Line 44: | Line 44: | ||
*'''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. | |||
<br> | <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 | ||
Line 49: | Line 52: | ||
<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 | ||
Damage optimized combo for 5L. | |||
===Corner=== | ===Corner=== |
Revision as of 15:50, 26 April 2019
Combo Notation Guide | |||||||||
---|---|---|---|---|---|---|---|---|---|
|
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.