Difference between revisions of "DBFZ/Adult Gohan/Combos"

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(Midscreen 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====
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==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
 
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
+
*'''2M > 5M > 3H > sjc.MLL > jc.LLL > Assist > SD > j.LLL
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.
+
Midscreen with wall bounce assist.
  
*'''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
+
*'''2M > 5S > 236S > A1, 5H > SD > j.MH > j.236[L] ▷ {Loops}x2 > A2 ▷ DR > 236S > Super
Another variation of the beam BnB.
+
Corner Lv1+ combo.
  
 
==Sparking==
 
==Sparking==

Latest revision as of 15:32, 11 October 2019

Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+DBL.png becomes 236L
> = Cancel into the next attack
, = Link the next attack after preceding move's recovery
|> or ▷ = After landing
jc = Jump cancel
sjc = Super jump cancel
IAD = Instant Air Dash
DR = Dragon Rush
SD = Super Dash
[X] = Hold input X
]X[ = Release input X
(N) = Attack must deal N number of hits
{...}xN = Repeat ... N number of times

Potential Unleashed Level 0[edit]

Midscreen Combos[edit]

Meterless[edit]

  • 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[edit]

  • ... > 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[edit]

Meterless[edit]

  • 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 (GG8.png) 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[edit]

  • 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[edit]

Midscreen Combos[edit]

Meterless[edit]

  • ... 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[edit]

  • 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[edit]

Meterless[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

Video Examples[edit]

Navigation[edit]


Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc