DBFZ/SS Goku/Combos: Difference between revisions

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More advanced, universal air combo that works at high hitstun decay.
More advanced, universal air combo that works at high hitstun decay.


There has to be at least an 1f delay on j.L after super jump for it to link. Buffering it during super jump startup will whiff due to Goku not being high enough.
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

Revision as of 06:29, 8 December 2019

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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.

  • 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 rejump. The dash before rejump has to be buffered.

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.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 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.

  • 2M > 5M > jc > j.M2H > SD > j.M2H > jc.M2H > j.236H, delay j.MS ▷ 5H > 5[S](6) > 2S > SD > ...

j.236H can be linked to j.M from Smash 2H height and up. After the link you can pretty much freestyle your combo.

Assist Extensions

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

  • ... 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.

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

2H into Spark bar dump. Delay the hold Vanish until after the opponent hits the ground.

Miscellaneous

  • ... j.2H > backward jc.L > delay j.LLS, j.LLS > j.236L

Midscreen, Sparkless "loop". j.S j.L is 4f link that can be done on all characters, but the timing on j.L > delay j.LL isn't universal.

The core idea is to let j.S hit at least 1f later than point blank, by spacing Goku slightly away from the opponent.

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

Midscreen, also works with IAD j.MS route.

  • 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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