| '''2A > 2A''' || 48 || 6F mid light confirm. 2A cancels into itself or specials even on whiff. <br>
| '''2A > 2A''' || 48 || 6F mid light confirm. 2A cancels into itself or specials even on whiff. <br>
Any 2A may hit airborne opponents near the ground as its hitbox is a bit high. <br>
Any 2A may hit airborne opponents near the ground as its hitbox is a bit high. <br>
Other notes same as above.
Other notes same as above.
|-
|-
| 5B || 30 || 8F poke with decent range. Cancellable only on contact, so good to throw out at spacings where opponent cannot block and option select a cancel. Cancels off of 5B have better range than 2A at max range. For example, 5B consistently combos into 236AC. It even combos into 6214A if close enough.|}
| 5B || 30 || 8F poke with decent range. Cancellable only on contact, so good to throw out at spacings where opponent cannot block and option select a cancel. Cancels off of 5B have better range than 2A at max range. For example, 5B consistently combos into 236AC. It even combos into 6214A if close enough.
Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
P & K
P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo
Damage
Notes
2B > 2A
38
Standard two-hit low light confirm. Light starter' will always refer to this starter.
2B does not cancel into anything on whiff.
2A cancel to 236AC combos at most ranges, but not at max range midscreen.
Always combos into 6214AC or quick max 5B-236A-KickSuper-Climax. 2B > 2A > 2A deals 60 damage 2B > 2A > 2A > 2A deals 81 damage.
2A > 2A
48
6F mid light confirm. 2A cancels into itself or specials even on whiff.
Any 2A may hit airborne opponents near the ground as its hitbox is a bit high.
Other notes same as above.
5B
30
8F poke with decent range. Cancellable only on contact, so good to throw out at spacings where opponent cannot block and option select a cancel. Cancels off of 5B have better range than 2A at max range. For example, 5B consistently combos into 236AC. It even combos into 6214A if close enough.
Heavy Starters
Combo
Damage
Notes
j.X > 2C > 4A
Standard jump-in starter. 2C has the most range of Dinosaur's cancellable heavies, advances him forward in cancels, and forces stand so that 4A consistently combos.
cl.C/cl.D > 4A
2C/c.D/c.C > 6A
Other Starters
Combo
Damage
Notes
CD
75
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
206
0
Rush combo ending in a special move. This is Dinosaur's highest meterless damage off of point blank cr.B
cl.A > A > A > C
230
1
Rush combo ending in a super. 294 damage when using 214A follow-up.
cl.A > A > A > D
359
2
Rush combo ending in a Max super.
cl.A > A > A > A
441
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
Notes
2B > Rush Autocombo (B Ender)
209
60
0
32%
Anywhere
Optimal, but need to be nearly point blank to get 2B > cl.5A for the rush combo.
Enough okizeme for immediate brief run into safe super jump.
If the far 5A comes out accidentally and whiffs a crouching opponent, KoD can reach with slightly delayed 6214A or a super grab (longer range) if the opponent isn't pressing buttons.
Light Starter > 6214A
182
60
0
26%
Anywhere
Slightly weaker, slightly better range. Same notes as above.
Light Starter > 236A
134
140
0
19%
Anywhere
Longer range 2-hit confirm, can use off point blank 3-hit starter but 236A whiffs if the confirm is blocked. Not recommended.
Light Starter > 2A > 236A(1) > AB
83
220
0
16%
Anywhere
Longest range 2-hit light confirm. If poorly spaced, 236A can be whiff punished by long reach moves if opponent knows the spacing even if the AB "break" is used.
Heavy Starter > 63214A
271
170
0
35%
Anywhere
Works consistently from all ranges if using 2C > 4A or 2C.
Heavy Starter > 236C
259
270
0
33%
Anywhere
More consistent when using non-2C starters.
Heavy Starter > 236C(2), 5D > 4214D
421
300
0
55%
Corner
Big meterless damage. Unsafe on block against most characters.
CD > roll forward, 236C
165
170
0
Anywhere
Convenient since there is lots of time to confirm the CD.
CD > 5D > 236C(2) > AB, c.D
292
320
0
Corner
Easy to space. After max range CD, have to walk forward a bit to reach with far D. If too close, getting far D isn't possible.
Anywhere
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
Notes
Light Starter > 6214AC
225
105
0.5
%
Anywhere
6214AC combos off of max range 2A. Same okizeme as other 6214P command throws (brief run into safe super jump).
Light Starter > 236AC, 4A > 4214D
294
160
0.5
32%
Midscreen
236AC does not combo off of max range 2A, but does reach at most ranges. The okizeme is better after 4214D if the opponent is almost in the corner.
Light Starter > 236AC, 214B
195
60
0.5
18%
Corner
Below average damage. Use this to salvage a corner 236AC into keeping the corner if you don't have any more meter to do 236C out of the corner into 214BD to toss them back into the corner.
Light Starter > 214BD
179
60
0.5
5%
Anywhere
Best used if your back is against the wall and you want to prioritize position. Quick sideswap with moderate range (a bit more than 3 hit confirm). Good okizeme like the 6214P command throws if throwing them into the corner. Terrible okizeme otherwise. Can position for a vertical safe jump that lets you react to rolls.