BBTag/Hyde/Combos: Difference between revisions

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< BBTag‎ | Hyde
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=====With Assists=====
=====With Assists=====
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{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| 1
| 5BBB > 236B > 236B > [Assist Call] > 2C > delay 2B > 5BBB > 236B > 236B || Any || 6859 || <span style="color:lightblue">[1] Very Easy</span> || 5B punish extended with an assist and ended with Bend Sinister safe-jump oki.
|-
| 2
| 5BBB > 236B > 236B > [Assist Call] > 2C > 5B > 2B > hjc > j.B > j.A > djc > j.B > j.A > 214B~A/B/C~A/B/C || Any || 7075 || <span style="color:lightblue">[1] Very Easy</span> || 5B punish extended with an assist into an air combo. Timing is tight so remove any of the air normals for easier execution.
|-
|}


5BBB > 236B > 236B > P / 4P > 2C > 5B > 2B > hjc > j.AA > jc > j.AA > 214BBB <br/>
5BBB > 236B > 236B > P / 4P > 2C > 5B > 2B > hjc > j.AA > jc > j.AA > 214BBB <br/>

Revision as of 22:57, 10 August 2019

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6A becomes 236A
> = cancel into the next attack
, = link the next attack after preceding move's recovery
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)
(CSpec) = Contains a part that only works on some characters, refer to the combo thread on Dustloop for more details.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

Midscreen

Solo


# Combo Position Damage Difficulty Notes
1 5AAA > 5BBB > 236B > 236B Any 4476 [1] Very Easy Basic confirm off of A Smart combo.
2 5AAA > delay 2C > delay 2B > 5BBB > 236B > 236B Any 4781 [2] Easy Extension of the previous combo via well-timed delays.
3 5AAA > 2B > hjc > j.B > j.A > djc > j.B > j.A > 214B~A/B/C~A/B/C Any 5090 [1] Very Easy Basic air combo off of A Smart Combo.
4 5AAA > 2B > hjc > j.B > djc > j.B > j.6C > j.6C > j.4C > 214B~A/B/C~A/B/C Any 5708 [2] Easy Variation of the previous combo utilizing multiple air Dark Lotus.
5 5AAA > 2B > 214A~A/B/C(delay)~A/B/C > 5AA > 2C > delay 2B > 5BBB > 214B~A/B/C~A/B/C Any 5243 [3] Intermediate A Smart Combo confirm into a delayed Vacant Shift Third extension.
6 2C > delay 2B > 5BBB > 236B > 236B Any 5139 [1] Very Easy Basic low starter combo off of 2C.
7 2C > 5B > 2B > hjc > j.B > j.A > djc > j.B > j.A > 214B~A/B/C~A/B/C Any 5729 [1] Very Easy Basic low starter air combo off of 2C.
8 2C > 5B > 2B > hjc > j.B > djc > j.B > j.6C > j.6C > j.4C > 214B~A/B/C~A/B/C Any 6575 [2] Easy Variation of the previous combo utilizing multiple air Dark Lotus.
9 2C > delay 2B > 5BBB > 214A~A/B/C(delay)~A/B/C > 5AA > 2C > delay 2B > 5BBB > 214B~A/B/C~A/B/C Any 6233 [3] Intermediate Advanced low starter combo off of 2C using a delayed Vacant Shift Third extension.
10 5B > 2C > 2B > hjc > j.B > j.A > djc > j.B > j.A > 214B~A/B/C~A/B/C Any 6167 [1] Very Easy Basic 5B punish into an air combo.
11 5B > 2C > 2B > hjc > j.B > j.A > djc > j.B > j.6C > j.6C > j.4C > 214B~A/B/C~A/B/C Any 7014 [2] Easy Variation of the previous combo utilizing multiple air Dark Lotus.
12 5B > 2C > 2A > 2B > 214A~A/B/C(delay)~A/B/C > 5AA > 2C > delay 2B > 5BBB > 214B~A/B/C~A/B/C Any 5894 [3] Intermediate 5B punish using a delayed Vacant Shift Third extension.
13 B+C > dash 5B > 2B > hjc > j.B > j.A > djc > j.B > j.A > 214B~A/B/C~A/B/C Any 4985 [1] Very Easy Basic throw combo.
14 B+C > dash 5B > 2B > hjc > j.B > djc > j.B > j.6C > j.6C > j.4C > 214B~A/B/C~A/B/C Any 5547 [2] Easy Variation of the previous combo utilizing multiple air Dark Lotus.
15 B+C > dash 5B > 2B > 214A~A/B/C(delay)~A/B/C > 5AA > 2C > delay 2B > 5BBB > 214B~A/B/C~A/B/C Any 5135 [3] Intermediate Throw combo using a delayed Vacant Shift Third extension.
With Assists


# Combo Position Damage Difficulty Notes
1 5BBB > 236B > 236B > [Assist Call] > 2C > delay 2B > 5BBB > 236B > 236B Any 6859 [1] Very Easy 5B punish extended with an assist and ended with Bend Sinister safe-jump oki.
2 5BBB > 236B > 236B > [Assist Call] > 2C > 5B > 2B > hjc > j.B > j.A > djc > j.B > j.A > 214B~A/B/C~A/B/C Any 7075 [1] Very Easy 5B punish extended with an assist into an air combo. Timing is tight so remove any of the air normals for easier execution.

5BBB > 236B > 236B > P / 4P > 2C > 5B > 2B > hjc > j.AA > jc > j.AA > 214BBB
B+C > 5BBB > 236B > 236B > P / 4P > 2C > 2B > hjc > j.AA > jc > j.AA > 214BBB

Corner

Solo


With Assists


Combo Theory


Video Examples

Hyde Safejumps by Shiki

https://twitter.com/EX_Shiki_/status/1099603108907438081

Basic Hyde Combos by Meno

Hyde Difficult combos by yuki_kazea

https://twitter.com/yuki_kazea/status/1045287869210755073


External Documents and References


Navigation