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 > 2H > 3S > SD > j.ML > jc > j.LL > j.2S2H | 4360 | 1.1 | All | [1] Very Easy | Basic bnb. |
2M > 5M > 2H > 3S > SD > j.MLL > jc > j.LL > j.2S > j.236S | 4450 | 1.2 | Medium | [1] Very Easy | Alternate route for medium characters. |
2M > 5M > 5H > delay SD > 66 j.M(1) > land 5L > jc.LL > jc.LL2S > SD > LL2S > 2H | 4670 | 1.6 | All | [3] Medium | Rejump combo for more corner carry. |
214S > S(2) > (214S return) > slight delay 22S > land 2H | ? | ? | All | [1] Very Easy | Fullscreen 214S confirm. Small timing element on the 22S as to not get hit by the 214S return. |
air hit 22S > 2H or 5H ... | ? | ? | All | [1] Very Easy | 22S confirm. |
... Vanish > LL > jc.ML > jc.LL2S > SD > j.LL2S2H | ? | ? | All | [2] Easy | Frieza's basic vanish extension thanks to 2S's long hitstun. Some smaller characters need a delay before the LL. |
236H > 236H > Vanish ... | 3095 | -2 | All | 236H can link into itself if you have the meter for it, leading to very high damage on its own and even more with vanish. | |
5[S] > 236M > Vanish ... | 1700 | -.5 | All | [2] Easy | Your highest damage 5S combo. 236M is free damage before vanish kills your scaling. |
Corner
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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5M > 2M > 1S > dl~2H > SD > j.MLL > jc.LL[S]2H | 4500 | 1.15 | All | ||
... j.[S] > j.236S > Super | ? | ? | All | ||
... > 5H > 214S > 2M > (214S return) > 5M > 2S > SD > j.LL > jc.LL[S]2H | 4370 | ~1.25 | All | ||
2M > S(1) > 3S > 214S > 2M[2] > (214S return) > S(1) > 3S > 214S > 2M[2] > (214S return) > 5H > 214S > 5M > jc.M(1)H > j.2S > j.236S | 5004 | ~1.8 | All | [4] Hard | Golden-less corner loops, must end with j.236 instead of j.2H |
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > slight delay jc.66 j.M(2) > land 2M(1)5M > 5H or 2H > ... | Anywhere | ? | ? | All | [2] Easy | Sparking BNB starter for more damage. |
2M > 5M > [jc.M(2)2S > 66 > j.HM(1) > land 5L]*2 > jc.LL2S > SD > j.ML > jc.LL236S | Anywhere | 7103 | 4 | All | [3] Medium | A combo using sparking only Golden Frieza loops. |
Golden Frieza
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... 2M > 5M > [jc.M(2)HLL]*n ... | Anywhere | ? | ? | All | [2] Easy | Golden Frieza rejump loops. Very high damage for how easy it is. |
loops ... > jc.M(2) > jc.66 > j.LHM(1) > land 5H | Anywhere | ? | ? | All | [3] Medium | Loop ender. Very versatile. |
2M > 5M > [jc.M(2)HLL]*2 > jc.M(2) > jc.66 > j.LHM(1) > land 5H > 5LLL > dl 236L > (level 1) | Midscreen | 6108 | ~1.6 | All | [4] Hard | Example of midscreen Golden Frieza combo, fairly optimal. |
2M > 5M > [jc.M(2)HLL]*2 > jc.M(2) > jc.66 > j.LHM(1) > land 5H > 214S > 5M > jc.M(1)H > j.2S > j.S(3) > j.236S | Corner | 7062 | 2.1 | All | [4] Hard | Example of corner Golden Frieza combo, fairly optimal. |
2M > 5L > jc.M(1)2SHL > land 5L > jc.M(2)S(3) > j.2HLL > land > jc.M(2) > jc.66 > j.LHM(1) > land 5H > 214S > 5M > jc.M(1)H > j.2S > j.S(3) > j.236S | Corner | 7071 | 2.25 | All | [5] Very Hard | A very cool looking combo for slightly more damage. |
Assist
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... Assist > 214S > 2M > Discs Hit > 22S > 2H > ... | Midscreen | ? | ? | All |
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