DBFZ/Kid Buu/Combos: Difference between revisions

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===Corner===
===Corner===
*'''1M > 5M > 5H > 5S > 2S > j.236L > j.L > j.M (1) > j.L > j.2H > jc > j.L > j.LL > j.LLL > Beam Assist > 5M > 5H > 5S > 2S > 236L j.L > j.M (1) > j.L > j.2H  > jc > j.L > j.LL > j.LLL > Uppercut Assist > j.236S/Dragon Rush > j.236L+M/j.214L+M


==Combo Theory==
==Combo Theory==

Revision as of 15:33, 23 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

  • (5LL/2LL) > 1M > 5M > jc > j.M(1)LL2H > SD > j.LM(1)L2H > jc > j.LLL

Universal BnB that ends with a sliding knockdown. Can delay the super dash for an easy side switch.

  • (5LL/2LL) > 1M > 5M > jc > j.M(1)LL2H > SD > j.LM(1)L2H > jc > j.LLS > j.236M

Another basic combo, trades sliding knockdown oki for j.236M safejump. It's better using this near the conrner, as the opponent can backdash out of the safejump from j.236M midscreen.

Corner

  • (5LL/2LL) > 5M > 2M > 5H > 5SS > j.236M > j.LL(1)2H > jc > j.LL(2)L

Basic corner combo, no slide knockdown.

Meter combos

Midscreen

  • 3M > 2M > 1M > 214H > 2M > 5M > jc > j.LM(1)L2H > jc > j.LLS > j.236M

Pickup off of far stomps. DO NOT USE VANISH, you'll get way worse damage for your meter. In this case, you might as well do j.S > j.236M for more damage as you don't get a sliding knockdown anyway

  • SD > j.LML > j.236H > j.LL(1)2H > jc > j.LLL

Sliding knockdown Superdash conversion.

  • 236S/j.236S > vanish > 665L (whiff) > 5LL > 5LLL > 214L

Sliding knockdown beam conversion.

  • 236S/j.236S > vanish > 665L (whiff) > 5LL > 5LLL > SD > j.LM(1)L2H > jc > j.LLS > j.236M

Damage beam conversion. To go into air lvl 1, don't do j236L and cancel the jS into j236L+M. To go into air lvl 3, do j2H instead of jS and cancel j2H into j214L+M.

Corner

  • (5LL/2LL) > 1M > 5M > jc > j.LM(1)L2H > SD > j.LM(1)L2H > jc > j.LLS > j.236S > j.236L+M/j.214L+M

Corner combo that squeezes a bit more damage out. Only use this if you have the meter for a super, otherwise you lose your slide knockdown for nothing.

  • (5LL/2LL) > 5M > 2M > 5H > 5SS > j.236M > j.LL(1)2H > jc > j.LLS > j.236S >j.236L+M/j.214L+M

Basic corner combo optimized for super enders.

Assist Specific

Midscreen

Corner

Combo Theory

Video Examples


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