DBFZ/SSB Goku/Combos

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Midscreen Combos

Meterless

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

Basic BnB. 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 for more corner carry.

The grounded dash before rejump has to be buffered.

Metered

  • 236H, dash 2M > 5M > jc.ML2H > 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.LLS > j.236L+M
  • ... j.LL > j.236M > j.236L+M

Comboing into air Lv1.

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 > 236M, delay 2M > 5H > SD > j.MS > j.236L ▷ 5L > sjc.LML2H > jc.LL > j.214M

High damaging route with one "rep" of corner loop.

Goku needs to be on the way down when he does j.S for it to combo into j.236L. Then j.236L needs to hit close to the ground for the link to work.

  • 5LL > 2M > SD > j.M > delay j.S > j.236L ▷ 5L > jc.LL
  • 5LL > 5M > jc.LL
  • 5LL > tk.236L ▷ 5L > jc.LL

Easy loops starters that save Smash for later. Useful for solo snapback.

  • 5LL > 2M > SD > j.M > delay j.S > j.236L ▷ 5L > jc.LL > delay j.S > delay j.236L ▷ 5L > jc.MLL2H > SD > j.MLL2H > j.LLL
  • 5LL > tk.236L ▷ 5L > {jc.LL > delay j.S > delay j.236L ▷ 5L}x2 > jc.MLL > jc.LL > j.236M, j.DR

Corner loops examples that end in SKD. Very high meter gain but not as much damage as 236M route.

  • 5LL > jc.DR
  • 2M > 5M > jc.M > j.236M ▷ DR

Some extra solo snaps.

Metered

  • 5M > 2M > 236M, 2M > 5S > 5H > SD > j.MS > j.236L ▷ 5L > sjc.LM2H > jc.LLS> j.214H

Hitstun decay Is high at the end of the combo. EX divekick is the only way to get solo SKD. Can also end with jc.LLL > j.214S (Instant Transmission) for SKD.

Assist Extensions

Sparking

Miscellaneous

  • 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.

  • 5LL > 6M, 5L > jc.LL > delay j.S ...
  • 5LLL, jump j.LL > delay j.S ...
  • 2M > 5M > jc.MLL2H > j.214S, j.LL2H > jc.LLS > j.214L
  • 5H > 214H

Various corner links and combos. 214X can combo on grounded and grounded-by-proximity opponents, though they don't do anything special.

Video Examples

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