DBFZ/SSB Gogeta/Combos: Difference between revisions

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{{Notation-DBFZ}}
==Midscreen Combos==
{| 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.LLL > SD > j.LL(3) > jc.LL(3)2H || 3820 || ? || All ||  || Basic BnB, j.2H ender gets good oki.
|-
| ... jc.LLL > j.236L~LL || 4111 || ? || All ||  || Alternate ender for damage, works anywhere j.LL(3)2H works.
|-
| 2M > 5M > jc.LLL > SD > j.LL(3) > jc.LLLS2S2H || 4210 || ? || All ||  || If midscreen carries to corner and has oki and higher damage. You want to learn this.
|-
| 2L > 5LL > jc.LLL > SD > j.LL(3) > jc.LL(3)2H || 3100 || ? || All ||  || 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 || ? || ? || All ||  || 5H > delay SD > airdash j.M(1) ▷ dash jump j.LL(3) > jc.LL(3)2H
|-
| 214M, airdash j.236L~LL || ? || ? || All ||  || DP into sliding knockdown, situational confirm.
|-
| 2M > 5H > 214S > Vanish > 2M > 5M > jc.LL(3) > jc.LL(3) > j.2H || ? || ? || All ||  || Has corner carry and similar damage to other lvl1 BnBs. j.2H ender can oki but does less damage.
|-
| 2M > 5H > 214S > Vanish > 2M > 5M > jc.LL(3) > jc.LLLS2S2H || ? || ? || All ||  || Taking advantage of corner carry. Has oki and higher damage. j.LLLS2S only works in the corner.
|}
===Notes===


{| class="wikitable"
==Corner Combos==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
|-
! Combo Notation Guide
| 2M > 5S > 2S > j.214M, j.HS2S > SD > j.M(3) > jc.LLLS > j.236M~MM || ? || ? || All ||  || Does rather low damage, but easy to confirm.
|-
|-
|
| 2M > 5M > 214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3)HS > j.236M~MM || ? || ? || All ||  || Does rather low damage, but easy to confirm.
:{| class="wikitable" border="1"
|-
|-
| 7 {{7}}
| 2M > SD > j.H ▷ 5LL > 5M > sjc.M(3)LL > jc.LLLS2S > SD > j.LL(3) > j.236L~MM || ? || ? || All ||  || Corner rejump. Higher damage.
| 8 {{8}}
| 9 {{9}}
|-
|-
| 4 {{4}}
| 5LL > jc.H ▷ 5LL > 5M > sjc.LLLS2S > SD > j.LL(3) > jc.4LLM(3) > j.236L~MM || ? || ? || All ||  || Corner rejump, more consistent than the first.
| 5 {{5}}
| 6 {{6}}
|-
|-
| 1 {{1}}
| 2M > 5S > delay SD > j.H ▷ 5LL > 5M > jc.LLLS2S > SD > j.LL(3) > jc.LL(3) > j.236L~MM || ? || ? || All ||  || Harder but higher damage version of the 2M combo.
| 2 {{2}}
|-
| 3 {{3}}
| 5LL > 6M, delay 5L > 5M > sjc.M(2) > j.214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3) > j.236L~MM || ? || ? || All ||  || 6M link. The highest damaging route with 5L or j.M(3) ▷ 5L starter.
|-
| 5LL > jc.DR || ? || ? || All ||  || Solo snapback route #1.
|-
| 2M > 5M > jc.M(3) > jc.M(3) > j.214M, j.DR || ? || ? || All ||  || Solo snapback route #2.
|}
|}
: Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}S becomes 236S
===Notes===
: '''>''' = cancel into the next attack
 
: ''',''' = link the next attack after preceding move's recovery
==Sparking==
: '''jc''' = jump cancel
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
: '''hjc''' = high jump cancel
|-
: '''CH''' = Counter Hit
!  Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
: '''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)
| 2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5M > 5S > jc.HS2S > jc.HS2S > j.236MMM || Corner || ? || ? || All ||  || Bread and butter sparking loop starter in the corner. Stronger when paired with assists after 236M bounce SKD, and can even lead to TODs in the right scenarios.
: '''(CSpec)''' = Contains a part that only works on some characters.
|-
: '''SD''' = Super Dash
| 2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5S > jc.HS2S > jc.HS2S > SD > j.LL > j.236LMM || Corner || ? || ? || All ||  || Modified corner starter. Stronger as a solo SKD pressure, as pairing with assists after bounce yields high hit stun so it's hard to confirm off of.
: '''[ ]''' = Hold input.
|-
: '''A1''' = Assist 1
| 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 > A1 > DR > A2 > 236S > 214L+M > Hold L+M || Corner || ? || ? || All ||  || First assist needs high horizontal hitstun, second needs to be a fast launch. Overall combo builds 3 bars, so as long as you start with 2 bars, this combo can kill at 100% health.
: '''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/>
===Notes===
==Combo List==


==No meter combos==
==Assist==
===Midscreen===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
 
|-
===Corner===
!  Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
 
|-
==Meter combos==
| ... j.236XMM > Assist > DR > 214M > j.236L+M/j.236H+S || Corner || ? || ? || All ||  || Your go-to. Depending on your team structure, you may have to forgo the 214M so your other supers connect.
===Midscreen===
|-
 
| ... j.236XMM > Assist > 214S > Super || Corner || ? || ? || All ||  || Harder than the above combo, but good if you started your combo with Dragon Rush.
===Corner===
|-
 
| ... DR > Assist > 236S/214S > Super || Corner || ? || ? || All ||  || Useful only if it's going to kill.
==Assist Specific==
|}
===Midscreen===
===Notes===
 
Gogeta gets most of his assist extensions at the end of his combos.
===Corner===


==Combo Theory==
==Miscellaneous==


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


==Navigation==
==Navigation==
{{#lsth:DBFZ/SSB Gogeta/Data|Links}}
{{#lst:DBFZ/SSB Gogeta/Data|Links}}
{{Navbar-DBFZ}}
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[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category:Gogeta]]
[[Category:Gogeta]]

Revision as of 18:22, 22 May 2020

Template:Notation-DBFZ

Midscreen Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.LLL > SD > j.LL(3) > jc.LL(3)2H 3820 ? All Basic BnB, j.2H ender gets good oki.
... jc.LLL > j.236L~LL 4111 ? All Alternate ender for damage, works anywhere j.LL(3)2H works.
2M > 5M > jc.LLL > SD > j.LL(3) > jc.LLLS2S2H 4210 ? All If midscreen carries to corner and has oki and higher damage. You want to learn this.
2L > 5LL > jc.LLL > SD > j.LL(3) > jc.LL(3)2H 3100 ? All 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 ? ? All 5H > delay SD > airdash j.M(1) ▷ dash jump j.LL(3) > jc.LL(3)2H
214M, airdash j.236L~LL ? ? All DP into sliding knockdown, situational confirm.
2M > 5H > 214S > Vanish > 2M > 5M > jc.LL(3) > jc.LL(3) > j.2H ? ? All Has corner carry and similar damage to other lvl1 BnBs. j.2H ender can oki but does less damage.
2M > 5H > 214S > Vanish > 2M > 5M > jc.LL(3) > jc.LLLS2S2H ? ? All Taking advantage of corner carry. Has oki and higher damage. j.LLLS2S only works in the corner.

Notes

Corner Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5S > 2S > j.214M, j.HS2S > SD > j.M(3) > jc.LLLS > j.236M~MM ? ? All Does rather low damage, but easy to confirm.
2M > 5M > 214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3)HS > j.236M~MM ? ? All Does rather low damage, but easy to confirm.
2M > SD > j.H ▷ 5LL > 5M > sjc.M(3)LL > jc.LLLS2S > SD > j.LL(3) > j.236L~MM ? ? All Corner rejump. Higher damage.
5LL > jc.H ▷ 5LL > 5M > sjc.LLLS2S > SD > j.LL(3) > jc.4LLM(3) > j.236L~MM ? ? All Corner rejump, more consistent than the first.
2M > 5S > delay SD > j.H ▷ 5LL > 5M > jc.LLLS2S > SD > j.LL(3) > jc.LL(3) > j.236L~MM ? ? All 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 ? ? All 6M link. The highest damaging route with 5L or j.M(3) ▷ 5L starter.
5LL > jc.DR ? ? All Solo snapback route #1.
2M > 5M > jc.M(3) > jc.M(3) > j.214M, j.DR ? ? All Solo snapback route #2.

Notes

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5M > 5S > jc.HS2S > jc.HS2S > j.236MMM Corner ? ? All Bread and butter sparking loop starter in the corner. Stronger when paired with assists after 236M bounce SKD, and can even lead to TODs in the right scenarios.
2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5S > jc.HS2S > jc.HS2S > SD > j.LL > j.236LMM Corner ? ? All Modified corner starter. Stronger as a solo SKD pressure, as pairing with assists after bounce yields high hit stun so it's hard to confirm off of.
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 > A1 > DR > A2 > 236S > 214L+M > Hold L+M Corner ? ? All First assist needs high horizontal hitstun, second needs to be a fast launch. Overall combo builds 3 bars, so as long as you start with 2 bars, this combo can kill at 100% health.

Notes

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... j.236XMM > Assist > DR > 214M > j.236L+M/j.236H+S Corner ? ? All Your go-to. Depending on your team structure, you may have to forgo the 214M so your other supers connect.
... j.236XMM > Assist > 214S > Super Corner ? ? All Harder than the above combo, but good if you started your combo with Dragon Rush.
... DR > Assist > 236S/214S > Super Corner ? ? All Useful only if it's going to kill.

Notes

Gogeta gets most of his assist extensions at the end of his combos.

Miscellaneous

Video Examples

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

Navigation

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