DBFZ/SS Goku/Combos

From Dustloop Wiki
< DBFZ‎ | SS Goku
Jump to navigation Jump to search
Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+DBFZ L Prompt.png becomes 236L.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel 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 = Jump
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
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
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
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
MBU = Majin Buu
RSH = Master Roshi
NAP = Nappa
PIC = Piccolo
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = SSB Vegito
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)
SB2 = Super Baby 2
GT4 = Gogeta (SS4)

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
2H > SD > j.MLL2H > jc.LLS > j.236L 3625 .8 All Very Easy Basic 2H combo. Where every character starts.
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLS > j.236L 4285 1.1 All Easy Your standard BnB. Learn this and you learn half the cast.
Dragon Rush > j.MLL2H > jc.LLS > j.236L 2962 1.5 All Very Easy Basic Dragon Rush combo, hold DR for more damage.
5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LLS > j.236L 3805 .9 All Medium Rejump combo, probably one of the hardest combos he has outside of ToD's. The corner carry is very good and SSJ Goku doesn't have to worry about sliding knockdowns thanks to j.236L.
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLS > j.236S > Vanish, j.[DR] 4734 .15 All Easy Damage extension at the cost of 1 bar and a sideswitch.
5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LL2H > j.214L(2) > Vanish > SD > j.LLS > j.236L 4557 -1, +.9 All Medium Harder rejump combo with a vanish extension.
[DR] > j.ML2H > jc.LLS > j.236S > Vanish > j.236L (whiff), j.LLL 3425 .5 All Medium Vanish extension from a Dragon Rush, a bit different from Goku's other vanish extensions because you only get one Dragon Rush per combo. Switches sides.
2M > 5M > jc.M2H > SD > j.MLL2H > backward jc.L > delay j.LS, j.LLS > j.236L 4625 1.1 All Hard Midscreen, Sparkless "loop" example. Can be done on all characters, but the timing on j.L > delay j.LL isn't universal, nor are the setups leading up to it. The link works by letting j.S hit at least 1f later than point blank, by spacing Goku slightly away from the opponent. With this route specifically, delaying the SD can make the link easier.
... > Vanish ▷ dash 2M > 5M > 2S > SD > j.ML2H > jc.LLS > j.236L 2925 (with 236S) -1, (+.15) All Easy Vanish conversion on a grounded opponent.
... > Vanish ▷ delay IAD j.MS ▷ 5M > 2S > SD > j.ML2H > jc.LLS > j.236L 2990 (with 236S) -1, (+.22) All Hard Advanced grounded Vanish conversion that does only a bit more damage. Both Goku and the opponent has to be close to the ground when IAD j.M hits.
2M > 5M > 2S, super jump delay j.LML2H > SD > j.MLL2H > jc.LLS > j.236L 4397 +1.4 All (up close) Hard Tight (universal) link that barely adds any damage. It's best delaying j.L just a tiny bit, since buffering it during super jump startup can cause it to whiff due to Goku not being high enough.
5H > delay SD > airdash j.L > delay j.S ▷ dash jump j.L ? ? All Hard Harder rejump that does less damage for slightly more Ki gain. The dash jump cannot be buffered and is only there so Goku can reach the opponent from midscreen.
2M > 5M > jc.5M2H > SD > j.5MH ▷ 214L+M 5298 ? All Easy SS Goku's tenth Combo Challenge.

Notes

Basic Vanish ender examples for when you really wanna squeeze out as much damage as you can.

  • j.LLS > j.236S > Vanish is the most consistent at low hitstun decay.
  • j.LLS > j.214M builds the most meter, j.LL2H > j.214L does the most damage and works at high hitstun decay.

However, the latter two are finicky and don't always work as they require autocombo boost from j.LL.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.M > j.214M ▷ delay 5M > 2S > SD > j.MLL2H > jc.LLS > j.236L 4577 1.25 All Easy Aerial route with sliding knockdown.
2M > 214M ▷ delay 2M > delay 5H > 2S, 2S > SD > j.ML2H > jc.LLS > j.236L 4625 1.2 All Easy Grounded route with sliding knockdown. Generally hard to confirm into, but a great demonstration of 2S's incredible hitstun.
2M > 5M > jc.MS > j.214M, j.236M ▷ 2L > 5H > delay 5[S](5) > 2S, 2S > SD > j.MLL2H > jc.LLL 5144 1.8 All Medium No sliding knockdown, but very high damage to compensate.
2M > 5M > jc.MS > j.214M, j.236M ▷ 2L > 5H > delay 5[S](5) > 2S, 2S > SD > j.LL2H > j.214L > j.236L+M[2] 5667 +.5 All Medium Slightly meter positive, but sets up an airdash safejump after the super because you've saved your air action.
[DR] > j.M2H > jc.M2H > j.236H, delay j.MS ▷ 5H > 2S > SD > j.M2H > jc.LLS > j.214L > j.236L+M 4828 -1.5, +.9 All Medium Also works from a starter that involves 2H or 2M > 5M > j.M2H. Pretty much anything that launches to Smash 2H and up.
2M > 214M, j.236M, ▷ 2L > 5H ... ? ? All Medium Various ways to extend with j.236M in the corner. Though these routes are harder to confirm into.
2M > 2S, 2S > SD > j.M > jc.MS > j.214M, j.236M, j.LS ▷ 5H ... ? ? All Medium Second alternate j.236M route.

Notes

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
5H > 236M > Spark ... Anywhere ? ? All Easy High-damage Sparking activation route, uses both Up and Down Smash.
2M > Spark, 2M > jc.S > airdash j.M > delay j.S ▷ 5M > 2S > sjc.MLL2H > SD ... Anywhere ? ? All Medium Sparking j.S loops. High meter gain and damage make them a good thing to learn.
2H > Spark ▷ walk 2M > jc.S > airdash j.M > delay j.S ▷ 5M > 2S > super jump delay j.M2H > j.236H > delay [Vanish], j.S > airdash j.MS ▷ 5M > 2S > SD > j.ML2H > jc.LL2H > j.214L(2) > Vanish, j.[DR] Anywhere ? ? All Medium j.236H Sparking extensions.
5H > jc.S > airdash j.M > delay j.S ▷ 5H ... Corner ? ? All Medium First corner sparking loop, a variant of the midscreen loop.
5H > tk.236S[2] ▷ 5H ... Corner ? ? All Medium Second corner sparking loop, has the byproduct of looking super cool.

Notes

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.MLL > jc.LLL + Assist ▷ jump j.LL2H > SD ... Anywhere ? ? All Easy Combo with a basic pop-up assist. Depending on the height, you may need to superjump, dash jump, or both.
2M > 5M > jc.MLH > j.214L + Assist ▷ jump j.LL2H > SD ... Anywhere ? ? All Medium Alternate assist combo, easier with assists that send out or down. Depending on the height, you may need to superjump, dash jump, or both.
... j.LLS > j.214L + Assist, j.[DR] Anywhere ? ? All Medium Combo with a tracking assist, usually performed when you would end your air combo with j.S > j.236L.
... j.236M ▷ 2L > 5H > 236S + Assist ... Corner ? ? All Easy Corner assist extension, taking advantage of the high damage from a beam. You can extend from here into pretty much anything, using pretty much any assist.

Notes

Miscellaneous

  • 2M > 5M > jc.M2H > SD > j.MLL2H > backward jc.L > delay j.LLS, j.LLS > j.236L

Midscreen, Sparkless "loop" example. Can be done on all characters, but the timing on j.L > delay j.LL isn't universal, nor are the setups leading up to it.

The link works by letting j.S hit at least 1f later than point blank, by spacing Goku slightly away from the opponent.

With this route specifically, delaying the SD can make the link easier.

  • ... > Vanish ▷ delay IAD j.MS ▷ 5M > 2S > SD > j.ML2H > jc.LLS > j.236L

Advanced grounded Vanish conversion. Both Goku and the opponent has to be close to the ground when IAD j.M hits.

  • 2M > 5M > 2S, super jump delay j.LML2H > SD > j.MLL2H > jc.LLS > j.236L

Tight (universal) link that barely adds any damage.

It's best delaying j.L just a tiny bit, since buffering it during super jump startup can cause it to whiff due to Goku not being high enough.

  • 5H > delay SD > airdash j.L > delay j.S ▷ dash jump j.L

Harder rejump that does less damage for slightly more Ki gain. The dash jump cannot be buffered and is only there so Goku can reach the opponent from midscreen.

  • 2M > 214M, j.236M, ▷ 2L > 5H ...
  • 2M > 2S, 2S > SD > j.M > jc.MS > j.214M, j.236M, j.LS ▷ 5H ...

Various ways to extend with j.236M in the corner. Though these routes are harder to confirm into.

  • 2M > 5M > jc.M > jc.MS > j.214M, delay j.236M ▷ 5L > 5S > 5H > SD > airdash j.L > delay j.S > j.236S[2] ▷ super jump j.LML2H > jc.LL2H > j.214L(2) > j.236L+M
  • 2M > 5M > jc.M > jc.MLS > j.214M, delay j.236M ▷ 5L > 5S > 5H > SD > airdash j.L > delay j.S > j.236S[2] ▷ super jump j.LML2H > jc.LLS > j.214M(4) > Vanish > j.236M > delay j.236H+S

Dead routes? 5L > 5S > 5H > SD doesn't connect anymore.

(1) Universal, highest damage route using j.236S[2] rejump. Kame has to be done as close to the ground as possible. The super jump afterward isn't require for the link, but rather so Goku can do j.LML.

(2) Slightly less raw damage in exchange for more Ki gain. Builds 2 bars on its own to spend on Vanish and H+S Lv1.

Video Examples

Goku advanced combos:

Navigation