DBFZ/Goku/Combos

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< DBFZ‎ | Goku
 Goku
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)

Preface

Baseku is one of the most complex characters in DBFZ when it comes to combos. Figuring out how all his routes work will take a lot of labbing, especially since several different delays are required to make his best combos work and they make managing hitstun decay (HSD) more difficult.

However, rest assured that he still has ways to keep things simple. If you're just starting out, try not to get too lost in the sauce here; skimming through the "Very Easy" and "Easy" difficulty routes and getting the hang of those will be more than enough for you to dish out decent damage. Later on, once you feel ready to try Medium difficulty rejumps, it's highly recommended to learn them as they allow Goku's crazy damage to finally flourish, and let him always get his best ender: 2SSS.

More advanced routes in "Hard" and "Very Hard" difficulty are for those who truly want to push the character to his limits.

Midscreen

Every combo below works off any starter unless specified otherwise. Meter build for combos with a 2SSS ender does not count the extra meter built by the free Genki charge it gives you.

Meterless

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc > j.MLL2H > SD > j.MLL2H > jc > j.LLL 4185 1.1 All [1] Very Easy Universal basic midscreen combo (a.k.a BnB, bread n butter). Use the air combo after SD for DR/2H confirms as well.
... SD j.ML2H > jc.LML2H > j.2M 4327 1.2 All [1] Very Easy Alternative for more damage and meter but worse oki.
... SD j.MLL2H > jc.7L > delay j.LL > j.S, j.LLL 4505 1.23 All [4] Hard Stylish link unique to Baseku and SS Goku. Jump cancel backwards. Delay on j.LL varies based on character size because you want j.S to hit meaty at a perfect distance. Some players say delaying SD makes this more consistent for them.
5L > 5LL > 2M > delay 5M > jc.7L > delay j.LL > j.S, j.LL2H... ? ? All [4] Hard Starting the combo with a j.S j.L link. Only works off 5LL starters.
2M > 5M > jc.8L > delay j.LL > j.S, j.LL2H... ? ? Medium-size and above only [4] Hard j.S j.L link after 2M starter.
5M > 2M > 5H > 236S > SD > j.ML2H > jc.LML2H > j.2M 4662 1.15 All [1] Very Easy Basic horizontal midscreen BnB. Builds very slightly less meter but has more damage and corner carry. 236S > SD only works at around fullscreen or in the corner; note that there's a sour spot near the corner where it drops (skip the beam if you think you're there).
... SD j.ML2H > jc.7L > delay j.LL > j.S > j.LL2H > j.2M 4952 1.25 All [4] Hard Another example of where you can use the j.S j.L link if you're able to execute it.
5M > 2M > 5H > 236S, 3S > 3SS > 3SSS > SD > j.LL2H > jc.MLL2H > j.2M > Vanish > j.DR 5869 0.35 All [1] Very Easy High damage at the expense of resourceless knockdown. Use this when you really want to get the kill.
... SD > j.ML2H > jc.LLL > Assist > j.DR 5694 1.4 All [2] Easy Alternative ender with an assist.
... jc.LLS > j.236S[2] ? ? All [1] Very Easy Downwards beam gives Goku a knockdown, but it's far too short allow for oki. Only really useful to go into DHCs after you've already consumed Down Smash. Drops at high hitstun decay.
5M > 2M > 5H > [SD] > 66 j.M ▷ 669 > j.LL2H > jc.LMLS > j.236S > SD > j.MLL2H > j.2M 4982 1.51 All [3] Medium Standard 5H rejump. Unlike other characters, Baseku doesn't need to delay SD for this. 66 is an airdash, 669 is a dashjump (buffer it in as j.M hits). Hold down SD until after your dashjump. Remove a j.L from the last part if you reach the corner.
5M > 2M > 5H > SD > 66 j.M ▷ 669 > j.L > delay j.LL > j.2H > jc.LMLS... 4982 1.51 All [3] Medium Sideswitch alternative. For this one you don't hold down SD but you delay j.LL. Combo is the same from there onwards.
5M > 2M > 5H > delay [SD] > 66 j.M ▷ 669 > j.LML2H jc.LMLS... 5047 1.6 All [3] Medium Optimal version of this rejump. Good practice to prepare for his better rejumps. Delay SD roughly until the opponent splats off the wall, so it catches them low to the ground. If you didn't delay it enough, j.S will drop.
5H > delay SD > 66 j.L > delay j.S ▷ 66 5L > 5LL > 5LLL > 236S > SD > j.ML2H > jc.LML2H > j.2M 4637 1.45 All [3] Medium 5H rejump specific to Base Goku. More damage than the standard rejump. Delay on j.S is pretty small.
... 5LLL > 236S, 3S > 3SS > 3SSS 4580 1.1 All [3] Medium Ender for 3SSS knockdown. You get a free Genki charge after this ender.
... 5LLL > 236S > SD > 66 j.L > delay j.S ▷ 2M > delay 5S(5) > 5H > 2S > 2SS > 2SSS 4712 1.65 All [4] Hard Use this ender if you reach the corner before 236S. Landing all five 5S ki blasts is rather precise, so it's recommended to only use 1 or 2, but experiment to see how many you're comfortable with.
... 3SSS > 236S +100-150 +0.15 All [1] Very Easy Squeeze in more damage before supers after 2SSS enders. Can also be followed up with assist > j.DR in the corner.
... 3SSS > 236L > Assist... ? ? All [2] Easy Used for assist extensions after 2SSS midscreen. 236S is better otherwise.
... 3SSS > 236S[9] > SD... ? ? All [2] Easy Used to get another air combo if HSD is low enough.
... 3SSS > 236S[9] > Level 3 ? ? All except KRL and VDL at high HSD [2] Easy Baseku's most common way to combo into Super Spirit Bomb solo.
... delay j.S ▷ 2M > 5H > 2S > 2SS > 236S[9] > SD > j.LL2H > jc.MLL2H > j.2M 4754 1.5 All except BRO [3] Medium Alternative route. Using only one 2S before the beam makes it more consistent and allows it to work on Z Broly.
... delay j.S ▷ 2M > 5M > sjc.LM2H > jc.LMLS > j.236S > SD > j.MLL2H > j.2M 4837 1.6 All [3] Medium Another alternative route. Cut out a j.L from the end part if you reach the corner.
5H > delay SD > long delay j.M > long delay j.S ▷ 2M > 5M > sjc.LM2H > jc.LMLS > j.236S > SD > j.MLL2H > j.2M 5077 1.6 All [5] Very Hard A more optimized rejump to replace j.LS with j.MS, boosting the overall damage. Delays are very big and very precise. Linking 5M after j.S is a little easier than 2M.
5H > delay SD > long delay j.M > long delay j.S > 66 5LLL > 236S > SD > long delay j.M > long delay j.S ▷ 2M > 5S(5) > 5H > 2S > 2SS > 2SSS 5042 1.65 All [5] Very Hard Ender for when you reach the corner before 236S, but much harder. It also tends to drop in long combos where using j.LS would not, due to consuming more HSD.
5H > delay SD > delay j.M > delay j.S ▷ 5L > 5LL > sjc.LM2H > jc.LMLS > j.236S > SD > j.MLL2H > j.2M 4897 1.51 All [4] Hard Easiest version of the j.MS rejump as every delay is smaller and more lenient, including the delay on SD.
5H > delay SD > delay j.M > delay j.S ▷ 5L > 5LL > 5LLL > 236S, 3S > 3SS > 3SSS 4320 0.95 All [4] Hard Ender for 2SSS knockdown. Make sure to delay SD as much as possible for this one or 5LLL won't land consistently.
5H > 236S > delay SD... ? ? All [5] Very Hard Baseku's strongest rejump setup. You can use any of the previous rejumps after this, but the delay on SD is even harder to time. However, it's worth it as it boosts his damage significantly.
5M > 2M > 5H > 236S > delay SD > delay j.M > delay j.S ▷ 5L > 5LL > 5LLL > 236S > delay SD > 66 j.L > delay j.S ▷ 2M > 5M > jc.LL2H > jc.M2H > j.2M 5814 1.85 All [5] Very Hard Baseku's highest damage meterless midscreen combo. Very tight on HSD; ending in j.L2H instead of j.M2H is more consistent.
IAD j.MS > dash 5L > 5LL > 2M > 5H > 236S > delay SD > delay j.M > delay j.S ▷ 5L > 5LL > 5LLL > 236S > SD > j.ML2H > jc.LML2H > j.2M 4285 1.9 All [5] Very Hard Example of a scaled combo using the beam rejump.
... 5LLL > 236S, 3S > 3SS > 3SSS 3995 1.4 All [5] Very Hard Same combo but with a 2SSS ender. Sadly, if you reach the corner in the middle of this combo, you won't be able to get this ender as HSD gets too high for another rejump.
5M > 2M > 5H > 236S, 3S > 3SS > 3SSS > SD > delay j.M > delay j.S ▷ 2M > 5M > jc.LM > j.236S > SD > j.ML2H > jc.LLL > Assist > j.DR 6438 2 All [5] Very Hard Example of a max damage combo with an assist, using a similar rejump after 2SSS.
5S(6) > 236S, 3S > 3SS > 3SSS 2020 0.73 All [2] Easy Simple confirm off all hits of 5S. Skipping the beam and going straight into 3S is more consistent.
5S(6) > 236S > delay SD > delay j.M > delay j.S ▷ 2M > 5H > 236S > delay SD > 66 j.L > delay j.S ▷ 2M > 5M > jc.LL2H > jc.L2H > j.2M 2955 1.9 All [5] Very Hard Example of an optimized 5S(6) confirm.

Metered

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 236H > dash 2M / 5L... ? ? All [1] Very Easy Very potent starter for maximizing damage, replacing Smash 5H. You can also whiff Spark after 236H if you're feeling murderous.
2M > 5M > jc.LLS > j.236H ▷ 236S, dash 2M > 5M > sjc.LML2H > jc.LMLS > j.236S > SD > j.ML2H > j.2M 5674 0.6 All [4] Hard High-damage combo off 2M > 5M starters that makes 236S hit meaty. Dash 2M is very tight on small characters. Omitting 236S makes the combo much easier but less damaging.
IAD j.MS > dash 5L > 5LL > 2M > 5M > jc.MS > j.236H ▷ 236S, dash 2M > 5M > jc.LM > j.236S > SD > j.M2H > jc.LL2H > j.2M 4280 0.75 All [4] Hard Scaled version of the above.
5M > 2M > 5H > 236S, 3S > 3SS > 3SSS > SD > delay j.M > delay j.S ▷ dash 5L > 5LL > 5LLL > 236S > SD > j.ML2H > jc.LML2H > j.2M > delay Vanish > dash DR 6638 0.95 All [5] Very Hard Maximizing damage before Supers solo.
1/2/3SSS > delay j.236H... ? ? All [2] Easy Baseku's go-to combo extender after landing raw 2SSS.
2H > SD > j.M > jc.MS > j.236S[2] > delay Vanish... 3180 (before Vanish) 0.51 (before Vanish) All [2] Easy 2H conversion for maximizing damage with a grounded Vanish extension. Don't delay the Vanish too much or the opponent will be put into SKD.
...Vanish, dash 5L > 5LL > 5LLL > 236S, 3S > 3SS > 3SSS 1905 (from 214L) -1 All [1] Very Easy Vanish confirm. 2SSS sliding knockdown. Dashing in deep before 5L will make this sideswitch.
... 5LLL > 236S > SD > j.ML2H > jc.LML2H > j.2M 2195 -1 All [1] Very Easy Ender for more damage but worse oki.
... Vanish, dash 2M > 5H > 2S > 2SS > 236S[9] > SD > j.LL2H > jc.MLL2H > j.2M 2300 -1 All except BRO [2] Easy Alternative route. Do only one 2S before 236S[9] to make this consistent and usable against Z Broly.
... Vanish, dash 2M > 5M > sjc.LML2H > jc.LMLS > j.236S > SD > j.MLL2H > j.2M 2405 -1 All [2] Easy Another example. You may have noticed Baseku's Vanish confirms are the same as his routes after his advanced 5H rejumps.
... Vanish, dash 5L > 5LL > 5LLL > 236S > delay SD > delay j.M > delay j.S ▷ 5L > 5LL > 5LLL > 236S > SD > j.ML2H > jc.LML2H > j.2M 2665 -1 All [5] Very Hard Optimized Vanish confirm using a beam rejump.
... Vanish, IAD slight delay j.M > delay j.S ▷ 2M / dash 5L... ? -1 All [3] Medium Optional bit of extra damage you can tack on at the start of your grounded Vanish confirms.
... jc.LLS > j.236S > Vanish > delay j.236L (whiff) > j.LL2H > j.2M ? -1 All [2] Easy High altitude Vanish ender for when you want to do more than just j.DR. Delay on j.236L is small but lenient. Can end in j.LLL instead. Use j.S j.236L instead of j.S j.236S at high HSD.
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLS > j.236S > Vanish > delay j.236L (whiff) > j.LLL 4770 0.125 All [2] Easy Example of a Vanish extension combo. End with j.2H > j.2M for better damage but a worse knockdown.
236H ▷ dash 2M > 5M > sjc.LML2H > jc.LMLS > j.236S > SD > j.MLL2H > j.2M 3645 0.1 All [2] Easy Heavy shoulder confirm example. These also function similarly to Vanish confirms and can be used after 214H as well. Cut out a j.L from the end part if you reach the corner.
214H ▷ dash 5L > 5LL > 5LLL > 236S > 3S > 3SS > 3SSS 3370 -0.25 All [2] Easy Heavy shoulder / back throw confirm for 2SSS knockdown.
214H > delay j.236S ▷ dash-up 5L / 2M... ? ? All [3] Medium Back throw-specific confirm that lets you get a good couple hundred more damage than a standard one.
5S(6) > 236S > SD > j.MS > j.236H... ? ? All [2] Easy 5S(6) conversion for damage.
... j.2M > delay Vanish > 214H, 236S ? ? All [3] Medium Baseku's highest-damaging solo combo ender, beating runup DR by a smidge. The Vanish must land as low to the ground as possible. 214M can be used instead of H against small characters.
... 2SSS > 214L > Vanish, DR > 236S ? ? All [2] Easy Good way to maximize solo pre-Super damage after a 2SSS ender.
... j.2M > delay Vanish > 214M > assist > DR > 236S ? ? All [3] Medium Baseku's highest-damaging combo ender with assists.
... Vanish > j.236S > Level 3 ? -4 All [1] Very Easy Reliable way to combo into Super Spirit Bomb solo at any HSD.

Spirit Bombos

All combos below assume a Lv1 charge since it's recommended to stick with that. Bombs with more charges will lead to more damage but burn through hitstun decay faster, so plan your routes accordingly if you get those extra charges.

Combo Damage Meter Gain Works on: Difficulty Notes
214S > SD > j.ML2H > jc.LLL 3645 1.2 All [1] Very Easy Standard confirm for when you land Spirit Bomb raw.
214S > 2S > 2SS > 2SSS > delay SD > delay j.M > delay j.S ▷ dash 5L > 5LL > 5LLL > 236S > SD > j.ML2H > jc.LLL > Assist > j.DR 5396 2.23 All [5] Very Hard Example of a Spirit Bomb confirm using the 2SSS rejump.
5M > 2M > 5H > 236S, 3S > 3SS > 214S > SD > j.LL2H > jc.LML2H > j.2M 5630 1.8 All [2] Easy Huge upgrade from his BnB.
... 214S, dash 1S > 1SS > 1SSS 5010 1.4 All [2] Easy Less damage, but still more than the BnB and lets you recharge the bomb immediately. The dash is only there for extra meter; you can just do 3S instead.
5M > 2M > 5H > 236S, 214S, 3S > 3SS > 3SSS > 236S[9] > SD > j.ML2H > jc.LML2H > j.2M > Vanish > j.DR 6668 1.14 All [2] Easy Maximizing solo damage with Genki.
... delay j.S ▷ dash 5LLL > 236S > 214S > 3S > 3SS > 3SSS ? ? All [4] Hard Strong ender for Baseku's advanced rejumps. If you've reached the corner, omit 236S and do backdash 1SSS after the bomb. If you push the combo too hard you'll find 2SS starts to drop, so be careful with max damage routes.
2H > SD > j.M2H > jc.MH ▷ 214S > SD > j.LL2H > jc.LML2H > j.2M > Vanish, j.DR 5764 0.9 All [2] Easy Very painful 2H punish.
... 214S ▷ SD > j.MLL2H > jc.7L > delay j.LL > j.S, j.LL2H > j.2M > Vanish, j.DR 5993 1.14 All [4] Hard Even more painful 2H punish.
214M, 214S > SD > j.ML2H > jc.LML2H > j.2M > Vanish, j.DR 4181 0.6 All [2] Easy M grab confirm with Spirit Bomb.
214M, 214S > SD > j.MLL2H > jc.7L > delay j.LL > j.S, j.LL2H > j.2M > Vanish, j.DR 4306 0.76 All [4] Hard Harder M grab confirm with Spirit Bomb.
... 214S > Level 3 ? ? All [1] Very Easy Consistent way to combo into Super Spirit Bomb at any HSD.
DR > j.M2H > jc.MH ▷ 214S > SD > j.LL2H > jc.L4LMS > j.236L > Vanish > j.236S > Level 3 4259 (before Super); 6371 -1.35 All [2] Easy Maximizing damage off DR. Super Spirit Bomb is the only Super he can go into off this combo. Remember to hold down DR to get all 31 hits!
5M > 2M > 5H > 236S, 214S, 1SSS > j.236S > SD > j.M2H > jc.LLS > j.236L > Vanish, j.DR 7294 1.45 All except GTG [2] Easy High damage combo with Level 3 Genki, featuring a cool link up in the skies. j.DR will not land if you've reached the corner because of HSD.

Kaioken

Combo Kaioken Level Damage Notes
...▷ 236L+M ~ 5S ~ 2L ~ 2S ~ L+M x2 (3 Hits) +774 #1.
...▷ 236L+M ~ 5S ~ 5M ~ 2S ~ L+M x2 (3 Hits) +774 #2. Sideswitch version.
...▷ 236L+M ~ 5L ~ 5S ~ 5H ~ L+M x2 (3 Hits) +783 #3. Highest damage, but only usable after close SKDs.
...▷ 236L+M ~ 5S ~ 2L ~ 5H ~ L+M x2 (3 Hits) +783 #4. Use this after grounded DR enders or near the corner.
...▷ 236L+M ~ 5S ~ 2L ~ 5L ~ 2M ~ 2S ~ L+M... x3 (5 Hits) +990 #1.
...▷ 236L+M ~ 5S ~ 2L ~ 5M ~ 2M ~ 2S ~ L+M... x3 (5 Hits) +990 #2. Sideswitch version.
...▷ 236L+M ~ 5L ~ 5S ~ 5H ~ 5M ~ 2S ~ L+M... x3 (5 Hits) +1008 #3. Highest damage, only usable after close SKDs. Use 2M instead of 5M to sideswitch.
...▷ 236L+M ~ 5S ~ 2L ~ 5H ~ 5M ~ 2S ~ L+M... x3 (5 Hits) +1008 #4. Use this after grounded DR enders or near the corner. Use 2M instead of 5M to sideswitch.
...▷ 236L+M ~ 5S ~ 2L ~ 5M ~ 5S ~ 5H ~ 2M ~ 2S ~ L+M... x20 (7 Hits) +1215 #1.
...▷ 236L+M ~ 5S ~ 5L ~ 2L ~ 5S ~ 5H ~ 2M ~ 2S ~ L+M... x20 (7 Hits) +1215 #2. Sideswitch version.
...▷ 236L+M ~ 5L ~ 5S ~ 5H ~ 5M ~ 2M ~ 2L ~ 2S ~ L+M... x20 (7 Hits) +1224 #3. Highest damage, only usable after close SKDs.
...▷ 236L+M ~ 5S ~ 2L ~ 5H ~ 5M ~ 5L ~ 2M ~ 2S ~ L+M... x20 (7 Hits) +1224 Use this after grounded DR enders or near the corner.
...▷ 236L+M ~ 5H ~ 5S ~ 5M ~ 2M ~ 2S ~ L+M... x3 (5 Hits) 2947 214M confirm route. If you're in KKx2 or intend to use Lv2, it's better to just do 214M > Kaioken Finisher instead of a full route.
...▷ 236L+M ~ 5H ~ 5S ~ 5M ~ 2L ~ 5L ~ 2M ~ 2S ~ L+M... x20 (7 Hits) 3163 214M confirm route for KKx20. Just do raw Finisher if you want to Lv2.
...▷ 236L+M ~ 5L ~ 2M ~ 2L > DHC x2 (3 Hits) +324 Happy Birthday route. Finisher does not catch assists. If you have an air-tracking DHC, end with 2S for 333 damage.
...▷ 236L+M ~ 5L ~ 2M ~ 2L ~ 5L ~ 2L (~ H+S) > DHC x3 (5 Hits) +522 Happy Birthday route for KKx3. End with 2S for 540 before Lv2.
...▷ 236L+M ~ 5L ~ 2M ~ 2L ~ 5L ~ 2L ~ 5L ~ 2L (~ H+S) x20 (7 Hits) +732 Happy Birthday route for KKx20. End with 2S for 762 before Lv2.

Notes

  • Kaioken 5S is easier to combo into than 5L; use 5S after 2SSS > 236S or any combo that doesn't end with a sliding knockdown.
  • Ending Kaioken x20 routes in 5L > 2M > 2S ensures you get the best possible Level 2 oki at +26 (whereas normally it's +25).
  • The Happy Birthday routes don't work well on Krillin.

Corner

Meterless

Meter build for combos with a 2SSS ender does not count the extra meter built by the free Genki charge it gives you.

Combo Damage Meter Gain Works on: Difficulty Notes
5M > 2M > 5H > 236S > SD > 66 j.LS ▷ 5L > 5LL > 5LLL > 236S > 66 j.LS ▷ 5LLL > SD > j.LL2H > jc.LL2H > j.2M 5889 2.1 All [1] Very Easy Unscaled corner BnB with autotimed loops.
IAD j.HS > 5L > 5LL > 2M > 5H > 236S > SD > 66 j.LS ▷ 5L > 5LL > 5LLL > 236S > SD > 66 j.LS ▷ 5L > 5LL > jc.LL2H > jc.M2H > j.2M 4505 2.1 All [1] Very Easy Scaled version.
5L > 5LL > 2M > 214L, dash 5L > 5LL > 5LLL > 236S > SD > 66 j.LS ▷ 5L > 5LL > 5LLL > 236S > SD > j.ML2H > jc.LML2H > j.2M 4075 2 All [2] Easy Back-to-corner sideswitch route. A similar combo can be done off raw 214L. Doing 214L, dash 2M > 5H > 236S sometimes nets more damage depending on the starter.
... SD 66 j.L > delay j.S ▷ 2M > 5M... ? ~2.2 All [2] Easy Alternative ender with a short delay on j.S, replacing an L button with a Medium for slightly more damage.
... SD 66 j.L > delay j.S ▷ 2M > delay 5S(5) > 5H > 2S > 2SS > 2SSS ? ? All [3] Medium The ender you want to use in most scenarios. Landing all five 5S ki blasts is rather precise, so it's recommended to only use 1 or 2, but experiment to see how many you're comfortable with.
... 2SSS > 236S +100-150 +0.15 All [1] Very Easy Squeeze in more damage before supers after 2SSS enders. Can also be followed up with assist > j.DR in the corner.
... 2SSS > 236S[9] > Level 3 ? -2.85 All except KRL and VDL at high HSD [2] Easy Baseku's most common way to combo into Super Spirit Bomb solo.
... 236S > SD > delay j.M > delay j.S > 5L > 5LL... ? ? All [2] Easy Alternative way to rejump into 5L. Delays are pretty lenient. This does more damage than j.LS but burns through hitstun decay slightly faster. This means doing one j.MS rejump then one j.LS rejump tends to be optimal more often than not.
... 236S > SD > long delay j.M > long delay j.S ▷ 2M... ? ? All [4] Hard Strong but difficult ender. Sometimes this drops when j.LS 2M wouldn't, so be careful with HSD.
5M > 2M > 5H > 236S > SD > 66 j.M > j.236S ▷ 5L > 5LL > 5LLL > delay 236S > SD > long delay j.M > long delay j.S > 2M > 5M > jc.LL2H > jc.M2H > j.2M 6049 1.9 All except BRO [4] Hard Alternative routing with optimized rejumps, as well has his strongest meterless corner combo with SKD. Delaying 236S after 5LLL keeps Goku closer to the corner; not doing so will make SD drop. 5LLL doesn't sideswitch against Z Broly.
... delay 236S > SD > long delay j.M > long delay j.S > 2M > delay 5S(5) > 5H > 2S > 2SS > 2SSS 6002 1.9 All except BRO [5] Very Hard Same combo but with an optimal ender for 2SSS.
IAD j.HS > 5L > 5LL > 2M > 5H > 236S > SD > 66 j.M > j.236S ▷ 5L > 5LL > 5LLL > delay 236S > SD > j.ML2H > jc.LML2H > j.2M 4515 2.1 All except BRO [4] Hard Scaled version. 2SSS ender not possible off this combo.
IAD j.HS > 5L > 5LL > 2M > 236S > SD > 66 j.M > j.236S ▷ 2M > 5M > jc.M2H > SD > j.MS > j.236L > Special Tag > j.M2H > jc.LLL 4382 2 All [2] Easy Example of a corner sideswitch combo to help set up left/right Lv3 mixups for characters like Trunks or Base Vegeta. j.236S ▷ 2M only works off this setup. On Z Broly, skip 2M and go straight into 5M.
5M > 2M > 5H > 2SSS, 5L > 5LL > 5LLL > 236S > SD > delay j.M > delay j.S > 5L > 5LL > 5LLL > 236S > SD > j.ML2H > jc.LLL > assist > j.DR 6633 2.24 All [3] Medium Combo for maximizing damage with an assist, showcasing the corner 2SSS, 5L link.
2SSS > delay j.236M ▷ 5L... ? ? All [2] Easy Baseku's best way to combo off raw 2SSS in the corner. Landing into 2M is possible but unreliable.
214L, 2M > 5H > 236S > SD > delay j.M > delay j.S ▷ 5L > 5LL > 5LLL > 236S > SD > 66 j.L > delay j.S ▷ 2M > delay 5S(5) > 5H > 2S > 2SS > 2SSS 3655 1.9 All [3] Medium Optimized back-to-corner 214L confirm for 2SSS knockdown.
... 66 j.L > delay j.S ▷ 2M > 5M > jc.LL2H > jc.LL2H > j.2M 3710 1.9 All [3] Medium Better damage version, albeit not by much.

Metered

Combo Damage Meter Gain Works on: Difficulty Notes
... 2M > 236H > walk back > 2M > 5H > 236S... ? ? All [2] Easy High-damage combo starter. It's possible to omit the 2M and go straight into 5H, and this scales better, but can only be combo'd after with 2S.
214H ▷ wait 2M > 5H > 236S > SD > delay j.M > delay j.S ▷ 5L > 5LL > 5LLL > 236S > SD > j.ML2H > jc.LML2H > j.2M 4140 0.68 All [3] Medium Corner H yoink confirm.
214H ▷ wait 2M > 5H > 236S > SD > 66 j.M > j.236S ▷ 5L > 5LL > 5LLL > delay 236S > SD > j.ML2H > jc.LML2H > j.2M 4220 0.68 All except BRO [3] Medium Alternative version.
214H ▷ wait 2M > 5H > 236S > SD > long delay j.M > long delay j.S ▷ 2M > delay 5S(5) > 5H > 2S > 2SS > 2SSS 3845 0.26 All [4] Hard 2SSS ender version. Medium difficulty if you go for a j.LS 2M rejump instead. Mash out the 5S volley instead of holding it to consistently land all five Ki blasts (normally this burns too much HSD to work, but it's fine here).
214L > Vanish, wait 2M > 5H > 236S > SD > delay j.M > delay j.S ▷ 5L > 5LL > 5LLL > 236S > SD > 66 j.L > delay j.S ▷ 2M > 5M > jc.LL2H > jc.L2H > j.2M 2770 -0.7 All [3] Medium Corner 214L confirm. Ending with j.M2H > j.2M is possible (2800 dmg) but pretty tight, you have to delay j.M and j.S for the first rejump as little as possible.
... 66 j.L > delay j.S ▷ 2M > delay 5S(5) > 5H > 2S > 2SS > 2SSS 2785 -0.7 All [3] Medium Alternative for 2SSS knockdown. Landing all five 5S shots is pretty hard, so try fewer of them and see how many you're comfortable with.
... 2SSS > 214L > Vanish, DR > 236S ? ? All [2] Easy Good way to maximize solo pre-Super damage after a 2SSS ender.
... j.2M > delay Vanish > 214H, 236S ? ? All [3] Medium Baseku's highest-damaging solo combo ender, beating runup DR by a smidge. The Vanish must land as low to the ground as possible. 214M can be used instead of H against small characters.
... j.2M > delay Vanish > 214M > Assist > DR > 236S ? ? All [3] Medium Baseku's highest-damaging combo ender with assists.
... Vanish > j.236S > Level 3 ? -4 All [1] Very Easy Reliable way to combo into Super Spirit Bomb solo at any HSD.
... 66 j.M > j.236S ▷ 5L > delay 5LL > jc.LL2H > jc.LL2H > j.2M > delay Vanish > dash DR > 236S ? -1 All [2] Easy Good solo ender after doing a corner sideswitch combo. Particularly useful against Z Broly since this routing can't keep the corner on him otherwise. Vanish with no delay or use j.S j.236L to get a j.DR knockdown instead.

Spirit Bombos

All combos below assume a Lv1 charge since it's recommended to stick with that. Bombs with more charges will lead to more damage but burn through hitstun decay faster, so plan your routes accordingly if you get those extra charges.

Combo Damage Meter Gain Works on: Difficulty Notes
... 5H > 214S > backdash 1S > 1SS > 1SSS, 5L > 5L > 5LLL... ? ? All [2] Easy Good starter for getting the most damage possible.
... 5LLL > 214S > backdash 1S > 1SS > 1SSS ? ? All [2] Easy Really good ender that gives you the extra damage and meter from the bomb while also letting you charge it back immediately.
... 5LLL > 214S > dash under 1SSS > 236S > Vanish, DR > 236S ? ? All [2] Easy Alternative corner ender for squeezing in more damage. Omit 236S and delay the Vanish if you already spent Down Smash. At high HSD, you can dash under and j.2M > delay Vanish instead.
... 214S > Level 3 ? ? All [1] Very Easy Consistent way to combo into Super Spirit Bomb at any HSD.

Kaioken

Damage in ( ) is damage from doing Level 2 after the Finisher dive. Damage in [ ] is doing Lv2 without the dive. When in Kaioken x20, you should never let the dive rock if you're gonna Lv2.

Combo Kaioken Level Damage Notes
...▷ 236L+M ~ 5S ~ 2L ~ 2S ~ L+M... x2 (3 Hits) +774 #1. For keeping corner.
...▷ 236L+M ~ 5S ~ 2L ~ 5H ~ L+M... x2 (3 Hits) +783 #2. For better damage.
...▷ 236L+M ~ 5S ~ 2L ~ 5H ~ 5M ~ 2S ~ L+M... x3 (5 Hits) +1008 (+1413) [+1454] Go-to corner KKx3 route.
...▷ 236L+M ~ 5S ~ 2L ~ 5H ~ 5M ~ 5L ~ 2M ~ 2S ~ L+M... x20 (7 Hits) +1224 [+1900] Go-to corner KKx20 route. Leaves your Lv2 oki at +26 compared to the usual +25.
...▷ 236L+M ~ 5H ~ 5S ~ 5M ~ 2M ~ 2S ~ L+M... x3 (5 Hits) 2947 214M confirm route. If you're in KKx2 or intend to use Lv2, it's better to just do 214M > Kaioken Finisher instead of a full route.
...▷ 236L+M ~ 5H ~ 5S ~ 5M ~ 2L ~ 5L ~ 2M ~ 2S ~ L+M... x20 (7 Hits) 3163 214M confirm route for KKx20. Just do raw Finisher if you want to Lv2.
...▷ 236L+M ~ 5L ~ 2M ~ 2L > DHC x2 (3 Hits) +324 Happy Birthday route. Finisher does not catch assists. If you have an air-tracking DHC, end with 2S for 333 damage.
...▷ 236L+M ~ 5L ~ 2M ~ 2L ~ 5L ~ 2L (~ H+S) > DHC x3 (5 Hits) +522 Happy Birthday route for KKx3. End with 2S for 540 before Lv2.
...▷ 236L+M ~ 5L ~ 2M ~ 2L ~ 5L ~ 2L ~ 5L ~ 2L (~ H+S) x20 (7 Hits) +732 Happy Birthday route for KKx20. End with 2S for 762 before Lv2. Note that these routes don't work well on Krillin.

Sparking

Held Vanish (a.k.a. empty Vanish) is notated as [Vanish] for brevity.
Combo Position Damage Meter Gain Works on: Difficulty Notes
... [Vanish] > j.M > j.S > airdash j.M > delay j.S ▷ 2M / dash 5L ... Anywhere ? ? All [2] Easy Go-to Sparking route for midscreen. Best used after 5S, 236L, 236S or, most importantly, 214L. Delay on j.S is small.
... j.S ▷ 2M > long delay 5M > jc.M > delay j.S > airdash j.M > delay j.S ▷ 2M... Anywhere ? ? All [4] Hard Loop followup to the previous route. Linking the last j.S into 5M or dash 5L is more consistent.
... 2SSS > delay airdash j.MS ▷ 2M / dash 5L... Anywhere ? ? All [4] Hard Difficult but worth practicing as it adds tons of damage to any combo that can use it. Timing of the airash varies based on how high up the opponent is when 2SSS hits them.
... [5L > 5LL > 5LLL > IAD j.MS]*n ... Corner ? ? All [1] Very Easy Autocombo loops. Man does this guy love loops. In most cases you'll be able to squeeze 2-3 of these in your combos. Can be started off Smash 5H.
... 5H > IAD j.M > delay j.S > [2M > 5H > jc.S > airdash j.M > delay j.S]*2 > 5L / 2M... Corner ? ? All [2] Easy 2M > 5H loops. Less damaging than 5LLL loops but they look cooler. Must delay j.S as much as possible so 2M catches opponents high up.
... 5H > 236S > Spark (whiff) > 236S, (214S,) 3S > 3SS > 3SSS... Midscreen ? ? All [2] Easy Very potent ToD starter taking advantage of the extra hitstun 236S gets when far away.
... 5H > 236S > Spark (whiff) > dash 5H (> 214S) > 2S > 2SS > 2SSS... Midscreen ? ? All [2] Easy An alternative to the above.
... 5H > 214S > Spark (whiff) > 3S > 3SS > 3SSS... Midscreen ? ? All [1] Very Easy Another strong ToD starter.
... 5H > 2S > 2SS > 2SSS > 236S > Spark > 5L (whiff) > 5LL > 5LLL... Corner ? ? All [1] Very Easy Great corner ToD starter.
... 5H > 2S > 2SS > 2SSS, 5L > 5LL > 5LLL > 236S > Spark (whiff) > 5L... Corner ? ? All [2] Easy ToD starter with a corner Spark whiff setup.
... 5H > 214S > backdash 1SSS > 236S > Spark... Corner ? ? All [1] Very Easy Another good corner ToD starter.
... 236S > [Vanish] > j.DR Anywhere ? ? All [1] Very Easy Good combo ender for when you need a little extra damage.

Notes

While Baseku already does great damage normally, Sparking routes essentially give him DBFZ 2 combos. Any touch with him in this state should kill the other character.

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... jc.LLL > Assist > j.DR Anywhere ? ? All [2] Easy Use this anywhere you can't get a sliding knockdown.
... jc.LLL > Assist > j.236S[2] > delay Vanish... Anywhere ? ? All [2] Easy Good for maximizing damage. With beam assists, this is only possible in the corner.
... 2SSS > 236L > Assist... Anywhere ? ? All [2] Easy Midscreen extension for big damage. Most assists let you dash 5L after this, but you can just jump up into an air combo if not.
... 2SSS > 236S > Assist > 5L... Corner ? ? All [2] Easy Strong extension that works with any assist.
... 5LLL / 2SSS > 22S > Assist > 5L... Corner ? ? All [3] Medium Charge your Spirit Bomb mid-combo. Some assists let you get up to 2 charges (or 3 with a 2SSS ender) while others don't work for this at all. Experiment.
... 5H / 2M > 22S > Assist... Anywhere ? ? All [3] Medium Charge Genki during a midscreen route. Only works with assists that can hit fullscreen or have great hitstun. Picking up with dash 3SSS should be the least you can do after.
... j.2M > delay Vanish > 214M > Assist > dash DR > 236S Corner ? ? All [3] Medium Baseku's highest-damaging combo ender with basically any assist. Omit 236S or cut out some hits from DR if you're at extremely high HSD.

Notes

Baseku's combos are really good even without assists, but when you're willing to spend them, they can increase his damage output tremendously. Still, it's recommended to only do this if it's gonna kill.

Combo Theory

Some general notes to keep in mind...

  • Always hold down DR to get 31 hits from it. It's free damage.
  • Using 1/2/3SSS early in your combo deals the most damage, but takes away your Down Smash so you have to be careful.
  • 236S gains extra hitstun when landed from roughly fullscreen away. Besides SD, 5H > 236S can link into 3S or 214S. The extra hitstun also allows for beam rejumps if you've got great execution.
  • j.236S can be used in air combos but you have to make sure the opponent is above Baseku when you use it.
  • 2SSS also allows for rejumps. Raw, the go-to conversion off it is a slightly delayed j.236H (or M in the corner).
  • 2SSS links into 5L in the corner.
  • j.2M always drags opponents to the ground, Smashless or not. This allows for consistent delay Vanish > ground DR enders in long combos (as long as you're not absurdly high up).
  • Vanish j.236S and 214S (any level) always combo into Super Spirit Bomb.
  • 214M links into 214S.
  • 214S always combos after 5LLL. This means with rejumps midscreen, or with basically any combo in the corner, you can spend your bomb mid-combo and immediately recharge it after, provided you end the combo in 2SSS.

Kaioken

The Kaioken super changes with the amount of characters you have left, like so:

  • With all three characters alive, you can use 3 Kaioken followups and the L+M ender.
  • With two characters alive, you can use 5 Kaioken followups and the L+M ender, plus the H+S ender for a bar. The first hit of the L+M ender cancels into the H+S ender.
  • With only Goku alive, you can use 7 Kaioken followups and the L+M ender, plus the H+S ender for a bar. The first hit of the L+M ender cancels into the H+S ender, and the H+S ender does more damage and gives a Hard Knockdown.

Kaioken followups scale if they're used more than once, so ideally you want to use each followup only once per route, or at worst only repeat one. You also want to include 5S, 5H and 2S whenever possible as they're the highest-damaging followups. You can find optimal Kaioken routes higher up on this page.

A lot of characters' Supers can DHC (or early DHC) straight into Baseku's Kaioken 5H. These are:

  • SS Goku's forward and down-angled Lv1s (for beam supers like this, wait a bit before DHCing to get all the damage)
  • SS Vegeta's down-angled Lv1
  • Piccolo's Lv1
  • Teen Gohan's Lv1
  • Ginyu's Lv1 specifically after a sliding knockdown (otherwise allows for universal 2L > 5S > 5H midscreen)
  • Trunks' Lv1 and Lv2
  • Cell's Lv1
  • Krillin's Lv1
  • Kid Buu's Lv1s
  • Nappa's Lv1
  • Android 16's Lv1
  • Yamcha's Lv1 aimed downwards
  • Tien's Lv1
  • Hit's air Lv1 anywhere and 236H+S in the corner (midscreen it allows for 5M > 5S > 5H)
  • Goku Black's ground 236L+M in the corner (236H+S gives universal 5S > 2L > 5H anywhere)
  • Majin 21's Lv1
  • Base Vegeta's Lv1
  • Z Broly's Lv1s
  • Zamasu's Lv1
  • Bardock's angled-down j.236L+M anywhere and 236H+S in the corner
  • Vegito's Lv1s
  • Android 17's 236H+S in the corner (236L+M allows for universal 5L > 5S > 5H)
  • Cooler's Lv1s
  • Videl's Lv1
  • GT Goku's Lv1
  • Janemba's Lv1s
  • Gogeta Blue's ground 236H+S and j.236L+M
  • S Broly's aerial Lv1 and Lv2 (ground Lv1 gives 2L > 5S > 5H midscreen)
  • Kefla's Lv1s
  • UI Goku's Lv1 (Lv2 gives 2M > 5S > 5H midscreen)
  • Roshi's 236H+S anywhere and 236L+M in the corner
  • Baby's Lv1
  • Lab Coat's Lv1s

Super Spirit Bomb

As one of the highest-damaging Level 3s in the game, it's no secret that this is a great thing to have in your arsenal. However, it's also got some specific quirks to compensate. Most notably, he can't combo into it by normal means; it won't work off his common enders like Smash j.H or j.2M. However, it does work consistently off the following:

  • Smash 214M
  • Smash 2SSS
  • 236S[9] (drops against Krillin and Videl in particular at high HSD)
  • Any level of 214S
  • Vanish, j.236S
  • Smash 2H or j.2H

There's also a few Lv1 Supers from other characters that cannot combo into this, or have to do something specific to be able to. Here's the list:

  • Trunks' Level 2 never works
  • Yamcha must hold 7 for his Lv1 inputs
  • Tien's Lv1 doesn't work from high altitudes
  • Hit must early DHC from his aerial Lv1
  • Blue Vegeta must early DHC from Niagara Pummel
  • Bardock 236H+S never works
  • Android 17 must early DHC from 236L+M; Ground version of 236H+S never works, but air version always does
  • Cooler must early DHC from his aerial Lv1; doesn't work at all off 236L > j.236L+M due to excessively low height
  • Janemba must early DHC from 236H+S
  • Roshi's 236L+M doesn't work midscreen
  • SS4 Gogeta must early DHC from his Lv1

Some of these have good workarounds which makes them not matter too much, but they're still worth keeping in mind just in case.

Touch of Death Combos

Assisted combos below work with most assists, but the more unique ones will require you to make a few adjustments (i.e. after using a traditional beam assist, dash up into ground normals instead of jumping into an air combo).

Damage for assisted combos may vary slightly due to some assists doing more than others. Due to Supers in this game also doing different amounts of damage, you may find some of these don't kill with certain teammates if their Super damage is low.

"Meter positive" ToDs leave you with more meter than you initially had before landing them.

Combo Damage Before Supers Meter Required Position Difficulty Notes
2M > 5H > 236S > Spark > 236S, 3S > 3SS > 3SSS > 236L > Assist 1 > dashjump j.LL2H > jc.LLL > Assist 2 ▷ dasjump j.LL2H > j.M2H > j.2M > delay Vanish, dash DR > Supers ~7850 0.5 bars Midscreen [2] Easy Simple ToD with 2 assists.
2M > 5H > 236S > Spark > 236S, 3S > 3SS > 3SSS > 214S, 1S > 1SS > 1SSS > Assist 1 > SD > j.LL2H > jc.LLL > Assist 2 > j.DR ▷ Supers ~7950 1 bar positive Midscreen [2] Easy ToD using Spirit Bomb and 2 assists.
... 1SSS > Assist > SD > j.M2H > jc.LL2H > j.2M > delay Vanish, dash DR > Supers ~8050 0 bars Midscreen [2] Easy Alternative ender for when you have only 1 teammate alive.
2M > 5H > 236S > Spark > 3S > 3SS > 3SSS > delay 66 j.MS ▷ dash 5L > 5LL > 5LLL > IAD j.MS ▷ 5L > 5LL > 5LLL > IAD j.MS ▷ 2M > 5M > jc.LL2H > jc.MH > Assist 1 > j.DR ▷ Supers ~7960 1.4 bars positive Midscreen [4] Hard Optimized midscreen ToD with 1 assist.
2M > 5H > 2S > 2SS > 2SSS > 236S > Spark > 5L (whiff) > 5LL > 5LLL > [IAD j.MS ▷ 5L > 5LL > 5LLL]x2 > SD > j.ML2H > jc.LLL > Assist > j.DR ▷ Supers ~7450 0.26 bars positive Corner [2] Easy Simple corner ToD that can kill with even with just 1 assist.
2M > 5H > 214S > backdash 1S > 1SS > 1SSS > 236S > Spark > 5L (whiff) > 5LL > 5LLL > IAD j.MS ▷ 5L > 5LL > 5LLL > SD > j.ML2H > jc.LLL > Assist > j.DR ▷ Supers ~7800 1 bar positive Corner [2] Easy Corner ToD using Spirit Bomb that will kill even with just 1 assist.
2M > 5H > 236S > Spark > 236S, 3S > 3SS > 3SSS > 236S > [Vanish] > j.MS > 66 j.M > delay j.S > 2M > 5M > sjc.LML2H > jc.LML2H > j.2M > delay Vanish > j.DR ▷ Super 8872 0.6 bars Midscreen [2] Easy Simple Limit Break ToD.
2M > 5H > 236S > Spark > 214S > 3S > 3SS > 3SSS > 236S > [Vanish] > j.MS > 66 j.MS ▷ 2M > 5M > sjc.LM2H > jc.L4LMS > j.236L > Vanish > j.DR ▷ Super 9504 0.3 bars positive Midscreen [2] Easy Limit Break ToD with Spirit Bomb.
2M > 5H > 236S > Spark > 236S, 3S > 3SS > 3SSS > delay 66 j.MS ▷ dash 5L > 5LL > 5LLL > IAD j.MS ▷ 2M > 5H > jc.LL2H > jc.LL2H > j.2M > delay Vanish > dash DR > Super 8931 1.9 bars positive Midscreen [4] Hard Optimized Limit Break ToD.
2M > 5H > 236S > Spark > 214S, 3S > 3SS > 3SSS > delay 66 j.MS ▷ dash 5L > 5LL > 5LLL > IAD j.MS ▷ 2M > 5M > jc.LL2H > jc.2H > j.2M > delay Vanish, dash DR > Super 9386 2.6 bars positive Midscreen [4] Hard Optimized Limit Break ToD with Spirit Bomb.
2M > 5H > 2S > 2SS > 2SSS, 5L > 5LL > 5LLL > 236S > Spark (whiff) > 5L > 5LL > 5LLL > IAD j.MS ▷ 5L > 5LL > 5LLL > IAD j.MS ▷ 2M > 5H > jc.M2H > jc.2H > j.2M > delay Vanish, dash DR > Super 8708 1.8 bars positive Corner [2] Easy Corner Limit Break ToD. Doesn't get much better than this despite its simplicity.
2M > 5H > 236S > Spark > 214S > 1S > 1SS > 1SSS, 5L > 5LL > 5LLL > IAD j.MS ▷ 2M > 5H > jc.LL2H > jc.L4LM2H > j.2M > delay Vanish, dash DR > Super 8707 2.5 bars positive Corner [2] Easy Corner Limit Break ToD with Spirit Bomb. This route prioritizes meter build since going for more damage would just be overkill. You don't need to backdash before 1S here.
2H > Spark > 5L (whiff) > 5LL > 5LLL > 236S, 3S > 3SS > 3SSS > 236S > [Vanish] > j.MS > 66 j.MS ▷ dash 5L > 5LL > 5LLL > 236S > SD > j.M2H > jc.LLS > j.236L > Vanish, j.DR ▷ Super 8372 1 bar Midscreen [2] Easy Limit Break 2H ToD, easy version.
2H > Spark > 5L (whiff) > 5LL > 5LLL > 236S, 3S > 3SS > 3SSS > delay 66 j.MS ▷ 5L > 5LL > 5LLL > 236S > SD > j.ML2H > jc.LML2H > j.2M > delay Vanish, dash DR > Super 8057 0.8 bars positive Midscreen [4] Hard Hard version. Kaioken x20 does slightly more minimum damage off starters like this, which is why it kills.

And let's throw these last ones in too, for good measure:

The Three-Touch of Death

Combo Position Damage Meter Gain Works on: Difficulty Notes
5H > 214S > 214L+M Anywhere TOD -1 All [1] Very Easy Only usable in Limit Break, when Sparking is active, and when 214S is at Level 3. Also kills off 2M > 5H.

The Ultimate Whiff Punish

Combo Position Damage Meter Gain Works on: Difficulty Notes
236L+M > H+S > 214L+M Anywhere TOD -5 All [1] Very Easy Only works when in Limit Break, but doesn't require Sparking.

Video Examples

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