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
: '''[L]''' = button is to be held
: '''>''' = 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==
A 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.


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


====0 Potential====
====Metered====
'''2L > 5L > 5M > 2M > 3H > super jump > j.M > j.L > j.L > j.2H > super dash > j.M > j.L > j.L > j.2H > double jump > j.LLL > j.2S'''
*'''... > 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.


Works at any potential level. Solo BnB. Gives sliding knockdown. Builds a little more than a bar
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.


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


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


====1-6 lvl Potential====
===Corner Combos===
====Meterless====
*'''2M > 5M > 5S > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLS > j.214L
Corner loopless combo.


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


Extension of the lvl 0 BnB. Gives a sliding knockdown and can go into either super even midscreen.
*'''2M > 5S > 2S > SD > airdash j.H > j.236[L] ▷ Loops
Universal loop starter that also works at Lv1+.


'''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'''
*'''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.


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.
Drops on ???


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


===Corner===
*'''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
All sliding knockdowns can lead into either super.
Ends in sliding knockdown. lighting legs loop. [https://twitter.com/donpachi_89/status/960864423064649728 video example]


=====0 Potential=====
====Metered====
'''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.214A > j.2S'''
*'''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.


Corner version of the solo BnB
==Potential Unleashed Level 1 and Up==
===Midscreen Combos===
====Meterless====
*'''... j.2H > j.214L
Everywhere meterless sliding knockdown.


'''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.214A > 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.


Corner version of the beam BnB.
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].


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


Another variation of the beam BnB.
*'''... 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.


'''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'''
*'''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.


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


'''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'''
===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 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.
*'''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.


====1-6 Levels of Potential====
====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.


'''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.LL > j.2H > j.214L > j.2S'''
==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]


Corner BnB when in unlocked potential. Gives sliding knockdown.
*'''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


====Max Potential====
==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.


'''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'''
*'''2M > 5M > 3H > sjc.MLL > jc.LLL > Assist > SD > j.LLL
Midscreen with wall bounce assist.


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


'''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'''
==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.


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


==Combo Theory==
==Miscellaneous==


==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.M > j.H'''
===== Midscreen =====
{{#ev:gfycat|ElasticUnrealisticImpala}}
'''2L > 5L > 5M > 2M > 3H > jump cancel > j.M > j.L > j.L > j.2H > super jump > j.M > j.L > j>L > j.2H > double jump > j.L > j.M > 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.M > 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.M > j.S > j.214L > 236L+M''' (Requires a super jump after 3H for smaller characters)


==== Potential Unlocked Level 1====
==Navigation==
===== Fullscreen =====
{{#lsth:DBFZ/Adult Gohan/Data|Links}}
{{#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.M > 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.M > j.2H > j.214L > 236L+M''' (Requires a super jump after 3H for smaller characters)
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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%

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