| Character | Inputs | Damage | Assist | Assist | Ki | Sparking Blast/Limit Break |
|---|---|---|---|---|---|---|
|
2 M 5 M > 9 > j M > 9 > j M H A1 > j 214 M > (land) 2 M 5 M > 9 > j M 2 H > SD > j L M 2 H > j L L L
Midscreen universal sliding knockdown
|
5.256 | Gohan (Teen) (A - Super Dragon Flight) | None | 0 | No Sparking Nor Limit Break | |
|
5 M > 5 M > 5 M > [ 6 ] > 2 M 5 M > 9 > j M 2 H > 9 > j L L S > j 236 S or j 214 S ~ L or M > 236 L M
#Corner
|
5.252 | None | None | 0 | No Sparking Nor Limit Break | |
|
2 M dl 5 M 5 S dl 5 H > dl SD > dl j L H (land) 5 L L L > SD > j M L L 2 H > 9 > j L L S > j 2 3 6 M
Corner route. Doesn't work on smalls. The H in jLH has a slight delay. Timings for each delay after the 5H Smash are below.
SD is done right after the wallbounce of the 5H
jL is done right at the apex of the SD 'hit bounce'
jH is done as your opponent is almost directly above you.
|
5.245 | None | None | -1.75 | No Sparking Nor Limit Break | |
| 1 M dl 5 M dl 5 S 5 H 5 L 5 H 5 S S > j 236 M > j L L (1) 2 H > 9 > j L L S > 236 L M | 5.242 | None | None | 0 | No Sparking Nor Limit Break | |
|
5 M 2 M 5 [ S ] 5 H > dl SD > 66 j M > (land) 5 M > j M L L > j L 4 L M H > dl 214 L > M + H > 66 2 L 5 L 5 M M M
Optimal Midscreen BNB
|
5.240 | None | None | 0 | No Sparking Nor Limit Break | |
|
2 M > 6 H > 236 M [ L A1 ] L > 6 H > 236 M L [ L A1 ] > j M > L > L > 2 H > SD > M > L > L > j L L L
Corner Combo for the team I use. Timing the assists can be a little difficult but a little practice will help. You can add super's onto the end for more damage.
|
5.235 | Vegeta (A - Energy Cutter) | Jiren (A - Infinity Rush) | 0 | No Sparking Nor Limit Break | |
| 2 M > 5 H > 214 L > A1 > 2 M > 5 M (4) > 5 S S S S S S > 5 H > H + S > j L L (2) > j 2H > j L L (2) > j S S S S > j 236 S | 5.231 | Vegeta (SSGSS) (B - Infinity Breaker) | None | 0 | No Sparking Nor Limit Break | |
|
5 M 2 M 5 H > dl > SD > J 4 4 M > (land) 1 H > 2 7 > j L L 2 H > 7 > j L dl L 2 H > j 214 L > Vanish > j 214 L > (land) 236 L + M
Agohan Rejump combo into lvl 1
|
5.226 | None | None | 0 | No Sparking Nor Limit Break | |
|
5 M 2 M 6 H 5 H > dl > SD > j 66 > j M (land) > 66 > 9 > j L M > 9 > j L L S 214 L (whiff) > j L L S > SD > j L L S > dl j 236 M
Universal
Can be done from midscreen to corner, remove one air normal to account for SD travel time
|
5.225 | None | None | 0 | No Sparking Nor Limit Break | |
| Kid Buu | 1 M 5 M > 9 > j M (1) L L 2 H > SD > j L M (1) L 2 H > 9 > j L L (1) S > j 236 S > Vanish > DR > j 236 L M | 5.219 | None | None | 1 | No Sparking Nor Limit Break |
|
5 M > 5 M > 5 M > [ 4 ] > dl > 5 L 5 H > SD > j H 2 H > 9 > j L L L S > j 236 S or j 214 S ~ L or M > 236 L M
#Corner
|
5.219 | None | None | 0 | No Sparking Nor Limit Break | |
|
j M > (land) 5 M 2 M 5 H > dl SD > j 66 > j M > (land) 66 9 > j L L L 2 H > j 9 > j L L S > j 214 M > A1 > (land) 66 > 5 L L L > SD > j L L > j 236 S ~ H > 236 L + M
|
5.217 | Kid Buu (B - Mystic Ball Attack) | None | -0.25 | No Sparking Nor Limit Break | |
|
1 M 5 M > 9 > j M (1) L L > j 9 > j L L S > dl j 236 ~ A1 ~ L > (land) 5 M (1) 5 H > SD > j M (1) L L > j 9 > j L L S > j 236 L M
|
5.210 | Android 21 (A - Total Detonation Ball) | None | 0 | No Sparking Nor Limit Break | |
|
2 M > 236 M > 2 M > 5 H > SD > j M L L > 9 > j L L L S > j 214 M > 236 L M
Corner
|
5.209 | None | None | 0 | No Sparking Nor Limit Break | |
|
5 M 2 M > SD > j H > 5 L L 5 M > 2 9 > j L L L > 5 S 2 S > SD j L L > j L L > 236 L M M
Pretty simple, and most optimal solo corner combo for Gogeta(SSGSS) afaik
|
5.209 | None | None | 0 | No Sparking Nor Limit Break | |
|
5 M 2 M 5 H > SD > j M 2 H > j 9 > j L L [ S ] > j 236 [ S ] > j 236 L + M
Close to corner
|
5.202 | None | None | 0 | No Sparking Nor Limit Break | |
|
2M 5M 236M 2M 5S SD jM dl jH 5LL dl 2M 5S 2S SD jM(2) jL (2) jc jLL j2S j2H
Corner only, works on every character, 0 bar start
|
5.201 | None | None | 0 | No Sparking Nor Limit Break | |
|
2 M 5 M > 236 M > 2 M 5 S > SD > j M dl H > (land) 5 L L dl 2 M 5 S 2 S > SD > j M (2) L L > 9 > j L L 2 S 2 H
Optimal 2M starter corner combo, works on every character
|
5.201 | None | None | 0 | No Sparking Nor Limit Break | |
|
2 M 5 M 9 dl j M dl H dl S (land) 5 L L 2 M 5 M 5 H 5 S 2 S 236 S SD j M L L 9 j L L L 214 M
The delay on jM after 5M is very minimal but necessary, delaying jS slightly after the delayed jH does make landing the 5LL easier but it isn't necessary. Starting off of jML requires you to drop both Ls after SD, starting off of 2L or jH requires you to drop 1 L after SD
|
5.201 | None | None | 0 | No Sparking Nor Limit Break | |
|
2 M 5 M 5 H > SD > j M 2 H > j 9 > j L L [ S ] > j 236 [ S ] > j 236 L + M
Corner
|
5.200 | None | None | 0 | No Sparking Nor Limit Break |