DBFZ/Gotenks/Combos

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< DBFZ‎ | Gotenks
 Gotenks
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

Note: Whiff cancelling special moves will be represented by ~

Eg. 214H ~ 214S

Meterless

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc > j.ML(3)2H > SD > j.ML(3)2H > sjc > j.L(3)LL 4022 1.25 All [1] Very Easy Basic BnB combo. Saiyan combo with more lights. ...jc > j.ML may whiff on small characters at tip 2M range, use ...jc > j.M2H instead.
2M > 5M > hjc > j.ML(2) > j.S[6] , j.L(1)L2H > SD > j.L(3)ML(1)2H > djc > j.L(3)LL 4305 1.4 Medium+ [3] Medium Gotenks signature j.6S BnB combo. More damage, more meter gain.
2M > 5M > hjc > j.L(2) > j.S[6] , j.L(1)L2H > SD > j.ML(3)2H > djc > j.L(3)LL 4012 1.3 All [3] Medium Small body specific version. Less damage, more meter gain then "Basic BnB" on unscaled starters.
2H > SD > j.L(3)ML(1)2H > djc > j.L(3)LL 3320 0.9 Medium+ [2] Easy 2H/DR confirm. j.ML(3)2H for DR and small characters.
5H > SD > j.ML(2)2H > djc > j.L(3)LL 3410 0.8 All [2] Easy 5H confirm.

Metered

Combo Damage Meter Gain Works on: Difficulty Notes
SD > j.L(3)LS[6] > j.236[L] > j.214M > vanish > j.236M (whiff) , delayed j.L(1)L2H > djc > j.L(3)LL 2568 -1 All [2] Easy Super dash confirm using vanish. Still gives sliding knockdown after vanish. Skip j.S[6] if it's too difficult.
...djc > j.L(3)LS[6] > j.236[L] > j.214S > vanish > j.236M (whiff) , delayed j.L(1)LL -1 All [2] Easy 1#. Various ways to spend meter in a combo.
...djc > j.L(3)LS[6] > j.236[L] > j.214S > vanish > j.236L ~ 236[S] , j.L(1)LL -1 All [2] Easy 1.5#. May be easier then the first.
...djc > j.M2H > vanish > slightly delayed 236[S] > j.S[6] , j.L(1)LL -1 Medium+ [3] Medium 2#. Doesn't work if there is too much HSD.
...djc > j.L(3)LS[6] > j.236[L] > j.214S > j.214L+M -3 All [2] Easy 3#. Use this if your ending the combo with Lv3. Skip j.S[6] in high HSD combos.
...vanish , dash 5L (whiff) > 5LL > 5LLL > SD > j.ML(3)2H > djc > j.L(3)LL 2910(236S) -1 All [2] Easy 1#. Post vanish confirm. No sliding knockdown.
...vanish , dash 5L (whiff) > 5LL > 5LL > 214S , SD > j.ML(3)2H > djc > j.L(3)LL 3093(236S) -1 All [2] Easy 1.5#.
...vanish , dash 2M > 5M > jc > j.L(3)L2H > djc > j.L(3)LL 2800(236S) -1 All [1] Very Easy 2#. Easier and more consistent than above combos.
...vanish , dash 2M > 5H > 236L+M 2878(236S) -2 All [1] Very Easy 3#. Lv1 after vanish. Skip 5H if in high HSD combo.

Corner

Meterless

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc > j.L(3)LS[6] > j.236[L] > j.214M , SD > j.ML(3)2H > djc > j.L(3)LL 4277 1.5 All [2] Easy Basic corner combo into sliding knockdown.
2M > 5M > hjc > j.ML(2)S[6] , j.L(1)LS[6] > j.236[L] > j.214M , SD > j.ML(3)2H > djc > j.L(3)LL 4647 1.6 Medium+ [3] Medium Corner j.6[S] combo into sliding knockdown.
2M > 5M > 214M ▷ 5L (whiff) > slightly delayed 5LL > 5LLL > 214S , SD > j.ML(3)2H > djc > j.L(3)LL 5164 1.5 All [3] Medium Corner "optimal" BnB. Most damage, less meter gain, no sliding knockdown. 5LL is harder to hit on smaller hitboxes.
2M > 5M > jc > j.M > j.214M , DR... 3598 0.55 All [1] Very Easy Meterless solo snap.
SD > j.L(3)L > j.214M , DR 2136 0.65 All [1] Very Easy Super dash confirm.

Metered

Combo Damage Meter Gain Works on: Difficulty Notes
SD > j.L(3)LS[6] > j.214H[3] ▷ delayed 2M... 2186 -0.5 All [2] Easy Super dash confirm near or in the corner. No sliding knockdown. j.214H[3] brings opponent low enough for 2M to connect.

Ghost Okizeme

Combo Meter Gain Works on: Difficulty Notes
...SD > j.L(3)L2H > djc (back) > j.H ▷ 236H+S -1 All [2] Easy #1. Ghost okizeme setup. Best setup leaves Gotenks positve and spaced out. May need to delay j.LL for the air auto combo correction to pull Gotenks high enough for j.H to hit.
...j.H ▷ backdash > 236H+S -1 All [1] Very Easy #2. Gotenks is negative in this setup so he will need to call out vanish and jump outs, but is spaced out. Still very strong if your opponent respects your pressure.
...j.H ▷ 236H+S -1 All [1] Very Easy #3. Leave Gotenks close to opponent and covers all tech options. Which ghost hit the opponent depend on character size, whether they up tech or ground tech and whether they block high or low. Opponent can up tech and tank L and H ghost to escape.
...j.DR/DR ▷ 236H+S -1 All [1] Very Easy #4.

Assist Extensions

Combo Position Works on: Difficulty Notes
2M > 5M > 214L > assist... Anywhere All [1] Very Easy 214L Extensions. Very effective with wall bounce and pop up assist.
j.S[6] link combo... j.L(1)LL assist > j.S[6]... Midscreen All [3] Medium Fun and optimal Gotenks extensions using j.S[6]. Can sideswitch with certain assist. Most effective with pop up assist. Lots of corner carry.

Combo Theory

Video Examples

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