DBFZ/GT Goku/Combos

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< DBFZ‎ | GT Goku
 Goku (GT)
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen

Meterless

Combo Damage Meter Gain Difficulty Notes
2M > 5M > jc.MHS > SD > j.MLL > jc.LLL > j.214M 4302 1.07 [1] Very Easy BnB for damage.
2M > 5M > jc.MLL > jc.LLLS > SD > j.LLL > j.214M 4137 1.1 [1] Very Easy BnB for corner carry.
... j.LL2H [1] Very Easy j.2H gives better oki and lets you solo combo into Lv1 midscreen, but it'll drop at high hitstun decay. While j.214M is faster, does more damage and is more versatile as a combo extender.
... j.LLLS > j.214M [1] Very Easy End with this when near the corner.

Metered

Combo Damage Meter Gain Difficulty Notes
... j.LLS > j.236L(2) > j.214L+M -3 [1] Very Easy More damage than j.2H ▷ 214L+M.
... j.LLLS > j.214H -0.5 [1] Very Easy Adds in extra corner carry compared to j.LLL > j.214M.
... > Vanish > j.236M (whiff), j.LLL > j.214M -1 [1] Very Easy Air Vanish extension when you want to squeeze in as much damage as possible.
SD > j.ML > jc.LLS > j.214S~delay 7S~3S, j.236L > Vanish ... 2630+ -0.2 [2] Easy Raw SD conversion.
... > Vanish ▷ dash 2L > 5LL(4) > delay 2M > 5M > jc.MLL > jc.LLL > j.214M 2912 (j.236S) -1 [2] Easy Ground Vanish conversion. 5LL(4) > 2M requires a delay or else it'll whiff on FRZ, GNY, TNK, GTK, A21, VTO, A17, CLR, JNB.
2L > 5L can sometimes drop if you don't let them fall closer to the ground.
... > Vanish ▷ dash 2L > 5LLL > SD > j.MLL > jc.LLL > j.214M 2892 (j.236S) -1 [2] Easy ...side switch version.
j.2S > 236H , dash 5LL... 2306+ -0.45 [1] Very Easy Same side j.1/2/3S conversion. Skip 2L because it eats up damage here.
j.2S > j.214S~4S~1S, j.236H ▷ dash 2L > 5LL... 2624+ -0.1 [2] Easy Crossup j.1/2/3S conversion.

Corner

Meterless

Combo Damage Meter Gain Difficulty Notes
2M > 5M > jc.MH > j.236M, SD > j.MLL > jc.LLLS > j.214M 4584 1.3 [1] Very Easy Basic aerial route without using j.214S. Since j.214S can only be done once until landing, this is an easy combo that can vanish into Ultra Spirit Bomb.
2M > 5M > jc.M > jc.MH > j.236M, j.214S~7S~3S, j.LLLS > j.214M 4799 1.48 [2] Easy Basic aerial route with j.214S. Does good damage and meter for how few normals are used, which makes it a good route for assisted Spirit Bomb.
2M > 5M > jc.M > jc.MH > j.236M, j.214S[2]~2S~delay 1S ▷ SD > j.M > jc.MLHS > j.214M 4945 1.63 [3] Medium Aerial route that can still use j.214S later on.
2M > 5M > jc.MLL > jc.LLLS > j.214S~delay 7S~3S, j.LLLS > j.214M 4575 1.5 [2] Easy Midscreen-to-corner route.
2M > 236M, 2M > 5S > 5H > SD > airdash j.H ▷ jump j.LML > jc.LLLS > j.2H 5030 (5M) 1.55 [3] Medium Grounded rejump.
2M > 5M > jc.M > j.236M, j.[DR] 3490 0.7 [1] Very Easy Solo DR, useful for snapbacks.
5H > 214S~2S~1S ▷ SD > j.MLL > jc.LLLS > j.2H 4142 1.2 [2] Easy 5H confirm #1.
5H > 214S~2S~1S ▷ 214S[8]~7S~3S, delay j.LL > jc.LLLS > j.2H 4474 1.46 [3] Medium 5H confirm #2.
214S~7S~3S, delay j.M > j.236M ▷ 5LL(4) > delay 2M > 5S > 5H > SD > airdash j.H ▷ jump j.LML > jc.LLL > j.214M 3756 1.85 [3] Medium Raw 214S confirm.
SD > j.LHS ▷ 2M > 5S > 5H > SD > airdash j.H ▷ jump j.LML > jc.LLLS > j.2H 3405 1.55 [3] Medium Raw SD confirm with a rejump.
5LLL > 214S[8]~7S~3S, delay j.LL > jc.LLLS > j.214M 3364 (5L) 1.21 [2] Easy Back-to-corner combos with SKD #1.
2M > 5M > j.ML > delay j.L > delay forward jc.LLS > j.214S~delay 7S~3S, j.LLLS > j.214M 3492 (5L) 1.53 [4] Hard Back-to-corner combos with SKD #2. Crossed under the opponent between j.L > j.LL.
5LLLLLLL > j.214S~7S~3S, delay j.LL > jc.LLLS > j.214M 3522 (5L) 1.53 [2] Easy Highest damage back-to-corner from 5L starter. Doesn't end in SKD but can still combo into Ultra Spirit Bomb with assists.

Metered

Combo Damage Meter Gain Difficulty Notes
... > Vanish, j.214S~1S > j.214H+S -4 [3] Medium Solo combo into Ultra Spirit Bomb.
... j.214H+S, airdash j.[DR] [1] Very Easy SKD after Spirit Bomb if you still have air options.
... j.214H+S ▷ dash [DR] > 236M > Supers [3] Medium Optimal extension into Supers. All of these moves aren't affected by hitstun decay, they literally can't drop.

Assist Extensions

  • ... j.214M > Assist ▷ 5LLL > 214S[8]~1S > j.214H+S

Corner Spirit Bombo combo that works with almost every assist in the game. 5LL > 5LLL will whiff at high hitstun decay, so either the entire combo needs to be cut slightly shorter, or you have to spend another assist e.g. 5LL + A2 > 5LLL.

Sparking

  • 5LLL > 214S[8]~1S > [Vanish], j.214H+S

Midscreen Spirit Bomb with hold Vanish link.

Miscellaneous

  • j.DR~A1/A2 ▷ 5LLL > 214S[8]~1S > j.214H+S

Corner solo combo into Spirit Bomb, but only works if the opponent is on their last character.

  • 214S[8]~delay 8S~4S, j.LL ...

Corner Reverse Kame link, does less damage than 214S[8]~7S~3S.

Video Examples

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