27 result(s)
Character Inputs Damage Assist Assist Ki Sparking Blast/Limit Break
5 M 2 M 5 H -> 3 S -> j M dl L -> (land) 9 j L L -> 9 j L L L -> 214 M
Universal, the delay after jM is VERY heavy, cool link, also optimal for solo corner carry. The Oki also allows for a 3S jH to be a meaty safe jump. The combo works fully off all non-S starters.
4.170 None None 0 No Sparking Nor Limit Break
5 L L L > L > j L L L > j 214 S ~ 7 S 3 S > j M > 9 > j L L L S > j 214 M
For usage when challenging with your back to the corner. First route is easier, and builds more damage and meter (1.5 bar) than the second, but doesn't cause a slide knockdown. Assists are needed for oki/genkidama extension. Alternate, harder route with less damage but solo SKD (j2h ender also available here): 5 L L L > 214 S ~ 7 S 3 S > j M > 9 > j L L L S > j 214 M 3352 damage, 1.2 bar build
3.514 None None 0 No Sparking Nor Limit Break
2 H > SD > j M L L > 9 > j L L L > j 214 M
Midscreen solo. If jLLL ends at the corner, jS can be added before j214M/j2h ender. Alternate ender: 2 H > SD > j M L L > 9 > j L L 2 H 2980 damage, 0.75 bar gain, better oki
3.205 None None 0 No Sparking Nor Limit Break
5 L L 5 M M 5 H 2 S > 214 L > A1 > j 66 > j M
Defunct as of v1.21 Corner only 50/50 off GT's normal blockstring with an assist. Works with any assist 20f blockstun and up, but is very tight below 23f. 5 L L 5 M M 5 H 2 S > 214 L > A1 -> Option 1) late airdash jM Option 2) land 2m These options work against the whole cast. About half the cast can get hit by land 2L. Linked tweet shows who gets hit by this: https://twitter.com/RinSenpaiii/status/1126538375283007488?s=20
0 None None 0 No Sparking Nor Limit Break
xx j 2 H > (land) > 44 > 9 > dl j H
From any route ending with j2H in the corner, this works to cover all techs/wakeups that aren't delayed stand. Counter hits 2h, safe jumps invincible reversals. Backdash and hold 9 can be buffered, but jH has to be timed slightly after the apex of the jump. Video shows the oki setup vs various wakeup options including dash out.
0 None None 0 No Sparking Nor Limit Break
xx > 2 S > A1 > dl j 2 S
[Updated crossup confirm for Season 3] Midscreen left/right mixup using 2s to get into the air, followed by j1/2/3s to hit on the left or right side. Many assists work for this, as long it has decent blockstun (~25+?) but not too much. In order for the crossup to not be affected by crossup protection from the assist's blockstun, the opponent must be out of blockstun by the time the j1/2/3s connects. Converts on hit: 1) Same side: j 2 S > 236 H > 66 5 L L 5 M > 9 > j M L L > 9 > j L L 2 H 2) Cross up: j 2 S > 214 S ~ 4 S 2 S > 236 H > 66 5 L L 2 M 5 M > 9 > j M L L > 9 > j L L 2 H If you end up in the corner, j L L L S 2 H / j L L L S 214 M enders are possible.
0 Gohan (Teen) (A - Super Dragon Flight) None 1 No Sparking Nor Limit Break
5 L L 5 M 2 M 5 H A1 2 S j 3 S > j 66 L
High/low 50/50 that works midscreen or in the corner with kid buu assist, but only in the corner with gotenks assist. Kid buu assist shown. Airdash jL for high, land 2L for low.
0 Kid Buu (A - Arm Ball) None 0 No Sparking Nor Limit Break