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{{ | {{MFlag|update}} | ||
<center>{{Character Label|DBFZ|Cell|size=32px}}</center> | |||
{{DBFZ/CharacterLinks}} | |||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|3}} | {{TOC limit|3}} | ||
</div> | </div> | ||
{{Notation | {{Combo Notation|game=DBFZ}} | ||
==Midscreen Combos== | ==Midscreen Combos== | ||
=== | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |||
! Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | |||
Universal midscreen BnBs. | |- | ||
| 2M > 5M > jc.MLL > jc.MLL2H > SD > j.LLLS > j.236L || 4217 || 1.25 || 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.LM > 236S(5) > SD > j.LM > jc.LM > j.214H > SD > j.LM > 236L ||4803 || ? || 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. | | 2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.MLL > j.214L || 4175 || ? || 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 || 2885 || ~1.00 || 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 || 4947 || -0.1 || 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 ... || 2745 - 3105 || 0.40 || 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 ... || 2510 || -0.50 || All || || Confirm off of raw SD | |||
|- | |||
| ... > Vanish ▷ dash 2M > 5M > jc.MLL > j.214L, airdash j.X || 1925 || -1.10 || All || || Vanish confirm if you've already used Down Smash, gives soft knockdown safejump. | |||
|- | |||
| ... > Vanish ▷ dash 2M > delay 6H > 236M[6] || 1720 || -1.10 || All || || Vanish confirms for sliding knockdown. | |||
|- | |||
| ... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.MLL > jc.LLLS > j.236M || 2260 || ? || All || || | |||
|} | |||
===Notes=== | |||
==Corner Combos== | ==Corner Combos== | ||
=== | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |||
j.2H > j.236M ender works at any (practical) height but only with short combos. | ! Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | ||
|- | |||
| 2H > SD > j.MLL > jc.MLL2H > j.236M || 3895 || 1.1 || All || || j.2H > j.236M ender works at any (practical) height but only with short combos. | |||
Solo snapback. | |- | ||
| 2M > SD > airdash j.M2H ▷ [DR] || 3001 || 0.6 || All || || Solo snapback. | |||
|- | |||
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 || 4850 || 1.80 || 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 || 5005 || 1.76 || 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 || 5320 || ~1.7 || 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. | |||
|- | |||
Back-to-corner example. | | 2H > SD > j.MLL > jc.MLL > j.214L(2) > Vanish > j.214L (whiff), j.LLL || 4045 || ? || 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. | |||
|} | |||
Back-to-corner from 2H. | ===Notes=== | ||
Air route ending with j.236H. Does almost as much damage as rejump. | |||
== | |||
==Sparking== | ==Sparking== | ||
* | {| 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=== | |||
==Assist== | |||
{| 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== | ||
*'''More corner loop variations | *'''More corner loop variations | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
Original loop without Smash. Low damage. | ! 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 || 4600 || ? || All || || Original loop without Smash. Low damage. | |||
|- | |||
Loop with close to the ground j.2H. | | 2M > SD > airdash j.M2H ▷ delay 5M > jc.M > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M || Corner || 4620 || ? || 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. | |||
|- | |||
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. | |||
|} | |||
5H route without rejump. Still does more damage than any meterless air route. | |||
Almost identical to rejump both in damage and meter gain | |||
==Video Examples== | ==Video Examples== | ||
{{#ev:youtube| | {{#ev:youtube|SrCJnRY8IRM}} | ||
{{#ev:youtube| | {{#ev:youtube|IvgEEfPY-Yc}} | ||
{{#ev:youtube| | {{#ev:youtube|CirRZ2JbQnc}} | ||
{{#ev:youtube| | {{#ev:youtube|DlGPxgWNHUg}} | ||
{{#ev:youtube|_0vR5Bkg7OU}} | |||
==Navigation== | ==Navigation== | ||
{{ | <center>{{Character Label|DBFZ|Cell|size=32px}}</center> | ||
{{ | {{DBFZ/CharacterLinks}} | ||
{{DBFZ/Navigation}} | |||
Latest revision as of 05:07, 13 December 2023
The contents of this page are out of date.
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Combo Notation Guide | Character Name Abbreviations | |||||||||
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|
Midscreen Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > jc.MLL > jc.MLL2H > SD > j.LLLS > j.236L | 4217 | 1.25 | 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.LM > 236S(5) > SD > j.LM > jc.LM > j.214H > SD > j.LM > 236L | 4803 | ? | All | ||
2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.MLL > j.214L | 4175 | ? | 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 | 2885 | ~1.00 | 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 | 4947 | -0.1 | 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 ... | 2745 - 3105 | 0.40 | All | Vanish confirms for sliding knockdown. | |
Raw SD > j.ML > jc.LL2H > delay j.2M > Vanish ... | 2510 | -0.50 | All | Confirm off of raw SD | |
... > Vanish ▷ dash 2M > 5M > jc.MLL > j.214L, airdash j.X | 1925 | -1.10 | All | Vanish confirm if you've already used Down Smash, gives soft knockdown safejump. | |
... > Vanish ▷ dash 2M > delay 6H > 236M[6] | 1720 | -1.10 | All | Vanish confirms for sliding knockdown. | |
... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.MLL > jc.LLLS > j.236M | 2260 | ? | All |
Notes
Corner Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2H > SD > j.MLL > jc.MLL2H > j.236M | 3895 | 1.1 | All | j.2H > j.236M ender works at any (practical) height but only with short combos. | |
2M > SD > airdash j.M2H ▷ [DR] | 3001 | 0.6 | 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 | 4850 | 1.80 | 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 | 5005 | 1.76 | 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 | 5320 | ~1.7 | 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 | 4045 | ? | 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
Sparking
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
Assist
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
- 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 | 4600 | ? | 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 | 4620 | ? | 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. |
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