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== Combo | ==Combo List== | ||
==No meter combos== | |||
===Midscreen=== | |||
5L > 5LL > 5LLL > Super Dash > j.L > j.LL > j.2H > j.L > j.LL > j.LLL | |||
Auto combo variant | |||
5L > 5LL > 5M > 2M > 5H > 236M | |||
Unique in that it allows you to set up a sliding knockdown off of 5H. Nets great corner carry. | |||
5L > 5LL > 5M > 2M > 5H > Super Dash > j.L > j.LL > j.2H > j.L > j.LL > j.LLL | |||
Does slightly more damage but for less corner carry and set ups only a soft 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.LLL | |||
Standard j.H sliding knockdown for meterless midscreen combos | |||
Dragon Rush > j.L > j.LL > j.2H > j.L > j.LL > j.LLL | |||
Standard j.H sliding knockdown off a Dragon Rush | |||
5L > 5LL > 2M > 5M > 2H > 214L > j.L > j.LL > j.2H > j.L > j.LL > j.LLL > Super Dash | |||
Using 214L after a 2H allows you to continue to combo your opponent without having to expend your Super Dash. Super Dash can then be inputted after the j.H allowing you to pursue your opponent and close a lot of distance while they are in the sliding knockdown state. | |||
===Corner=== | |||
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.236M | |||
Sets up a sliding knockdown meterlessly in the corner. j.S must be done very close to the opponent for j.236M to land. | |||
==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=== | |||
== Sparking Blast == | |||
===Midscreen=== | |||
===Corner=== | |||
==Combo Theory== | |||
==Video Examples== | |||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} |
Revision as of 10:32, 9 March 2018
Combo Notation Guide | |||||||||
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Combo List
No meter combos
Midscreen
5L > 5LL > 5LLL > Super Dash > j.L > j.LL > j.2H > j.L > j.LL > j.LLL
Auto combo variant
5L > 5LL > 5M > 2M > 5H > 236M
Unique in that it allows you to set up a sliding knockdown off of 5H. Nets great corner carry.
5L > 5LL > 5M > 2M > 5H > Super Dash > j.L > j.LL > j.2H > j.L > j.LL > j.LLL
Does slightly more damage but for less corner carry and set ups only a soft 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.LLL
Standard j.H sliding knockdown for meterless midscreen combos
Dragon Rush > j.L > j.LL > j.2H > j.L > j.LL > j.LLL
Standard j.H sliding knockdown off a Dragon Rush
5L > 5LL > 2M > 5M > 2H > 214L > j.L > j.LL > j.2H > j.L > j.LL > j.LLL > Super Dash
Using 214L after a 2H allows you to continue to combo your opponent without having to expend your Super Dash. Super Dash can then be inputted after the j.H allowing you to pursue your opponent and close a lot of distance while they are in the sliding knockdown state.
Corner
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.236M
Sets up a sliding knockdown meterlessly in the corner. j.S must be done very close to the opponent for j.236M to land.
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.