DBFZ/Android 21/Combos: Difference between revisions

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*'''(5LL/2LL) > 5M > 2M > 5S > 5H > SD > j.LL2H > j.LLS > j.214M/j.214S/j.236S  
*'''(5LL/2LL) > 5M > 2M > 5S > 5H > SD > j.LL2H > j.LLS > j.214M/j.214S/j.236S  
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.
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.
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*'''(5LL/2LL) > 5M > 2M > (5S) > 5H > dl~SD > 66j.M > land > 669 > j.LLL2H > j.LLS > j.214M/j.214S/j.236S  
*'''(5LL/2LL) > 5M > 2M > 5S > 5H > dl~SD > 66j.M > land > jump > j.LL2H > j.LLS > j.214M/j.214S/j.236S  
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.
Harder version of the above combo, but more damage.
*'''(5LL/2LL) > 2M > 5M > jc > j.M(LL)2H > SD > j.LL2H > j.LLS > j.214M/j.214S/j.236S
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Damage smash combo. Remove the j.Ls based on distance as max range 5M connect makes them whiff.
*'''(5LL/2LL) > 2M > 5M > jc > j.MLL2H > SD > j.LL2H > j.LLS > j.214M/j.214S/j.236S
Damage smash combo.
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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.
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.
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*'''(5LL/2LL) > 2M > 5M > jc > j.MH2H > SD > j.MH2H > jc > j.LLLS > j.214M/j.214S/j.236S
*'''(5LL/2LL) > 2M > 5M > jc > j.MH2H > SD > j.MH2H > jc > j.LLLS > j.214M/j.214S/j.236S
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'''.
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'''.
 
*'''(5LL/2LL) > 5M > 2M > (5S) > 5H > dl~SD > 66j.M > land > jump > j.LLL2H > j.LLLS > j.214M/j.214S/j.236S  
 
*'''(5LL/2LL) > 5M > 2M > 5S > 5H > dl~SD > 66j.M > land > jump > j.LLL2H > j.LLLS > j.214M/j.214S/j.236S  
Harder version of the above combo, but more damage. The timing for the superdash delay is different from the midscreen version.
Harder version of the above combo, but more damage. The timing for the superdash delay is different from the midscreen version.


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===Corner===
===Corner===
Corner double move steal (1 Bar) - 4769 Damage, j.236S steal, j.214S steal
*'''(5LL/2LL) > 2M > 5M > jc > j.MH2H > SD > j.MH2H > jc > j.LLLS > j.236S/214S~L > vanish > microdash DR > 236S/214S
*'''2M > 5M > jc > j.M > j.H > j.2H > SD > j.M > j.H > j.S > j.236S > Vanish, 7 > j.LLL > j.214S
Corner double move steal


==Assist Specific==
==Assist Specific==
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===Midscreen===
===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===
===Corner===

Revision as of 03:36, 18 September 2019

Template:Notation-DBFZ

Combo List

No meter combos

Midscreen

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

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

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

Damage smash combo. Remove the j.Ls based on distance as max range 5M connect makes them whiff.
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.

Corner

  • (5LL/2LL) > 2M > 5M > jc > j.MH2H > SD > j.MH2H > jc > j.LLLS > j.214M/j.214S/j.236S

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.

  • (5LL/2LL) > 5M > 2M > (5S) > 5H > dl~SD > 66j.M > land > jump > j.LLL2H > j.LLLS > j.214M/j.214S/j.236S

Harder version of the above combo, but more damage. The timing for the superdash delay is different from the midscreen version.

Meter combos

Midscreen

  • 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

4 bars. Fills both air absorb slots and leads to a hard knockdown.

Corner

  • (5LL/2LL) > 2M > 5M > jc > j.MH2H > SD > j.MH2H > jc > j.LLLS > j.236S/214S~L > vanish > microdash DR > 236S/214S

Corner double move steal

Assist Specific

214L/M/H and assist

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.

Midscreen

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 (Press assist right when A21 hits the opponent) > DR

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.

  • 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.

Sparking Blast

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.

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

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