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==Auto Combos== | |||
* 5L>5L>5L>5L>5L>5L>5L>5L | |||
'''NOTES:''' Grants one Random Dragonball upon completion. 2405 Damage. 9 Hits. Cannot be replicated with manual inputs. | |||
* Auto: 5B>5B>5B>(5B) | |||
Manual: 5B>5C>236A>B>236[A+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. | |||
* Auto: 5C>5C>5C | |||
Manual: 5C>[C+S]>j.C | |||
'''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 == | ||
===Starter Combo=== | ===Starter Combo=== | ||
* 5A>5A>5B>2C>[ | * 5A>5A>5B>2C>[C+D]>j.A>j.B>j.A>j.C | ||
'''NOTES:''' After Dash [ | '''NOTES:''' After Dash [C+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 236S for a cross up(This usually brings you back to the middle of the stage, if not preformed into a corner). | ||
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==Meter Combos== | ==Meter Combos== | ||
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Revision as of 06:11, 2 February 2018
Hit Combos
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This is my first page someone help/finish this for me thanks
Auto Combos
- 5L>5L>5L>5L>5L>5L>5L>5L
NOTES: Grants one Random Dragonball upon completion. 2405 Damage. 9 Hits. Cannot be replicated with manual inputs.
- Auto: 5B>5B>5B>(5B)
Manual: 5B>5C>236A>B>236[A+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.
- Auto: 5C>5C>5C
Manual: 5C>[C+S]>j.C
NOTES: Does NOT grant one Random Dragonball upon completion. 3 hits. 1800 Damage. Shoves the enemy to the far stage wall.
No Meter Combos
Starter Combo
- 5A>5A>5B>2C>[C+D]>j.A>j.B>j.A>j.C
NOTES: After Dash [C+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 236S for a cross up(This usually brings you back to the middle of the stage, if not preformed into a corner).
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Meter Combos
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