DBFZ/Hit/Combos: Difference between revisions

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< DBFZ‎ | Hit
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===Midscreen===
===Midscreen===
BnB
BnB
*'''5L > 5LL > 5M > 2H > SD > jL > jL > j2H > jc > jL > jL > jL
*'''5L > 5LL > 5M > 2H > SD > jL > jLL > j2H > jc > jL > jLL > jLLL
''"2H"'' can be replaced with ''"5H"'' for corner carry over the knockdown.
''"2H"'' can be replaced with ''"5H"'' for corner carry over the knockdown.
Cjxksjdjdjj fjxkfkxi


===Corner===
===Corner===

Revision as of 21:27, 8 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

BnB

  • 5L > 5LL > 5M > 2H > SD > jL > jLL > j2H > jc > jL > jLL > jLLL

"2H" can be replaced with "5H" for corner carry over the knockdown.

Corner

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

Meter Combos

Midscreen

Vanish Extension

  • 5L > 5LL > 5M > 2H > 236M~5LLL > vanish > 665L(whiff) > 5LL > 5LLL > SD > jL > jL > j2H > jc > jL > jL > jL

Can be ended with "j236LM" instead of the last "jL" for more damage.

Level 3

  • 5L > 5LL > 5M > 2H > 236M~5LLL > vanish > 665L(whiff) > 5LL > 5LLL > 236L~L > 214LM

Corner

BnB

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

Uses less meter and keeps the corner as it doesn't need a vanish like the midscreen version. Can be ended with "j236LM" instead of the last "jL" for more damage.

Level 3

  • 5L > 5LL > 5M > 2H > 236M~5LLL > 5L > 5LL > 5LLL > 236L~L > 214LM

Assist Specific

Midscreen

Corner

  • 5M > 236L~M > 2L > 5M > 5H > Sparking > 2M > 5M > jc > jL > jL > j2H > jc > jL > jL > jL > A1 > Land > 5M > jc > jL > jL > j2H > jc > jL > jL > jH > A2 > Land > 214L+M

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

SS Vegeta Assist

  • 5L > 5LL > 5M > 2H > 236M~5LLL dl~5L > 5LL > 5LLL > 236L~L > call Vegeta > 236HS > assist hits > stuff

Combo Theory

Hit is rarely ever going to land a 2M, but if it does happen, chain into 5M and do the 2H > 236M combo from there. His 236L~L has a property where it will re-center the opponent so supers after will always connect.

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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