< DBFZ | Master Roshi
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
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5M > 2M > 5H > 5HS > j.M > 5M > 3H > sj.MLL > j.S or j.2H > j.HS > j.MLL > jc.LL > j.S or j.2H > j.2M | 4797 | 1.3 | Easy | Universal BNB. |
5M > 2M > 5H > 3HS > j.S > j.L > j.S > 2M > 5H > 236S > 5L > 5H > slight delay > 236S > 5L > 5H > 5S > 3H > sj.LM > jc.M > j.2H > j.4HS > j.2M | 5409 | 1.8 | Medium | Midscreen to corner rejump. Works from roundstart distance. NOT UNIVERSAL DOES NOT WORK ON THE FOLLOWING: BRS, A18, GTG, KRL, FRZ |
5M > 2M > 5H > 3SD > j.S > j.LS > 2M > delay 5M > 3SD > j.S > j.LS > 5M > sjc.j.LL > 1SD > j.LM > j.LLS2M | 4915 | 1.5~ | Hard | One of Roshi's rejump combos. requires weird delays or timings on the second 5M. Goes Full Screen. if you are having troubles with this use the j.236M. NOT UNIVERSAL DOES NOT WORK ON THE FOLLOWING: BRS, A18, GTG, KRL, FRZ |
5M > 2M > 3H > j.S > j.236M > j.HS > airdash > j.L > j.S > land > walk forward > slight delay 5L > 2H > 1HS > j.LML > j.S or j.2H > j.HS > j.MLL > jc.LL > j.S or j.2H > j.2M | 5229 | 1.6 | Medium | j.236M rejump. |
2L > 5LL > 5MM > 3H > j.S > j.236M > j.HS > airdash > j.L > j.S > land > 5M > j. M > j.S or j.2H > j.MLL > jc.LL > j.S or j.2H > j.2M | 3585 | 1.5 | Medium | 2L max scaling j236M rejump. |
2L > 5M > 2M > 3H > j.S > j.236M > j.HS > airdash > j.L > j.S > land > walk forward > slight delay 5L > 2H > 1HS > j.LM > j.S or j.2H > j.HS > j.MLL > jc.LL > j.S or j.2H > j.2M | 3830 | 1.6 | Medium | 2L optimized j.236M rejump. |
5M > 2M > 3H > j.M > delay j.S > delay j.236M > 66 > 5LL > 2H > 1HS > j.LML > j.S or j.2H > j.HS > j.MLL > jc.LL > j.2M | 5266 | 1.6 | Hard | j.236M > 5L combo. More optimal than the j.236M rejump but harder. |
2L > 5LL > 5MM > 3H > j.M > delay j.S > delay j.236M > 66 > 5L > 5M > 3H > sj.LL > j.S or j.2H > j.HS > j.MLL > jc.LL > j.2M | 3760 | 1.6 | Hard | 2L max scaling j.236M > 5L combo. |
2L > 5MM > 3H > j.M > delay j.S > delay j.236M > 66 > 5LL > 2H > 1HS > j.LML > j.S or j.2H > j.HS > j.MLL > jc.LL > j.2M | 3954 | 1.7 | Hard | 2L optimized j.236M > 5L combo. |
5M > 2M > 3H > j.M > delay j.S > delay j.236M > 66 > 5LL[1] > 5M > 6S > 2HS > j.S > j.LL > j.S or j.2H > j.HS > j.MLL > jc.LL > j.2M | 5169 | 1.5 | Hard | Sideswap j.236M > 5L combo. |
2L > 5LL > 5M > 2M > 3H > j.M > delay j.S > delay j.236M > 66 > 5LL[1] > 5M > 6S > 3HS > j.M > j.S or j.2H > j.HS > j.MLL > jc.LL > j.2M | 3671 | 1.6 | Hard | 2L max scaling j.236M > 5L combo. Sideswap version. |
22S > 5LL > 5M > 2M > 3H > jc.LLS > SD > j.MLL > jc.LLS > j.2M | 2128 | 1.2 | Easy | Optimal command grab pickup. |
Metered
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. |
236H > dash 2M > 5M > 3H > ... | ? | .5 | Easy |
Corner
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
5M > 2M > 3H > 214M > 2M > 5H > 5S > 2H > 2SD > j.LLS > 8SD > j.MLL > jc.LLS > j.2M | 5390 | 1.5 | Medium | Easy and high damage you should mash M when you do the 214M or you could do 5S which is recommended but its only 15 less damage |
... > 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. | ||
22S > 5M > 2M > 5S > 5H > 6S > 4SD > j.M delay j.S > 5M > jc.LLS > SD > j.MLL > jc.LL2H > j.2M | 2705 | 1.6 | Medium | Hard command grab combo, midscreen version still works and is easier if you can't get this down. |
... > 2M > 236M > dash 2M > ... | Easy | Back-to-corner conversion. Can segue nicely into any other corner combo as a replacement for 214M. | ||
... > 5H > 22L (whiff) > 5L > ... | Easy | 22L whiff link, pretty good damage but relatively unexplored. | ||
5H > 236S > delay 5L ▷ 5H | 0.55 | Easy | LOOPS (This is to shorten combo transcripts). High Damage, High Meter gain, Easy to use. You can fit two and go for air actions or go for three and spend an assist to finish. | |
5M > 2M > 3H > 214[M] > 2M > LOOPSx2 > 2H > 2SD > sjc j.LM2H > 2SD > j.M > jc.M2H > j.2M | 5897 | 1.8 | Easy | Easy loops that make the previous loops obsolete. More damage, meter, and they are easier to do on top. |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
... > 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. |
... > 2M > 22H > 22M > 5L > 236M > 2M > LOOPSx1 > 5M > sjc.LL2H > 2SD > j.LM > jc.M2H > j.2M | 6254 | 1.1 | Medium | Above combo but adapted to use LOOPS instead. same as before use assists to get slide knockdown. |
Sparking
Combo | Damage | Meter Cost | Difficulty | Notes |
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... > 2M > delay 7jc.S > airdash j.MS > 2M > ... | Medium | Sparking anywhere j.S loops, can be looped into itself for great damage and meter gain. | ||
... > 2M > 5H > 7jc.S > airdash j.MS > 2M > ... | Medium | Sparking corner j.S loops, can be looped into itself for great damage and meter gain. | ||
2H > 214S[8] > Sparking! (whiff) > [2M > 5H > 7jc.S > j.MS]*2 > 2M > 5H > jc.LL2H > jc.MS > j.2M > 214L+M | 10070 | +.3 | Medium | Roshi solo Limit Break 2H 0 Bar Start ToD: https://twitter.com/ricardo_pilot/status/1307348230401794049 |
Assist Extensions
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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236L > Assist > ... | Anywhere | ? | ? | All | Basic lariat combo. | |
... > j.H > Assist > [DR] > 214S/236S > Super | Corner | ? | ? | All | High damage super ender. 214S is preferred over 236S because of damage, but you only get one 214S per combo. | |
22S > IAD j.ML > 2L > 5LLL | Anywhere | ? | ? | All | Easy | Restand setup. 5LLL will not combo and instead usually be blocked, allowing for a mixup with 4SD and an assist. |