DBFZ/GT Goku/Combos: Difference between revisions

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Corner variation of the midscreen level 3 combo.
Corner variation of the midscreen level 3 combo.


*'''5M > 2M > 236M > dl~5L > 5LL > 2M > 5S > 5H > SD > 66j.H > land > jump > j.LML > jc > j.LLLS > j.236L vanish > j.214S~1S > j.214H+S > DR > 236M > 236L+M/214L+M
*'''5M > 2M > 236M > dl~5L > 5LL > 2M > 5S > 5H > SD > 66j.H > land > jump > j.LML > jc > j.LLLS > j.236L vanish > j.214S~1S > j.214H+S > land > 66DR > 236M > 236L+M/214L+M
Corner Genkidama combo. Useful to dump bar on a punish and all things considered, not very difficult. The post vanish 1S follow up must hit with the blast or the Super Ultra Spirit Bomb will whiff. The Dragon Rush is also much sooner than you think, but otherwise the combo is pretty straightforward.
Corner Genkidama combo. Useful to dump bar on a punish and all things considered, not very difficult. The post vanish 1S follow up must hit with the blast or the Super Ultra Spirit Bomb will whiff. The Dragon Rush is also much sooner than you think, but otherwise the combo is pretty straightforward. The rest of the combo should not be performed unless it will kill as 214H+S oki is stupid good.
 
*'''(5LL/2LL) > 2M > 5M > j.MHS > SD > j.MLL > jc > j.LLLS > j.236M > vanish > j.214S~1S > j.214H+S > land > 66DR > 236M > 236L+M/214L+M
Alternate corner Genkidama combo for less optimal starters. The post vanish 1S follow up must hit with the blast or the Super Ultra Spirit Bomb will whiff. The rest of the combo should not be performed unless it will kill as 214H+S oki is stupid good.


==Assist Specific==
==Assist Specific==

Revision as of 17:59, 25 July 2019

Template:Notation-DBFZ

Combo List

No meter combos

Midscreen

  • (5LL/2LL) > 2M > 5M > jc > j.MHS > SD > j.MLL > jc > j.LLL > j.214M

Basic slide knockdown BnB, doesn't go into any supers midscreen.

  • (5LL/2LL) > 2M > 5M > jc > j.MLL > jc > j.LLLS > SD > j.LLL > j.214M

Fenritti's alternate slide knockdown BnB, doesn't go into any supers midscreen.

  • 5S/j.S > SD > j.MLL > jc > j.LLL > j.214M

Confirm off of power pole.

  • SD > j.LLL > j.214M

Slide knockdown off a random superdash.

Corner

  • (5LL/2LL) > 2M > 5M > jc > j.M > jc > j.MH > j.236M > j.214S~3S~3S > j.LLLS > j.214M

Relatively simple corner combo.

  • (5LL/2LL) > 5M > 2M > 236M > 2M > 5S > 2S > 5H > SD > 66j.H > land > jump > j.MLL > jc > j.LLLS > j.214M

Damage: (3577/3375)4659

Easily able to add 236/214LM to burn bar and more damage. Tested against characters with varying heights. Don't let the rejump scare you, it's really consistent after little practice

Meter combos

Midscreen

  • (5LL/2LL) > 2M > 5M > jc > j.MHS > SD > j.MLL > jc > j.LL2H > land > 236L+M

Basic midscreen combo into level 1 for DHC's.

  • (5LL/2LL) > 2M > 5M > jc > j.MHS > SD > j.MLL > jc > j.LLL > j.236L > j.214L+M

Damage optimal midscreen level 3 combo.

  • anything > vanish > 665L > 5LL > 2M > 5M > jc > j.MLL > jc > j.LLL > j.214M
  • (5LL/2LL) > 2M > 5M > jc > j.MHS > SD > j.MLL > jc > j.LLL > j.214L > vanish > 665L > 5LL > 2M > 5M > jc > j.LML > jc > j.LLL > j.214M

Extention of the standard midscreen BnB with vanish that adds around 1000 damage. Cannot end with a level 1 unless you use the wack assist DHC.

Corner

  • (5LL/2LL) > 2M > 5M > jc > j.M > jc > j.MH > j.236M > j.214S~3S~3S > j.LLLS > j.236M > j.214L+M

Corner variation of the midscreen level 3 combo.

  • 5M > 2M > 236M > dl~5L > 5LL > 2M > 5S > 5H > SD > 66j.H > land > jump > j.LML > jc > j.LLLS > j.236L vanish > j.214S~1S > j.214H+S > land > 66DR > 236M > 236L+M/214L+M

Corner Genkidama combo. Useful to dump bar on a punish and all things considered, not very difficult. The post vanish 1S follow up must hit with the blast or the Super Ultra Spirit Bomb will whiff. The Dragon Rush is also much sooner than you think, but otherwise the combo is pretty straightforward. The rest of the combo should not be performed unless it will kill as 214H+S oki is stupid good.

  • (5LL/2LL) > 2M > 5M > j.MHS > SD > j.MLL > jc > j.LLLS > j.236M > vanish > j.214S~1S > j.214H+S > land > 66DR > 236M > 236L+M/214L+M

Alternate corner Genkidama combo for less optimal starters. The post vanish 1S follow up must hit with the blast or the Super Ultra Spirit Bomb will whiff. The rest of the combo should not be performed unless it will kill as 214H+S oki is stupid good.

Assist Specific

Midscreen

Corner

  • (5LL/2LL) > 2M > 5M > jc > j.M > jc > j.MH > j.236M > j.214S~3S~3S > j.LLLS > j.214M > Assist > 5L > 5LL > 5LLL > 214S[9]~1S > j.214H+S > DR > 236M > 236L+M/214L+M

Similar to the other Genkidama combo, but you can use one less bar with an assist. Works with assists that have hitstun like Beams/Vegeta/Bardock, as it can't launch too high or the 5L will whiff. The rest of the combo will always work if the 5L hits.

Combo Theory

Video Examples

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