< DBFZ | Android 16
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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. | | 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. | | [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 > | | 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
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 |
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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.