DBFZ/Cell/Combos: Difference between revisions

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==Midscreen Combos==
==Midscreen Combos==
===Meterless===
===Meterless===
*'''2M > 5M > jc.MLL > jc.MLL2H > SD > j.LLLS > j.236L
*'''2M > 5M > jc.MLL2H > SD > j.LL > jc.MLLHS > j.236M
*'''2M > 5M > jc.MLL2H > SD > j.LL > jc.MLLHS > j.236M
Universal midscreen BnB.
Universal midscreen BnBs.


*'''2M > 5M > jc.MLL > jc.MLL2H > SD > j.LLLS > j.236L
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.
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
*'''5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.MLL > j.214L
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Solo snapback.
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 loop. With scaled starters, just end it one loop early.
Corner loop. 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===
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==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
*'''2M > 5M > jc.M2H, j.S > 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
*'''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.
More corner loop variations.


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

Revision as of 12:59, 17 November 2019

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Midscreen Combos

Meterless

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

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.

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

Corner loop. 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
  • 2M > 5M > jc.M2H, j.S > 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

More corner loop variations.

Video Examples

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