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{{ | <center>{{Character Label|DBFZ|GT Goku|size=32px|label=Goku (GT)}}</center> | ||
{{DBFZ/CharacterLinks}} | |||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|3}} | {{TOC limit|3}} | ||
</div> | </div> | ||
{{Notation | {{Combo Notation|game=DBFZ}} | ||
==Midscreen== | ==Midscreen== | ||
===Meterless=== | ===Meterless=== | ||
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! Combo !! Damage !! Meter Gain !! Difficulty !! Notes | ! Combo !! Damage !! Meter Gain !! Difficulty !! Notes | ||
|- | |- | ||
| 2M > 5M > jc.MHS > SD > j.MLL > jc.LLL > j.214M || 4302 || 1.07 || {{ | | 2M > 5M > jc.MHS > SD > j.MLL > jc.LLL > j.214M || 4302 || 1.07 || {{ComboDifficulty|Very Easy}} || BnB for damage. | ||
|- | |||
| 2M > 5M > jc.MLL > jc.LLLS > SD > j.LLL > j.214M || 4137 || 1.1 || {{ComboDifficulty|Very Easy}} || BnB for corner carry. | |||
|- | |- | ||
| | | ... j.LL2H || || || {{ComboDifficulty|Very Easy}} || j.2H gives better oki and lets you solo combo into Lv1 midscreen, but it'll drop at high hitstun decay. While j.214M is faster, does more damage and is more versatile as a combo extender. | ||
|- | |- | ||
| ... j. | | ... j.LLLS > j.214M || || || {{ComboDifficulty|Very Easy}} || End with this when near the corner. | ||
|} | |} | ||
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! Combo !! Damage !! Meter Gain !! Difficulty !! Notes | ! Combo !! Damage !! Meter Gain !! Difficulty !! Notes | ||
|- | |- | ||
| ... j.LLS > j.236L(2) > j.214L+M || || -3 || {{ | | ... j.LLS > j.236L(2) > j.214L+M || || -3 || {{ComboDifficulty|Very Easy}} || More damage than j.2H ▷ 214L+M. | ||
|- | |- | ||
| ... j.LLLS > j.214H || || -0.5 || {{ | | ... j.LLLS > j.214H || || -0.5 || {{ComboDifficulty|Very Easy}} || Adds in extra corner carry compared to j.LLL > j.214M. | ||
|- | |- | ||
| ... > Vanish > j.236M (whiff), j.LLL > j.214M || || -1 || {{ | | ... > Vanish > j.236M (whiff), j.LLL > j.214M || || -1 || {{ComboDifficulty|Very Easy}} || Air Vanish extension when you want to squeeze in as much damage as possible. | ||
|- | |- | ||
| SD > j.ML > jc.LLS > j.214S~delay 7S~3S, j.236L > Vanish ... || 2630+ || -0.2 || {{ | | SD > j.ML > jc.LLS > j.214S~delay 7S~3S, j.236L > Vanish ... || 2630+ || -0.2 || {{ComboDifficulty|Easy}} || Raw SD conversion. | ||
|- | |- | ||
| ... > Vanish ▷ dash 2L > 5LL(4) > delay 2M > 5M > jc.MLL > jc.LLL > j.214M || 2912 (j.236S) || -1 || {{ | | ... > Vanish ▷ dash 2L > 5LL(4) > delay 2M > 5M > jc.MLL > jc.LLL > j.214M || 2912 (j.236S) || -1 || {{ComboDifficulty|Easy}} || Ground Vanish conversion. 5LL(4) > 2M requires a delay or else it'll whiff on FRZ, GNY, TNK, GTK, A21, VTO, A17, CLR, JNB.<br/>2L > 5L can sometimes drop if you don't let them fall closer to the ground. | ||
|- | |- | ||
| ... > Vanish ▷ dash 2L > 5LLL > SD > j.MLL > jc.LLL > j.214M || 2892 (j.236S) || -1 || {{ | | ... > Vanish ▷ dash 2L > 5LLL > SD > j.MLL > jc.LLL > j.214M || 2892 (j.236S) || -1 || {{ComboDifficulty|Easy}} || ...side switch version. | ||
|- | |- | ||
| j.2S > 236H , dash 5LL... || 2306+ || -0.45 || {{ | | j.2S > 236H , dash 5LL... || 2306+ || -0.45 || {{ComboDifficulty|Very Easy}} || Same side j.1/2/3S conversion. Skip 2L because it eats up damage here. | ||
|- | |- | ||
| j.2S > j.214S~4S~1S, j.236H ▷ dash 2L > 5LL... || 2624+ || -0.1 || {{ | | j.2S > j.214S~4S~1S, j.236H ▷ dash 2L > 5LL... || 2624+ || -0.1 || {{ComboDifficulty|Easy}} || Crossup j.1/2/3S conversion. | ||
|} | |} | ||
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! Combo !! Damage !! Meter Gain !! Difficulty !! Notes | ! Combo !! Damage !! Meter Gain !! Difficulty !! Notes | ||
|- | |- | ||
| 2M > 5M > jc.MH > j.236M, SD > j.MLL > jc.LLLS > j.214M || 4584 || 1.3 || {{ | | 2M > 5M > jc.MH > j.236M, SD > j.MLL > jc.LLLS > j.214M || 4584 || 1.3 || {{ComboDifficulty|Very Easy}} || Basic aerial route without using j.214S. Since j.214S can only be done once until landing, this is an easy combo that can vanish into Ultra Spirit Bomb. | ||
|- | |||
| 2M > 5M > jc.M > jc.MH > j.236M, j.214S~7S~3S, j.LLLS > j.214M || 4799 || 1.48 || {{ComboDifficulty|Easy}} || Basic aerial route with j.214S. Does good damage and meter for how few normals are used, which makes it a good route for assisted Spirit Bomb. | |||
|- | |- | ||
| 2M > 5M > jc.M > jc.MH > j.236M, j.214S~ | | 2M > 5M > jc.M > jc.MH > j.236M, j.214S[2]~2S~delay 1S ▷ SD > j.M > jc.MLHS > j.214M || 4945 || 1.63 || {{ComboDifficulty|Medium}} || Aerial route that can still use j.214S later on. | ||
|- | |- | ||
| 2M > 5M > jc.MLL > jc.LLLS > j.214S~delay 7S~3S, j.LLLS > j.214M || 4575 || 1.5 || {{ | | 2M > 5M > jc.MLL > jc.LLLS > j.214S~delay 7S~3S, j.LLLS > j.214M || 4575 || 1.5 || {{ComboDifficulty|Easy}} || Midscreen-to-corner route. | ||
|- | |- | ||
| 2M > | | 2M > 236M, 2M > 5S > 5H > SD > airdash j.H ▷ jump j.LML > jc.LLLS > j.2H || 5030 (5M) || 1.55 || {{ComboDifficulty|Medium}} || Grounded rejump. | ||
|- | |- | ||
| 2M > | | 2M > 5M > jc.M > j.236M, j.[DR] || 3490 || 0.7 || {{ComboDifficulty|Very Easy}} || Solo DR, useful for snapbacks. | ||
|- | |- | ||
| | | 5H > 214S~2S~1S ▷ SD > j.MLL > jc.LLLS > j.2H || 4142 || 1.2 || {{ComboDifficulty|Easy}} || 5H confirm #1. | ||
|- | |- | ||
| 5H > 214S~2S~1S ▷ | | 5H > 214S~2S~1S ▷ 214S[8]~7S~3S, delay j.LL > jc.LLLS > j.2H || 4474 || 1.46 || {{ComboDifficulty|Medium}} || 5H confirm #2. | ||
|- | |- | ||
| | | 214S~7S~3S, delay j.M > j.236M ▷ 5LL(4) > delay 2M > 5S > 5H > SD > airdash j.H ▷ jump j.LML > jc.LLL > j.214M || 3756 || 1.85 || {{ComboDifficulty|Medium}} || Raw 214S confirm. | ||
|- | |- | ||
| | | SD > j.LHS ▷ 2M > 5S > 5H > SD > airdash j.H ▷ jump j.LML > jc.LLLS > j.2H || 3405 || 1.55 || {{ComboDifficulty|Medium}} || Raw SD confirm with a rejump. | ||
|- | |- | ||
| 5LLL > 214S[8]~7S~3S, delay j.LL > jc. | | 5LLL > 214S[8]~7S~3S, delay j.LL > jc.LLLS > j.214M || 3364 (5L) || 1.21 || {{ComboDifficulty|Easy}} || Back-to-corner combos with SKD #1. | ||
|- | |- | ||
| 2M > 5M > j.ML > delay j.L > delay forward jc.LLS > j.214S~delay 7S~3S, j.LLLS > j.214M || 3492 (5L) || 1.53 || {{ | | 2M > 5M > j.ML > delay j.L > delay forward jc.LLS > j.214S~delay 7S~3S, j.LLLS > j.214M || 3492 (5L) || 1.53 || {{ComboDifficulty|Hard}} || Back-to-corner combos with SKD #2. Crossed under the opponent between j.L > j.LL. | ||
|- | |- | ||
| 5LLLLLLL > j.214S~7S~3S, delay j.LL > jc. | | 5LLLLLLL > j.214S~7S~3S, delay j.LL > jc.LLLS > j.214M || 3522 (5L) || 1.53 || {{ComboDifficulty|Easy}} || Highest damage back-to-corner from 5L starter. Doesn't end in SKD but can still combo into Ultra Spirit Bomb with assists. | ||
|} | |} | ||
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! Combo !! Damage !! Meter Gain !! Difficulty !! Notes | ! Combo !! Damage !! Meter Gain !! Difficulty !! Notes | ||
|- | |- | ||
| ... > Vanish, j.214S~1S > j.214H+S || || -4 || {{ | | ... > Vanish, j.214S~1S > j.214H+S || || -4 || {{ComboDifficulty|Medium}} || Solo combo into Ultra Spirit Bomb. | ||
|- | |- | ||
| ... j.214H+S, airdash j.[DR] || || || {{ | | ... j.214H+S, airdash j.[DR] || || || {{ComboDifficulty|Very Easy}} || SKD after Spirit Bomb if you still have air options. | ||
|- | |- | ||
| ... j.214H+S ▷ dash [DR] > 236M > Supers || || || {{ | | ... j.214H+S ▷ dash [DR] > 236M > Supers || || || {{ComboDifficulty|Medium}} || Optimal extension into Supers. All of these moves aren't affected by hitstun decay, they literally can't drop. | ||
|} | |} | ||
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==Video Examples== | ==Video Examples== | ||
{{#ev:youtube|h-UJBmREQmc}} | |||
{{#ev:youtube| | {{#ev:youtube|uP2VYfzaoQg}} | ||
{{#ev:youtube|485FvnMegYM}} | |||
{{#ev:youtube|aNPztIkLujk}} | |||
{{#ev:youtube|mHKNazU1AgI}} | |||
{{#ev:youtube|jRqWQaD6poc}} | |||
{{#ev:youtube|9GlTZHvk0mk}} | |||
{{#ev:youtube|PLyQs505Fv4}} | |||
{{#ev:youtube|ttCk8cHUPWY}} | |||
{{#ev:youtube|VC-PEiQKqUU}} | |||
{{#ev:youtube|Wj2zfS3wJpk}} | |||
{{#ev:youtube|-TGS_TKFvLw}} | |||
==Navigation== | ==Navigation== | ||
{{ | <center>{{Character Label|DBFZ|GT Goku|size=32px|label=Goku (GT)}}</center> | ||
{{ | {{DBFZ/CharacterLinks}} | ||
{{DBFZ/Navigation}} | |||
Latest revision as of 17:00, 21 January 2024
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
2M > 5M > jc.MHS > SD > j.MLL > jc.LLL > j.214M | 4302 | 1.07 | [1] Very Easy | BnB for damage. |
2M > 5M > jc.MLL > jc.LLLS > SD > j.LLL > j.214M | 4137 | 1.1 | [1] Very Easy | BnB for corner carry. |
... j.LL2H | [1] Very Easy | j.2H gives better oki and lets you solo combo into Lv1 midscreen, but it'll drop at high hitstun decay. While j.214M is faster, does more damage and is more versatile as a combo extender. | ||
... j.LLLS > j.214M | [1] Very Easy | End with this when near the corner. |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
... j.LLS > j.236L(2) > j.214L+M | -3 | [1] Very Easy | More damage than j.2H ▷ 214L+M. | |
... j.LLLS > j.214H | -0.5 | [1] Very Easy | Adds in extra corner carry compared to j.LLL > j.214M. | |
... > Vanish > j.236M (whiff), j.LLL > j.214M | -1 | [1] Very Easy | Air Vanish extension when you want to squeeze in as much damage as possible. | |
SD > j.ML > jc.LLS > j.214S~delay 7S~3S, j.236L > Vanish ... | 2630+ | -0.2 | [2] Easy | Raw SD conversion. |
... > Vanish ▷ dash 2L > 5LL(4) > delay 2M > 5M > jc.MLL > jc.LLL > j.214M | 2912 (j.236S) | -1 | [2] Easy | Ground Vanish conversion. 5LL(4) > 2M requires a delay or else it'll whiff on FRZ, GNY, TNK, GTK, A21, VTO, A17, CLR, JNB. 2L > 5L can sometimes drop if you don't let them fall closer to the ground. |
... > Vanish ▷ dash 2L > 5LLL > SD > j.MLL > jc.LLL > j.214M | 2892 (j.236S) | -1 | [2] Easy | ...side switch version. |
j.2S > 236H , dash 5LL... | 2306+ | -0.45 | [1] Very Easy | Same side j.1/2/3S conversion. Skip 2L because it eats up damage here. |
j.2S > j.214S~4S~1S, j.236H ▷ dash 2L > 5LL... | 2624+ | -0.1 | [2] Easy | Crossup j.1/2/3S conversion. |
Corner
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
2M > 5M > jc.MH > j.236M, SD > j.MLL > jc.LLLS > j.214M | 4584 | 1.3 | [1] Very Easy | Basic aerial route without using j.214S. Since j.214S can only be done once until landing, this is an easy combo that can vanish into Ultra Spirit Bomb. |
2M > 5M > jc.M > jc.MH > j.236M, j.214S~7S~3S, j.LLLS > j.214M | 4799 | 1.48 | [2] Easy | Basic aerial route with j.214S. Does good damage and meter for how few normals are used, which makes it a good route for assisted Spirit Bomb. |
2M > 5M > jc.M > jc.MH > j.236M, j.214S[2]~2S~delay 1S ▷ SD > j.M > jc.MLHS > j.214M | 4945 | 1.63 | [3] Medium | Aerial route that can still use j.214S later on. |
2M > 5M > jc.MLL > jc.LLLS > j.214S~delay 7S~3S, j.LLLS > j.214M | 4575 | 1.5 | [2] Easy | Midscreen-to-corner route. |
2M > 236M, 2M > 5S > 5H > SD > airdash j.H ▷ jump j.LML > jc.LLLS > j.2H | 5030 (5M) | 1.55 | [3] Medium | Grounded rejump. |
2M > 5M > jc.M > j.236M, j.[DR] | 3490 | 0.7 | [1] Very Easy | Solo DR, useful for snapbacks. |
5H > 214S~2S~1S ▷ SD > j.MLL > jc.LLLS > j.2H | 4142 | 1.2 | [2] Easy | 5H confirm #1. |
5H > 214S~2S~1S ▷ 214S[8]~7S~3S, delay j.LL > jc.LLLS > j.2H | 4474 | 1.46 | [3] Medium | 5H confirm #2. |
214S~7S~3S, delay j.M > j.236M ▷ 5LL(4) > delay 2M > 5S > 5H > SD > airdash j.H ▷ jump j.LML > jc.LLL > j.214M | 3756 | 1.85 | [3] Medium | Raw 214S confirm. |
SD > j.LHS ▷ 2M > 5S > 5H > SD > airdash j.H ▷ jump j.LML > jc.LLLS > j.2H | 3405 | 1.55 | [3] Medium | Raw SD confirm with a rejump. |
5LLL > 214S[8]~7S~3S, delay j.LL > jc.LLLS > j.214M | 3364 (5L) | 1.21 | [2] Easy | Back-to-corner combos with SKD #1. |
2M > 5M > j.ML > delay j.L > delay forward jc.LLS > j.214S~delay 7S~3S, j.LLLS > j.214M | 3492 (5L) | 1.53 | [4] Hard | Back-to-corner combos with SKD #2. Crossed under the opponent between j.L > j.LL. |
5LLLLLLL > j.214S~7S~3S, delay j.LL > jc.LLLS > j.214M | 3522 (5L) | 1.53 | [2] Easy | Highest damage back-to-corner from 5L starter. Doesn't end in SKD but can still combo into Ultra Spirit Bomb with assists. |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
... > Vanish, j.214S~1S > j.214H+S | -4 | [3] Medium | Solo combo into Ultra Spirit Bomb. | |
... j.214H+S, airdash j.[DR] | [1] Very Easy | SKD after Spirit Bomb if you still have air options. | ||
... j.214H+S ▷ dash [DR] > 236M > Supers | [3] Medium | Optimal extension into Supers. All of these moves aren't affected by hitstun decay, they literally can't drop. |
Assist Extensions
- ... j.214M > Assist ▷ 5LLL > 214S[8]~1S > j.214H+S
Corner Spirit Bombo combo that works with almost every assist in the game. 5LL > 5LLL will whiff at high hitstun decay, so either the entire combo needs to be cut slightly shorter, or you have to spend another assist e.g. 5LL + A2 > 5LLL.
Sparking
- 5LLL > 214S[8]~1S > [Vanish], j.214H+S
Midscreen Spirit Bomb with hold Vanish link.
Miscellaneous
- j.DR~A1/A2 ▷ 5LLL > 214S[8]~1S > j.214H+S
Corner solo combo into Spirit Bomb, but only works if the opponent is on their last character.
- 214S[8]~delay 8S~4S, j.LL ...
Corner Reverse Kame link, does less damage than 214S[8]~7S~3S.
Video Examples
Systems Pages
Mechanics
Application & Advanced Information
Archived Information