2 M dl 5 M 5 S dl 5 H > dl SD > dl j L H (land) 5 L L L > SD > j M L L 2 H > 9 > j L L S > j 2 3 6 M
Corner route. Doesn't work on smalls. The H in jLH has a slight delay. Timings for each delay after the 5H Smash are below.
SD is done right after the wallbounce of the 5H
jL is done right at the apex of the SD 'hit bounce'
jH is done as your opponent is almost directly above you.
5.245
None
None
-1.75
No Sparking Nor Limit Break
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.
5.037
None
None
0
No Sparking Nor Limit Break
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.
5.027
None
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
2 M 5 M > j M S > j 2 1 4 M > 2 M 5 H 5 S > SD > j M L 2 H > 9 > j L L S > j 2 3 6 M
Easy & universal corner BnB
4.922
None
None
0
No Sparking Nor Limit Break
2 M 5 M > 9 M L L > 9 L L > 214 M > 2 M 5 H 5 S > SD > M > 2 H > 9 L L > S > 236 M
Universal from round start pos/closer to corner
4.837
None
None
0
No Sparking Nor Limit Break
5 M > 2 M > SD > M > dl S > 214 M > 2M > 5 H 5 S > SD > L L > 2H > 9 L L > S > 236M
Corner universal (raw 5M)
4.797
None
None
0
No Sparking Nor Limit Break
5 M 2 M 5 S 5 H > SD > j M L 2 H > 9 > j L L S > j 2 3 6 H
Universal. Carries just about Corner to Corner.
4.615
None
None
0
No Sparking Nor Limit Break
2 M 5 M > 8 S > 214 M > 2 M 5 H 5 S > SD > j M > j M S > 236 M
Corner, Sliding knock down
4.515
None
None
0
No Sparking Nor Limit Break
2 M 5 M 5 S 5 H > 2 1 4 L > dl M 2 H > 9 > j L L L
Universal. Saves SD for stronger Vanish extensions. Can be extended with various assists if timed properly.
4.223
None
None
0
No Sparking Nor Limit Break
Goku Black
2 M 5 M > 9 M L L > 2 H > SD > M L L > 2 H > 9 L L L
4.185
None
None
0
No Sparking Nor Limit Break
IAD H > S > 5 L L > 2 M 5 M > 9 M L L > 9 L L > 214 M > 2 M 5 H 5 S > 236 M
Universal from round start pos/closer to corner (high hitstun decay)
3.835
None
None
0
No Sparking Nor Limit Break
IAD j H 5 S 5 L L 5 M 2 M SD J M dl 5 S 214 M 2 M 5 H 5 S SD 5 S 236M
High hitstun decay universal corner combo
3.819
None
None
0
No Sparking Nor Limit Break
IAD H > S > 5 L L > 5 M > 2 M > SD > 5 M > dl S > 214 M > 2 M 5 H 5 S > SD > 5 S > 236 M
Corner universal (high hitstun decay)
3.819
None
None
0
No Sparking Nor Limit Break
IAD H > S > 5 L L > 2 M 5 M > 9 M L L > 2H > SD > M L L > 2H > 9 L L L
Universal combo
3.780
None
None
0
No Sparking Nor Limit Break
5 L L > 2 M 5 M > 9 M L L > 9 L L > 214 M > 2 M > 5 S 5 H > SD > M > 9 M > 5 S > 236 M
Universal, round start position or closer to corner
3.669
None
None
0
No Sparking Nor Limit Break
5 L L > 5 M > 2 M > SD > M > dl S > 214 M > 2 M 5 H 5 S > SD > 5 M L > 9 M > 5 S > 236M
Corner universal
3.597
None
None
0
No Sparking Nor Limit Break
Goku Black
5 L L 2 M 5 M 9 M L L 2 H SD M L L 2H 9 L L L
3.367
None
None
0
No Sparking Nor Limit Break
Vanish (Wallbounce) 66 5 L (whiff) L L SD L L L 66 j H
Vanish conversion w/ safe jump (works anywhere on screen horizontally)