DBFZ/Cell/Combos: Difference between revisions

From Dustloop Wiki
< DBFZ‎ | Cell
No edit summary
Line 59: Line 59:


==Miscellaneous==
==Miscellaneous==
*'''2M > 5M > sjc.M2H, jump j.MS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M
*'''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
*'''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.
Various corner loops. First one whiffs on small characters at sjc.M2H, second one does just little bit less damage than rejump.

Revision as of 06:33, 11 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

  • 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

Template:Navbar-DBFZ