Timeline
The latest combos submitted across every game.
| Game | Character | Inputs | Damage | Type | Submitted |
|---|---|---|---|---|---|
| Dragon Ball FighterZ |
2 M 5 M > 2 H > SD > j M L > 9 > j L L > j 2 S > j 2 H
Mid screen bnb
|
4.015 | Combo | 21-03-19 | |
| Dragon Ball FighterZ |
2 M 5 M > 2 H > SD > j M L > 9 > j L > j M > j [ S ] > j 236 S > 236 L M
-Corner
-j. [ S ] must be in the corner
|
5.050 | Combo | 21-03-19 | |
| Dragon Ball FighterZ | Frieza | 2 M 5 M > 9 > j M H > j L > 9 > j M H > j L > S > 2 M 5 M > 2 H > SD > j M L > 9 > j L L > j 236 S > 236 L M | 7.075 | Archive | 21-03-19 |
| Under Night In-Birth Exe:Late[st] |
B > 6 B > 6 C > [ B C ] > 2 2 A > 6 6 B > 214 [ A ] > 6 6 C > 236 A dl. A > 2 C > C > 2 2 C
Standard bnb that ends with double buffs. Works with 5C / 6B / 214 start as well.
|
3.619 | Combo | 20-03-19 | |
| Dragon Ball FighterZ |
M > 2 M > H > S > 2 S > L > L > 2 S > SD > L L > 2 H > L > L > [ H A1 ] > DR > 236 S > 214 [ L M ]
Leads to hard knockdown. Optimal Krillin corner route. Can substitute j. S > 236 H over H [Goku Assist] for similar effect and one more bar.
|
6.777 | Combo | 20-03-19 | |
| Dragon Ball FighterZ |
M > 2 M > H > S > 2 S > L > L > 2 S > SD > L > L > 2 H > L > L > [ H A1 ] > DR > 236 S > 236 [ L M ] [ L M ] [ L M ] > 236 A2 > 214 A1
Variant of Krillin corner combo that causes TOD on any non-sparking character.
|
10.163 | Combo | 20-03-19 | |
| Dragon Ball FighterZ |
2 M > 6 H > 236 M [ L A1 ] L > 6 H > 236 M L [ L A1 ] > j M > L > L > 2 H > SD > M > L > L > j L L L
Corner Combo for the team I use. Timing the assists can be a little difficult but a little practice will help. You can add super's onto the end for more damage.
|
5.235 | Combo | 20-03-19 | |
| Dragon Ball FighterZ |
2 M > M > 4 M > 2 j M > L > L > 2 H > SD > M > L > 2 H > M > L > 2 S > 214 L
Corner BnB. Not 100% sure it's optimal
|
3.894 | Combo | 20-03-19 | |
| Under Night In-Birth Exe:Late[st] |
2 A A A > 2 B > 5 B B > 4 B > j. [ C ] > j. 2 [ B ] > 6 6 C > 236 [ B ] > 2 C > 3 C > 214 A A
2821 damage with Vorpal.
|
2.571 | Combo | 20-03-19 | |
| Under Night In-Birth Exe:Late[st] |
2 A > B > C > 2 C > 3 C > j. A B B > 6 6 C > 236 [ B ]
Bnb off a bad starter like 2A, 2AA, 5A etc. Damage is without vorpal and different depending on starter. If you hit the 214 [B] near corner you can extend the combo using 5B.
|
2.600 | Combo | 20-03-19 | |
| Under Night In-Birth Exe:Late[st] |
B > C > 3 C > j. A B C > 6 6 B > j. 236 A > 2 B > 2 C > 236 A > 6 A > 6 A
Damage is without vorpal. Pretty simple Enkidu bnb. You can do the same combo if you hit with 5C instead of 5B, just remember to reverse the start (I.e 5C > 5B > 3C).
|
2.883 | Combo | 20-03-19 | |
| Under Night In-Birth Exe:Late[st] |
2 A A > C > 214 A > 6 B > j. [ C ] > 236 [ B ] > 6 6 C > 2 2 A
Bnb off a bad starter (2AA, 5A > 2A etc.) without the use of a grd bar for FF. Can end in either 236AA or 214A for more meterless damage.
|
2.427 | Combo | 20-03-19 | |
| Under Night In-Birth Exe:Late[st] |
5 B > 6 B > 6 C > 2 C > 5 C > 3 C > j. C > j. 2 C > 6 6 C > 2 2 C
Basic bnb that ends with double buffs.
|
3.075 | Combo | 20-03-19 | |
| Dragon Ball FighterZ |
2 M > M > j M H > 236 M > 2 H > j M H > S > SD > M > H > S > 236 M > 236 L M
Corner/ close to corner combo
|
6.032 | Combo | 20-03-19 | |
| Dragon Ball FighterZ | Android 21 | 2 M 5 M > 9 > j M 2 H > S H > j M 2 H > 9 > j L L S > j 214 M > A1 > 9 > j L L 2 H > 9 > j L L > j 214 M > 236 L M | 5.449 | Combo | 20-03-19 |
| Dragon Ball FighterZ | Android 21 | 2 M 5 M > 9 > j M 2 H > SD > j M 2 H > j L L S > j 214 M > A1 > 9 > j L L 2 H > 9 > j L L > j 236 S > H M > [ L M ] | 5.331 | Combo | 20-03-19 |
| Dragon Ball FighterZ | H > IAD > j H > j 236 S > j S > L > H > 9 > j M H > j 236 S ~ S > j L L L > j 236 S ~ S > j L L L 2 H > 9 > j L L L > j 214 H > H M > 236 H > [ Vanish ] > DR > 214 S > j 214 L M | 10.000 | Archive | 20-03-19 | |
| Dragon Ball FighterZ |
236 H > j 2 H > 9 > j H > j 236 H > [ H M ] > 4 4 > H > 9 > j S > 66 > j L > j S > M > H > S > S > j 236 L > j L L > 2 H > 9 > j L L S > j 236 L > Vanish > 236 S > 214 L M
It's still a TOD without the last ki blast
|
10.182 | Archive | 20-03-19 | |
| Street Fighter 3: 3rd Strike |
dp LP > qcf qcf P > df > dp P > HP HK > j. HP > HP > qcf HP
|
0 | Combo | 19-03-19 | |
| Dragon Ball FighterZ | 2 M > 214 M > spark > L > L > L > S H > j M 2 H > 9 > j L L L S > j 214 M > A2 > 9 > j L L L 2 H > 9 > j L L L A1 > j 214 L > 214 S > dl > Vanish > DR > A2 > 236 L M > A1 > 4 A2 | 10.113 | Archive | 18-03-19 | |
| Dragon Ball FighterZ | 2 H > SD > j M S > 236 M > A1 > j L L 2 H > 9 > j L L L | 4.365 | Combo | 17-03-19 | |
| Dragon Ball FighterZ | 1 M 5 M > 9 > j M L L > 9 > j L L A1 L > L > L > 9 > j L M (1) L 2 H > SD > j L M (1) L 2 H > 9 > j L L L | 4.697 | Combo | 17-03-19 | |
| Dragon Ball FighterZ | 2 M 5 M > 9 > M > H > 2 H > S H > M > H > 2 H > 9 > L > L > L > S > 214 M > A2 > 9 > L > L > L > 2 H > 9 > L > L > L > A1 > 214 L > 214 S > H M > L M > 236 H > 236 L M > A2 > 4 A1 | 9.792 | Archive | 17-03-19 | |
| Dragon Ball FighterZ |
5 M > 2 M > 236 M > 2 M 5 M > 9 > L > L > S > 66 > L > S > L > L > 9 > L > L > S > 66 > L > S > L > L > L > S H > L > L > 2 H > 8 > L > L > S > 236 L > Vanish > S > 214 H > 214 L M
Corner
After 236M, ensure 2M connects low (or delay 5M). Otherwise the opponent would be a bit too high and j.LL would gain unwanted height.
Don't rush for j.S after air-dash j.L, as j.L would push the dummy upward very slightly. Delaying j.S by a frame or two would make Goku relatively lower and create a longer window to link 5L.
|
10.000 | Combo | 17-03-19 | |
| Dragon Ball FighterZ |
214 H > 236 9 S > 2 M > H > 236 9 S > H > 236 S > Vanish > 66 > M > S > M > 9 > L > L > 2 H > 9 > M > H > Vanish > 66 > L M > 214 L M
-Corner
-Universal
To perform a tigerknee off a jump-cancellable move like 5H (in sparking), slightly delay the input of 2369 after 5h connects, because 5H has long active frames. Doing '2369' early could either result in not getting '9' registered or missing the buffer window of '236'.
|
10.000 | Combo | 17-03-19 | |
| Dragon Ball FighterZ |
2 M > 236 S > 236 L M > 66 > 2 M 5 M > H > 214 M > Vanish > 4 4 > M > H > S > 2 S > SD > L > M > 8 > L > L > 236 L > L > L > 214 L M
-Near Corner
-Universal (with adjustments)
-7 bars, Lv. 2+ sparking
(As of v1.14) Niagara Pummel (with smash) does not trigger damage penalty for later supers without Ultimate Z Change.
VegetaBlue can cross-under and hook the opponent backward with his 5H. Slightly delay 5S afterward in case 5H hit a bit too hight.
Thanks to the damage buff to Lv. 3 supers in v1.14. Final Flash Attack (Lv.5) now deals about 2500 when fully scaled.
Credit: Muto6
|
10.000 | Combo | 17-03-19 |