The timing is strict, but also keep in mind the bearing of it is when you canceled from your beam. If there's even the slightest delay in your cancel you will make it all the harder. It ain't easy, but you can make it as easy as its gonna get with making sure you cancel from your beam right away.
Also I found that if you delay the standing S after the Standing H a bit, its a bit easier to combo. Lastly Light version of his qcf doesn't keep them on the ground longer, the Medium version will keep him on the ground longer giving you more time to activate the super. I do this with Tien since it pops them up high enough to land but thats my preference.
Dude, thank you for not being pretentious and using the number pad numbers and instead just saying up or down, etc. It's so obnoxious to read for people that aren't as used to them and completely unnecessary.
Finally, a combo video showcasing the optimal BnB's and some new stuff! I've been labbing a Trunks-VegetaSS-GokuSS team for days and I couldn't get Trunks' corner damage anywhere near the other two! Great video man, can't wait to see more
Proper video, bro! I really like the slow motion. I always wondered how people were getting the L after the Down+H mid-air. Never thought they were jumping because it happens so fast.
I hate hate hate the numbered notations. I understand their value in a 3d game like tekken where diagonals are common, but they got no place in a 2d game.
i was gonna drop this character until i found out you can use his jump special as a triple jump in the corner thats fucking sick im glad you also utilized that tech :3
Great content as usual, Roofle! One Trunks unspecific question though. If you start your combo with a jump-in / light attack to hit confirm first, your combo scales worse compared to just doing it raw, right? If so, is it even worth trying to hit confirm first, or is the scaling so bad that you would usually want to try doing it raw? Really appreciate the effort you put in all your videos. Keep 'em coming, please! You're the best at teaching imo!
Correct starting a combo with anything other than a standing/crouching medium/heavy, the combo will scale. That said face to face with a foe the guy who starts with a light is always gonna beat the guy who starts with a medium so you gotta keep that in mind.
use his special as a pause for you to buffer your other moves. it has long active frames and can be canceled so its a great set up. you also hover in the air setting up your forward flip. you can do stuff like flip, special, flip, special, and try and stay in the air just to get a feel for it.
On these style of games I write the combo in the notations instead of on the video because theres simply far too many buttons pressed and it kinda ruins the look of the video with so much clutter. On a street fighter style game theres maybe 5-7 things in a combo and thats it so its fine there. I make sure to slow things down though just so you can see whats going on.
when i try to do these types of combos in the middle of the screen my trunks falls directly downwards, but here in the video he falls heading towards his opponent. how do you do that?
you can also vanish into qcf+M to qcf+LM after the big crazy corner combo (may not work on tiny characters I have not checked it thoroughly) instead of an assist.
Interesting tidbit: when facing small characters (teen gohan, kid buu) Sweep BnB has to go from first j. M straight to 2H, since LL will not connect due to lack of reach(only applies if you hit 2M at max range). You only lose 85 damage off that, but it's good to know before you blame the controller for combo dropping. Also in standing medium BnB you can add an L after air dashing, just like in sweep BnB.
Make sure you are not double jumping too early! The way the combo works is by the time you get that high up you have maintained your double jump and you can keep going.
Timing can be strict. Make sure you cancel the flip from your ki blast right away. The ki blast lets you cancel late and you don't got frames to spare.
Its a tight link. The timing is not meant to be easy. Just make sure you cancel right after the ki blast and then go for it. There is no way you will get it consistently without a lot of practice there is no other trick, its just straight up difficult.
Can't wait to try these tonight! My team was originally going to be Goku, Yamcha, and Trunks but I just couldn't get things to click for me with Trunks.
He seems pretty dependent on meter to do his more stylish stuff. I don’t think I’d ever do his sword rush or w/e it’s called without vanishing first. However I was very pleased to find that you can transplant the aerial portion of the bnb to other characters quite nicely.
Hey Roof! I know I'm about a year late, but I just picked up the game and am really appreciating your content! For your fancy corner B&B, I'm having a lot of trouble landing the down+H after the ki initial ki blast cancel on shorter characters... I just can't get it to connect after the two L's on Freiza, Vegeta, etc. Works fine for anyone that's lightly larger, like SSJ Goku! Is it me or is the combo height restricted? Thanks again for all your hard work :)
It would help a lot, especially since the game is new and it's hard to distinguish the different moves. It helps to know what button to press (even if it might have sloppy directional inputs).
Rooflemonger, I just switched to Trunks last night so this is perfect timing! I'm having trouble consistently landing the corner jump special cancels after the Ki blast. Any advice on that so I can consistently land them? Is it a timing or height thing, does it need to be linked? Thanks in advance!
Its timing. Its tricky too it can be a bit strict. The biggest thing I can say is after the ki blast buffer in the flip RIGHT AWAY. You only have a few frames leniency to get that jab after the flip so you can't afford not to have your special move buffered in on frame 1 or you make the followup that much more difficult. That said when I was first dissecting these combos the flip ones i could get them maybe like 4/10 times, but now its 9/10. Once you get the timing it stays with you.
I'm attempting to do the fancy corner combo, and after the first 214L (the grounded one), I hit the L and try to hit a M after (since it's more universal and LL can whiff if I get pulled in too high for small characters) but the M never lands and if it ever does by some miracle the 2H is too low afterwards. It was working fine a couple days ago but now I can't do it. Does anyone have any tips for fixing this issue?
That corner combo around 1:10 dosnt work on yamcha fyi havnt tested it out on everyone yet but i think yamcha has a weird hurt box so grounded heavy attack dosnt hit. Seemed to work on small characters like kid buu and gotenks its weird
Also seems like you gotta be frame perfect on his spin into light in air which is annoying asf. 1second to late and they tech. 1sec to early and your attack dosnt come out lol been playin fighting games for years and havnt seen a combo that sensitive
1:10 you sure it's about the height? because I had a combo where it was due to hits.. in the middle of the combo I did l,m,2h instead of l,m,l,2h and it gave me the hard knockdown.
its absolutely about the height. I wasn't sure when I made that video but I am 100% sure now. In your example you would have been a few pixels higher in the air since you didn't do the added light.
No notations for those, the vegeta one you just gotta find the timing. I no longer remember the timing since I haven't played trunks in quite a whiles sorry.
So on the sweep bnb, I feel like I have very little time to do the super upon landing. Is there something I'm doing wrong or is it just a relatively tight timing? I'm pretty new to DBFZ.
JoeBigs try whiffing a heavy attack on your down and cancelling that into your level 1 super. It helps if u are having trouble doing a super when u hit the floor.
Hey, I've been practicing the basic bnb off of a sweep displayed here, and I found it to be extremely difficult to get the MLL after the jump cancel on shorter characters. Almost always my jabs just whiff and the combo will drop, but very rarely I was able to get it to connect. Is there a recommendation for changing my timing to hit short characters, or should I just go M down+H to keep the combo alive reliably against them?
Its always in your best interested to sacrifice a few points of damage to keep a combo consistent. If you can't make it consistent then yeah just go m+down h. Consistency > damage.
Its strict timing for one. But the real killer seems to be people are being slow in canceling the flip from the ki blast. If you are slow to do that you are gonna make everything all the harder yet. Cancel from ki blast instantly.
Well, i've been doing those flip combos pretty consintently now and what i have developed as an execution pattern is that the blast i do on the ground i cancel it a tiny bit late in the flip. The air blast to end the combo i cancel instantly then i mash the l button, and its working pretty much always now lol, would be happy if someone else could confirm my pattern =/
both of them are MM, qcb+S, and the sparking one its just spark into lvl 3. For the other one vanish, down+MM, jump cancel, and then into the usual stuff you see in the air like hte other combos.
The detail of the timing is just that, timing. It is not an easy combo and you gotta learn the timing for it. One suggestion is make sure you get your flip from ki blast immediately, even 1 frame of delay will make the combo magnitudes harder.
I appreciate you responding and explaining, I'll def just lab it up. Playing Marvel 3 and Marvel Infinite didnt really have combos with this kind of timing with the characters I used. Ill def practice.
Mannn I am getting better about saying it the right way now, but I still slip. When I wrote that I legit didn't even think twice about it my brain still wants to say x-factor.
No trick to it, just very very strict timing. You can use the old rule of thumb - If it missed, you did it too late, if you hit the button but it didnt come out, you did it too early. And then find the happy medium between the two.
I will get around to as many characters as I can in time! It takes some time for me to feel comfortable enough with a character before I can make a video for them.
Hadoken / Shoryu / Tatsu - Pick two. Adult Gohan - Hadoken/Shoryu Teen Gohan - Shoryu/Tatsu SSJ Goku - Hadoken/Tatsu SSJ Vegeta - Honorable mention for having a pseudo-Shoryuken and Tatsu type attack
vegeta would be closest I guess as Ryu. He has the fireballs, rush kick is a "tatsu" move I guess. And his medium/ex rising knee moves are invincible like a shoryuken.
More combo guides tips and everything a coming! Just right now I am not a fast video editor(im basically beginner level) and my biggest enemy is how many hours are in a day.
How in the world do you get the first combo off midscreen. In a corner I can get it off. But mid screen after the medium in the air i cannot get the 2 lights off before the fall out.
i figured it out, the LL down+H part seems to be character specific, it'll whiff on characters like blue vegeta and frieza but not on ssj goku and gotenks, guess I'll just omit it like chrisg said to, thank you anyway
Oh I had no idea it may be character specific then. I do every combo on goku, and kid buu. If it works on average, and works on the smallest character generally thats rule enough its safe to work on everyone barring utterly odd hitboxes. I guess tehy just have odd hitboxes then.
Yeah, it's pretty weird. Something else i just found; if you omit the pickup down M and do instead M>H>S>qcb L>jump L>jump M>down H it'll hit, however you have to do jL>jM>down H because jL>jL will lift you too high for down H to hit, even frieza and blue vegeta on whom down h after the air autocombo would whiff
You need to jump cancel it very quickly for it to work. However if you cant get it consistently swap out LML for LL, you will gain much more height that way.
Its ok friend. If you are having trouble double jumping the issue is probably that you are simply jumping too early. Just like you can cancel a hit into a special move, you cancel your air hit into a jump. You can't hit them at the same time, have to do your hit, then jump.
If an opponant uses 18s assist on the ground you wont land your super. I keep players like trunks/teen gohan in my 2ed position. They have useful meters but I want my main to be able to air special. Vegeta/goku
My inputs are literally as sloppy as can be and still actually work. I figure i'd do more harm than help if my inputs were on with all the new players looking onward.
Hello man ! Great video ! FOr the combo at ua-cam.com/video/jK50blgDqOo/v-deo.htmlm6s. I got the beginning. After the flip do you cancel or you go super fast to hit ? Cause I can't link with 2h :/
The key to the hit after the flip is what comes before it. You must cancel the flip from your ki blast as soon as possible. Any amount of delay and you will make the jab after the flip near to actually impossible. Make that cancel fast as you can and then its still tricky but it is doable.
Would goku give up!??!?!? Keep at it soldier!!!!!!!!!! You don't gotta do the optimal damage combos right away, if you can even manage them partially and end em in a new way it still works! Not everyone needs to be a Daigo or a Sonicfox right off the bat.
biggest thing I can say is make sure you cancel flip RIGHT AWAY from the kiblast. If you are even a frame slow its gonna make the followup near impossible.
Hey dude it’s weird I can do the combo 100% on characters like hit but Frieza always falls out of the 2h in the air yet when I do l m 2h it connects. But the l m 2h doesn’t launch you higher after so you whiff the air combo. Any suggestions? Is the combo character specific?
Alright due to overwhelming demand, Trunks combos got moved up the time table. Enjoy!
rooflemonger Can I make a request for fat Buu? Keep up the good work dude!
16 will be next since I already got the footage recorded just need to cut it together. After him I have no idea whose next.
For the love of crud I can't consistently get the beam into qfb L to L to connect . Do I just have to do it faster than fast?
The timing is strict, but also keep in mind the bearing of it is when you canceled from your beam. If there's even the slightest delay in your cancel you will make it all the harder. It ain't easy, but you can make it as easy as its gonna get with making sure you cancel from your beam right away.
Also I found that if you delay the standing S after the Standing H a bit, its a bit easier to combo. Lastly Light version of his qcf doesn't keep them on the ground longer, the Medium version will keep him on the ground longer giving you more time to activate the super. I do this with Tien since it pops them up high enough to land but thats my preference.
Dude, thank you for not being pretentious and using the number pad numbers and instead just saying up or down, etc. It's so obnoxious to read for people that aren't as used to them and completely unnecessary.
Finally, a combo video showcasing the optimal BnB's and some new stuff! I've been labbing a Trunks-VegetaSS-GokuSS team for days and I couldn't get Trunks' corner damage anywhere near the other two! Great video man, can't wait to see more
Trunks has some serious damage off of almost nothing.
I feel like I can always count on you to open my eyes to new shit. Thanks dawg!
Proper video, bro! I really like the slow motion.
I always wondered how people were getting the L after the Down+H mid-air. Never thought they were jumping because it happens so fast.
Bro, the first combo is extremely amazing. 4700-4900 for just one bar and not a hard combo, that’s huge. Thanks dude
Dude you make such great fighting game videos!
Appreciate the kind words!
I’m starting a petition to have Sparkling blast be called Z Factor
i love that you do the combo notations using regular input names, instead of the numbered ones ppl use.
I hate hate hate the numbered notations. I understand their value in a 3d game like tekken where diagonals are common, but they got no place in a 2d game.
Nice! I like the slow mo part! I'm trying to learn the flip cancel while in the air, thanks! really helpful!
Like the way how it’s detailed in the description..good look bro..new sub..
i was gonna drop this character until i found out you can use his jump special as a triple jump in the corner thats fucking sick im glad you also utilized that tech :3
This video is sick. I need to start playing Trunks
Great content as usual, Roofle! One Trunks unspecific question though. If you start your combo with a jump-in / light attack to hit confirm first, your combo scales worse compared to just doing it raw, right? If so, is it even worth trying to hit confirm first, or is the scaling so bad that you would usually want to try doing it raw?
Really appreciate the effort you put in all your videos. Keep 'em coming, please! You're the best at teaching imo!
Correct starting a combo with anything other than a standing/crouching medium/heavy, the combo will scale. That said face to face with a foe the guy who starts with a light is always gonna beat the guy who starts with a medium so you gotta keep that in mind.
Damn Roofle, thanks for the quick response! Love you and your content man, thanks very much again and have a great day!
use his special as a pause for you to buffer your other moves. it has long active frames and can be canceled so its a great set up. you also hover in the air setting up your forward flip. you can do stuff like flip, special, flip, special, and try and stay in the air just to get a feel for it.
Thank you so much!!
Could you in your next combo guides write each combo in the video?
You filled a hole on UA-cam with this one xD
On these style of games I write the combo in the notations instead of on the video because theres simply far too many buttons pressed and it kinda ruins the look of the video with so much clutter. On a street fighter style game theres maybe 5-7 things in a combo and thats it so its fine there. I make sure to slow things down though just so you can see whats going on.
rooflemonger oh! makes sense. I didn't even look it up on the description x)
when i try to do these types of combos in the middle of the screen my trunks falls directly downwards, but here in the video he falls heading towards his opponent. how do you do that?
for ex at :35 seconds
you can also vanish into qcf+M to qcf+LM after the big crazy corner combo (may not work on tiny characters I have not checked it thoroughly) instead of an assist.
Interesting tidbit: when facing small characters (teen gohan, kid buu) Sweep BnB has to go from first j. M straight to 2H, since LL will not connect due to lack of reach(only applies if you hit 2M at max range). You only lose 85 damage off that, but it's good to know before you blame the controller for combo dropping. Also in standing medium BnB you can add an L after air dashing, just like in sweep BnB.
Always good content.
How are you able to jump cancel after the second 2H in the air combo? My combo always drop after.
Make sure you are not double jumping too early! The way the combo works is by the time you get that high up you have maintained your double jump and you can keep going.
Thanks, I’m actually landing it consistently now.
Great stuff like always !
I always have problems comboing the 214L in the air, they always seem to fall out quicker than I can get the air L to come out. Great vid!
Yeah I'm having trouble getting it to connect... Just gonna take practice
I had too but if you just mash L after hcb you will always connect.
Timing can be strict. Make sure you cancel the flip from your ki blast right away. The ki blast lets you cancel late and you don't got frames to spare.
If you use a stick, double tapping the jump L can really help
Its a tight link. The timing is not meant to be easy. Just make sure you cancel right after the ki blast and then go for it. There is no way you will get it consistently without a lot of practice there is no other trick, its just straight up difficult.
Awesome work! Thanks!
Is it possible you could do a tips and tricks vid for trunks? I'd really appreciate if possible. Great vid!
Can't wait to try these tonight! My team was originally going to be Goku, Yamcha, and Trunks but I just couldn't get things to click for me with Trunks.
He's a bit of an oddball. Trunks seems to want to play a slightly different game than everyone else.
He seems pretty dependent on meter to do his more stylish stuff. I don’t think I’d ever do his sword rush or w/e it’s called without vanishing first. However I was very pleased to find that you can transplant the aerial portion of the bnb to other characters quite nicely.
His lvl 3 has amazing damage output. Hit is just as scary
Thanks my dude!
Happy to be of help!
Hey Roof! I know I'm about a year late, but I just picked up the game and am really appreciating your content! For your fancy corner B&B, I'm having a lot of trouble landing the down+H after the ki initial ki blast cancel on shorter characters... I just can't get it to connect after the two L's on Freiza, Vegeta, etc. Works fine for anyone that's lightly larger, like SSJ Goku! Is it me or is the combo height restricted? Thanks again for all your hard work :)
Sometimes small characters have hurtboxes that can change how certain combos effect them. Sadly it means certain routes don't work against them.
could you have the inputs displayed on the right (in game) in future videos please?
There won't be much to learn from my inputs cause I am super super super sloppy and it would just confuse more than it would help more than likely.
It would help a lot, especially since the game is new and it's hard to distinguish the different moves. It helps to know what button to press (even if it might have sloppy directional inputs).
Thank you SO much!! 😃
Love this man thanks
Rooflemonger, I just switched to Trunks last night so this is perfect timing! I'm having trouble consistently landing the corner jump special cancels after the Ki blast. Any advice on that so I can consistently land them? Is it a timing or height thing, does it need to be linked? Thanks in advance!
Its timing. Its tricky too it can be a bit strict. The biggest thing I can say is after the ki blast buffer in the flip RIGHT AWAY. You only have a few frames leniency to get that jab after the flip so you can't afford not to have your special move buffered in on frame 1 or you make the followup that much more difficult.
That said when I was first dissecting these combos the flip ones i could get them maybe like 4/10 times, but now its 9/10. Once you get the timing it stays with you.
ive found after researching that that corner combo just dosent work several characters cant be hit by different parts of the combo...
I like this. But why double up on jab?after 2M, M, L,L, 2H?
Why not do L,M, 2H? Is due to spacing?
I'm attempting to do the fancy corner combo, and after the first 214L (the grounded one), I hit the L and try to hit a M after (since it's more universal and LL can whiff if I get pulled in too high for small characters) but the M never lands and if it ever does by some miracle the 2H is too low afterwards. It was working fine a couple days ago but now I can't do it. Does anyone have any tips for fixing this issue?
Where’s the trunks tips n tricks video??? Pls
How are you supposed to land the LLL in the air on the first combo? I cant get high enough to hit it.
That corner combo around 1:10 dosnt work on yamcha fyi havnt tested it out on everyone yet but i think yamcha has a weird hurt box so grounded heavy attack dosnt hit. Seemed to work on small characters like kid buu and gotenks its weird
Also seems like you gotta be frame perfect on his spin into light in air which is annoying asf. 1second to late and they tech. 1sec to early and your attack dosnt come out lol been playin fighting games for years and havnt seen a combo that sensitive
I like the combos and a song, can you tell me what the song is? thanks in advance
Its trunks theme from the game
Did you make a "Tips and Trick" video for Trunks too?
Unfortunately trunks is the only one with a combo guide that I never made a tips vid for. Maybe after the patch I can come around to him!?
That works!
1:10 you sure it's about the height? because I had a combo where it was due to hits.. in the middle of the combo I did l,m,2h instead of l,m,l,2h and it gave me the hard knockdown.
its absolutely about the height. I wasn't sure when I made that video but I am 100% sure now. In your example you would have been a few pixels higher in the air since you didn't do the added light.
Hi, can't find the notations for the assist combos in the description(in my case I'm interested in the one with vegeta). Or am I just blind, greetings
No notations for those, the vegeta one you just gotta find the timing. I no longer remember the timing since I haven't played trunks in quite a whiles sorry.
So on the sweep bnb, I feel like I have very little time to do the super upon landing. Is there something I'm doing wrong or is it just a relatively tight timing? I'm pretty new to DBFZ.
JoeBigs try whiffing a heavy attack on your down and cancelling that into your level 1 super. It helps if u are having trouble doing a super when u hit the floor.
I think you’re missing a jump cancel in your annotation for the sweep combo
yep you are right! lemme just fix that
Hey, I've been practicing the basic bnb off of a sweep displayed here, and I found it to be extremely difficult to get the MLL after the jump cancel on shorter characters. Almost always my jabs just whiff and the combo will drop, but very rarely I was able to get it to connect. Is there a recommendation for changing my timing to hit short characters, or should I just go M down+H to keep the combo alive reliably against them?
Its always in your best interested to sacrifice a few points of damage to keep a combo consistent. If you can't make it consistent then yeah just go m+down h. Consistency > damage.
is there any tips on linking the sommersault jab after the jumping or standing s move? Or is it just practicing the timing? Thanks in advance
Its strict timing for one. But the real killer seems to be people are being slow in canceling the flip from the ki blast. If you are slow to do that you are gonna make everything all the harder yet. Cancel from ki blast instantly.
Well, i've been doing those flip combos pretty consintently now and what i have developed as an execution pattern is that the blast i do on the ground i cancel it a tiny bit late in the flip. The air blast to end the combo i cancel instantly then i mash the l button, and its working pretty much always now lol, would be happy if someone else could confirm my pattern =/
got any tips on learning block strings and pressure with trunks (or really anyone) and how to use assists more effectively?
Don't know much about the how-to of trunks right now unfortunately, I learned combos due to the demand but not actually how to play him yet :(
Can you give the notations for the misc. combos as well? Awesome vid!
both of them are MM, qcb+S, and the sparking one its just spark into lvl 3. For the other one vanish, down+MM, jump cancel, and then into the usual stuff you see in the air like hte other combos.
having an extremely hard time hitting the flip into the light at 1:11 any tips? seems like its rng
No RNG just tight link. Keep in mind you must flip cancel from your beam IMMEDIATELY. If you don't you make tight link even harder.
Can you go into detail of the timing of the flip move (qcb L) into the normal? I cant get the timing down.
The detail of the timing is just that, timing. It is not an easy combo and you gotta learn the timing for it. One suggestion is make sure you get your flip from ki blast immediately, even 1 frame of delay will make the combo magnitudes harder.
I appreciate you responding and explaining, I'll def just lab it up. Playing Marvel 3 and Marvel Infinite didnt really have combos with this kind of timing with the characters I used. Ill def practice.
Roofles is still in marvel days with that "x-factor" combo.
Mannn I am getting better about saying it the right way now, but I still slip. When I wrote that I legit didn't even think twice about it my brain still wants to say x-factor.
Any tips for hitting j.S xx cyclone L j.L? I miss it a lot
No trick to it, just very very strict timing. You can use the old rule of thumb - If it missed, you did it too late, if you hit the button but it didnt come out, you did it too early. And then find the happy medium between the two.
Nathan you gotta cancel the cyclone jump really quick into the light attacks.
Oh dude i knew you'd pull through!!
My man!
Could you do a tips and tricks video on trunks pls?
I will get around to as many characters as I can in time! It takes some time for me to feel comfortable enough with a character before I can make a video for them.
Is there a chatacter in DB FighterZ that plays like or similar move sets as Ryu/Fillia?
Hadoken / Shoryu / Tatsu - Pick two.
Adult Gohan - Hadoken/Shoryu
Teen Gohan - Shoryu/Tatsu
SSJ Goku - Hadoken/Tatsu
SSJ Vegeta - Honorable mention for having a pseudo-Shoryuken and Tatsu type attack
vegeta would be closest I guess as Ryu. He has the fireballs, rush kick is a "tatsu" move I guess. And his medium/ex rising knee moves are invincible like a shoryuken.
Thanks for the recommendations!
Would sou make also an Piccolo combo guide ?
More combo guides tips and everything a coming! Just right now I am not a fast video editor(im basically beginner level) and my biggest enemy is how many hours are in a day.
How in the world do you get the first combo off midscreen. In a corner I can get it off. But mid screen after the medium in the air i cannot get the 2 lights off before the fall out.
Nevermind just had to diagonally jump instead off vertical. Sweet vid bruv
practice makes perfect :-0
how do you land the down heavy after LL on the big fancy combo?
by hitting down+heavy?
i figured it out, the LL down+H part seems to be character specific, it'll whiff on characters like blue vegeta and frieza but not on ssj goku and gotenks, guess I'll just omit it like chrisg said to, thank you anyway
Oh I had no idea it may be character specific then. I do every combo on goku, and kid buu. If it works on average, and works on the smallest character generally thats rule enough its safe to work on everyone barring utterly odd hitboxes. I guess tehy just have odd hitboxes then.
Yeah, it's pretty weird. Something else i just found; if you omit the pickup down M and do instead M>H>S>qcb L>jump L>jump M>down H it'll hit, however you have to do jL>jM>down H because jL>jL will lift you too high for down H to hit, even frieza and blue vegeta on whom down h after the air autocombo would whiff
For the sweep combo, they go way too high up after my second down + H. am I doing something wrong?
You need to jump cancel it very quickly for it to work. However if you cant get it consistently swap out LML for LL, you will gain much more height that way.
Got the jump cancel right, ty. Great video :)
Great! Fighting games more than any other kind of genre of game, practice makes perfect!
WHAT IS MM, ML are you referring to medium, medium and medium light
yes I am. it says at the top of the description before the combos what the notations mean.
Can someone help with that first combo when it says double jump in air having lots of trouble with that sorry I'm new
Its ok friend. If you are having trouble double jumping the issue is probably that you are simply jumping too early. Just like you can cancel a hit into a special move, you cancel your air hit into a jump. You can't hit them at the same time, have to do your hit, then jump.
rooflemonger thanks so much got the hang of it now quick question think you will ever do a trunks guide?
There is a balance patch coming very soon, after that I will be looking at finally getting around to a trunks guide.
rooflemonger thanks again lol have been trying to play him for awhile. Keep up great work btw
BURNING ATTACK!
Thanks Man
That was great
If an opponant uses 18s assist on the ground you wont land your super.
I keep players like trunks/teen gohan in my 2ed position. They have useful meters but I want my main to be able to air special. Vegeta/goku
What controls for jump cancel
just jump again! Nothing fancy. You are allowed to jump twice, initial jump, than second jump in the air.
Thanks
Why not have the inputs turned on?
My inputs are literally as sloppy as can be and still actually work. I figure i'd do more harm than help if my inputs were on with all the new players looking onward.
Could you please do vegetables blue
Lotta characters to do, not enough hours in a day to do em all! I wanna get around to everyone I can but gotta fight the clock.
Nice combo concepts....... Lol, I just wanna know how to do the combo that got you Max Combo Damage of 50,000!!!.. Share with us.
Its android 16s self destruct :-0
rooflemonger ; Oooooo I see! 50k! Now I can stop having that little bit of hope for surviving that move lol.
What max Damage thing were you doing that was 50,000 ???? LOL
Android 16's self destruct :-0
TIME TO EEEND THIS... BUUURNING ATTAAACK!
I was running Yamcha/F.Trunks/Vegeta, but I think I'm gonna switch around Yamcha and Trunks
Drop the lights in the first air sequence. J.m, j.dh is better than j.mll, j.dh
Nope. Does less damage that way.
Argh that flip
Hard timing
mansako plus flip
so hard
Did you really just call that *x-factor*
Yes sir I did. I didn't mean to but in my brain sparking blast is still x-factor.
Lol x-factor combo its not marvel v capcom
god damnit I legit didn't mean to write that. its force of habit sparking blast is x-factor!!!!!!!!!
rooflemonger lol :v
Hello man ! Great video ! FOr the combo at ua-cam.com/video/jK50blgDqOo/v-deo.htmlm6s. I got the beginning. After the flip do you cancel or you go super fast to hit ? Cause I can't link with 2h :/
The key to the hit after the flip is what comes before it. You must cancel the flip from your ki blast as soon as possible. Any amount of delay and you will make the jab after the flip near to actually impossible. Make that cancel fast as you can and then its still tricky but it is doable.
Thanks for your answer and rapidity man. You mean the ki blast before the jump ? You have to cancel that ki blast as fast as you can ?
Yes, that's where the secret of the combo lies. When you ki blast you must do your command flip from that ASAP.
It's inhuman man xD i can land the two lights but 2H never comes....Enemy always recover...
Its not easy, the timing is tight.
Nope... I give up. Lol
Would goku give up!??!?!? Keep at it soldier!!!!!!!!!! You don't gotta do the optimal damage combos right away, if you can even manage them partially and end em in a new way it still works! Not everyone needs to be a Daigo or a Sonicfox right off the bat.
rooflemonger It's the qcb that grinds my gears. Lol. I can perform the whole thing, except land that one after the 3rd D heavy.
biggest thing I can say is make sure you cancel flip RIGHT AWAY from the kiblast. If you are even a frame slow its gonna make the followup near impossible.
Hey dude it’s weird I can do the combo 100% on characters like hit but Frieza always falls out of the 2h in the air yet when I do l m 2h it connects. But the l m 2h doesn’t launch you higher after so you whiff the air combo. Any suggestions? Is the combo character specific?
There may be some character specificity to it. I can't say I have tried it on freiza myself.