DBFZ/Goku/Combos

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 Goku
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. 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. = Jumping/Aerial
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
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
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
GT4 = Gogeta (SS4)
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
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen

Meterless

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc > j.MLL2H > SD > j.MLL2H > jc > j.LL2H > j.2M 4327 1.16 All Very Easy Basic midscreen combo. Use air combo for DR/2H confirms.
5H > delay SD > airdash > airdash j.M ▷ dash jump > j.LL2H > djc > j.LLL 3580 0.8 All Medium Semi-universal 5H rejump. No sliding knockdown.
5H > delay SD > airdash j.L > delay j.S ▷ microdash 5L > 5LL > 5LLL > SD > j.ML2H > djc > j.LLL 4162 1.2 All Medium 5H rejump specific for Base Goku. No sliding knockdown.
...djc > j.LLS > j.236S[2] ? ? All Very Easy Downwards beam gives Goku a knockdown. No pressure midscreen after knockdown.
2M > 5M > jc.MLL2H > j.MLL2H > j.LLS > j.236L > Vanish > delay whiff j.236L > j.MLL2H > j.2M 4862 ? All Easy Vanish Extension combo

Metered

Combo Damage Meter Gain Works on: Difficulty Notes
...vanish , dash 2M > 5H > 2S > 2SS > 2SSS 1740 -1 All Easy #1. Vanish confirm. 2SSS sliding knockdown. (Damage from 214L)
...vanish , dash 2M > 5H > 2S > 2SS > 2SSS ▷ 236L... 1830+ -1 All Easy #2. Cancel 2SSS into shoulder to squeeze more damage before supers. Can also cancel into 214S to charge spirit bomb.
...vanish , dash 5L > 5LL > 5LLL > SD > j.LL2H > djc > j.LLL 1965 -1 All Very Easy #3. More damage, no sliding knockdown. Deep dash 5L for cross under side-switch.
...djc > j.LLS > j.236S > vanish... ? -1 All Very Easy Squeeze more damage before vanish extensions. Use j.236L instead in high HSD combos.
...vanish > slightly delay j.236L (whiff) , j.LLL ? -1 All Easy High altitude vanish extension. Basic j.DR works too.
214H ▷ 5L > 5LL > 5LLL > SD > j.LL2H > djc > j.LLL 3190 -0.5 All Easy Heavy back throw confirm.
214H ▷ dash 2M > 5H > 2S > 2SS > 2SSS 3170 -0.5 All Easy ...sliding knockdown version.

Kaioken

Combo Kaioken Level Damage Notes
...▷ 236L+M ~ 5S ~ 2L ~ 2S ~ L+M x1 (3 Hits) +799 #1.
...▷ 236L+M ~ 5S ~ 5M ~ 2S ~ L+M x1 (3 Hits) +799 #2. Sideswitch version.
...▷ 236L+M ~ 5L ~ 5S ~ 2L ~ 2M ~ 2S ~ L+M... x3 (5 Hits) +1015 #1.
...▷ 236L+M ~ 5S ~ 2L ~ 2M ~ 5M ~ 2S ~ L+M... x3 (5 Hits) +1015 #2. Side-switch version.
...▷ 236L+M ~ 5L ~ 5S ~ 2L ~ 2M ~ 5S ~ 2L ~ 2S ~ L+M... x20 (7 Hits) +1263 #1.
...▷ 236L+M ~ 5S ~ 2L ~ 5M ~ 2M ~ 5S ~ 2L ~ 2S ~ L+M... x20 (7 Hits) +1263 #2. Side-switch version.

Notes

  • Kaioken x20 combos damage values are based off of limit break combos. Kaioken 5S is easier to combo into than 5L, use 5S after 2SSS ▷ 236L or any combo that doesn't end with a sliding knockdown.
  • With Kaioken x20, in the corner, you can swap the final 2S for a 5H for additional damage

Corner

Meterless

Combo Damage Meter Gain Works on: Difficulty Notes
5L > 5LL > 5LLL > 5LLLL > 5LLLLL > 5LLLLLL > 5LLLLLLL ▷ 2M > 214L > microdash> 5L > 5LL > 5LLL > SD > j.LL > dj.c > j.LLS > 236S [9] 5000 ? All Easy Simple corner combo, though it doesn't get SKD. Damage values from 5L (whiff) > 5LL.
5L > 5LL > 5LLL > 5LLLL > 5LLLLL > 5LLLLLL > 5LLLLLLL ▷ 2M > 214L > dash 2M > 5H > SD > airdash j.LS ▷ > 5L > 5LL > 5LLL > SD > j.LL2H > djc > j.LLL 5419 1.8 All Medium High damage corner combo. Damage values from 5L (whiff) > 5LL
5H > [delay SD > airdash j.LS > 2M > 5H]*2 > 2SSS ? ? All Hard Corner 5H loops.
2M > SD > dlj.M > dlj.S > land > 5L > 5LL > 5LLL > 5LLLL > 5LLLLL > 5LLLLLL > 5LLLLLLL > land > 2M > 214L > microdash > 5L > 5LL > 5LLL > 236S > 236L+M ? ? All Medium Does about 5500-6000 dmg depending on the starter. Optimal corner combo with super ender. Use this if they are close to dying.

Metered

Notes

Goku Base's corner combos are limited as most of them don't end in sliding knockdown without spending meter or are extremely difficult.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
... Held Vanish > j.S > airdash j.M > j.S ▷ 5L ... Anywhere ? ? All Works on opponents who are close to the ground.
... 214S > 2SSS > delay airdash j.MS ▷ ... Anywhere ? ? All Spirit bomb conversion thanks to new airdash cancels.
... [5L > 5LL > 5LLL > IAD j.MS]*n ... Corner ? ? All Autocombo loops. Man does this guy love loops.

Notes

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... jc.LLL > Assist > j.DR Anywhere ? ? All Use this anywhere you can't get a sliding knockdown.

Notes

Combo Theory

Kaioken

The Kaioken super changes with the amount of characters you have left. For instance:

  • with all three characters alive, you can use 3 Kaioken followups and the L+M ender.
  • with two characters alive, you can use 5 Kaioken followups and the L+M ender, plus the H+S ender for a bar. The first hit of the L+M ender cancels into the H+S ender.
  • with only Goku alive, you can use 7 Kaioken followups and the L+M ender, plus the H+S ender for a bar. The first hit of the L+M ender cancels into the H+S ender, and the H+S ender does more damage and knocks down.

Kaioken followups scale if they're used more than once, so the ideal series for each level is as follows:

  • 3 Chars - 236L+M > 5S > 5L > 5LL/2L > L+M
  • 2 Chars - 236L+M > 5L > 5S > 5H > 5M > 2S > L+M (1) > H+S (if you want to spend the bar, otherwise L+M)
  • 1 Char - 236L+M > 5L > 5S > 5H > 5M > 2L > 2M > 2S > L+M (1) > H+S (if you want to spend the bar, otherwise L+M)

For other routes (corner only, side switch, etc.) this is the doc containing all of them: https://docs.google.com/spreadsheets/d/1C3pGlyssa7aBELj53BqXXR6xpwvindBhuUBhqNKGtjo/edit?usp=sharing

Super Spirit Bomb

Outside of fully charged 214S and a very specific combo, there aren't any options for Goku to combo into Super Spirit Bomb. However, there are supers that you can DHC into Super Spirit Bomb for it to connect or combos to set it up. A few examples of this are:

See also:

Video Examples

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