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5A>5A>5B>2C>[B+D]>j.A>j.B>j.A>J.C | 5A>5A>5B>2C>[B+D]>j.A>j.B>j.A>J.C | ||
'''NOTES:''' After Dash [B+D] 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 screen. Follow ups can include 236B>AAA or 214B for long range harass | '''NOTES:''' After Dash [B+D] 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 screen. Follow ups can include 236B>AAA or 214B for long range harass (Watch out as players might jump out of 214B), or 236A for a cross up(This usually brings you back to the middle of the stage, if not preformed into a corner). | ||
==Meter Combos== | ==Meter Combos== |
Revision as of 05:39, 2 February 2018
Hit Combos
- Dragonball hit.jpg
No Meter Combos
Bread and butter
5A>5A>5B>2C>[B+D]>j.A>j.B>j.A>J.C
NOTES: After Dash [B+D] 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 screen. Follow ups can include 236B>AAA or 214B for long range harass (Watch out as players might jump out of 214B), or 236A for a cross up(This usually brings you back to the middle of the stage, if not preformed into a corner).