| Character | Inputs | Damage | Assist | Assist | Ki | Sparking Blast/Limit Break |
|---|---|---|---|---|---|---|
| Android 21 | 2 M 5 M > 9 > j M 2 H > SD > j M 2 H > 9 > j L L S > j 214 S ~ M > 236 L M | 5.042 | None | None | 0 | No Sparking Nor Limit Break |
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2 M 5 M > 9 > j M (1) S 236 M > dl j 66 > j M (1) S > (land) 5 L L > IAD j L S > (land) 5 L dl L 2 M 5 M 5 H > SD > j L L 2 H > 9 > j L L > 214 L
Max damage from typical 2M starter, viable but not recommended
Delay 5LL after the IAD loop will cause the full route to drop
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5.040 | None | None | 0 | No Sparking Nor Limit Break | |
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j M > 2 M 5 M > 9 > j M H 2 H > SD > j H 2 H > 9 > j L L S > j 236 S or j 214 S ~ M > A1 > 9 > j L L 2 H > 9 > j L L > j 214 S or j 236 S ~ L or M > 236 L M
Corner
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5.038 | Frieza (A - Death Slash) | None | 0 | No Sparking Nor Limit Break | |
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2 M 5 M > 9 j M S > j 2 1 4 M > dl 66 dl j. M S > (land) 5 S dl 5 H > SD > j M L 2 H > 9 > j L L S > j 2 3 6 M
Corner only & universal. Slightly delay the airdash after M Divekick. Try to get the jM after the airdash to hit as late as possible and slightly delay the jS after it. Delay the 5H to have it all come together afterwards. It's a tough route.
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5.037 | None | None | 0 | No Sparking Nor Limit Break | |
| Frieza | 2 M 5 M > 2 H > SD > j M L > 9 > j L L > j 236 S > dl > Vanish > 66 > 2 M 5 M > 9 > j M L > 9 > j L L L | 5.031 | None | None | 1 | No Sparking Nor Limit Break |
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2 M 5 M > j M S > j 2 1 4 M > dl. j S > (land) 6 6 2 M 5 H 5 S > SD > j M L 2 H > 9 > j L L S > j 2 3 6 M
Universal. On non-small characters, you don't have to do a delay jS into dash up 2M. You can just land and hit 2M dl. 5M 5H 5S > SD. It's also better to jump back into the jMS > j214M if you're smack in the corner.
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5.027 | None | None | 0 | No Sparking Nor Limit Break | |
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5 M 2 M > 236 M > 66 > 5 L L 2 M 5 M 5 H 5 S > SD > j dl L dl M > (land) 2 9 > j L M L > 9 > L L 2 H [ S ] 2 M
Corner
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5.027 | None | None | -1.5 | No Sparking Nor Limit Break | |
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5 M > 2 M > 3 S > dl 2 H > SD > j M L L > j 9 > j L L > j 236 S > j 236 L M
|
5.022 | None | None | 0 | No Sparking Nor Limit Break | |
| Cell | 2 M 5 M > 9 > j M L L > j 2 H > SD > j M L > j 9 > j L L L S > j 236 M > 236 L M | 5.022 | None | None | 0 | No Sparking Nor Limit Break |
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1 M > 5 M > 9 > j M ~ j 2 H > SD > j M ~ j 2 H > 9 > j L > j L > j S > j 236 M > dl M H > 66 > 5 ( L ) > 5 L > 5 L > SD > j M ~ j 2 H > j 9 > j 4 L > j 4 L > j M > j H
Doesn't combo directly into supers, but does the most damage from no scaling.
|
5.021 | None | None | 0 | No Sparking Nor Limit Break | |
| 2 H > SD > dl > j L L S > j L L > j S > j L L (1) 2 H > j 9 > j L L L > j 236 L M | 5.012 | None | None | 0 | No Sparking Nor Limit Break | |
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5 M 2 M > 236 M > 2 M 5 S 5 H > SD > 66 j H > (land) > 8 > j L M L > 8 > j L L L S > j 214 M
Most useful as a reflect/GC punish, or when you need to confirm off a 5m2m hit. Light/overhead starters usually need to omit the 66 jH rejump and the jS at the end, due to hitstun decay (especially if trying to work assists into the combo).
Alternate j2h ender
5 M 2 M > 236 M > 2 M 5 S 5 H > SD > 66 j H > (land) > 8 > j L M L > 8 > j L L L S 2 H
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5.005 | None | None | 0 | No Sparking Nor Limit Break | |
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2 M 5 M > 9 > j M (1) S 236 M > dl j 66 > j M (1) S > (land) 5 L L > IAD j L S > (land) 5 L dl L 2 M 5 S 5 H > SD > j L L 2 H > 9 > j L L > 214 L
2M starter, one IAD loop, j214L ender, recommended
|
5.000 | None | None | 0 | No Sparking Nor Limit Break | |
| Vegeta (SSJ) | 2 M 5 M > 9 > j M L L > j 2 H > SD > j M L L > j 2 H > j 9 > j L L L > (land) 236 L M | 4.999 | None | None | 0 | No Sparking Nor Limit Break |
| Trunks | 2 M 5 M > 9 > j M L L > j 2 H > SD > j M L L > j 2 H > j 9 > j L L L > (land) 236 L M | 4.999 | None | None | 0 | No Sparking Nor Limit Break |
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2 M 5 M > 9 j M > 9 j M > 214 L > 214 S > A1 > 66 5 M > 9 j L j M > 214 M > SD > j L L j 2 H > 7 H
Sets up into ghost very well.
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4.998 | Gogeta (SSGSS) (A - Super Dash Kick) | None | 0 | No Sparking Nor Limit Break | |
| Goku Black | 2 M 5 M > 9 > j M L L > j 2 H > SD > j M L L > j 2 H > j 9 > j L L L > (land) 236 L M | 4.995 | None | None | 0 | No Sparking Nor Limit Break |
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5 M 2 M 5 S 236 M > dl j 66 > j M (1) S > (land) 5 L L > IAD j L S > (land) 5 L dl L 2 M dl 5 M 5 S 5 H > SD > j M 2 H > 9 > j L L > j 214 L
|
4.995 | None | None | 0 | No Sparking Nor Limit Break | |
| Android 21 | 2 M 5 M > 9 > j M L L > j 2 H > S H > j M L L > j 2 H > 9 > j L L S > j 214 M > 236 L M | 4.992 | None | None | 0 | No Sparking Nor Limit Break |
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2 M 5 M > 9 > j M H 2 H > SD > j M H 2 H > j 9 > j L L L S > j 214 M > A1 > 2 8 > L M ~ A1
Corner
Snap
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4.987 | Kid Buu (A - Arm Ball) | None | 0 | No Sparking Nor Limit Break |