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| vanish ▷ dash > delay 5L > 5LL > 5LLL > SD > j.ML2H > j.LL > j.214M || 2405 || -1 || All || {{clr|3|Easy}} || #1. Close to the ground vanish extension. Damage from 5S(6). | | vanish ▷ dash > delay 5L > 5LL > 5LLL > SD > j.ML2H > j.LL > j.214M || 2405 || -1 || All || {{clr|3|Easy}} || #1. Close to the ground vanish extension. Damage from 5S(6). | ||
|- | |- | ||
| vanish ▷ dash > delay 5L > 5LL > 5M > jc (up) > j.LL2H > djc > j.LL > j.214M || | | vanish ▷ dash > delay 5L > 5LL > 5M > jc (up) > j.LL2H > djc > j.LL > j.214M || 2330 || -1 || Medium+ || {{clr|7|Medium}} || #2. Side switch after 5M. Timing for dash up is strict. | ||
|- | |- | ||
| vanish ▷ dash > 5L (whiff) > 5LL > delay 2M > 5M > sjc > j.MLL2H > djc > j.LL > j.214M || | | vanish ▷ dash > 5L (whiff) > 5LL > delay 2M > 5M > sjc > j.MLL2H > djc > j.LL > j.214M || 2415 || -1 || All || {{clr|3|Easy}} || #3. Optimal post vanish route. | ||
|- | |- | ||
| 236H, 2M > 5M > jc > j.LL2H > djc > j.LL > j.214M || 3295 || -0.5 || All || {{clr|3|Easy}} || From 236H or 214H starter, you can go straight into 5L or 2M, but not 5L (whiff) > 5LL. | | 236H, 2M > 5M > jc > j.LL2H > djc > j.LL > j.214M || 3295 || -0.5 || All || {{clr|3|Easy}} || From 236H or 214H starter, you can go straight into 5L or 2M, but not 5L (whiff) > 5LL. |
Revision as of 03:19, 7 December 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen Combos
Meterless
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > jc > j.MLL2H > SD > j.MLL2H > djc > j.LL > j.214M | 4185 | 1.1 | All | Very Easy | Basic midscreen BnB. j.H and j.214M have the same damage and meter gain, but j.214M leaves Goku close to the opponent for okizeme. |
2M > 5M > jc > j.MLL > djc > j.MLL2H > j.236S/j.214S | 3565 | 0.75 | All | Very Easy | Simple sideswitch combo. Instant transmission gives a sliding knockdown and allows Goku to choose which side he ends on. |
5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc > j.LL > j.214M | 3625 | 0.8 | All | Medium | 5H rejump combo. Timing for SD > airdash j.M is relatively lenient compared to other characters. |
SD > j.ML > djc > j.LL2H > j.236S/j.214S | 2340 | 0.6 | All | Very Easy | Raw SD conversion. |
5L > 5LL > jc > j.[DR] | 1982 | 0.37 | All | Easy | Solo DR for snapback. Can be done midscreen or in the corner. |
5M > 2M > 5H > delay SD > airdash j.M > dashjump j.LM > jc > j.LL > delay j.S > delay j.236L > 5L > LOOPS > j.LL > j.2H > jc > j.LLL | 5359 | 1.8 | All | Hard | Modified 5H rejump combo to lead into corner loops. Requires to be less than two thirds of the stage length away from the corner for the combo to work. Timing for the first delay j.S > delay j.236L after the 5H rejump can be difficult but it is possible on the entire cast. |
Metered
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
... djc > j.LLS > j.214L > delay vanish... | ? | -1 | All | Easy | Vanish extension that leaves the opponent close the ground for grounded extensions. |
vanish ▷ dash > delay 5L > 5LL > 5LLL > SD > j.ML2H > j.LL > j.214M | 2405 | -1 | All | Easy | #1. Close to the ground vanish extension. Damage from 5S(6). |
vanish ▷ dash > delay 5L > 5LL > 5M > jc (up) > j.LL2H > djc > j.LL > j.214M | 2330 | -1 | Medium+ | Medium | #2. Side switch after 5M. Timing for dash up is strict. |
vanish ▷ dash > 5L (whiff) > 5LL > delay 2M > 5M > sjc > j.MLL2H > djc > j.LL > j.214M | 2415 | -1 | All | Easy | #3. Optimal post vanish route. |
236H, 2M > 5M > jc > j.LL2H > djc > j.LL > j.214M | 3295 | -0.5 | All | Easy | From 236H or 214H starter, you can go straight into 5L or 2M, but not 5L (whiff) > 5LL. |
... djc > j.LL > j.236L > j.236L+M | ? | -1 | All | Very Easy | Use this ender to combo into lv1 if you have already used your down smash property. Can use j.236M instead of the L version for more damage. |
Notes
j.214M is an anywhere meterless sliding knockdown, but it's a lot slower than j.H and will drop at high hitstun decay.
Corner Combos
Meterless
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > jc > j.M > j.236M ▷ 5L (whiff) > 5LL > 5LLL > SD > j.ML2H > djc > j.LL > j.214M | 4760 | 1.1 | All | Easy | #1. Easy corner BnB. |
2M > 5M > jc > j.M > j.236M ▷ delay 2M > 5H > SD > j.ML2H > djc > j.LL > j.214M | 4685 | 1.1 | All | Easy | #2. Easy corner BnB. 5LL may kick the opponent too high for extensions after j.236M. Allows you combo into loops if you want. |
2M > 236M, 2M > 5H > SD > j.MS > j.236L ▷ 5L > jc > j.LL2H > djc > j.LL > j.214M | 5112 | 1.25 | All | Easy | #3. Universal corner BnB with a single j.S loop. This combo should be your go to combo for a SKD off of most starters. Can be done without any specific timing outside of the j.236L > 5L link. |
2M > 5M > jc.M > j.236M > j.[DR] | 3466 | 0.57 | All | Very Easy | Solo DR, useful for snapbacks. |
jc > j.LL > delay j.S > delay j.236L ▷ 5L | LOOPS (This is to shorten combo transcripts) | ||||
jc > j.MLS > delay j.236L ▷ 5L | LOOPS #2 | ||||
2M > 5H > SD > j.MS > j.236L ▷ 5L > LOOPSx2 > jc > j.LL2H > djc > j.LLL | 5419 | 1.8 | All | Medium | 5H into two corner loops. No SKD. |
2M > 5M > jc > j.M > j.236M ▷ delay 2M > 5H > SD > j.MS > j.236L ▷ 5L > LOOPSx1 > jc > j.LL2H > djc > j.LLL | 5624 | 1.8 | All | Medium | High damage loop starter using j.236M. No SKD. |
2M > 5M > LOOPSx3 > jc > j.LL2H > SD > j.M > djc > j.MH | 5342 | 1.85 | All | Medium | High damage into j.H SKD. Skip 5LL (second hit of auto combo) if using an overhead or 2L starter, and delay the 5M if using LOOPS #2. |
2H > j.214S, j.S > delay j.236L ▷ 5L > LOOPSx3 > jc > j.LL2H > djc > j.LLL | 5599 | 1.8 | All | Hard | 2H punish. Must use DR for SKD. Will require awareness to perform in a real match. |
5LL > 5M > LOOPS | ? | ? | All | Medium | #1. Various loop starters. |
214M, 2M > 5H > SD > j.MS > delay j.236L ▷ 5L > LOOPS | ? | ? | All | Medium | #2. Medium command grab confirm. |
5LL > tk.236L ▷ 5L > LOOPS | ? | ? | All | Medium | #3. Tiger knee 236L for swag. |
5LL > 6M, 5L > LOOPS | ? | ? | All | Medium | #4. 6M, 5L link. |
5LLL > SD > j.LM > delay j.S > delay j.236L > 5l > LOOPSx2 > jc > j.LL2H > djc > j.LLL | 3955 | 1.9 | ALL | Medium | Loop route for whenever autocombo overhead lands in a blockstring |
2M > 5M > jc > j.M > j.236M ▷ 5L (whiff) > 5LL > 6M, 5L > LOOPSx2 > jc > j.LL2H > djc > j.LLL | 5714 | 1.8 | All | Hard | 2M corner confirm for extremely high damage in the corner. |
Metered
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
...djc > j.LLS > j.214H(2) > vanish > j.214M | ? | -1.5 | All | Easy | Way to squeeze more damage out of a combo before ending with supers. |
...djc > j.LLS > j.214H | ? | -0.5 | All | Easy | j.214H has a faster startup then j.214M meaning it will work in high HSD combos more often. |
5MMM, 2M > delay 5M > jc > j.ML2H > djc > j.LL > j.214L > vanish ▷ delay 2M > 5M > jc > j.ML2H > djc > j.LLS > j.214H | 5824 | -0.55 | All | Easy | An easy corner combo that does a lot of damage and gives SKD. |
Notes
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. (LOOPS)
- j.MLS doesn't whiff. (LOOPS #2)
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.
General rule when confirming into loops and your not sure if the opponent will drop out of the combo because of high HSD. If the combo counter passes 15, prepare to end the combo and if the combo counter says anything above 17 the j.236L ▷ 5L link will not work.
Assist Extensions
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
214L > Assist > 2M > 5M ... | Anywhere | ? | ? | All | Midscreen command grab pickup. | |
214L + Assist, dash 5M > {Loops}x2 > jc.MLL > jc.LL > j.236M, j.[DR] | Corner | ? | ? | All | 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. |
Notes
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
combo transcript | where | ? | ? | All |
Notes
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.