Combo Notation Guide | |||||||||
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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
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.
0 Potential
- 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
Works at any potential level. Solo BnB. Gives sliding knockdown. Builds a little more than a bar
- 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
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.
1-6 lvl Potential
- 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
Extension of the lvl 0 BnB. Gives a sliding knockdown and can go into either super even midscreen.
- 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 > 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.
Corner
All sliding knockdowns can lead into either super.
0 Potential
- 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
Corner version of the solo BnB
- 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.
- 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
- 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.
- 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%
- 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
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.
1-6 Levels of Potential
- 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
Corner BnB when in unlocked potential. Gives sliding knockdown.
Max Potential
- 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
Combo Theory
Video Examples
Adult Gohan Day 1 Combos by Nakkiel
Bread and Butter
No Potential Unlocked
Fullscreen
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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)