DBFZ/SSB Goku/Combos: Difference between revisions

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<center>{{Character Label|DBFZ|SSB Goku|size=32px|label=Goku (SSGSS)}}</center>
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{{Notation-DBFZ}}
{{Combo Notation|game=DBFZ}}
==Midscreen Combos==
==Midscreen Combos==
===Meterless===
=== Meterless ===
*'''2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LL > j.214M
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
Basic BnB. Smash j.214M and j.H have the same damage, same meter gain, and only very slightly different oki.
|-
!  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 || {{ComboDifficulty|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 || {{ComboDifficulty|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 || {{ComboDifficulty|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 || {{ComboDifficulty|Very Easy}} || Raw SD conversion.
|-
| 5L > 5LL > jc > j.[DR] || 1982 || 0.37 || All || {{ComboDifficulty|Easy}} || Solo DR for snapback. Can be done both midscreen and in the corner.
|-
| 5M > 2M > 5H > delay SD > airdash j.M > dash jump j.LM > jc > j.LL > delay j.S > delay j.236L ▷ 5L > '''LOOPSx1''' > jc > j.LL2H > djc > j.LLL || 5359 || 1.8 || All || {{ComboDifficulty|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.
|-
| 5M > 2M > 5H > delay SD > airdash j.LL > delay j.S > j.236L ▷ 5L > '''LOOPSx1''' > jc > j.LL2H > j.LLL || 5047 || 1.58 || All || {{ComboDifficulty|Medium}} || An easier midscreen to corner loop combo than the one above. It is just about possible to do it from the middle of the stage. You can add an extra loop in for more damage and do j.LLL instead.
|}


=== Metered ===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
| ... djc > j.LLS > j.214L > delay vanish... || ? || -1 || All || {{ComboDifficulty|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 || {{ComboDifficulty|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+ || {{ComboDifficulty|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 || {{ComboDifficulty|Easy}} || #3. Optimal post vanish route.
|-
| 236H, dash 2M > 5M > jc > j.LL2H > djc > j.LL > j.214M || 3295 || -0.5 || All || {{ComboDifficulty|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 || {{ComboDifficulty|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.
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.
===Metered===
*'''236H, dash 2M > 5M > jc.M2H > jc.LL > j.214M
Simple 236H conversion.
*'''2H > SD > j.M2H > jc.LLS > j.214L > delay Vanish ...
Easily bring the opponent back to the ground without spending Down Smash.
*'''... Vanish ▷ dash 5L (whiff) > 5LL > delay 2M > 5M > sjc.MLL2H > jc.LL > j.214M
Optimal Vanish conversion.
*'''... 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==
==Corner Combos==
===Meterless===
=== Meterless ===
*'''2M > 5M > jc.M > j.236M ▷ 5L (whiff) > 5LL > delay 2M > 5H > SD > j.ML2H > jc.LL > j.214M
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
Simple corner combo.
|-
!  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 || {{ComboDifficulty|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 || {{ComboDifficulty|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 || {{ComboDifficulty|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 || {{ComboDifficulty|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 || {{ComboDifficulty|Medium}} || 5H into two corner loops. Can be started from midscreen if close enough to the corner. 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 || {{ComboDifficulty|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 || {{ComboDifficulty|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'''.
|-
| 5LLL > SD > j.LM > delay j.S > delay j.236L > 5L > '''LOOPSx2''' > jc > j.LL2H > djc > j.LLL || 3955 || 1.9 || All || {{ComboDifficulty|Medium}} || Loop route for whenever autocombo overhead lands in a blockstring. No SKD.
|-
| 2H > j.214S, j.S > delay j.236L ▷ 5L > '''LOOPSx3''' > jc > j.LL2H > djc > j.LLL || 5599 || 1.8 || All || {{ComboDifficulty|Hard}} || 2H punish. Must use DR for SKD. Will require awareness to perform in a real match.
|-
| 2M > 5M > jc > j.M > j.236M ▷ 5L (whiff) > 5LL > 6M, 5L > '''LOOPSx2''' > jc > j.LL2H > djc > j.LLL  || 5714 || 1.8 || All || {{ComboDifficulty|Hard}} || 2M corner confirm for extremely high damage in the corner. No SKD.
|-
| 5LL > 5M > '''LOOPS''' || ? || ? || All || {{ComboDifficulty|Medium}} || #1. Various loop starters.
|-
| 214M, 2M > 5H > SD > j.MS > delay j.236L ▷ 5L > '''LOOPS''' || ? || ? || All || {{ComboDifficulty|Medium}} || #2. Medium command grab confirm.
|-
| 5LL > tk.236L ▷ 5L > '''LOOPS''' || ? || ? || All || {{ComboDifficulty|Medium}} || #3. Tiger knee 236L for swag.
|-
| 5LL > 6M, 5L > '''LOOPS''' || ? || ? || All || {{ComboDifficulty|Medium}} || #4. 6M, 5L link.
|}


*'''5LL > jc.[DR]
=== Metered ===
*'''2M > 5M > jc.M > j.236M [DR]
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
Solo DR for snapback.
|-
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
| ...djc > j.LLS > j.214H(2) > vanish > j.214M || ? || -1.5 || All || {{ComboDifficulty|Easy}} || Way to squeeze more damage out of a combo before ending with supers.
|-
| ...djc > j.LLS > j.214H || ? || -0.5 || All || {{ComboDifficulty|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 || {{ComboDifficulty|Easy}} || An easy corner combo that does a lot of damage and gives SKD.
|}


*'''2M > 5M > {jc.LL > delay j.S > delay j.236L ▷ 5L}x3 > 2H > SD > j.ML2H > jc.LLL
===Notes===
*'''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:
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.LL doesn't give you too much autocombo boost which would ruin the momentum for falling j.S. ('''LOOPS''')
:*j.MLS doesn't whiff.
* 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.
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.
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
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.
*'''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 j.2H ... j.H ender.


==Assist Extensions==
==Assist Extensions==
*'''214L + Assist, dash 5M > {Loops}x2 > jc.MLL > jc.LL > j.236M, j.[DR]
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
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.
|-
!  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==
==Sparking==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
!  Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
| combo transcript || where || ? || ? || All ||  ||
|}
===Notes===


==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.
Line 87: Line 143:
*'''5LLL, jump j.L > Loops
*'''5LLL, jump j.L > Loops
*'''5LLLLLLL > j.S > delay j.236L ▷ 5L > Loops
*'''5LLLLLLL > j.S > delay j.236L ▷ 5L > Loops
*'''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==
{{#ev:youtube|3WgsJachDxU}}
{{#ev:youtube|ZECs3HMBAqk}}
{{#ev:youtube|jajgE1nlIH4}}
{{#ev:youtube|_dyaAiqwFpw}}
{{#ev:youtube|4x5iJWK1T7E}}
{{#ev:youtube|Z_OZnGIKZ8c}}
{{#ev:youtube|fMGazTDp9Yg}}
{{#ev:youtube|LagW0VcC4U8}}
{{#ev:youtube|i5RwVRCCUgQ}}


==Navigation==
==Navigation==
{{#lst:DBFZ/SSB Goku/Data|Links}}
<center>{{Character Label|DBFZ|SSB Goku|size=32px|label=Goku (SSGSS)}}</center>
{{Navbar-DBFZ}}
{{DBFZ/CharacterLinks}}
[[Category:Dragon Ball FighterZ]]
{{DBFZ/Navigation}}
[[Category:Goku]]

Latest revision as of 17:00, 21 January 2024

Goku (SSGSS)
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 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 [1] 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 [1] 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 [3] 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 [1] Very Easy Raw SD conversion.
5L > 5LL > jc > j.[DR] 1982 0.37 All [2] Easy Solo DR for snapback. Can be done both midscreen and in the corner.
5M > 2M > 5H > delay SD > airdash j.M > dash jump j.LM > jc > j.LL > delay j.S > delay j.236L ▷ 5L > LOOPSx1 > jc > j.LL2H > djc > j.LLL 5359 1.8 All [4] 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.
5M > 2M > 5H > delay SD > airdash j.LL > delay j.S > j.236L ▷ 5L > LOOPSx1 > jc > j.LL2H > j.LLL 5047 1.58 All [3] Medium An easier midscreen to corner loop combo than the one above. It is just about possible to do it from the middle of the stage. You can add an extra loop in for more damage and do j.LLL instead.

Metered

Combo Damage Meter Gain Works on: Difficulty Notes
... djc > j.LLS > j.214L > delay vanish... ? -1 All [2] 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 [2] 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+ [3] 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 [2] Easy #3. Optimal post vanish route.
236H, dash 2M > 5M > jc > j.LL2H > djc > j.LL > j.214M 3295 -0.5 All [2] 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 [1] 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 [2] 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 [2] 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 [2] 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 [1] 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 [3] Medium 5H into two corner loops. Can be started from midscreen if close enough to the corner. 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 [3] 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 [3] 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.
5LLL > SD > j.LM > delay j.S > delay j.236L > 5L > LOOPSx2 > jc > j.LL2H > djc > j.LLL 3955 1.9 All [3] Medium Loop route for whenever autocombo overhead lands in a blockstring. No SKD.
2H > j.214S, j.S > delay j.236L ▷ 5L > LOOPSx3 > jc > j.LL2H > djc > j.LLL 5599 1.8 All [4] Hard 2H punish. Must use DR for SKD. Will require awareness to perform in a real match.
2M > 5M > jc > j.M > j.236M ▷ 5L (whiff) > 5LL > 6M, 5L > LOOPSx2 > jc > j.LL2H > djc > j.LLL 5714 1.8 All [4] Hard 2M corner confirm for extremely high damage in the corner. No SKD.
5LL > 5M > LOOPS ? ? All [3] Medium #1. Various loop starters.
214M, 2M > 5H > SD > j.MS > delay j.236L ▷ 5L > LOOPS ? ? All [3] Medium #2. Medium command grab confirm.
5LL > tk.236L ▷ 5L > LOOPS ? ? All [3] Medium #3. Tiger knee 236L for swag.
5LL > 6M, 5L > LOOPS ? ? All [3] Medium #4. 6M, 5L link.

Metered

Combo Damage Meter Gain Works on: Difficulty Notes
...djc > j.LLS > j.214H(2) > vanish > j.214M ? -1.5 All [2] Easy Way to squeeze more damage out of a combo before ending with supers.
...djc > j.LLS > j.214H ? -0.5 All [2] 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 [2] 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
  • 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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