DBFZ/Cell/Combos: Difference between revisions

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Revision as of 00:50, 24 February 2018

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6S becomes 236S
[L] = button is to be held
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
DR = Dragon Rush
SD = Super Dash
(N) = only use the Nth attack of the move (for example, if j.M(2) is written, you only use the first two hits of j.M)
(CSpec) = Contains a part that only works on some characters.
[ ] = Hold input.
A1 = Assist 1
A2 = Assist 2
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo list

No meter combos

Midscreen

  • DR > j.L > j.M > jc > j.L > j.M > j.H > j.S > j.2M > Vanish > microdash 2M > 5M > jc > j.L > j.M > jc > j.L > j.M > 236L

Damage: 3437

Meterless Dragon Rush combo. Can also be pulled off of a stray 2H instead of a Dragon Rush, provided you have enough meter to Vanish.

Corner

  • 2M > 5M > jc > j.L > j.M > jc > j.LL > j.S > 214L (whiff) > j.LL > j.S > SD > j.LL > j.S > 214L (whiff) > j.LL > j.S > 236M

Damage: 4942

Standard meterless corner loop. Can be ended with a super or extended by doing j.2M > Vanish > 236M instead of just 236M.

Meter combos

Midscreen

Corner

Assist Specific

Midscreen

Corner

Combo Theory

Video Examples

Corner to corner combo with Vegeta assist:

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Corner TOD combo with Vegeta assist:

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