DBFZ/Cooler/Combos: Difference between revisions

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< DBFZ‎ | Cooler
Line 45: Line 45:
== No meter combos ==
== No meter combos ==
=== Midscreen ===
=== Midscreen ===
*'''(5LL/2LL) > 2M > 5M > jc > j.ML2H > SD > j.ML > jc > j.LLS > j214M~M
*'''(5LL/2LL) > 2M > 5M > jc > j.MLL2H > SD > j.ML > jc > j.LLS > j214M~M
Can end with ''"214M~L"'' to switch sides.
Can end with ''"214M~L"'' to switch sides.


*'''(5LL/2LL) > 5M > 2M > 6H > 5S > 5H > SD > j.ML > jc > j.LLS > j214M~M
*'''(5LL/2LL) > 5M > 2M > 6H > 5S > 5H > SD > j.MLL > jc > j.LLS > j214M~M
Can end with ''"214M~L"'' to switch sides.
Can end with ''"214M~L"'' to switch sides.


*'''(5LL/2LL) > 2M > 5M > jc > jM > jL > j2H > SD > j.LLS > j236L
*'''(5LL/2LL) > 2M > 5M > jc > j.M2H > SD > j.LLS > j236L
Doesn't slide knockdown, but has far more corner carry. Also sets up a safejump.
Doesn't slide knockdown, but has far more corner carry. Also sets up a safejump.



Revision as of 17:51, 26 April 2019

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6S becomes 236S
[L] = button is to be held
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
DR = Dragon Rush
SD = Super Dash
(N) = only use the Nth attack of the move (for example, if j.M(2) is written, you only use the first two hits of j.M)
(CSpec) = Contains a part that only works on some characters.
[ ] = Hold input.
A1 = Assist 1
A2 = Assist 2
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

No meter combos

Midscreen

  • (5LL/2LL) > 2M > 5M > jc > j.MLL2H > SD > j.ML > jc > j.LLS > j214M~M

Can end with "214M~L" to switch sides.

  • (5LL/2LL) > 5M > 2M > 6H > 5S > 5H > SD > j.MLL > jc > j.LLS > j214M~M

Can end with "214M~L" to switch sides.

  • (5LL/2LL) > 2M > 5M > jc > j.M2H > SD > j.LLS > j236L

Doesn't slide knockdown, but has far more corner carry. Also sets up a safejump.

Corner

  • (5LL/2LL) > 2M > 3H > SD > j2H > land > 2M > 6H > 5S > 5H > SD > j.ML > jc > j.M2H > j.214M~M

Can be ended with "214M~L" to switch sides or "236L" to end with Level 3.

  • (5LL/2LL) > 5M > 2M > SD > j.2H > DR

Solo snap setup

Meter combos

Midscreen

  • 236S > vanish > 665L > 5LL > 5LLL > SD > j.ML > jc > j.LLS > j214M~M

Corner

Assist Specific

Midscreen

Corner

Combo Theory

Cooler doesn't get slide knockdowns from j2H, so always try to end your combos in 214M or 236L. They each have their own advantages, but 236L won't work if the combo is too long. In exchange, it gives you a safejump in the corner if you airdash after Cooler lands and pushes them away.

Video Examples



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