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* 5A>5A>5B>2C>[C+D]>j.A>j.B>j.A>j.C | * 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 side of the stage. 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( | '''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 side of the stage. 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 (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.) | ||
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Revision as of 06:20, 2 February 2018
Hit Combos
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Auto Combos
Light Spam Combo
- 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.
Medium Spam Combo
- 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.
Heavy Spam Combo
- 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 side of the stage. 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 (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.)
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Meter Combos
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