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<center>{{Character Label|DBFZ|GT Goku|32px|label=Goku (GT)}}</center> | |||
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==Navigation== | ==Navigation== | ||
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Revision as of 02:59, 13 March 2022
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 | Very Easy | BnB for damage. |
2M > 5M > jc.MLL > jc.LLLS > SD > j.LLL > j.214M | 4137 | 1.1 | Very Easy | BnB for corner carry. |
... j.LL2H | 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 | 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 | Very Easy | More damage than j.2H ▷ 214L+M. | |
... j.LLLS > j.214H | -0.5 | Very Easy | Adds in extra corner carry compared to j.LLL > j.214M. | |
... > Vanish > j.236M (whiff), j.LLL > j.214M | -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 | Easy | Raw SD conversion. |
... > Vanish ▷ dash 2L > 5LL(4) > delay 2M > 5M > jc.MLL > jc.LLL > j.214M | 2912 (j.236S) | -1 | 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 | Easy | ...side switch version. |
j.2S > 236H , dash 5LL... | 2306+ | -0.45 | 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 | 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 | 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 | 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 | 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 | 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 | Medium | Grounded rejump. |
2M > 5M > jc.M > j.236M, j.[DR] | 3490 | 0.7 | Very Easy | Solo DR, useful for snapbacks. |
5H > 214S~2S~1S ▷ SD > j.MLL > jc.LLLS > j.2H | 4142 | 1.2 | Easy | 5H confirm #1. |
5H > 214S~2S~1S ▷ 214S[8]~7S~3S, delay j.LL > jc.LLLS > j.2H | 4474 | 1.46 | 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 | Medium | Raw 214S confirm. |
SD > j.LHS ▷ 2M > 5S > 5H > SD > airdash j.H ▷ jump j.LML > jc.LLLS > j.2H | 3405 | 1.55 | Medium | Raw SD confirm with a rejump. |
5LLL > 214S[8]~7S~3S, delay j.LL > jc.LLLS > j.214M | 3364 (5L) | 1.21 | 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 | 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 | 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 | Medium | Solo combo into Ultra Spirit Bomb. | |
... j.214H+S, airdash j.[DR] | Very Easy | SKD after Spirit Bomb if you still have air options. | ||
... j.214H+S ▷ dash [DR] > 236M > Supers | 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
BnB combos by Kuwanger:
Sparking loops by Kuwanger: