DBFZ/Android 21/Combos: Difference between revisions

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<center>{{Character Label|DBFZ|Android 21|size=32px}}</center>
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{{Notation-DBFZ|additional=
{{Combo Notation|game=DBFZ|additional=
:'''236(B/Y/G/P)''' = Absorbed ability of the appropriate color. B=Blue, Y=Yellow, G=Green, P=Purple
:'''236(B/Y/G/P)''' = Absorbed ability of the appropriate color. B=Blue, Y=Yellow, G=Green, P=Purple
}}
}}
==Combo List==
== Midscreen ==
* 21 combo spreadsheet with every assist https://docs.google.com/spreadsheets/d/12g_LctesnkHqpPXcyAmVt8PDZd0R7jYYyEya1NmM_GI/edit?usp=sharing
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
| ... > 2M > 5M > jc.M(LL)2H > SD > j.MLL2H > jc.LLS > Ender || 4200 || 1.15 || All || {{ComboDifficulty|Very Easy}} || Basic midscreen BnB, j.(LL) will not work at range.
|-
| ... 5H > delay SD > airdash j.M ▷ dash jump > j.LLL2H > jc.LLS > Ender || 3985 || 0.99 || All || {{ComboDifficulty|Medium}} || Midscreen 5H re-jump, particularly easy for 21 due to her large j.M.
|-
| ... 5H > delay SD > airdash j.M ▷ dash jump > j.LML > jc.(cross under happens here)LL > j.214S ||  ||  || All || {{ComboDifficulty|Medium}} || Sliding knockdown rejump. Great corner carry, and a rare resourceless knockdown.
|-
| SD > j.LL > j.214H > 665L(whiff)LL > SD > j.LL2H > j.LLS > Ender ||  || -.5 || All || {{ComboDifficulty|Easy}} || Basic superdash confirm.
|-
| 236S~H > 665L(whiff)LL > ... ||  || -.5 || All || {{ComboDifficulty|Easy}} || Command grab combo. *Please* don't use vanish.
|-
| 3M > 5S > Vanish > ... ||  || -1 || All || {{ComboDifficulty|Easy}} || Fullscreen 3M confirm. Bless Hiroki.
|-
| 2M > 5M > (j)214s > ... || 2050 || +0.3 || All || {{ComboDifficulty|Very Easy}} || A combo starter off of 2m that gives 214s slot (or j 214s slot via TK) and extends off of a c assist, afterwards you can go in to whatever BNB you prefer.
|-
| ... > Vanish > 665L(whiff)LL > SD > j.LL2H > j.LLS > Ender ||  || -1 || All || {{ComboDifficulty|Easy}} || Vanish confirm, can be inconsistent depending on character size.
|}


==No meter combos==
==Corner==
===Midscreen===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
RIP the weird loops she had, 1.15 killed the style.
|-
*'''(5LL/2LL) > 5M > 2M > 5S > 5H > SD > j.LL2H > j.LLS > j.214M/j.214S/j.236S
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
Corner Carry smash combo. Any combo ending in 214X is easy to extend with an assist, and using 5H makes it even easier. Using L after air command grabs keeps the side you switched to, and M makes you go in the direction you were going before the grab.
|-
*'''(5LL/2LL) > 5M > 2M > (5S) > 5H > dl~SD > 66j.M > land > 669 > j.LLL2H > j.LLS > j.214M/j.214S/j.236S
| ... > 2M > 5M > jc.MH2H > SD > j.MH2H > jc.LLLS > Ender || 4562 || 1.25 || All || {{ComboDifficulty|Easy}} || Corner BnB. Can be done slightly out of the corner.
Harder version of the above combo, but more damage. Delay the superdash until the startup counter in training mode is around 37 frames, and buffer the dash jump as the j.M hits.
|-
*'''(5LL/2LL) > 2M > 5M > jc > j.M(LL)2H > SD > j.LL2H > j.LLS > j.214M/j.214S/j.236S
| ... > 5H > delay SD > j.M > delay j.H ▷ jump > j.LLL2H > jc.LLLS > Ender || 4335 || 1.15 || All || {{ComboDifficulty|Easy}} || Corner re-jump combo. Can start combo midscreen.
Damage smash combo. Remove the j.Ls based on distance as max range 5M connect makes them whiff.
|-
<br>
| ... > 2M > 5S > slight delay 5H, 2L > 5H > 5S > SD j.M delay j.H ▷ jump > j.LLL2H > jc.LLLS > Ender || 5039 || 1.5 || All except [[DBFZ/Teen_Gohan|YGH]], [[DBFZ/Cell|CEL]], [[DBFZ/Krillin|KRL]], [[DBFZ/Kid_Buu|KBU]], [[DBFZ/Beerus|BRS]] || {{ComboDifficulty|Medium}} || 5H to 2L link into re-jump combo. 2M > 5S sets up the correct height for link. 5H if not delayed will not connect on these characters: [[DBFZ/Trunks|TRK]], [[DBFZ/Gotenks|GTK]], [[DBFZ/Android_21|A21]], [[DBFZ/SSB_Vegito|VTO]] and [[DBFZ/Janemba|JNB]]. Use 5L instead of 2L on these characters: [[DBFZ/Captain_Ginyu|GNY]] and[[DBFZ/Android_16| A16]].
Both of the above combos can be extended if you have a seal by using the L or M Dive follow-ups and an assist.
|-
| ... > 2M > 5S > 5H, 2L > 5H > 5S > SD j.M delay j.H ▷ jump > j.LLL2H > jc.LLLS > Ender || 4837 || 1.3 || All || {{ComboDifficulty|Medium}} || 5H to 2L link without the rejump.
|-
| ... > 2M > 5S > 214M > [4] 5LLL > SD > j.MH2H > jc.LLLS > Ender || 4732 || 1.3 || All || {{ComboDifficulty|Medium}} || 214M high damage combo. Use this if the 5H , 2L link is too difficult or doesn't work with the opponents character.
|-
| ... > j.214S/j.236S~M > Vanish > 2M > 214S ||  || -1 || All || {{ComboDifficulty|Easy}} || Double steal combo. Keeps corner and ends with a sliding knockdown.
|-
| ... > j.214S/j.236S~M > Vanish > 236S ||  || -1 || All || {{ComboDifficulty|Easy}} || Alternate double steal combo. Keeps corner and ends with a sliding knockdown. The timing is a bit tight.
|-
| ... > j.214S/j.236S~L > Vanish > 66DR ||  || -1 || All || {{ComboDifficulty|Easy}} || Corner metered snap combo. Don't do this unless you *really* have to.
|}


===Corner===
== Steals and Combo Enders ==
*'''(5LL/2LL) > 2M > 5M > jc > j.MH2H > SD > j.MH2H > jc > j.LLLS > j.214M/j.214S/j.236S
===Enders===
Because '''j.H''' is now slower, only two hits or so before the 2M allow for the '''j.H/j.LLL''' to connect before the '''j.S'''.
#'''... > j.214L:''' Good as an ender when you want to save your steals or have pushed a combo.
*'''(5LL/2LL) > 5M > 2M > (5S) > 5H > dl~SD > 66j.M > land > jump > j.LLL2H > j.LLLS > j.214M/j.214S/j.236S  
#'''... > j.214M:''' Only mildly useful. Out-damaged by Steals and doesn't combo from j.M or j.S at high hitstun decay.
Harder version of the above combo, but more damage. The timing for the superdash delay is different from the midscreen version.
#'''... > j.214S:''' The more consistent of the steal enders from j.S, as it sends A21 upwards.
#'''... > j.236S:''' Less consistent but equally useful. More consistent from j.M.


==Meter combos==
===Steal Follow-ups===
===Midscreen===
#'''j.236S/j.214S''' (Side switch sliding knockdown)
*'''5L > 5LL > 2M > 5M > J.C > j.M > j.2H > SD > j.L > j.LL > j.2H > j.L > j.LL > 236S > Vanish > 214S > 214LM'''
#'''j.236S/j.214S ~ L''' (Keeps sideswitch after command grab)
4 bars. Fills both air absorb slots and leads to a hard knockdown.
#'''j.236S/j.214S ~ M''' (Keeps original combo direction)
#'''j.236S/j.214S ~ H''' (Same as M with more damage)
All command grabs can be extended with dives as written above. If you want to go into air level 3 end your air combo with j.S and to end with the grounded supers, let the second hit of j.214M connect before supers.


===Corner===
===Theory===
*'''(5LL/2LL) > 2M > 5M > jc > j.MH2H > SD > j.MH2H > jc > j.LLLS > j.236S/214S~L > vanish > microdash DR > 236S/214S
Your goal with 21 is to save as much meter as possible for lvl3 supers, as that's the only way she gets real oki. After a 214S/236S, you need to carefully consider your opponent's health to make sure you save as much meter as possible. The M follow up is the most damage you can get meterless. Any metered option should only be considered if you have meter left over or it will kill. Keep in mind that at high hitstun decay, supers will not combo from both hits of L or M dive. You will have to cancel the first hit, meaning you cannot use 214L+M.
Corner double move steal


==Assist Specific==
== Steal Specific Combos ==
===214L/M/H and assist===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
'''214L/M/H''' provides an easy way for you to extend your combos with assists. This allows you to convert nearly any combo that lead into '''214L/M/H''' into great damage or to set up stronger oki situations with an assist. Assists that generally work well with '''214L/M/H''' are beam assists or Vegeta's assists.
|-
!  Combo !! Works on: !! Difficulty !! Notes
|-
| ...djc > j.LLS > j.236B ~ S ~ S ~ L/M || All || {{ComboDifficulty|Easy}} || Blue: [[DBFZ/Android_21#Kamehameha|Kamehameha]]/ [[DBFZ/Android_21#Solar_Flare|Solar Flare]]
|-
| ...djc > j.LLS > j.236Y ~ S ~ S ~ L/M || All || {{ComboDifficulty|Easy}} || Yellow: [[DBFZ/Android_21#Consecutive_Energy_Blast|Consecutive Energy Blast]]/ [[DBFZ/Android_21#Sticky_Energy_Blast|Sticky Energy Blast]]
|-
| ...djc > j.LLS > j.236G ~ L/M || All || {{ComboDifficulty|Easy}} || Green: [[DBFZ/Android_21#Explosive_Energy_Blast|Explosive Energy Blast]]
|-
| ...djc > j.LLS > j.236P ~ L/M || All || {{ComboDifficulty|Easy}} || Purple: [[DBFZ/Android_21#Homing_Energy_Blast|Homing Energy Blast]]
|}
==== Notes ====
If you take a look at all of her steals it becomes apparent that the 236B/Y/G/P steals are built for combos and neutral and the 214B/Y/G/P steals are used for defence and offence, knowing this makes it easier to understand.


===Midscreen===
== Assist Specific ==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
!  Combo !! Position !! Works on: !! Difficulty !! Notes
|-
| ...j.214L/M A1 ▷ DR/5LLL/SD/air combo || Anywhere || All || {{ComboDifficulty|Very Easy}} || Works with almost any assists, easy combo extension. Most effective with wall bounce and pop up assist.
|-
| ...j.214L/M A1 ▷ DR > 214S ~ (L/M) || Corner || All || {{ComboDifficulty|Very Easy}} || Beam assist example. One steal.
|-
| ...j.236S ~ L A1 ▷ 214S || Corner || All || {{ComboDifficulty|Easy}} || Pop up assist example. One steal, sliding knockdown, keeps corner.
|}
===Notes===
214S/236S are 21's only ways outside of DR to get a sliding knockdown, making her very reliant on resources for okizeme.


===Corner===
== Sparking ==
*'''5L > 5LL > 2M > 5M > J.C > j.M > j.2H > SD > j.L > j.LL > j.2H > j.L > j.LL > j.S > j.214M (Press assist right when A21 hits the opponent) > DR
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
This combo sets up a Dragon Rush knockdown for A21 in the corner. The Dragon Rush can then be used in conjuction with another assist for stronger corner Oki. If you want to finish off your opponent instead feel free to cancel the DR into supers instead.
|-
<br>
!  Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
*'''5L > 5LL > 2M > 5M > J.C > j.M > j.2H > SD > j.L > j.LL > j.2H > j.L > j.LL > j.S > j.214M (Press assist right when A21 hits the opponent) > 5L > 5LL > 5LLL > SD > j.M2H > j.LLS > j.214L
|-
A21 also gets easy autocombo extentions off of assists. Depending on the assists you have available, you can get an autocombo extention AND a Dragon Rush ender.
| 2M > 5M > 214M > Sparking! > 5L(whiff) > 5LL > 5LLL > sjc.MS > jc.MS > j.214M > ... || Anywhere || 4382+ || 1.55+ || All ||  || Basic Sparking activation, synergizes very well with assists.
 
|-
==Sparking Blast==
| (Sparking) > ... > 5H > IAD j.H > 5H > 2S > airdash j.MLL > land > j.LLL2H > jc.LLS > ... || Corner || ? || ?+ || All ||  || Pre-spark corner combo. There are different versions depending on what you want to do after 2S, but the damage is pretty similar.
214L/M/H also has great synergy with Sparking Blast combos as you can cancel 214L/M/H into Sparking Blast as you land on the ground.
|}
 
===Notes===
===Midscreen===
*'''(5LL/2LL) > 2M > 5M > jc > j.M > jc > j.M > j.214L > Sparking! > 5L (whiff) > 5LL > 5LLL > sjc > j.LL2H > jc > j.LLS > j.214M/214S/236S
Basic high damage sparking confirm. Looks pretty cool because of the double Smash! effect.
 
===Corner===
*'''5L > 5LL > 2M > 5M > J.C > j.M > j.2H > SD > j.L > j.LL > j.2H > j.L > j.LL > j.S > j.214M > Sparking Blast > DR > 214M > 214LM'''
 
High damage combo that leads into 214LM. Sets up a hard knockdown in the corner if it doesn't kill.
 
*'''5L > 5LL > 2M > 5M > J.C > j.M > j.2H > SD > j.L > j.LL > j.2H > j.L > j.LL > j.S > j.214M > Sparking Blast > DR > 214S > j.214LM'''
 
Does slightly more damage than 214LM, however it moves your opponent out of the corner. Use only if it assures a kill.
 
==Combo Theory==
 
==Video Examples==


== Video Examples ==
* 21 combo spreadsheet with every assist https://docs.google.com/spreadsheets/d/12g_LctesnkHqpPXcyAmVt8PDZd0R7jYYyEya1NmM_GI/edit?usp=sharing
{{#ev:youtube|EKC8hTSfvGs}}
{{#ev:youtube|vvEuqQZ7_w4}}
{{#ev:youtube|i1I-IcZEhW8}}
{{#ev:youtube|QARzD5k37h8}}
{{#ev:youtube|8JIslRr5_zM}}


==Navigation==
== Navigation ==
{{#lsth:DBFZ/Android 21/Data|Links}}
<center>{{Character Label|DBFZ|Android 21|size=32px}}</center>
{{Navbar-DBFZ}}
{{DBFZ/CharacterLinks}}
[[Category:Dragon Ball FighterZ]]
{{DBFZ/Navigation}}
[[Category:Android 21]]

Latest revision as of 17:00, 21 January 2024

 Android 21
Combo Notation GuideCharacter Name Abbreviations
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+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
236(B/Y/G/P) = Absorbed ability of the appropriate color. B=Blue, Y=Yellow, G=Green, P=Purple
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
... > 2M > 5M > jc.M(LL)2H > SD > j.MLL2H > jc.LLS > Ender 4200 1.15 All [1] Very Easy Basic midscreen BnB, j.(LL) will not work at range.
... 5H > delay SD > airdash j.M ▷ dash jump > j.LLL2H > jc.LLS > Ender 3985 0.99 All [3] Medium Midscreen 5H re-jump, particularly easy for 21 due to her large j.M.
... 5H > delay SD > airdash j.M ▷ dash jump > j.LML > jc.(cross under happens here)LL > j.214S All [3] Medium Sliding knockdown rejump. Great corner carry, and a rare resourceless knockdown.
SD > j.LL > j.214H > 665L(whiff)LL > SD > j.LL2H > j.LLS > Ender -.5 All [2] Easy Basic superdash confirm.
236S~H > 665L(whiff)LL > ... -.5 All [2] Easy Command grab combo. *Please* don't use vanish.
3M > 5S > Vanish > ... -1 All [2] Easy Fullscreen 3M confirm. Bless Hiroki.
2M > 5M > (j)214s > ... 2050 +0.3 All [1] Very Easy A combo starter off of 2m that gives 214s slot (or j 214s slot via TK) and extends off of a c assist, afterwards you can go in to whatever BNB you prefer.
... > Vanish > 665L(whiff)LL > SD > j.LL2H > j.LLS > Ender -1 All [2] Easy Vanish confirm, can be inconsistent depending on character size.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
... > 2M > 5M > jc.MH2H > SD > j.MH2H > jc.LLLS > Ender 4562 1.25 All [2] Easy Corner BnB. Can be done slightly out of the corner.
... > 5H > delay SD > j.M > delay j.H ▷ jump > j.LLL2H > jc.LLLS > Ender 4335 1.15 All [2] Easy Corner re-jump combo. Can start combo midscreen.
... > 2M > 5S > slight delay 5H, 2L > 5H > 5S > SD j.M delay j.H ▷ jump > j.LLL2H > jc.LLLS > Ender 5039 1.5 All except YGH, CEL, KRL, KBU, BRS [3] Medium 5H to 2L link into re-jump combo. 2M > 5S sets up the correct height for link. 5H if not delayed will not connect on these characters: TRK, GTK, A21, VTO and JNB. Use 5L instead of 2L on these characters: GNY and A16.
... > 2M > 5S > 5H, 2L > 5H > 5S > SD j.M delay j.H ▷ jump > j.LLL2H > jc.LLLS > Ender 4837 1.3 All [3] Medium 5H to 2L link without the rejump.
... > 2M > 5S > 214M > [4] 5LLL > SD > j.MH2H > jc.LLLS > Ender 4732 1.3 All [3] Medium 214M high damage combo. Use this if the 5H , 2L link is too difficult or doesn't work with the opponents character.
... > j.214S/j.236S~M > Vanish > 2M > 214S -1 All [2] Easy Double steal combo. Keeps corner and ends with a sliding knockdown.
... > j.214S/j.236S~M > Vanish > 236S -1 All [2] Easy Alternate double steal combo. Keeps corner and ends with a sliding knockdown. The timing is a bit tight.
... > j.214S/j.236S~L > Vanish > 66DR -1 All [2] Easy Corner metered snap combo. Don't do this unless you *really* have to.

Steals and Combo Enders

Enders

  1. ... > j.214L: Good as an ender when you want to save your steals or have pushed a combo.
  2. ... > j.214M: Only mildly useful. Out-damaged by Steals and doesn't combo from j.M or j.S at high hitstun decay.
  3. ... > j.214S: The more consistent of the steal enders from j.S, as it sends A21 upwards.
  4. ... > j.236S: Less consistent but equally useful. More consistent from j.M.

Steal Follow-ups

  1. j.236S/j.214S (Side switch sliding knockdown)
  2. j.236S/j.214S ~ L (Keeps sideswitch after command grab)
  3. j.236S/j.214S ~ M (Keeps original combo direction)
  4. j.236S/j.214S ~ H (Same as M with more damage)

All command grabs can be extended with dives as written above. If you want to go into air level 3 end your air combo with j.S and to end with the grounded supers, let the second hit of j.214M connect before supers.

Theory

Your goal with 21 is to save as much meter as possible for lvl3 supers, as that's the only way she gets real oki. After a 214S/236S, you need to carefully consider your opponent's health to make sure you save as much meter as possible. The M follow up is the most damage you can get meterless. Any metered option should only be considered if you have meter left over or it will kill. Keep in mind that at high hitstun decay, supers will not combo from both hits of L or M dive. You will have to cancel the first hit, meaning you cannot use 214L+M.

Steal Specific Combos

Combo Works on: Difficulty Notes
...djc > j.LLS > j.236B ~ S ~ S ~ L/M All [2] Easy Blue: Kamehameha/ Solar Flare
...djc > j.LLS > j.236Y ~ S ~ S ~ L/M All [2] Easy Yellow: Consecutive Energy Blast/ Sticky Energy Blast
...djc > j.LLS > j.236G ~ L/M All [2] Easy Green: Explosive Energy Blast
...djc > j.LLS > j.236P ~ L/M All [2] Easy Purple: Homing Energy Blast

Notes

If you take a look at all of her steals it becomes apparent that the 236B/Y/G/P steals are built for combos and neutral and the 214B/Y/G/P steals are used for defence and offence, knowing this makes it easier to understand.

Assist Specific

Combo Position Works on: Difficulty Notes
...j.214L/M A1 ▷ DR/5LLL/SD/air combo Anywhere All [1] Very Easy Works with almost any assists, easy combo extension. Most effective with wall bounce and pop up assist.
...j.214L/M A1 ▷ DR > 214S ~ (L/M) Corner All [1] Very Easy Beam assist example. One steal.
...j.236S ~ L A1 ▷ 214S Corner All [2] Easy Pop up assist example. One steal, sliding knockdown, keeps corner.

Notes

214S/236S are 21's only ways outside of DR to get a sliding knockdown, making her very reliant on resources for okizeme.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5M > 214M > Sparking! > 5L(whiff) > 5LL > 5LLL > sjc.MS > jc.MS > j.214M > ... Anywhere 4382+ 1.55+ All Basic Sparking activation, synergizes very well with assists.
(Sparking) > ... > 5H > IAD j.H > 5H > 2S > airdash j.MLL > land > j.LLL2H > jc.LLS > ... Corner ? ?+ All Pre-spark corner combo. There are different versions depending on what you want to do after 2S, but the damage is pretty similar.

Notes

Video Examples

Navigation

 Android 21
Systems Pages
Mechanics
Application & Advanced Information
Archived Information