DBFZ/Adult Gohan/Combos

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< DBFZ‎ | Adult Gohan
Revision as of 13:58, 29 April 2021 by 24.90.141.182 (talk) (→‎Video Examples: added video)
Combo Notation GuideCharacter Name Abbreviations
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, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Potential Unleashed Level 0

Midscreen Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL ? ? All Basic BnB. The privilege starts here, as 3H adds an extra 200 damage which is 5LL-starter damage for everyone else.
5H > delay SD > airdash j.M ▷ 3H > sjc.LL2H > jc.LLL ? ? All 5H rejump route. Does less damage and loses sliding knockdown. Much better at Potential Unleashed lvl1.
2M > 5M > 3H > jc.LM > delay jc.LL2H > SD > j.LLL ? ? All Sides switch. Jump forward after j.M, slight delay j.L so that Gohan autocorrects.
... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLL2H > jc.LLL ? ? All Basic damage route, little to no pressure after.
... > Vanish ▷ dash 2M > delay 5M > 3H > jc.H > j.236[L] ▷ ... ? ? All Super ender route.
... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLH, airdash j.X ? ? All Soft knockdown safejump, best oki you get at Level 0.
... j.LLS > j.214H ? ? All Metered slide knockdown ender #1, the cheapest of the three for half a bar. Also allows level 1 Super to hit mid-screen.
... j.LML2H > Vanish, j.214L ? ? All Metered slide knockdown ender #2.Also allows level 1 Super to hit mid-screen.
... j.LML2H > Vanish, j.DR ? ? All Metered slide knockdown ender #3.

Notes

Third route is a safe jump that covers (almost) all soft knockdown tech options. After j.H, just do airdash into an air button.

Corner Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > 5S > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLS > j.214L 4487 ? All Corner loopless combo.
... 5L(1) > jc.LM > delay j.H > j.236[L] ▷ ... ? ? All 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 ? ? All Universal loop starter that also works at Lv1+. Especially useful in that it doesn't use smash, which later lets you get solo SKD.
2M > 5M > 3H > neutral jump jc.H > j.236[L] ▷ Loops ? ? All Lv0 only starter. Remember to neutral jump (8) instead of forward jump.
2M > 5S > 3H > jc.LH > j.236[L] ▷ Loops ? ? All Lv0 only starter.
... 5L(2) > 3H > sjc.M ... ? ? All Loop ender.
2M > 5M > 3H > jc.H > j.236[L] > 5L(1) > tk.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 Ends in sliding knockdown. lighting legs loop. Video example here.
j.236H ▷ dash 5L(2) > 3H > sjc.MLL2H > jc.LLS > SD > j.LLS > j.214L ? ? All EX leg confirm. Dash under the opponent as they bounce out of the corner.

Potential Unleashed Level 1 and Up

Midscreen Combos

Combo Damage Meter Gain Works on: Difficulty Notes
... j.2H > j.214L ? ? All Everywhere meterless sliding knockdown. Opens up the rejump as a viable solo option.
... j.L > delay j.LL > j.236M[4], j.2H > j.214L ? ? All 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.214L/j.214M ? ? All Sliding knockdown from Superdash. j.214M has better oki but switches sides.
... j.L > delay j.LL > j.236M[6], neutral jump j.L ... ? ? All Sideswitch 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 ? ? All Full sideswitch combo.
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 ? ? All Full sideswitch combo, sideswitch happens later but gives you more damage.
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 ? ? All Sides switch examples. First one does it early, second one does it late but does more damage.
... Vanish > 2M > 5M > 3H > sjc.MLL2H > jc.LML2H > j.214L ? ? All Vanish combo with sliding knockdown. Hurray!

Notes

214X giving a slide knockdown is HUGE for Adult Gohan.

Corner Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5S > 2S > SD > airdash j.H > j.236L > 5L(1) > jc.LMH > j.236L > 5L(1) > jc.MLL2H > SD > j.LL2H > jc.LLL 5119 1.9 All Nice leg loops route, very consistent & works on (almost) all character sizes.
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) ? ? All Corner bar dump.

Potential Unleashed Level 7 Only

Combo Damage Meter Gain Works on: Difficulty Notes
5M > 2L > 2M > 3H > j.MHLL > land > j.LHLM > jc.MHLL > land > 3H > j.LL2H > SD > j.LL2H > jc.LLL > j.2S ? ? All Rejump loop. You need to delay a lot of the air normals to keep the opponent at the right height. Video example here.
5M > 2L > 3[L] > 2M > 3H > j.MHLL > jc.LHLM2H > SD > j.LML2H > j.214L ? ? All Simpler BnB extension for level 7. You reach the ground without j.2S

Notes

These combos are not very practical, but they're very fun in training mode.

Assist Extensions

Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5M > 3H > sjc.MLL > jc.LLL > Assist ▷ dash 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL Anywhere ? ? All The 3H can be hard to get with certain assists so don't be afraid to forgo it.
2M > 5M > 3H > sjc.MLL > jc.LLL > Assist > SD > j.LLL Anywhere ? ? All It's possible but don't do this.
2M > 5S > 236S > A1, 5H > SD > j.MH > j.236[L] ▷ {Loops}x2 > A2 ▷ DR > 236S > Super Corner ? ? All Double assist combo, probably don't do this either.
... j.236[L] > Assist > DR > 236S > Super Corner ? ? All Most common assist extension in the corner.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
combo transcript where ? ? All

Notes

During Sparking! gets access to better mix off blockstrings with assists. >https://youtu.be/YgYamDqHVA4?t=2013

Miscellaneous

Video Examples

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