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
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