DBFZ/Hit/Combos: Difference between revisions

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{{Notation-DBFZ}}
{| class="wikitable"
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! Combo Notation Guide
|-
|
:{| class="wikitable" border="1"
|-
| 7 {{7}}
| 8 {{8}}
| 9 {{9}}
|-
| 4 {{4}}
| 5 {{5}}
| 6 {{6}}
|-
| 1 {{1}}
| 2 {{2}}
| 3 {{3}}
|}
: Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}S 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.
|}
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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 ==
===Midscreen===
===Midscreen===
* 5L(2) > 5M > 2H > SD > j.L > j.M > j.2H > j.L > j.M > j.H 
BnB
 
*'''5L > 5LL > 5M > 2H > SD > j.LML2H > jc > j.LLL
'''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.)
''"2H"'' can be replaced with ''"5H"'' for corner carry over the knockdown.


===Corner===
===Corner===
*'''5L > 5LL > 5M > 2H > 236M~5LLL dl~5L > 5LL > 5LLL > SD > j.LML2H > jc > j.LLL


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


===Midscreen===
===Midscreen===
1 Meter
Vanish Extension
*'''5L > 5LL > 5M > 2H > 236M~5LLL > vanish > 665L(whiff) > 5LL > 5LLL > SD > j.LML2H > jc > j.LLL
Can be ended with ''"j236LM"'' instead of the last ''"jL"'' for more damage.


5MM > 236M > LLL > vanish > small step > L(whiff) LL > L (for super dash) > LL > 2H > j.c > LLL. Does 4613 damage for 1 bar.
Level 3
*'''5L > 5LL > 5M > 2H > 236M~5LLL > vanish > 665L(whiff) > 5LL > 5LLL > 236L~L > 214LM


===Corner===
===Corner===
BnB
*'''5L > 5LL > 5M > 2H > 236M~5LLL > 5L > 5LL > 5LLL > SD > j.LML2H > jc > j.LL > j.236L+M
Level 1 corner combo.
*'''5L > 5LL > 5M > 2H > 236M~5LLL > 5L > 5LL > 5LLL > 236L~L > 214LM
Grounded super corner combo.


== Assist Specific ==
== Assist Specific ==
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===Corner===
===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==
==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==
==Video Examples==
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==Navigation==
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{{#lsth:DBFZ/Hit/Data|Links}}
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[[Category:Dragon Ball FighterZ]]
[[Category: Hit]]

Revision as of 16:11, 8 August 2019

Template:Notation-DBFZ

Combo List

No Meter Combos

Midscreen

BnB

  • 5L > 5LL > 5M > 2H > SD > j.LML2H > jc > j.LLL

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

Corner

  • 5L > 5LL > 5M > 2H > 236M~5LLL dl~5L > 5LL > 5LLL > SD > j.LML2H > jc > j.LLL

Meter Combos

Midscreen

Vanish Extension

  • 5L > 5LL > 5M > 2H > 236M~5LLL > vanish > 665L(whiff) > 5LL > 5LLL > SD > j.LML2H > jc > j.LLL

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 > j.LML2H > jc > j.LL > j.236L+M

Level 1 corner combo.

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

Grounded super corner combo.

Assist Specific

Midscreen

Corner

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

Navigation

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