DBFZ/Adult Gohan/Combos: Difference between revisions

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{{Notation-DBFZ}}
==Potential Unleashed Level 0==
===Midscreen Combos===
====Meterless====
*'''2M > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL
Basic BnB.


{| class="wikitable"
*'''5H > delay SD > airdash j.M ▷ 3H > sjc.LL2H > jc.LLL
|-
5H rejump route. Does less damage and loses sliding knockdown.
! Combo Notation Guide
|-
|
:{| class="wikitable" border="1"
|-
| 7 {{7}}
| 8 {{8}}
| 9 {{9}}
|-
| 4 {{4}}
| 5 {{5}}
| 6 {{6}}
|-
| 1 {{1}}
| 2 {{2}}
| 3 {{3}}
|}
: Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}S becomes 236S
: '''>''' = cancel into the next attack
: ''',''' = link the next attack after preceding move's recovery
: '''jc''' = jump cancel
: '''hjc''' = high jump cancel
: '''CH''' = Counter Hit
: '''IAD''' = Instant Air Dash
: '''(N)''' = only use the Nth attack of the move (for example, if j.M(2) is written, you only use the first two hits of j.M)
: '''(CSpec)''' = Contains a part that only works on some characters.
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|}
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==Combo List==


===Midscreen===
*'''2M > 5M > 3H > jc.LM > delay jc.LL2H > SD > j.LLL
'''2L > 5L > 5M > 2M > 3H > j.M > j.L > j.L > j.2H > super dash > j.M > j.L > j.L > j.2H > double jump > j.LLL > j.2S'''
Sides switch. Jump forward after j.M, slight delay j.L so that Gohan autocorrects.


Works at any potential level. Solo BnB, if you're at potential level 1 or higher you can end with j.LL > j.2H > j.214A instead
====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.


'''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'''
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.


Works at any potential level. 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.
*'''... j.LLS > j.214H
*'''... j.LML2H > Vanish, j.214L
*'''... j.LML2H > Vanish, j.DR
Various 1 bar enders that give sliding knockdown.


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


Requires at least 1 level of potential otherwise the j.214L wont connect. Again, this uses ssj goku assist but many other assists can be used in it's place.
===Corner Combos===
====Meterless====
*'''2M > 5M > 5S > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLS > j.214L
Corner loopless combo.


===Corner===
*'''... 5L(1) > jc.LM > delay j.H > j.236[L] ▷ ...
'''2L > 5L > 5M > 2M > 3H > 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.214A'''
Leg loops. Lv0 and Lv1+ have different starters, but the loop is the same.


Works at any potential level. Corner version of the solo BnB, if you're at level 1 or higher you can end in j.LL > j.2H > j.214A instead
*'''2M > 5S > 2S > SD > airdash j.H > j.236[L] ▷ Loops
Universal loop starter that also works at Lv1+.


'''2L > 5L > 5M > 2M > 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.LLL > j.2S'''
*'''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.


Works at any potential level. If you're in potential level 0 you can end with j.LL > j.S > j.214A instead for more damage but less advantage on the sliding knockdown. If you're in potential 1 or higher you can end with j.LL > j.2H > j.214A for a more damaging version of the alt ender.
Drops on ???


'''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'''
*'''... 5L(2) > 3H > sjc.M ...
Loop enders.


Works at any potential level.
*'''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. [https://twitter.com/donpachi_89/status/960864423064649728 video example]


'''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'''
====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.


Works at any potential level, uses level 1 Sparking. Damage will vary depending on what assist you use and what supers your team has, but should do around 80-90%
==Potential Unleashed Level 1 and Up==
===Midscreen Combos===
====Meterless====
*'''... j.2H > j.214L
Everywhere meterless sliding knockdown.


'''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'''
*'''... 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.


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.
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].


==Combo Theory==
*'''SD > j.LL2H > j.214M
Sides switch from raw SD.


==Video Examples==
*'''... j.L > delay j.LL > j.236M[6], neutral jump j.L ...
Adult Gohan Day 1 Combos by [https://twitter.com/NakkielPNW Nakkiel]  
Sides switch with j.236M. Slightly delay j.LL for the autocombo boost if needed.
{{#ev:youtube|eKQompxdnnw}}
 
*'''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. [https://www.youtube.com/watch?v=lnhUG6pDWn4 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.


=== Bread and Butter ===
*'''2M > 5M > 3H > sjc.MLL > jc.LLL > Assist > SD > j.LLL
==== No Potential Unlocked ====
Midscreen with wall bounce assist.
===== Fullscreen =====
{{#ev:gfycat|NaughtyWaterloggedBuzzard}}


'''2L > 5L > 5M > 2M > 3H > jc > j.M > j.L > j.L > j.2H > SD > j.M > j.L > j>L > j.2H > jc > j.L > j.M > j.H'''
*'''2M > 5S > 236S > A1, 5H > SD > j.MH > j.236[L] ▷ {Loops}x2 > A2 ▷ DR > 236S > Super
Corner Lv1+ combo.


===== Midscreen =====
==Sparking==
{{#ev:gfycat|ElasticUnrealisticImpala}}
*'''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 > 3H > jc > j.M > j.L > j.L > j.2H > SD > j.M > j.L > j>L > j.2H > jc > j.L > j.M > j.H > 236L+M'''
*'''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%


===== Towards Corner =====
==Miscellaneous==
{{#ev:gfycat|TangibleBareCranefly}}
===== Corner =====
{{#ev:gfycat|QuestionableElementaryFreshwatereel}}


==== Potential Unlocked Level 1====
==Video Examples==
===== Fullscreen =====
{{#ev:gfycat|VagueNimbleBoubou}}
===== Corner =====
{{#ev:gfycat|PresentUntimelyIrishredandwhitesetter}}


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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

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