DBFZ/Cell/Combos: Difference between revisions

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{{Notation-DBFZ}}
{{Notation-DBFZ}}
==Combo list==
==Midscreen Combos==
===No meter combos===
===Meterless===
====Midscreen====
*'''2M > 5M > jc.MLL2H > SD > j.LL > jc.MLLHS > j.236M
*'''(5LL/2LL) > 2M > 5M > jc > j.MLL2H > SD > j.LL > jc > j.MLLHS > j.236M'''
Universal midscreen BnB.
Mostly universal midscreen BnB (drops on Bardock and some others), can be extended with an assist or j.2M > vanish after j.S.


*'''(5LL/2LL) > 2M > 5M > jc > j.MLL > jc > j.MLL2H > SD > j.LLLS > j.236L'''
*'''5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LML > j.214L
Universal midscreen BnB, can be extended with an assist or j.2M > vanish after j.S.
Rejump combo. The dash before rejump has to be buffered.


*'''(5LL/2LL) > 5M > 2M > 6H > 5H > dl~SD > 66j.M > land > 669j.LL > jc > j.LLS > j.236L
No sliding knockdown and does less damage than the basic BnB, but has great corner carry.
Fenritti's rejump combo. Damage and oki optimal, but moderately difficult. Also works in the corner, but the SD delay is different.


*'''DR > j.MLL > jc > j.LLLS > j.2M > Vanish > 665L (whiff) > 5LL > 5LLL > SD > j.MLL > j.LLLS > j.236L
===Metered===
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.
*'''DR > SD > j.MLL > jc.LLLS > j.2M > Vanish ...
*'''SD > j.ML > jc.LL2H > delay j.2M > Vanish ...
Various j.2M extensions.


====Corner====
*'''... > Vanish ▷ dash 2M > 6H > 236M
*'''(2L) > 2M > 5M > jc > j.ML > jc > j.LLS > j.214L (whiff) > j.LLS > SD > j.LLS > j.214L (whiff) > j.LLS > j236M
*'''... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.MLL > jc.LLLS > j.236M
Damage: 4942
Vanish confirms for sliding knockdown.
Standard meterless corner loop. Can be ended with a super or extended by doing j.2M > Vanish > DR > 236S instead of just 236M. Does not work if started with anything more than 2L.


*'''(2L) > 2M > 5M > jc > j.M2H > j.S > SD > j.LL > jc > [j.LLS > j.214L (whiff)]*2 > j.LLL
*'''... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.LL > j.214M, airdash j.X
Optimal corner loop. Works with (at most) 2 hits before 2M.
Vanish confirm after a Smash j.H, gives soft knockdown safejump.


*'''cornered 214M > dash > 5M > jc > j.LL > jc > j.LLS > j.214L (whiff) > j.LLS > SD > j.MS > j.236M
==Corner Combos==
214M starter. Works with (at most) 2 hits before 214M. Also works with 214S > Assist if you skip the 214M.
===Meterless===
*'''2H > SD > j.MLL > jc.MLL2H > j.236M
j.2H > j.236M works at any height but only with short combos.


*'''5M > 2M > 6H > 5H > 2S > SD > j.ML > jc > [j.LLS > j.214L (whiff)]*2 > j.LLS > j.236M
*'''2M > SD > j.2H ▷ DR
5M start combo.
Solo snapback.


*'''DR > j.MLL > jc > j.MLL2H > 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
Corner DR combo, assist extention friendly.
Basic corner loop. With scaled starters, just end the combo one loop early.


===Meter combos===
*'''5H > delay SD > airdash j.M ▷ dash jump j.LL > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M
====Midscreen====
Corner rejump. Higher damage.
*'''(5LL/2LL) > 2M > 5M > jc > j.MLL > jc > j.MLL2H > SD > j.LLLS > j.2M > Vanish > 665L (whiff) > 5LL > 5LLL > SD > j.MLL > jc > j.LLLS > j.236L
Your go-to midscreen combo. Has excellent corner carry and damage.


*'''(5LL/2LL) > 2M > 5M > jc > j.MLL > jc > j.MLL2H > SD > j.LLLS > j.2M > Vanish > 2M > 236M
*'''214M(3), dash 2M > 5M > jc.ML > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M
Vanish extention for oki.
Back-to-corner.


*'''236S/236M/214X > vanish > 665L (whiff) > 5LL > 5LLL > SD > j.LL > j.214L > airdash > air normal
===Metered===
Ridiculously easy post vanish safejump setup.


====Corner====
==Assist Extensions==
*'''(5LL/2LL) > 2M > Sparking! > 2M > 6H > [5H > 2S (2) > airdash > jM > land]*3 > 5H > 5S (5) > 214M > vanish > DR > 236S > super
*'''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
2S Sparking Loops. Looks cool as hell and builds a buttload of meter.
2 assists bar dump from corner loop.


===Assist Specific===
==Sparking==
====Midscreen====
*'''214M(3) > Spark (whiff), dash 2M > 6H > {5H > 2S(2) > airdash j.M}x2 ▷ 5H > 5[S](5) > 214M(2) > Vanish ▷ DR > 236S > Super
2S Sparking loop.


====Corner====
*'''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
Depending on the team, this can easily be a meter positive TOD.


==Combo Theory==
==Miscellaneous==
*'''2M > 5M > sjc.M2H, jump j.MS > j.214L (whiff), j.LLS > SD > 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 loops. First one whiffs on small characters, second one does just little bit less damage than rejump.


==Video Examples==
==Video Examples==
Comprehensive Cell BnB Combos:
{{#ev:youtube|g0f90imiJ0Q}}
{{#ev:youtube|g0f90imiJ0Q}}
 
{{#ev:youtube|n8hl-m3gwN8}}
Advanced Cell Combos:
{{#ev:youtube|J_rjKOXbQEY}}


==Navigation==
==Navigation==

Revision as of 18:31, 10 October 2019

Template:Notation-DBFZ

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

  • DR > 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 after a Smash j.H, gives soft knockdown safejump.

Corner Combos

Meterless

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

j.2H > j.236M 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 the combo 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}x2 ▷ 5H > 5[S](5) > 214M(2) > Vanish ▷ DR > 236S > Super

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

Depending on the team, this can easily be a meter positive TOD.

Miscellaneous

  • 2M > 5M > sjc.M2H, jump j.MS > j.214L (whiff), j.LLS > SD > 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 loops. First one whiffs on small characters, second one does just little bit less damage than rejump.

Video Examples

Navigation

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