Combo Notation Guide
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- Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6S becomes 236S
- > = 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
- (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.
- SD = Super Dash
- [ ] = 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.
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Combo List
No meter combos
Midscreen
- 5LL > 2M > 5M > 2H > SD > j.5L > j.5M > j.5L > jc > j.5L > j.5M > j.5L > j.236S
Corner
- 5LL > 2M > 5M > 2H > SD > j.5L > j.5M > j.5L > jc > j.5L > j.5M > j.5L > j.5SSS > j.236S
Meter combos
Midscreen
5MMM > 2H > SD > L[M] > Jc. > L[M] > 236S > 236{L+M}
Corner
Assist Specific
Midscreen
Corner
5MMM > 2H > SD > L[M] > L[M] > 236S > Goku beam assist > 5M > Jc. [M] > Jc. L[M] > Level 1 (5585 DMG) or Level 3(6612 DMG)
Combo Theory
Video Examples
Corner combo into Piccolo's Makankousappo
VideoService "gfycat" not recognized.
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