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DBFZ | Hit 0 Bar Corner ToD (Obsolete)
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Edit: Not doable after Version 1.21
Notations:
7 8 9
4 5 6
1 2 3
5 = Neutral (no direction pressed)
8 = Up
2 = Down
4 = Back
6 = Forward
1 = Down + Back
3 = Down + Forward
7 = Up + Back
9 = Up + Forward
L = Light
M = Medium
H = Heavy
S = Special
LMHS = Sparking
A1 = Assist 1
A2 = Assist 2
(LM) = Light + Medium/Dragon Rush
(HS) = Heavy + Special/Super Dash
(MH) Medium + Heavy/Vanish
DP = Dragon Punch
IAD = Instant Air Dash/96
DHC = Delayed Hyper Combo
- = Special Cancel
d = Delay
j. = Jump
sj. = Super Jump
dj. = Double Jump
jc. = Jump Cancel
236L-M 236L-M-LMHS 2L5M5H-236L-MA2 5M5H-236L-MdA1 5M5H j.M2H jc.MH-(dMH) 5LLL-236L-L A2 214M-236(LM)-A2
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I've finally found a 0 bar ToD for Hit, however, in retrospect I guess I should've gone for this route initially, but I didn't want a frame trap starter. I'm pretty sure I could use SSJ Vegeta to get this result, but I don't like the idea of Hit and SSJ Vegeta on the same team, because of Vegeta's assist. The second combo is to show an example of how someone can get caught with that starter in pressure, the training dummy is set to guard all and counter attack is set to jump; it's meant to showcase that if someone is trying to up+back in Hit's blockstring that they'll either get hit during jump startup frames or make Hit plus for blocking his 236L-M in the air.
It's pretty neat that this works with multiple assists, haven't tested this route without SSJku to see if you can still kill though.
These combos are getting pretty cookie cutter to me though, so Idk yet if I'll heavily lab another character or not. Anyways, when SSB Gogeta arrives I definitely plan to lab him.
Version 1.18
#DBFZ #DragonBallFighterZ #DBFZ_Hit
SHAREfactory™
Notations:
7 8 9
4 5 6
1 2 3
5 = Neutral (no direction pressed)
8 = Up
2 = Down
4 = Back
6 = Forward
1 = Down + Back
3 = Down + Forward
7 = Up + Back
9 = Up + Forward
L = Light
M = Medium
H = Heavy
S = Special
LMHS = Sparking
A1 = Assist 1
A2 = Assist 2
(LM) = Light + Medium/Dragon Rush
(HS) = Heavy + Special/Super Dash
(MH) Medium + Heavy/Vanish
DP = Dragon Punch
IAD = Instant Air Dash/96
DHC = Delayed Hyper Combo
- = Special Cancel
d = Delay
j. = Jump
sj. = Super Jump
dj. = Double Jump
jc. = Jump Cancel
236L-M 236L-M-LMHS 2L5M5H-236L-MA2 5M5H-236L-MdA1 5M5H j.M2H jc.MH-(dMH) 5LLL-236L-L A2 214M-236(LM)-A2
--------------------------------------------------------------------
I've finally found a 0 bar ToD for Hit, however, in retrospect I guess I should've gone for this route initially, but I didn't want a frame trap starter. I'm pretty sure I could use SSJ Vegeta to get this result, but I don't like the idea of Hit and SSJ Vegeta on the same team, because of Vegeta's assist. The second combo is to show an example of how someone can get caught with that starter in pressure, the training dummy is set to guard all and counter attack is set to jump; it's meant to showcase that if someone is trying to up+back in Hit's blockstring that they'll either get hit during jump startup frames or make Hit plus for blocking his 236L-M in the air.
It's pretty neat that this works with multiple assists, haven't tested this route without SSJku to see if you can still kill though.
These combos are getting pretty cookie cutter to me though, so Idk yet if I'll heavily lab another character or not. Anyways, when SSB Gogeta arrives I definitely plan to lab him.
Version 1.18
#DBFZ #DragonBallFighterZ #DBFZ_Hit
SHAREfactory™
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