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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. | ||
|} | |} | ||
<br clear=all/> | <br clear=all/> | ||
==Combo List== | |||
==Auto Combos== | ==Auto Combos== | ||
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== No Meter Combos == | == No Meter Combos == | ||
===Midscreen=== | |||
=== | * 5L(2) > 5M > 2H > SD > j.L > j.M > j.L > j.H | ||
* 5L(2)>5M>2H> | |||
'''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.) | ||
===Corner=== | |||
==Meter Combos== | ==Meter Combos== | ||
===Midscreen=== | |||
===Corner=== | |||
== Assist Specific == | |||
===Midscreen=== | |||
===Corner=== | |||
==Combo Theory== | |||
==Video Examples== | ==Video Examples== |
Revision as of 07:04, 24 February 2018
Combo Notation Guide | |||||||||
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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