
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5M > jc.M2H > SD > j.LL > jc.MLL2H > S(4) > j.2M | 4255 | 1.5 | All | Easy | You could do j.2369S instead of SD but its quite hard but the combo does 4315 instead |
2M > 5M > j.M2H > SD > j.LL > jc.LML2H > j.S(4) > j.2M | 4315 | +1.15 | All | Easy | Big damage, no oki. |
2M > 5M > j.M2H > j.2369S > j.LL > jc.MLL2H > j.S(4) > j.2M | 4345 | +1.15 | All | Medium | Big damage, no oki. |
(5S [4 hits] > 2S [4 hits]) > 236M > 5S (4) > 2S (4) > j.2M | ? | ? | All | Easy | Long range grounded Ki Blast/236M confirm. |
SD > j.LL2H > j.2369S > j.LL > jc.MLL2H > j.S(4) > j.2M | 2925 | +1.1 | All | Medium | Basic superdash confirm. |
SD > j.LL2H > j.S(4) > j.2M | 2160 | .55 | All | Easy | Easier superdah confirm |
2M > 5M > j.M2H > j.214H > 66 j.LLL [H] > iAD j.M > 5LL2M5M > 5H6S > SD j.LL > jc.LML2H > j.2M | 5842 | +.95 | All | Medium | Optimal midscreen orb route. Massive damage, poor oki. Off of a scaled starter just skip the 5H6S > SD. |
236H/214H > 66 2L5LL > 2M5M > 5H6S > SD j.LM > jc.LLS(4) > j.2M | 3510/3320 | -.4 | All | Easy | Can end with j.LL >jc.LML2H > j.S(4) j.2M instead for slightly better damage and meter gain, but worse oki. |
2H/DR > SD j.MLL > jc.LL > j.S(4) > j.2M | ? | ? | All | Easy | Can end with j.MLL jc.MLL j.H j214H to get an orb safely on screen. |
Notes
Inputting a super during Smash j.2M will buffer the super on the ground.
Corner
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5M > S(1) > 236M > 66 > 5LL > 2M > 5M > 5H > SD > j.MLL jc.MLL2H > j.S(4) > j.2M | 4727 | 1.53 | All | Easy | If you find it hard to connect the second jc.M then just skip it but it will do 4690 and meter gain of 1.51 |
2M > 5M > jc.2H > j.214HH > 5H > land > 5LL > 2M > 5M > 5H > SD > j.MLL > jc.MLL2H > j.S(4) > j.2M | 5602 | +1.01 | All | Medium | do the first jc.2H as soon at you get to in the air |
2M5M > j.2H j.214H(8) > [H] j.H > 5LL2M5M > 5H SD > j.MLL jc.MLL > j.2H j.S(4) j.2M | 5647 | +.7 | All | Medium | For scaled starter, skip the j.S(4) at the end. |
2M5M > j.2H j.214H(8) > j.M j.5S j.236L [H] > 6M 5LL2M5M > 5H 1S(4) > SD j.LL jc.LML > j.2H j.2M | 5837 | +.9 | All | Hard | On small characters do <3S(4) 5H> instead of <5H 1S(4)> |
214M > 66 > 5LL > 2M5M > 5H > 5S[4] > 2S[4] > SD > j.MLL > j.LL2H > j.S[4] > j.2M | ? | ? | All |
Notes:
For all corner combos, <j.LL jc.7ML> instead of <j.LL jc.LML> properly spaces for the post level 3 50/50.
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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combo transcript | where | ? | ? | All | Sparking loops go here |
Assist
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
... > 5H > SD > j.MH > Assist > ... | Anywhere | ? | ? | All | Janemba doesn't have many places to insert assists into his combos. | |
... > Assist > 5LL > 2M > 5H > 236L > Super | Corner | ? | ? | All | Corner combo extender. |
Combo Theory
Video Examples

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