DBFZ/Cell/Combos

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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.

  • 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.

  • Steep angle SD > j.L > delay j.M ▷ jump j.LM > jc.M2H > SD > j.MHS > j.236M

Rejump from something like a fake crossup SD.

Metered

  • 2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LL > j.214M(2) > Vanish > SD > j.MHS > j.236M

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 ...
  • Raw SD > j.ML > jc.LL2H > delay j.2M > Vanish ...

Various j.2M extensions.

  • ... > Vanish ▷ dash 2M > delay 6H > 236M[6]
  • ... > 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.

Corner Combos

Meterless

  • 2H > SD > j.MLL > jc.MLL2H > j.236M

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

  • 2M > SD > airdash j.M2H ▷ [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

Corner loop. With scaled starters, just end it one loop early.

  • 2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M

Corner rejump. Higher damage.

  • 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.

Metered

  • 2H > SD > j.MLL > jc.MLL > j.214L(2) > Vanish > j.214L (whiff), j.LLL

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

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

  • 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

  • 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

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

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

Meterless air route optimizing for damage. Less meter gain while being slightly harder than j.M2H, j.S > SD route.

5H > SD > j.4LL > j.M > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M

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

Almost identical to rejump both in damage and meter gain, but 2S(3) > SD is essentially as difficult as rejump if not harder due to not being bufferable.

Video Examples

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