No edit summary |
(Added more optimized combos in the meterless category, and changed some of the descriptions. Removed a combo that I just couldn't find a use for.) |
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==No meter combos== | ==No meter combos== | ||
===Midscreen=== | ===Midscreen=== | ||
*'''5L > 5LL > 5LLL > Super Dash > j.L > j. | *'''5L > 5LL > 5LLL > Super Dash > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL''' | ||
Auto combo variant | Auto combo variant starter. 3060 damage | ||
*'''5L > 5LL > 5M > | *'''(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 > 5M | *'''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. This combo should only really be used if you realize that you've continued too far down you blockstring that the 5H is already about to connect. 2730 damage. | |||
*''' | *'''Dragon Rush > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL''' | ||
Standard j.H sliding knockdown | 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 an opponent who attempts a raw overhead against you, for example. 2890 damage. | |||
===Corner=== | ===Corner=== | ||
*'''5L > 5LL > 2M > 5M > j. | *'''(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. | Sets up a sliding knockdown meterlessly in the corner. 4392 damage | ||
==Meter combos== | ==Meter combos== | ||
Line 100: | Line 102: | ||
===Corner=== | ===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 == | == Sparking Blast == |
Revision as of 16:12, 18 July 2018
Combo Notation Guide | |||||||||
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Combo List
No meter 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. This combo should only really be used if you realize that you've continued too far down you blockstring that the 5H is already about to connect. 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 an opponent who attempts a raw overhead against you, for example. 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