DBFZ/Super Baby 2/Combos: Difference between revisions

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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 > 214LM || 6725 || -1 || {{clr|6|Very Easy}} || Easy universal level 3 pullout that gives 4-way mixup.
| ... > 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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| Notation || Number || Number || {{clr|4|Hard}} ||
| ... > 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 GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

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

Assist Extensions

Sparking

Miscellaneous

Video Examples

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