5 L 5 L > 5 M 2 M > 5 H > 2 3 6 M L > A1 > 66 > 5 L 5 L > 2 M 5 M > 5 H > 2 3 6 M > 2 L
This string shows 2 points and rekka inputs that allow you to get 2 50/50s
0
Anonymous
Goku (GT) (A - Kamehameha)
Yamcha (A - Wolf Fang Fist)
0
No Sparking Nor Limit Break
5 L L 1 M 5 M 5 H A1 > 214 S > IAD > j L M H ...
0
Anonymous
Android 21 (C - Snack Time)
None
0
No Sparking Nor Limit Break
236M with an assist call after, during or before depending of the start up > AD j.L / AD j.M / 2L / 2M.
Using Blue Vegeta's 236M ( or alternatively, 236LM or MM if 236M hits in neutral ) with low pushback assists to get a 50/50 midscreen !
4 timings, with the grab as a bonus.
As a tip, don't use 236M after 5H. Do it randomly in your blockstring. Your opponent cannot react to it fast enough to reflect.
The assists that allow it are Adult Gohan ( B ), Videl ( B ), Kefla ( B ), Jiren ( A ), Nappa ( B ), Tenshinhan ( B ), Kid Buu ( A ), Gotenks ( A, too inconsistant for 236M, easier for 236LM ), Bardock ( B, a bit hard for 236M, way easier for 236LM ), probably some C assists as well.
The minimum amount of blockstun is 21f ! Anything more allows to add layers ( empty fall, IAD ect ... ).
0
Anonymous
None
None
0
No Sparking Nor Limit Break
2M > 5M > 9 > jM > 9 > jM > jS > j2S > SD > jM > j236M > 236M > (LMLM) > Vanish > jDR
Solo Teen Gohan corner 2 corner bomb loop route. Apart from the damage, corner carry, and meter gain, the combo benefits from extreme flexibility.
After the superdash, you can adapt the combo to extend from any assist for corner carry without using smash, which will give you a meterless jDR off of 236m or jLLL.
Solo corner combo for Teen Gohan ending with soft knockdown. Very flexible and adaptable to any assist.
The point in which you'd want to extend with an assist is after the j1S(holdS) bomb.
- 66 > 5H > A1
- 66 > 5M > 8 > jM > jH > j236L(hold L) > A1
The followup after the assist varies by assist.
0
Anonymous
None
None
0
No Sparking Nor Limit Break
2 H > SD > j H > 214 L M > 6 6 > 6 9 > j H
Level 3 Corner Safejump
0
Anonymous
None
None
3
No Sparking Nor Limit Break
2 H > SD > j M L 2 H > 9 > j L L 236 S > 8 > j H
236S corner safejump
0
Anonymous
None
None
0
No Sparking Nor Limit Break
IAD j M L S > j 236 S > 66 > 3 H -> 236 L ~ L L ~ 6 L ~ 6 S > 214 M -> 5 L L L > j 236 S > 66 > 3 H
Pressure Reset Loop Concept
Corner only
0
Anonymous
Any
Any
0
No Sparking Nor Limit Break
236 H
Escapes Non-Jailing Vanish with Anti Air Rekka
0
Anonymous
None
None
1
No Sparking Nor Limit Break
DR > 214 M ~ 6 M
Grounded Dragon Rush > Rekka Overhead Meaty Oki
0
Anonymous
Any
Any C
0
No Sparking Nor Limit Break
5 L L 2 M 5 M 5 H > 236 L > A1 > 5 L L 2 M 5 M 5 H> 236 [ S ] -> 2 L L 2 M 5 M 5 H 236 L
0
Anonymous
Any
None
0
No Sparking Nor Limit Break
2 L 5 L L 5 M 2 M 5 H > 214 L A1 ... -> ... 7 > j 66 > j H -> ... 7 > j dl 66 > j H -> ... IAD > (land) 2 L -> ... IAD > (land) 5 L > DR -> ... IAD > (land) DR
0
Anonymous
Bardock (B - Tyrant Lancer)
None
0
No Sparking Nor Limit Break
j 214 M ~ H > (land) IAD > j H
0
Anonymous
None
None
0
No Sparking Nor Limit Break
xx > j H > ( 5 L ) > 8 > dl j L > j L + M > j H -> xx > j H > ( 5 L ) > 8 > dl j L > j L + M > j 2 H
After any SKD (Sliding Knockdown) in the corner this setup covers all non-delayed stand wake up options, including reflect (jM brings you back to your opponent), and uses an OS (Option Select) to auto confirm on hit or continue the string on block.
After SKD, whiff a 5L, hold up, then press jL just below the apex of your jump. Press L and M together, then if you get the hit, convert with j2H, or if they block, press jH to continue your block pressure.
A slightly easier version with jH is shown here: https://twitter.com/MajinBlake/status/1218755519751565312?s=20
0
Anonymous
0
No Sparking Nor Limit Break
2 H > spark > 5 ( L ) L L > 9 > j M H A2 2 H > j 9 > j L L L A1 > (land) 5 M (1) 5 H 5 S S > j 236 M > j L L (1) S > j 66 > j L L L A2 > (land) DR > A1 > 214 M > 236 L + M > A1 > A2
Midscreen to Corner
0
Anonymous
Trunks (B - Masenko)
Bardock (B - Tyrant Lancer)
-1.5
Level 1
5 L L > 2 M 5 M > 5 H > A1 > 214 M
works for 20f minimum assist, IAD jH or jML for overhead, jL 5L or 2L for low, low option applies only if opponent is crouching, but will get double overhead regardless
0
Anonymous
Beerus (B - God of Destruction's Rampage)
None
0
No Sparking Nor Limit Break
5 L L 2 M A1 5 M > 236 S [ 9 ] > j M
0
Anonymous
Kefla (B - Mighty Kick)
None
0
No Sparking Nor Limit Break
j M A1 2 H > 236 S ... -> ... j L ... -> ... [ 1 ] > 2 M ... -> ... [ 3 ] > 2 M ...
Corner
0
Anonymous
Kefla (B - Mighty Kick)
None
0
No Sparking Nor Limit Break
5 L L 5 M ... -> 214 S + A1 > j L ... -> 214 S + A1 > (land) 2 L ... -> A1 > 214 S > j L ... -> A1 > 214 S > (land) 2 L ...
0
Anonymous
Zamasu (Fused) (A - Divine Order)
None
0
No Sparking Nor Limit Break
5 L L 5 M A1 2 M > 236 S ... -> [ 9 ] > j 66 > j L > ... -> [ 8 ] > j 66 > j L > j 236 H ...