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*'''Shatter Strike'''<br>
*'''Shatter Strike'''<br>
''236CD''<br>
'''236CD'''<br>
:→[2]8D~2D ''- only connects from close range''<br>
:→[2]8D~2D ''- only connects from close range''<br>
:→214A~9K~2k<br>
:→214A~9K~2k<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


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
214AC~9K~2K
→[2]8D~2D recommended
1.0 gauge - 338 damage - 150 stun
→[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
→214A~4P 236236D - easier variation of the above
→214C~4P~4P
j.2426K
j.2426BD
→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
[2]8BD


  • 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
[2]8BD
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
[2]8BD
→corner [2]8B - see below for corner 236236B routes
→corner [2]8BD


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
j.214BD
→[2]8B
j.2426K
j.2426BD
[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
[2]8BD
→214A~9K~2K recommended - easy knock down/super cancel option
1.0 gauge - 427 damage - 320 stun
j.2426K
j.2426BD
214AC~4P~4P
→66A j.214B
→[2]8D~2D recommended
1.5 gauge - 506 damage - 350 stun
→[2]8B
j.2426K
j.2426BD
2426CD
[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
[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
[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
→214D 236236D recommended *see 214D routes
→corner 214B [2]8B 236236B recommended *see corner 214B routes