DBFZ/Hit/Combos: Difference between revisions

From Dustloop Wiki
< DBFZ‎ | Hit
Line 48: Line 48:


===Corner===
===Corner===
*'''5L > 5LL > 5M > 2H > 236M~5LLL dl~5L > 5LL > 5LLL > SD > jL > jM > j2H > jc > jL > jL > jL'''


==Meter Combos==
==Meter Combos==

Revision as of 22:48, 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

  • 5L > 5LL > 5M > 2H > 236M~5LLL dl~5L > 5LL > 5LLL > SD > jL > jM > j2H > jc > jL > jL > jL

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



Template:CharLinks-DBFZ Template:Navbar-DBFZ