Difference between revisions of "DBFZ/Cell/Combos"

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==Navigation==
 
==Navigation==

Revision as of 15:34, 11 October 2019

Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+DBL.png becomes 236L
> = Cancel into the next attack
, = Link the next attack after preceding move's recovery
|> or ▷ = After landing
jc = Jump cancel
sjc = Super jump cancel
IAD = Instant Air Dash
DR = Dragon Rush
SD = Super Dash
[X] = Hold input X
]X[ = Release input X
(N) = Attack must deal N number of hits
{...}xN = Repeat ... N number of times

Midscreen Combos

Meterless

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

Universal midscreen BnB.

  • 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LML > 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

  • 2H > SD > 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 5L (whiff) > 5LLL > SD > j.LL > j.214M, 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 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

Basic 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 > 5M > jc.ML > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M

Back-to-corner.

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 meter positive TOD. Requires assists that keep the opponent in place.

With SS Goku and SS Vegeta, this is almost 3 meter positive.

Miscellaneous

  • 2M > 5M > sjc.M2H, jump j.MS > 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

Various corner loops. First one whiffs on small characters at sjc.M2H, second one does just little bit less damage than rejump.

Video Examples

Navigation


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System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc