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| 2M > 5M(1) > 5H > 5S(4) > 2S > SD > j.ML2H > jc.LLL > j.214L || 4562 || 1.1 || All || {{clr|6|Very Easy}} || Simple corner combo. Works from midscreen as well. | | 2M > 5M(1) > 5H > 5S(4) > 2S > SD > j.ML2H > jc.LLL > j.214L || 4562 || 1.1 || All || {{clr|6|Very Easy}} || Simple corner combo. Works from midscreen as well. | ||
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| | | [DR] > j.LML2H > jc.LLS(4) > j.236M || 3022 || 1.5+ || All || {{clr|6|Very Easy}} || Simple DR combo. | ||
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| 2M > 5M(1) > 5H > delay 2S > 6S(4) > delay 5S(4) > 2H(2) > SD > j.LL2H > jc.LLL > j.214L || 5097 || 1.5 || All || {{clr|7|Medium}} || | | 2M > 2S > 6S(4) > delay 5H > 5S(4) > 2H(2) > SD > j.4LL > j.M2H > jc.LLL > j.214L || 5062 from 5M(1) || 1.54 || All || {{clr|3|Easy}} || 2S > 6S(4) always work if 2S hits close to the ground and as close to the corner as possible. | ||
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| 2M > 5M(1) > 5H > delay 2S > 6S(4) > delay 5S(4) > 2H(2) > SD > j.LL2H > jc.LLL > j.214L || 5097 || 1.5 || All || {{clr|7|Medium}} || "Optimal" string but very inconsistent.<br/>Works regardless of how many hits you land with 6S and 5S, but 5H pushes Goku back making 6S most likely only hit 3 times, and the SD angle also varies so you can't go for j.4LL > j.M2H.<br/>Extra note: The delay between 5H and 2S to get 6S(4) is an 1f window on most characters. | |||
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| 214M, dash 2M > 2S > 6S(4) > delay 5H > 5S(1) > 2H(2) > SD > j.LL2H > jc.LLL > j.214L || 3260 || 1.53 || All || {{clr|3|Easy}} || Command grab conversion #1. | | 214M, dash 2M > 2S > 6S(4) > delay 5H > 5S(1) > 2H(2) > SD > j.LL2H > jc.LLL > j.214L || 3260 || 1.53 || All || {{clr|3|Easy}} || Command grab conversion #1. | ||
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! Combo !! Position !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Works on: !! Difficulty !! Notes | ||
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| 214M/236M , Assist > 5S(2) > SD || Midscreen || All || | | 214M/236M , Assist > 5S(2) > SD || Midscreen || All || || Midscreen meterless 214M or 236M confirm using full screen assist like beams. Use 5S(1) depending on the assist (C assist and some tracking assist allow Goku to dash up and hit 5L so experiment with your team) | ||
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| ... djc > j.LLL > j.214L > Assist ... || Anywhere || All || || j.214L makes assist extensions a breeze. | | ... djc > j.LLL > j.214L > Assist ... || Anywhere || All || || j.214L makes assist extensions a breeze. | ||
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| ... Assist > 5L > 5LL > 2M > 236L ... || Anywhere || All || | | ... Assist > 5L > 5LL > 2M > 236L ... || Anywhere || All || || Post smash j.H assist extension for more damage (Can add 5H > 5S after 2M if in the corner) | ||
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| ... 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 > 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. |
Revision as of 03:01, 8 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Midscreen Combos
Meterless
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M(1) > jc.MLL2H > SD > j.MLL2H > jc.LLL | 4185 | 1.05 | All | Very Easy | Basic BnB. |
2M > 5M(1) > jc.MLL2H > delay SD > j.MLL2H > jc.LLL | 4185 | 1.05 | All | Easy | Switches sides. Reallyyy delay the SD. |
... j.LL > j.236M | All | Very Easy | Alternate ender, very close to opponent on sliding knockdown. (Less damage, harder assist extensions but better oki) | ||
2M > 5M(1) > 5H > SD > delay j.ML2H > jc.LLL > j.214L | 4185 | 0.98 | All | Easy | Corner carry combo. Delay 5M from 5LL starter. |
SD > j.LL2H > jc.LLL | 2400 | 0.56 | All | Very Easy | SD conversion. j.2H can link into jc.L even on Smash hit. |
Metered
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M(1) > 5H > 236H (whiff), 5LL > 2M > delay 5M(1) > 6S(1) > SD > j.ML2H > jc.LLL > j.214L | 4742 | 0.34 | All | Easy | Much better corner carry than the simple 5H combo, stays meter positive even with raw 5H. |
2M > 5M(1) > 5H > 236H (whiff), 5LL > 2M > 5M(1) > sjc.LML2H > delay jc.LLL > j.214L | 4852 | 0.05 | All | Easy | Alternate route with more damage but less meter. The longer you delay the double jump, the more time you'll have for meter gain penalty to go away and so the more meter you'll gain. |
214M > 5S(4) > Vanish ... | 2020+ | -0.81 | All | Easy | Vanish extension from 214M or 236M. |
... > Vanish ▷ IAD j.ML ▷ 5LL > 2M > delay 5M(1) > 6S(1) > SD > j.LL2H > jc.LLL > j.214L | 2605 from 5S(4) | All | Easy | Post Vanish route. | |
... > Vanish ▷ IAD j.ML ▷ 5LLL > SD > j.LL2H > jc.LLL > j.214L | 2565 from 5S(4) | All | Easy | Alternate Vanish route (sides switches). |
Corner Combos
Meterless
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M(1) > 5H > 5S(4) > 2S > SD > j.ML2H > jc.LLL > j.214L | 4562 | 1.1 | All | Very Easy | Simple corner combo. Works from midscreen as well. |
[DR] > j.LML2H > jc.LLS(4) > j.236M | 3022 | 1.5+ | All | Very Easy | Simple DR combo. |
2M > 2S > 6S(4) > delay 5H > 5S(4) > 2H(2) > SD > j.4LL > j.M2H > jc.LLL > j.214L | 5062 from 5M(1) | 1.54 | All | Easy | 2S > 6S(4) always work if 2S hits close to the ground and as close to the corner as possible. |
2M > 5M(1) > 5H > delay 2S > 6S(4) > delay 5S(4) > 2H(2) > SD > j.LL2H > jc.LLL > j.214L | 5097 | 1.5 | All | Medium | "Optimal" string but very inconsistent. Works regardless of how many hits you land with 6S and 5S, but 5H pushes Goku back making 6S most likely only hit 3 times, and the SD angle also varies so you can't go for j.4LL > j.M2H. Extra note: The delay between 5H and 2S to get 6S(4) is an 1f window on most characters. |
214M, dash 2M > 2S > 6S(4) > delay 5H > 5S(1) > 2H(2) > SD > j.LL2H > jc.LLL > j.214L | 3260 | 1.53 | All | Easy | Command grab conversion #1. |
214M, dash 5LL > 2M > 2S > 6S(4) > delay 5H > 2H(2) > SD > j.LL2H > jc.LLL > j.214L | 3185 | 1.64 | All | Easy | Command grab conversion #2. |
5LL > 6S(2) > 236M, dash 2M > 2S > 6S(4) > delay 5H > 5S(1) > 2H(2) > SD > j.LL2H > jc.LLL > j.214L | 3625 | 1.76 | All | Easy | Back-to-corner combo #1. From 2L or j.H starter, do 2H(1) > SD. |
5LL > 2M > 6S(1) > 236M, dash 5LL > 2M > 5H > 2S > 2H(2) > SD > j.LL2H > jc.LLL > j.214L | 3515 | 1.86 | All | Medium | Back-to-corner #2. From 2L or j.H starter, skip 2S. Gets harder the further away from the corner you are. 236M, dash 5L link only works if the dash is about half screen in length. |
Metered
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
214H, j.214M, dash 2M > 5H > 2S > 2H(2) > SD > j.LL2H > jc.LLL > j.214L | 3395 | -0.37 | All | Easy | Grounded 214H confirm. |
Assist Extensions
Combo | Position | Works on: | Difficulty | Notes |
---|---|---|---|---|
214M/236M , Assist > 5S(2) > SD | Midscreen | All | Midscreen meterless 214M or 236M confirm using full screen assist like beams. Use 5S(1) depending on the assist (C assist and some tracking assist allow Goku to dash up and hit 5L so experiment with your team) | |
... djc > j.LLL > j.214L > Assist ... | Anywhere | All | j.214L makes assist extensions a breeze. | |
... Assist > 5L > 5LL > 2M > 236L ... | Anywhere | All | Post smash j.H assist extension for more damage (Can add 5H > 5S after 2M if in the corner) | |
... 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. |
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
BnB combos by KuwangerLR:
Xiao's combo supplements: