DBFZ/Bardock/Combos: Difference between revisions

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< DBFZ‎ | Bardock
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Can be ended with any super, or ended with 214H instead of 236L for a knockdown. You can loop the ''"5L > 5LL > 2M > 5H > 236L"'' part with pretty much any assist as long as the hitstun scaling isn't too bad.
Can be ended with any super, or ended with 214H instead of 236L for a knockdown. You can loop the ''"5L > 5LL > 2M > 5H > 236L"'' part with pretty much any assist as long as the hitstun scaling isn't too bad.
*'''(5L > 5LL / 2L > 2LL >) 2M > 5M > jc > j.M (both hits) > j.S > 236M, land, 2L > 2LL > 2M > 5H > 214M (sliding knockdown) |Call Vegeta as soon as move ends| 236H+S, (while enemy is being hit by Vegeta assist) Dragon Rush > 236L > 214L+M/H+S
*'''(5L > 5LL / 2L > 2LL >) 2M > 5M > jc > j.M (both hits) > j.S > 236M, land, 2L > 2LL > 2M > 5H > 214M (sliding knockdown) |Call Vegeta as soon as move ends| 236H+S, (while enemy is being hit by Vegeta assist) Dragon Rush > 236L > 214L+M/H+S
This combo has been significantly nerfed in recent patches considering double super solo combos got a universal damage nerf. That being said, this combo does can be slightly tweaked to set up for some good oki: instead of Dragon Rushing on the ground, do an aerial Dragon Rush and (and I have no tested this yet) it should set your opponent into a sliding knockdown, which can be set up for good corner pressure.
This combo has been significantly nerfed in recent patches considering double super solo combos got a universal damage nerf. That being said, this combo can be slightly tweaked to set up for some good oki: instead of Dragon Rushing on the ground, do an aerial Dragon Rush and (and I have no tested this yet) it should set your opponent into a sliding knockdown, which can be set up for good corner pressure.


==Combo Theory==
==Combo Theory==

Revision as of 17:32, 7 February 2019

Template:CharNav-DBFZ

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:6S becomes 236S
> = 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.M(2) is written, you only use the first two hits of j.M)
(CSpec) = Contains a part that only works on some characters.
SD = Super Dash
[ ] = Hold input.
A1 = Assist 1
A2 = Assist 2
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

No meter combos

Midscreen

BnB

  • (5LL/2LL) > 2M > 5M > jc > jM > jL > j2H > SD > jM > jL > j2H > jc > jL > jL > j214M

Corner

  • (5LL/2LL) > 2M > 5M > 236M > 5L > 5LL > 2M > 5H > SD > jM > jL > j2H > jc > jL > jL > j214M

Sacrifices knockdown for damage, can end with "214H" instead of "214M" to preserve the knockdown for one bar.

Instant Overhead

  • rising jL > jS > j236M |> 5L > 5LL > 2M > 5H > SD > jM > jL > j2H > jc > jL > jL > j214M

The delay between "j236M" and "5L" is huge, don't let it trick you.

Solo Snap

  • (5LL/2LL) > 2M > 5M > jc > jM > jc > jM > jS > j236M > DR

Meter combos

Midscreen

Level 3 BnB

  • (5LL/2LL) > 2M > 5M > jc > jM > jL > j2H > SD > jM > jL > j2H > jc > jL > jL > jS > j236L > j214LM

Use this combo over the normal BnB to squeeze a little more damage out.

5S Confirm

  • 5S > 236H~H > 236L > 236LM/214LM

This combo will connect from anywhere on the screen. Don't end with 236HS outside the corner, it will whiff completely.

Corner

Assist Specific

Midscreen

Corner

SS Vegeta Assist Double Super

  • (5LL/2LL) > 2M > 5M > jc > jM > jL > j2H > SD > jM > jL > j2H > jc > jL > jL > j214M |> call Vegeta > 236HS > assist hits > 5L > 5LL > 2M > 5H > 236L > Super

Can be ended with any super, or ended with 214H instead of 236L for a knockdown. You can loop the "5L > 5LL > 2M > 5H > 236L" part with pretty much any assist as long as the hitstun scaling isn't too bad.

  • (5L > 5LL / 2L > 2LL >) 2M > 5M > jc > j.M (both hits) > j.S > 236M, land, 2L > 2LL > 2M > 5H > 214M (sliding knockdown) |Call Vegeta as soon as move ends| 236H+S, (while enemy is being hit by Vegeta assist) Dragon Rush > 236L > 214L+M/H+S

This combo has been significantly nerfed in recent patches considering double super solo combos got a universal damage nerf. That being said, this combo can be slightly tweaked to set up for some good oki: instead of Dragon Rushing on the ground, do an aerial Dragon Rush and (and I have no tested this yet) it should set your opponent into a sliding knockdown, which can be set up for good corner pressure.

Combo Theory

Video Examples


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