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{{ | <center>{{Character Label|DBFZ|Android 16|size=32px}}</center> | ||
{{DBFZ/CharacterLinks}} | |||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|3}} | {{TOC limit|3}} | ||
</div> | </div> | ||
{{Notation | {{Combo Notation|game=DBFZ}} | ||
==Midscreen== | ==Midscreen== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
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! Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 2M > 5M > jc. | | 2M > 5M > jc.MLLH > SD > j.ML > jc.LL2H > delay 236L || 4202 || 1.2 || All || {{ComboDifficulty|Easy}} || Basic BnB, works with any starter. You can do j.LMLH instead of sj.MLLH. | ||
|- | |- | ||
| | | 2M > 5M > sj.MLLH > SD > j.LL > jc.4LL > j.MH2H > delay 236L || 4424 || 1.25 || All || {{ComboDifficulty|Easy}} || Basic Near Corner BnB, can use jc.LMLH instead of sj.MLLH for slightly less damage. | ||
|- | |- | ||
| | | 2H > SD > j.MLL > jc.LL2H > delay 236L || 3535 || .75 || All || {{ComboDifficulty|Very Easy}} || 2H BnB, can do j.LLL2H > delay 236L in the corner for more damage and meter. Do j.M > j.M2H for max damage, but less meter. | ||
|- | |- | ||
| | | [DR] > j.MLL > jc.LL2H > delay 236L || 2970 || 1.5 || All || {{ComboDifficulty|Very Easy}} || Dragon Rush BnB, can do j.LLL2H > delay 236L in the corner for more damage and meter. | ||
|- | |- | ||
| 2M > | | 5M > 2M > 5S(2) > 5H > delay SD > airdash j.M ▷ 5M > 2M > 5[S](2) > SD > j.ML > jc.LL2H > delay 236L || 5005 || 1.4 || All || {{ComboDifficulty|Medium}} || Android 16's midscreen rejump combo. Deals good damage and lets him to get a sliding knockdown meterlessly, which is essential considering his abysmal meter gain. | ||
|- | |- | ||
| | | 5M > 2M > 5S(2) > 5H > delay SD > airdash j.M ▷ 5M > 2M > 5[S](2) > SD > j.ML > jc.MLLH > delay j.214L || 4922 || 1.3 || All || {{ComboDifficulty|Medium}} || Alternate midscreen rejump for damage, go for this if you have assists or meter to end your combo with. j.LL[S](2) > j.214l ender is a bit simpler and does 3 more damage, but has worse corner carry. '''On scaled starters, do j.214L immediately after the j.MLL.''' | ||
|- | |- | ||
| ... > | | 5M > 2M > 5S(2) > 5H > delay SD > airdash j.M > 5M > 2M > 5H > 5S(2) > SD > j.M > jc.MLH2H > delay 236L || 5257 || 1.6 || All || {{ComboDifficulty|Medium}} || Near Corner Rejump, Must be at around midscreen start distance or closer. '''On scaled starters, do SD > j.LH2H > delay 236L''' | ||
|- | |- | ||
| ... > Vanish ▷ dash delay 5LL > | | (j.)236M > 214M || [2030] 2360 || .2 || All || {{ComboDifficulty|Very Easy}} || Damage in brackets is for j.236M, damage not in brackets is for 236M. Simple j.236M and 236M conversion. 236M > SD only works in the corner. | ||
|- | |||
| (j.)236H > SD > j.M > jc.MLLH > delay j.214L || [3040] 3705 || -0.5 || All || {{ComboDifficulty|Very Easy}} || Damage in brackets is for j.236H, damage not in brackets is for 236H. j.236H and 236H BnB, no knockdown without meter. | |||
|- | |||
| ... > Vanish ▷ dash 2L > 5L > 5M > 2M > 5[S](2) > 236M || 2500+ || -1, :( || All || {{ComboDifficulty|Very Easy}} || Vanish confirm for a knockdown, works off of j.214L enders. | |||
|- | |||
| ... > Vanish ▷ dash delay 5LL > 5M > 2M > 5[S](2) > 236M || 2500+ || -1, :( || All || {{ComboDifficulty|Easy}} || Alternate vanish confirm for a knockdown that does more damage but is less stable. | |||
|} | |} | ||
===Notes=== | ===Notes=== | ||
After j.214L, can use assists or meters to extend into sliding knockdown. | After j.214L/M, can use assists or meters to extend into sliding knockdown. | ||
236M and 236H are completely projectile and assist invulnerable. Basically he has a grab lariat that is super good at getting in. Still very punishable if you miss | |||
His 5H is very strong, and beats most options round start besides lows. | |||
==Corner== | ==Corner== | ||
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! Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 2M > 5M > jc.M > jc. | | 2M 5M > jc.M > jc.MS(2) > j.236M ▷ SD > j.ML > jc.MLLH2H > delay 236L || 5172 || 1.45 || All || {{ComboDifficulty|Easy}} || High damaging solo combo that leads to sliding knockdown. '''With a scaled starter, do j.M > jc.MLLH2H''' | ||
|- | |||
| 2M 5M > jc.M > jc.MS(2) > j.236M ▷ SD > j.MLL > jc.LLLS(2) > j.214L || 5067 || 1.3|| All || {{ComboDifficulty|Easy}} || Variant of above combo that allows for an assist extension into 5MMM or [DR] 236L after j.214L. '''Remove a j.L for j.L/j.M starter or two j.Ls for j.LL/j.ML starter.''' | |||
|- | |- | ||
| 2M > | | 2M 5M > jc.M > jc.MS(2) > j.236M > SD > j.ML > jc.MLLH2H > 214S > ... || 5112 || 1.45 || All || {{ComboDifficulty|Easy}} || Another assist extension variant that gives more meter and damage. 214S is an OTG so you don't have to worry about accidentally delaying it as much since the j.2H gives sliding. | ||
|- | |- | ||
| 2M > SD > airdash j.MH ▷ 5LL > 5M > 2M | | 5M 2M > SD > airdash j.MH ▷ 5LL 5M 2M 5S(2) 5H > SD > j.M > jc.MLH2H > delay 236L || 5047 || 1.55 || All || {{ComboDifficulty|Easy}} || Corner rejump, worse damage but slightly better meter gain. End with 214S for Assist extensions. '''For scaled, drop a 5S and end with SD > j.LH2H > delay 236L''' | ||
|- | |||
| 2M 5M > jc.M > jc.M2H > delay SD > airdash j.MH ▷ 5LL 5M 2M 5H 5S(2) > SD > j.M > jc.MLL > j.236L > 214H > Vanish > dash 5S > 236L || 5967 || .1 || All || {{ComboDifficulty|Easy}} || Corner rejump using j.2H > delay SD. Max solo damage, but loses corner. Builds just over 1.5 bars before the 214H. Requires a slight delay on 5L for short characters. '''For scaled, do Vanish > 236M.''' | |||
|- | |||
| 214S > 5LL 2M 5M > jc.M > jc.MS(2) j.236M > SD > j.M > j.MLH2H > delay 236L || 4270 || 1.6 || All || {{clr|3|Easy|}} || 214S confirm with solid meter gain. When doing 214S > 2L 5LL, drop the j.L at the end | |||
|- | |||
| 214S > 5S(1) 236M > SD > j.M > jc.MH2H > 214S > 214L || 4685 || .9 || All || {{ComboDifficulty|Easy}} || Max damage off of 214S, but sacrifices meter. Must react to 214S hitting and hit 5S as soon as possible. | |||
|- | |||
| (j.)236M > SD > j.M > jc.MLH2H || [3105] 3745 || .7 || All || {{ComboDifficulty|Very Easy}} || Damage in brackets is for j.236M, damage not in brackets is for 236M. j.236M and 236M conversion that gives sliding knockdown. | |||
|- | |||
| (j.)236M > SD > j.M > jc.MH2H > 214S || [3250] 3970 || .75 || All || {{ComboDifficulty|Very Easy}} || Damage in brackets is for j.236M, damage not in brackets is for 236M. j.236M and 236M conversion that can be extended with assists after 214S. | |||
|} | |} | ||
===Notes=== | ===Notes=== | ||
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! Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 2H > Sparking! > [5M > 2M > IAD j.L4L ▷]*n > 5MMM || Anywhere || ? || :( || All || {{ | | 2H > Sparking! > [5M > 2M > IAD j.L4L ▷]*n > 5MMM || Anywhere || ? || :( || All || {{ComboDifficulty|Medium}} || A16's old sparking loops that did very little damage, and is much worse than the one below. | ||
|- | |||
| Sparking! > [5M > 2M > 5SS > IAD j.M]*3 > 5H > 236M || Near Corner || 6567 || 3.3 || All || {{ComboDifficulty|Medium}} || If midscreen after 3 loops, you can only get sliding if you are close enough for his 236L (Pretty rare). Remove the 5H and do a 214M after the 236M. '''Some characters allow 4 loops, but the hitstun decay is so high that you can't end with sliding''' | |||
|} | |} | ||
===Notes=== | ===Notes=== | ||
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! Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| ... j.214L + Assist ▷ dash jump j.[DR] || Anywhere || | | ... j.214L + Assist ▷ dash jump j.[DR] || Anywhere || 2400+ || .4 || All || {{ComboDifficulty|Easy}} || Easy to connect off basically any assist | ||
|- | |||
| ... j.214L + Assist ▷ [DR] > 236L || Corner || 2600+ || .7 || All || {{ComboDifficulty|Easy}} || Connects off of assists that put them near the ground/ on the ground, and gives more meter than dash jump DR | |||
|- | |- | ||
| ... j. | | ... j.2H > 214S + Assist > 5LL > 5M > 2M > 5H > 5SS > 236L || Corner || 4000+ || 1 || All || {{ComboDifficulty|Easy}} || Easy to connect, corner specific combo ender that does more damage. As hitstun increases you can remove the 5H first then the 5SS, but at that point just do DR > 236L. '''If you are doing a 2 assist combo, you can change the ender from a 236L to a 214L and use the previous assist extensions to up your damage even further.''' | ||
|} | |} | ||
===Notes=== | ===Notes=== | ||
'''I used a j.H into the first move given for all the damage numbers, and yamcha A assist.''' | |||
16 is extremely good at using assists. His favorites are beams and assists that will hold the enemy near the ground. | |||
214L is easier to execute, but if possible you should use the j.2H > 214S assist extension as it gives more meter and damage. | |||
==Miscellaneous== | ==Miscellaneous== | ||
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==Video Examples== | ==Video Examples== | ||
{{#ev:youtube| | {{#ev:youtube|ooCkeiQ8nbc}} | ||
{{#ev:youtube|JK3NFwGJHXo}} | |||
{{#ev:youtube|MM4sLHomy-c}} | |||
{{#ev:youtube|mOBfaPHIhqI}} | |||
{{#ev:youtube|G_nIXsO7pFI}} | |||
{{#ev:youtube|xLv1ICOKPPc}} | |||
{{#ev:youtube|khoRJ_bF_T0}} | |||
==Navigation== | ==Navigation== | ||
{{ | <center>{{Character Label|DBFZ|Android 16|size=32px}}</center> | ||
{{ | {{DBFZ/CharacterLinks}} | ||
{{DBFZ/Navigation}} | |||
Latest revision as of 17:00, 21 January 2024
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > jc.MLLH > SD > j.ML > jc.LL2H > delay 236L | 4202 | 1.2 | All | [2] Easy | Basic BnB, works with any starter. You can do j.LMLH instead of sj.MLLH. |
2M > 5M > sj.MLLH > SD > j.LL > jc.4LL > j.MH2H > delay 236L | 4424 | 1.25 | All | [2] Easy | Basic Near Corner BnB, can use jc.LMLH instead of sj.MLLH for slightly less damage. |
2H > SD > j.MLL > jc.LL2H > delay 236L | 3535 | .75 | All | [1] Very Easy | 2H BnB, can do j.LLL2H > delay 236L in the corner for more damage and meter. Do j.M > j.M2H for max damage, but less meter. |
[DR] > j.MLL > jc.LL2H > delay 236L | 2970 | 1.5 | All | [1] Very Easy | Dragon Rush BnB, can do j.LLL2H > delay 236L in the corner for more damage and meter. |
5M > 2M > 5S(2) > 5H > delay SD > airdash j.M ▷ 5M > 2M > 5[S](2) > SD > j.ML > jc.LL2H > delay 236L | 5005 | 1.4 | All | [3] Medium | Android 16's midscreen rejump combo. Deals good damage and lets him to get a sliding knockdown meterlessly, which is essential considering his abysmal meter gain. |
5M > 2M > 5S(2) > 5H > delay SD > airdash j.M ▷ 5M > 2M > 5[S](2) > SD > j.ML > jc.MLLH > delay j.214L | 4922 | 1.3 | All | [3] Medium | Alternate midscreen rejump for damage, go for this if you have assists or meter to end your combo with. j.LL[S](2) > j.214l ender is a bit simpler and does 3 more damage, but has worse corner carry. On scaled starters, do j.214L immediately after the j.MLL. |
5M > 2M > 5S(2) > 5H > delay SD > airdash j.M > 5M > 2M > 5H > 5S(2) > SD > j.M > jc.MLH2H > delay 236L | 5257 | 1.6 | All | [3] Medium | Near Corner Rejump, Must be at around midscreen start distance or closer. On scaled starters, do SD > j.LH2H > delay 236L |
(j.)236M > 214M | [2030] 2360 | .2 | All | [1] Very Easy | Damage in brackets is for j.236M, damage not in brackets is for 236M. Simple j.236M and 236M conversion. 236M > SD only works in the corner. |
(j.)236H > SD > j.M > jc.MLLH > delay j.214L | [3040] 3705 | -0.5 | All | [1] Very Easy | Damage in brackets is for j.236H, damage not in brackets is for 236H. j.236H and 236H BnB, no knockdown without meter. |
... > Vanish ▷ dash 2L > 5L > 5M > 2M > 5[S](2) > 236M | 2500+ | -1, :( | All | [1] Very Easy | Vanish confirm for a knockdown, works off of j.214L enders. |
... > Vanish ▷ dash delay 5LL > 5M > 2M > 5[S](2) > 236M | 2500+ | -1, :( | All | [2] Easy | Alternate vanish confirm for a knockdown that does more damage but is less stable. |
Notes
After j.214L/M, can use assists or meters to extend into sliding knockdown. 236M and 236H are completely projectile and assist invulnerable. Basically he has a grab lariat that is super good at getting in. Still very punishable if you miss His 5H is very strong, and beats most options round start besides lows.
Corner
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M 5M > jc.M > jc.MS(2) > j.236M ▷ SD > j.ML > jc.MLLH2H > delay 236L | 5172 | 1.45 | All | [2] Easy | High damaging solo combo that leads to sliding knockdown. With a scaled starter, do j.M > jc.MLLH2H |
2M 5M > jc.M > jc.MS(2) > j.236M ▷ SD > j.MLL > jc.LLLS(2) > j.214L | 5067 | 1.3 | All | [2] Easy | Variant of above combo that allows for an assist extension into 5MMM or [DR] 236L after j.214L. Remove a j.L for j.L/j.M starter or two j.Ls for j.LL/j.ML starter. |
2M 5M > jc.M > jc.MS(2) > j.236M > SD > j.ML > jc.MLLH2H > 214S > ... | 5112 | 1.45 | All | [2] Easy | Another assist extension variant that gives more meter and damage. 214S is an OTG so you don't have to worry about accidentally delaying it as much since the j.2H gives sliding. |
5M 2M > SD > airdash j.MH ▷ 5LL 5M 2M 5S(2) 5H > SD > j.M > jc.MLH2H > delay 236L | 5047 | 1.55 | All | [2] Easy | Corner rejump, worse damage but slightly better meter gain. End with 214S for Assist extensions. For scaled, drop a 5S and end with SD > j.LH2H > delay 236L |
2M 5M > jc.M > jc.M2H > delay SD > airdash j.MH ▷ 5LL 5M 2M 5H 5S(2) > SD > j.M > jc.MLL > j.236L > 214H > Vanish > dash 5S > 236L | 5967 | .1 | All | [2] Easy | Corner rejump using j.2H > delay SD. Max solo damage, but loses corner. Builds just over 1.5 bars before the 214H. Requires a slight delay on 5L for short characters. For scaled, do Vanish > 236M. |
214S > 5LL 2M 5M > jc.M > jc.MS(2) j.236M > SD > j.M > j.MLH2H > delay 236L | 4270 | 1.6 | All | Easy | 214S confirm with solid meter gain. When doing 214S > 2L 5LL, drop the j.L at the end |
214S > 5S(1) 236M > SD > j.M > jc.MH2H > 214S > 214L | 4685 | .9 | All | [2] Easy | Max damage off of 214S, but sacrifices meter. Must react to 214S hitting and hit 5S as soon as possible. |
(j.)236M > SD > j.M > jc.MLH2H | [3105] 3745 | .7 | All | [1] Very Easy | Damage in brackets is for j.236M, damage not in brackets is for 236M. j.236M and 236M conversion that gives sliding knockdown. |
(j.)236M > SD > j.M > jc.MH2H > 214S | [3250] 3970 | .75 | All | [1] Very Easy | Damage in brackets is for j.236M, damage not in brackets is for 236M. j.236M and 236M conversion that can be extended with assists after 214S. |
Notes
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2H > Sparking! > [5M > 2M > IAD j.L4L ▷]*n > 5MMM | Anywhere | ? | :( | All | [3] Medium | A16's old sparking loops that did very little damage, and is much worse than the one below. |
Sparking! > [5M > 2M > 5SS > IAD j.M]*3 > 5H > 236M | Near Corner | 6567 | 3.3 | All | [3] Medium | If midscreen after 3 loops, you can only get sliding if you are close enough for his 236L (Pretty rare). Remove the 5H and do a 214M after the 236M. Some characters allow 4 loops, but the hitstun decay is so high that you can't end with sliding |
Notes
Assist
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
... j.214L + Assist ▷ dash jump j.[DR] | Anywhere | 2400+ | .4 | All | [2] Easy | Easy to connect off basically any assist |
... j.214L + Assist ▷ [DR] > 236L | Corner | 2600+ | .7 | All | [2] Easy | Connects off of assists that put them near the ground/ on the ground, and gives more meter than dash jump DR |
... j.2H > 214S + Assist > 5LL > 5M > 2M > 5H > 5SS > 236L | Corner | 4000+ | 1 | All | [2] Easy | Easy to connect, corner specific combo ender that does more damage. As hitstun increases you can remove the 5H first then the 5SS, but at that point just do DR > 236L. If you are doing a 2 assist combo, you can change the ender from a 236L to a 214L and use the previous assist extensions to up your damage even further. |
Notes
I used a j.H into the first move given for all the damage numbers, and yamcha A assist. 16 is extremely good at using assists. His favorites are beams and assists that will hold the enemy near the ground. 214L is easier to execute, but if possible you should use the j.2H > 214S assist extension as it gives more meter and damage.
Miscellaneous
- 5LLLLLLL > delay j.236M
Works everywhere on screen.
- 2M > 5M > sjc.MLLH > SD ...
Best air string that works on literally everybody except KRL, who requires a tiny delay on j.M.