DBFZ/Adult Gohan/Combos: Difference between revisions

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{{Notation-DBFZ}}
{{Notation-DBFZ}}
==Potential Unleashed Level 0==
==Potential Unleashed Level 0==
As a general rule if something works at a lower potential level it should still work at a higher potential level, however some moves change properties in ways that can cause routes to no longer work. If this is the case it will be noted under the combo.
Combos that don't involve j.236X will work at all Levels. Though at higher Levels they'll do less damage than what he can put out. It's best learning his Lv1+ combos first since most of the time that's where he'll be.
Combos that don't involve j.236X will work at all Levels. Though at higher Levels they'll do less damage than what he can put out. It's best learning his Lv1+ combos first since most of the time that's where he'll be.


All combos that end with a sliding knockdown j.H can be followed up with a level 3 anywhere on screen or a level 1 if they finish near the corner. For 2 bars Gohan can vanish just as the opponent hits the ground, whiff it, and then link into a level 1 when far away from the corner. Unless otherwise noted combos can start off 2M or 5L for low starters. 5L is a weaker starter so it'll do notably less damage. 2M and 2L are equally good starters so the damage will only be a little less. If it ends with a j.214L knockdown both supers will combo midscreen or corner. J.2S at the end of combos gives Gohan more advantage from knockdowns but it's always optional outside of confirming j.214L into super.
j.H, j.LLL, j.DR enders can't combo into Lv1 Super midcreen, but any j.214X ender can. You can do j.H > Vanish (whiff) ▷ Super, but at that point just do j.S > j.214H.
 
===Midscreen Combos===
===Midscreen Combos===
====Meterless====
====Meterless====
*'''2M > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL
*'''2M > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL
Basic BnB.
Basic BnB.
*'''5H > delay SD > airdash j.M ▷ 3H > sjc.ML2H > jc.LLL
5H rejump route. Does less damage and loses sliding knockdown.
*'''2M > 5M > 3H > jc.LM > delay jc.LL2H > SD > j.LLL
Sides switch. Jump forward after j.M, slight delay j.L so that Gohan autocorrects. Whiffs on ???


====Metered====
====Metered====
*'''... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLL2H > jc.LLL
*'''... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLL2H > jc.LLL
*'''... > Vanish ▷ dash 2M > delay 5M > 3H > jc.H > j.236[L] ▷ ...
*'''... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLH, airdash j.X
*'''... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLH, airdash j.X
Lv0 Gohan doesn't get access to sliding knockdown from a grounded Vanish conversion, this is a simple safe jump setup to catch soft knockdown.
Vanish conversions. First route is just for pure damage, second route can go into Supers, third route gives you oki.
 
Lv0 Gohan doesn't get access to sliding knockdown from a grounded Vanish conversion, so the third route is a safe jump that covers (almost) all soft knockdown tech options. After j.H, just do airdash into an air button.


After j.H, do airdash into an air button.
*'''... > j.LLS > j.214H
*'''... > j.LL2H > Vanish, j.214L
*'''... > j.LLL > Vanish, j.DR
Various 1 bar enders that gives sliding knockdown.


===Corner Combos===
===Corner Combos===
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====Meterless====
====Meterless====
*'''... j.2H > j.214L
*'''... j.2H > j.214L
Everywhere meterless sliding knockdown. Can end with a Lv1 Super now.
Everywhere meterless sliding knockdown.


*'''... j.L > delay j.LL > j.236M[4], j.2H > j.214L
*'''... j.L > delay j.LL > j.236M[4], j.2H > j.214L
Extended version. Can plug this at the end of anything from BnB to Vanish extension to sideswitch combos...
Extended version. Can plug this at the end of anything from BnB to Vanish extension.
 
Slightly delay j.LL for the autocombo boost if needed, hold back during j.236M but ''do not'' hold M, don't mash j.2H as mashing L/M/H counts as doing j.236[M].
 
*'''SD > j.LL2H > j.214M
Sides switch from SD.


Slightly delay j.LL for the autocombo boost, hold back during j.236M but ''do not'' hold M, j.2H can be buffered during j.236M's recovery so don't mash as mashing H also counts as doing j.236[M].
*'''2M > 5M > 3H > sjc.LL > j.236M[6], neutral jump j.L > delay j.LL > j.236M[4], j.2H > SD > j.LL > j.236M[4], j.2H > j.214L
Sides switch with j.236M. Remember to neutral jump ([[8]]) instead of forward jump.


====Metered====
====Metered====
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===Corner Combos===
===Corner Combos===
====Meterless====
====Meterless====
*'''2L > 5L > 3[L] > 5M > 2M > 5S > 3H > super jump > j.M > j.L > j.L > j.2H > super dash > j.M > j.L > j.L > j.2H > double jump > j.LML > j.2H > j.214L
Corner BnB when in unlocked potential. Gives sliding knockdown.
*'''5M > 2M > 5S > 2S > SD > 66 > j.H > j.236L > 5L(1) > jc > j.LMH > j.236L > 5L(1) > jc > j.LM > j.2H > SD > j.LM > j.2H > jc > j.LLL
*'''5M > 2M > 5S > 2S > SD > 66 > j.H > j.236L > 5L(1) > jc > j.LMH > j.236L > 5L(1) > jc > j.LM > j.2H > SD > j.LM > j.2H > jc > j.LLL
Nice leg loops route, very consistent & works on (almost) all character sizes.
Nice leg loops route, very consistent & works on (almost) all character sizes.
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==Miscellaneous==
==Miscellaneous==
*'''5H > delay SD > airdash j.M ▷ 3H > sjc.M ...
Midscreen 5H rejump. Not universal.


==Video Examples==
==Video Examples==

Revision as of 19:23, 2 October 2019

Template:Notation-DBFZ

Potential Unleashed Level 0

Combos that don't involve j.236X will work at all Levels. Though at higher Levels they'll do less damage than what he can put out. It's best learning his Lv1+ combos first since most of the time that's where he'll be.

j.H, j.LLL, j.DR enders can't combo into Lv1 Super midcreen, but any j.214X ender can. You can do j.H > Vanish (whiff) ▷ Super, but at that point just do j.S > j.214H.

Midscreen Combos

Meterless

  • 2M > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL

Basic BnB.

  • 5H > delay SD > airdash j.M ▷ 3H > sjc.ML2H > jc.LLL

5H rejump route. Does less damage and loses sliding knockdown.

  • 2M > 5M > 3H > jc.LM > delay jc.LL2H > SD > j.LLL

Sides switch. Jump forward after j.M, slight delay j.L so that Gohan autocorrects. Whiffs on ???

Metered

  • ... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLL2H > jc.LLL
  • ... > Vanish ▷ dash 2M > delay 5M > 3H > jc.H > j.236[L] ▷ ...
  • ... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLH, airdash j.X

Vanish conversions. First route is just for pure damage, second route can go into Supers, third route gives you oki.

Lv0 Gohan doesn't get access to sliding knockdown from a grounded Vanish conversion, so the third route is a safe jump that covers (almost) all soft knockdown tech options. After j.H, just do airdash into an air button.

  • ... > j.LLS > j.214H
  • ... > j.LL2H > Vanish, j.214L
  • ... > j.LLL > Vanish, j.DR

Various 1 bar enders that gives sliding knockdown.

Corner Combos

Meterless

  • 2L > 5L > 5M > 2M > 5S > 3H > super jump > j.M > j.L > j.L > j.2H > super dash > j.M > j.L > j.L > j.2H > double jump > j.LL > j.S > j.214L

Corner version of the solo BnB

  • 2M > 5M > 3H > j.H > j.236[L] > 5L(1) > tkj.236L > 5L(1) > tkj.236L > 5L > j.L > j.M > j.2H > super dash > j.M > j.L > j.L > j.2H > double jump > j.LLL > j.2S

Ends in sliding knockdown. lighting legs loop. video example

Metered

Potential Unleashed Level 1 and Up

Midscreen Combos

Meterless

  • ... j.2H > j.214L

Everywhere meterless sliding knockdown.

  • ... j.L > delay j.LL > j.236M[4], j.2H > j.214L

Extended version. Can plug this at the end of anything from BnB to Vanish extension.

Slightly delay j.LL for the autocombo boost if needed, hold back during j.236M but do not hold M, don't mash j.2H as mashing L/M/H counts as doing j.236[M].

  • SD > j.LL2H > j.214M

Sides switch from SD.

  • 2M > 5M > 3H > sjc.LL > j.236M[6], neutral jump j.L > delay j.LL > j.236M[4], j.2H > SD > j.LL > j.236M[4], j.2H > j.214L

Sides switch with j.236M. Remember to neutral jump (8) instead of forward jump.

Metered

Corner Combos

Meterless

  • 5M > 2M > 5S > 2S > SD > 66 > j.H > j.236L > 5L(1) > jc > j.LMH > j.236L > 5L(1) > jc > j.LM > j.2H > SD > j.LM > j.2H > jc > j.LLL

Nice leg loops route, very consistent & works on (almost) all character sizes.

Metered

Potential Unleashed Level 7 Only

  • 5M > 2L > 2M > 3H > j.M > j.H > j.L > j.L > land > j.L > j.H > j.L > j.M > double jump > j.M > j.H > j.L > j.L > land > 3H > j.LL > j.2H > super dash > j.LL > j.2H > double jump > j.LLL > j.2S

Rejump loop. You need to delay a lot of the air normals to keep the opponent at the right height. video example

  • 5M > 2L > 3[L] > 2M > 3H > j.M > j.H > j.L > j.L > double jump > j.L > j.H > j.L > j.M > j.2H > super dash > j.LL > j.2H > j.214L

Simpler BnB extension for level 7. You reach the ground without j.2S

Assist Extensions

  • 2L > 5L > 5M > 2M > 3H > j.L > j.M > j.L > double jump > j.LL(call ssj goku)L > dash > 5M > 3H > super jump > j.L > j.M > j.L > j.2H > super dash > j.L > j.M > j.L > j.2H > double jump > j.LLL > j.2S

Beam assist bnb. Gives Sliding knockdown. This has a lot of corner carry, so you're likely to be able to go into potential unleash afterwards. Also while this example uses ssj goku many other assists will work in his place, tho the timing of the call and how exactly you relaunch will vary.

  • 236S > vanish > dash > 5M > 3H > super jump > j.L > j.M > j.L > j.2H > j.214L (call ssj goku) > super dash > j.L > j.M > j.2H > j.214L

Confirm off 236S. Goku assist is used as an example but other assists should work in his place, tho timing and the exact confirm may vary.

  • 2L > 5L > 5M > 2M > 5S > 236S > call ssj goku > j7.236M > 3H > super jump > j.L > j.M > j.L > j.2H > super dash > j.L > j.M > j.L > j.2H > double jump > j.LL > j.S > j.214L

Corner version of the beam BnB.

  • Rising j.L > j.236M > 5M > 3H > super jump > j.L > j.M > j.L > double jump > j.LL(call ssj goku)L > falling j.236M > 3H > super jump > j.L > j.M > j.L > j.2H > super dash > j.L > j.M > j.L > j.2h > double jump > j.LLL > j.2S

Rising j.L will whiff against crouching characters normally, but if they block a deep j.H they'll stay in blockstun standing and wont be able to crouch under the rising j.L, giving Gohan and instant overhead. Wont work on small characters.

  • 2L > 5L > 5M > 2M > 3H > j.L > j.M > j.L > double jump > j.LL(call ssj goku)L > falling j.236[M] > 3H > super jump > j.L > j.M > j.L > j.2H > super dash > j.L > j.M > j.L > j.2H > double jump > j.LLL > j.2S

Another variation of the beam BnB.

Sparking

  • 5M > 2M > 5S > 236S > sparking > 5S > 236S > ssj goku assist > 5S > 3H > super jump > j.L > j.M > j.L > j.2H > super dash > j.L > j.M > j.L > j.2H > double jump > j.LLL > 2S > 236L+M > kid buu level 1 > ssj goku level 3

Requires at least 3 levels of potential, at least 2 bars to start, and sparking (level 1 or more). Nakkiel team TOD. Likely works with other team combinations but timing of the assist call might change.

  • 2L > 5L > 5M > 2M > 236S > sparking > 236S > call ssj goku assist > j7.236[M] > 3H > super jump > j.L > j.M > j.L > j.2H > super dash > j.L > j.M > j.L > j.2H > double jump > j.LLL > j.2S > 236L+M > Z-Change level 1 > Z-change level 3

Damage will vary depending on what assist you use and what supers your team has, but should do around 80-90%

Miscellaneous

Video Examples

Adult Gohan Day 1 Combos by Nakkiel

TOD combo by Nakkiel

Bread and Butter

No Potential Unlocked

Fullscreen

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  • 2L > 5L > 5M > 2M > 3H > jump cancel > j.M > j.L > j.L > j.2H > super dash > j.M > j.L > j>L > j.2H > double jump > j.L > j.L > j.H
Midscreen

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  • 2L > 5L > 5M > 2M > 3H > jump cancel > j.M > j.L > j.L > j.2H > super dash > j.M > j.L > j>L > j.2H > double jump > j.L > j.L > j.H > 236L+M
Towards Corner

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  • 2L > 5L > 5M > 2M > 3H > jump cancel > j.M > j.L > j.L > j.2H > super dash > j.M > j.L > j>L > j.2H > double jump > j.L > j.L > j.S > j.214L > 236L+M
Corner

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  • 2L > 5L > 5M > 2M > 5S > 3H > jump cancel > j.M > j.L > j.L > j.2H > super dash > j.M > j.L > j>L > j.2H > jump cancel > j.L > j.L > j.S > j.214L > 236L+M (Requires a super jump after 3H for smaller characters)

Potential Unlocked Level 1

Fullscreen

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  • 2L > 5L > 3[L] > 5M > 2M > 3H > jump cancel > j.M > j.L > j.L > j.2H > super dash > j.M > j.L > j>L > j.2H > double jump > j.L > j.L > j.2H > j.214L > 236L+M
Corner

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  • 2L > 5L > 3[L] > 5M > 2M > 5S > 3H > jump cancel > j.M > j.L > j.L > j.2H > super dash > j.M > j.L > j>L > j.2H > double jump > j.L > j.L > j.2H > j.214L > 236L+M (Requires a super jump after 3H for smaller characters)

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