DBFZ/SSB Gogeta/Combos: Difference between revisions

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==Midscreen Combos==
==Midscreen Combos==
===Meterless===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
*'''2M > 5M > jc.LL(3)L > SD > j.LL(3) > jc.LL(3)2H
|-
*'''2M > 5M > jc.LL(3)L > SD > j.LL(3) > jc.LL(3)L > j.236L~LL
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
Basic BnB. j.2H ender sacrifices damage and corner carry for oki.
|-
 
| 2M > 5M > jc.LLL > SD > j.LL(3) > jc.LL(3)2H || 3820 || ? || All ||  || Basic BnB, j.2H ender gets good oki.
*'''2L > 5L (2) > 5LL > jc > j.LL(3)L > SD > j.LL(3) > jc > j.LL(3) > j.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.
| ... jc.LLL > j.236L~LL || 4111 || ? || All ||  || Alternate ender for damage, works anywhere j.LL(3)2H works.
 
|-
*'''5H > delay SD > airdash j.M(1) ▷ dash jump j.LL(3) > jc.LL(3)2H
| 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.
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.
|-
 
| 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.
*'''214M, airdash j.236L~LL
|-
DP into sliding knockdown, situational confirm.
| 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
 
|-
===Metered===
| 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==
==Corner Combos==
===Meterless===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
*'''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.L4LM(3)HS > j.236M~MM
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
Does rather low damage, but they're easy to confirm.
|-
| 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===


*'''2M > SD > j.H ▷ 5LL > 5M > sjc.M(3)LL > jc.LLLS2S > SD > j.LL(3) > j.236L~MM
==Sparking==
*'''5LL > jc.H ▷ 5LL > 5M > sjc.LLLS2S > SD > j.LL(3) > jc.L4LM(3) > j.236L~MM
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
Corner rejump. Higher damage. Second one is really consistent.
|-
 
!  Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
*'''5LL > 6M ▷ delay 5L > 5M > sjc.M(2) > j.214M, j.HS2S > SD > j.LL(3) > jc.L4LM(3) > j.236L~MM
|-
6M link. The highest damaging route with 5L or j.M(3) ▷ 5L starter.
| 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===


*'''5LL > jc.DR
==Assist==
*'''2M > 5M > jc.M(3) > jc.M(3) > j.214M, j.DR
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
Solo snapback.
|-
 
!  Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
===Metered===
|-
 
| ... 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.
==Assist Extensions==
|-
 
| ... j.236XMM > Assist > 214S > Super || Corner || ? || ? || All ||  || Harder than the above combo, but good if you started your combo with Dragon Rush.
==Sparking==
|-
| ... 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==
==Miscellaneous==


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


==Navigation==
==Navigation==
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[[Category:Dragon Ball FighterZ]]
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[[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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