DBFZ/SSB Gogeta/Combos

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Midscreen Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.LLL > SD > j.LL(3) > jc.LL(3)2H Damage Net Gain who Basic BnB, j.2H ender gets good oki.
... jc.LLL > j.236L~LL Damage Net Gain who Alternate ender for damage, works anywhere j.LL(3)2H works.
2M > 5M > jc.LLL > SD > j.LL(3) > jc.LLLS2S2H Damage Net Gain who 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 Damage Net Gain who 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 Damage Net Gain who 5H > delay SD > airdash j.M(1) ▷ dash jump j.LL(3) > jc.LL(3)2H
214M, airdash j.236L~LL Damage Net Gain who DP into sliding knockdown, situational confirm.
2M > 5H > 214S > Vanish > 2M > 5M > jc.LL(3) > jc.LL(3) > j.2H Damage Net Gain who 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 Damage Net Gain who Taking advantage of corner carry. Has oki and higher damage. j.LLLS2S only works in the corner.

Notes

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

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