Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2H > SD > j.MLL2H > jc.LLS > j.236L | 3625 | .8 | All | [1] Very Easy | Basic 2H combo. Where every character starts. |
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLS > j.236L | 4285 | 1.1 | All | [2] Easy | Your standard BnB. Learn this and you learn half the cast. |
Dragon Rush > j.MLL2H > jc.LLS > j.236L | 2962 | 1.5 | All | [1] Very Easy | Basic Dragon Rush combo, hold DR for more damage. |
5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LLS > j.236L | 3805 | .9 | All | [3] Medium | Rejump combo, probably one of the hardest combos he has outside of ToD's. The corner carry is very good and SSJ Goku doesn't have to worry about sliding knockdowns thanks to j.236L. |
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLS > j.236S > Vanish, j.[DR] | 4734 | .15 | All | [2] Easy | Damage extension at the cost of 1 bar and a sideswitch. |
5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LL2H > j.214L(2) > Vanish > SD > j.LLS > j.236L | 4557 | -1, +.9 | All | [3] Medium | Harder rejump combo with a vanish extension. |
[DR] > j.ML2H > jc.LLS > j.236S > Vanish > j.236L (whiff), j.LLL | 3425 | .5 | All | [3] Medium | Vanish extension from a Dragon Rush, a bit different from Goku's other vanish extensions because you only get one Dragon Rush per combo. Switches sides. |
2M > 5M > jc.M2H > SD > j.MLL2H > backward jc.L > delay j.LS, j.LLS > j.236L | 4625 | 1.1 | All | [4] Hard | Midscreen, Sparkless "loop" example. Can be done on all characters, but the timing on j.L > delay j.LL isn't universal, nor are the setups leading up to it. The link works by letting j.S hit at least 1f later than point blank, by spacing Goku slightly away from the opponent. With this route specifically, delaying the SD can make the link easier. |
... > Vanish ▷ dash 2M > 5M > 2S > SD > j.ML2H > jc.LLS > j.236L | 2925 (with 236S) | -1, (+.15) | All | [2] Easy | Vanish conversion on a grounded opponent. |
... > Vanish ▷ delay IAD j.MS ▷ 5M > 2S > SD > j.ML2H > jc.LLS > j.236L | 2990 (with 236S) | -1, (+.22) | All | [4] Hard | Advanced grounded Vanish conversion that does only a bit more damage. Both Goku and the opponent has to be close to the ground when IAD j.M hits. |
2M > 5M > 2S, super jump delay j.LML2H > SD > j.MLL2H > jc.LLS > j.236L | 4397 | +1.4 | All (up close) | [4] Hard | Tight (universal) link that barely adds any damage. It's best delaying j.L just a tiny bit, since buffering it during super jump startup can cause it to whiff due to Goku not being high enough. |
5H > delay SD > airdash j.L > delay j.S ▷ dash jump j.L | ? | ? | All | [4] Hard | Harder rejump that does less damage for slightly more Ki gain. The dash jump cannot be buffered and is only there so Goku can reach the opponent from midscreen. |
2M > 5M > jc.5M2H > SD > j.5MH ▷ 214L+M | 5298 | ? | All | [2] Easy | SS Goku's tenth Combo Challenge. |
Notes
Basic Vanish ender examples for when you really wanna squeeze out as much damage as you can.
- j.LLS > j.236S > Vanish is the most consistent at low hitstun decay.
- j.LLS > j.214M builds the most meter, j.LL2H > j.214L does the most damage and works at high hitstun decay.
However, the latter two are finicky and don't always work as they require autocombo boost from j.LL.
Corner
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5M > jc.M > j.214M ▷ delay 5M > 2S > SD > j.MLL2H > jc.LLS > j.236L | 4577 | 1.25 | All | [2] Easy | Aerial route with sliding knockdown. |
2M > 214M ▷ delay 2M > delay 5H > 2S, 2S > SD > j.ML2H > jc.LLS > j.236L | 4625 | 1.2 | All | [2] Easy | Grounded route with sliding knockdown. Generally hard to confirm into, but a great demonstration of 2S's incredible hitstun. |
2M > 5M > jc.MS > j.214M, j.236M ▷ 2L > 5H > delay 5[S](5) > 2S, 2S > SD > j.MLL2H > jc.LLL | 5144 | 1.8 | All | [3] Medium | No sliding knockdown, but very high damage to compensate. |
2M > 5M > jc.MS > j.214M, j.236M ▷ 2L > 5H > delay 5[S](5) > 2S, 2S > SD > j.LL2H > j.214L > j.236L+M[2] | 5667 | +.5 | All | [3] Medium | Slightly meter positive, but sets up an airdash safejump after the super because you've saved your air action. |
[DR] > j.M2H > jc.M2H > j.236H, delay j.MS ▷ 5H > 2S > SD > j.M2H > jc.LLS > j.214L > j.236L+M | 4828 | -1.5, +.9 | All | [3] Medium | Also works from a starter that involves 2H or 2M > 5M > j.M2H. Pretty much anything that launches to Smash 2H and up. |
2M > 214M, j.236M, ▷ 2L > 5H ... | ? | ? | All | [3] Medium | Various ways to extend with j.236M in the corner. Though these routes are harder to confirm into. |
2M > 2S, 2S > SD > j.M > jc.MS > j.214M, j.236M, j.LS ▷ 5H ... | ? | ? | All | [3] Medium | Second alternate j.236M route. |
2M > 5H > 236S > SD > j.M2H > jc.M2H > 236H > falling j.MS > 5M > jc.LLS > j.236S > SD > j.LL2H > jc.LMH > j.214L... | 6535 | 0.85 | All | [3] Medium | Can be done starting with 0 meter, but doesn't build enough bar to end with a level 1. So either have more meter before the combo starts or swap the ending jc.LMH into j.214L for jc.LLS into j.214M and tag another character in for dragon rush. |
Notes
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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5H > 236M > Spark ... | Anywhere | ? | ? | All | [2] Easy | High-damage Sparking activation route, uses both Up and Down Smash. |
2M > Spark, 2M > jc.S > airdash j.M > delay j.S ▷ 5M > 2S > sjc.MLL2H > SD ... | Anywhere | ? | ? | All | [3] Medium | Sparking j.S loops. High meter gain and damage make them a good thing to learn. |
2H > Spark ▷ walk 2M > jc.S > airdash j.M > delay j.S ▷ 5M > 2S > super jump delay j.M2H > j.236H > delay [Vanish], j.S > airdash j.MS ▷ 5M > 2S > SD > j.ML2H > jc.LL2H > j.214L(2) > Vanish, j.[DR] | Anywhere | ? | ? | All | [3] Medium | j.236H Sparking extensions. |
5H > jc.S > airdash j.M > delay j.S ▷ 5H ... | Corner | ? | ? | All | [3] Medium | First corner sparking loop, a variant of the midscreen loop. |
5H > tk.236S[2] ▷ 5H ... | Corner | ? | ? | All | [3] Medium | Second corner sparking loop, has the byproduct of looking super cool. |
Notes
Assist
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5M > jc.MLL > jc.LLL + Assist ▷ jump j.LL2H > SD ... | Anywhere | ? | ? | All | [2] Easy | Combo with a basic pop-up assist. Depending on the height, you may need to superjump, dash jump, or both. |
2M > 5M > jc.MLH > j.214L + Assist ▷ jump j.LL2H > SD ... | Anywhere | ? | ? | All | [3] Medium | Alternate assist combo, easier with assists that send out or down. Depending on the height, you may need to superjump, dash jump, or both. |
... j.LLS > j.214L + Assist, j.[DR] | Anywhere | ? | ? | All | [3] Medium | Combo with a tracking assist, usually performed when you would end your air combo with j.S > j.236L. |
... j.236M ▷ 2L > 5H > 236S + Assist ... | Corner | ? | ? | All | [2] Easy | Corner assist extension, taking advantage of the high damage from a beam. You can extend from here into pretty much anything, using pretty much any assist. |
Notes
Miscellaneous
- 2M > 5M > jc.M2H > SD > j.MLL2H > backward jc.L > delay j.LLS, j.LLS > j.236L
Midscreen, Sparkless "loop" example. Can be done on all characters, but the timing on j.L > delay j.LL isn't universal, nor are the setups leading up to it.
The link works by letting j.S hit at least 1f later than point blank, by spacing Goku slightly away from the opponent.
With this route specifically, delaying the SD can make the link easier.
- ... > Vanish ▷ delay IAD j.MS ▷ 5M > 2S > SD > j.ML2H > jc.LLS > j.236L
Advanced grounded Vanish conversion. Both Goku and the opponent has to be close to the ground when IAD j.M hits.
- 2M > 5M > 2S, super jump delay j.LML2H > SD > j.MLL2H > jc.LLS > j.236L
Tight (universal) link that barely adds any damage.
It's best delaying j.L just a tiny bit, since buffering it during super jump startup can cause it to whiff due to Goku not being high enough.
- 5H > delay SD > airdash j.L > delay j.S ▷ dash jump j.L
Harder rejump that does less damage for slightly more Ki gain. The dash jump cannot be buffered and is only there so Goku can reach the opponent from midscreen.
- 2M > 214M, j.236M, ▷ 2L > 5H ...
- 2M > 2S, 2S > SD > j.M > jc.MS > j.214M, j.236M, j.LS ▷ 5H ...
Various ways to extend with j.236M in the corner. Though these routes are harder to confirm into.
- 2M > 5M > jc.M > jc.MS > j.214M, delay j.236M ▷ 5L > 5S > 5H > SD > airdash j.L > delay j.S > j.236S[2] ▷ super jump j.LML2H > jc.LL2H > j.214L(2) > j.236L+M
- 2M > 5M > jc.M > jc.MLS > j.214M, delay j.236M ▷ 5L > 5S > 5H > SD > airdash j.L > delay j.S > j.236S[2] ▷ super jump j.LML2H > jc.LLS > j.214M(4) > Vanish > j.236M > delay j.236H+S
Dead routes? 5L > 5S > 5H > SD doesn't connect anymore.
(1) Universal, highest damage route using j.236S[2] rejump. Kame has to be done as close to the ground as possible. The super jump afterward isn't require for the link, but rather so Goku can do j.LML.
(2) Slightly less raw damage in exchange for more Ki gain. Builds 2 bars on its own to spend on Vanish and H+S Lv1.