DBFZ/Kid Buu/Combos: Difference between revisions

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==Corner Combos==
==Corner Combos==
===Meterless===
===Meterless===
*'''1M > 5M(2) > 5SS > j.236M(1) (whiff), j.LL(1)2H > jc.4LL > j.M(2)H
Corner route with SKD. j.236M has to whiff its dive portion and hit on the bounce up.
*'''1M > 5H > 5SS > j.236M(1) (whiff), j.LL(1)2H > jc.4LL > j.M(2)S > j.236M
*'''1M > 5H > 5SS > j.236M(1) (whiff), j.LL(1)2H > jc.4LL > j.M(2)S > j.236M
Corner route with no SKD. j.236M has to whiff its dive portion and hit on the bounce up.
*'''5M(2) > 5H > 5SS ...
High damaging route without SKD.
 
You either do 1M or 5M(2) straight into 5H. Doing 1M > 5M(2) wouldn't work, and 1M > 5M(1) will have too much momentum and cause j.236M always hit on the way down on big characters.


*'''j.H ▷ 5M(2) > 2S, j.M(1)L, delay j.S ▷ 5L > jc.M(1)LL2H > SD > j.4LL > j.M(1)2H > jc.4LL > j.M(2)H
*'''j.H ▷ 5M(2) > 2S, j.M(1)L, delay j.S ▷ 5L > jc.M(1)LL2H > SD > j.4LL > j.M(1)2H > jc.4LL > j.M(2)H
High damaging route that can end with SKD. Universal on all crouching characters, but whiffs on half the cast if they're standing.
Advanced SKD route. Universal on all crouching characters, but whiffs on half the cast if they're standing.


2S has to hit 1f later than point blank, and j.H is the only move that forces crouching.
2S has to hit 1f later than point blank, and j.H is the only move that forces crouching.

Revision as of 16:36, 1 April 2020

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Midscreen Combos

Meterless

  • 1M > 5M(2) > jc.M(1)LL2H > SD > j.4LL > j.M(1)2H > jc.4LL > j.M(2)H

Universal BnB into sliding knockdown.

  • ... j.4LL > j.M(1)S > j.236M

Trades sliding knockdown oki for j.236M safejump. It's better using this near the corner, as the opponent can backdash out of the safejump from j.236M midscreen. This is also more effective on the taller members of the cast.

  • 1M > 5M(2) > jc.M(1)LL2H > SD > j.LM(1)L2H > jc.LL(2)S > j.236L

j.236L will whiff on j.4LL > j.M(2)S midscreen.

j.236L and j.236M have different oki, so it's best mixing them up.

  • 1M > 5M(2) > jc.M(1)LL2H > delay SD > j.4LL > j.M(1)2H > jc.4LL > j.M(2)H

Simple sideswitch. The sideswitch also works in the corner for Vanish into same side snapback.

  • 1M > 5M(2) > jc.M(1)L > delay j.L > delay forward jc.LL(1)2H > SD > j.4LL > j.M(2)H
  • 2H > SD > j.M(1)LL > delay forward jc.LL(2)L

Cross under sideswitches.

Metered

  • ... j.4LL > j.M(2)S > Supers

Combo into air Supers.

  • ... j.4LL > j.M(2)H ▷ dash 214L+M

Due to the huge range, ground Lv3 can be linked after j.H SKD with a dash.

  • ... j.M(2)S > j.236M > delay Vanish ...
  • ... j.LL(1)S > j.236S > Vanish ...

First ender brings the opponent closer to the ground after a BnB, to either go for snap or extend the combo. From something like a raw SD, go for the second ender.

  • ... > Vanish ▷ dash 5L (whiff) > 5LLL > 214L
  • ... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.LL(1)L, airdash j.L
  • ... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.LL(1)2H > jc.4LL > j.M(2)S > j.236M

Grounded Vanish extension. One for SKD and the others for damage and soft KD oki.

  • SD > j.LL(1)S > j.236H, j.LL(1)2H > jc.4LL > j.M(2)H

EX ball confirm into SKD. EX ball is extremely useful for baits and after SD (blocked or hit) because of its easy SKD.

  • 3MMM > 2S > j.236S > Vanish ...
  • 3MMM > 236H, j.LL(1)2H ...
  • 3MMM > 214H, dash 5LLL ...

Triple stomp combos. 214H gives the most damage out of the 3 but can't end with SKD.

Corner Combos

Meterless

  • 1M > 5M(2) > 5SS > j.236M(1) (whiff), j.LL(1)2H > jc.4LL > j.M(2)H

Corner route with SKD. j.236M has to whiff its dive portion and hit on the bounce up.

  • 1M > 5H > 5SS > j.236M(1) (whiff), j.LL(1)2H > jc.4LL > j.M(2)S > j.236M
  • 5M(2) > 5H > 5SS ...

High damaging route without SKD.

You either do 1M or 5M(2) straight into 5H. Doing 1M > 5M(2) wouldn't work, and 1M > 5M(1) will have too much momentum and cause j.236M always hit on the way down on big characters.

  • j.H ▷ 5M(2) > 2S, j.M(1)L, delay j.S ▷ 5L > jc.M(1)LL2H > SD > j.4LL > j.M(1)2H > jc.4LL > j.M(2)H

Advanced SKD route. Universal on all crouching characters, but whiffs on half the cast if they're standing.

2S has to hit 1f later than point blank, and j.H is the only move that forces crouching.

Metered

Assist Extensions

Sparking

Miscellaneous

Video Examples

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