DBFZ/SSB Gogeta/Combos: Difference between revisions

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{{Notation-DBFZ}}
==Midscreen Combos==
===Meterless===
*'''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.


{| class="wikitable"
*'''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.
! Combo Notation Guide
|-
|
:{| class="wikitable" border="1"
|-
| 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 {{2}}{{3}}{{6}}S becomes 236S
: '''>''' = cancel into the next attack
: ''',''' = link the next attack after preceding move's recovery
: '''jc''' = jump cancel
: '''hjc''' = high jump cancel
: '''CH''' = Counter Hit
: '''IAD''' = Instant Air Dash
: '''(N)''' = only use the Nth attack of the move (for example, if j.M(2) is written, you only use the first two hits of j.M)
: '''(CSpec)''' = Contains a part that only works on some characters.
: '''SD''' = Super Dash
: '''[ ]''' = Hold input.
: '''A1''' = Assist 1
: '''A2''' = Assist 2
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|}
<br clear=all/>
==Combo List==


==No meter combos==
*'''5H > delay SD > airdash j.M(1) ▷ dash jump j.LL(3) > jc.LL(3)2H
===Midscreen===
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.


===Corner===
*'''214M, airdash j.236L~LL
DP into sliding knockdown, situational confirm.


==Meter combos==
===Metered===
===Midscreen===


===Corner===
==Corner Combos==
===Meterless===
*'''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.


==Assist Specific==
*'''2M > SD > j.H ▷ 5LL > 5M > sjc.M(3)LL > jc.LLLS2S > SD > j.LL(3) > j.236L~MM
===Midscreen===
*'''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===
*'''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.


==Combo Theory==
*'''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===
 
==Assist Extensions==
 
==Sparking==
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==


==Video Examples==
==Video Examples==
https://www.instagram.com/p/B3Qc81Rgg2w/
Sparking TOD


==Navigation==
==Navigation==

Revision as of 09:13, 8 October 2019

Template:Notation-DBFZ

Midscreen Combos

Meterless

  • 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

Corner Combos

Meterless

  • 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

Assist Extensions

Sparking

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

Video Examples

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

Navigation

Template:Navbar-DBFZ