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== No Meter Combos == | == No Meter Combos == | ||
===Midscreen=== | ===Midscreen=== | ||
* 5L(2) > 5M > 2H > SD > j.L > j.M > j.L > j.H | * 5L(2) > 5M > 2H > SD > j.L > j.M > j.2H > j.L > j.M > 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.) |
Revision as of 23:31, 2 March 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. If relying on medium autocombo a quick trick to increase your damage is to only do the first three hits and then input the command for Hits other level 1 super which does 4139 damage instead of 3885 for a net damage increase of 254.
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.2H > j.L > j.M > 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
1 Meter
5MM > 236M > LLL > vanish > small step > L(whiff) LL > L (for super dash) > LL > 2H > j.c > LLL. Does 4613 damage for 1 bar.
Corner
Assist Specific
Midscreen
Corner
- 5M > 236LM > 2L > 5M > 5H > Sparking > 2M > 5M > jc > j.LL > j.2H > jc > j.LL > j.H > A1 > Land > 5M > jc > j.LL > j.2H > j.LL > j.H > A2 > Land > 214L+M
80% corner combo utilizing SSB Goku and Goku Black's assists.
Combo Theory
Video Examples
Hit Combos Starter Pack by Sway
Hit basic solo combo showcase by Red
Hit 80% corner combo with SSB Goku and Goku Black assists