DBFZ/UI Goku/Combos: Difference between revisions

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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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| 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) is autotimed if it hits close to the ground and as close to the corner as possible.
| [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}} || Not so much of a hard combo, just really inconsistent since 5H pushes Goku back making 6S most likely only hit 3 times. The SD angle also varies so you can't really optimize the air string.
| 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 ||  || 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)
| 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 ||  || Post smash j.H assist extension for more damage (Can add 5H > 5S after 2M if in the corner)
| ... 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

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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:

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