DBFZ/SSB Goku/Combos: Difference between revisions

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==Miscellaneous==
==Miscellaneous==
*'''... > Vanish > j.214S
Less damage than just using j.DR, but a lot more corner carry
*'''... > Vanish > delay j.236L, j.LL > j.214M
Optimal air Vanish extension, still does less damage compared to j.214L > delay Vanish into grounded routes.
*'''5LL > IAD j.M ▷ 5M > sjc.MLL2H ...
*'''5LL > IAD j.M ▷ 5M > sjc.MLL2H ...
Does the same damage as 5LL > 2M > 5M, but it builds a bit more meter and has slightly more corner carry.
Does the same damage as 5LL > 2M > 5M, but it builds a bit more meter and has slightly more corner carry.
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*'''5H > 214H
*'''5H > 214H
*'''5LL > 2M > 5M > jc.M > j.236M ▷ [DR] > delay 214L
*'''5LL > 2M > 5M > jc.M > j.236M ▷ [DR] > delay 214L
Various corner links and combos. 214X can combo on grounded-by-proximity opponents into SKD.
More corner links and combos. 214X can combo on grounded-by-proximity opponents into SKD.


==Video Examples==
==Video Examples==

Revision as of 14:49, 19 April 2020

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Midscreen Combos

Meterless

  • 2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LL > j.214M

Basic BnB. Smash j.214M and j.H have the same damage, same meter gain, and only very slightly different oki.

j.214M is an anywhere meterless sliding knockdown, but it's a lot slower than j.H and will drop at high hitstun decay.

  • 2M > 5M > jc.MLL > jc.MLL2H > j.236S

Simple sideswitch combo.

j.236S and j.214S can only be solo combo'd from Smash 2H and j.2H.

  • 5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LL > j.214M

Rejump combo, less damage, less meter gain for more corner carry.

The grounded dash before rejump has to be buffered.

  • SD > j.ML > jc.LL2H > j.214S

Raw SD conversion.

  • 5LL > jc.[DR]

Anywhere solo DR for snapback.

Metered

  • 2H > SD > j.M2H > jc.LLS > j.214L > delay Vanish ...

Easily bring the opponent back to the ground without spending Down Smash.

  • ... Vanish ▷ dash 5LLL > SD > j.ML2H > jc.LL > j.214M
  • ... Vanish ▷ dash 5L (whiff) > 5LL > delay 2M > 5M > sjc.MLL2H > jc.LL > j.214M

Optimal Vanish conversions. One for corner carry and one for damage.

  • 236H, dash 2M > 5M ...

From 236H or 214H starter, you can go straight into 5L or 2M, but not 5L (whiff) > 5LL.

  • ... j.LLS > j.214H

If hitstun decay is too high, this will work for a sliding knockdown.

  • ... j.LL > j.236L > j.236L+M

Comboing into air Lv1 if you can't get a knockdown.

Corner Combos

Meterless

  • 2M > 5M > jc.M > j.236M ▷ 5L (whiff) > 5LL > delay 2M > 5H > SD > j.ML2H > jc.LL > j.214M

Simple corner combo.

  • 2M > 5M > jc.M > j.236M ▷ [DR]

Ground DR from j.236M.

  • 2M > 5M > {jc.LL > delay j.S > delay j.236L ▷ 5L}x3 > 2H > SD > j.ML2H > jc.LLL
  • 2M > 5M > jc.LL > delay j.S > delay j.236L ▷ 5L > {jc.MLS > delay j.236L ▷ 5L}x2 > 2H > SD > j.ML2H > jc.LLL

Corner loops. Goku needs to be on the way down when he does j.S, then j.236L needs to hit near the ground so it can link into 5L, and finally the opponent also has to be at a specific height so either:

  • j.LL doesn't give you too much autocombo boost which would ruin the momentum for falling j.S.
  • j.MLS doesn't whiff.

Doing j.ML instead of j.LL does a tiny bit more damage depending on the starter, there's only 1 delay instead of 2, but it doesn't have the slight height correction of j.LL. Just pick one you feel comfortable with.

There's a lot of leeway with the delays to make the combo work. Depending on juggle height, you can even get away with no delay at all.

  • 5LL > 5M > Loops
  • 214M, 2M > 5H > SD > j.MS > delay j.236L ▷ 5L > Loops
  • 5LL > tk.236L ▷ 5L > Loops

Various loop starters. You can start looping from literally anything.

  • 2H > j.214S, j.S > delay j.236L ▷ 5L > Loops

This is the hardest but also highest rewarding starter since j.214S and j.236S let him start looping from a GC punish or an out-of-corner 2H.

The timing is identical with both j.214S and j.236S after their cinematic. j.S link is very lenient (3f of input buffer during recovery + 4f after recovery), but j.236L has to hit on 1 exact frame to start the loops, which is the frame right before the opponent lands.

Metered

  • 2M > 236M, 2M > 5H > SD > j.MS > delay j.236L ▷ 5L > {Loops}x1 > jc.ML2H > jc.LL > j.236L > j.236L+M

Going into 236M or j.236M will net more damage if you're planning to spend meters at the end with j.214H or Super. But you'll have to cut the combo short if you wanna end with j.214M, which results in less damage and meter gain compared to doing loops early into 2H/j.2H ... j.H ender.

Assist Extensions

  • 214L + Assist, dash 5M > {Loops}x2 > jc.MLL > jc.LL > j.236M, j.[DR]

Extending the unreactable command grab with assist into loop. You have to end with j.236M into j.DR link to get a meterless SKD.

Sparking

Miscellaneous

  • ... > Vanish > j.214S

Less damage than just using j.DR, but a lot more corner carry

  • ... > Vanish > delay j.236L, j.LL > j.214M

Optimal air Vanish extension, still does less damage compared to j.214L > delay Vanish into grounded routes.

  • 5LL > IAD j.M ▷ 5M > sjc.MLL2H ...

Does the same damage as 5LL > 2M > 5M, but it builds a bit more meter and has slightly more corner carry.

  • 2M > 5M > jc.MLL2H > j.214S, j.LL2H > jc.LLS > j.214L
  • 5LL > 6M, 5L > Loops
  • 5LLL, jump j.L > Loops
  • 5LLLLLLL > j.S > delay j.236L ▷ 5L > Loops
  • 5H > 214H
  • 5LL > 2M > 5M > jc.M > j.236M ▷ [DR] > delay 214L

More corner links and combos. 214X can combo on grounded-by-proximity opponents into SKD.

Video Examples

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