Difference between revisions of "DBFZ/SSB Gogeta/Combos"

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===Meterless===
 
===Meterless===
 
*'''2M > 5S > 2S > j.214M, j.HS2S > SD > j.M(3) > jc.LLLS > j.236M~MM
 
*'''2M > 5S > 2S > j.214M, j.HS2S > SD > j.M(3) > jc.LLLS > j.236M~MM
*'''2M > 5M > 214M, j.HS2S > SD > j.LL(3) > jc.L > j.4L > j.M(3)HS > j.236M~MM
+
*'''2M > 5M > 214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3)HS > j.236M~MM
 
Does rather low damage, but they're easy to confirm.
 
Does rather low damage, but they're easy to confirm.
  
 
*'''2M > SD > j.H ▷ 5LL > 5M > sjc.M(3)LL > jc.LLLS2S > SD > j.LL(3) > j.236L~MM
 
*'''2M > SD > j.H ▷ 5LL > 5M > sjc.M(3)LL > jc.LLLS2S > SD > j.LL(3) > j.236L~MM
*'''5LL > jc.H ▷ 5LL > 5M > sjc.LLLS2S > SD > j.LL(3) > jc.L > j.4L > j.M(3) > j.236L~MM
+
*'''5LL > jc.H ▷ 5LL > 5M > sjc.LLLS2S > SD > j.LL(3) > jc.4LLM(3) > j.236L~MM
 
Corner rejump. Higher damage. Second one is really consistent.
 
Corner rejump. Higher damage. Second one is really consistent.
  
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Harder but higher damage version of the 2M combo.
 
Harder but higher damage version of the 2M combo.
  
*'''5LL > 6M ▷ delay 5L > 5M > sjc.M(2) > j.214M, j.HS2S > SD > j.LL(3) > jc.L4LM(3) > j.236L~MM
+
*'''5LL > 6M ▷ delay 5L > 5M > sjc.M(2) > j.214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3) > j.236L~MM
 
6M link. The highest damaging route with 5L or j.M(3) ▷ 5L starter.
 
6M link. The highest damaging route with 5L or j.M(3) ▷ 5L starter.
  

Latest revision as of 09:13, 8 October 2019

Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+DBL.png becomes 236L
> = Cancel into the next attack
, = Link the next attack after preceding move's recovery
|> or ▷ = After landing
jc = Jump cancel
sjc = Super jump cancel
IAD = Instant Air Dash
DR = Dragon Rush
SD = Super Dash
[X] = Hold input X
]X[ = Release input X
(N) = Attack must deal N number of hits
{...}xN = Repeat ... N number of times

Midscreen Combos[edit]

Meterless[edit]

  • 2M > 5M > jc.LLL > SD > j.LL(3) > jc.LL(3)2H
  • 2M > 5M > jc.LLL > SD > j.LL(3) > jc.LLL > j.236L~LL

Basic BnB. j.2H ender sacrifices damage and corner carry for oki.

  • 2L > 5LL > jc.LLL > SD > j.LL(3) > jc.LL(3)2H

Alternate combo from 2L. You can't get as many mediums in the combo because of how 2L launches, so this is as good as it gets.

  • 5H > delay SD > airdash j.M(1) ▷ dash jump j.LL(3) > jc.LL(3)2H

Typical rejump combo. Isn't worth doing since j.M(1) does as much damage as j.L, and his corner carry is already good enough without rejump.

  • 214M, airdash j.236L~LL

DP into sliding knockdown, situational confirm.

Metered[edit]

Corner Combos[edit]

Meterless[edit]

  • 2M > 5S > 2S > j.214M, j.HS2S > SD > j.M(3) > jc.LLLS > j.236M~MM
  • 2M > 5M > 214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3)HS > j.236M~MM

Does rather low damage, but they're easy to confirm.

  • 2M > SD > j.H ▷ 5LL > 5M > sjc.M(3)LL > jc.LLLS2S > SD > j.LL(3) > j.236L~MM
  • 5LL > jc.H ▷ 5LL > 5M > sjc.LLLS2S > SD > j.LL(3) > jc.4LLM(3) > j.236L~MM

Corner rejump. Higher damage. Second one is really consistent.

  • 2M > 5S > delay SD > j.H ▷ 5LL > 5M > jc.LLLS2S > SD > j.LL(3) > jc.LL(3) > j.236L~MM

Harder but higher damage version of the 2M combo.

  • 5LL > 6M ▷ delay 5L > 5M > sjc.M(2) > j.214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3) > j.236L~MM

6M link. The highest damaging route with 5L or j.M(3) ▷ 5L starter.

  • 5LL > jc.DR
  • 2M > 5M > jc.M(3) > jc.M(3) > j.214M, j.DR

Solo snapback.

Metered[edit]

Assist Extensions[edit]

Sparking[edit]

Bread and butter sparking loop starter in the corner:

  • 2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5M > 5S > JC > j.5H > j.5S > j.2S > IAD > j.5H > j.5S > j.2S > 236M

Stronger when paired with assists after 236M bounce SKD, and can even lead to TODs in the right scenarios.

Modified corner starter:

  • 2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5S > JC > j.5H > j.5S > j.2S > IAD > j.5H > j.5S > j.2S > SD > j.LL > 236M

Stronger as a solo SKD pressure, as pairing with assists after bounce yields high hit stun so it's hard to confirm off of.

Bread and butter sparking loop in the corner:

  • (SPARKING! active) 2M > 5S > JC > j.5S > j.2S > IAD > j.5S > j.2S > 214M > Imagination

Both use a lot of hits, especially with the beams killing hit stun, so be aware when trying to perform long combos. These loops deal MASSIVE damage, especially with sparking, and 214M causes a wall bounce if your smash has not been used, so it can be used for snap back pressure in the corner.

Sparking TOD (with assists):

  • 2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5M > 5S > JC > j.5H > j.5S > j.2S > IAD > j.5H > j.5S > j.2S > 236M (Assist that causes high hit stun: Android 17, Goku, Goku Black, etc.), DR (Assist that lifts opponent into the air: Goku GT, etc. Make sure to use this assist at the earliest possible moment after DR) > 236S8 > 214L+M > Hold L+M

Overall combo builds 3 bars, so as long as you start with 2 bars, this combo can kill at 100% health.

Miscellaneous[edit]

Video Examples[edit]

https://www.instagram.com/p/B3Qc81Rgg2w/ Sparking TOD

Navigation[edit]


Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc