Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
Midscreen
Meterless
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
(2M > 5M) > 2H(2) > SD > j.MLL > jc.LLL > j.214M | 3605 (4167) | 0.8 (1.1) | All | [1] Very Easy | Simple BnB |
j.2H ▷ 236L~M > 214M | 1928 | 0.6 | All | [1] Very Easy | Grounded j.2H confirm. Keeps the opponent close and builds meter in exchange for damage. Do not mash this. |
j.2H ▷ 236L~M~M | 1981 | 0.5 | All | [1] Very Easy | Alternate grounded j.2H confirm. |
2M > 5M > 2H > SD > j.ML(L) > jc.LL2H ▷ 236L~M~M | 4490 (4566) | 1.2 (1.3) | All (Large-Medium) | [2] Easy | Yamcha mains are loving v1.31, and this is an example of why. Strong damage midscreen, proper knockdown and good meter gain. Advanced BnB. Inputs for the air normals must be fast as possible or the j.2H will whiff. On larger characters, you can add an extra L in the j.ML string. |
(...) jc.LL2H ▷ 236L~M > 214M | 4415 (4513) | 1.3 (1.35) | All (Large-Medium) | [2] Easy | Development of previous combo, with a closer knockdown and slightly more meter gain, in exchange for damage. |
(5L > 5LL) > 2M > 5M > 236L~L > 236S > SD > j.MLL > jc.LL > j.2H > 236H > 66 > 2M > 236L~M~M | 4415 (3627) | 0.6 (0.65) | All | [3] Medium | Corner to corner carry combo that can start with either 5L or 2M, the only difference being the light starter gives less damage and slightly more meter. Things to lab are the height you need to be at for j.2H into 236H to land, and to be mindful of 236H's wallbounce when using this closer to the corner. |
Metered
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
j.214L > Vanish ▷ dash > 2M > 5M > jc.MLL > jc.LLL > j.214M | 3372 | -0.7 | All | [1] Very Easy | Basic vanish confirm |
SD > j.MLL > jc.LLL > j.214L > delay Vanish ▷ dash 2M > 236L~M~M | 3036 | -0.25 | All | [2] Easy | Ground SD confirm. Can be tricky to connect Yamcha's weird 2M, but becomes easy with practice. |
236L(skip)~H / 236H > dash > 2M > 5M > jc.MLL > jc.LLL > j.214M | 3690/4502 | -0.4 | All | [1] Very Easy | 236H confirm |
236L(skip)~H / 236H > dash > 2M > delay 5M > 236L~M > 214M | 3102/3855 | -0.4 | All | [2] Easy | Alternate route which stays on the ground. Much less damage, but stronger okizeme. |
2M > 5M > jc.MLL > jc.LM2H ▷ 236H > dash > 2M > 5M > jc.MLL > jc.LLL > j.214M | 4925 | 0.15 | All | [2] Easy | Building on 236H confirm. Meter positive and great damage. Somewhat tight. |
2M > 5M > jc.MLL > jc.LM2H ▷ 236H > dash > 5L (whiff) > 5LLL > SD > jc.MLL > jc.LL > j.214M | 4879 | 0.5 | All | [3] Medium | Similar to previous combo, less damage, but more meter and more corner carry. 5LL must be close enough, otherwise 5LLL will drop. |
Corner
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > 2H(2) > SD > j.MLL > jc.LLL > j.S > j.214M | 4317 | 1.3 | All | [1] Very Easy | Similar to basic midscreen BnB but ending with j.S after j.LLL instead of just j.LLL. |
(5L) > 5LL > 5LLL > dash > 2M > 5M > 2H(2) > SD > j.MLL > jc.LLL > j.S > j.214M | (3505) 4681 | 1.7 | All | [4] Hard | Does more damage and meter gain than 2M > 5M > 2H(2), but is significantly harder. |
(5L) > 5LL > 5LLL, delay 5L > 5LL > 2H(2) > SD ... | (3295) 4471 | 1.6 | All | [1] Very Easy | Easier, still has very good meter gain, though it does less damage than 2M > 5M > 2H(2). |
... > 5LLL > delay 5L > 5LL > 5LLL > ... | ~100 | +0.4 | Big Bodies | [1] Very Easy | On larger characters like Broly and Cell, Yamcha is able to loop his autocombo into itself to add on a little extra damage and meter gain. |
5H, 2M > 5M > 2H(2) > SD ... | 4694 | 0.6 | All | [1] Very Easy | 5H link. The same idea as 5LLL but the link itself is way easier. |
5H > 236S, 2L > 5L > 2H(2) > SD ... | 3561 | 0.65 | All | [2] Easy | Optimal 5H route. Only works at the very edge of the screen. |
236L(skip)~H > delay 236S > 2LL > 2H(2) > SD > j.MLL > jc.LLL > j.S > j.214M | 4198 | 0.15 | All | [3] Medium | Wolf Fang Fist: Flash corner combo. Takes advantage of the Kame link to boost your solo damage to around 5.2k with unscaled starters. This combo builds meter (despite using an EX move), does more damage, and is less difficult than the previous j.2H route. |
2M > 5M > 2H(2) > SD > j.MH2H ▷ 5S > 236L~L > 236S > 2L > 2H(2) > SD > j.MLL > j.LL2H > 236L~L~M > (Super) | 5899 | 2.3 | All | [3] Medium | Here it is, the big combo. Does an absolutely colossal amount of damage for Yamcha, and gives you phenomenal oki and meter. Can also be used as a 2H punish, by skipping the mediums. |
Notes:
- For combos with the notation (236L(skip)~H), input Wolf Fang Fist with 236L, but immediately press H to go straight into Wolf Fang Fist: Flash. You will likely use this for neutral in any case, but worth clearing up.
- When using Wolf Fang Fist L in combos, for maximum damage you should let each part of the move finish, when you see a large hitstun freeze. However, if you're continuing the combo after (for example with the Kame link), you should skip the final part of each section of the move. Otherwise, your hitstun decay is murdered, and your combo drops.
Assist
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
... > 2M5M > jML2H > Assist > SD... | Anywhere | 2590 | + 0.4 bar | All | Easy | Timing for assist is different for each. On taller assists, you can use jH instead of 2H. In the corner, you can follow up certain assists with 2H before the SD for 465 bonus damage. |
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
... j.LLL > airdash j.LL > j.214M | Anywhere | ? | ? | All | Slightly extended midscreen BnB. | |
... j.MHS > airdash j.LLL > j.214M | Corner | ? | ? | All | ||
2M > 5M > 2H(1) > Spark, 5H > 236S, 2L > 5L > 2H(2) > SD > j.MHS > airdash j.LLL > j.214M | Corner | 5535 | 3.15 | All | medium | High damaging Sparking combo. |
236L (whiff) > 6M > Sparking! > 5H > 236S > 2L > 5L > 2H > SD > j.MH > jc.MH > j.214M > Vanish > 2M > 236L~M~M > 236L+M > 214L+M | Corner | Death | ? | All | Limit Break Sparking solo ToD, must start in the corner for the Kame link to work. | |
5H > 236S > 2L > 2H > Sparking! > 5H > 2H > SD > j.LLL > jc.MH2H > delay j.214L > Vanish > 2M > 236L~M~M > [Vanish] > DR > 236L+M > 214L+M | Corner | Death | All | Alternate starter for Limit Break solo ToD. |
Misc
- Lv1 into Lv3 link
You can control the last 5 hits of Spirit Ball using any button. Every downward direction will cause sliding knockdown, but and are better for comboing into Ultimate Wolf Fang Fist than .
In general, you wanna throw the opponent high enough off the ground before ending with a downward ball as the last hit, but not too high that the opponent techs out before they touch the ground.
Something like 7L > 4L > 7L > 4L > 1L will work. There's no weird timing, just press the buttons at a constant rate. This sequence can also be used to bring the opponent closer to you after a midscreen BnB.
However, 74741 will cause a sideswitch at close range. So doing this in the corner into Lv3 isn't recommended as it will ruin the oki. You can use 84683 for this instead, but it has slightly different timings.
- 5LLL > 236M~M~M
- 5H > 236M~M~M
Works midscreen.
- 5LLL > 236L~M~M
- 5LLL > 236M~L~M
- 5H > 236L~L~M
Works in the corner.