DBFZ/Hit/Combos: Difference between revisions

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: '''(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)
: '''(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.
: '''(CSpec)''' = Contains a part that only works on some characters.
: '''SD''' = Super Dash
: '''[ ]''' = Hold input.
: '''A1''' = Assist 1
: '''A2''' = Assist 2
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
: 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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==Combo List==


==Auto Combos==
==Auto Combos==
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== No Meter Combos ==
== No Meter Combos ==
 
===Midscreen===
===Starter Combo===
* 5L(2) > 5M > 2H > SD > j.L > j.M > j.L > j.H   
* 5L(2)>5M>2H>[H+S]>j.L>j.M>j.L>j.H   


'''NOTES:''' After Dash [H+S] 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>LLL or 214M for long range harass (Watch out as players might jump out of 214M), 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.)
'''NOTES:''' After Dash [H+S] 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>LLL or 214M for long range harass (Watch out as players might jump out of 214M), 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
===Corner===


==Meter Combos==
==Meter Combos==


*Place Holder
===Midscreen===
 
===Corner===
 
== Assist Specific ==
 
===Midscreen===
 
===Corner===
 
==Combo Theory==


==Video Examples==
==Video Examples==

Revision as of 07:04, 24 February 2018

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6S 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.
SD = Super Dash
[ ] = Hold input.
A1 = Assist 1
A2 = Assist 2
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

Auto Combos

Light Spam Combo

  • Auto: 5L>5L>5L>5L>5L>5L>5L
 Manual: 5L(3)>[H+S]>j.L>j.M>j.H 

NOTES: Grants one Random Dragonball upon completion. 2405 Damage. 9 Hits.

Medium Spam Combo

  • Auto: 5M>5M>5M>(5M)
 Manual: 5M>5H>236S>M>236[L+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: 5H>5H>5H
 Manual: 5H>[H+S]>j.H

NOTES: Does NOT grant one Random Dragonball upon completion. 3 hits. 1800 Damage. Shoves the enemy to the far stage wall.

No Meter Combos

Midscreen

  • 5L(2) > 5M > 2H > SD > j.L > j.M > j.L > j.H

NOTES: After Dash [H+S] 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>LLL or 214M for long range harass (Watch out as players might jump out of 214M), 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.)

Corner

Meter Combos

Midscreen

Corner

Assist Specific

Midscreen

Corner

Combo Theory

Video Examples

Hit Combos Starter Pack by Sway

Hit basic solo combo showcase by Red



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