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==Midscreen Combos== | ==Midscreen Combos== | ||
===Meterless=== | ===Meterless=== | ||
*'''2M > 5M > jc. | *'''2M > 5M > jc.LLL > SD > j.LL(3) > jc.LL(3)2H | ||
*'''2M > 5M > jc. | *'''2M > 5M > jc.LLL > SD > j.LL(3) > jc.LLL > j.236L~LL | ||
Basic BnB. j.2H ender sacrifices damage and corner carry for oki. | Basic BnB. j.2H ender sacrifices damage and corner carry for oki. | ||
*'''2L | *'''2L > 5LL > jc.LLL > SD > j.LL(3) > jc.LL(3)2H | ||
Alternate combo from 2L. You can't get as many mediums in the combo because of how 2L launches, so this is as good as it gets. | Alternate combo from 2L. You can't get as many mediums in the combo because of how 2L launches, so this is as good as it gets. | ||
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===Meterless=== | ===Meterless=== | ||
*'''2M > 5S > 2S > j.214M, j.HS2S > SD > j.M(3) > jc.LLLS > j.236M~MM | *'''2M > 5S > 2S > j.214M, j.HS2S > SD > j.M(3) > jc.LLLS > j.236M~MM | ||
*'''2M > 5M > 214M, j.HS2S > SD > j.LL(3) > jc. | *'''2M > 5M > 214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3)HS > j.236M~MM | ||
Does rather low damage, but they're easy to confirm. | Does rather low damage, but they're easy to confirm. | ||
*'''2M > SD > j.H ▷ 5LL > 5M > sjc.M(3)LL > jc.LLLS2S > SD > j.LL(3) > j.236L~MM | *'''2M > SD > j.H ▷ 5LL > 5M > sjc.M(3)LL > jc.LLLS2S > SD > j.LL(3) > j.236L~MM | ||
*'''5LL > jc.H ▷ 5LL > 5M > sjc.LLLS2S > SD > j.LL(3) > jc. | *'''5LL > jc.H ▷ 5LL > 5M > sjc.LLLS2S > SD > j.LL(3) > jc.4LLM(3) > j.236L~MM | ||
Corner rejump. Higher damage. Second one is really consistent. | Corner rejump. Higher damage. Second one is really consistent. | ||
*'''5LL > 6M ▷ delay 5L > 5M > sjc.M(2) > j.214M, j.HS2S > SD > j.LL(3) > jc. | *'''2M > 5S > delay SD > j.H ▷ 5LL > 5M > jc.LLLS2S > SD > j.LL(3) > jc.LL(3) > j.236L~MM | ||
Harder but higher damage version of the 2M combo. | |||
*'''5LL > 6M ▷ delay 5L > 5M > sjc.M(2) > j.214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3) > j.236L~MM | |||
6M link. The highest damaging route with 5L or j.M(3) ▷ 5L starter. | 6M link. The highest damaging route with 5L or j.M(3) ▷ 5L starter. | ||
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==Sparking== | ==Sparking== | ||
Bread and butter sparking loop starter in the corner: | |||
*'''2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5M > 5S > JC > j.5H > j.5S > j.2S > IAD > j.5H > j.5S > j.2S > 236M | |||
Stronger when paired with assists after 236M bounce SKD, and can even lead to TODs in the right scenarios. | |||
Modified corner starter: | |||
*'''2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5S > JC > j.5H > j.5S > j.2S > IAD > j.5H > j.5S > j.2S > SD > j.LL > 236M | |||
Stronger as a solo SKD pressure, as pairing with assists after bounce yields high hit stun so it's hard to confirm off of. | |||
Bread and butter sparking loop in the corner: | |||
*'''(SPARKING! active) 2M > 5S > JC > j.5S > j.2S > IAD > j.5S > j.2S > 214M > Imagination | |||
Both use a lot of hits, especially with the beams killing hit stun, so be aware when trying to perform long combos. These loops deal MASSIVE damage, especially with sparking, and 214M causes a wall bounce if your smash has not been used, so it can be used for snap back pressure in the corner. | |||
Sparking TOD (with assists): | |||
*'''2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5M > 5S > JC > j.5H > j.5S > j.2S > IAD > j.5H > j.5S > j.2S > 236M (Assist that causes high hit stun: Android 17, Goku, Goku Black, etc.), DR (Assist that lifts opponent into the air: Goku GT, etc. Make sure to use this assist at the earliest possible moment after DR) > 236S8 > 214L+M > Hold L+M | |||
Overall combo builds 3 bars, so as long as you start with 2 bars, this combo can kill at 100% health. | |||
==Miscellaneous== | ==Miscellaneous== | ||
==Video Examples== | ==Video Examples== | ||
https://www.instagram.com/p/B3Qc81Rgg2w/ | |||
Sparking TOD | |||
==Navigation== | ==Navigation== |
Revision as of 09:13, 8 October 2019
Midscreen Combos
Meterless
- 2M > 5M > jc.LLL > SD > j.LL(3) > jc.LL(3)2H
- 2M > 5M > jc.LLL > SD > j.LL(3) > jc.LLL > j.236L~LL
Basic BnB. j.2H ender sacrifices damage and corner carry for oki.
- 2L > 5LL > jc.LLL > SD > j.LL(3) > jc.LL(3)2H
Alternate combo from 2L. You can't get as many mediums in the combo because of how 2L launches, so this is as good as it gets.
- 5H > delay SD > airdash j.M(1) ▷ dash jump j.LL(3) > jc.LL(3)2H
Typical rejump combo. Isn't worth doing since j.M(1) does as much damage as j.L, and his corner carry is already good enough without rejump.
- 214M, airdash j.236L~LL
DP into sliding knockdown, situational confirm.
Metered
Corner Combos
Meterless
- 2M > 5S > 2S > j.214M, j.HS2S > SD > j.M(3) > jc.LLLS > j.236M~MM
- 2M > 5M > 214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3)HS > j.236M~MM
Does rather low damage, but they're easy to confirm.
- 2M > SD > j.H ▷ 5LL > 5M > sjc.M(3)LL > jc.LLLS2S > SD > j.LL(3) > j.236L~MM
- 5LL > jc.H ▷ 5LL > 5M > sjc.LLLS2S > SD > j.LL(3) > jc.4LLM(3) > j.236L~MM
Corner rejump. Higher damage. Second one is really consistent.
- 2M > 5S > delay SD > j.H ▷ 5LL > 5M > jc.LLLS2S > SD > j.LL(3) > jc.LL(3) > j.236L~MM
Harder but higher damage version of the 2M combo.
- 5LL > 6M ▷ delay 5L > 5M > sjc.M(2) > j.214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3) > j.236L~MM
6M link. The highest damaging route with 5L or j.M(3) ▷ 5L starter.
- 5LL > jc.DR
- 2M > 5M > jc.M(3) > jc.M(3) > j.214M, j.DR
Solo snapback.
Metered
Assist Extensions
Sparking
Bread and butter sparking loop starter in the corner:
- 2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5M > 5S > JC > j.5H > j.5S > j.2S > IAD > j.5H > j.5S > j.2S > 236M
Stronger when paired with assists after 236M bounce SKD, and can even lead to TODs in the right scenarios.
Modified corner starter:
- 2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5S > JC > j.5H > j.5S > j.2S > IAD > j.5H > j.5S > j.2S > SD > j.LL > 236M
Stronger as a solo SKD pressure, as pairing with assists after bounce yields high hit stun so it's hard to confirm off of.
Bread and butter sparking loop in the corner:
- (SPARKING! active) 2M > 5S > JC > j.5S > j.2S > IAD > j.5S > j.2S > 214M > Imagination
Both use a lot of hits, especially with the beams killing hit stun, so be aware when trying to perform long combos. These loops deal MASSIVE damage, especially with sparking, and 214M causes a wall bounce if your smash has not been used, so it can be used for snap back pressure in the corner.
Sparking TOD (with assists):
- 2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5M > 5S > JC > j.5H > j.5S > j.2S > IAD > j.5H > j.5S > j.2S > 236M (Assist that causes high hit stun: Android 17, Goku, Goku Black, etc.), DR (Assist that lifts opponent into the air: Goku GT, etc. Make sure to use this assist at the earliest possible moment after DR) > 236S8 > 214L+M > Hold L+M
Overall combo builds 3 bars, so as long as you start with 2 bars, this combo can kill at 100% health.
Miscellaneous
Video Examples
https://www.instagram.com/p/B3Qc81Rgg2w/ Sparking TOD