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::→[2]8D~2D <span style="background-color:#0F0>recommended</span><br> | ::→[2]8D~2D <span style="background-color:#0F0>recommended</span><br> | ||
:: <span style="background-color:#EEE">'''''1.0(1+.5,-.5)''''' ''gauge'' - '''''327''''' ''damage'' - '''''150''''' ''stun''</span><br> | :: <span style="background-color:#EEE">'''''1.0(1+.5,-.5)''''' ''gauge'' - '''''327''''' ''damage'' - '''''150''''' ''stun''</span><br> | ||
:→214D <span style="text-shadow: 1px 1px #00F;">236236D</span> <span style="background-color:#0F0>recommended</span> ''*see routes | :→214D <span style="text-shadow: 1px 1px #00F;">236236D</span> <span style="background-color:#0F0>recommended</span> ''*see 214D routes''<br> | ||
:→corner 214B [2]8B <span style="text-shadow: 1px 1px #00F;">236236B</span> <span style="background-color:#0F0>recommended</span> ''*see routes | :→corner 214B [2]8B <span style="text-shadow: 1px 1px #00F;">236236B</span> <span style="background-color:#0F0>recommended</span> ''*see corner 214B routes''<br> |
Revision as of 16:14, 21 April 2023
Combo Tree (WIP)
Trying a new combo listing format. Still WIP with readability and notes. Feel free to apply the format to other characters.
Common light starters
2AxN - can be chained up to 3x from point blank range (3rd 2A whiffs on block)
2B 2AxN - standard low starter, can chain 2A twice from close (2nd 2A whiffs on block)
c.B c.A~A~A~B - low confirm into auto combo from 2 lights. Leads to 214D (heavy confirm) routes. Can stop at c.A, which is +3 on block
Common heavy starters
c.C/c.D 6B - standard heavy confirm, typically into 426D midscreen or 214B in the corner
2C - typically cancelled into 214B, then confirmed into 236236K super cancel or juggles in the corner
2C 6B - whiffs outside of close range
Useful links
c.A, c.C - recommended from a cross up j.A, but can also use auto combo
All damage and stun values are calculated without the starter included unless otherwise noted
- From light or heavy starters
- →214A
- →~6/9K~2K recommended
- 0 gauge - 127 damage - 120 stun
- →~6/9K~2K recommended
- →214AC~4P~4P
- →[2]8D~2D recommended - max damage and meter gain
- 0.5 gauge - 252 damage - 150 stun
- →214A~6/9K~2K recommended - leads to safe jump (manual timing)
- 0.5 gauge - 243 damage - 120 stun
- →[2]8D~2D recommended - max damage and meter gain
- →214AC~9K~2K
- →[2]8D~2D recommended
- 1.0 gauge - 338 damage - 150 stun
- →[2]8D~2D recommended
- →214AC~9K~2K
- →[2]8B 236236D - [2]8B must hit at lowest height possible
- →214C~4P~4P recommended
- 1.5 gauge - 404 damage - 160 stun
- →j.2426K
- →j.2426BD
- →j.2426K
- →214C~4P~4P recommended
- →[2]8B 236236D - [2]8B must hit at lowest height possible
- →214A~4P 236236D - easier variation of the above
- →214C~4P~4P
- →j.2426K
- →j.2426BD
- →j.2426K
- →214C~4P~4P
- →214A~4P 236236D - easier variation of the above
- →corner 214A~4P~4P(1) 236236B
- →236A
- →[2]8D~2D recommended
- 1.5 gauge - 468 damage - 330 stun
- →[2]8B
- →j.2426K
- →j.2426BD
- →2426CD
- →j.2426K
- →[2]8BD
- →[2]8D~2D recommended
- →236A
- →corner 214A~4P~4P(1) 236236B
- From heavy starters - all 214D routes work from auto combo B ender
- →214C~214P~214P recommended - max damage meterless
- 0 gauge - 154 damage - 100 stun
- →214B
- →2426K
- →236236BD
- →[2]8D~2D recommended
- 3.0 gauge - 618 damage - 210 stun
- →[2]8B
- →j.2426K
- →j.2426BD
- →j.2426K
- →[2]8BD
- →[2]8D~2D recommended
- →236236BD
- →2426K
- →236236BD connects from all but max range
- →[2]8D~2D recommended
- 2.0 gauge - 452 damage - 210 stun
- →[2]8B
- →j.2426K
- →j.2426BD
- →2426CD
- →j.2426K
- →[2]8BD
- →[2]8D~2D recommended
- →236236BD connects from all but max range
- →corner [2]8B - see below for corner 236236B routes
- →corner [2]8BD
- →corner [2]8B - see below for corner 236236B routes
- →214D
- →236236D
- →214C~214P~214P recommended
- 1.0 gauge - 373 damage - 220 stun
- →214AC~214P~214P - can delay or dash before 214AC, should side swap
- →66A
- →j.214B
- →2D recommended
- 1.5 gauge - 473 damage - 270 stun
- →[2]8BD
- →2D recommended
- →j.214B
- →66A
- →214C~214P~214P recommended
- →236236D
- →j.214BD
- →[2]8B
- →j.2426K
- →j.2426BD
- →j.2426K
- →[2]8B
- →j.214BD
- →[2]8BD
- →[2]8BD
- →corner 214D 236236B or 214B [2]8B 236236B - these 2 routes have slight differences, but followups are 99% the same
- →66A 214B
- →[2]8D~2D recommended
- 1.0 gauge - 435 damage - 350 stun
- →214A~delay~4A
- →~delay~4A - max damage w/ safe jump
- →[2]8B recommended
- 1.0 gauge - 439 damage - 320 stun
- →j.2426K
- →j.2426BD
- →2426CD
- →j.2426K
- →~delay~4A - max damage w/ safe jump
- →[2]8D~2D recommended
- →66A 214B
- →[2]8BD
- →[2]8BD
- →214A~9K~2K recommended - easy knock down/super cancel option
- 1.0 gauge - 427 damage - 320 stun
- →j.2426K
- →j.2426BD
- →j.2426K
- →214A~9K~2K recommended - easy knock down/super cancel option
- →214AC~4P~4P
- →66A j.214B
- →[2]8D~2D recommended
- 1.5 gauge - 506 damage - 350 stun
- →[2]8B
- →j.2426K
- →j.2426BD
- →2426CD
- →j.2426K
- →[2]8D~2D recommended
- →66A j.214B
- →214AC~4P~4P
- →[2]8BD
- →[2]8BD
- →j.214BD difficult - can be input as 44214BD or 2147BD from 214B [2]8B 236236B; must be input as 2147BD from 214D 236236B starter
- →66A j.214B
- →[2]8D~2D
- →[2]8B
- →j.2426K
- →j.2426BD
- →2426CD
- →j.2426K
- →[2]8D~2D
- →66A j.214B
- →j.214BD difficult - can be input as 44214BD or 2147BD from 214B [2]8B 236236B; must be input as 2147BD from 214D 236236B starter
- →[2]8BD
- →[2]8BD
- →214AC~4P~4P
- →66A j.214B
- →[2]8D~2D recommended
- 2.0 gauge - 583 damage - 350 stun
- →[2]8B
- →j.2426K
- →j.2426BD
- →2426CD
- →j.2426K
- →[2]8D~2D recommended
- →66A j.214B
- →214AC~4P~4P
- →[2]8BD
- →[2]8BD
- Shatter Strike
236CD
- →[2]8D~2D - only connects from close range
- →214A~9K~2k
- →214AC~4P~4P
- →[2]8D~2D recommended
- 1.0(1+.5,-.5) gauge - 327 damage - 150 stun
- →[2]8D~2D recommended
- →214D 236236D recommended *see 214D routes
- →corner 214B [2]8B 236236B recommended *see corner 214B routes