Difference between revisions of "DBFZ/Android 16/Combos"

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*'''2M > 5[S](2) > 5H > delay SD > airdash j.M ▷ 5MMM
 
*'''2M > 5[S](2) > 5H > delay SD > airdash j.M ▷ 5MMM
 
*'''2M > 5[S](2) > 5H > delay SD > airdash j.M ▷ 5M > jc.MLL > jc.4LL > j.MH > delay j.214L
 
*'''2M > 5[S](2) > 5H > delay SD > airdash j.M ▷ 5M > jc.MLL > jc.4LL > j.MH > delay j.214L
One of the few high damaging rejumps. First one sacrifices damage for SKD.
+
One of the few high damaging rejumps. First one sacrifices damage for SKD with 5MMM, which does 5M > 2M > 236L.
  
 
*'''236M > j.214M
 
*'''236M > j.214M
236M conversion. 236M > SD only works in the corner.
+
Simple 236M conversion. 236M > SD only works in the corner.
  
 
===Metered===
 
===Metered===
 
*'''... > Vanish ▷ dash 2L > 5L > 5MMM
 
*'''... > Vanish ▷ dash 2L > 5L > 5MMM
 +
*'''... > Vanish ▷ dash delay 5LL > 5MMM
 
SKD for one meter.
 
SKD for one meter.
  
*'''236H > SD > j.ML > jc.4LL > j.MH > delay j.214L
+
*'''236H > SD > j.M > jc.LL[S](2) > j.214L
 
236H conversion.
 
236H conversion.
  
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*'''2M > SD > airdash j.MH ▷ 5LL > 5M > 2M > 5[S](2) > 5H > 236L
 
*'''2M > SD > airdash j.MH ▷ 5LL > 5M > 2M > 5[S](2) > 5H > 236L
 
*'''2M > SD > airdash j.MH ▷ 5LL > 5M > 2M > 5[S](2) > 5H > SD > j.M > jc.LLL[S](2) > j.214L
 
*'''2M > SD > airdash j.MH ▷ 5LL > 5M > 2M > 5[S](2) > 5H > SD > j.M > jc.LLL[S](2) > j.214L
Corner rejump. 236L pulls the opponent out of the corner for some potential mixes, but if they can put themselves back into the corner with up or back tech.
+
Corner rejump. 236L pulls the opponent out of the corner for some potential mixes, but they can put themselves back into the corner with up or back tech.
  
 
===Metered===
 
===Metered===

Latest revision as of 06:48, 19 January 2020

Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+DBL.png becomes 236L
> = Cancel into the next attack
, = Link the next attack after preceding move's recovery
|> or ▷ = After landing
jc = Jump cancel
sjc = Super jump cancel
IAD = Instant Air Dash
DR = Dragon Rush
SD = Super Dash
[X] = Hold input X
]X[ = Release input X
(N) = Attack must deal N number of hits
{...}xN = Repeat ... N number of times

Midscreen Combos[edit]

Meterless[edit]

  • 2M > 5M > jc.MH > SD > j.ML > jc.LL[S](2) > j.214L

After j.214L, can use assists or meters to extend into sliding knockdown

  • 2M > 5[S](2) > 5H > delay SD > airdash j.M ▷ 5MMM
  • 2M > 5[S](2) > 5H > delay SD > airdash j.M ▷ 5M > jc.MLL > jc.4LL > j.MH > delay j.214L

One of the few high damaging rejumps. First one sacrifices damage for SKD with 5MMM, which does 5M > 2M > 236L.

  • 236M > j.214M

Simple 236M conversion. 236M > SD only works in the corner.

Metered[edit]

  • ... > Vanish ▷ dash 2L > 5L > 5MMM
  • ... > Vanish ▷ dash delay 5LL > 5MMM

SKD for one meter.

  • 236H > SD > j.M > jc.LL[S](2) > j.214L

236H conversion.

Corner Combos[edit]

Meterless[edit]

  • 2M > 5M > jc.M > jc.M[S](2) > j.236M ▷ SD > j.MLL > jc.L > delay j.LLL[S](2) > j.214L

High damaging solo combo. Not assist friendly.

Slightly delay the last j.LL for autocombo boost or else it'll whiff on some characters.

  • 2M > SD > airdash j.MH ▷ 5LL > 5M > 2M > 5[S](2) > 5H > 236L
  • 2M > SD > airdash j.MH ▷ 5LL > 5M > 2M > 5[S](2) > 5H > SD > j.M > jc.LLL[S](2) > j.214L

Corner rejump. 236L pulls the opponent out of the corner for some potential mixes, but they can put themselves back into the corner with up or back tech.

Metered[edit]

Assist Extensions[edit]

  • ... j.214L > Assist ▷ dash jump j.DR
  • ... j.214L > Assist ▷ dash 5MMM

Simple assist extensions into SKD.

Sparking[edit]

Miscellaneous[edit]

  • 5LLLLLLL > delay j.236M

Works everywhere on screen.

Video Examples[edit]

Navigation[edit]


Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc