DBFZ/Hit/Combos: Difference between revisions

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==Combo List==
==Combo List==
==Auto Combos==
===Light Spam Combo===
* Auto: 5L>5L>5L>5L>5L>5L>5L
  Manual: 5L(3)>[H+S]>j.L>j.M>j.H
'''NOTES:''' Grants one Random Dragonball upon completion. 2405 Damage. 9 Hits.
===Medium Spam Combo===
* Auto: 5M>5M>5M>(5M)
  Manual: 5M>5H>236S>M>236[L+S]
''' NOTES:''' Does NOT grant one Random Dragonball upon completion. The fourth hit of the auto-combo is a lvl-1 super, and will take one meter if used. 3885 Damage. 3 hits with no super, 19 with lvl-1 super. If relying on medium autocombo a quick trick to increase your damage is to only do the first three hits and then input the command for Hits other level 1 super which does 4139 damage instead of 3885 for a net damage increase of 254.
===Heavy Spam Combo===
* Auto: 5H>5H>5H
  Manual: 5H>[H+S]>j.H
'''NOTES:''' Does NOT grant one Random Dragonball upon completion. 3 hits. 1800 Damage. Shoves the enemy to the far stage wall.


== No Meter Combos ==
== No Meter Combos ==

Revision as of 22:43, 3 December 2018

Template:CharNav-DBFZ

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
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.


Combo List

No Meter Combos

Midscreen

  • 5L(2) > 5M > 2H > SD > j.L > j.M > j.2H > j.L > j.M > j.H

NOTES: After Dash [H+S] You have a very small delay until the dash ends and your first j.A will register. 2760 Damage. 9 Hit combo. Sends opponent airborne, then knocks them back down with a hard knockdown, sending them to the far side of the stage. Follow ups can include 236B>LLL or 214M for long range harass (Watch out as players might jump out of 214M), or 236S for a cross up (If the opponent is in the corner, 236S forces you to cross up, so you will be in the corner instead! Use this if you are already in a corner and they have been knocked back to the centre of the stage.)

Corner

Meter Combos

Midscreen

1 Meter

5MM > 236M > LLL > vanish > small step > L(whiff) LL > L (for super dash) > LL > 2H > j.c > LLL. Does 4613 damage for 1 bar.

Corner

Assist Specific

Midscreen

Corner

  • 5M > 236LM > 2L > 5M > 5H > Sparking > 2M > 5M > jc > j.LL > j.2H > jc > j.LL > j.H > A1 > Land > 5M > jc > j.LL > j.2H > j.LL > j.H > A2 > Land > 214L+M

80% corner combo utilizing SSB Goku and Goku Black's assists.

Combo Theory

Video Examples

Hit Combos Starter Pack by Sway

Hit basic solo combo showcase by Red

Hit 80% corner combo with SSB Goku and Goku Black assists



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