DBFZ/Jiren/Combos: Difference between revisions

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*'''2L > 5L > 5LL > 2M > 5M > 2S > SD > j.ML > jc > j.LLL
*'''2L > 5L > 5LL > 2M > 5M > 2S > SD > j.ML > jc > j.LLL
Basic midscreen sliding knockdown combo.
Basic midscreen sliding knockdown combo.
<br>
*'''5L > 5LL > IAD j.M (2) > land > 5M > 2H/2S > SD > j.ML > jc > j.LLL
5L slide knockdown combo.
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<br>
*'''2L > 5L > 5LL > 2M > 5M > jc > j.ML > jc > j.LL2S > SD > j.LLL
*'''2L > 5L > 5LL > 2M > 5M > jc > j.ML > jc > j.LL2S > SD > j.LLL
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<br>
<br>
*'''5L > 5LL > IAD j.M (2) > land > 5M > jc > j.ML > jc > j.LL2S > SD > j.LLL
*'''5L > 5LL > IAD j.M (2) > land > 5M > jc > j.ML > jc > j.LL2S > SD > j.LLL
Optimized combo for 5L.
Damage optimized combo for 5L.


===Corner===
===Corner===

Revision as of 15:50, 26 April 2019

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

No meter combos

Midscreen

  • 2L > 5L > 5LL > 2M > 5M > 2S > SD > j.ML > jc > j.LLL

Basic midscreen sliding knockdown combo.

  • 5L > 5LL > IAD j.M (2) > land > 5M > 2H/2S > SD > j.ML > jc > j.LLL

5L slide knockdown combo.

  • 2L > 5L > 5LL > 2M > 5M > jc > j.ML > jc > j.LL2S > SD > j.LLL

Basic assist-friendly combo. The final j.LLL can be replaced with j.2S > j.2H if you reach the corner for more damage and better oki.

  • 5L > 5LL > IAD j.M (2) > land > 5M > jc > j.ML > jc > j.LL2S > SD > j.LLL

Damage optimized combo for 5L.

Corner

  • 2L > 5L > 5LL > 2M > 5S > 236M > 2M > 5M > jc > j.M > back jc > j.M (1) > j.2S > j.L > j.LL > j.S > SD > j.L > j.LL > j.2S > j.2H

Standard corner combo with a j.2S link. Deals about 5.1K.

  • 5H > 5S > 2S > SD > j.M > j.L > jc > j.L > j.LL > j.2S > j.2H

And this is what you get in the corner.

  • 2L > 5L > 5LL > 2M > 5M > jc > j.L > j.LL > j.S > SD > j.L > j.LL > j.2S > j.236M > 66 > j.L > j.LL > j.2S > j.2H

Since the 236M causes a hard wallbounce (assuming you haven't used your smash), you can use an IAD to follow up with the rest of the combo, ending in a sliding knockdown.

  • 2M > 5M > jc > j.M > back jc > j.M (1) > j.2S > j.LL2S > SD > j.LL2S > j.236M > DR

Solo snap setup/2M conversion. Good if you catch the opponent low.

  • 214S (catch) > 5L > jc > j.M > back jc > j.M (1) > j.2S > j.L > j.LL > j.S > SD > j.L > j.LL > j.2S > j.2H

Meterless conversion off of anti-projectile counter.

Meter combos

Midscreen

  • 2L > 5L > 5LL > 2M > 5M > jc > j.M > j.L > jc > j.L > j.LL > j.S > SD > j.L > j.LL > j.236M > j.236L+M

Midscreen designated super route. Deals more damage than a standard slide knockdown > super combo.

  • 2L > 5L > 5LL > 2M > 5M > jc > j.M > jc > j.M > j.2S > SD > j.236H > 2M > 5M > jc > j.L > j.LL > j.S > SD > j.L > j.LL > j.LLL

Doesn't slide knockdown.

  • 214L/M/H/S > vanish > 2M > 5M > jc > j.ML(L) > jc > j.LL2S > SD > j.LLL

Combo off of counter, does not result in a sliding knockdown. Sometimes adding the extra j.L results in a sideswitch, so be wary

Corner

  • 2L > 5L > 5LL > 2M > 5M > jc > j.M > j.2S > j.236H > land > 2L > 5M > jc > j.M > j.L > jc > j.L > j.LL > j.S > SD > j.L > j.LL > j.2S > j.2H

Really long combo that ends with a slide knockdown. Deals 1 damage short of 7K if you end with a Level 3.

  • 214L/M/H > vanish > 2M > 5M > jc > j.L > j.LL > j.S > sd > j.M > jc > j.L > j.LL > j.2S > j.2H > 236H+S OR 214H+S/L+M

NOTE: Assumes you're facing the corner AFTER vanish. Ends in sliding knockdown with Level 1 or level 3 cancel. (Level 3 ends in hard knockdown.)

Assist Specific

Midscreen

  • 2L > 5L > 5LL > 2M > 5M > jc > j.ML > jc > j.LL2S > SD > j.LLL > Vegeta Assist > (2L) > 2S > SD > j.ML > j.LLL

Basis slide knockdown relaunch with Vegeta assist. Call Vegeta between the two hits of j.M after the superdash. 2L after the assist starts hitting the opponent is entirely based upon when you called the assist, so usually it's best to skip it for consistency.

Corner

2L > 5L > 5LL > 2M > 5M > jc > j.M > 236M > land > 2M > 5S > 236M > Vegeta Assist > 5H > 5S > 236M > Horizonatal Assist > 236M > 236H+S/214L+M

Combo Theory

Jiren's combo structure is quite different from the rest of the cast. Most importantly, his air Ki Blasts allow him to superdash mid combo without using smash, something very few other characters can do. On top of that, it's important to know that 2S and 2H serve the same purpose, but 2H launches the opponent to the other side (useful for corner escapes). In the corner, j.2S will almost always combo into j.2H, which always gives Jiren a slide knockdown.

Video Examples

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