[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
Blockstring/Mixup
Sparking Blast/Limit Break: 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
Blockstring/Mixup
Sparking Blast/Limit Break: 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
Blockstring/Mixup
Assist: Gohan (Teen) (A - Super Dragon Flight) Assist: None
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
Blockstring/Mixup
Assist: Kid Buu (A - Arm Ball) Assist: None
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
Blockstring/Mixup
Ki: 1
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
Blockstring/Mixup
Ki: 0
Corner Combos
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
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
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
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
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
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
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
4.234
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
Midscreen Combos
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
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 1.2
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
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
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
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
Midscreen Combos (Assisted)
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
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: Gohan (Teen) (A - Super Dragon Flight) Assist: Vegeta (SSJ) (A - Consecutive Energy Blast) Ki: 0
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
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: Kid Buu (A - Arm Ball) Assist: None Ki: -1.3
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
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: Gohan (Teen) (A - Super Dragon Flight) Assist: None Ki: 0
Okizeme/Setplay
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
Okizeme
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
Side Swaps
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
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
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
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
Sparking (Corner)
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
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
Combo
Sparking Blast/Limit Break: Level 1 Assist: None Assist: None Ki: 0 Super Kamehameha/Dragon Fist Explosion: Normal
Spirit Bomb Combos
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
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: Gohan (Teen) (A - Super Dragon Flight) Assist: None Ki: 1.25
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
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: Kid Buu (A - Arm Ball) Assist: None Ki: 1.2
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