DBFZ/SSB Goku/Combos

From Dustloop Wiki

Template:Notation-DBFZ

Midscreen Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LL > j.214M ? ? All Basic BnB. Smash j.214M and j.H have the same damage, same meter gain, and only very slightly different oki.
2M > 5M > jc.MLL > jc.MLL2H > j.236S ? ? All Simple sideswitch combo.
5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LL > j.214M ? ? All 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 ? ? All Raw SD conversion.
5LL > jc.[DR] ? ? All Anywhere solo DR for snapback.
2H > SD > j.M2H > jc.LLS > j.214L > delay Vanish ... ? ? All Easily bring the opponent back to the ground without spending Down Smash.
... Vanish ▷ dash 5LLL > SD > j.ML2H > jc.LL > j.214M ? ? All Optimal vanish conversion for corner carry.
... Vanish ▷ dash 5L (whiff) > 5LL > delay 2M > 5M > sjc.MLL2H > jc.LL > j.214M ? ? All Optimal vanish conversion for damage.
236H, dash 2M > 5M ... ? ? All From 236H or 214H starter, you can go straight into 5L or 2M, but not 5L (whiff) > 5LL.
... j.LLS > j.214H ? ? All If hitstun decay is too high, this will work for a sliding knockdown.
... j.LL > j.236L > j.236L+M ? ? All Comboing into air Lv1 if you can't get a knockdown.

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

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.M > j.236M ▷ 5L (whiff) > 5LL > delay 2M > 5H > SD > j.ML2H > jc.LL > j.214M ? ? All Simple corner combo.
2M > 5M > jc.M > j.236M ▷ [DR] ? ? All Ground DR from j.236M.
2M > 5M > {jc.LL > delay j.S > delay j.236L ▷ 5L}x3 > 2H > SD > j.ML2H > jc.LLL ? ? All See notes.
2M > delay 5M > {jc.MLS > delay j.236L ▷ 5L}x3 > jc.M2H > SD > j.M2H > jc.LLL ? ? All See notes.
5LL > 5M > Loops ? ? All Various loop starters. You can start looping from literally anything.
214M, 2M > 5H > SD > j.MS > delay j.236L ▷ 5L > Loops ? ? All Various loop starters. You can start looping from literally anything.
5LL > tk.236L ▷ 5L > Loops ? ? All Various loop starters. You can start looping from literally anything.
2M > 236M, 2M > 5H > SD > j.MS > delay j.236L ▷ 5L > {Loops}x1 > jc.ML2H > jc.LL > j.236L > j.236L+M ? ? All Going into 236M or j.236M will net more damage if you're planning to spend resources at the end. 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.

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.
  • 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.

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

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

Navigation

Template:Navbar-DBFZ