Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... > 2H(2) > SD > j.MLL > jc.LLL > j.214M | 3605 | 0.8 | All | ||
j.2H ▷ 236L~M > 214M | 1925 | 0.6 | All | Grounded j.2H confirm. Keeps the opponent close and builds meter in exchange for damage | |
j.2H ▷ 236L~M~M | 1981 | 0.5 | All | Alternate grounded j.2H confirm. | |
... > 2H(2) > SD > j.M > jc.LL2H > delay j.214L > Vanish ▷ dash 2M > 5M > jc.MLL > jc.LLL > j.214M | 4691 | -0.1 | All | Extending the BnB using j.2H. Input j.214L when you're near the ground. At high hitstun decay, you'll have to cut one j.L at the end, i.e. j.ML > jc > j.LL | |
... > 236H > dash > 2M > 5M > jc.MLL > jc.LLL > j.214M | 4502 | -0.4 | All | Less meter initially, less meter gained than the previous route. Comparable damage. | |
SD > j.LL > j.214L > Vanish ▷ dash 2M > 236L~L~M | 2674 | -0.6 | All | ||
236L~H/236M~H, dash 2M > delay 5M > 236L~M > 214M | 3102 | -0.4 | All | ||
236L~H/236M~H, dash 2M > 5M > jc.MLL > jc.LLL > j.214M | 3690 | -0.4 | All | ||
j.2H ▷ 236H, dash 5L (whiff) > 5LLL > SD > j.MLL > jc.LLL > j.214M | 3964 | -0.3 | All |
Corner
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... > 2H(2) > SD > j.MLL > jc.LLL > j.S > j.214M | 3727 | 1.0 | All | The same as 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 | 1.7 | All | Does more damage and meter gain than 5LL > 2M > 5M > 2H(2), but is significantly harder. | |
5L > 5LL > 5LLL, delay 5L > 5LL > 2H(2) > SD ... | 3295 | 1.6 | All | 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 | 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 ... | 3250 | 0.6 | All | 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 | Optimal 5H route. Only works at the very edge of the screen. | |
... > 236L~H > dl~236S > 2LL > 2H(2) > SD > j.MLL > jc.LLL > j.S > j.214M | 3961 | 0.15 | All | 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. |
Assist
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... > 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 |
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... 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.