Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
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 chose which side he ends on. |
5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LL > j.214M | ? | ? | 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.214S | 2340 | 0.6 | All | Very Easy | Raw SD conversion. |
5L > 5LL > jc > j.[DR] | ? | ? | All | Easy | Solo DR for snapback. Can be done midscreen or in the corner. |
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 | 2310 | -1 | All | Easy | #1. Close to the ground vanish extension. Damage from 5S(3) |
vanish ▷ dash > delay 5L > 5LL > 5M > jc (up) > j.LL2H > djc > j.LL > j.214M | 2247 | -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 | 2325 | -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
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. | |
2H > j.214S > delay j.S > delay j.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
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.