DBFZ/DBS Broly/Combos: Difference between revisions

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Superdash rejump, confirmed works from any angle vs. grounded opponent.
Superdash rejump, confirmed works from any angle vs. grounded opponent.


Enders:
====Enders====
*'''... jc.LLL (with Smash)
*'''... jc.LLL (with Smash)
*'''... jc.LL > 236L (without Smash)
*'''... jc.LL > 236L (without Smash)
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*'''... jc.LL2H > j.S > 236L (in corner and no j.2H used before)
*'''... jc.LL2H > j.S > 236L (in corner and no j.2H used before)


Vanish Extentions:
====Vanish Extentions====
*'''... Vanish > 2M > 2MM > 2MMM > 2MMMM > 214M/236S
*'''... Vanish > 2M > 2MM > 2MMM > 2MMMM > 214M/236S
Bog standard slide knockdown combo. 236S switches sides a second time.
Bog standard slide knockdown combo. 236S switches sides a second time.

Revision as of 00:07, 6 December 2019

Template:Notation-DBFZ

Midscreen Combos

Meterless

  • ... 2M > 5M > jc.ML2H > SD > j.ML > jc.LLS > j.236L

This is the BnB you want to learn, as j.2H ensures the corner from midscreen.

  • ... 2H > SD > j.ML > Ender

Pretty average 2H route.

  • ... 2M > 236S > 66214S > SD > j.ML > jc.LL > 236L (without Smash)

HARD link, but high corner carry and damage to make up for it.

  • ... 2M > 214S > SD > j.ML > Ender

Only do this if you throw them out of the corner.

  • ... 2M > 214S > SD > j.ML > jc.LL2H > j.S > j.236L

You'll most likely be doing this combo over the above one.

  • SD > 66j.M > 2L > jc.ML2H > SD > j.ML > jc.LLS > j.236L

Superdash rejump, confirmed works from any angle vs. grounded opponent.

Enders

  • ... jc.LLL (with Smash)
  • ... jc.LL > 236L (without Smash)
  • ... jc.LLS > 236L (in corner)
  • ... jc.LL2H > j.S > 236L (in corner and no j.2H used before)

Vanish Extentions

  • ... Vanish > 2M > 2MM > 2MMM > 2MMMM > 214M/236S

Bog standard slide knockdown combo. 236S switches sides a second time.

  • ... Vanish > 2M > 2MM > 5M > jc.ML2H > SD > j.ML > Ender

Damage vanish ender, works after things like Ki Blasts.

  • ... Vanish > 2M > 2MM > 2MMM > 2MMMM > 214S > 236H+S > DR

Only works if the 214S chucks them into the corner. Supers after the DR are not advisable as the post-super scaling kills your damage.

Metered

  • ... 2M > 5M > jc.M > jc.M > j.236H > j.L(delay)LS > SD > j.ML > jc.LL2H > j.S > j.236L

High damage EX combo that's actually well worth the meter. Bumps up midscreen damage by around 800.

Corner Combos

Meterless

  • ... 236M > 2M > 2MM > 5M > jc.MS > SD > j.M > jc.LM2H > j.S > j.236L

Basic, meterless corner combo. It only gets harder from here.

  • 214L/M > 2M > 2MM > 5M > jc.MS > SD > j.M > jc.LM2H > j.S > j.236L

Pretty similar to the other combo, but a command grab starter instead.

Metered

Assist Extensions

Sparking

Miscellaneous

Video Examples

Navigation

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