DBFZ/UI Goku/Combos: Difference between revisions

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==Assist Extensions==
==Assist Extensions==
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
* (5LL) > 2M > 5M (1 hit) > jc > j.MLL2H > SD > j.4LLM2H > jc> j.LMH > j.214L > dl > Assist > j.LM > j.236L/M > C Assist > DR > 236L
|-
A fairly basic combo that leads to the corner from midscreen but ends back in neutral (be sure to use j.236L if you start with 5L). If you want to keep the corner you can opt out of the final 236L and instead go into flip mixups
!  Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
| ... jc.LLL > j.214L > Assist ... || Anywhere || ? || ? || All ||  || j.214L makes assist extensions a breeze.
|-
| ... Assist > DR > 22S > Super || Corner || ? || ? || All ||  || 22S makes for excellent combo filler when going into supers. Both of UI's supers track vertically and it deals high damage.
|-
| ... Assist > DR > 236L > Super || Corner || ? || ? || All ||  || Useful if you want to keep the corner instead.
|-
| ... Assist > DR > 214[X] ... || Corner || ? || ? || All ||  || Route into flips from DR's soft knockdown. Pretend you're playing Skullgirls.
|}


==Sparking==
==Sparking==

Revision as of 00:52, 21 May 2020

Template:Notation-DBFZ

Midscreen Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M(1) > jc.MLL2H > SD > j.MLL2H> jc.LLL ? ? All Basic BnB Combo.
2M > 5M(1) > jc.MLL2H > SD > j.MLL2H> jc.LL > j.236M ? ? All Alternate BnB combo, leaves you remarkably close for a force sliding knockdown move.
5L(whiff) > 5LL > 2M > 5M (1) > 5H > 236L(whiff) > 5LL > 2M > 2S > 6S > 5H > 2H > SD > j.4LLM2H > jc.LLL > j.214L ? ? All Midscreen to Corner Stylish Combo.
... Vanish > (delay IAD j.ML) > 5LL > 2M > 5M (1) > sjc > j.MLL2H > jc > j.LL > j.236M ? ? All Basic Post Vanish Combo. The IAD adds more damage but is hard to time.

Corner Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2M > delay 5M(1) > 6S > delay 5H > 5S > 2S > SD > j.MLL2H > jc.LLL > j.214L ? ? All Basic guard cancel punish/2M start combo.
... > jc.LLS > j.236M ? ? All Alternate corner combo ender at low hitstun decay.
IAD j.ML ▷ 2L > 5LL > 2M > 2S > 6S > delay 5H > 5S > 2H > SD > j.4LLM2H > jc.LLL > j.214L ? ? All Scaled Starter Corner BnB Combo.
IAD j.ML ▷ 2L > 5L > 5M(2) > 2M > SD > Air Dash > j.M ▷ 6S > 5H > 5S > 2S > SD > j.LL2H > jc.LLL > j.214L ? ? All Big Body Specific Corner Re-jump Combo.

Assist Extensions

Combo Position Damage Meter Gain Works on: Difficulty Notes
... jc.LLL > j.214L > Assist ... Anywhere ? ? All j.214L makes assist extensions a breeze.
... Assist > DR > 22S > Super Corner ? ? All 22S makes for excellent combo filler when going into supers. Both of UI's supers track vertically and it deals high damage.
... Assist > DR > 236L > Super Corner ? ? All Useful if you want to keep the corner instead.
... Assist > DR > 214[X] ... Corner ? ? All Route into flips from DR's soft knockdown. Pretend you're playing Skullgirls.

Sparking

  • 214L > Hold Vanish > dl > j.M ▷ 5L > 2M > 6S (1) > IAD > j.M ▷ 5LL > 2M > 6S (1) > IAD > j.M ▷ 5LL > 2M > 6S (1) > jc > DR

Midscreen 6S Sparking Loop

Miscellaneous

Video Examples

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