2 M > 5 H > 236 S > spark > 2 M > 5 S 5 H > j H S > 66 > j H > 5 L > 5 H 5 S > j H > 66 > j H > 214 M > A1 > 5 L L L > Side Switch > 236 S [ 7 ] > 3 S > 214 H S > (land) > 66 > DR > 236 M > A1 > 236 L M
Corner only, 0-bar start TOD with 1 Beam Assist.
10.092
Goku (SSJ) (A - Kamehameha)
None
0
Level 2
2 M 5 H > 236 S > spark > (land) > 66 > 2 M 5 H > 9 > j H S > j 66 H > (land) > 5 L 5 H 5 S > 9 > j H S > j 66 H > (land) > 5 L L L > 236 S ~ [ 7 ] 3 S > 236 H + S > j 66 DR [ L ]
Works the same in v1.21, but with less damage on spirit bomb. Only use if you have excess meter but not assists to kill a character, as the spirit bomb no longer causes hard knockdown either.
(notation for reverse kame + spirit bomb is as if you never changed sides, for more clarity)
Solo corner 2m spark route into spirit bomb for meter dumping. Very applicable if you either:
1) have 3+ bar solo and want to kill a character
2) just used your last assist to get a mixup into this starter and therefore can't use it for a better sparking route
8.363
None
None
0
Level 1
2 H > spark > (land) > 66 > 2 M 5 S 5 H > 9 > j H S > j 66 H > (land) > 5 L 5 H 5 S > 9 > j H S > j 66 M H > (land) > 9 > j L L L > 9 > j L L L > j 214 M > (land) > 214 L + M
Solo 2H spark routing. Altered route needed for 5LLL -> spirit bomb.
Also doable with your back to the corner, simply 2H, Spark, dash out of the corner, and continue the combo as normal. Also applicable if opponent Guard Cancels on your 5LL (as a multi hitting move, you can cancel out of any hit into 2H).
7.975
None
None
0
Level 1
2 H > SD > j M > 9 > j L L 2 H > A1 > (land) > 5 L 2 M > 9 > j 4 L L M > 9 > j M H > j 214 M > A2 > 5 L 2 M 5 M > 9 > j 4 L L M > 9 > j L L L > j 214 M > 41236 A2 > A1
2 bar build, net 0 bar
7.378
Gohan (Teen) (A - Super Dragon Flight)
Vegeta (SSJ) (A - Consecutive Energy Blast)
0
No Sparking Nor Limit Break
2 M 5 M > 9 > j M > 9 > j M H S > j 214 S ~ dl 7 S 3 S > j L L L > j 214 M > dl A1 > (land) > 66 5 L L L > 236 S ~ [ 7 ] 3 S > 236 H + S > j 66 DR [ L ]
Works the same in v1.21, but with less damage on spirit bomb. Only use if you have excess meter but not assists to kill a character, as the spirit bomb no longer causes hard knockdown either.
(notation for reverse kame + spirit bomb is as if you never changed sides, for more clarity)
Very common corner route for using an assist to combo into 5 L L L -> reverse kamehameha -> spirit bomb. Reverse kamehameha routes that end low to the ground make these easier, and are required for some assists.
7.366
Gohan (Teen) (A - Super Dragon Flight)
None
1.25
No Sparking Nor Limit Break
2 M 5 M > 9 > j M > 9 > j M H > A1 > j 214 M > j 214 S ~ 7 S 3 S > j H > j 236 M > (land) > dl 5 L L L > 236 S ~ [ 7 ] 3 S > 236 H + S
Works the same in v1.21, but with less damage on spirit bomb. Only use if you have excess meter but not assists to kill a character, as the spirit bomb no longer causes hard knockdown either.
(notation for reverse kame + spirit bomb is as if you never changed sides, for more clarity)
Alternate corner route for some unusual assists that can't otherwise enable 5 L L L spirit bomb routes. For the shown Kid Buu A assist, press A1 with jH. Remember, reverse kamehameha's first hit does not require an additional S input, simply holding 7 after the initial 214s input will cause the first reverse kame to come out in the correct direction ASAP.
7.079
Kid Buu (A - Arm Ball)
None
1.2
No Sparking Nor Limit Break
2 M 5 M > 9 > j M > 9 > j M H > j 214 L > A1 > j 214 S ~ 7 S 3 S > j H > j 236 M > (land) 5 L L L > 214 S ~ 7 S 3 S > 214 H + S
Requires ~1/3 screen distance from corner to get to corner with reverse kame
6.877
Kid Buu (A - Arm Ball)
None
-1.3
No Sparking Nor Limit Break
2 M > 236 M > 2 M > 5 H > SD > j M L L > 9 > j L L L S > j 214 M > 236 L M
Corner
5.209
None
None
0
No Sparking Nor Limit Break
2 M 5 M 9 dl j M dl H dl S (land) 5 L L 2 M 5 M 5 H 5 S 2 S 236 S SD j M L L 9 j L L L 214 M
The delay on jM after 5M is very minimal but necessary, delaying jS slightly after the delayed jH does make landing the 5LL easier but it isn't necessary. Starting off of jML requires you to drop both Ls after SD, starting off of 2L or jH requires you to drop 1 L after SD
5.201
None
None
0
No Sparking Nor Limit Break
2 M 5 M > 9 > j M L > j H S > SD > j M L L > j 9 > j L L L S > j 214 M > 236 L M
Corner
5.154
None
None
0
No Sparking Nor Limit Break
5 M 2 M > 236 M > 2 M 5 S 5 H > SD > 66 j H > (land) > 8 > j L M L > 8 > j L L L S > j 214 M
Most useful as a reflect/GC punish, or when you need to confirm off a 5m2m hit. Light/overhead starters usually need to omit the 66 jH rejump and the jS at the end, due to hitstun decay (especially if trying to work assists into the combo).
Alternate j2h ender
5 M 2 M > 236 M > 2 M 5 S 5 H > SD > 66 j H > (land) > 8 > j L M L > 8 > j L L L S 2 H
5.005
None
None
0
No Sparking Nor Limit Break
2 M 5 M > 9 > j M > 9 > j M S > j 214 S ~ 7 S 3 S > j 236 L > A1 > SD > j M L L > 9 > j L L L > j 214 M
Example routing for j214S -> j236L. Higher hitstun grounded assists can allow for non-SD follow-ups, depending on screen position.
4.937
Gohan (Teen) (A - Super Dragon Flight)
None
0
No Sparking Nor Limit Break
2 M 5 M > 9 > j M > 9 > j M H > j 236 M > j 214 S ~ 7 S 3 S > j L L L S > j 214 M
Corner only. Alternate ender of j2h shown in video for better oki, same damage/meter gain.
4.799
None
None
0
No Sparking Nor Limit Break
2 M 5 M > 9 > j M > 9 > j M H S > j 214 S ~ dl 7 S 3 S > j L L L S 2H
Alternative to using j236M for reverse kamehameha routes. This is often better for double assist routes and non-2m starters, but worse for single assist or solo routes.
j 214 M ender shown, for slightly less damage.
4.719
None
None
0
No Sparking Nor Limit Break
Goku (GT)
2 M 5 M > 9 > j M > dl j L > dl j L > j 9 > j L L L S > SD > j L L 2 H > (land) 236 L M
4.695
None
None
0
No Sparking Nor Limit Break
2 M 5 M > 9 > j M H S > SD > j M L L > 9 > j L L L S 2 H
2 enders can be used for this route depending on desired effect
1) j2H - required for the best oki, as well as ending with supers (without ultimate z change) midscreen
2) j214M - slightly more meter gain, worse oki. Can't end in supers solo. Best ender if using an assist to combo into Spirit Bomb
jS can be added before either ender if the combo ends up in the corner for extra damage/meter gain.
Notation for alternate routes:
2 M 5 M > 9 > j M H S > SD > j M L L > 9 > j L L L S > j 214 M [Corner ender] (4464 1.25 bar)
2 M 5 M > 9 > j M H S > SD > j M L L > 9 > j L L 2 H [Midscreen ender] (4115 0.9 bar)
2 M 5 M > 9 > j M H S > SD > j M L L > 9 > j L L L > j 214 M [Midscreen ender] (4302 1.1 bar)
4.489
None
None
1.2
No Sparking Nor Limit Break
2 M 5 M > 9 > j M dl L L > 9 > j L L L S > SD > j L L L S > j 214 M
Difficult side swap route. Use the rhythm in the video to learn the timing. Often best off using the 5LLL routes.
4.299
None
None
0
No Sparking Nor Limit Break
2 M 5 M > 9 > j M L L > 9 > j L L S > j 214 S ~ dl 7 S 3 S > j L L L > j 214 M
Reverse kamehameha will put you at the corner as long as you are facing the corner at around round start. If j214s route does not put you in the corner, you will not be able to do the jLLL follow-up, and must do j236L + assist to adjust.
4.287
None
None
0
No Sparking Nor Limit Break
2 M 5 M > 9 > j M L > j H S > SD > j M L L > j 9 > j L L L S > j 214 M
4.272
None
None
0
No Sparking Nor Limit Break
2 M 5 H > 214 S ~ 3 S 3 S 1 S > SD > j M L L > 9 > j L L L S > j 214 M
Very useful confirm if 5H connects in the corner. As usual for corner routes, j2h is an alternate ender:
2 M 5 H > 214 S ~ 3 S 3 S 1 S > SD > j M L L > 9 > j L L L S 2 H
4259 damage, 1.25 bar build