DBFZ/Android 16/Combos: Difference between revisions

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!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
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| 2M > 5M > jc.LMLH > SD > j.LL > jc.4LL > j.M[S](2) > j.214L || 4110 || .9 || All || {{clr|3|Easy}} || Basic BnB, works with any starter. No knockdown without meter.
| 2M > 5M > jc.LMLH > SD > j.LL > jc.4LL > j.M[S](2) > j.214M || 4110 || .9 || All || {{clr|3|Easy}} || Basic BnB, works with any starter. No knockdown without meter.<br/>j.214L and j.214M does the same damage, but j.214M gives you more corner carry while j.214L is generally more consistent regardless of positioning.
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| 2H > SD > j.MLL > jc.LL[S](2) > j.214L || 3400 || .6 || All || {{clr|6|Very Easy}} || 2H BnB, no knockdown without meter.
| 2H > SD > j.MLL > jc.LL[S](2) > j.214L || 3400 || .6 || All || {{clr|6|Very Easy}} || 2H BnB, no knockdown without meter.
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| [DR] > j.MLL > jc.LL[S](2) > j.214L || 2845 || 1.3 || All || {{clr|6|Very Easy}} || Dragon Rush BnB, no knockdown without meter.
| [DR] > j.MLL > jc.LL[S](2) > j.214M || 2845 || 1.3 || All || {{clr|6|Very Easy}} || Dragon Rush BnB, no knockdown without meter.
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| 2M > 5[S](2) > 5H > delay SD > airdash j.M ▷ 5MMM || 4130 (5M) || .85 || All || {{clr|7|Medium}} || Android 16's primary rejump combo. Allows him to get a sliding knockdown meterlessly, which is essential considering his abysmal meter gain.
| 2M > 5[S](2) > 5H > delay SD > airdash j.M ▷ 5MMM || 4130 (5M) || .85 || All || {{clr|7|Medium}} || Android 16's primary rejump combo. Allows him to get a sliding knockdown meterlessly, which is essential considering his abysmal meter gain.
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| 2M > 5[S](2) > 5H > delay SD > airdash j.M ▷ 5M > jc.MLL > jc.MLLH > delay j.214L || 4605 (5M) || 1.1 || All || {{clr|7|Medium}} || Alternate rejump for damage, go for this if you have assists or meter to end your combo with.
| 2M > 5[S](2) > 5H > delay SD > airdash j.M ▷ 5M > jc.MLL > jc.MLLH > delay j.214L || 4605 (5M) || 1.1 || All || {{clr|7|Medium}} || Alternate rejump for damage, go for this if you have assists or meter to end your combo with.
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| 236M > j.214M || 2110 || .2 || All || {{clr|6|Very Easy}} || Simple 236M conversion. 236M > SD only works in the corner.
| 236M > 214M || 2110 || .2 || All || {{clr|6|Very Easy}} || Simple 236M conversion. 236M > SD only works in the corner.
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| ... > Vanish ▷ dash 2L > 5L > 5MMM || ? || -1, :( || All || {{clr|6|Very Easy}} || Vanish confirm for a knockdown, works off of j.214L enders.
| ... > Vanish ▷ dash 2L > 5L > 5MMM || ? || -1, :( || All || {{clr|6|Very Easy}} || Vanish confirm for a knockdown, works off of j.214L enders.

Revision as of 04:11, 26 May 2020

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Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.LMLH > SD > j.LL > jc.4LL > j.M[S](2) > j.214M 4110 .9 All Easy Basic BnB, works with any starter. No knockdown without meter.
j.214L and j.214M does the same damage, but j.214M gives you more corner carry while j.214L is generally more consistent regardless of positioning.
2H > SD > j.MLL > jc.LL[S](2) > j.214L 3400 .6 All Very Easy 2H BnB, no knockdown without meter.
[DR] > j.MLL > jc.LL[S](2) > j.214M 2845 1.3 All Very Easy Dragon Rush BnB, no knockdown without meter.
2M > 5[S](2) > 5H > delay SD > airdash j.M ▷ 5MMM 4130 (5M) .85 All Medium Android 16's primary rejump combo. Allows him to get a sliding knockdown meterlessly, which is essential considering his abysmal meter gain.
2M > 5[S](2) > 5H > delay SD > airdash j.M ▷ 5M > jc.MLL > jc.MLLH > delay j.214L 4605 (5M) 1.1 All Medium Alternate rejump for damage, go for this if you have assists or meter to end your combo with.
236M > 214M 2110 .2 All Very Easy Simple 236M conversion. 236M > SD only works in the corner.
... > Vanish ▷ dash 2L > 5L > 5MMM ? -1, :( All Very Easy Vanish confirm for a knockdown, works off of j.214L enders.
... > Vanish ▷ dash delay 5LL > 5MMM ? -1, :( All Easy Alternate vanish confirm for a knockdown.

Notes

After j.214L, can use assists or meters to extend into sliding knockdown.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.M > jc.M[S](2) > j.236M ▷ SD > j.MLL > jc.LLL[S](2) > j.214L 5067 1.3 All Easy High damaging solo combo. Not assist friendly.
2M > SD > airdash j.MH ▷ 5LL > 5M > 2M > 5H > 5[S](2) > 236L 4195 .99 All Medium Corner rejump. 236L pulls the opponent out of the corner for some potential mixes, but they can put themselves back into the corner with up or back tech. Ends in a slide knockdown.
2M > SD > airdash j.MH ▷ 5LL > 5M > 2M > 5[S](2) > 5H > SD > j.M > jc.LLL[S](2) > j.214L 4795 1.35 All Medium Alternate corner rejump, sacrifices the knockdown for damage.

Notes

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
2H > Sparking! > [5M > 2M > IAD j.L4L ▷]*n > 5MMM Anywhere ? :( All Medium

Notes

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... j.214L + Assist ▷ dash jump j.[DR] Anywhere ? :( All Easy
... j.214L + Assist ▷ dash 5MMM Anywhere ? :( All Easy

Notes

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.

Video Examples

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