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 ? ? All Basic BnB, j.2H ender gets good oki.
... jc.LLL > j.236L~LL ? ? All Alternate ender for damage, works anywhere j.LL(3)2H works.
2M > 5M > jc.LLL > SD > j.LL(3) > jc.LLLS2S2H ? ? 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 ? ? 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

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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