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==Corner Combos== | ==Corner Combos== | ||
=== | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |||
! Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | |||
Does rather low damage, but | |- | ||
| 2M > 5S > 2S > j.214M, j.HS2S > SD > j.M(3) > jc.LLLS > j.236M~MM || ? || ? || All || || Does rather low damage, but easy to confirm. | |||
|- | |||
| 2M > 5M > 214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3)HS > j.236M~MM || ? || ? || All || || Does rather low damage, but easy to confirm. | |||
Corner rejump | |- | ||
| 2M > SD > j.H ▷ 5LL > 5M > sjc.M(3)LL > jc.LLLS2S > SD > j.LL(3) > j.236L~MM || ? || ? || All || || Corner rejump. Higher damage. | |||
|- | |||
Harder but higher damage version of the 2M combo. | | 5LL > jc.H ▷ 5LL > 5M > sjc.LLLS2S > SD > j.LL(3) > jc.4LLM(3) > j.236L~MM || ? || ? || All || || Corner rejump, more consistent than the first. | ||
|- | |||
| 2M > 5S > delay SD > j.H ▷ 5LL > 5M > jc.LLLS2S > SD > j.LL(3) > jc.LL(3) > j.236L~MM || ? || ? || All || || Harder but higher damage version of the 2M combo. | |||
6M link. The highest damaging route with 5L or j.M(3) ▷ 5L starter. | |- | ||
| 5LL > 6M, delay 5L > 5M > sjc.M(2) > j.214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3) > j.236L~MM || ? || ? || All || || 6M link. The highest damaging route with 5L or j.M(3) ▷ 5L starter. | |||
|- | |||
| 5LL > jc.DR || ? || ? || All || || Solo snapback route #1. | |||
Solo snapback. | |- | ||
| 2M > 5M > jc.M(3) > jc.M(3) > j.214M, j.DR || ? || ? || All || || Solo snapback route #2. | |||
=== | |} | ||
===Notes=== | |||
==Assist Extensions== | ==Assist Extensions== |
Revision as of 21:41, 12 May 2020
Midscreen Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > jc.LLL > SD > j.LL(3) > jc.LL(3)2H | Damage | Net Gain | who | Basic BnB, j.2H ender gets good oki. | |
... jc.LLL > j.236L~LL | Damage | Net Gain | who | Alternate ender for damage, works anywhere j.LL(3)2H works. | |
2M > 5M > jc.LLL > SD > j.LL(3) > jc.LLLS2S2H | Damage | Net Gain | who | If midscreen carries to corner and has oki and higher damage. You want to learn this. | |
2L > 5LL > jc.LLL > SD > j.LL(3) > jc.LL(3)2H | Damage | Net Gain | who | 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 | Damage | Net Gain | who | 5H > delay SD > airdash j.M(1) ▷ dash jump j.LL(3) > jc.LL(3)2H | |
214M, airdash j.236L~LL | Damage | Net Gain | who | DP into sliding knockdown, situational confirm. | |
2M > 5H > 214S > Vanish > 2M > 5M > jc.LL(3) > jc.LL(3) > j.2H | Damage | Net Gain | who | Has corner carry and similar damage to other lvl1 BnBs. j.2H ender can oki but does less damage. | |
2M > 5H > 214S > Vanish > 2M > 5M > jc.LL(3) > jc.LLLS2S2H | Damage | Net Gain | who | Taking advantage of corner carry. Has oki and higher damage. j.LLLS2S only works in the corner. |
Notes
Corner Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5S > 2S > j.214M, j.HS2S > SD > j.M(3) > jc.LLLS > j.236M~MM | ? | ? | All | Does rather low damage, but easy to confirm. | |
2M > 5M > 214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3)HS > j.236M~MM | ? | ? | All | Does rather low damage, but easy to confirm. | |
2M > SD > j.H ▷ 5LL > 5M > sjc.M(3)LL > jc.LLLS2S > SD > j.LL(3) > j.236L~MM | ? | ? | All | Corner rejump. Higher damage. | |
5LL > jc.H ▷ 5LL > 5M > sjc.LLLS2S > SD > j.LL(3) > jc.4LLM(3) > j.236L~MM | ? | ? | All | Corner rejump, more consistent than the first. | |
2M > 5S > delay SD > j.H ▷ 5LL > 5M > jc.LLLS2S > SD > j.LL(3) > jc.LL(3) > j.236L~MM | ? | ? | All | 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 | ? | ? | All | 6M link. The highest damaging route with 5L or j.M(3) ▷ 5L starter. | |
5LL > jc.DR | ? | ? | All | Solo snapback route #1. | |
2M > 5M > jc.M(3) > jc.M(3) > j.214M, j.DR | ? | ? | All | Solo snapback route #2. |
Notes
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