DBFZ/Yamcha/Combos: Difference between revisions

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===Meterless===
===Meterless===
*'''2M > 5M > 2H(2) > SD > j.MLL > jc.MLL > j.214M
*'''2M > 5M > 2H(2) > SD > j.MLL > jc.MLL > j.214M
Basic BnB. Builds 1 meter and can end with any Super.
Basic BnB. Builds 1 meter and can end with any Super after landing.


*'''j.2H ▷ 236L~M > 214M
*'''j.2H ▷ 236L~M > 214M
*'''j.2H ▷ 236L~M~M
*'''j.2H ▷ 236L~M~M
j.2H confirm. First one keeps them closer but does less damage.
Grounded j.2H confirm. First one keeps them closer but does less damage.


===Metered===
===Metered===
*'''2M > 5M > 2H(2) > SD > j.M > jc.LL2H > delay j.214L > Vanish ▷ dash 2M > 5M > jc.MLL > jc.LL > j.214M
*'''2M > 5M > 2H(2) > SD > j.M > jc.LL2H > delay j.214L > Vanish ▷ dash 2M > 5M > jc.MLL > jc.LL > j.214M
Input j.214L when you're near the ground.
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
At high hitstun decay, you'll have to cut one j.L at the end, i.e. j.ML > jc > j.LL


*'''j.2H ▷ 236H, dash 2M > 5M > jc.MLL > jc.MLL > j.214M
*'''j.2H ▷ 236H, dash 2M > 5M > jc.MLL > jc.MLL > j.214M
j.2H confirm. Dash timing depends on spacing.
*'''236L/M~H, dash 2M > 5M > ...
 
*'''236L/M~H, dash 2M > 5M > jc.MLL > jc.MLL > j.214M
*'''... > Vanish ▷ dash 2M > 5M ...
*'''... > Vanish ▷ dash 2M > 5M ...
Wolf Fang Fist: Flash and Vanish extensions.
Metered extensions.


==Corner Combos==
==Corner Combos==

Revision as of 06:55, 19 January 2020

Template:Notation-DBFZ

Midscreen Combos

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 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

  • j.2H ▷ 236H, dash 2M > 5M > jc.MLL > jc.MLL > j.214M
  • 236L/M~H, dash 2M > 5M > ...
  • ... > Vanish ▷ dash 2M > 5M ...

Metered extensions.

Corner Combos

Meterless

  • ... 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
  • 5H, dash 2M > 5M > 2H(2) > SD ...

5LLL link is harder than 5H.

Also works with WFF:Flash starter.

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

Only works at the very edge of the screen.

Metered

Assist Extensions

  • 2M > 5M > jc.ML > jc.LL > j.214L > Assist ▷ 2H(2) > SD > j.LML > jc.LL > j.214M

Diagonal Assists (Vegeta, Cell, etc.). Damage: 4800+

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.

Miscellaneous

  • 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.

  • 5H > 236M

Works midscreen.

  • ... dash 2M > 236L~L > 214M

Always does less damage than 2M > 5M > jc, but it works.

Video Examples

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