User talk:Cmndr.in.chief

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DBFZ Combo Table Mockup[edit]

Very EasyEasyMediumHardVery Hard

Combo Position Damage Meter Gain Works on: Difficulty Notes
combo transcript where ? ? All
Combo Damage Meter Gain Works on: Difficulty Notes
combo transcript ? ? All

Midscreen[edit]

Combo Damage Meter Gain Works on: Difficulty Notes
combo transcript ? ? All

Notes[edit]

Corner[edit]

Combo Damage Meter Gain Works on: Difficulty Notes
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Notes[edit]

Sparking[edit]

Combo Position Damage Meter Gain Works on: Difficulty Notes
combo transcript where ? ? All

Notes[edit]

Assist[edit]

Combo Position Damage Meter Gain Works on: Difficulty Notes
combo transcript where ? ? All

Notes[edit]

Deprecated DBFZ Info[edit]

Fuzzy Guard Mix-ups[edit]

What is fuzzy guard?[edit]

Fuzzy guard mix-ups are typically a more advanced aspect of fighting games. Because characters are so tall in DBFZ, it just makes them much more common. The idea behind it is to put the enemy in as much blockstun that they have to stand block as possible. In doing so, you keep their hurtbox as tall as possible. Where things get tricky is that you can still technically block low while in standing blockstun, your character will not move to reflect how you're blocking. This enables a lot of rising j.Ls in the game to connect, and it also forms a nearly perfect 50/50 with most character's 2M. For Bardock, this means an IAD j.H or a corner snap setup. The magic number you're looking for is +11. Bardock's rising j.L hits as early as frame 11, and his 2M hits at frame 10, making there a 1-frame difference between the opponent having to block high or low. It's un-reactable, and if you hit the 2M, it's also highly damaging.

How do you do it?[edit]

Bardock has two main ways to set up this mixup. The first is pretty straightforward, but your opponent has to be a tall character, or a character that has a tall stance like Android 21. If you IAD j.H, it should leave you anywhere from +11-+13, and from there you choose whether you want to go low with 2M or high with j.L. This works most effectively in the corner as you get a meterless combo, but you can still pick up a combo midscreen using j.L > j.S > j.236M, 236L > Vanish.

The other method is far more difficult, but it is also universal. You have to be in the corner for it to work. The setup works after a grounded Snap. What you do is hold back and buffer a j.L to time the next part. Immediately after the jab ends, airdash forward and do j.L > j.L~H. If you timed it correctly, you should get j.LH on block and j.LM on hit as an option select. From there, if they blocked j.LH, you should be around +20. This is where the fuzzy happens. As soon as you land, perform an IAD j.LM. The j.L is the fuzzy itself, and the j.M is there as a second overhead and it gives you more frame advantage if they blocked it (around +11 to +12).

Video example of the fuzzy guard mixup:

Keep in mind that while the video uses 2L, 2M is both a better mixup and better starter for fuzzies.

GBVS Matchup Information Template[edit]

General Information[edit]

Matchup Chart[edit]

GBVS Ferry Icon.png Ferry ?:?
GBVS Gran Icon.png Gran ?:?
GBVS Lancelot Icon.png Lancelot ?:?
GBVS Percival Icon.png Percival ?:?
GBVS Katalina Icon.png Katalina ?:?
GBVS Metera Icon.png Metera ?:?
GBVS Ladiva Icon.png Ladiva ?:?
GBVS Charlotta Icon.png Charlotta ?:?
GBVS Zeta Icon.png Zeta ?:?
GBVS Vaseraga Icon.png Vaseraga ?:?
GBVS Lowain Icon.png Lowain ?:?
GBVS Beelzebub Icon.png Beelzebub ?:?
GBVS Narmaya Icon.png Narmaya ?:?
GBVS Djeeta Icon.png Djeeta ?:?
GBVS Soriz Icon.png Soriz ?:?
GBVS Zooey Icon.png Zooey ?:?
GBVS Belial Icon.png Belial ?:?