DBFZ/SSB Gogeta/Combos: Difference between revisions

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==Midscreen Combos==
==Midscreen Combos==
===Meterless===
===Meterless===
*'''2M > 5M > jc.LL(3)L > SD > j.LL(3) > jc.LL(3)2H
*'''2M > 5M > jc.LLL > 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
*'''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.
Basic BnB. j.2H ender sacrifices damage and corner carry for oki.


*'''2L > 5L (2) > 5LL > jc > j.LL(3)L > SD > j.LL(3) > jc > j.LL(3) > j.2H
*'''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.
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.


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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.L4LM(3)HS > j.236M~MM
*'''2M > 5M > 214M, j.HS2S > SD > j.LL(3) > jc.L > j.4L > j.M(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
*'''(2L) > 5LL > jc.H ▷ 5LL > 5M > sjc.LLLS2S > SD > j.LL(3) > jc.L4LM(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
Corner rejump. Higher damage. Second one is really consistent.
Corner rejump. Higher damage. Second one is really consistent.


*'''(5M) > 2M > 5S > delay SD > j.H > 5L > 5LL > 5M > jc > j.LL(3)L > j.5S2S > SD > j.LL(3) > j.LL(3) > j.236L~MM
*'''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.
Harder but higher damage version of the 2M combo.


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Bread and butter sparking loop starter in the corner:
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
*'''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.
Stronger when paired with assists after 236M bounce SKD, and can even lead to TODs in the right scenarios.
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Modified corner starter:
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
*'''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.
Stronger as a solo SKD pressure, as pairing with assists after bounce yields high hit stun so it's hard to confirm off of.
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Bread and butter sparking loop in the corner:
Bread and butter sparking loop in the corner:


* (SPARKING! active) 2M > 5S > JC > j.5S > j.2S > IAD > j.5S > j.2S > 214M > Imagination
*'''(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.
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.
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Sparking TOD (with assists):
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
*'''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.
Overall combo builds 3 bars, so as long as you start with 2 bars, this combo can kill at 100% health.

Revision as of 06:04, 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.L > j.4L > j.M(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.L > j.4L > j.M(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.L4LM(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

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