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Revision as of 02:35, 20 June 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

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Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
2H > SD > j.MLL2H > jc.LLS > j.236L 3625 .8 All Very Easy Basic 2H combo. Where every character starts.
Dragon Rush > j.MLL2H > jc.LLS > j.236L 2962 1.5 All Very Easy Basic Dragon Rush combo, hold DR for more damage.
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLS > j.236L 4285 1.1 All Easy Your standard BnB. Learn this and you learn half the cast.
5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LLS > j.236L 3805 .9 All 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.
... > Vanish ▷ dash 2M > 5M > 2S > SD > j.ML2H > jc.LLS > j.236L 2925 (with 236S) -1, +.15 All Easy Vanish conversion on a grounded opponent.
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLS > j.236S > Vanish, j.[DR] 4734 .15 All 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 Medium Harder rejump combo with a vanish extension.
[DR] > j.ML2H > jc.LLS > j.236S > Vanish > j.236L (whiff), j.LLL 3425 .5 All 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.LLS, j.LLS > j.236L 4625 1.1 All 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 ▷ delay IAD j.MS ▷ 5M > 2S > SD > j.ML2H > jc.LLS > j.236L ? ? All Hard 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 ? ? All 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 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.

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
2M > 5M > jc.M > j.214M ▷ delay 5M > 2S > SD > j.MLL2H > jc.LLS > j.236L 4557 1.25 All 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 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 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 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 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 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 Medium Second alternate j.236M route.

Notes

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
5H > 236M > Spark ... Anywhere ? ? All 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 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 Medium j.236H Sparking extensions.
5H > jc.S > airdash j.M > delay j.S ▷ 5H ... Corner ? ? All Medium First corner sparking loop, a variant of the midscreen loop.
5H > tk.236S[2] ▷ 5H ... Corner ? ? All Medium Second corner sparking loop, has the byproduct of looking super cool.

Notes

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.MLL > jc.LLL + Assist ▷ jump j.LL2H > SD ... Anywhere ? ? All 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 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 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 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.

Video Examples

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