DBFZ/SSB Gogeta/Combos

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Midscreen Combos

Meterless

  • 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

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

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.L4LM(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
  • (2L) > 5LL > jc.H ▷ 5LL > 5M > sjc.LLLS2S > SD > j.LL(3) > jc.L4LM(3) > j.236L~MM

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

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

Miscellaneous

Video Examples

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