DBFZ/Cell/Combos

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Midscreen Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.MLL > jc.MLL2H > SD > j.LLLS > j.236L ? ? All 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 > 5M > jc.MLL2H > SD > j.LL > jc.MLLHS > j.236M ? ? All
2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.MLL > j.214L ? ? All 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 ? ? All Rejump from something like a fake crossup SD.
2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LL > j.214M(2) > Vanish > SD > j.MHS > j.236M ? ? All 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 ... ? ? All Vanish confirms for sliding knockdown.
Raw SD > j.ML > jc.LL2H > delay j.2M > Vanish ... ? ? All
... > Vanish ▷ dash 2M > 5M > jc.LM > j.214L, airdash j.X ? ? All Vanish confirm if you've already used Down Smash, gives soft knockdown safejump.
... > Vanish ▷ dash 2M > delay 6H > 236M[6] ? ? All Vanish confirms for sliding knockdown.
... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.MLL > jc.LLLS > j.236M ? ? All

Notes

Corner Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2H > SD > j.MLL > jc.MLL2H > j.236M ? ? All j.2H > j.236M ender works at any (practical) height but only with short combos.
2M > SD > airdash j.M2H ▷ [DR] ? ? All 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 ? ? All Corner loop. With scaled starters, just end it one loop early. You can end with j.S > delay j.236M to try and get more damage in.
2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M ? ? All Corner rejump. Higher damage.
214M(3), dash 2M > delay 6H > 5H > 2S(3) > SD > jc.ML > jc.LLS > j.214L (whiff), j.LLS > j.236M ? ? All Back-to-corner example. Dash 2M is not required but it adds some extra meter. 2S(3) > SD is not bufferable and has to be manually timed.
2H > SD > j.MLL > jc.MLL > j.214L(2) > Vanish > j.214L (whiff), j.LLL ? ? All 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 ? ? All Air route ending with j.236H. Does almost as much damage as rejump.

Notes

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
... [5H > 2S(2) > 66j.M]*n ... Anywhere ? ? All Sparking loops!
214M(3) > Spark (whiff), dash 2M > 6H > 5H > {2S(2) > airdash j.M ▷ 5H}x2 > 5[S](5) > 214M(2) > Vanish ▷ [DR] > 236S > Super Corner ? ? All 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 Corner ? ? All 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.

Notes

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... j.236M > Assist > DR > 236S > Super Corner ? ? All Works with most assists.
... DR > Assist > 214S > Super Corner ? ? All Command grab extension, requires a fast assist.
... DR > Assist > 5LLL > 214S > Super Corner ? ? All Beam Assist-specific command grab extension.

Notes

Miscellaneous

  • More corner loop variations
Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.ML > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.214L (whiff), j.LLS > j.236M Corner ? ? All 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 Corner ? ? All 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 Corner ? ? All Meterless air route optimizing for damage. Less meter gain while being slightly harder than j.M2H, j.S > SD route.
5H > SD > j.ML > jc.4LL > j.MS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M Corner ? ? All 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 Corner ? ? All Almost identical to rejump both in damage and meter gain.

Video Examples

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