DBFZ/Master Roshi/Combos: Difference between revisions

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| Notation || Number || Number || {{clr|6|Very Easy}} ||
| Notation || Number || Number || {{clr|6|Very Easy}} ||
|-
|-
| 5M > 2M > 236M > Vanish > 2M > 5M > j.MLL  > jc.LLS2M || 4050 || -0.7 || {{clr|3|Easy}} ||Back to Corner
| 5M > 2M > 236M > Vanish > 2M > 5M > j.MLL  > jc.LLS2M || 4050 || -0.7 || {{clr|6| Very Easy}} ||Back to Corner
|-
|-
| 2M > 5M > j.MS > BDK. B Assist >
| 2M > 5M > j.MS > BDK. B Assist >
j.MS > dl236M > Vanish > 2M > 5M > j.MLL > jc.LLS2M  
j.MS > dl236M > Vanish > 2M > 5M > j.MLL > jc.LLS2M  
||4695|| -0.4(~) || {{clr|7|Medium}} || Back to Corner extend.
||4695|| -0.4(~) || {{clr|3|Easy}} || Back to Corner extend.
Can do j.LLS instead first j.MS for more meter gain. Bardock Requies
Can do j.LLS instead first j.MS for more meter gain. Bardock Requies



Revision as of 10:11, 19 September 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen

Meterless

Combo Damage Meter Gain Difficulty Notes
2M > 5M > jc.MLL2H > H(acts as follow up) > j.MLL > jc.LLS2M 4050 0.95 :( Easy Causes SKD. 5LL start scales this to 3151 (4015 w/extraordinaire , 3921 with containment)
5M > 2M > 2H > 2SD > jc.MLL > jc.LMS > SD > j.LLS2M 4315 0.9 Easy Causes SKD.
5M > 2M > 5H > 3SD > j.S > j.LS > 2M > 5M > jc.MLL > jc.LMS > SD > j.LMS2M 4800 1.25 Medium One of Roshi's easier rejump combos. Doesn't require any weird delays or timings.
5M > 2M > 3H > 6S > 3SD > j.MLS > j.236M > SD > j.MLL > jc.LMS2M 4450 1.1 Medium Side switches without meter
Notation Number Number Hard

Metered

Combo Damage Meter Cost Difficulty Notes
2M > 5M > jc.MLL2H > H(acts as follow up) > j.MLL > jc.LLS > 236M > Vanish > DR 4476 1 Easy Keeps Same Side. BNB conversion into solo DR. If you want snap, Remember roshi can do it for 1 bar off of any SKD basically.
Notation Number Number Medium
Notation Number Number Hard

Corner

Meterless

Combo Damage Meter Gain Difficulty Notes
Notation Number Number Very Easy
2M > 5M > 214[M] delay -M- > 2M > 5M > 2H > 2SD > j.LML > jc.LMS > SD > j.LMS2M 4745 1.4 Easy The hold and release for 214M is necessary on smaller characters (e.g. Kid Buu, GT Goku)
5M > 2M > 5S > 214M > 2M > 5H > 5S > 6S > 4SD > j.MS > 5L > jc.MLS > SD > jc.MLL > j.LLS2M 5250 1.5 Medium Beginner loops for Roshi. Can end with LL2H2M for a little bit more of damage (5302). Can skip one of the 5S at high hitsun decay.
5M > 2M > 5S > 3H > 214[M] delay -M-> 2M > 5H> 5S > 6S > 3H > sjc.MLLS > SD > jc.MLL > j.LLS2M 5310 1.75 Medium Loopless corner combo. Can end with LL2H2M for a little bit more of damage (5362 total).
Notation Number Number Hard

Metered

Combo Damage Meter Gain Difficulty Notes
Notation Number Number Very Easy
5M > 2M > 236M > Vanish > 2M > 5M > j.MLL  > jc.LLS2M 4050 -0.7  Very Easy Back to Corner
2M > 5M > j.MS > BDK. B Assist >

j.MS > dl236M > Vanish > 2M > 5M > j.MLL > jc.LLS2M

4695 -0.4(~) Easy Back to Corner extend.

Can do j.LLS instead first j.MS for more meter gain. Bardock Requies

Notation Number Number Hard

Sparking

Assist Extensions

Video Examples

https://www.youtube.com/watch?v=9ZQLGhf-0Bw BNB

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