< DBFZ | Master Roshi
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! Combo !! Damage !! Meter Gain !! Difficulty !! Notes | ! Combo !! Damage !! Meter Gain !! Difficulty !! Notes | ||
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| ... > 2M > 22H > 22M > 5L > 236M > dash 2M > 5H > 5S > 2H > 2SD > j.LLS > SD > j.MLL > jc.LL2H > j.2M || | | ... > 2M > 22H > 22M > 5L > 236M > dash 2M > 5H > 5S > 2H > 2SD > j.LLS > SD > j.MLL > jc.LL2H > j.2M || 6047 (2M) || .23 || {{clr|7|Medium}} || Ideally you'd end with an assist or j.236L > DR, as 22H eats your slide knockdown. | ||
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Revision as of 18:25, 19 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
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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. |
22S > 5LL > 5M > 2M > 3H > jc.LLS > SD > j.MLL > jc.LLS > j.2M | 2128 | 1.2 | Easy | Optimal command grab pickup. |
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 | Easy |
Metered
Corner
Meterless
Combo | Damage | Meter Cost | Difficulty | Notes | |
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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 |
Combo | Damage | Meter Gain | Difficulty | Notes |
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... > 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) |
... > 2M > 5S > 214M > 2M > 5H > 5S > 2H > 2SD > j.LLS > SD > jc.MLL > jc.LL2H > j.2M | Easy | Easy, high damage, and consistent corner combo. You should learn this one if any. | ||
... > 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. |
... > 2M > 5S > 214M > 2M > 5H > 5S > 6S > 4SD > j.MS > 5M > 3H > sjc.MLS > SD > jc.MLL > j.LLS2M | Medium | Harder loops but more damage in exchange. Double loops are possible but usually not optimal. Can end with LL2H2M for a little bit more of damage (5302). Can skip one of the 5S at high hitsun decay. | ||
... > 2M > 236M > dash 2M > ... | Easy | Back-to-corner conversion. Can segue nicely into any other corner combo as a replacement for 214M. |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
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... > 2M > 22H > 22M > 5L > 236M > dash 2M > 5H > 5S > 2H > 2SD > j.LLS > SD > j.MLL > jc.LL2H > j.2M | 6047 (2M) | .23 | Medium | Ideally you'd end with an assist or j.236L > DR, as 22H eats your slide knockdown. |