1171 result(s)
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
Corner
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
Corner only. For braindead hit confirms. Works with any bounce assist like Beerus ( B ) or 21 ( B ), can be modified depending on the assist for more or less damage. 236L can be remplaced by 214L.
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