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Extremely basic combo, with solid corner carry and damage without getting to complicated with bold cancels. | Extremely basic combo, with solid corner carry and damage without getting to complicated with bold cancels. | ||
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==Core Combos== | |||
<br> | |||
{{CoreComboDef}} | |||
{{TheoryBox | |||
| Title = Dante Solo Combo 1 | |||
| Oneliner = | |||
| Difficulty = | |||
| Damage = ~672,800 (with 1 bar) | |||
| Meter = | |||
| Anchor = | |||
| Youtube = ??? | |||
| Timestamp = | |||
| Recipe = {{clr|2|5M}} {{clr|3|5H}} {{clr|3|6H}} {{clr|4|X+S~}}{{clr|2|623M}} {{clr|2|j.M}} {{clr|3|j.H}} > {{Clr|1|j.236L}}, land, {{clr|3|5H}} {{clr|4|5S}} {{clr|2|j.M}} {{clr|2|j.M}} {{clr|3|j.H}} {{clr|3|j.236H}}, {{Clr|1|214L~}}{{clr|3|H}} > 236XX (mash) | |||
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Text | |||
}} | }} |
Revision as of 05:05, 6 July 2023
Notation | Meaning |
---|---|
(Leave a space) cancel from the previous normal to the following. | |
, | Link from the previous move to the following. |
> | Cancel the previous move into the following special / super move. |
~ | Cancel special into set followup or plink previous attack into the following. |
dl. / delay | Delay the following move. |
whiff | Must whiff the following move. |
land | Must land on the ground before the next move. |
rejump | Must land then jump again before the next move. |
j. / sj. | Move is done in a jump / superjump. |
jc / sjc | Cancel previous move into a jump / superjump. |
ia./tk. | Instant Air or Tiger Knee Special or Super Move. |
XX | Any two attack buttons excluding S. |
NXX | Dash / Airdash in N direction. |
X+S | Any other attack button and S pressed at the same time. |
AA | Anti-Air |
[X] | Hold input |
-X- | Release input |
(N) | Connect with only the Nth hit of this attack. |
(Move) | Move is optional. |
[sequence] x N | Repeat sequence N times. |
Beginner Combos
Basic, simple combos with few requirements or restrictions.
- Work on all or nearly all characters.
- Require little to no resources (Meter, Assists, Character Specific Stocks).
- Need minimal adjustments for positioning or starter.
Dante Basic Solo Combo
Easy
Provided ID could not be validated.
Damage: ~580,300 (with 1 bar)
Meter Gain: 1 bar (costs 1)
5L 5M 5H 5S sjc. j.M j.M j.H > j.236L, land, 5S sjc. j.M j.M j.H > j.236H, land, 236XX (mash)
Extremely basic combo, with solid corner carry and damage without getting to complicated with bold cancels.
Core Combos
Core combos that balances reward with execution and reliability.
- Works against a selected set of characters.
- Can require adjustments for positioning and resources.
- Are expected to be consistently performable by a skilled player who main the character.
Dante Solo Combo 1
Provided ID could not be validated.
Damage: ~672,800 (with 1 bar)
5M 5H 6H X+S~623M j.M j.H > j.236L, land, 5H 5S j.M j.M j.H j.236H, 214L~H > 236XX (mash)
Text