DBFZ/Yamcha/Combos: Difference between revisions

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[[Category:Dragon Ball FighterZ]]
 
[[Category:Yamcha]]
[[Category:Yamcha]]

Revision as of 20:58, 17 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen

Meterless

  • 2M > 5M > 2H(2) > SD > j.MLL > jc.MLL > j.214M

Basic BnB. Builds 1 meter and can end with any Super after landing.

  • j.2H ▷ 236L~M > 214M
  • j.2H ▷ 236L~M~M

Grounded j.2H confirm. First one keeps them closer, gains more meter, but does less damage.

Metered

  • 2M > 5M > 2H(2) > SD > j.M > jc.LL2H > delay j.214L > Vanish ▷ dash 2M > 5M > jc.MLL > jc.LL > j.214M

Extending the BnB using j.2H. Input j.214L when you're near the ground. At high hitstun decay, you'll have to cut one j.L at the end, i.e. j.ML > jc > j.LL

  • 2M > 5M > 236H > dash > 2M > 5M > jc.MLL > jc.MLL > j.214M

Less meter initially, less meter gained than the previous route. Comparable damage.

  • SD > j.LL > j.214L > Vanish ▷ dash 2M > 236L~L~M
  • 236M~H, dash 2M > delay 5M > 236L~M > 214M
  • 236L~H, dash 2M > 5M > jc.MLL > jc.MLL > j.214M
  • j.2H ▷ 236H, dash 5L (whiff) > 5LLL > SD > j.MLL > jc.MLL > j.214M

Metered extension examples.

Corner

Meterless

  • 2M > 5M > 2H(2) > SD > j.MLL > jc.LLL > j.214M

The same as midscreen BnB but ending with j.LLL instead of j.MLL.

  • 5LLL, dash 2M > 5M > 2H(2) > SD > j.MLL > jc.LLL > j.214M

Does more damage and meter gain than 5LL > 2M > 5M > 2H(2), but is significantly harder.

5LLL, dash 5LL > 2H(2) is easier, still has very good meter gain, though it does less damage than 2M > 5M > 2H(2).

  • 5H, dash 2M > 5M > 2H(2) > SD ...

5H link. The same idea as 5LLL but the link itself is way easier.

  • 5H > 236S, 2L > 5L > 2H(2) > SD ...

Optimal 5H route. Only works at the very edge of the screen.

Metered

  • 2M > 5M > 236L~H > dl~236S > 2L > 5L > 2H > SD > j.MLL > jc.LLL > j.214M

Wolf Fang Fist: Flash corner combo. Takes advantage of the Kame link to boost your solo damage to around 5.2k. This combo takes less meter, does more damage, and is less difficult than the previous j.2H route.

  • 236L (whiff) > 6M > Sparking! > 5H > 236S > 2L > 5L > 2H > SD > j.MH > jc.MH > j.214M > Vanish > 2M > 236L~M~M > 236L+M > 214L+M

Limit Break Sparking solo ToD, must start in the corner for the Kame link to work.

Assist

Sparking

  • ... j.LLL > airdash j.LL > j.214M

Slightly extended midscreen BnB.

  • ... j.MHS > airdash j.LLL > j.214M

Corner version.

  • 2M > 5M > 2H(1) > Spark, 5H > 236S, 2L > 5L > 2H(2) > SD > j.MHS > airdash j.LLL > j.214M

High damaging Sparking combo.

Misc

  • Lv1 into Lv3 link

You can control the last 5 hits of Spirit Ball using any button. Every downward direction will cause sliding knockdown, but Template:1 and Template:3 are better for comboing into Ultimate Wolf Fang Fist than Template:2.

In general, you wanna throw the opponent high enough off the ground before ending with a downward ball as the last hit, but not too high that the opponent techs out before they touch the ground.

Something like 7L > 4L > 7L > 4L > 1L will work. There's no weird timing, just press the buttons at a constant rate. This sequence can also be used to bring the opponent closer to you after a midscreen BnB.

However, 74741 will cause a sideswitch at close range. So doing this in the corner into Lv3 isn't recommended as it will ruin the oki. You can use 84683 for this instead, but it has slightly different timings.

  • 5LLL > 236M~M~M
  • 5H > 236M~M~M

Works midscreen.

  • 5LLL > 236L~M~M
  • 5LLL > 236M~L~M
  • 5H > 236L~L~M

Works in the corner.

Video Examples

Navigation

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