DBFZ/Majin Buu/Combos: Difference between revisions

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===Midscreen===
===Midscreen===


*'''2M > 2S > 2H > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L'''
*'''2M > 5M > 2S > 5L > jump > j.L > j.L > 214M > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L'''


Easy BnB route. Causes a sliding knockdown. On some characters (Android 18, Beerus, Frieza, Teen Gohan, Gotenks, Kid Buu, Krillin, Vegeta (SSGSS), and Vegeta) you'll have to instead use j.M > j.H after the jump.
Optimal midscreen BnB route. Causes a sliding knockdown. Works on all characters. In the corner, replace 214M with 214L. Alternatively, get more damage using this slightly trickier route:


*'''2M > 2S > 5L > jump > j.L > j.L > 214M > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L'''
*'''2M > 5M > 2S > dash > 5L > 2S > superjump > j.L > j.M > j.L > 214M > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L'''
----
*'''2M > 5M > 5H > delay superdash > airdash M > L > 2S > superdash > j.M > j.L > j.L > jump > j.M > j.L > j.L > j.S > 236H'''


Optimal midscreen BnB route. Causes a sliding knockdown. Works on all characters. 214M won't hit if you started the combo too far away, ex. if you started with 5L(whiff)L. Cannot switch characters in after 214M.
Midscreen optimal rejump. Deals the most damage of any midscreen combo solo, but cannot give SKD. Alternate easier route:
 
*'''2M > 5M > 5H > delay superdash > airdash M > dash jump > j.L > j.M > j.L > jump > j.L > j.L > j.S > 236H'''
 
Gets more corner carry, but less damage and can be inconsistent on smaller characters. Usually is more consistent than route 1 however.
 
*'''2M > superdash > airdash M > dash jump > j.L > delay j.L > 214M > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L
 
Side switch combo on every character. Fairly easy with practice.


===Corner only===
===Corner only===


*'''2M > 2S > 5L > jump > j.L > j.L > 214L > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L
*'''2M > 5M > 5H > superdash > j.M > j.H > 214L > j.L > j.L > jump > j.M > j.L > j.2H > j.S > 236L
 
Same as combo 2, with a slight alteration to work in the corner. Same damage and everything.


*'''2M > 2S > 5L > jump > j.L > j.L > 214M > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.S(x4) > 236S > vanish > dragonrush
or
*'''2M > 2S > 5L > jump > j.L > j.L > 214M > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.S(x4) > 236S > vanish > 236M > assist > 214S


No meter spent, no meter gained. Extra damage at a cost. Looks cool. Dragonrush gives you a sliding knockdown, 236M + assist lets you get fat throw.


*'''2M > 5H > slight delay > 5S(3 hits) > 2S > slight delay > 5S > 5H > slight delay > 2S > (repeat) > 236M or 236H
*'''2M > 5H > slight delay > 5S(3 hits) > 2S > slight delay > 5S > 5H > slight delay > 2S > (repeat) > 236M or 236H

Revision as of 16:02, 13 May 2020

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Combo List

Meterless combos

Midscreen

  • 2M > 5M > 2S > 5L > jump > j.L > j.L > 214M > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L

Optimal midscreen BnB route. Causes a sliding knockdown. Works on all characters. In the corner, replace 214M with 214L. Alternatively, get more damage using this slightly trickier route:

  • 2M > 5M > 2S > dash > 5L > 2S > superjump > j.L > j.M > j.L > 214M > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L

  • 2M > 5M > 5H > delay superdash > airdash M > L > 2S > superdash > j.M > j.L > j.L > jump > j.M > j.L > j.L > j.S > 236H

Midscreen optimal rejump. Deals the most damage of any midscreen combo solo, but cannot give SKD. Alternate easier route:

  • 2M > 5M > 5H > delay superdash > airdash M > dash jump > j.L > j.M > j.L > jump > j.L > j.L > j.S > 236H

Gets more corner carry, but less damage and can be inconsistent on smaller characters. Usually is more consistent than route 1 however.

  • 2M > superdash > airdash M > dash jump > j.L > delay j.L > 214M > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L

Side switch combo on every character. Fairly easy with practice.

Corner only

  • 2M > 5M > 5H > superdash > j.M > j.H > 214L > j.L > j.L > jump > j.M > j.L > j.2H > j.S > 236L


  • 2M > 5H > slight delay > 5S(3 hits) > 2S > slight delay > 5S > 5H > slight delay > 2S > (repeat) > 236M or 236H

The key to time the loops is keeping your opponent at a certain height. You can delay between the 5S and 5H or the 5H and 2S, its really just preference. When started by an IAD ML or H, or 2LL you can get 3 reps, with a 2M or 5LL you can get 4. Ending with 236M will build you 1 bar instead of 2.

  • 2M > 2S > 5L > jump > j.M > j.H > 214L > airdash(optional) > j.M > land > 2M > [5S > 5H > (delay)2S]*4 (3 is easier) > [236M > assist > 214S] or [236H]

Most damaging way to setup loops. Can use an assist to set up 214S, end with 236H or end with a super after 236M. Can only get up to 3 reps.

Universal Fuzzy Setup

(after dragonrush snap-in)

  • dash jump > j.M > j.L > j.L > jump > j.M > 214L

if 214L hits, you can combo into loops by using the same setup as listed earlier, but you can't airdash to help you time it or use the 2M, making it extremely difficult to time. if you do manage to setup the loop, you can get 4 reps.

Meter combos

Midscreen

  • 2M > 2S > 5L > jump > j.L > j.L > j.2H > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.S(x4) > 236H

Works even if you started the combo with 5L(whiff)L. Costs 0 meter, but no gain. Ends with fat throw, which allows for mixups.

  • 2M > 2S > 5L > jump > j.L > j.L > 214H > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L

Same as the standard midscreen, but does more damage and builds no meter. Technically costs 0 meter.

Corner

  • 2M > 2S > 5L > jump > j.L > j.L > 214L > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.2H > j.S(x4) > 236H

or

  • 2M > 2S > 5L > jump > j.L > j.L > 214M > (delay)superdash > j.M > j.L > j.L > jump > j.L > j.L > j.S(x4) > 236S > vanish > dragonrush

Same as the standard corner combos, but does more damage and builds no meter. 0 bar.

Assist Specific

Corner

The assists these combos work with are: SSJ Vegeta: SSJ Goku, Hit, Yamcha, Gotenks, Janemba, Captain Ginyu, Trunks, Cell, Kid Buu, Majin Buu, Nappa, Android 16, Tien, Beerus, Goku Black, GT Goku, Bardock, Videl, Zamasu.

  • 2M > 2S > 5L > jump > j.L > j.L > 214M > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.S(x4) > 236S > vanish > 236M > assist > 214S

Same as the other corner combos, but with meterless comboing into fat throw. Vegeta lets him do it anywhere on screen.

  • 2M > 2S > 5L > jump > j.L > j.L > 214L > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.S(x4) > 236L > assist > 214S

Corner-only assist/fat throw ender. Nets more damage than solo, slightly harder, no sliding knockdown.


Gotenks and Janemba

Gotenks and Janemba can let Buu get some combos specific to their assists. Here's an example:

  • j.S[x4] > assist (during j.S[x4] > 236M

Allows Buu to get a Dive Bomb midscreen for no meter. If this carries the opponent to the corner, it could save you a lot of trouble trying to get oki. After Dive Bomb, you can IAD safejump in the corner.

Combo Theory

Generally with Buu you want to use this route:

  • 2M > 2S > 5L > jump > j.L > j.L > 214M, 214L or j.2H

The Cartwheel (214) will allow Buu to get a sliding knockdown, which is more useful in the corner than midscreen. 214L only works in the corner. Using j.2H as a launcher instead has more corner carry, but will result in slightly less damage. After his regular combos, common enders are as listed:

Anyscreen

  • j.H

Post Cartwheel/2H this will give a sliding knockdown, useful in the corner for Fat Throw oki.

  • j.S[x4] > 236H

Works after any starter, but costs 1 meter. Results in your opponent being snared in fat throw unless you've already used it mid combo (such as catching their superdash and comboing off of it). After this, mixups can be done accordingly.

Corner only

  • j.2H > j.S[x4] > 236L

Works after 214L and j.2H starters. Using 214M as a starter will take them out of the corner, separate combo is listed below. This ender lets you either use assist to combo into fat throw or IAD safejump. You can also throw out fat throw after, details are in the okizeme section.

  • j.S[x4] > 236S > vanish > dragonrush

or

  • j.S[x4] > 236S > vanish > 236M > assist > etc

If your starter was 214M in the corner, the opponent will fly out of the corner before you can superdash them. This allows you to spend a meter to keep the corner and get more damage. End with sliding knockdown (dragonrush ender) or assist call fat throw, or assist call jump up dragonrush.

Post-superdash

Buu likes getting sliding knockdowns when he's in the corner. Midscreen he doesn't get much off of one, so generally you would want to corner carry them ASAP. If you have no hope of getting to a corner or near one for a sliding knockdown, or you just used a superdash and want to get some kind of oki, you should probably end with:

  • j.S[x4] > 236H

or

  • j.S[x4] > 236S > vanish > dragonrush or 236M > etc

236H ender results in the opponent being snared in fat throw. You can get a snap or a mixup after. Ending with vanish leaves you with the choice of dragonrush for snap and sliding knockdown, or if you want more damage you can use Dive Bomb to either get a ground tech, assist > fat throw, or assist > jump up dragonrush.

Post-raw fat throw or 236H

After a fat throw, if you choose to combo after you can no longer combo into fat throw and the opponent will air tech immediately. Here are enders for those situations:

  • j.L > j.L > j.L > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L

or

  • ...j.S[x4] > 236S > vanish > dragonrush

The best way to get damage if you used 236H raw in neutral and the opponent got hit. After this you will get no oki at all unless you spend another meter to vanish into dragonrush.

  • j.S[x4] > 236S > vanish > dragonrush or 236M

If you didn't use up your Dive Bomb, you can combo into it. Slightly better oki but not much different.

Video Examples

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