5B |
30 |
}
Heavy Starters
Combo |
Damage |
Notes
|
j.X > 2C > 4A |
|
Standard jump-in starter. 2C has the most range of Dinosaur's cancellable heavies, advances him forward in cancels, and forces stand so that 4A consistently combos.
|
cl.C/cl.D > 4A |
|
|
2C/c.D/c.C > 6A |
|
|
Other Starters
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Rush Auto Combo
Combo |
Damage |
Meter cost |
notes
|
cl.A > A > A > B |
206 |
0 |
Rush combo ending in a special move. This is Dinosaur's highest meterless damage off of point blank cr.B
|
cl.A > A > A > C |
230 |
1 |
Rush combo ending in a super. 294 damage when using 214A follow-up.
|
cl.A > A > A > D |
359 |
2 |
Rush combo ending in a Max super.
|
cl.A > A > A > A |
441 |
3 |
Rush combo ending in a Climax super.
|
Meterless
Combo |
Damage |
Stun |
Meter cost |
Meter Gain |
Location |
Notes
|
2B > Rush Autocombo (B Ender) |
209 |
60 |
0 |
32% |
Anywhere |
Optimal, but need to be nearly point blank to get 2B > cl.5A for the rush combo.
Enough okizeme for immediate brief run into safe super jump.
If the far 5A comes out accidentally and whiffs a crouching opponent, KoD can reach with slightly delayed 6214A or a super grab (longer range) if the opponent isn't pressing buttons.
|
Light Starter > 6214A |
182 |
60 |
0 |
26% |
Anywhere |
Slightly weaker, slightly better range. Same notes as above.
|
Light Starter > 236A |
134 |
140 |
0 |
19% |
Anywhere |
Longer range 2-hit confirm, can use off point blank 3-hit starter but 236A whiffs if the confirm is blocked. Not recommended.
|
Light Starter > 2A > 236A(1) > AB |
83 |
220 |
0 |
16% |
Anywhere |
Longest range 2-hit light confirm. If poorly spaced, 236A can be whiff punished by long reach moves if opponent knows the spacing even if the AB "break" is used.
|
Heavy Starter > 63214A |
271 |
170 |
0 |
35% |
Anywhere |
Works consistently from all ranges if using 2C > 4A or 2C.
|
Heavy Starter > 236C |
259 |
270 |
0 |
33% |
Anywhere |
More consistent when using non-2C starters.
|
Heavy Starter > 236C(2), 5D > 4214D |
421 |
300 |
0 |
55% |
Corner |
Big meterless damage. Unsafe on block against most characters.
|
CD > roll forward, 236C |
165 |
170 |
0 |
|
Anywhere |
Convenient since there is lots of time to confirm the CD.
|
CD > 5D > 236C(2) > AB, c.D |
292 |
320 |
0 |
|
Corner |
Easy to space. After max range CD, have to walk forward a bit to reach with far D. If too close, getting far D isn't possible.
|
|
|
|
|
|
Anywhere |
|
EX
Combo |
Damage |
Stun |
Meter cost |
Meter Gain |
Location |
Notes
|
Light Starter > 6214AC |
225 |
105 |
0.5 |
% |
Anywhere |
6214AC combos off of max range 2A. Same okizeme as other 6214P command throws (brief run into safe super jump).
|
Light Starter > 236AC, 4A > 4214D |
294 |
160 |
0.5 |
32% |
Midscreen |
236AC does not combo off of max range 2A, but does reach at most ranges. The okizeme is better after 4214D if the opponent is almost in the corner.
|
Light Starter > 236AC, 214B |
195 |
60 |
0.5 |
18% |
Corner |
Below average damage. Use this to salvage a corner 236AC into keeping the corner if you don't have any more meter to do 236C out of the corner into 214BD to toss them back into the corner.
|
Light Starter > 214BD |
179 |
60 |
0.5 |
5% |
Anywhere |
Best used if your back is against the wall and you want to prioritize position. Quick sideswap with moderate range (a bit more than 3 hit confirm). Good okizeme like the 6214P command throws if throwing them into the corner. Terrible okizeme otherwise. Can position for a vertical safe jump that lets you react to rolls.
|
Heavy Starter > 236C, 214BD |
371 |
270 |
0.5 |
33% |
Anywhere |
Same notes as when using in a light confirm.
|
Heavy Starter > 236AC, 4A > 4214D |
368 |
270 |
0.5 |
40% |
Midscreen |
Optimal midscreen.
|
Heavy Starter > 236CD, 2C > 5A > 236C(2) > AB, 5D > 4214D |
423 |
470 |
0.5 |
70% |
Corner |
Similar damage to the meterless variant, but shatter strikes allow heavy confirm follow-up to deal more stun and build a bit of meter back.
|
1 Bar
Combo |
Damage |
Stun |
Meter cost |
Meter Gain |
Location |
Notes
|
Light Starter > 236A(1) > 236236B, 214B |
322 |
100 |
1 |
27% |
Anywhere |
Avoid using the 214B if you have the opponent cornered, otherwise you will lose the corner and your oki.
|
Light Starter > 236AC > 236C, 214BD |
292 |
115 |
1 |
27% |
Corner |
Good to deal some damage and maintain corner. Good enough oki to do a delayed safe jump.
|
5B > 236A(1) > 236236B, 214B |
314 |
70 |
1 |
23% |
Anywhere |
Ranged 5B confirm. Cancel 236A(1) into AB on block.
|
Heavy Starter > 236C(2) > 236236B, 214B |
407 |
230 |
1 |
39% |
Midscreen |
|
Heavy Starter > 236C(2) > AB, 5D > 236236B, 214B |
503 |
300 |
1 |
50% |
Corner |
Loses all momentum. Only worth if it'll close the round, otherwise do the meterless route.
|
1.5 Bars
Combo |
Damage |
Stun |
Meter cost |
Meter Gain |
Location |
Notes
|
5B > 236A(1) > 236236B > 214BD |
367 |
70 |
1.5 |
11% |
Anywhere |
Ranged 5B confirm. Cancel 236A(1) into AB on block.
|
Light Starter > 236AC, 236C(2) > 236236B, 214B |
387 |
140 |
1.5 |
32% |
Midscreen |
|
Light Starter > 236AC, 236C(2) > 236236B, 214B |
357 |
90 |
1.5 |
27% |
Corner |
Inferior version of the above combo. Sends the opponent back towards the corner, but lacks oki.
|
Light Starter > 236A(1) > 236236B, 214BD |
370 |
100 |
1.5 |
13% |
Corner |
Highest corner damage from a light for 1.5 bars. Loses the corner.
|
Heavy Starter > 236AC, 236C(2) > 236236B, 214B |
461 |
250 |
1.5 |
39% |
Midscreen |
|
Heavy Starter > 236CD, 2C > 4A >236C(2) > AB, 5D > 236236B |
454 |
470 |
1.5 |
50% |
Corner |
Comparable damage to midscreen, with tons of stun to boot.
|
Heavy Starter > 236C(2) > AB, 5D > 236236B, 214BD |
550 |
300 |
1.5 |
37% |
Corner |
Gives up the corner in exchange for much more damage.
|
2 Bars
Combo |
Damage |
Stun |
Meter cost |
Meter Gain |
Location |
Notes
|
Light Starter > 236AC, 236C(2) > 236236B, 214BD |
428 |
140 |
2 |
32% |
Midscreen |
|
Light Starter > BC, 2C > 4A > 236AC, 236C(2) > 236236B, 214B |
396 |
310 |
2, 1250 MAX |
18% |
Midscreen |
Slightly less damage, more metergain and stun. For 1000 MAX variant, axe the 4A.
|
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B |
396 |
360 |
2, 1000 MAX |
5% |
Corner |
|
Light Starter > 236AC, 236C(2) > 236236B, 214BD |
398 |
90 |
2 |
16% |
Corner |
Slightly more damage and better metergain, much worse oki.
|
Heavy Starter > 236AC, 236C(2) > 236236B, 214BD |
502 |
250 |
2 |
27% |
Midscreen |
|
Heavy Starter > BC, 2C > 4A > 236AC, 236C(2) > 236236B, 214B |
470 |
420 |
2, 1250 MAX |
13% |
Midscreen |
Slightly less damage, more metergain and stun. For 1000 MAX variant, axe the 4A.
|
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B |
470 |
530 |
2, 1000 MAX |
13% |
Corner |
|
Heavy Starter > 236AC, 236C(2) > 236236B, 214BD |
472 |
200 |
2 |
24% |
Corner |
Slightly more damage and metergain, much worse oki.
|
6A > BC, 2C > 236AC, 236C(2) > 236236B, 214B |
316 |
230 |
2, 1250 MAX |
20% |
Midscreen |
Sample overhead confirm. Any Quick Mode combos can be applied to 6A.
|
3 Bars
Combo |
Damage |
Stun |
Meter cost |
Meter Gain |
Location |
Notes
|
Light Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD |
528 |
270 |
3, 1000 MAX |
5% |
Anywhere |
1000 MAX gauge variant.
|
Light Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD |
583 |
270 |
3, 1250 MAX |
5% |
Anywhere |
1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
|
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236A(1) > 2141236CD |
570 |
410 |
3, 1000 MAX |
5% |
Corner |
|
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B, 2141236CD |
654 |
360 |
3, 1500 MAX |
5% |
Corner |
For 1250 MAX, use the "Anywhere" route in the corner.
|
5B > 236A(1) > 236236B, 6321463214AC |
500 |
70 |
3 |
11% |
Anywhere |
Ranged 5B confirm. Cancel 236A(1) into AB on block.
|
Heavy Starter > BC, 2C > 4A > 236C(3) > 2141236CD |
602 |
440 |
3, 1000 MAX |
13% |
Anywhere |
1000 MAX gauge variant.
|
Heavy Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD |
657 |
380 |
3, 1250 MAX |
13% |
Anywhere |
1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
|
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236A(1) > 2141236CD |
644 |
480 |
3, 1000 MAX |
13% |
Corner |
|
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B, 2141236CD |
728 |
470 |
3, 1500 MAX |
13% |
Corner |
For 1250 MAX, use the "Anywhere" route in the corner.
|
4 Bars
Combo |
Damage |
Stun |
Meter cost |
Meter Gain |
Location |
Notes
|
Light Starter > BC, 2C > 4A > 236A(1) > 236236BD > 2141236CD |
682 |
270 |
4, 1250 MAX |
5% |
Anywhere |
1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
|
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236BD > 2141236CD |
744 |
360 |
4, 1500 MAX |
5% |
Corner |
For 1250 MAX, use the "Anywhere" route in the corner.
|
5B > 236A(1) > 236236B, 2141235CD |
619 |
70 |
4 |
11% |
Anywhere |
Ranged 5B confirm. Cancel 236A(1) into AB on block.
|
Heavy Starter > BC, 2C > 4A > 236A(1) > 236236BD > 2141236CD |
756 |
380 |
4, 1250 MAX |
13% |
Anywhere |
1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
|
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236BD > 2141236CD |
818 |
470 |
4, 1500 MAX |
13% |
Corner |
For 1250 MAX, use the "Anywhere" route in the corner.
|
Max Mode Heavy Starter > 236AC > 236C(2) > 236236BD > 2141236CD |
848 |
250 |
4 |
0% |
Midscreen |
|
Max Mode Heavy Starter > 236C(2) > AB, 5D > 236236BD > 2141236CD |
962 |
300 |
4 |
0% |
Corner |
ToD if started with j.C c.D 4A.
|
5 Bars
Combo |
Damage |
Stun |
Meter cost |
Meter Gain |
Location |
Notes
|
|
|
|
|
|
Anywhere |
|
External Links
Navigation
|