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{{ | <center>{{Character Label|DBFZ|Gotenks|size=32px}}</center> | ||
{{DBFZ/CharacterLinks}} | |||
}} | |||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|3}} | {{TOC limit|3}} | ||
</div> | </div> | ||
{{Combo Notation|game=DBFZ}} | |||
==Midscreen== | |||
Note: Whiff cancelling special moves will be represented by ~ | |||
{| class="wikitable" | Eg. '''214H ~ 214S''' | ||
===Meterless=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |- | ||
! Combo | ! Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | | 2M > 5M > jc > j.ML(3)2H > SD > j.ML(3)2H > sjc > j.L(3)LL || 4022 || 1.25 || All || {{ComboDifficulty|Very Easy}} || Basic BnB combo. Saiyan combo with more lights. '''...jc > j.ML''' may whiff on small characters at tip 2M range, use '''...jc > j.M2H''' instead. | ||
|- | |- | ||
| | | 2M > 5M > hjc > j.ML(2) > j.S[6] , j.L(1)L2H > SD > j.L(3)ML(1)2H > djc > j.L(3)LL || 4305 || 1.4 || Medium+ || {{ComboDifficulty|Medium}} || Gotenks signature j.6S BnB combo. More damage, more meter gain. | ||
| | |||
| | |||
|- | |- | ||
| | | 2M > 5M > hjc > j.L(2) > j.S[6] , j.L(1)L2H > SD > j.ML(3)2H > djc > j.L(3)LL || 4012 || 1.3 || All || {{ComboDifficulty|Medium}} || Small body specific version. Less damage, more meter gain then "Basic BnB" on unscaled starters. | ||
| | |||
| | |||
|- | |- | ||
| 1 {{ | | 2H > SD > j.L(3)ML(1)2H > djc > j.L(3)LL || 3320 || 0.9 || Medium+ || {{ComboDifficulty|Easy}} || 2H/DR confirm. '''j.ML(3)2H''' for DR and small characters. | ||
| | |- | ||
| 3 {{ | | 5H > SD > j.ML(2)2H > djc > j.L(3)LL || 3410 || 0.8 || All || {{ComboDifficulty|Easy}} || 5H confirm. | ||
|} | |} | ||
: | |||
===Metered=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | |||
|- | |||
| SD > j.L(3)LS[6] > j.236[L] > j.214M > vanish > j.236M (whiff) , delayed j.L(1)L2H > djc > j.L(3)LL || 2568 || -1 || All || {{ComboDifficulty|Easy}} || Super dash confirm using vanish. Still gives sliding knockdown after vanish. Skip j.S[6] if it's too difficult. | |||
|- | |||
| ...djc > j.L(3)LS[6] > j.236[L] > j.214S > vanish > j.236M (whiff) , delayed j.L(1)LL || || -1 || All || {{ComboDifficulty|Easy}} || 1#. Various ways to spend meter in a combo. | |||
|- | |||
| ...djc > j.L(3)LS[6] > j.236[L] > j.214S > vanish > j.236L ~ 236[S] , j.L(1)LL || || -1 || All || {{ComboDifficulty|Easy}} || 1.5#. May be easier then the first. | |||
|- | |||
| ...djc > j.M2H > vanish > slightly delayed 236[S] > j.S[6] , j.L(1)LL || || -1 || Medium+ || {{ComboDifficulty|Medium}} || 2#. Doesn't work if there is too much HSD. | |||
|- | |||
| ...djc > j.L(3)LS[6] > j.236[L] > j.214S > j.214L+M || || -3 || All || {{ComboDifficulty|Easy}} || 3#. Use this if your ending the combo with Lv3. Skip j.S[6] in high HSD combos. | |||
|- | |||
| ...vanish , dash 5L (whiff) > 5LL > 5LLL > SD > j.ML(3)2H > djc > j.L(3)LL || 2910(236S) || -1 || All || {{ComboDifficulty|Easy}} || 1#. Post vanish confirm. No sliding knockdown. | |||
|- | |||
| ...vanish , dash 5L (whiff) > 5LL > 5LL > 214S , SD > j.ML(3)2H > djc > j.L(3)LL || 3093(236S) || -1 || All || {{ComboDifficulty|Easy}} || 1.5#. | |||
|- | |||
| ...vanish , dash 2M > 5M > jc > j.L(3)L2H > djc > j.L(3)LL || 2800(236S) || -1 || All || {{ComboDifficulty|Very Easy}} || 2#. Easier and more consistent than above combos. | |||
|- | |||
| ...vanish , dash 2M > 5H > 236L+M || 2878(236S) || -2 || All || {{ComboDifficulty|Very Easy}} || 3#. Lv1 after vanish. Skip 5H if in high HSD combo. | |||
|} | |} | ||
==Corner== | |||
===Meterless=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | |||
|- | |||
| 2M > 5M > jc > j.L(3)LS[6] > j.236[L] > j.214M , SD > j.ML(3)2H > djc > j.L(3)LL || 4277 || 1.5 || All || {{ComboDifficulty|Easy}} || Basic corner combo into sliding knockdown. | |||
|- | |||
| 2M > 5M > hjc > j.ML(2)S[6] , j.L(1)LS[6] > j.236[L] > j.214M , SD > j.ML(3)2H > djc > j.L(3)LL || 4647 || 1.6 || Medium+ || {{ComboDifficulty|Medium}} || Corner j.6[S] combo into sliding knockdown. | |||
|- | |||
| 2M > 5M > 214M ▷ 5L (whiff) > slightly delayed 5LL > 5LLL > 214S , SD > j.ML(3)2H > djc > j.L(3)LL || 5164 || 1.5 || All || {{ComboDifficulty|Medium}} || Corner "optimal" BnB. Most damage, less meter gain, no sliding knockdown. 5LL is harder to hit on smaller hitboxes. | |||
|- | |||
| 2M > 5M > jc > j.M > j.214M , DR... || 3598 || 0.55 || All || {{ComboDifficulty|Very Easy}} || Meterless solo snap. | |||
|- | |||
| SD > j.L(3)L > j.214M , DR || 2136 || 0.65 || All || {{ComboDifficulty|Very Easy}} || Super dash confirm. | |||
|} | |||
===Metered=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | |||
|- | |||
| SD > j.L(3)LS[6] > j.214H[3] ▷ delayed 2M... || 2186 || -0.5 || All || {{ComboDifficulty|Easy}} || Super dash confirm near or in the corner. No sliding knockdown. j.214H[3] brings opponent low enough for 2M to connect. | |||
|} | |||
===Ghost Okizeme=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Combo !! Meter Gain !! Works on: !! Difficulty !! Notes | |||
|- | |||
| ...SD > j.L(3)L2H > djc (back) > j.H ▷ 236H+S || -1 || All || {{ComboDifficulty|Easy}} || #1. Ghost okizeme setup. Best setup leaves Gotenks positve and spaced out. May need to delay '''j.LL''' for the air auto combo correction to pull Gotenks high enough for j.H to hit. | |||
|- | |||
| ...j.H ▷ backdash > 236H+S || -1 || All || {{ComboDifficulty|Very Easy}} || #2. Gotenks is negative in this setup so he will need to call out vanish and jump outs, but is spaced out. Still very strong if your opponent respects your pressure. | |||
|- | |||
| ...j.H ▷ 236H+S || -1 || All || {{ComboDifficulty|Very Easy}} || #3. Leave Gotenks close to opponent and covers all tech options. Which ghost hit the opponent depend on character size, whether they up tech or ground tech and whether they block high or low. Opponent can up tech and tank L and H ghost to escape. | |||
|- | |||
| ...j.DR/DR ▷ 236H+S || -1 || All || {{ComboDifficulty|Very Easy}} || #4. | |||
|} | |||
=== | ==Assist Extensions== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Combo !! Position !! Works on: !! Difficulty !! Notes | |||
|- | |||
| 2M > 5M > 214L > assist... || Anywhere || All || {{ComboDifficulty|Very Easy}} || 214L Extensions. Very effective with wall bounce and pop up assist. | |||
|- | |||
| j.S[6] link combo... j.L(1)LL assist > j.S[6]... || Midscreen || All || {{ComboDifficulty|Medium}} || Fun and optimal Gotenks extensions using j.S[6]. Can sideswitch with certain assist. Most effective with pop up assist. Lots of corner carry. | |||
|} | |||
==Combo Theory== | ==Combo Theory== | ||
==Video Examples== | ==Video Examples== | ||
{{#ev:youtube|mA2QYY432KM}} | |||
{{#ev:youtube|KvqZKlVVbqo}} | |||
{{#ev:youtube|gWUu67dLXTc}} | |||
{{#ev:youtube|864nd_4DlTg}} | |||
{{#ev:youtube|oWX41UOyEHw}} | |||
< | ==Navigation== | ||
{{ | <center>{{Character Label|DBFZ|Gotenks|size=32px}}</center> | ||
| | {{DBFZ/CharacterLinks}} | ||
| | {{DBFZ/Navigation}} | ||
}} | |||
{{ | |||
Latest revision as of 17:00, 21 January 2024
Combo Notation Guide | Character Name Abbreviations | |||||||||
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|
Midscreen
Note: Whiff cancelling special moves will be represented by ~
Eg. 214H ~ 214S
Meterless
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > jc > j.ML(3)2H > SD > j.ML(3)2H > sjc > j.L(3)LL | 4022 | 1.25 | All | [1] Very Easy | Basic BnB combo. Saiyan combo with more lights. ...jc > j.ML may whiff on small characters at tip 2M range, use ...jc > j.M2H instead. |
2M > 5M > hjc > j.ML(2) > j.S[6] , j.L(1)L2H > SD > j.L(3)ML(1)2H > djc > j.L(3)LL | 4305 | 1.4 | Medium+ | [3] Medium | Gotenks signature j.6S BnB combo. More damage, more meter gain. |
2M > 5M > hjc > j.L(2) > j.S[6] , j.L(1)L2H > SD > j.ML(3)2H > djc > j.L(3)LL | 4012 | 1.3 | All | [3] Medium | Small body specific version. Less damage, more meter gain then "Basic BnB" on unscaled starters. |
2H > SD > j.L(3)ML(1)2H > djc > j.L(3)LL | 3320 | 0.9 | Medium+ | [2] Easy | 2H/DR confirm. j.ML(3)2H for DR and small characters. |
5H > SD > j.ML(2)2H > djc > j.L(3)LL | 3410 | 0.8 | All | [2] Easy | 5H confirm. |
Metered
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
SD > j.L(3)LS[6] > j.236[L] > j.214M > vanish > j.236M (whiff) , delayed j.L(1)L2H > djc > j.L(3)LL | 2568 | -1 | All | [2] Easy | Super dash confirm using vanish. Still gives sliding knockdown after vanish. Skip j.S[6] if it's too difficult. |
...djc > j.L(3)LS[6] > j.236[L] > j.214S > vanish > j.236M (whiff) , delayed j.L(1)LL | -1 | All | [2] Easy | 1#. Various ways to spend meter in a combo. | |
...djc > j.L(3)LS[6] > j.236[L] > j.214S > vanish > j.236L ~ 236[S] , j.L(1)LL | -1 | All | [2] Easy | 1.5#. May be easier then the first. | |
...djc > j.M2H > vanish > slightly delayed 236[S] > j.S[6] , j.L(1)LL | -1 | Medium+ | [3] Medium | 2#. Doesn't work if there is too much HSD. | |
...djc > j.L(3)LS[6] > j.236[L] > j.214S > j.214L+M | -3 | All | [2] Easy | 3#. Use this if your ending the combo with Lv3. Skip j.S[6] in high HSD combos. | |
...vanish , dash 5L (whiff) > 5LL > 5LLL > SD > j.ML(3)2H > djc > j.L(3)LL | 2910(236S) | -1 | All | [2] Easy | 1#. Post vanish confirm. No sliding knockdown. |
...vanish , dash 5L (whiff) > 5LL > 5LL > 214S , SD > j.ML(3)2H > djc > j.L(3)LL | 3093(236S) | -1 | All | [2] Easy | 1.5#. |
...vanish , dash 2M > 5M > jc > j.L(3)L2H > djc > j.L(3)LL | 2800(236S) | -1 | All | [1] Very Easy | 2#. Easier and more consistent than above combos. |
...vanish , dash 2M > 5H > 236L+M | 2878(236S) | -2 | All | [1] Very Easy | 3#. Lv1 after vanish. Skip 5H if in high HSD combo. |
Corner
Meterless
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > jc > j.L(3)LS[6] > j.236[L] > j.214M , SD > j.ML(3)2H > djc > j.L(3)LL | 4277 | 1.5 | All | [2] Easy | Basic corner combo into sliding knockdown. |
2M > 5M > hjc > j.ML(2)S[6] , j.L(1)LS[6] > j.236[L] > j.214M , SD > j.ML(3)2H > djc > j.L(3)LL | 4647 | 1.6 | Medium+ | [3] Medium | Corner j.6[S] combo into sliding knockdown. |
2M > 5M > 214M ▷ 5L (whiff) > slightly delayed 5LL > 5LLL > 214S , SD > j.ML(3)2H > djc > j.L(3)LL | 5164 | 1.5 | All | [3] Medium | Corner "optimal" BnB. Most damage, less meter gain, no sliding knockdown. 5LL is harder to hit on smaller hitboxes. |
2M > 5M > jc > j.M > j.214M , DR... | 3598 | 0.55 | All | [1] Very Easy | Meterless solo snap. |
SD > j.L(3)L > j.214M , DR | 2136 | 0.65 | All | [1] Very Easy | Super dash confirm. |
Metered
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
SD > j.L(3)LS[6] > j.214H[3] ▷ delayed 2M... | 2186 | -0.5 | All | [2] Easy | Super dash confirm near or in the corner. No sliding knockdown. j.214H[3] brings opponent low enough for 2M to connect. |
Ghost Okizeme
Combo | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|
...SD > j.L(3)L2H > djc (back) > j.H ▷ 236H+S | -1 | All | [2] Easy | #1. Ghost okizeme setup. Best setup leaves Gotenks positve and spaced out. May need to delay j.LL for the air auto combo correction to pull Gotenks high enough for j.H to hit. |
...j.H ▷ backdash > 236H+S | -1 | All | [1] Very Easy | #2. Gotenks is negative in this setup so he will need to call out vanish and jump outs, but is spaced out. Still very strong if your opponent respects your pressure. |
...j.H ▷ 236H+S | -1 | All | [1] Very Easy | #3. Leave Gotenks close to opponent and covers all tech options. Which ghost hit the opponent depend on character size, whether they up tech or ground tech and whether they block high or low. Opponent can up tech and tank L and H ghost to escape. |
...j.DR/DR ▷ 236H+S | -1 | All | [1] Very Easy | #4. |
Assist Extensions
Combo | Position | Works on: | Difficulty | Notes |
---|---|---|---|---|
2M > 5M > 214L > assist... | Anywhere | All | [1] Very Easy | 214L Extensions. Very effective with wall bounce and pop up assist. |
j.S[6] link combo... j.L(1)LL assist > j.S[6]... | Midscreen | All | [3] Medium | Fun and optimal Gotenks extensions using j.S[6]. Can sideswitch with certain assist. Most effective with pop up assist. Lots of corner carry. |
Combo Theory
Video Examples
Systems Pages
Mechanics
Application & Advanced Information
Archived Information