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Game
Character
Inputs
Damage
Type
Submitted
Guilty Gear Xrd Rev2
Johnny
5D6 > 6H > 623K > 2D(1) > 214P > 669 > j.S > j.H > j.D > (mc) j.D > (lands) 9 > j.S > j9 > j.D > (mc) > j.D > j.623K(1) > (lands) 236H > 2S > (mc)
(Starting Mist Finer: Lv.1) Faust has a weird hurtbox on the wall during Dust homing that would cause Johnny's 5H to whiff. You can add 5S after 6H, but note that it would cause changes to later part of the combo due to increase in pushback. You do not need to use 623K for timing; you can also whiff 2K after 6H and walk forward for 2D.
0
Combo
07-03-20
Guilty Gear Xrd Rev2
Johnny
5K > 5S > 6P > 27 > j66 > j.K > j.S > j.H > (mc) > j.P > j.P > (lands) 5S > 236H > 214P > 236H > 669 > j.K > j.S > j9 > j.P > j.K > j.S > j.D > j.623K(1)
(Starting Mist Finer: Lv.1) The key at the beginning is to reach the apex of super jump (backwards) before air dashing for j.K > j.S > j.H. If you have no coin at all, after landing you can end the combo with 5S>5H>623KK(1) instead.
0
Combo
07-03-20
Guilty Gear Xrd Rev2
Johnny
Throw > 669 > j.K > j.S > j.H > (mc) j.P > j.K > j9 > j.K > j.S > j.H > j.D > (lands) 9 > j.D > (mc) j.S > j9 > j.D > (mc) j.D > j.623K(1) > (lands) 236H > 2S > (mc)
(Starting Mist Finer: Lv.1) Works more easily on lighter characters due to how slow Mist Cancel is at Lv.1. If you could not reach the corner after the double jump segment, you can end the combo after j.H with j.214S instead.
0
Combo
07-03-20
Guilty Gear Xrd Rev2
Johnny
5D6 > 6H > 5H > 623K > 5S > 6P > IAD > j.S > j.H > j.D > (lands) 5S > 9 > j.D > (mc) j.K > j9 > j.D > (mc) j.P > j.D > j.623K(1) > (lands) 236H > 2S > (mc)
(Starting Mist Finer: Lv.1) Slightly delay j.D after j.H to allow 5S to connect more easily, though 5S has a very good hitbox so it is generally not a concern.
0
Combo
07-03-20
Guilty Gear Xrd Rev2
Johnny
2K > 5S > 6P > IAD > j.S > j.H > j.D > (lands) 6K > 669 > j.K > j.S > j9 > j.K > j.S > j.H > j.623K(1) > (lands) 236H > 2S > (mc)
(Starting Mist Finer: Lv.1) The combo starter of 2K>5S>6P works on quite a number of characters. Depending on the weight class, delay air dash after jump-cancelling 6P to minimize juggle height, so that after landing from j.D you can connect 6K and later segments more easily.
0
Combo
07-03-20
Dragon Ball FighterZ
Frieza
2 H > SD > j M L > j 9 > j L L 2 S 2 H A1 > (land) 2 M (1) 5 M 5 H > 2 2 S > 5 [ S ] > 3 S > SD > j M H > Vanish > DR
Close to corner
5.413
Combo
07-03-20
Dragon Ball FighterZ
Vegeta (SSGSS)
5 M 2 M > 236 M L M > 2 M 5 H dl 5 S > 5 L L 2 j M L L 2 H > 9 j L L S 2 S > j 214 L
Max damage Corner Combo from 5M starter. Doesn't work on prorated starters but can be used to combo into assist > DR. You can also use 5L 5M instead of 5LL.
5.062
Combo
07-03-20
Dragon Ball FighterZ
Android 18
2 M 5 M > 9 > j L L L > A2 > 2 M 5 H > 2 S 2 M 5 H > SD > j L L 2 H > 9 > j L L L > A1 > j 214 M > DR > 236 L > 236 L + M
Works with any assist
5.612
Combo
06-03-20
Dragon Ball FighterZ
Kefla
5 M 2 M 5 H > SD > j M 2 H > j 9 > j L L [ S ] > j 236 [ S ] > j 236 L + M
Close to corner
5.202
Combo
06-03-20
Dragon Ball FighterZ
Kefla
5 M 2 M 5 H > SD > j M 2 H > j 9 > j L L > j 236 [ S ] > j 236 L + M
4.861
Combo
06-03-20
Dragon Ball FighterZ
Cooler
5 H > 214 L > spark > 2 M 6 H 5 H 5 S 3 H > 9 > j L L 2 H > j 9 > j L L 2 H S > j 214 M ~ A1 M > (land) 214 M ~ L > Vanish > DR > 214 S > 236 L + M > A2 > 4 A1
Corner
10.108
Combo
06-03-20
Dragon Ball FighterZ
Android 21
6 M 2 L 2 M 5 M > 9 > j M 2 H > SD > j M 2 H > j 9 > j L L S > j 214 M > A1 9 > j L L 2 H > j 9 > j L L > j 236 S ~ M A2 > DR > 214 S > 236 L + M > 4 A2
Corner
6.616
Combo
06-03-20
Dragon Ball FighterZ
Bardock
2 M 236 L > spark > 236 [ S ] > 5 H 236 L A2 > 5 L L 2 M 5 H > IAD > j M > (land) 5 L L 2 M 5 S 5 H > 9 > j M (1) 2 H > 9 > j M (1) H A1 > j 214 M A2 > (land) DR > 236 H + S > L > A2 > A1
10.041
Combo
06-03-20
Dragon Ball FighterZ
Bardock
5 M 2 M 5 S 236 M > dl j 66 > j M (1) S > (land) 5 L L > IAD j L S > (land) 5 L dl L 2 M dl 5 M 5 S 5 H > SD > j M 2 H > 9 > j L L > j 214 L
4.995
Combo
06-03-20
Dragon Ball FighterZ
Bardock
2 M 5 M > 9 > j M (1) S 236 M > dl j 66 > j M (1) S > (land) 5 L L > IAD j L S > (land) 5 L dl L 2 M 5 S 5 H > SD > j L L 2 H > 9 > j L L > 214 L
2M starter, one IAD loop, j214L ender, recommended
5.000
Combo
06-03-20
Dragon Ball FighterZ
Bardock
IAD > j H > (land) 5 L L 2 M dl 5 M > 9 > j M (1) S 236 M > dl j 66 > j M (1) S > (land) 5 L L > IAD j L S > (land) 5 L dl L 2 M 5 M > 9 > j M 2 H > 9 > j L L > j 214 L
Works from any single hit jump in
From 2 hit jump in (jLM/jXS) take away one normal (jL or jM)
4.150
Combo
06-03-20
Dragon Ball FighterZ
Bardock
2 L 5 L L 2 M dl 5 M > 9 > j M (1) S 236 M > dl j 66 > j M (1) S > (land) 5 L L > IAD j L S > (land) 5 L dl L 2 M 5 M > 9 > j M 2 H > 9 > j L L > j 214 L
2L starter, one IAD loop, no 5H SD, j214L ender
3.700
Combo
05-03-20
Dragon Ball FighterZ
Bardock
5 M 2 M 5 S 236 M > dl j 66 > j M (1) S > (land) 5 L L 2 M dl 5 M 5 S 5 H > SD > j L L 2 H > 9 > j L L S > j 214 L
Max damage from 5M 2M 5S 236M starter, with no IAD loop
Works from midscreen to corner if 236M will reach
4.857
Combo
05-03-20
Dragon Ball FighterZ
Bardock
5 M 2 M 5 S 236 M > dl j 66 > j M (1) S > (land) 5 L L > IAD j L S > (land) 5 L dl L 2 M 5 M 5 H > SD > j L L 2 H > 9 > j L L S > j 214 L
Max damage from 5M 2M 5S 236M starter
Works from midscreen to corner if 236M will reach, but remove jS before j214L to account for 236M travel time
5.045
Combo
05-03-20
Dragon Ball FighterZ
Bardock
2 M 5 M > 9 > j M (1) S 236 M > dl j 66 > j M (1) S > (land) 5 L L 2 M dl 5 M 5 S 5 H > SD > j L L 2 H > 9 > j L L S > j 214 L
Max damage from typical 2M starter, with no IAD loop
4.927
Combo
05-03-20
Dragon Ball FighterZ
Bardock
2 L 5 L L 2 M dl 5 M > 9 > j M (1) S 236 M > dl j 66 > j M (1) S > (land) 5 L L 2 M 5 M 5 H > SD > j L L 2 H > 9 > j L L S > j 214 L
2L starter, no IAD loop, j214L ender
3.720
Combo
05-03-20
Dragon Ball FighterZ
Bardock
IAD > j H > (land) 5 L L 2 M dl 5 M > 9 > j M (1) S 236 M > dl j 66 > j M (1) S > (land) 5 L L 2 M 5 M 5 H > SD > j L L 2 H > 9 > j L L S > j 214 L
Works from any single overhead
For jLM/jXS starter, remove jL after SD or jS before j214L
4.170
Combo
05-03-20
Dragon Ball FighterZ
Beerus
5 L 5 H > DR
Kara cancel DR. if timed correctly you can kara cancel Beerus's 5H in DR canceling the animation. First Found by HexPro 99 https://twitter.com/HexPro99/status/1233239616561520640
1.400
Tech
05-03-20
Dragon Ball FighterZ
Beerus
2 M 5 M > 236 H 8 > (land) > 8 j H > SD > 9 j M 2 j H > 214 M > A1 > (land) 66 > 5 M > 9 j M > 9 j M 2 j H > 214 M > A2 > (land) dl > 5 L L L > 236 M > 214 L M > L M > A1 > 6 A2
You want to DL the cell super so it all hits after the janemba super. you can get more by adding another J M into each bounce but i Find they can fall out of it a lot if tried
10.041
Combo
05-03-20
Dragon Ball FighterZ
Kefla
2 H > spark > 6 H 5 H > 214 M A1 > 6 H 5 H > IAD > j M > (land) 5 S 5 H > IAD > j M > (land) 5 S 5 H > 9 > j L L 2 H > j 9 > j L L (1) L A2 > DR > A1 > 236 H + S > 8 > j 236 H + S > A2 > A1
Midscreen to corner
10.058
Combo
05-03-20
Dragon Ball FighterZ
Kefla
2 M 5 M 5 H > SD > j M 2 H > j 9 > j L L [ S ] > j 236 [ S ] > j 236 L + M
Corner
5.200
Combo
05-03-20
Dragon Ball FighterZ
Android 21
SD > j dl M dl H > (land) 2 9 > j L L L 2 H > SD > j M H 2 H > j 9 > j L L L S > j 236 S ~ H > 236 L + M
Corner
4.439
Combo
05-03-20
Dragon Ball FighterZ
Android 21
j M > 5 L L 5 M 2 M 5 S > 214 M > [ 4 ] > 5 S 5 H > dl SD > j dl M dl H > (land) 2 9 > j L L L 2 H > j 9 > j L L > j 236 S ~ H > 236 L + M
Corner
4.849
Combo
05-03-20
Dragon Ball FighterZ
Android 21
j M > 5 L L 5 M 2 M 5 H > dl SD > j 66 > j M > (land) 66 9 > j L L L 2 H > 9 > j L L S > j 236 S ~ M > 236 L + M
4.609
Combo
05-03-20
Dragon Ball FighterZ
Android 21
j L > 5 L L 5 M 2 M 5 S > 214 M > [ 4 ] > 5 S 5 H > dl SD > j dl M dl H > (land) 2 9 j L L L 2 H > j 9 > j L L > j 236 S ~ H > 236 L + M
Corner
4.549
Combo
05-03-20