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New Android 17 Basic Combo Explained [DBFZ v1.38]
With the new patch, jH/j2H are allowed after jS, allowing for new combo structures. In this basic guide, I will show you how rejumps can be done consistently.
I will also explore what this new structure entails for Android 17, and how the damage and meter output is affected with the new changes.
Basically, adding jS before j2H leads to greater damage scaling of your normals. This results in greater hit-stun decay and slightly lower overall damage output. However, the addition of j2S significantly increases the amount of meter gained, allowing you to gain an extra 0.7 bars of meter.
This significantly increases the solo damage output of 17 as it is much easier and faster to build to 3 bars for a Level 3 super. The new normal will also allow you to do A17 rejump and my breakdown will include how you can do them easily. Enjoy!
Editor Notes:
Air Combos - j(L/M/H/S)
Jump Cancel - (jc) or (9)
Dash Cancel - (66)
Super Dash - (SD)
Delay - (d)
Sliding Knockdown - (SKD)
Hard knockdown - (HKD) After Lvl 3 Supers
Soft Knockdown - (KD)
BnB Combo (SKD)
2M.5M (jc) jLLS.2H (SD) jLLS.2H (jc) jL(d)L.2H.S.j236M
BnB Rejump Combo (SKD)
[Consistent for Tall characters, Works on most short & mid-size characters from mid-screen to corner]
5M.2M.3H.5H (d) SD (66) jS.H 5M (jc) jL(d)L.2H.S (SD) jLLS.2H.LLS.j236M
For BnB Combo - apart from getting used to j2H before jS, the hardest part is likely the last few buttons before the j236M. For a scaled combo (not M or H starters), you can simply by doing jLL.S.j236M instead of jL(d)L.2H.S.j236M at the end. However, if you want to maximise damage and make the combo look better, just make sure that you delay the 2nd jL button so that Android 17 will "float" higher than the opponent before your j2H.
To explain this a bit better, I will need to explain a little on how Auto-combo works. In the air, when you press jLL, the opponent characters would be automatically floated slightly higher than your character (A17 in this case). If you were to input j2H right after executing jLL normally without delays, the jS will not connect.
However, when you delay (d) your 2nd jL, your character would "float" slightly higher relative to your opponent character. After your delay your second jL, input j2H normally and your jS would connect.
This applies to the first part of the air inputs for the BnB Rejump Combo too.
For BnB Rejump Combo - getting the timing right can be a little more tricky. However, with sufficient practice, it can be ingrained into your muscle memory. To start off, choose a slightly bigger sized character like Cell or Gogeta. Getting the timing and muscle memory is important in Combo execution so in my opinion, it is better to start off with something simpler and then moving down the size roster.
Next, the first hard part to nail down is the delay (d) right before the SD. After 5H, let the opponent character fly slightly past mid-way across the screen before pressing your SD. If your timing is right, it will make your next step easier.
Executing SD too early, will result in your A17 and opponent colliding too high in the air, executing it too late is usually less of an issue but (i) the SD may not connect (ii) not sure if combo would work on all characters.
Once your SD collides, input Dash cancel or (66) and input jS right away.
The second hard part to nail is the dash Cancel and whiff j2H right after jS.
A17 jS would hit in 3 Pairs of Ki-Blast (Note: Each jS is 2 Ki-blast - when you hold jS, it will fire Three Pairs of Ki-blast, which is technically 6 hits). As the 3rd Pair of Ki-blast (jS) is hitting, buffer the jH input. the jH input would whiff and allow A17 to land faster, making A17 land earlier.
Once A17 lands, you can input 5M and if the timing is right, your 5M would connect and the rest are much easier! The rest are similar to the first BnB combo, so I wouldn't elaborate too much.
During my practice, I cue my jH input as the 3rd Pair of Fireball hits - before my muscle memory sets in, this was extremely helpful in allow me to do the whiff jH early enough but still give me sufficient reaction time to connect the 5M button after.
Once you are able to execute your rejumps successfully, it would be so satisfying for you! Doing everything all at once can be a bit difficult, but if you are new to the game, I suggest that you break them down to parts.
Nail the first delay SD first, then nail the Jump cancel Ki-blast input (66)jS. Once these two are down, focus on whiffing the jS.H such that your A17 is low enough and lastly, connect the 5M.
Try and spend more time reviewing your combos in slow-mo if possible and watch/re-watch this guide's slow-mo portion again and again. I have currently successfully landed a few other A17 corner double rejump combos and A17 rejump combo for tiny characters (GT Goku & Krillin). When I have more time, I would love to share the breakdown on how you could execute them too!