DBFZ/SSB Gogeta/Combos

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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.LL(3)L > SD > j.LL(3) > djc > j.LL(3)2H 3820 0.95 All Very Easy Basic midscreen BnB, j.2H ender gets good oki.
...djc > j.LL(3)L > j.236L~LL 4111 1.15 All Very Easy Alternate ender for damage. Skip j.H in high HSD.
2L > 5L > 5LL > jc > j.LL(3)L > SD > j.LL(3) > djc > j.LL(3)2H 3100 1.1 All Easy Alternate combo from 2L. You can't get as many mediums in the combo because of how 2L launches, so this is as good as it gets.
2L > delay 5L > 5LL > delay 5M > sjc > j.LLL > SD > j.LL(3) > djc > j.LL(3)2H 3320 1.2 All Medium 2L sideswitch combo. Sideswitches after 5M. Only works with point blank 2L.
5H > delay SD > airdash j.M(1) ▷ dash jump j.LL(3) > djc > j.LL(3)2H 3200 0.8 All Medium 5H rejump. More strict timing then average. Gives amazing corner carry and supplements his corner combos allowing for a second superdash.
5L > 5LL > jc > j.DR 2302 0.45 All Easy Meterless solo DR for snapback.

Metered

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5H > 214S > vanish , dash 2L > 2M > 5M > jc > j.LL(3) > djc > j.LL(3)2H 5054 -1 All Easy Grounded vanish extension. Does more damage then a basic midscreen BnB into lv1.
...vanish , dash 2L > 2M > 5M > jc > j.LL(3) > djc > j.LL(3)2H 2395 -1 All Easy #1. Post vanish extensions. (Damage from 5S)
...vanish , dash 2L > 5L > 5LL > jc > j.LL(3) > djc > j.LL(3)2H 2415 -1 All Easy #2. More damage then above. May be less consistent.
...vanish , dash 5L > 5LL > 5LLL > SD > j.LL(3) > djc > j.LL(3)2H 2535 -1 All Easy #3. Optimal post vanish.
...djc j.LL(3)L > j.214M > vanish... 4280+ -1 All Very Easy Example combo for air vanish extensions below. Does less damage then 236LLL but doesn't use smash property.
...vanish > j.236S[4] 4550 -1 All Easy #1.
...vanish > j.236M (whiff) , j.LL(3) > j.236L ~ L ~ L 4841 -1 All Easy #2.
...vanish > delay j.236M ~ M ~ M 4625 -1 All Easy #3. Optimal post air vanish extension. Strict timing in high HSD combos.

Notes

Corner

Meterless

Combo Damage Meter Gain Works on: Difficulty Notes
5M > 2M > 5S > 2S > j.214M , j.HS2S > SD > j.M(3) > djc > j.MHS > j.236M ~ M ~ M 5022 1.3 All Easy #1. Corner BnB. Use these if confirming off of 2L. Skip j.S or j.H in high HSD combos.
2M > 5M > 214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3)HS > j.236M~MM 4982 1.3 All Easy #2.
2M > 5M > jc > j.LL(3) > j.214M , j.HS2S > SD > j.LL(3) > jc.LL(3)LS > j.236M~MM 4847 1.4 All Easy #3. Most meter gain. Works from round start 2M.
5M > 2M > SD > j.H ▷ 5L > 5LL > 5M > sjc > j.M(3)LL > djc > j.LL(3)LS2S > SD > j.LL(3) > j.236L ~ M ~ M 5237 1.6 All Medium j.H rejump off of 5M. Hard to confirm so use this as a punish combo.
IAD j.M(3) ▷ 5L > 5LL > jc > j.H ▷ 5L > 5LL > 5M > sjc > j.M(3)LL > djc > j.LL(3)LS2S > SD > j.LL(3) > j.236L ~ M ~ M 3790 1.75 All Medium #1. IAD j.M confirm.
IAD j.M(3) ▷ 5L > 5M > 2M > 5H > 5S > 2S > SD > j.LL(3) > djc > j.LL(3)LS 3540 1.5 All Easy #2. Easy mode combo.
IAD j.M(3) ▷ 5L > 5M > 2M > 5H > delay SD > airdash j.M ▷ dash jump > j.LL(3) > djc > j.LL(3)LS2S > SD > j.LL(3) > j.236L ~ M ~ M 3650 1.75 All Medium #3. 5H rejump. Works at round start.
IAD j.M(3) ▷ 5L > 5LL > IAD j.M(3) ▷ 5M > sjc > j.M(3)LL > j.LL(3) > j.S > j.214M , j.HS > SD > j.LL(3) > j.236L ~ M ~ M 3685 1.75 All Medium #4. IAD j.M swag combo.
IAD j.M(3) ▷ 5L > 5LL > 6M , 5L(2) > jc > j.LL(3) > j.214M , j.HS2S > SD > j.LL(3) > djc > j.LL(3) > j.236L~ M ~ M 3740 1.75 All Medium #5. 6M , 5L link.
2M > 5M > jc > j.M(3) > djc > j.M(3) > j.214M , j.DR 3590 0.75 All Very Easy Meterless DR for solo snapback.

Metered

Combo Damage Meter Gain Works on: Difficulty Notes
...djc > j.LL(3) > j.236H(4) > delay vanish , DR... ? -1.5 All Easy Keep the corner with j.236H into a ground DR.
...djc > j.LL(3) > j.214H > delay vanish , j.DR ? -1.5 All Easy Keep the corner with j.214H into a DR.

Notes

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5M > 5S > jc.HS2S > jc.HS2S > j.236MMM Corner ? ? All Bread and butter sparking loop starter in the corner. Stronger when paired with assists after 236M bounce SKD, and can even lead to TODs in the right scenarios.
2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5S > jc.HS2S > jc.HS2S > SD > j.LL > j.236LMM Corner ? ? All Modified corner starter. Stronger as a solo SKD pressure, as pairing with assists after bounce yields high hit stun so it's hard to confirm off of.
2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5H > 5S > JC > j.5H > j.5S > j.2S > IAD > j.5H > j.5S > j.2S > 236M > A1 > DR > A2 > 236S > 214L+M > Hold L+M Corner ? ? All First assist needs high horizontal hitstun, second needs to be a fast launch. Overall combo builds 3 bars, so as long as you start with 2 bars, this combo can kill at 100% health.
Limit Break > SPARKING! > 5H > 236H > [Hold Vanish] > 236H(3) > Level 5 Corner 10026 -7 All Very Easy Not only is this a SPARKING! combo, but it has to be done during Limit Break. It is a simple TOD. Credit to Heyyy Jude for this combo.

Notes

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... j.236XMM > Assist > DR > 214M > j.236L+M/j.236H+S Corner ? ? All Your go-to. Depending on your team structure, you may have to forgo the 214M so your other supers connect.
... j.236XMM > Assist > 214S > Super Corner ? ? All Harder than the above combo, but good if you started your combo with Dragon Rush.
... DR > Assist > 236S/214S > Super Corner ? ? All Useful only if it's going to kill.

Notes

Gogeta gets most of his assist extensions at the end of his combos.

Misc

Video Examples

https://www.instagram.com/p/B3Qc81Rgg2w/ Sparking TOD

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