Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen Combos
Meterless
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5M(1) > jc.MLL2H > SD > j.MLL2H > jc.LLL (j.214L) | 4185 | 1.05 | All | Very Easy | Basic BnB. The j.214L is optional for slightly more damage for Supers or Vanish extensions, but you have to be high enough for it to hit. |
2M > 5M(1) > jc.MLL2H > delay SD > j.MLL2H > jc.LLL | 4185 | 1.05 | All | Very Easy | Switches sides. Reallyyy delay the SD. |
[DR] > j.MLL2H > jc.LLL | 2892 | 1.4 | All | Very Easy | DR confirm. Hold down DR to get all 31 hits in, as it's free extra damage. Against Cooler and Z Broly, do j.LML2H instead for 2877. |
2H(2) > SD > j.L > delay j.L2H > jc.LLL | 3200 | 0.81 | Small, Medium | Medium | 2H sideswitch version. |
... j.LL > j.236M | All | Very Easy | Alternate ender, very close to opponent on sliding knockdown. (Less damage off unscaled starters and harder assist extensions after, but better oki) | ||
... j.LLS(4) > j.236M | All | Very Easy | End with this when near the corner. | ||
2M > 5M(1) > 5H > dl 236S(5) > SD > delay j.LL2H > dl jc.LLL > j.214L | 4691 | 1.1 | All | Easy | Corner-to-corner combo. Delay 5M from 5LL starter. Second jc is delayed to gain enough height for j.214L to land. Try to get all 5 hits of 236S in. |
SD > j.ML2H > jc.LLL | 2430 | 0.56 | All | Very Easy | SD conversion. j.2H can link into jc.L even on Smash hit. |
2M > 5M > jc.M2H > SD > j.M2H > jc.H > j.214L > ... | All | Combo meant to save hitstun decay. Combine this with an assist or vanish to tear a big red gash in your opponent's health bar. | |||
2H > SD > j.M2H > jc.H > j.214L > ... | All | Alternate low hitstun decay combo, this time from a 2H starter. |
Metered
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5M(1) > 5H > 236H (whiff), 5LL > 2M > 5M(1) > jc.MLL2H > jc.L4LMS(1) > j.236S > SD > j.LLL > j.214L | 5355 | 0.4 | All | Easy | Much better damage than the simple 5H combo and stays meter positive even off raw 5H. Won't work if you're too close to the corner. |
2M > 5M(1) > 5H > 214[H]~S > 66 5LL > 2M > 2S > 6S(3) > dl 5H > 5S(1) > 236S > SD > j.M2H > jc.MH > j.214L | 6017 | 0.7 | All | Easy | UI Goku's best combo for solo damage. Also won't work if too close to corner. |
... > Vanish ▷ IAD j.M ▷ 5LL > 2M > 5M(1) > jc.MLL2H > jc.L4LMS(1) > j.236S > SD > j.LLL > j.214L | 2965 from 5S(4) | All | Easy | Post Vanish route. If height allows it, you can try starting with IAD j.ML instead for a smidge more dmg at the cost of consistency. | |
... > Vanish ▷ IAD j.ML ▷ 5LLL > dl 236S > SD > j.LL2H > dl jc.LLL > j.214L | 2740 from 5S(4) | All | Easy | Alternate Vanish route (sides switches). |
Corner Combos
Meterless
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5M(1) > 5H > 5S(4) > 2S > SD > j.LML2H > jc.LLL > j.214L | 4612 | ~1.17 | All | Very Easy | Simple corner combo. Works from midscreen as well. |
2M > 5M(1) > 5H > 5S(4) > 2S > SD > j.LML2H > jc.LLS > j.236M | 4650 | ~1.13 | All | Very Easy | Very similar to the previous combo, but with a 236M finisher for more damage. Also works from midscreen, but make sure you're by the corner by the time you do j.LLS. |
[DR] > j.LML2H > jc.LLS(4) > j.236M | 3022 | 1.5+ | All | Very Easy | Simple DR combo. |
2M > 2S > 6S(4) > delay 5H > 5S(4) > 2H(2) > SD > j.4LL > j.M2H > jc.LLL > j.214L | 5062 from 5M(1) | 1.54 | All | Easy | 2S > 6S(4) will always work if 2S hits close to the ground and as close to the corner as possible. |
2M > 5M(1) > 5H > delay 2S > 6S(4) > delay 5S(4) > 2H(2) > SD > j.LL2H > jc.LLL > j.214L | 5097 | 1.5 | All | Medium | "Optimal" string but very inconsistent. Works regardless of how many hits you land with 6S and 5S, but 5H pushes Goku back making 6S most likely only hit 3 times, and the SD angle also varies so you can't go for j.4LL > j.M2H. Extra note: The delay between 5H and 2S to get 6S(4) is an 1f window on most characters. |
214M, dash 2M > 2S > 6S(4) > delay 5H > 5S(4) > 2H(2) > SD > j.LL2H > jc.LLL > j.214L | 3260 | 1.53 | All | Easy | Command grab conversion #1. |
214M, dash 5LL > 2M > 2S > 6S(4) > delay 5H > 2H(2) > SD > j.LL2H > jc.LLL > j.214L | 3185 | 1.64 | All | Easy | Command grab conversion #2. |
5LL > 236L, dash 5LL > 2M > 2S > 6S(4) > delay 5H > 2H(2) > SD > j.M2H > jc.LLL > j.214L | 4062 | ~1.8 | All | Medium | Back-to-corner combo #1. From 2L or j.H starter, skip 5H. Gets harder the further away from the corner you are. 236L, dash 5L link only works if the dash is about half screen in length. |
5LL > 6S(2) > 236M, dash 5LL > 2M > 5H > 2S > 2H(2) > SD > j.LL2H > jc.LLL > j.214L | 3435 | ~1.8 | All | Easy | Back-to-corner combo #2. From 2L or j.H starter, do SD > j.M2H Works further out compared to the last combo since 236M gives you more time to dash back in. |
5LL > 6S(1) > 236M, dash 2M > 2S > 6S(4) > delay 5H > 2H(2) > SD > j.LL2H > jc.LLL > j.214L | 3525 | ~1.73 | All | Easy | Back-to-corner combo #3. From 2L or j.H starter, do 2H(1) > SD. Easiest variation since 6S(1) pulls the opponent closer. |
Metered
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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214H, j.214M, dash 2M > 5H > 2S > 2H(2) > SD > j.LL2H > jc.LLL > j.214L | 3395 | -0.37 | All | Easy | Grounded 214H confirm. |
2M > 5M(1) > 214H > airdash j.M ▷ 5LL > 2M > delay 5M(1) > 5H > delay 6S(3) > 2S > SD > j.LL2H > jc.LLL > j.214L | 5646 | -0.22 | All | Medium | High damage 214H combo. |
Assist Extensions
Combo | Position | Works on: | Difficulty | Notes |
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214M/236M , Assist > 5S(2) > SD | Midscreen | All | Midscreen meterless 214M or 236M confirm using full screen assist like beams. Use 5S(1) depending on the assist (C assist and some tracking assist allow Goku to dash up and hit 5L so experiment with your team) | |
... djc > j.LLL > j.214L > Assist ... | Anywhere | All | j.214L makes assist extensions a breeze. | |
... Assist > 5L > 5LL > 2M > 236L ... | Anywhere | All | Post smash j.H assist extension for more damage (Can add 5H > 5S after 2M if in the corner) | |
... Assist > DR > 22S > Super | Corner | All | 22S makes for excellent combo filler when going into supers. Both of UI's supers track vertically and it deals high damage. |
Sparking
- 214L > Hold Vanish > dl > j.M ▷ 5L > 2M > 6S (1) > IAD > j.M ▷ 5LL > 2M > 6S (1) > IAD > j.M ▷ 5LL > 2M > 6S (1) > jc > DR
Midscreen 6S Sparking Loop
- 2M > 22S > Spark > 5L (whiff) > 5LL > 2M > 5H > IAD j.M > 5LL > 2M > 5H > IAD j.LM > 5H > 2S > sjc.LLS > SD > j.LL2H > j.LLL > j.214L
High damage corner 2M Spark combo. Thanks, Wawa!
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