DBFZ/Cell/Combos: Difference between revisions

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*'''2M > 5M > jc.M2H, j.S > SD > j.ML > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M
*'''2M > 5M > jc.M2H, j.S > SD > j.ML > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M
Basic corner loop. With scaled starters, just end it one loop early.
*'''2M > 5M > jc.M2H, jump j.MS > delay SD > j.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M
Basic corner loops. With scaled starters, just end it one loop early.


*'''5H > delay SD > airdash j.M ▷ dash jump j.LL > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M
*'''5H > delay SD > airdash j.M ▷ dash jump j.LL > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M
Corner rejump. Higher damage.
Corner rejump. Higher damage.


*'''214M(3), dash 2M > 5M > jc.ML > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M
*'''214M(3), dash 2M > 6H > delay 5H > SD > jc.MLL > jc.LLS > j.214L (whiff), j.LL2H > j.236M
Back-to-corner.
Back-to-corner example. Have to delay 5H or else it'll whiff on some characters (Majin Buu, Yamcha, Adult Gohan, Goku Black, Broly, Bardock, Gogeta).


===Metered===
===Metered===
Line 62: Line 63:


==Miscellaneous==
==Miscellaneous==
*'''2M > 5M > sjc.M2H, jump j.MS > j.214L (whiff), j.LLS > SD > j.LLS > j.214L (whiff), j.LLS > j.236M
*'''2M > 5M > jc.ML > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.214L (whiff), j.LLS > j.236M
*'''5H > 2S(3) > SD > j.ML > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M
*'''5H > 2S(3) > SD > j.ML > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M
Various corner loops. First one whiffs on small characters at sjc.M2H, second one does just little bit less damage than rejump.
Extra corner loops.


==Video Examples==
==Video Examples==

Revision as of 07:19, 17 November 2019

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Midscreen Combos

Meterless

  • 2M > 5M > jc.MLL2H > SD > j.LL > jc.MLLHS > j.236M

Universal midscreen BnB.

  • 2M > 5M > jc.MLL > jc.MLL2H > SD > j.LLLS > j.236L

Alternate, easier combo, though has worse oki, less damage and less corner carry.

  • 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.

Metered

  • DR > j.MLL > jc.LLLS > j.2M > Vanish ...
  • SD > j.ML > jc.LL2H > delay j.2M > Vanish ...

Various j.2M extensions.

  • ... > Vanish ▷ dash 2M > 6H > 236M
  • ... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.MLL > jc.LLLS > j.236M

Vanish confirms for sliding knockdown.

  • ... > Vanish ▷ dash 2M > 5M > jc.LM > j.214L, airdash j.X

Vanish confirm if you've already used Down Smash, gives soft knockdown safejump.

j.214L and j.214M are interchangeable depending on which side you want.

Corner Combos

Meterless

  • DR > j.MLL > jc.MLL2H > j.236M

j.2H > j.236M ender works at any (practical) height but only with short combos.

  • 2M > SD > j.2H ▷ DR

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
  • 2M > 5M > jc.M2H, jump j.MS > delay SD > j.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M

Basic corner loops. With scaled starters, just end it one loop early.

  • 5H > delay SD > airdash j.M ▷ dash jump j.LL > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M

Corner rejump. Higher damage.

  • 214M(3), dash 2M > 6H > delay 5H > SD > jc.MLL > jc.LLS > j.214L (whiff), j.LL2H > j.236M

Back-to-corner example. Have to delay 5H or else it'll whiff on some characters (Majin Buu, Yamcha, Adult Gohan, Goku Black, Broly, Bardock, Gogeta).

Metered

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

  • 214M(3) > Spark (whiff), dash 2M > 6H > 5H > {2S(2) > airdash j.M ▷ 5H}x2 > 5[S](5) > 214M(2) > Vanish ▷ DR > 236S > Super

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

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.

Miscellaneous

  • 2M > 5M > jc.ML > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.214L (whiff), j.LLS > j.236M
  • 5H > 2S(3) > SD > j.ML > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M

Extra corner loops.

Video Examples

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