DBFZ/Trunks/Combos: Difference between revisions

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== No meter combos ==
== No meter combos ==
=== Midscreen ===
=== Midscreen ===
*'''(5LL/2LL) > 2M > 5M > jc > jM > jL > jL > j2H > SD > jM > jL > jL> j2H > jc > jL > jLL > jLLL
*'''(5LL/2LL) > 2M > 5M > jc > j.M > j.L > j.L > j.2H > SD > j.M > j.L > j.L> j.2H > jc > j.L > j.LL > j.LLL


BnB corner-carry combo. Can add in a Level 1 or Level 3 super for more damage.
BnB corner-carry combo. Can add in a Level 1 or Level 3 super for more damage.


*'''(5LL/2LL) > 5M > 2M > 5S > 5H > dl~SD > jM > dl~jH > land > 5L > 5LL > jc > jL > jM > j2H > jc > jL > jLL > jLLL
*'''(5LL/2LL) > 5M > 2M > 5S > 5H > dl~SD > j.M > dl~jH > land > 5L > 5LL > jc > j.L > j.M > j.2H > jc > j.L > j.LL > j.LLL


Midscreen relaunch combo, no sliding knockdown.
Midscreen relaunch combo, no sliding knockdown.
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===Corner===
===Corner===


*'''5LL > 2M > 5M > jc > jM > jL > jL > j2H > SD > jM > jL > jL > j2H > jc > jL > jLL > jS > j214L > jL > jLL > jLLL
*'''5LL > 2M > 5M > jc > j.M > j.L > j.L > j.2H > SD > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.S > j.214L > j.L > j.LL > j.LLL


Corner version of midscreen bnb. Can add in a Level 1 or Level 3 super for more damage. Cyclone Jump forces Trunks to have a bit more landing recovery frames so adjust your super timing accordingly.
Corner version of midscreen bnb. Can add in a Level 1 or Level 3 super for more damage. Cyclone Jump forces Trunks to have a bit more landing recovery frames so adjust your super timing accordingly.
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===Corner===
===Corner===
*'''5LL > 5M > 2M > 5S > 214S > 5M > 5H > 5S > 214L > jL > jM > jc > jL > jM > jL > jS > j214L > jL > jLL > jLLL > vanish > j236M > land > 236L+M
*'''5LL > 5M > 2M > 5S > 214S > 5M > 5H > 5S > 214L > j.L > j.M > jc > j.L > j.M > j.L > j.S > j.214L > j.L > j.LL > j.LLL > vanish > j.236M > land > 236L+M


Trunks optimal solo corner BnB. 214L > j.L is a tight link.
Trunks optimal solo corner BnB. 214L > j.L is a tight link.


*'''5LL > 5M > 2M > 5S > 214S > 2M > 5M > 5H > 5S > 214L > jL > jLL > j2H > jc > jL > jLL > jS > j214L > jL > jLL > jLLL > vanish > j236M > land > 236L+M
*'''5LL > 5M > 2M > 5S > 214S > 2M > 5M > 5H > 5S > 214L > j.L > j.LL > j.2H > jc > j.L > j.LL > j.S > j.214L > j.L > j.LL > j.LLL > vanish > j.236M > land > 236L+M


Slightly more damaging version of the combo above with stingier hitstun decay. Aside from assists, the most you can add is a jump-in, and even then, that only works if you do 5L instead of 5LL.
Slightly more damaging version of the combo above with stingier hitstun decay. Aside from assists, the most you can add is a jump-in, and even then, that only works if you do 5L instead of 5LL.
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===Corner===
===Corner===
====Beam assist (Goku, Goku Black etc.)====
====Beam assist (Goku, Goku Black etc.)====
*'''5LL > 2M > 5M > jc > j.5L > j.5M > jc > j.5L > j.5M > j.5H+Assist > 5M > jc > j.5L > j.5M > j.5L > j.2H > SD > j.5L > j.5M > j.5L > j.2H > jc > j.5LLL
*'''(5LL/2LL) > 2M > 5M > jc > j.L > j.M > jc > j.L > j.M > j.H > Assist > 5M > jc > j.L > j.M > j.L > j.2H > SD > j.L > j.M > j.L > j.2H > jc > j.L > j.LL > j.LLL


==Combo Theory==
==Combo Theory==

Revision as of 22:53, 15 February 2019

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6S becomes 236S
[L] = button is to be held
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
DR = Dragon Rush
SD = Super Dash
(N) = only use the Nth attack of the move (for example, if j.M(2) is written, you only use the first two hits of j.M)
(CSpec) = Contains a part that only works on some characters.
[ ] = Hold input.
A1 = Assist 1
A2 = Assist 2
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

No meter combos

Midscreen

  • (5LL/2LL) > 2M > 5M > jc > j.M > j.L > j.L > j.2H > SD > j.M > j.L > j.L> j.2H > jc > j.L > j.LL > j.LLL

BnB corner-carry combo. Can add in a Level 1 or Level 3 super for more damage.

  • (5LL/2LL) > 5M > 2M > 5S > 5H > dl~SD > j.M > dl~jH > land > 5L > 5LL > jc > j.L > j.M > j.2H > jc > j.L > j.LL > j.LLL

Midscreen relaunch combo, no sliding knockdown.

Corner

  • 5LL > 2M > 5M > jc > j.M > j.L > j.L > j.2H > SD > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.S > j.214L > j.L > j.LL > j.LLL

Corner version of midscreen bnb. Can add in a Level 1 or Level 3 super for more damage. Cyclone Jump forces Trunks to have a bit more landing recovery frames so adjust your super timing accordingly.

Meter combos

Midscreen

Corner

  • 5LL > 5M > 2M > 5S > 214S > 5M > 5H > 5S > 214L > j.L > j.M > jc > j.L > j.M > j.L > j.S > j.214L > j.L > j.LL > j.LLL > vanish > j.236M > land > 236L+M

Trunks optimal solo corner BnB. 214L > j.L is a tight link.

  • 5LL > 5M > 2M > 5S > 214S > 2M > 5M > 5H > 5S > 214L > j.L > j.LL > j.2H > jc > j.L > j.LL > j.S > j.214L > j.L > j.LL > j.LLL > vanish > j.236M > land > 236L+M

Slightly more damaging version of the combo above with stingier hitstun decay. Aside from assists, the most you can add is a jump-in, and even then, that only works if you do 5L instead of 5LL.

Assist Specific

Midscreen

Corner

Beam assist (Goku, Goku Black etc.)

  • (5LL/2LL) > 2M > 5M > jc > j.L > j.M > jc > j.L > j.M > j.H > Assist > 5M > jc > j.L > j.M > j.L > j.2H > SD > j.L > j.M > j.L > j.2H > jc > j.L > j.LL > j.LLL

Combo Theory

Video Examples

Trunks corner combo VideoService "gfycat" not recognized.


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