DBFZ/Android 16/Combos: Difference between revisions

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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.


Line 32: Line 33:
*'''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===

Revision as of 06:48, 19 January 2020

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Midscreen Combos

Meterless

  • 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

  • ... > 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

Meterless

  • 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

Assist Extensions

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

Simple assist extensions into SKD.

Sparking

Miscellaneous

  • 5LLLLLLL > delay j.236M

Works everywhere on screen.

Video Examples

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