Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen Combos
Meterless
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLL | 4185 | 1.05 | All | Very Easy | Basic BnB combo. Can only end in Lv1 Super. |
2M > 5M > jc.MLL2H > j.214L > SD > j.MLL2H > jc.LLL | 4185 | 1.05 | All | Easy | Switches sides. Can pull the opponent out the corner for Vanish into j.DR for snapback. |
2M > 5M > jc.MLL2H > forward jump delay SD > j.LLL | 3585 | 0.8 | All | Easy | Switches sides and doesn't use up air flip. |
2M > 5M > 5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LLL | 4080 | 0.9 | All | Medium | 5H rejump combo. No sliding knockdown but has better corner carry. |
2H > SD > j.MLL2H > j.LLL | 3445 | 0.75 | All | Very Easy | 2H confirm. |
[DR] > j.MLL2H > j.LLL | 2892 | 1.49 | All | Very Easy | DR confirm. |
Metered
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
... j.LLS > j.214H > j.MH ▷ 214L+M | -3.5 | All | Easy | Requires Smash j.H. Switches sides on the way down, stays close enough that he can use Lv3 afterward. | |
... any SKD > delay Vanish (whiff) ▷ 214L+M | -4 | All | Easy | If it's impossible to use the above ender, a well timed Vanish can also combo into Level 3. This is especially good in the corner since it pulls the opponent out for left-right mixups. | |
... > Vanish ▷ dash 5L (whiff) > 5LLL > 214L~delay S > j.236M | 2110 (5S) | -1 | All | Easy | Vanish confirm #1. 214X~S > j.236M only connects if the opponent is slightly above Trunks. |
... > Vanish ▷ dash 5L (whiff) > 5LLL > 214L~S > SD > j.ML2H > jc.LLL | 2412 (5S) | -1 | All | Easy | Vanish confirm #2. Doesn't end in SKD without spending extra resources. |
... > Vanish ▷ dash 2M > 214L+M | -4 | All | Very Easy | Vanish confirm #3. | |
214S > Vanish > j.214L~delay S > SD > j.ML2H > j.LLL | 3105 | -0.8 | All | Easy | Vanish confirm #4. Off of Smash 214S, this route gets SKD for better damage than route #1. |
2M > 5M > jc.MLL2H > delay SD > j.MLL2H > jc.LML2H > Vanish ... | 4375+ | 0.1 | All | Easy | Slightly delay the SD to get more hits in before a Vanish extension. |
... j.LLS > j.236H | -0.5 | All | Very Easy | #1. Various ways of spending meter to end the combo. These routes can also be combined for extra corner carry, meter dump, etc. | |
... j.LLS > j.214H > j.LLL | -0.5 | All | Easy | #2. | |
... j.LL2H > j.214H[7] > j.LLL | -0.5 | All | Easy | #3. Sides switches after j.2H, might requires a delay between j.L > j.LL2H to get autocombo boost. | |
... j.LML2H > Vanish, j.[DR] | -1 | All | Very Easy | #4. | |
... j.LML2H > Vanish > j.236M | -1 | All | Very Easy | #5. | |
... j.LML2H > Vanish > j.214L~delay S > j.236M | -1 | All | Easy | #6. | |
... j.LML2H > Vanish > delay j.214L > j.LLL | -1 | All | Easy | #7. | |
... j.LML2H > Vanish > delay j.236L (whiff), j.LLL | -1 | All | Easy | #8. "Optimal" route since it doesn't use flip, but the delay is rather strict. | |
Raw SD > j.LL2H > j.214H[8]~[7] > j.LL2H > j.LLL | 2775 | -0.13 | All | Easy | SD confirm #1. Sides switches during EX flip. |
Raw SD > j.LL2H > j.214H[7]~[9] > j.LL2H > j.LLL | 2775 | -0.13 | All | Easy | SD confirm #2. Stays same side but is slightly more difficult. |
Corner Combos
Meterless
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > 5S > 214L > j.LM2H > SD > j.ML2H > jc.LMLS > j.214L > j.LLL | 4605 | 1.23 | All | Easy | Basic aerial route. |
2M > 214S, delay 2M > delay 5M > 5H > 5S > 214L~S > SD > j.LL2H > jc.LMLS > j.214L~S > j.236M | 5253 (5M) | 1.45 | All | Medium | Grounded route. Can end with both Lv1 or Lv3 by buffering them just before you land. Works absurdly far away from the corner with 214S, dash 2M, thanks to 214S sending the opponent flying fullscreen away and having massive hitstun. 2M > 214S will hit 1f late in midscreen against BRO, negating Smash property and making him the only character that you can't use this route on. |
IAD j.H ▷ 5LL > 5M > 2M > 5S > 214S, delay 2M > delay 5M > 5H > 5S > 214L > j.LL2H > jc.LMLS > j.214L~S > j.236L | 4202 | ~1.6 | All | Medium | Jump-in example. You have to end it with j.236L at high hitstun decay. 5S > 214S is also corner only. |
2M > 214S, [DR] | 2678 | 0.4 | All | Very Easy | Meterless solo snapback. Like everything else involving 214S, this also works far away from the corner by dashing forward before DR. 5MMM is worth using in this case for its corner bounce putting the opponent closer to Trunks. |
5LLL > 214L > delay j.LL2H > jc.LMLS > j.214L~S > SD > j.LLL | 3480 (5L) | 1.09 | All | Easy | Back-to-corner combo. Does more damage than 5LL > 2M > 5M > jc.MLL2H > j.214L > SD side-switch, with slightly less meter gain. |
Metered
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 214S, delay 2M > 5H > 2H > 214H[9] > j.LL2H > djc > j.LLS > 214L > j.S > SD > j.LLS > 236H | 5408 (5M) | 0.9 (-1) | All | Medium | Lower damage than "Corner BnB" into vanish > DR but you keep the corner. |
...vanish > microdash 5L (whiff) > 5LL > 5LLL > 214L > j.S > SD > j.LL2H > djc > j.LLS > 214L > j.S > 236L | 3060 | (-1) | All | Easy | Post vanish combo to keep the corner, sideswitch after 5LLL (236S > vanish for damage values). |
Assist Extensions
Sparking
Corner Starting Sparking Combo (Start with 0 bar.)
2M > 5M > jc.5LM > jc.5LMLS > 214L > j.5S > LMHS (Sparking) > 2M > 5M > jc.5MLL > j.2H > SD > j.5ML > j.2H > jc.LL > Vanish > 236X (5457 dmg/6263 dmg with last character buff)
This combo can be extended with a Level 1 (6271/7077 dmg), Super Assist Change, and beam assists. This combo can also be (most likely) more optimised than it is, so experiment with it.
Miscellaneous
- 2M > 5S > 214S, delay 2M > delay 5S > 5H > SD > airdash j.M ▷ dash jump j.LL2H > jc.LMLS > j.214L~S > SD > j.LLL
Corner rejump. Universal, does about the same damage as the one listed in Corner Combos, but doesn't end in SKD.
- 5MMM, 5L (whiff) > 5LLL > 214L~S > SD > j.LL2H > j.LMLS > j.214L~S > j.236M
5MMM does a 214S that bounces the opponent out of the corner, 5LLL will then switch sides again and throw them back in.
- 5LLL > 214H[7] > j.[DR]
0.5 bar midscreen SKD.
- 5H > 214H[6] > delay j.M ▷ 5M ...
0.5 bar rejump, near the corner can do ▷ 5H > SD etc.
- 5H > 214[S], 5M ...
Grounded extension that works near the corner.
- 5LLLLLLL ▷ 5M ...
Back-to-corner route that would be optimal at the cost of SKD, but only work at a very specific position that's slightly outside of the corner.