DBFZ/Hit/Combos: Difference between revisions

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==Auto Combos==
==Auto Combos==
* 5L>5L>5L>5L>5L>5L>5L>5L  
* 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.
'''NOTES:''' Grants one Random Dragonball upon completion. 2405 Damage. 9 Hits. Cannot be replicated with manual inputs.


* Auto: 5B>5B>5B>(5B)
* Auto: 5B>5B>5B>(5B)
   Manual: 5B>5C>236A>B>236[A+S]
   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.
''' 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
* Auto: 5C>5C>5C
   Manual: 5C>[C+S]>j.C
   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.
'''NOTES:''' Does NOT grant one Random Dragonball upon completion. 3 hits. 1800 Damage. Shoves the enemy to the far stage wall.



Revision as of 06:12, 2 February 2018

Hit Combos

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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