Only possible extension if 214C does not put your opponent in the corner.
10 5AAA > 5BBB > 214C > 5AAA > 5BBB > 236BC 9907 3 Midscreen and corner Preferred extension if 214C puts your opponent in the corner.
11 5AAA > 5BBB > 214C > 5AAA > 5BBB > 214BC > 5BBB > 236BC 10922 5 Midscreen and corner Best solo damage if you're willing to spend all the cash.
12 (RB)(5AAA > 5BBB > 214BC)*2 > 5BBB > 214BC > 236BC 12616 8 Anywhere Meter dump resonance combo. Super satisfying to land all three chestos.


With Assists

NOTE: Damage values with (~) are estimates; damage will vary depending on the partner.

# Combo Damage Meter Cost Type Notes
1 5AAA > 5BBB > 214B > 5P > 5B > 5AAA > 5BBB > 214B ~8100 0 Anywhere Simple assist extension. Works with just about any 5P.
2 5AAA > 5BBB > 214C > 5AAA > 5BBB > 214B > 5P > 5BBB > 236BC.P ~13000 5 Midscreen and corner Meter dump combo with assist extension.


Combo Theory


Video Examples

Basic combos by Meno


External Documents and References


Navigation