(Added some corner/midscreen combos again to hopefully give more dmg) |
(fixed my jiren notation) |
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|2L > 5LL > 2M > 5M > jc5M(2) > 7jc.5M(1) > j2S > j5LS > j236M > land > 2L > sjc5M(2)> j5LLS > SD > j5M(2) > j5L > jc5LL > j2SH(not held)||5242||2.2||It works on gt so probably all||medium hard||slightly modified from ArGin loops. Decent dmg Decent Difficulty.|| | |2L > 5LL > 2M > 5M > jc5M(2) > 7jc.5M(1) > j2S > j5LS > j236M > land > 2L > sjc5M(2)> j5LLS > SD > j5M(2) > j5L > jc5LL > j2SH(not held)||5242||2.2||It works on gt so probably all||medium hard||slightly modified from ArGin loops. Decent dmg Decent Difficulty.|| | ||
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|2L > 5LL > 2M > | |2L > 5LL > 2M > 5S > 236M > heavy delay 2L > 5LL > sjc5M(2) > j5LL > 7jc5M(1) > j2S > j5LLS > SD > j5LL > j2SH(not held)||5290||2.5||all||very hard||Go to jiren combo in the corner, does work with scaled starter and gets skd.|| | ||
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Revision as of 01:41, 2 December 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes | |
---|---|---|---|---|---|---|
2S > SD > j.M(2)L > jc.LL(2)L | (2S&2H) 2840 dmg / (DR) 2165 dmg | (2H&2S) +.6 (DR) +1.2 | All | Basic midscreen sliding knockdown combo. Can be started with 2H or DR as well. | ||
5LL > IAD j.M > 5M > 2S/2H > ... | ? | ? | All | Optimal 5L conversion. | ||
2M > 5M > jc.M(2)L > jc.LL(2)2S > SD > j.LL(2)L | ? | ? | All | Basic assist-friendly combo. The final j.LLL can be replaced with j.2S > j.2H if you reach the corner for more damage and better oki. | ||
... > Vanish > 665L (whiff) > 5LL > SD > j.ML > jc.LL2H | ? | -1 | All | |||
... > Vanish > 665L (whiff) > 5LL > IAD j.M > 5M > jc.ML > jc.LL2S > SD > j.LL2H | ? | -1 | All | |||
2M > 5M > jc.ML > jc.LL2S > SD > j.236H > 2M > 5M > jc.LL2S > SD > j.LL2H | ? | ? | All | |||
2L > 5LL > IAD j5M > 5M > sjc5MLLS > SD > j5ML > j5LL > j2SH (not held) | 4190 | 1.4 | all | medium | Optimal starter midscreen with a skd. Does work scaled. |
Corner
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes | |
---|---|---|---|---|---|---|
2M > 236M > 2M > 5S > 5H > 2S > SD > j.M > 7jc.M(1)2S, j.LL2S2H | ? | ~5000 | All | Easy | ||
5H > 5S > 2S > SD > j.M > 7jc.M(1)2S, j.LL2S2H | ? | ? | All | |||
2M > 5M > jc.M > 7jc.M(1)2S, j.LL2S > SD > j.LLS > j.236M > j.DR/j.LL2S2H | ? | ? | All | |||
214S (catch) > 5L > jc.M > 7jc.M(1)2S, j.LLS > SD > j.LL2S2H | ? | ? | All | |||
2M > 5M > jc.M2S > j.236H > land > 2L > 5M > jc.M > 7jc.M(1)2S, j.LL2S > SD > j.LL2H | ? | -.5 | All | |||
2L > 5LL > 2M > 5M > jc5M(2) > 7jc.5M(1) > j2S > j5LS > j236M > land > 2L > sjc5M(2)> j5LLS > SD > j5M(2) > j5L > jc5LL > j2SH(not held) | 5242 | 2.2 | It works on gt so probably all | medium hard | slightly modified from ArGin loops. Decent dmg Decent Difficulty. | |
2L > 5LL > 2M > 5S > 236M > heavy delay 2L > 5LL > sjc5M(2) > j5LL > 7jc5M(1) > j2S > j5LLS > SD > j5LL > j2SH(not held) | 5290 | 2.5 | all | very hard | Go to jiren combo in the corner, does work with scaled starter and gets skd. |
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2M > 5M > {jc.M2S > airdash j.L (whiff) > 2L} | Anywhere | ? | ? | All | Sparking j.2S loops. |
Assist
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
... j.LLL > Assist > 2S > ... | Anywhere | ? | ? | All | Useful due to how long Jiren's smashless extensions are. |
Combo Theory
Jiren's combo structure is quite different from the rest of the cast. Most importantly, his air Ki Blasts allow him to superdash mid combo without using smash, something very few other characters can do. On top of that, it's important to know that 2S and 2H serve the same purpose, but 2H launches the opponent to the other side (useful for corner escapes). In the corner, j.2S will almost always combo into j.2H, which always gives Jiren a slide knockdown.