< DBFZ | Adult Gohan
(→Potential Unleashed Level 7 Only: Midscreen loop) |
m (→Corner Combos: More damage/meter) |
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| j.236H ▷ 5L(2) > 3H > sjc.MLL2H > jc.LLS > SD > j.LLS > j.214L || 3840 || ~-0.375 || All || {{clr|3|Easy}} || EX leg confirm. Don't mash 5L(2). | | j.236H ▷ 5L(2) > 3H > sjc.MLL2H > jc.LLS > SD > j.LLS > j.214L || 3840 || ~-0.375 || All || {{clr|3|Easy}} || EX leg confirm. Don't mash 5L(2). | ||
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| 5M > 2M > 5S > 236S > SD > j.MH > j.236[L] > | | 5M > 2M > 5S > 236S > SD > j.MH > j.236[L] > 2L > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL || 5579 || ~1.8 || All || {{clr|6|Very Easy}} || Loopless corner rejump using Masenko. | ||
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Revision as of 17:13, 25 November 2022
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Potential Unleashed Level 0
Midscreen Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL | 4387 | ~1.5 | All | Very Easy | Basic BnB. The privilege starts here, as 3H adds an extra 200 damage which is 5LL-starter damage for everyone else. |
5H > delay SD > airdash j.M ▷ 3H > sjc.LL2H > jc.LLL | 3835 | ~0.875 | All | Easy | 5H rejump route. Does less damage and loses sliding knockdown. Much better at Potential Unleashed lvl1. |
2M > 5M > 3H > jc.LM > delay jc.LL2H > SD > j.LLL | ? | ? | All | Very Easy | Sides switch. Jump forward after j.M, slight delay j.L so that Gohan autocorrects. |
... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLL2H > jc.LLL | ? | ? | All | Easy | Basic damage route, little to no pressure after. Timing the dash 2M takes practice to get used to. |
... > Vanish ▷ dash 2M > delay 5M > 3H > jc.H > j.236[L] ▷ ... | ? | ? | All | Easy | Super ender route. |
... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLH, airdash j.X | ? | ? | All | Easy | Soft knockdown safejump, best oki you get at Level 0. |
... j.L delay LS > j.214H | ? | ? | All | Very Easy | Metered slide knockdown ender #1, the cheapest of the three for half a bar. Also allows level 1 Super to hit mid-screen. |
... j.LML2H > Vanish, j.214L | ? | ? | All | Very Easy | Metered slide knockdown ender #2. Also allows level 1 Super to hit mid-screen. |
... j.LML2H > Vanish, j.DR | ? | ? | All | Very Easy | Metered slide knockdown ender #3. |
2M > 5H > SD > 236[L] > 5L(2) > 3H > jc.LL2H > jc.LLS > SD > j.LLS > 214L | 4875 | ~1.6 | All | Very Easy | Round start to corner rejump with SKD. |
Notes
Third route is a safe jump that covers (almost) all soft knockdown tech options. After j.H, just do airdash into an air button.
Corner Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > 5S > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLS > j.214L | 4767 | ~1.4 | All | Very Easy | Corner loopless combo. |
... 5L(1) > jc.LM > delay j.H > j.236[L] ▷ ... | ? | ? | All | Medium | Leg loops. Lv0 and Lv1+ have different starters, but the loop is the same. At Lv1+, there is no need to delay j.H. |
2M > 5S > 2S > SD > airdash j.H > j.236[L] ▷ Loops | ? | ? | All | Easy | Universal loop starter that also works at Lv1+. Especially useful in that it doesn't use smash, which later lets you get solo SKD. |
2M > 5M > 3H > neutral jump jc.H > j.236[L] ▷ Loops | ? | ? | All | Very Easy | Lv0 only starter. Remember to neutral jump () instead of forward jump. |
2M > 5S > 3H > jc.LH > j.236[L] ▷ Loops | ? | ? | All | Very Easy | Lv0 only starter. |
... 5L(2) > 3H > sjc.M ... | ? | ? | All | Very Easy | Loop ender. |
j.236H ▷ 5L(2) > 3H > sjc.MLL2H > jc.LLS > SD > j.LLS > j.214L | 3840 | ~-0.375 | All | Easy | EX leg confirm. Don't mash 5L(2). |
5M > 2M > 5S > 236S > SD > j.MH > j.236[L] > 2L > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL | 5579 | ~1.8 | All | Very Easy | Loopless corner rejump using Masenko. |
Potential Unleashed Level 1 and Up
Midscreen Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
... j.2H > j.214L | ? | ? | All | Very Easy | Everywhere meterless sliding knockdown. Opens up the rejump as a viable solo option. |
2M > 5M > 5H > SD > j.MH > j.236L > 5L > 3H > sjc.MLL > jc.LL2H > j.214L | 4885+ | ~1.5 | All | Easy | New 5H 236L combo. |
... j.L > delay j.LL > j.236M[4], j.2H > j.214L | ? | ? | All | Medium | Extended version. Can be done at the end of anything from BnB to Vanish extension. Slightly delay j.LL for the autocombo boost if needed, hold back during j.236M but do not hold M, don't mash j.2H as mashing L/M/H counts as doing j.236[M]. |
SD > j.LL2H > j.214L/j.214M | ? | ? | All | Very Easy | Sliding knockdown from Superdash. j.214M has better oki but switches sides. |
... j.L > delay j.LL > j.236M[6], neutral jump j.L ... | ? | ? | All | Medium | Sideswitch with j.236M. Slightly delay j.LL for the autocombo boost if needed. |
2M > 5M > 3H > sjc.LL > j.236M[6], neutral jump j.L > delay j.LL > j.236M[4], j.2H > SD > j.LL > j.236M[4], j.2H > j.214L | 4284+ | ~1.25 | All | Medium | Full sideswitch combo. Add delays if required, time all of the jumps. |
2M > 5M > 3H > sjc.MLL2H > SD > j.LL > j.236M[6], neutral jump j.L > delay j.LL > j.236M[4], j.2H > j.214L | 4418+ | ~1.25 | All | Medium | Full sideswitch combo, sideswitch happens later but gives you more damage. |
2M > 5M > 3H > sjc.ML2H > SD > j.ML2H > jc.LL2H > j.214H, delay j.M ▷ dash 3H > sjc.ML2H > jc.LL > j.236L > Vanish, j.DR | 5804+ | ~-1.125 | All | Medium | Sideswitch examples. First one does it early, second one does it late but does more damage. |
... Vanish > 2M > 5M > 3H > sjc.MLL2H > jc.LML2H > j.214L | ? | ? | All | Very Easy | Vanish combo with sliding knockdown. Hurray! |
Notes
214X giving a slide knockdown is HUGE for Adult Gohan.
Corner Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5S > 2S > SD > airdash j.H > j.236L > 5L(1) > jc.LMH > j.236L > 5L(1) > jc.MLL2H > SD > j.LL2H > jc.LLL | 5119+ | 1.9 | All | Nice leg loops route, very consistent & works on (almost) all character sizes. | |
2M > 5M > 5S > 3H > sjc.M2H > SD > j.M2H > jc.M2H > j.214H, delay j.L ▷ 3H > jc.H > j.236[L] ▷ 5L(1) > jc.LM > jc.LMH > Vanish ▷ 236M(1) | 6103+ | ? | All | Medium | Corner bar dump. Requires a little over half a bar. |
5M > 2M > 5S > 236S > SD > j.MH > j.236[L] ▷ 5L(2) > 3H > jc.LL2H > SD > j.MLL2H > jc.LLL | 5805+ | ~1.8 | All | Can be done on a 2M starter, if so skip 5M entirely. |
Potential Unleashed Level 5 and Up
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
5M > 2L > 2M > 3H > j.MHLL > land > j.LHLM > jc.MHLL > land > 3H > j.LL2H > SD > j.LL2H > jc.LLL > j.2S | ? | ~2 | All | Hard | Rejump loop. You need to delay a lot of the air normals to keep the opponent at the right height. Video example here. |
5M > 2L > 3[L] > 2M > 3H > j.MHL > delay j.LL > jc.LHLM2H > SD > j.LML2H > j.214L | ? | ~1.75 | All | Easy | Simpler BnB extension for level 5. You reach the ground without j.2S. |
Potential Unleashed Level 7 Only
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
[5H > 236S > 236M > j.236L]*2 > 5H > 236S > 236M > j.214M | 8635 | ~2.06 | All | Easy | Basic level 7 corner loops, leads into a solo meterless sparkless (without limit break) TOD if you level 1 into dhc level 1 at the end, but you can still use your level 3 if you don't want to switch characters. Damage and meter gain can vary based on when you cancel into j.236L tho'. Just remember to delay the 5H after the j.236L and to not use the legs before j.214M. |
... > 236M > 236L > 66 > 2M > ... | ? | ? | All | Very Easy | Midscreen loop. If you start with 236M the entire combo will be blue life. If you carry them to the corner you can switch to the corner loop. |
Notes
You will probably not use level 5 and up combos and even less level 7 only ones, but it's useful to know them just in case you get to higher levels.
Assist Extensions
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2M > 5M > 3H > sjc.MLL > jc.LLL > Assist ▷ dash 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL | Anywhere | ~5132+ | ~1.75 | All | Easy | The 3H can be hard to get with certain assists so don't be afraid to forgo it. |
2M > 5M > 3H > sjc.MLL > jc.LLL > Assist > SD > j.LLL | Anywhere | ~4225+ | ~1.0 | All | Very Easy | It's possible but don't do this. |
2M > 5S > 236S > A1, 5H > SD > j.MH > j.236[L] ▷ {Loops}x2 > A2 ▷ DR > 236S > Super | Corner | ~7449+ | ~1.125 | All | Hard | Double assist sparkless ToD at Lv1+. Place delays in between inputs during loops, or else the j.236[L] drops. |
... j.236[L] > Assist > DR > 236S > Super | Corner | ? | ? | All | Easy | Most common assist extension in the corner. |
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
combo transcript | where | ? | ? | All |
Notes
During Sparking! gets access to better mix off blockstrings with assists. >https://youtu.be/YgYamDqHVA4?t=2013
Miscellaneous
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
... > Vanish ▷ dash/dl 2M > 236M > Assist Tag > 5L | Anywhere | ? | ? | All | Easy | Vanish 236M assist tag rejump. Work off any 236M when Smash is already used. |