1171 result(s)
Character Inputs Damage Assist Assist Ki Sparking Blast/Limit Break
j DR > j 214 L > (land) 6 M 5 L ...
Corner
0 None None 0 No Sparking Nor Limit Break
j DR > j 214 L > (land) 6 M > 9 > j L L ...
Corner
0 None None 0 No Sparking Nor Limit Break
5 L > A1 > 214 L > j 66 L
Plink 5L + assist Change airdash timing for cross up/same side.
0 Gotenks (A - Galactic Donut) None 0 No Sparking Nor Limit Break
~ A1 > DR > 236 L > dl > IAD L ( on hit ) > 214 H // ~ A1 > DR > 236 L > dl > IAD L ( on reflect ) > 214 M // ~ A1 > DR > 236 L > dl > IAD L ( on side switch, reflect ) > 214 H //
a cool (wip) android 16 oki OS situation. when you iad j.l after a 236l ender in the corner you get two things; 1) side switch 2) stay in front. the cool part is a16 will get 1 or 2 before your opponent actually techs. so you technically know where they will go b4 hand
0 Nappa (A - Blazing Storm) None 0 No Sparking Nor Limit Break
j 2 H (land) > 214 M ~ A1 > 5 L 5 M 5 S > SD > j H > 66 j L
Spit restand 50/50 safejump. jL high vs 5L low mixup. jL beats everything except reflect, 5L loses to reversals and reflect. jL is autotimed and works on small. 5L needs a tiny delay to make sure it resets
0 None None 0 No Sparking Nor Limit Break
j M L > (land) 5 L L 2 M dl 5 M 5 H > 236 ( H ) > 5 L L 2 M dl 5 M 5 H 5 S (1) 2 S > SD > j M 2 H > j 9 > j L L L > j 214 L
After 5H on smash, 236H is whiffed as a command dash for combo extension. This works when UI Goku is still some distance away from the corner after 5H.
0 None None 0 No Sparking Nor Limit Break
j M L > (land) 5 L L 2 M dl 5 M 5 H > 236 ( L ) > 5 L L 2 M 6 S 5 H 2 S > SD > j L L 2 H > j 9 > j M H > j 214 L
After 5H on smash, 236L is whiffed as a command dash. This works when UI Goku is about half a screen away from the corner after 5H.
0 None None 0 No Sparking Nor Limit Break
xx > 66 > IAD j S > j 236 L > A1
If you're solo, use ex ball for a solo conversion into SKD. You can use ex if you have an assist too if you want to keep pressure in case they block, and a bigger damage combo if they get hit. Consider usind jS 236M vanish as opposed to jS 236H. In the case they block, you can use vanish to get plus frames and keep pressure. Less risky than the RPS after ex ball. Beware of f1 anti-airs
0 Any Any 0 No Sparking Nor Limit Break
236 H + S > [Hold S Ghost ] > S Ghost Release > 9 j L (L Ghost Release) H (H Ghost Release) > j 66 > j L OR > (land) 2 L
Hold S, release to meaty, jump forward and do jL. Towards the end of the jL animation press jH. Either airdash jL/M for high or land for low.
0 None None 1 No Sparking Nor Limit Break
5 L L L > M Ghost > j 66 L OR j 66 L OR (land) > 2 M
0 None None 1 No Sparking Nor Limit Break
5L 5LL 5M 1M 5S spark 66 1M 5M j M(1) j LL j 2H SD j 4LL j 2H 7 j L j M(1) j S j 236S [Vanish] j S j 236H dl 236HS > A1
Universal HBD Combo
0 None None 0 Level 1