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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 | 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
Combo Notation Guide | |||||||||
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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.