227 result(s)
Character Inputs Damage Assist Assist Ki Sparking Blast/Limit Break
xx > 1 M 5 M 5 H > A1 > 214 S > 2 9 6 > [ 9 ] > j L M ~ H > (land) > 5 L L 1 M 5 M 5 H > A2 > 2 9 6 > [ 7 ] > j L M ~ H
Midscreen Superjump IAD left/rights from 214S + assist. Assist needs to have some decent pushback for the correct spacing, GT (A) and Bardock (A) shown. To make the crossup a real mixup, SJ IAD needs to be slightly delayed from timing shown, otherwise crossup protection causes it to be autoblocked. Hold 9 for crossup, hold 7 for same side.
0 Goku (GT) (A - Kamehameha) Bardock (A - Rebellion Spear) 0 No Sparking Nor Limit Break
j L M H > (land) 5 L L 5 M ~ 6M
Canceling the first hit of 5M into 6M with this string makes 6M up to +5 on block, and plus enough to convert on hit with 5L.
0 None None 0 No Sparking Nor Limit Break
5 L L 1 M 5 M 5 H A1 > 214 S > IAD > j L M H ...
0 Android 21 (C - Snack Time) 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 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 Trunks (B - Masenko) Bardock (B - Tyrant Lancer) -1.5 Level 1
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
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