< DBFZ | Super Baby 2
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| ... > 2M > 5M > 236M > 2M > 5M > j.LLL > jc.LL2H > j.S > j.236M > 3S > SD > j.MH > j.214H || 5688 || 1.1 || {{clr|3|Easy}} || Depending on the size of the character, you may need to do j.LLL > jc.LM2H instead of j.LLL > jc.LL2H or none of the ki blasts will return. | | ... > 2M > 5M > 236M > 2M > 5M > j.LLL > jc.LL2H > j.S > j.236M > 3S > SD > j.MH > j.214H || 5688 || 1.1 || {{clr|3|Easy}} || Depending on the size of the character, you may need to do j.LLL > jc.LM2H instead of j.LLL > jc.LL2H or none of the ki blasts will return. | ||
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| ... > 2M > 5M > 236M > 2M > 5H > [6S > 214S > j.236L]*2 > 6S > 214S > j.S > 3S > | | ... > 2M > 5M > 236M > 2M > 5H > [6S > 214S > j.236L]*2 > 6S > 214S > j.S > 3S > 214L+M || 6725 || -1 || {{clr|3|Easy}} || Easy universal level 3 pullout that gives 4-way mixup. | ||
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| | | ... > 2M > 5M > 236M > 2M > delay 5M > 5H > 5S > 3S > SD > j.LLL > jc.LLL2H > j.214M > Vanish > j.DR > 214L+M || 7779 || -2.25 || {{clr|6|Very Easy}} || One of the best metered combos around, ridiculously easy to do once you get the delay. Is 0.75 meter positive if you don't do the level 3, so very practical to cut out level 3 if you want meter, but aren't hell bent on gaining as much as possible. | ||
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| Notation || Number || Number || {{clr|4|Hard}} || | | Notation || Number || Number || {{clr|4|Hard}} || |
Revision as of 20:56, 22 January 2021
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen Combos
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
... > 2M > 5M > jc.LLL2H > SD > j.LLL > j.LL2L | 4235 | 1.1 | Very Easy | Basic BnB, works everywhere on screen with the whole cast. Ending in j.LLL > 214M gives more damage and meter, but switches sides. |
... > 5H > delay SD > 66j.M > 669j.LLL > j.LL2L | ? | ? | Medium | Rejump combo, almost enough corner carry to go coast to coast solo. |
2H > SD > j.LLL > jc.LL2L | 3310 | +0.7 | Very Easy | Standard 2H punish. |
2H > SD > j.MLL > delay 8jc.LS > j.236M > 2S > SD > j.LLL > jc.LL2L | 4154 | ~+1.5 | Easy | 2H Rejump- make sure the delayed jump before j.LS is a neutral jump [8]. You'll know you have the timing down when one of the blast from j.S whiffs. Can sideswitch with 3S instead of 2S. |
SD > (j.LLL) > jc.LL2L | 2340 | +0.6 | Very Easy | Meterless superdash confirm. Ignore the parentheses if you've used your double jump. |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
... > Vanish > dash 2M > 5M > 3S > SD > j.LLL > jc.LL2L | 2964 (from 236S) | -1 | Easy | Basic vanish conversion. Returning projectiles will mess with your combo, so be ready to adapt on the fly. Can also end in 214M for a sideswitch. |
... j.LLL2H > Vanish > delay j.214M | 2750 (raw) | -1 | Very Easy | Epic-looking air vanish extension just like Vegito's. |
SD > (j.LLL) > j.LL > j.236H > 5M > 3S > SD > j.LLL > jc.LL2L | 3340 | +0.05 | Easy | Metered Superdash extension. Barely meter positive |
2H > j.LLL > jc.LLL > j.214S > delay Vanish > (Ki Blasts return) > 5M > 3S > ... | 4119... | -0.1 | Medium | Damage extension from 2H utilizing 214S's returning Ki Blasts. |
2M > 5M > 3S > SD > j.LLL > jc.LLL > j.214S > delay Vanish > (Ki Blasts return) > 5H > ... | 4151... | +0.2 | Medium | Pretty cool, but not all that practical. Think of this more as a demonstration of what's possible than something to do in a match. |
Notation | Number | Number | Very Easy | |
Notation | Number | Number | Easy | |
Notation | Number | Number | Medium | |
Notation | Number | Number | Hard |
Corner Combos
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
... > 2M > 5M > 236M > 2M > delay 5M > 5H > 5S > 3S > SD > j.LLL > jc.LL2H > j.S > j.2L | 5280 | 1.7 | Very Easy | Baby's universal corner BnB. It's usually better to learn the loops, but this combo still gets the job done in most cases. |
... > 236M > 2M > 5H > SD > j.LLL > jc.M2H, j.S > j.236L > [6S > 214S > j.S]*2 > j.DR | ? | ? | Easy | Corner rejump combo. From anything other than a 2M, you can only do 1 loop. |
... > 2M > 236M > [2M > 5H > 6S > 214S > slight delay j.236L > ]*2 ▷ 6S > 214S > j.S > j.DR | 4969 | 2.6 | Easy | Universal corner loops. Just do the first two loops into DR for scaled combos. j.S > slight delay 3S also sets up 236L+M oki. |
... > 2M > 5M > 236M > 2M > 5M > 5H > 3S > SD > j.M2H > j.S > j.236M > 6S > 214S > 2S > 6S > 214S > j.S > j.DR | 6076 | 2.5 | Medium | High damage, high meter gain, universal combo. If done from a scaled starter, end on j.S > j.DR rather than 2S > another loop. You can fit in a 2S > 6S, but the combo scaling is so high that the combo drops before 214S will connect. |
DR > j.H > jc.ML2HS > j.236L > 1S > SD > j.LL > jc.LL2H > j.2L | 3811 | 2 | Easy | |
Notation | Number | Number | Hard |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
... > 2M > 5M > 236M > 2M > 5M > j.LLL > jc.LL2H > j.S > j.236M > 3S > SD > j.MH > j.214H | 5688 | 1.1 | Easy | Depending on the size of the character, you may need to do j.LLL > jc.LM2H instead of j.LLL > jc.LL2H or none of the ki blasts will return. |
... > 2M > 5M > 236M > 2M > 5H > [6S > 214S > j.236L]*2 > 6S > 214S > j.S > 3S > 214L+M | 6725 | -1 | Easy | Easy universal level 3 pullout that gives 4-way mixup. |
... > 2M > 5M > 236M > 2M > delay 5M > 5H > 5S > 3S > SD > j.LLL > jc.LLL2H > j.214M > Vanish > j.DR > 214L+M | 7779 | -2.25 | Very Easy | One of the best metered combos around, ridiculously easy to do once you get the delay. Is 0.75 meter positive if you don't do the level 3, so very practical to cut out level 3 if you want meter, but aren't hell bent on gaining as much as possible. |
Notation | Number | Number | Hard |