8 result(s)
Character Inputs Damage Assist Assist Ki Sparking Blast/Limit Break
Majin Buu 2 M > 2 S > 5 L > 9 > j L L 2 H > SD > j M L L > j 9 > j L L > j [ S ] > j 236 H > 66 > 2 M > 5 [ S ] > 5 H 4.417 None None 0 No Sparking Nor Limit Break
j M L > (land) 2 M 5 M > 9 > j M > j 214 L > j dl M > (land) 5 S 5 H dl 2 S 5 S 5 H dl 2 S 5 S 5 H dl 2 S 5 S 5 H 2 S > 236 M
5H loop route that uses the 2M 6M link
3.982 None None -1.8 No Sparking Nor Limit Break
j M L > (land) 2 M 5 M > 9 > j M > j 214 L > j dl M > (land) 2 M 5 S 5 H dl 2 S > SD > j M L > j 9 > j M 2 H S S S S > j 236 L
Optimal corner route that doesn't use the 5H loop but still results in buttstomp ender
3.900 None None -1.7 No Sparking Nor Limit Break
j M L > 5 L L > 2 M > 2 S > 5 S 5 H > SD > j M H > j 214 L > j L L > 9 j M L L 2 H > j S S S S > j 236 L
Universal corner combo that doesn't involve loops as it uses the post-smash j214L > jL link. It still provides good damage and meter gain (which varies depending on assist used to extend). This combo done without assists results in post-buttstomp oki (6M allows 5L to confirm on hit, safe jump IAD jM, & other meaty options).
3.645 None None 1.75 No Sparking Nor Limit Break
j M > (land) 2 L 2 M 6 M 5 L 2 S > 66 9 > j L M L > j 9 > j L L 2 H > SD > j L L 2 H S S S S > j 236 L
Sideswitch Route that can end in 236L/H (fat throw oki , safe jump , etc)
3.607 None None -1.75 No Sparking Nor Limit Break
j M L > (land) 2 M 6 M dl 2 L 5 S 5 H > dl SD > j 66 > j M L > (land) 2 S > SD > j M L L > j 9 > j L L S S S S > j 236 L
Midscreen BNB that uses the 2M > 6M link & jML rejump
3.600 None None -1.7 No Sparking Nor Limit Break
j M L > 5 L L > 2 M > 2 S > 5 S 5 H > dl SD > j M H > j 214 L > j L L 2 H > j S S S S > j 236 L
Midscreen BNB using the post-smash j214L > jL link. You can use your double jump on medium/large sized characters, but due to the delay SD you will only be able to connect one jS > j236L.
3.525 None None 1.65 No Sparking Nor Limit Break
236 H > 9 66 j M L > 2 L > 5 L L > dl L
From low to medium hit stun combos that result in a character in fat-throw state, you are able to do auto combo grab reset/mix/oki(also known as auto combo tick throw). This scenario can also be seen as a type of "oki" situation as there is a true RPS happening right after 5LL. Your options are as follows: 5LLL (tick throw), 5LL (empty), 5LL 2M / 214M (frame trap). These options, for the most part, cover every single defensive option. What makes this "oki" very strong is that the tick throw hard counters block and reflect (the two most common defensive choices). Lastly, the scaling from the tick throw (as of 1.20) is very favorable. There have been 1 bar TODs found through this setup. What is demonstrated above is a double overhead into auto combo tick throw performed solo with assisted follow ups.
1.990 None None 0 No Sparking Nor Limit Break