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{|class="wikitable sortable" | {|class="wikitable sortable" | ||
! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| '''2B > 2A''' || 38 || Standard two-hit low light confirm. | | '''2B > 2A''' || 38 || Standard two-hit low light confirm. Can add up to two additional 2A for 60 and 81 damage. | ||
2A | |||
|- | |- | ||
| 5B || 30 || Special cancellable midrange poke. Does not whiff cancel, making it an excellent empty cancel button. Shifts forward during the animation, allowing for consistent conversions (e.g., 236AC). | |||
| 5B || 30 || | |||
|} | |} | ||
Revision as of 02:00, 14 February 2023
Combo Notation Guide
Notation | Meaning |
---|---|
X Starter | 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. Can add up to two additional 2A for 60 and 81 damage. |
5B | 30 | Special cancellable midrange poke. Does not whiff cancel, making it an excellent empty cancel button. Shifts forward during the animation, allowing for consistent conversions (e.g., 236AC). |
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. |
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. |
Heavy Starter > 236C, 214BD | 371 | 270 | 0.5 | 33% | Anywhere | Same notes as when using in a light confirm. |
Heavy Starter > 236AC, 4A > 4214D | 368 | 270 | 0.5 | 40% | Midscreen | Optimal midscreen. |
Heavy Starter > 236CD, 2C > 5A > 236C(2) > AB, 5D > 4214D | 423 | 470 | 0.5 | 70% | Corner | Similar damage to the meterless variant, but shatter strikes allow heavy confirm follow-up to deal more stun and build a bit of meter back. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 236A(1) > 236236B, 214B | 322 | 100 | 1 | 27% | Anywhere | Avoid using the 214B if you have the opponent cornered, otherwise you will lose the corner and your oki. |
Light Starter > 236AC > 236C, 214BD | 292 | 115 | 1 | 27% | Corner | Good to deal some damage and maintain corner. Good enough oki to do a delayed safe jump. |
5B > 236A(1) > 236236B, 214B | 314 | 70 | 1 | 23% | Anywhere | Ranged 5B confirm. Cancel 236A(1) into AB on block. |
Heavy Starter > 236C(2) > 236236B, 214B | 407 | 230 | 1 | 39% | Midscreen | |
Heavy Starter > 236C(2) > AB, 5D > 236236B, 214B | 503 | 300 | 1 | 50% | Corner | Loses all momentum. Only worth if it'll close the round, otherwise do the meterless route. |
1.5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
5B > 236A(1) > 236236B > 214BD | 367 | 70 | 1.5 | 11% | Anywhere | Ranged 5B confirm. Cancel 236A(1) into AB on block. |
Light Starter > 236AC, 236C(2) > 236236B, 214B | 387 | 140 | 1.5 | 32% | Midscreen | |
Light Starter > 236AC, 236C(2) > 236236B, 214B | 357 | 90 | 1.5 | 27% | Corner | Inferior version of the above combo. Sends the opponent back towards the corner, but lacks oki. |
Light Starter > 236A(1) > 236236B, 214BD | 370 | 100 | 1.5 | 13% | Corner | Highest corner damage from a light for 1.5 bars. Loses the corner. |
Heavy Starter > 236AC, 236C(2) > 236236B, 214B | 461 | 250 | 1.5 | 39% | Midscreen | |
Heavy Starter > 236CD, 2C > 4A >236C(2) > AB, 5D > 236236B | 454 | 470 | 1.5 | 50% | Corner | Comparable damage to midscreen, with tons of stun to boot. |
Heavy Starter > 236C(2) > AB, 5D > 236236B, 214BD | 550 | 300 | 1.5 | 37% | Corner | Gives up the corner in exchange for much more damage. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 236AC, 236C(2) > 236236B, 214BD | 428 | 140 | 2 | 32% | Midscreen | |
Light Starter > BC, 2C > 4A > 236AC, 236C(2) > 236236B, 214B | 396 | 310 | 2, 1250 MAX | 18% | Midscreen | Slightly less damage, more metergain and stun. For 1000 MAX variant, axe the 4A. |
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B | 396 | 360 | 2, 1000 MAX | 5% | Corner | |
Light Starter > 236AC, 236C(2) > 236236B, 214BD | 398 | 90 | 2 | 16% | Corner | Slightly more damage and better metergain, much worse oki. |
Heavy Starter > 236AC, 236C(2) > 236236B, 214BD | 502 | 250 | 2 | 27% | Midscreen | |
Heavy Starter > BC, 2C > 4A > 236AC, 236C(2) > 236236B, 214B | 470 | 420 | 2, 1250 MAX | 13% | Midscreen | Slightly less damage, more metergain and stun. For 1000 MAX variant, axe the 4A. |
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B | 470 | 530 | 2, 1000 MAX | 13% | Corner | |
Heavy Starter > 236AC, 236C(2) > 236236B, 214BD | 472 | 200 | 2 | 24% | Corner | Slightly more damage and metergain, much worse oki. |
6A > BC, 2C > 236AC, 236C(2) > 236236B, 214B | 316 | 230 | 2, 1250 MAX | 20% | Midscreen | Sample overhead confirm. Any Quick Mode combos can be applied to 6A. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD | 528 | 270 | 3, 1000 MAX | 5% | Anywhere | 1000 MAX gauge variant. |
Light Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD | 583 | 270 | 3, 1250 MAX | 5% | Anywhere | 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun. |
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236A(1) > 2141236CD | 570 | 410 | 3, 1000 MAX | 5% | Corner | |
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B, 2141236CD | 654 | 360 | 3, 1500 MAX | 5% | Corner | For 1250 MAX, use the "Anywhere" route in the corner. |
5B > 236A(1) > 236236B, 6321463214AC | 500 | 70 | 3 | 11% | Anywhere | Ranged 5B confirm. Cancel 236A(1) into AB on block. |
Heavy Starter > BC, 2C > 4A > 236C(3) > 2141236CD | 602 | 440 | 3, 1000 MAX | 13% | Anywhere | 1000 MAX gauge variant. |
Heavy Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD | 657 | 380 | 3, 1250 MAX | 13% | Anywhere | 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun. |
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236A(1) > 2141236CD | 644 | 480 | 3, 1000 MAX | 13% | Corner | |
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B, 2141236CD | 728 | 470 | 3, 1500 MAX | 13% | Corner | For 1250 MAX, use the "Anywhere" route in the corner. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > BC, 2C > 4A > 236A(1) > 236236BD > 2141236CD | 682 | 270 | 4, 1250 MAX | 5% | Anywhere | 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun. |
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236BD > 2141236CD | 744 | 360 | 4, 1500 MAX | 5% | Corner | For 1250 MAX, use the "Anywhere" route in the corner. |
5B > 236A(1) > 236236B, 2141235CD | 619 | 70 | 4 | 11% | Anywhere | Ranged 5B confirm. Cancel 236A(1) into AB on block. |
Heavy Starter > BC, 2C > 4A > 236A(1) > 236236BD > 2141236CD | 756 | 380 | 4, 1250 MAX | 13% | Anywhere | 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun. |
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236BD > 2141236CD | 818 | 470 | 4, 1500 MAX | 13% | Corner | For 1250 MAX, use the "Anywhere" route in the corner. |
Max Mode Heavy Starter > 236AC > 236C(2) > 236236BD > 2141236CD | 848 | 250 | 4 | 0% | Midscreen | |
Max Mode Heavy Starter > 236C(2) > AB, 5D > 236236BD > 2141236CD | 962 | 300 | 4 | 0% | Corner | ToD if started with j.C c.D 4A. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Anywhere |