Difference between revisions of "DBFZ/Cell/Combos"

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{{Notation-DBFZ}}
 
{{Notation-DBFZ}}
 
==Midscreen Combos==
 
==Midscreen Combos==
===Meterless===
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{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
*'''2M > 5M > jc.MLL > jc.MLL2H > SD > j.LLLS > j.236L
+
|-
*'''2M > 5M > jc.MLL2H > SD > j.LL > jc.MLLHS > j.236M
+
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
Universal midscreen BnBs.
+
|-
 
+
| 2M > 5M > jc.MLL > jc.MLL2H > SD > j.LLLS > j.236L || ? || ? || All ||  || Universal midscreen BnBs. j.236L is more likely to connect, but does less damage, has less corner carry and worse oki than j.236M. You always want to use j.236M if possible.
j.236L is more likely to connect, but does less damage, has less corner carry and worse oki than j.236M. You always want to use j.236M if possible.
+
|-
 
+
| 2M > 5M > jc.MLL2H > SD > j.LL > jc.MLLHS > j.236M || ? || ? || All ||  ||
*'''2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.MLL > j.214L
+
|-
Rejump combo. The dash before rejump has to be buffered. No sliding knockdown and does less damage than the basic BnB, but has great corner carry.
+
| 2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.MLL > j.214L || ? || ? || All ||  || Rejump combo. The dash before rejump has to be buffered. No sliding knockdown and does less damage than the basic BnB, but has great corner carry.
 
+
|-
*'''Steep angle SD > j.L > delay j.M ▷ jump j.LM > jc.M2H > SD > j.MHS > j.236M
+
| Steep angle SD > j.L > delay j.M ▷ jump j.LM > jc.M2H > SD > j.MHS > j.236M || ? || ? || All ||  || Rejump from something like a fake crossup SD.
Rejump from something like a fake crossup SD.
+
|-
 
+
| 2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LL > j.214M(2) > Vanish > SD > j.MHS > j.236M || ? || ? || All ||  || Fullscreen rejump combo. It's '''j.LM > jc.LL''' instead of '''j.LM > jc.MLL''' to gain less height for j.236M to consistently connect.
===Metered===
+
|-
*'''2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LL > j.214M(2) > Vanish > SD > j.MHS > j.236M
+
| [DR] > j.MLL > jc.LLLS > j.2M > Vanish ... || ? || ? || All ||  || Vanish confirms for sliding knockdown.
Fullscreen rejump combo. It's '''j.LM > jc.LL''' instead of '''j.LM > jc.MLL''' to gain less height for j.236M to consistently connect.
+
|-
 
+
| Raw SD > j.ML > jc.LL2H > delay j.2M > Vanish ... || ? || ? || All ||  ||
*'''[DR] > j.MLL > jc.LLLS > j.2M > Vanish ...
+
|-
*'''Raw SD > j.ML > jc.LL2H > delay j.2M > Vanish ...
+
| ... > Vanish ▷ dash 2M > 5M > jc.LM > j.214L, airdash j.X || ? || ? || All ||  || Vanish confirm if you've already used Down Smash, gives soft knockdown safejump.
Various j.2M extensions.
+
|-
 
+
| ... > Vanish ▷ dash 2M > delay 6H > 236M[6] || ? || ? || All ||  || Vanish confirms for sliding knockdown.
*'''... > Vanish ▷ dash 2M > delay 6H > 236M[6]
+
|-
*'''... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.MLL > jc.LLLS > j.236M
+
| ... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.MLL > jc.LLLS > j.236M || ? || ? || All ||  ||
Vanish confirms for sliding knockdown.
+
|}
 
+
===Notes===
*'''... > Vanish ▷ dash 2M > 5M > jc.LM > j.214L, airdash j.X
 
Vanish confirm if you've already used Down Smash, gives soft knockdown safejump.
 
  
 
==Corner Combos==
 
==Corner Combos==
===Meterless===
+
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
*'''2H > SD > j.MLL > jc.MLL2H > j.236M
+
|-
j.2H > j.236M ender works at any (practical) height but only with short combos.
+
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
 
+
|-
*'''2M > SD > airdash j.M2H ▷ [DR]
+
| 2H > SD > j.MLL > jc.MLL2H > j.236M || ? || ? || All ||  || j.2H > j.236M ender works at any (practical) height but only with short combos.
Solo snapback.
+
|-
 
+
| 2M > SD > airdash j.M2H ▷ [DR] || ? || ? || All ||  || Solo snapback.
*'''2M > 5M > jc.M2H, j.S > SD > j.ML > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M
+
|-
Corner loop. With scaled starters, just end it one loop early.
+
| 2M > 5M > jc.M2H, j.S > SD > j.ML > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M || ? || ? || All ||  || Corner loop. With scaled starters, just end it one loop early. You can end with '''j.S > delay j.236M''' to try and get more damage in.
 
+
|-
*'''2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M
+
| 2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M || ? || ? || All ||  || Corner rejump. Higher damage.
Corner rejump. Higher damage.
+
|-
 
+
| 214M(3), dash 2M > delay 6H > 5H > 2S(3) > SD > jc.ML > jc.LLS > j.214L (whiff), j.LLS > j.236M || ? || ? || All ||  || Back-to-corner example. Dash 2M is not required but it adds some extra meter. '''2S(3) > SD''' is not bufferable and has to be manually timed.
*'''214M(3), dash 2M > delay 6H > 5H > SD > jc.ML > jc.LLS > j.214L (whiff), j.LLS > j.236M
+
|-
Back-to-corner example. Have to delay 6H or else it'll whiff on some characters.
+
| 2H > SD > j.MLL > jc.MLL > j.214L(2) > Vanish > j.214L (whiff), j.LLL || ? || ? || All ||  || Back-to-corner from 2H.
 
+
|-
===Metered===
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| 2M > 5M > jc.M > jc.MS > SD > j.L > delay j.MS > j.214L (whiff), j.L2H ▷ 5L > jc.LLS > SD > j.ML > jc.LMH > j.236H || ? || ? || All ||  || Air route ending with j.236H. Does almost as much damage as rejump.
*'''2H > SD > j.MLL > jc.MLL > j.214L(2) > Vanish > j.214L (whiff), j.LLL
+
|}
Back-to-corner from 2H.
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===Notes===
 
 
*'''2M > 5M > jc.M > jc.MS > SD > j.L > delay j.MS > j.214L (whiff), j.L2H ▷ 5L > jc.LLS > SD > j.ML > jc.LMH > j.236H
 
Air loops ending with j.236H. Does almost as much damage as rejump.
 
 
 
==Assist Extensions==
 
*'''5M > 2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LL > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M + A1 ▷ 5LLL > 214M(3) > Vanish ▷ [DR] + A2 > 214S > Super
 
2 assists bar dump from corner loop.
 
 
 
 
==Sparking==
 
==Sparking==
*'''214M(3) > Spark (whiff), dash 2M > 6H > 5H > {2S(2) > airdash j.M ▷ 5H}x2 > 5[S](5) > 214M(2) > Vanish ▷ [DR] > 236S > Super
+
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
Back-to-corner 2S Sparking loop.
+
|-
 +
!  Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
 +
|-
 +
| ... [5H > 2S(2) > 66j.M]*n ... || Anywhere || ? || ? || All ||  || Sparking loops!
 +
|-
 +
| 214M(3) > Spark (whiff), dash 2M > 6H > 5H > {2S(2) > airdash j.M ▷ 5H}x2 > 5[S](5) > 214M(2) > Vanish ▷ [DR] > 236S > Super || Corner || ? || ? || All ||  || Back-to-corner 2S Sparking loop.
 +
|-
 +
| 214M(3) > Spark (whiff), dash 2M > 6H > 5H > jc.M2H > jc.2H > j.236M + A1 ▷ 6H > 5H > jc.MS > airdash j.S > SD > j.LLL + A2 ▷ [DR] + A1 > 214S > Super || Corner || ? || ? || All ||  || Back-to-corner, almost 3 meter positive TOD. A1 is an assist that doesn't launch the opponent too high up, A2 has to have a lot of hitstun and keeps them in place.
 +
|}
 +
===Notes===
  
*'''214M(3) > Spark (whiff), dash 2M > 6H > 5H > jc.M2H > jc.2H > j.236M + A1 ▷ 6H > 5H > jc.MS > airdash j.S > SD > j.LLL + A2 ▷ [DR] + A1 > 214S > Super
+
==Assist==
Back-to-corner, almost 3 meter positive TOD. A1 is an assist that doesn't launch the opponent too high up, A2 has to have a lot of hitstun and keeps them in place.
+
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
 +
|-
 +
!  Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
 +
|-
 +
| ... j.236M > Assist > DR > 236S > Super || Corner || ? || ? || All ||  || Works with most assists.
 +
|-
 +
| ... DR > Assist > 214S > Super || Corner || ? || ? || All ||  || Command grab extension, requires a fast assist.
 +
|-
 +
| ... DR > Assist > 5LLL > 214S > Super || Corner || ? || ? || All ||  || Beam Assist-specific command grab extension.
 +
|}
 +
===Notes===
  
 
==Miscellaneous==
 
==Miscellaneous==
*'''2M > 5M > jc.ML > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.214L (whiff), j.LLS > j.236M
+
*'''More corner loop variations
*'''2M > SD > airdash j.M2H ▷ delay 5M > jc.ML > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M
+
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
*'''2M > 5M > jc.M2H, jump j.MS > delay SD > j.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M
+
|-
*'''5H > SD > j.4LL > j.M > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M
+
!  Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
*'''5H > 2S(3) > SD > j.ML > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M
+
|-
More corner loop variations.
+
| 2M > 5M > jc.ML > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.214L (whiff), j.LLS > j.236M || Corner || ? || ? || All ||  || Original loop without Smash. Low damage.
 +
|-
 +
| 2M > SD > airdash j.M2H ▷ delay 5M > jc.M > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M || Corner || ? || ? || All ||  || Loop with close to the ground j.2H.
 +
|-
 +
| 2M > 5M > jc.M2H, jump j.MS > delay SD > j.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M || Corner || ? || ? || All ||  || Meterless air route optimizing for damage. Less meter gain while being slightly harder than '''j.M2H, j.S > SD''' route.
 +
|-
 +
| 5H > SD > j.ML > jc.4LL > j.MS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M || Corner || ? || ? || All ||  || 5H route without rejump. Still does more damage than any meterless air route.
 +
|-
 +
| 5H > 2S(3) > SD > j.ML > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M || Corner || ? || ? || All ||  || Almost identical to rejump both in damage and meter gain.
 +
|}
  
 
==Video Examples==
 
==Video Examples==
{{#ev:youtube|g0f90imiJ0Q}}
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{{#ev:youtube|https://www.youtube.com/watch?v=rPVM8vLVKCE&t=307s}}
 
{{#ev:youtube|5lMtGJ3rWT0}}
 
{{#ev:youtube|5lMtGJ3rWT0}}
 
{{#ev:youtube|n8hl-m3gwN8}}
 
{{#ev:youtube|n8hl-m3gwN8}}
{{#ev:youtube|MDVbExz3HAs}}
+
{{#ev:youtube|XXiX584iGXA}}
  
 
==Navigation==
 
==Navigation==

Latest revision as of 10:30, 15 May 2020

Combo Notation Guide Character Name Abbreviations
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+DBL.png becomes 236L
> = Cancel into the next attack
, = Link the next attack after preceding move's recovery
|> or ▷ = After landing
jc = Jump cancel
hjc or sjc = High Jump cancel or Super Jump cancel
tk = Tiger Knee
IAD = Instant Air Dash
DR = Dragon Rush
SD = Super Dash
[X] = Hold input X
]X[ = Release input X
(N) = Attack must deal N number of hits
{...}xN = Repeat ... N number of times
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
BDK = Bardock
BRS = Beerus
BRO = Broly
SBR = Broly (DBS)
GNY = Captain Ginyu
CEL = Cell
CLR = Cooler
FRZ = Frieza
GTA = Gogeta (SSGSS)
YGH = Gohan (Teen)
AGH = Gohan (Adult)
GKN = Goku
GKU = Goku (Super Saiyan)
BGK = Goku (SSGSS)
GUI = Goku (Ultra Instinct)
GTG = Goku (GT)
BLK = Goku Black
GTK = Gotenks
HIT = Hit
JNB = Janemba
JRN = Jiren
KEF = Kefla
KBU = Kid Buu
KRL = Krillin
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
TEN = Tien
TNK = Trunks
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
BVG = Vegeta (SSGSS)
VTO = Vegito (SSGSS)
VDL = Videl
YAM = Yamcha
ZAM = Zamasu (Fused)

Midscreen Combos[edit]

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.MLL > jc.MLL2H > SD > j.LLLS > j.236L ? ? All Universal midscreen BnBs. j.236L is more likely to connect, but does less damage, has less corner carry and worse oki than j.236M. You always want to use j.236M if possible.
2M > 5M > jc.MLL2H > SD > j.LL > jc.MLLHS > j.236M ? ? All
2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.MLL > j.214L ? ? All Rejump combo. The dash before rejump has to be buffered. No sliding knockdown and does less damage than the basic BnB, but has great corner carry.
Steep angle SD > j.L > delay j.M ▷ jump j.LM > jc.M2H > SD > j.MHS > j.236M ? ? All Rejump from something like a fake crossup SD.
2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LL > j.214M(2) > Vanish > SD > j.MHS > j.236M ? ? All Fullscreen rejump combo. It's j.LM > jc.LL instead of j.LM > jc.MLL to gain less height for j.236M to consistently connect.
[DR] > j.MLL > jc.LLLS > j.2M > Vanish ... ? ? All Vanish confirms for sliding knockdown.
Raw SD > j.ML > jc.LL2H > delay j.2M > Vanish ... ? ? All
... > Vanish ▷ dash 2M > 5M > jc.LM > j.214L, airdash j.X ? ? All Vanish confirm if you've already used Down Smash, gives soft knockdown safejump.
... > Vanish ▷ dash 2M > delay 6H > 236M[6] ? ? All Vanish confirms for sliding knockdown.
... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.MLL > jc.LLLS > j.236M ? ? All

Notes[edit]

Corner Combos[edit]

Combo Damage Meter Gain Works on: Difficulty Notes
2H > SD > j.MLL > jc.MLL2H > j.236M ? ? All j.2H > j.236M ender works at any (practical) height but only with short combos.
2M > SD > airdash j.M2H ▷ [DR] ? ? All Solo snapback.
2M > 5M > jc.M2H, j.S > SD > j.ML > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M ? ? All Corner loop. With scaled starters, just end it one loop early. You can end with j.S > delay j.236M to try and get more damage in.
2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M ? ? All Corner rejump. Higher damage.
214M(3), dash 2M > delay 6H > 5H > 2S(3) > SD > jc.ML > jc.LLS > j.214L (whiff), j.LLS > j.236M ? ? All Back-to-corner example. Dash 2M is not required but it adds some extra meter. 2S(3) > SD is not bufferable and has to be manually timed.
2H > SD > j.MLL > jc.MLL > j.214L(2) > Vanish > j.214L (whiff), j.LLL ? ? All Back-to-corner from 2H.
2M > 5M > jc.M > jc.MS > SD > j.L > delay j.MS > j.214L (whiff), j.L2H ▷ 5L > jc.LLS > SD > j.ML > jc.LMH > j.236H ? ? All Air route ending with j.236H. Does almost as much damage as rejump.

Notes[edit]

Sparking[edit]

Combo Position Damage Meter Gain Works on: Difficulty Notes
... [5H > 2S(2) > 66j.M]*n ... Anywhere ? ? All Sparking loops!
214M(3) > Spark (whiff), dash 2M > 6H > 5H > {2S(2) > airdash j.M ▷ 5H}x2 > 5[S](5) > 214M(2) > Vanish ▷ [DR] > 236S > Super Corner ? ? All Back-to-corner 2S Sparking loop.
214M(3) > Spark (whiff), dash 2M > 6H > 5H > jc.M2H > jc.2H > j.236M + A1 ▷ 6H > 5H > jc.MS > airdash j.S > SD > j.LLL + A2 ▷ [DR] + A1 > 214S > Super Corner ? ? All Back-to-corner, almost 3 meter positive TOD. A1 is an assist that doesn't launch the opponent too high up, A2 has to have a lot of hitstun and keeps them in place.

Notes[edit]

Assist[edit]

Combo Position Damage Meter Gain Works on: Difficulty Notes
... j.236M > Assist > DR > 236S > Super Corner ? ? All Works with most assists.
... DR > Assist > 214S > Super Corner ? ? All Command grab extension, requires a fast assist.
... DR > Assist > 5LLL > 214S > Super Corner ? ? All Beam Assist-specific command grab extension.

Notes[edit]

Miscellaneous[edit]

  • More corner loop variations
Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.ML > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.214L (whiff), j.LLS > j.236M Corner ? ? All Original loop without Smash. Low damage.
2M > SD > airdash j.M2H ▷ delay 5M > jc.M > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M Corner ? ? All Loop with close to the ground j.2H.
2M > 5M > jc.M2H, jump j.MS > delay SD > j.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M Corner ? ? All Meterless air route optimizing for damage. Less meter gain while being slightly harder than j.M2H, j.S > SD route.
5H > SD > j.ML > jc.4LL > j.MS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M Corner ? ? All 5H route without rejump. Still does more damage than any meterless air route.
5H > 2S(3) > SD > j.ML > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M Corner ? ? All Almost identical to rejump both in damage and meter gain.

Video Examples[edit]

Navigation[edit]


Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc