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== | {| class="wikitable" | ||
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! Combo Notation Guide | |||
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| 7 {{7}} | |||
| 8 {{8}} | |||
| 9 {{9}} | |||
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| 4 {{4}} | |||
| 5 {{5}} | |||
| 6 {{6}} | |||
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| 1 {{1}} | |||
| 2 {{2}} | |||
| 3 {{3}} | |||
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: 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. | |||
: 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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==Auto Combos== | ==Auto Combos== | ||
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*Place Holder | *Place Holder | ||
==Video Examples== | |||
Hit Combos Starter Pack by [https://twitter.com/OkaySway Sway] | |||
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Revision as of 07:15, 3 February 2018
Navigation
Combo Notation Guide | |||||||||
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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+D]
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+D]>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.)
- Place Holder
Meter Combos
- Place Holder
Video Examples
Hit Combos Starter Pack by Sway