DBFZ/SS Goku/Combos: Difference between revisions

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*'''(5LL/2LL) > 2M > 5M > jc > j.M2H > j.236H > j.MS > land > 5M > 2S > SD > j.LL2H > j.214L > j.236L+M[2]
*'''(5LL/2LL) > 2M > 5M > jc > j.M2H > j.236H > j.MS > land > 5M > 2S > SD > j.LL2H > j.214L > j.236L+M[2]
EX Haymaker combo. Leads to much less blue health than other combos due to EX and still ends with a slide knockdown because of Downwards Super Kamehameha.


*'''2M > 5H > 236S > Sparking > 2M > dl.5H > jS > j66 > jM > dl.jS > dl.5H > dl.jS > j66 > jM > dl.jS > dl.5H > 2S > SD > jLL > j2H > jLL > j2H > j214L[1] > Vanish > j236L > 214HS
*'''2M > 5H > 236S > Sparking > 2M > dl.5H > jS > j66 > jM > dl.jS > dl.5H > dl.jS > j66 > jM > dl.jS > dl.5H > 2S > SD > jLL > j2H > jLL > j2H > j214L[1] > Vanish > j236L > 214HS

Revision as of 15:37, 25 April 2019

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6S becomes 236S
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.M(2) is written, you only use the first two hits of j.M)
(CSpec) = Contains a part that only works on some characters.
SD = Super Dash
[ ] = Hold input.
A1 = Assist 1
A2 = Assist 2
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

No meter combos

Midscreen

  • (2L/5L) > 2M > 5M > jc > j.M > j.L > j.L > j.2H > SD > j.L > j.M > j.L > j.2H > jc > j.LL > j.S > j.236L

Damage: (3287 off of 5L/2L) 4265 Meter Gain: ~107%
Your solo Midscreen BnB combo. Works on everyone.

Corner

  • (5LL/2LL) > 2M > 5M > jc > j.MS > j.214M > j.236M > land > 5L > 5H > 2S > SD > j.LL2H > j.214L > j.236L+M[2]

Corner combo that sets up an easy safejump.

Meter combos

Midscreen

  • (2L/5L) > 2M > 5M > jc > jMLL > j2H > SD > jMLL > j2H > jc > jLL > jS > j236L > dl.j236H+S

Damage: (4097 off of 2L/5L starter) 5075
BnB that uses one bar. Can follow up with an Ultimate Z Assist for extra damage.

  • (2L/5L) > 2M > 5M > jc > jMLL > j2H > SD > jMLL > j2H > jc > jLL > jS > j214L > j236L+M [2] (Hold down to angle the super downward) > j236H+S

Damage: (4851 off of 2L/5L starter) 5833
BnB that allows Goku to use 2 Supers in one combo. Can follow up with an Ultimate Z Assist for extra damage.

  • 2M > 5M > jc > jM > jc > jM > jS > j214L > Sparking > 2M > 5M > jLL > 236S > [M+H] > jML > j2H > SD > jMLL > j2H > jc > jLL > jS > j214L(1) > j236L+M [2] > j236H+S

Damage: 7474
Sparking Combo - 0.5 Bar Start, uses three bars. Rather stylish.

Corner

  • (2L/5L) 2M > dl.5M > 214M > 2M > dl.5H > 2S > 2S > SD > jLL > j2H > jLL > jS > j236L > dl.j236H+S

Damage:(4539 off of 2L/5L) 5743

  • (5LL/2LL) > 2M > 5M > jc > j.M2H > j.236H > j.MS > land > 5M > 2S > SD > j.LL2H > j.214L > j.236L+M[2]

EX Haymaker combo. Leads to much less blue health than other combos due to EX and still ends with a slide knockdown because of Downwards Super Kamehameha.

  • 2M > 5H > 236S > Sparking > 2M > dl.5H > jS > j66 > jM > dl.jS > dl.5H > dl.jS > j66 > jM > dl.jS > dl.5H > 2S > SD > jLL > j2H > jLL > j2H > j214L[1] > Vanish > j236L > 214HS

Damage: 8282
Corner Sparking Combo - 1 Bar Start, 4 Bars used. Using the absurdly powerful yet difficult Sparking Loops, you can rack up huge damage and look cool as heck with this combo.
Video: https://gfycat.com/WelllitAbleKillerwhale

Assist Specific

Midscreen

Corner

Combo Theory

Video Examples

Navigation

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