DBFZ/GT Goku/Combos: Difference between revisions

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==Midscreen Combos==
==Midscreen Combos==
===Meterless===
===Meterless===
*'''2M > 5M > jc.MLL > jc.LLLS > SD > j.LLL > j.214M
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
BnB for corner carry. Doing j.S early on will do more damage, but Goku's damage potential is a lot higher in the corner, so the faster he gets to the corner the better.
|-
 
!  Combo !! Damage !! Meter Gain !! Difficulty !! Notes
*'''... j.LL2H
|-
*'''... j.LLL > j.214M
| 2M > 5M > jc.MLL > jc.LLLS > SD > j.LLL > j.214M || 4137 || 1.1 || {{clr|6|Very Easy}} || BnB for corner carry. Doing j.S early on will do more damage, but Goku's damage potential is a lot higher in the corner, so the faster he gets to the corner the better.
Anywhere meterless sliding knockdowns.
|-
 
| ... j.LL2H ||  ||  || {{clr|6|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.2H gives better oki and lets you solo combo into Lv1 midscreen, but it'll drop at high hitstun decay.
|}
 
j.214M is faster, does more damage and is more versatile as a combo extender.


===Metered===
===Metered===
*'''SD > j.ML > jc.LLS > j.214S~delay 7S~3S, j.236L > Vanish ...
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
Raw SD conversion.
|-
 
!  Combo !! Damage !! Meter Gain !! Difficulty !! Notes
*'''... > Vanish ▷ dash 5LL > delay 2M > 5M > jc.MLL > jc.LLL > j.214M
|-
Basic Vanish conversion. Also works with 236H/j.236H starter.
| SD > j.ML > jc.LLS > j.214S~delay 7S~3S, j.236L > Vanish ... || 2630+ || -0.2 || {{clr|3|Easy}} || Raw SD conversion.
 
|-
5LL > 2M without delay will whiff on Frieza, Captain Ginyu, Trunks, Gotenks, Android 21, Vegito, Android 17, Cooler, Janemba.
| ... > Vanish ▷ dash 2L > 5LL > delay 2M > 5M > jc.MLL > jc.LLL > j.214M || 2912 (236S) || -1 || {{clr|6|Very Easy}} || Basic Vanish conversion. 5LL > 2M requires a delay or else it'll whiff on FRZ, GNY, TNK, GTK, A21, VTO, A17, CLR, JNB.<br/>5L > 5LL can also drop on MBU, YAM, AGH, BDK, GTA if you don't let them fall closer to the ground.
 
|-
5L > 5LL can also whiff on Majin Buu, Yamcha, Adult Gohan, Bardock, Gogeta if you don't let them fall closer to the ground.
| j.2S > 236H, dash 5LL... || || -0.5 || {{clr|6|Very Easy}} || Same side j.1/2/3S conversion. Drop 2L because it eats up damage.
 
|-
*'''j.2S > 236H, dash 5LL ...
| j.2S > j.214S~4S~1S, j.236H, dash 2L > 5LL ... || || -0.5 || {{clr|3|Easy}} || Crossup j.1/2/3S conversion.
Same side j.1/2/3S conversion.
|}
 
*'''j.2S > j.214S~4S~1S, j.236H ...
Crossup j.1/2/3S conversion.


==Corner Combos==
==Corner Combos==
===Meterless===
===Meterless===
*'''2M > 5M > jc.M > j.236M, j.DR
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
Solo DR, useful for snapbacks.
|-
 
!  Combo !! Damage !! Meter Gain !! Difficulty !! Notes
*'''2M > 5M > jc.MH > j.236M, SD > j.MLL > jc.LLLS > j.214M
|-
Basic aerial route without using j.214S.
| 2M > 5M > jc.MH > j.236M, SD > j.MLL > jc.LLLS > j.214M || 4584 || 1.3 || {{clr|6|Very Easy}} || Basic aerial route without using j.214S.<br/>Since j.214S can only be done once until landing, this is an easy combo that can Vanish into Ultra Spirit Bomb.
 
|-
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 || {{clr|3|Easy}} || Basic aerial route with j.214S.
 
|-
*'''2M > 5M > jc.M > jc.MH > j.236M, j.214S~7S~3S, j.LLLS > j.214M
| 2M > 5M > jc.M > jc.MH > j.236M, j.214S[2]~2S~delay 1S ▷ SD > j.M > jc.MLHS > j.214M || 4945 || 1.63 || {{clr|7|Medium}} || Aerial route that can still use j.214S later on.
Basic aerial route with j.214S.
|-
 
| 2M > 236M, delay 2M > 5H > 2S > 5S > SD > airdash j.H ▷ jump j.LML > jc.LLLS > j.214M || 5005 (5M) || 1.62 || {{clr|7|Medium}} || Grounded rejump. You can use buffered dash jump to get j.L link without having to delay 2M.<br/>Delaying 2M into buffered dash jump also allows for j.MLL instead of j.LML, but this barely adds any damage.
*'''2M > 5M > jc.M > jc.MH > j.236M, j.214S[2]~2S~delay 1S ▷ SD > j.ML > jc.MHS > j.214M
|-
High damage aerial route that can still use j.214S later on.
| 2M > 5M > jc.M > j.236M, j.[DR] || 3490 || 0.7 || {{clr|6|Very Easy}} || Solo DR, useful for snapbacks.
 
|-
*'''2M > 236M, 2M > 5S > 5H > SD > airdash j.H ▷ jump j.LML > jc.LLLS > j.214M
| 5H > 214S~2S~1S ▷ SD > j.MLL > jc.LLLS > j.214M || 4142 || 1.2 || {{clr|3|Easy}} || 5H confirm #1.
Grounded route, highest damage. You can do dash jump j.MLL instead of normal jump j.LML, but it barely adds any damage.
|-
 
| 5H > 214S~2S~1S ▷ 214S[8]~7S~3S, delay j.LL > jc.LMHS > j.214M || 4449 || 1.44 || {{clr|7|Medium}} || 5H confirm #2.
*'''5H > 214S~2S~1S ▷ SD > j.MLL > jc.LLLS > j.214M
|-
*'''5H > 214S~2S~1S ▷ 214S[2]~7S~3S, j.LL > jc.LLLS > j.214M
| 214S~7S~3S, delay j.M > j.236M ▷ 5LL > delay 2M > 5S > 5H > SD > airdash j.H ▷ jump j.LML > jc.LLL > j.214M || 3756 || 1.85 || {{clr|7|Medium}} || Raw 214S confirm.
5H confirm.
|-
 
| 5LLL > 214S[8]~7S~3S, delay j.LL > jc.LMHS > j.214M || 3364 (5L) || 1.21 || {{clr|3|Easy}} || Back-to-corner combos with SKD #1.
*'''214S~7S~3S, delay j.M > j.236M ▷ 5LL > 2M > 5S > 5H > SD > airdash j.H ▷ jump j.LML > jc.LLL > j.214M
|-
Raw 214S confirm. He can link j.H after '''214S~7S~3S''', but it's an 1f link.
| 2M > 5M > j.ML > delay j.L > delay forward jc.LLS > j.214S~delay 7S~3S, j.LLLS > j.214M || 3492 (5L) || 1.53 || {{clr|4|Hard}} || Back-to-corner combos with SKD #2. Crossed under the opponent between j.L > j.LL.
 
|-
*'''5LLL > 214S[8]~7S~3S, delay j.LL > jc.LMHS > j.214M
| 5LLLLLLL > j.214S~7S~3S, delay j.LL > jc.LMHS > j.214M || 3522 (5L) || 1.53 || {{clr|3|Easy}} || Highest damage back-to-corner from 5L starter. Doesn't end in SKD but can still combo into Ultra Spirit Bomb with assists.
*'''2M > 5M > j.ML > delay j.L > delay forward jc.LLS > j.214S~delay 7S~3S, j.LLLS > j.214M
|}
Back-to-corner combos with SKD.
 
*'''5LLLLLLL > j.214S~7S~3S, delay j.LL > jc.LMHS > j.214M
Highest damage back-to-corner from 5L starter. Doesn't end in SKD but can still combo into Ultra Spirit Bomb with assists.


===Metered===
===Metered===
*'''... > Vanish, j.214S~1S > j.214H+S
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
Solo combo into Ultra Spirit Bomb. Afterward you can either take the best Lv3 oki in the game, or extend into more ''unscaled'' Supers.
|-
 
!  Combo !! Damage !! Meter Gain !! Difficulty !! Notes
*'''... j.214H+S, airdash j.DR ▷ Supers
|-
*'''... j.214H+S ▷ dash DR > 236M > Supers
| ... > Vanish, j.214S~1S > j.214H+S || || -4 || {{clr|7|Medium}} || Solo combo into Ultra Spirit Bomb.
Spirit Bomb extensions, work even at the highest of hitstun decay.
|-
| ... j.214H+S, airdash j.[DR] || || || {{clr|6|Very Easy}} || SKD after Spirit Bomb.
|-
| ... j.214H+S ▷ dash [DR] > 236M > Supers || || || {{clr|7|Medium}} || Optimal extension into Supers. All of these moves aren't affected by hitstun decay, they literally can't drop.
|}


==Assist Extensions==
==Assist Extensions==

Revision as of 07:01, 26 May 2020

Template:Notation-DBFZ

Midscreen Combos

Meterless

Combo Damage Meter Gain Difficulty Notes
2M > 5M > jc.MLL > jc.LLLS > SD > j.LLL > j.214M 4137 1.1 Very Easy BnB for corner carry. Doing j.S early on will do more damage, but Goku's damage potential is a lot higher in the corner, so the faster he gets to the corner the better.
... j.LL2H 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.

Metered

Combo Damage Meter Gain Difficulty Notes
SD > j.ML > jc.LLS > j.214S~delay 7S~3S, j.236L > Vanish ... 2630+ -0.2 Easy Raw SD conversion.
... > Vanish ▷ dash 2L > 5LL > delay 2M > 5M > jc.MLL > jc.LLL > j.214M 2912 (236S) -1 Very Easy Basic Vanish conversion. 5LL > 2M requires a delay or else it'll whiff on FRZ, GNY, TNK, GTK, A21, VTO, A17, CLR, JNB.
5L > 5LL can also drop on MBU, YAM, AGH, BDK, GTA if you don't let them fall closer to the ground.
j.2S > 236H, dash 5LL... -0.5 Very Easy Same side j.1/2/3S conversion. Drop 2L because it eats up damage.
j.2S > j.214S~4S~1S, j.236H, dash 2L > 5LL ... -0.5 Easy Crossup j.1/2/3S conversion.

Corner Combos

Meterless

Combo Damage Meter Gain Difficulty Notes
2M > 5M > jc.MH > j.236M, SD > j.MLL > jc.LLLS > j.214M 4584 1.3 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 Easy Basic aerial route with j.214S.
2M > 5M > jc.M > jc.MH > j.236M, j.214S[2]~2S~delay 1S ▷ SD > j.M > jc.MLHS > j.214M 4945 1.63 Medium Aerial route that can still use j.214S later on.
2M > 236M, delay 2M > 5H > 2S > 5S > SD > airdash j.H ▷ jump j.LML > jc.LLLS > j.214M 5005 (5M) 1.62 Medium Grounded rejump. You can use buffered dash jump to get j.L link without having to delay 2M.
Delaying 2M into buffered dash jump also allows for j.MLL instead of j.LML, but this barely adds any damage.
2M > 5M > jc.M > j.236M, j.[DR] 3490 0.7 Very Easy Solo DR, useful for snapbacks.
5H > 214S~2S~1S ▷ SD > j.MLL > jc.LLLS > j.214M 4142 1.2 Easy 5H confirm #1.
5H > 214S~2S~1S ▷ 214S[8]~7S~3S, delay j.LL > jc.LMHS > j.214M 4449 1.44 Medium 5H confirm #2.
214S~7S~3S, delay j.M > j.236M ▷ 5LL > delay 2M > 5S > 5H > SD > airdash j.H ▷ jump j.LML > jc.LLL > j.214M 3756 1.85 Medium Raw 214S confirm.
5LLL > 214S[8]~7S~3S, delay j.LL > jc.LMHS > j.214M 3364 (5L) 1.21 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 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.LMHS > j.214M 3522 (5L) 1.53 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 Medium Solo combo into Ultra Spirit Bomb.
... j.214H+S, airdash j.[DR] Very Easy SKD after Spirit Bomb.
... j.214H+S ▷ dash [DR] > 236M > Supers 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. The entire combo needs to be cut slightly shorter or else 5LL > 5LLL will whiff.

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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