DBFZ/Adult Gohan/Combos: Difference between revisions

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{{Notation-DBFZ}}
{{Notation-DBFZ}}
==Potential Unleashed Level 0==
==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===
===Midscreen Combos===
====Meterless====
====Meterless====
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Basic BnB.
Basic BnB.


*'''5H > delay SD > airdash j.M ▷ 3H > sjc.ML2H > jc.LLL
*'''5H > delay SD > airdash j.M ▷ 3H > sjc.LL2H > jc.LLL
5H rejump route. Does less damage and loses sliding knockdown.
5H rejump route. Does less damage and loses sliding knockdown.


*'''2M > 5M > 3H > jc.LM > delay jc.LL2H > SD > j.LLL
*'''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 ???
Sides switch. Jump forward after j.M, slight delay j.L so that Gohan autocorrects.


====Metered====
====Metered====
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*'''... > Vanish ▷ dash 2M > delay 5M > 3H > jc.H > j.236[L] ▷ ...
*'''... > 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
Vanish conversions. First route is just for pure damage, second route can go into Supers, third route gives you oki.
Vanish conversions, also work with j.236H starter. 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.
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.LLS > j.214H
*'''... > j.LL2H > Vanish, j.214L
*'''... j.LML2H > Vanish, j.214L
*'''... > j.LLL > Vanish, j.DR
*'''... j.LML2H > Vanish, j.DR
Various 1 bar enders that gives sliding knockdown.
Various 1 bar enders that give sliding knockdown.
 
j.H, j.LLL, j.DR enders can't combo into Lv1 Super midcreen, but any j.214X ender can.


===Corner Combos===
===Corner Combos===
====Meterless====
====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
*'''2M > 5M > 5S > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLS > j.214L
Corner version of the solo BnB
Corner loopless combo.
 
*'''... 5L(1) > jc.LM > delay j.H > j.236[L] ▷ ...
Leg loops. Lv0 and Lv1+ have different starters, but the loop is the same.
 
*'''2M > 5S > 2S > SD > airdash j.H > j.236[L] ▷ Loops
Universal loop starter that also works at Lv1+.
 
*'''2M > 5M > 3H > neutral jump jc.H > j.236[L] ▷ Loops
*'''2M > 5S > 3H > jc.LH > j.236[L] ▷ Loops
Lv0 only starters. Remember to neutral jump ({{8}}) instead of forward jump for the first one.
 
Drops on ???
 
*'''... 5L(2) > 3H > sjc.M ...
Loop enders.


*'''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
*'''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
Line 41: Line 55:


====Metered====
====Metered====
*'''j.236H ▷ dash 5L(2) > 3H > sjc.MLL2H > jc.LLS > SD > j.LLS > j.214L
EX leg confirm. Dash under the opponent as they bounce out of the corner.


==Potential Unleashed Level 1 and Up==
==Potential Unleashed Level 1 and Up==
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*'''... 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.
Extended version. Can be done 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].
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
*'''SD > j.LL2H > j.214M
Sides switch from SD.
Sides switch from raw SD.
 
*'''... j.L > delay j.LL > j.236M[6], neutral jump j.L ...
Sides switch with j.236M. Slightly delay j.LL for the autocombo boost if needed.


*'''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
*'''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.
*'''2M > 5M > 3H > sjc.MLL2H > SD > j.LL > j.236M[6], neutral jump j.L > delay j.LL > j.236M[4], j.2H > j.214L
Sides switch examples. First one does it early, second one does it late but does more damage.


====Metered====
====Metered====
*'''2M > 5M > 3H > sjc.ML2H > SD > j.ML2H > jc.LL2H > j.214H, delay j.M ▷ dash 3H > sjc.ML2H > jc.LL > j.236L > Vanish, j.DR
Bar dump combo utilizing j.214H's ground bounce.


===Corner Combos===
===Corner Combos===
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*'''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.
*'''Rising j.L > j.236M ▷ 2M > 5S > 2S > SD > airdash j.H > j.236[L] ▷ Loops ▷ 5L(2) > 3H > sjc.LML > jc.LL2H > j.214M
High damage fuzzy conversion.


====Metered====
====Metered====
*'''2M > 5M > 5S > 3H > sjc.M2H > SD > j.M2H > jc.M2H > j.214H, delay j.L ▷ 3H > jc.H > j.236[L] ▷ 5L(1) > jc.LM > jc.LMH > Vanish ▷ 236M(1)
Corner bar dump.


==Potential Unleashed Level 7 Only==
==Potential Unleashed Level 7 Only==
Line 76: Line 103:


==Assist Extensions==
==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
*'''2M > 5M > 3H > sjc.MLL > jc.LLL > Assist ▷ dash 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL
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.
Basic midscreen pop up assist extension.
 
*'''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
*'''2M > 5M > 3H > sjc.MLL > jc.LLL > Assist > SD > j.LLL
Corner version of the beam BnB.
Midscreen with wall bounce assist.


*'''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
*'''2M > 5S > 236S > A1, 5H > SD > j.MH > j.236[L] ▷ {Loops}x2 > A2 ▷ DR > 236S > Super
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.
Corner Lv1+ combo.
 
*'''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==
==Sparking==
Line 101: Line 122:


==Video Examples==
==Video Examples==
Adult Gohan Day 1 Combos by [https://twitter.com/NakkielPNW Nakkiel]
{{#ev:youtube|eKQompxdnnw}}
[https://clips.twitch.tv/ConcernedEntertainingPorcupineOSkomodo TOD combo] by [https://twitter.com/NakkielPNW Nakkiel]
===Bread and Butter===
====No Potential Unlocked====
=====Fullscreen=====
{{#ev:gfycat|NaughtyWaterloggedBuzzard}}
*'''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=====
{{#ev:gfycat|ElasticUnrealisticImpala}}
*'''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=====
{{#ev:gfycat|TangibleBareCranefly}}
*'''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=====
{{#ev:gfycat|QuestionableElementaryFreshwatereel}}
*'''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=====
{{#ev:gfycat|VagueNimbleBoubou}}
*'''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=====
{{#ev:gfycat|PresentUntimelyIrishredandwhitesetter}}
*'''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)


==Navigation==
==Navigation==

Revision as of 15:32, 11 October 2019

Template:Notation-DBFZ

Potential Unleashed Level 0

Midscreen Combos

Meterless

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

Basic BnB.

  • 5H > delay SD > airdash j.M ▷ 3H > sjc.LL2H > 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.

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, also work with j.236H starter. 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.LML2H > Vanish, j.214L
  • ... j.LML2H > Vanish, j.DR

Various 1 bar enders that give sliding knockdown.

j.H, j.LLL, j.DR enders can't combo into Lv1 Super midcreen, but any j.214X ender can.

Corner Combos

Meterless

  • 2M > 5M > 5S > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLS > j.214L

Corner loopless combo.

  • ... 5L(1) > jc.LM > delay j.H > j.236[L] ▷ ...

Leg loops. Lv0 and Lv1+ have different starters, but the loop is the same.

  • 2M > 5S > 2S > SD > airdash j.H > j.236[L] ▷ Loops

Universal loop starter that also works at Lv1+.

  • 2M > 5M > 3H > neutral jump jc.H > j.236[L] ▷ Loops
  • 2M > 5S > 3H > jc.LH > j.236[L] ▷ Loops

Lv0 only starters. Remember to neutral jump (Template:8) instead of forward jump for the first one.

Drops on ???

  • ... 5L(2) > 3H > sjc.M ...

Loop enders.

  • 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

  • j.236H ▷ dash 5L(2) > 3H > sjc.MLL2H > jc.LLS > SD > j.LLS > j.214L

EX leg confirm. Dash under the opponent as they bounce out of the corner.

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 be done 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 raw SD.

  • ... j.L > delay j.LL > j.236M[6], neutral jump j.L ...

Sides switch with j.236M. Slightly delay j.LL for the autocombo boost if needed.

  • 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
  • 2M > 5M > 3H > sjc.MLL2H > SD > j.LL > j.236M[6], neutral jump j.L > delay j.LL > j.236M[4], j.2H > j.214L

Sides switch examples. First one does it early, second one does it late but does more damage.

Metered

  • 2M > 5M > 3H > sjc.ML2H > SD > j.ML2H > jc.LL2H > j.214H, delay j.M ▷ dash 3H > sjc.ML2H > jc.LL > j.236L > Vanish, j.DR

Bar dump combo utilizing j.214H's ground bounce.

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.

  • Rising j.L > j.236M ▷ 2M > 5S > 2S > SD > airdash j.H > j.236[L] ▷ Loops ▷ 5L(2) > 3H > sjc.LML > jc.LL2H > j.214M

High damage fuzzy conversion.

Metered

  • 2M > 5M > 5S > 3H > sjc.M2H > SD > j.M2H > jc.M2H > j.214H, delay j.L ▷ 3H > jc.H > j.236[L] ▷ 5L(1) > jc.LM > jc.LMH > Vanish ▷ 236M(1)

Corner bar dump.

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

  • 2M > 5M > 3H > sjc.MLL > jc.LLL > Assist ▷ dash 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL

Basic midscreen pop up assist extension.

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

Midscreen with wall bounce assist.

  • 2M > 5S > 236S > A1, 5H > SD > j.MH > j.236[L] ▷ {Loops}x2 > A2 ▷ DR > 236S > Super

Corner Lv1+ combo.

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

Navigation

Template:Navbar-DBFZ