DBFZ/Jiren/Combos

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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.M > j.L > jc > j.L > j.LL > j.LLL

Basic midscreen sliding knockdown combo.

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

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

  • 5H > 5S

Yep, that's about all you get.

Corner

  • 2L > 5L > 5LL > 2M > 5S > 236M > 2M > 5M > neutral jump > j.M > back jump > 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.

  • 2S > 2L > 2LL > 2M > 5M > JC > j.L > j.LL > j.S > SD > j.L > j.LL > j.2S > 236M, airdash-forward > 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.

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 > 236H+S

For when you really want more damage off that sick read.

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

Combo off of counter, does not result in a sliding knockdown. NOTE: If you wait for 236L/M/H to finish and you're not close to the wall, 236L+M will not hit.


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

Corner

2L>L>L>2M>5M j.M>236M 2M>5S>236M>Vegeta Assist>5H>5S>236M>Piccolo Assist>236M>Lvl 1 or Lvl 3

Only works in the corner

Combo Theory

Video Examples

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