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.
Bnb off a bad starter like 2A, 2AA, 5A etc. Damage is without vorpal and different depending on starter. If you hit the 214 [B] near corner you can extend the combo using 5B.
Damage is without vorpal. Pretty simple Enkidu bnb. You can do the same combo if you hit with 5C instead of 5B, just remember to reverse the start (I.e 5C > 5B > 3C).
Corner
After 236M, ensure 2M connects low (or delay 5M). Otherwise the opponent would be a bit too high and j.LL would gain unwanted height.
Don't rush for j.S after air-dash j.L, as j.L would push the dummy upward very slightly. Delaying j.S by a frame or two would make Goku relatively lower and create a longer window to link 5L.
-Corner
-Universal
To perform a tigerknee off a jump-cancellable move like 5H (in sparking), slightly delay the input of 2369 after 5h connects, because 5H has long active frames. Doing '2369' early could either result in not getting '9' registered or missing the buffer window of '236'.
-Near Corner
-Universal (with adjustments)
-7 bars, Lv. 2+ sparking
(As of v1.14) Niagara Pummel (with smash) does not trigger damage penalty for later supers without Ultimate Z Change.
VegetaBlue can cross-under and hook the opponent backward with his 5H. Slightly delay 5S afterward in case 5H hit a bit too hight.
Thanks to the damage buff to Lv. 3 supers in v1.14. Final Flash Attack (Lv.5) now deals about 2500 when fully scaled.
Credit: Muto6