DBFZ/SS Goku/Combos: Difference between revisions

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j.S > j.236L is Goku's anywhere meterless SKD, the oki is slightly worse than j.H, but it's always enough for a safejump or landing any Supers afterward.
j.S > j.236L is Goku's anywhere meterless SKD, the oki is slightly worse than j.H, but it's always enough for a safejump or landing any Supers afterward.
*'''2M > 5M > 2S, super jump delay j.LML2H > SD > j.MLL2H > jc.LLS > j.236L
More advanced, universal air combo that works at high hitstun decay.
It's best delaying j.L just a tiny bit, since buffering it during super jump startup can cause it to whiff due to Goku not being high enough.


*'''5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LLS > j.236L
*'''5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LLS > j.236L
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Easy versions of j.236M ground bounce extension. No sliding knockdown without meter.
Easy versions of j.236M ground bounce extension. No sliding knockdown without meter.


These routes let you input j.236M whenever and the 5L/2L link will still work.
These routes let you input j.236M essentially whenever and the 5L/2L link will still work.


*'''2M > 5M > jc.M > jc.MS > j.214M, delay j.236M ▷ 2L ...
*'''2M > 5M > jc.M > jc.MS > j.214M, delay j.236M ▷ 2L ...
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With this route specifically, delaying the SD can make the link easier.
With this route specifically, delaying the SD can make the link easier.
*'''2M > 5M > 2S, super jump delay j.LML2H > SD > j.MLL2H > jc.LLS > j.236L
Tight (universal) link that barely adds any damage.
It's best delaying j.L just a tiny bit, since buffering it during super jump startup can cause it to whiff due to Goku not being high enough.


*'''... > Vanish ▷ meaty 2M, 5L > 5M > 2S > ...
*'''... > Vanish ▷ meaty 2M, 5L > 5M > 2S > ...

Revision as of 05:55, 16 February 2020

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Midscreen Combos

Meterless

  • 2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLS > j.236L

Basic midscreen BnB.

j.S > j.236L is Goku's anywhere meterless SKD, the oki is slightly worse than j.H, but it's always enough for a safejump or landing any Supers afterward.

  • 5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LLS > j.236L

5H rejump. The dash before rejump has to be buffered. Does less damage but has better corner carry.

Metered

  • ... > Vanish ▷ dash 2M > 5M > 2S > SD > j.ML2H > jc.LLS > j.236L

Basic grounded Vanish conversion. 5M > 2S autocorrects so you don't have to worry about random sideswitch from 5M hitting at a weird angle.

  • ... > Vanish ▷ delay IAD j.MS ▷ 2M > delay 5M > 2S > SD > j.ML2H > jc.LLS > j.236L

Advanced grounded Vanish conversion. Both Goku and the opponent has to be close to the ground when IAD j.M hits.

  • ... j.LLS > j.214M
  • ... j.LL2H > j.214L
  • ... j.LLS > j.236S

Enders before air Vanish. First one is the most consistent and builds the most meter. Second one is finicky and doesn't always work. Third one does the most damage most of the time, but drops at high hitstun decay.

  • ... j.LLS > j.236S > Vanish, j.236M
  • ... j.LLS > j.236S > Vanish, j.DR

Basic Vanish enders if you really wanna squeeze out as much damage as you can.

Corner Combos

Meterless

  • 2M > 214M ▷ delay 2M > delay 5H > 2S, 2S > SD > j.ML2H > jc.LLS > j.236L

Grounded route with sliding knockdown. Hard to confirm into.

Slightly harder on Trunks and Gotenks, as you have to really delay 2M for them to stay as close to the ground as possible.

  • 2M > 5M > jc.M > j.214M ▷ delay 5M > 2S > SD > j.MLL2H > jc.LLS > j.236L

Aerial route with sliding knockdown.

  • 2M > 5M > jc.MS > j.214M, j.236M ▷ 2L > 5H > delay 5[S](5) > 2S, 2S > SD > j.MLL2H > jc.LLL
  • 2M > 5M > jc.MLL > jc.MS > j.214M, j.236M ▷ 2L > 5H > delay 5[S](6) > 2S > SD > j.ML2H > jc.LLL

Easy versions of j.236M ground bounce extension. No sliding knockdown without meter.

These routes let you input j.236M essentially whenever and the 5L/2L link will still work.

  • 2M > 5M > jc.M > jc.MS > j.214M, delay j.236M ▷ 2L ...

Optimal starter for j.236M extension since it does the most damage while wasting the least combo timer. However j.236M has to be delayed until Goku gets closer to the ground, so it's slightly harder.

Metered

  • 2M > 5M > jc.MLL > jc.MS > j.214M, j.236M ▷ 2L > 5H > delay 5[S](6) > 2S > SD > j.LL > j.214L(2) > j.236L+M[2], airdash j.H

Ground bounce extension into SKD and a safe jump. Need to save double jump before Super so you can airdash afterward.

Can end with j.LL2H > j.214L(2) > Super, but DON'T end it with j.LLS > j.214L(2) > Super since j.S landing recovery will ruin the safe jump.

  • DR > j.M2H > jc.M2H > j.236H, delay j.MS ▷ 5H > 2S > SD > j.M2H > jc.LLS > j.214L(2) > j.236L+M

j.236M/H can be linked to j.M from Smash 2H height and up.

  • 2M > 5M > jc.M > jc.MS > j.214M, delay j.236M ▷ 5L > 5S > 5H > SD > airdash j.L > delay j.S > j.236S[2] ▷ super jump j.LML2H > jc.LL2H > j.214L(2) > j.236L+M

Universal, highest damage route using j.236S[2] rejump. Kame has to be done as close to the ground as possible. The super jump afterward isn't require for the link, but rather so Goku can do j.LML.

  • 2M > 5M > jc.M > jc.MLS > j.214M, delay j.236M ▷ 5L > 5S > 5H > SD > airdash j.L > delay j.S > j.236S[2] ▷ super jump j.LML2H > jc.LLS > j.214M(4) > Vanish > j.236M > j.236H+S

Slightly less raw damage in exchange for more Ki gain. Builds 2 bars on its own to spend on Vanish and H+S Lv1.

Assist Extensions

  • 2M > 5M > jc.MLL > j.LLL > Assist ▷ jump j.LL2H > SD ...
  • 2M > 5M > jc.MLH > j.214L > Assist ▷ jump j.LL2H > SD ...

Basic midscreen pop up assist extension.

  • 2M > 5M > j.MLL > Piccolo > j.2H > SD > j.MLL2H > j.LLS > j.236M, delay j.MS ▷ ...

Piccolo assist into meterless ground bounce extension in the corner. The orb will hit in between j.S and j.236M, allowing j.236M to connect.

  • ... j.236M ▷ 2L > 5H > 236S > Assist ...

Extension after j.236M.

Sparking

  • 5H > 236M > Spark ...

High damaging Spark activation route that eats up both Smash.

  • 2M > jc.S > airdash j.M > delay j.S ▷ dash 2M ...

Midscreen Sparking loop.

  • 5H > jc.S > airdash j.M > delay j.S ▷ 5H ...
  • 5H > tk.236S[2] ▷ 5H ...

Corner Sparking loops.

  • 2M > Spark, 2M > jc.S > airdash j.M > delay j.S ▷ 5M > 2S > sjc.MLL2H > SD ...

Simple Sparking confirm.

  • 2H > SD > j.M2H > jc.M2H > j.236H > delay Spark (whiff), [Vanish], delay j.MS ▷ 5M > 2S > SD > j.ML2H > jc.LL2H > j.214L > Vanish, j.DR
  • DR > j.M2H > j.236H > delay Spark (whiff), [Vanish], j.S > airdash j.MS ▷ 5M > 2S > SD ...

j.236H Sparking extensions. Also work without the Spark activation.

Miscellaneous

  • 2M > 5M > jc.M2H > SD > j.MLL2H > backward jc.L > delay j.LLS, j.LLS > j.236L

Midscreen, Sparkless "loop" example. Can be done on all characters, but the timing on j.L > delay j.LL isn't universal, nor are the setups leading up to it.

The link works by letting j.S hit at least 1f later than point blank, by spacing Goku slightly away from the opponent.

With this route specifically, delaying the SD can make the link easier.

  • 2M > 5M > 2S, super jump delay j.LML2H > SD > j.MLL2H > jc.LLS > j.236L

Tight (universal) link that barely adds any damage.

It's best delaying j.L just a tiny bit, since buffering it during super jump startup can cause it to whiff due to Goku not being high enough.

  • ... > Vanish ▷ meaty 2M, 5L > 5M > 2S > ...

Midscreen, also works with IAD j.MS route.

  • 5H > delay SD > airdash j.L > delay j.S ▷ dash jump j.L

Harder rejump that does less damage for slightly more Ki gain. The dash jump cannot be buffered and is only there so Goku can reach the opponent from midscreen.

  • 2M > 214M, j.236M, ▷ 2L > 5H ...
  • 2M > 2S, 2S > SD > j.M > jc.MS > j.214M, j.236M, j.LS ▷ 5H ...

Various ways to extend with j.236M in the corner. Though these routes are harder to confirm into.

Video Examples

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