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==Combo List== | ==Combo List== | ||
== | ==Meterless Combos== | ||
===Midscreen=== | ===Midscreen=== | ||
*'''5L > 5LL > 5LLL > Super Dash > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL''' | *'''5L > 5LL > 5LLL > Super Dash > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL''' | ||
Auto combo variant starter. 3060 | Auto combo variant starter. 3060 Damage. | ||
*'''(5L > 5LL > | *'''(5L > 5LL) > 2M > 5M > j.M > j.L > j.L > j.2H > Super Dash > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL''' | ||
Standard j.H sliding knockdown for meterless midscreen combos. 4185 | Standard j.H sliding knockdown for meterless midscreen combos. 4185 Damage. | ||
*'''5L > 5LL > 2M > (delay) 5M > 5H > 236M''' | *'''5L > 5LL > 2M > (delay) 5M > 5H > 236M''' | ||
Unique in that it allows you to set up a sliding knockdown off of 5H. Nets great corner carry for sub-par damage | Unique in that it allows you to set up a sliding knockdown off of 5H. Nets great corner carry for sub-par damage. 2730 Damage. | ||
*'''Dragon Rush > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL''' | *'''Dragon Rush > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL''' | ||
Standard j.H sliding knockdown off a Dragon Rush. 2532 | Standard j.H sliding knockdown off a Dragon Rush. 2532 Damage. | ||
*'''(5L > 5LL > 2M > 5M > | *'''(5L > 5LL > 2M > 5M) > 2H > 214L > j.L > j.LL > j.2H > jc > j.L > j.LL > j.LLL''' | ||
This works from anti-air 2H. The 2H > 214L is useful because it sets up a mix-up on block. You can continue your pressure if the 2H is blocked, and get a combo on hit. The 2H > 214L is not safe however, so beware. 3355 Damage. | |||
*'''Air hit 5L > j.L > j.L > j.2H > Super Dash > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL''' | *'''Air hit 5L > j.L > j.L > j.2H > Super Dash > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL''' | ||
This is useful against | This is useful against opponents who attempts raw overheads against you. 2890 Damage. | ||
===Corner=== | ===Corner=== | ||
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Sets up a sliding knockdown meterlessly in the corner. 4392 damage | Sets up a sliding knockdown meterlessly in the corner. 4392 damage | ||
==Meter | |||
==Meter Combos== | |||
===Midscreen=== | ===Midscreen=== | ||
*'''5L > 5LL > 2M > 5M > j.L > j.M > j.L > j.2H > Super Dash > j.L > j.LL > j.2H > j.L > j.LL > j.S > j.236L > Vanish > j.236M''' | *'''5L > 5LL > 2M > 5M > j.L > j.M > j.L > j.2H > Super Dash > j.L > j.LL > j.2H > j.L > j.LL > j.S > j.236L > Vanish > j.236M''' | ||
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===Corner=== | ===Corner=== | ||
== Assist Specific == | == Assist Specific == | ||
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Vegeta Assist: | Vegeta Assist: | ||
'''2M > (delay) 5M > j.S > j.214M > j.66 > j.M (> j.S), 5M > 5S > SD > j.LL > j.2H > dj.LL > j.S > j.236M, Vegeta Assist > 236H+S > j.214M > 214LM''' | '''2M > (delay) 5M > j.S > j.214M > j.66 > j.M (> j.S), 5M > 5S > SD > j.LL > j.2H > dj.LL > j.S > j.236M, Vegeta Assist > 236H+S > j.214M > 214LM''' | ||
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==Combo Theory== | ==Combo Theory== | ||
==Video Examples== | ==Video Examples== | ||
{{CharLinks-DBFZ|GokuBlack}} | {{CharLinks-DBFZ|GokuBlack}} |
Revision as of 14:53, 15 October 2018
Combo Notation Guide | |||||||||
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Combo List
Meterless Combos
Midscreen
- 5L > 5LL > 5LLL > Super Dash > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL
Auto combo variant starter. 3060 Damage.
- (5L > 5LL) > 2M > 5M > j.M > j.L > j.L > j.2H > Super Dash > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL
Standard j.H sliding knockdown for meterless midscreen combos. 4185 Damage.
- 5L > 5LL > 2M > (delay) 5M > 5H > 236M
Unique in that it allows you to set up a sliding knockdown off of 5H. Nets great corner carry for sub-par damage. 2730 Damage.
- Dragon Rush > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL
Standard j.H sliding knockdown off a Dragon Rush. 2532 Damage.
- (5L > 5LL > 2M > 5M) > 2H > 214L > j.L > j.LL > j.2H > jc > j.L > j.LL > j.LLL
This works from anti-air 2H. The 2H > 214L is useful because it sets up a mix-up on block. You can continue your pressure if the 2H is blocked, and get a combo on hit. The 2H > 214L is not safe however, so beware. 3355 Damage.
- Air hit 5L > j.L > j.L > j.2H > Super Dash > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL
This is useful against opponents who attempts raw overheads against you. 2890 Damage.
Corner
- (5L > 5LL > ) 2M > 5M > j.M > j.L > j.L > j.2H > Super Dash > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.S > j.236M
Sets up a sliding knockdown meterlessly in the corner. 4392 damage
Meter Combos
Midscreen
- 5L > 5LL > 2M > 5M > j.L > j.M > j.L > j.2H > Super Dash > j.L > j.LL > j.2H > j.L > j.LL > j.S > j.236L > Vanish > j.236M
Costs 1 bar. Side switches your opponent and set ups a sliding knockdown.
- 5L > 5LL > 2M > 5M > j.L > j.M > j.L > j.2H > Super Dash > j.L > j.LL > j.2H > j.L > j.LL > j.S > j.236S
Costs 1 bar. Used if you would rather push your opponent more towards a corner in front of you.
- 236S/214S > Vanish > 236M
Costs 1 bar. Used to convert beams into sliding knockdowns.
- 236S/214S > Vanish > 66 > 2M > 5M > J.C > j.L > j.LL > j.2H > j.L > j.LL > j.LLL
Costs 1 bar. Vanish variation, does slightly more damage than the one above, but in turn only deals a soft knockdown.
- 236S/214S > Vanish > 66 > 2M > 5M > J.C > j.L > j.LL > j.2H > j.L > j.LL > j.S > j.236L > 236LM / 236 HS / 214LM
Vanish variation. The damage scaling nerfs the damage alot and should be used only when you need to finish an opponent off.
Corner
Assist Specific
Midscreen
Corner
Vegeta Assist: 2M > (delay) 5M > j.S > j.214M > j.66 > j.M (> j.S), 5M > 5S > SD > j.LL > j.2H > dj.LL > j.S > j.236M, Vegeta Assist > 236H+S > j.214M > 214LM
Sparking Blast
Midscreen
- 5M > 2M > 5S > 236L > (delay) Sparking Blast! > 2M > 5M > j.MLL2H > SD > j.ML2H > dj.LLL
[Works anywhere]
- 5M > 2M > 5S > 236L > (delay) Sparking Blast! > 2M > 5M > j.MLL2H > SD > j.ML2H > dj.LLS > j.236M
[Works when the combo has been brought the opponent to the corner]
Corner
- 5M > 2M > 5S > 236S > (slight delay) Sparking Blast! > (Dash / 66) > 2M > 5S > j.MLL2H > SD > j.ML2H > dj.LLS > j.236M