Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... > 2M > 5MM > jc > j.ML2H > SD > j.ML2H > jc > j.LLS > j.236M | ~3915 | 1.20 | All | Basic midscreen combo ending in a sliding knockdown. | |
... > 2M > 4MM > sjc > j.MLL2H > SD > j.ML2H > j.LLS > j.236M | ~3942 | ~1 | All | Basic Videl BnB with no assists and sliding knockdown. | |
... > 2M > 4MM > sjc > j.MLL2H > SD > delay j.LL2H > jc > j.MLL > j.236M | ~3779 | 1 | All | Does more damage but is more likely to drop. | |
... > 6H(3) > 236MM > SD > j.LL2H > jc.LLS > j.236M | 3950 | ~1 | All | Easy | Basic sideswap combo, works scaled. |
SD > j.M > jc > j.LLS > j.236M | 2195 | .47 | All | Sliding knockdown from Superdash. | |
... > 2M > 6H(3) > 236MLL > 236L+M > SD > j.M2H > jc.LML > j.236M | ~4814 | -1 | All | Level 1 super extension. | |
... > 2M > 6H(3) > 236MLL > 236L+M > SD > j.ML2H > jc.LL2H > j.214H | ~4867 | -1.5 | All | Level 1 super extension, this time with a sliding knockdown. | |
... > Vanish > 5L (whiff) > 5LLL > SD > j.M2H > jc.LML > j.236M | ? | -1 | All | Oki route from slide knockdown. | |
... > Vanish > 2M > 6H(3) > 236MLLL > Super | ? | -1 | All | Super route from a vanish. | |
... > [4MM] > 2M > 6H(3) > 236MLLM > Vanish > 6H(3) > 236MLLH | ~4756 [~4999] | -.75 | All | [2] Easy | Vanish extension + SKD that works with most starters [4MM]. |
22H -> 22M > j.ML2H > SD > j.LL2H > j.LLS > M | 2525 | -.5 | All | Easy | Same side confirm off of 22H. Cancel 22H into 22M. |
- 5M > 2M > 6H(3) > 236MLL
Basic assist-friendly combo.
- j.S > j.236M
Useful air ender for extra damage on most post-SD combos.
Corner
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... > (5M)2M > 5S > 6H > 236MLLL > j.S > SD > j.LLj.2H > jc > j.LL >j.S >j.236M | 5541 | 1.47 | All | Easy | Sliding knockdown corner combo. |
... > 6H(3) > 236MLLL > 2M > 5H > 5S > 5M > sj.M2H > jc.dlMH2H > j.236H | 3810 | 1.25 | All | Medium | Alternatively, end in j.236L > Assist > j.DR |
214[M] > 2M > 5S > 6H > 5H > SD > j.M2H > jc > j.LLS > j.236M | ? | ? | All | Corner combo off of command grab. | |
214[M] > 2M > 5H > 5S > 6H > 236MLLL | ? | ? | All | More damage but doesn't give sliding knockdown unless extended with assists. | |
... > (5M)2M > 5S > 6H > 236MLL > 236L+M > j.2S > j.DR | 5357 | -.25 | All | Solo snap combo the damage depends on how long you hold the DR before snap | |
... > 4MM > 2M > 5S > 6H > 236MLLM > vanish > jc > j.MLL > jc > j.LLS > j.236M | ~4945 | -.1 | All | Medium | Corner vanish extension, use 4M instead of 4MM on bad starters. |
... > (5M)2M > 5S > 6H > 236MLL > 236L+M > j.2S > 2M > 5M > jc > j.LL2H > jc > j.LLS > j.214L | 6031 | ? | All | Corner super extension combo that ends with sliding knockdown, without spending an extra bar. | |
... > (5M)2M > 5S > 6H > 236MLL > 236L+M > j.2S > 2M > 6H > 236MLLL | ? | ? | All |
Loops
A majority of Videl's more optimal routes consist of loops utilizing the unique properties of her j.h and j.2H. Videl has lots of different types of these loops, so try to find what works best for you, whether or not it is the most optimal combo. (Almost all of these combos will work whether or not it is scaled.)
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... > 5H > SD > j.4L4LH2H > land > sj.LMLH2H > jc. LMH2H > SD > j.LMH2H > j.236H | Anywhere | 4613 | 1.26 | All | Medium | This loop combo works for almost any situation, midscreen, in the corner, and even scaled. |
... > 5H > SD > j.4L4LH2H > land > j.dlMdlH2H > land > sj.LL2H > SD > j.MLH2H > jc.LMH2H > j.236H | Anywhere | 5015 | 1.5 | All | Hard | More optimal loops. Lots of delays here. |
... > 5H > 5S > dl5M > jc.LMH2H > land > sj.LMLH2H > jc.LMH2H > SD > j.LMH2H > j.236H | Corner | 5617 | ~1.4 | All | Medium | The newest patch allows Videl to connect like this after 5S, so delay the 5M until they are starting to fall back to the ground. |
vanish > delay SD > j.LMH2H > land > sj.LMLH2H > jc. LMH2H > SD > j.LMH2H > j.236H | Midscreen | 3244 | -1.5 | All | Medium | Simple vanish confirm with loops, damage is off of 5S. In the corner, do j.4L4LH2H instead after SD. |
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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combo transcript | where | ? | ? | All |
Assist
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... > 2M > 6H > 236MLL > Assist > ... | Anywhere | ? | ? | All | Basic smash-less combo extension. If the assist pops up really high, skip 6H as 236M has the re-center property like most Smash!-causing attacks. |
Combo Theory
Video Examples
Systems Pages
Mechanics
Application & Advanced Information
Archived Information