214 H > 5 M 1 M 5 H 5 S S > j 236 M > j L L (1) 2 H > j 9 > j M S > j 236 H > Vanish > (land) 66 > 5 ( L ) L L > SD > j S > j 236 H > j 214 L + M
7018 in limit break
6.160
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 5.5
214 H > 66 > 5 L L L > SD > j M (1) 2 H > j 9 > j M S > j 236 H > Vanish > (land) 66 > 1 M 5 M > 9 > j L L (1) 2 H > j 9 > j L L (1) S > j 236 H > j 236 L + M
Max meter spend from 214H read or vanish punish (does 6856 with LB)
6.025
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 5.5
214 H > 66 > 5 L L L > SD > j L M (1) L 2 H > j 9 > j L L S > j 236 M
3.495
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0.5
5H Rejumps
5 H > dl SD > j M (1) dl L dl L > (land) 66 9 > j L L (1) 2 H > j 9 > j 4 L 4 L M S > j 236 M > Vanish > 5 ( L ) L L > 214 L
You can extend with assists if you have them instead of using vanish
4.470
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 1
5 H > dl SD > j M (1) dl L dl L > (land) 2 S > j 236 M > j L L (1) 2 H > j 9 > j 4 L 4 L M S > j 236 M
4.365
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
5 H > dl SD > j M (1) dl L dl L > (land) 66 9 > j L L (1) 2 H > j 9 > j 4 L 4 L M S > j 236 M
3.835
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
Blockstring/Mixup
xx > j H > j 236 M > A1 > j 66 L
236M/236H jail from any air string ending in jH. Using an assist after the mystic ball allows for a high/low 50/50 between:
1) airdash jL
2) land 2L
236H works with more assists than 236M.
2S > 236H is a true string, that is only escapable with a guard cancel reflect from the 2S blockstun, and results in the same mixup.
0
Blockstring/Mixup
Sparking Blast/Limit Break: No Sparking Nor 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
Blockstring/Mixup
Sparking Blast/Limit Break: 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
Blockstring/Mixup
Sparking Blast/Limit Break: No Sparking Nor Limit Break
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
Blockstring/Mixup
Sparking Blast/Limit Break: No Sparking Nor Limit Break
xx > j H > j 236 M > A1 > j 66 L
236M/236H jail from any air string ending in jH. Using an assist after the mystic ball allows for a high/low 50/50 between:
1) airdash jL
2) land 2L
236H works with more assists than 236M.
2S > 236H is a true string, that is only escapable with a guard cancel reflect from the 2S blockstun, and results in the same mixup.
0
Blockstring/Mixup
Assist: None Assist: None
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
Blockstring/Mixup
Assist: Goku (GT) (A - Kamehameha) Assist: Bardock (A - Rebellion Spear)
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
Blockstring/Mixup
Assist: None Assist: None
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
Blockstring/Mixup
Assist: Any Assist: Any
xx > j H > j 236 M > A1 > j 66 L
236M/236H jail from any air string ending in jH. Using an assist after the mystic ball allows for a high/low 50/50 between:
1) airdash jL
2) land 2L
236H works with more assists than 236M.
2S > 236H is a true string, that is only escapable with a guard cancel reflect from the 2S blockstun, and results in the same mixup.
0
Blockstring/Mixup
Ki: 0
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
Blockstring/Mixup
Ki: 0
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
Blockstring/Mixup
Ki: 0
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
Blockstring/Mixup
Ki: 0
Corner Combos
5 M 5 S > dl 5 H > 5 L H S S > 236 M > j L L ~ 2 H > 9 > j L 4 L M H
Alternate corner combo route, can end with supers instead to kill or get oki with level 3.
4.967
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
5 M 1 M 5 H 5 S S > 236 M > j L L ~ 2 H > 9 > j L 4 L M H ->
5 M 1 M 5 H 5 S S > 236 M > j L L ~ 2 H > 9 > j L 4 L M S > j 236 L + M ->
5 M 1 M 5 H 5 S S > 236 M > j L L ~ 2 H > 9 > j M S > j 236L
Confirm for using 5H as your smash hit. First route is the typical ender, second is for super ender, third is for assist extensions.
4.655
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
j H > (land) 5 L L 5 M 2 S > j M (1) L S > (land) 5 L > 9 > j M (1) L L 2 H > SD > j 4 L 4 L M (1) 2 H > j 9 > j 4 L 4 L M H
Corner only. Works on all crouching opponents. jH forces the opponent to crouch, so this works from jL/jM/jH starters with no adjustment.
3.912
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
Corner Combos (Assisted)
5 M M H S S > 236 M > j L L 2 H > 8 > j M S 236 L > A1 > (land) > 2 S 236 M > j L L 2 H > j L L L > A2 > j 236 S
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: Goku (GT) (A - Kamehameha) Assist: Gohan (Teen) (A - Super Dragon Flight) Ki: 0
2 H
There's an assist > 5L > DR at the end.
Combo is still applicable without assists.
5.653
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: Goku (SSJ) (A - Kamehameha) Assist: Goku (SSGSS) (B - Divine Void Strike) Ki: 1
Midscreen Combos
1 M 5 M > 9 > j M (1) L L 2 H > SD > j 4 L 4 L M (1) 2 H > j 9 > j 4 L 4 L M H > j 236 L M
4.777
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
j L > j M (1) H > 5 L > 5 L > 1 M 5 M > 9 > j M (1) L L 2 H > SD > j 4 L > j 4 L > j M ~ j 2 H > j 9 > j 4 L > j 4 L > j M H > j 236 L M
4.247
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
2 H > SD > j L L 2 H > 9 j L L H
3.210
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
Midscreen Combos (Assisted)
1 M 5 M
Works with most pop up assists or some form of variation. use jH for easier conversions. Whole video has harder, more damaging extensions
4.772
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: Goku (SSGSS) (B - Divine Void Strike) Assist: None Ki: 0
Okizeme/Setplay
1 M 5 M > 9 > j M L L 2 H > SD > j L 4 L M 2 H > 9 > j L 4 L M H > (land) > j S > j 236 M > dl A1 > dl 66 j L M H 1 M 5 M > 9 > j M L L 2 H > SD > j L 4 L M 2 H > 9 > j L 4 L M H > (land) > j S > j 236 M > dl A1 > 2 L
Corner only and covers all techs. Universal. Loses to Gogeta DP and all level 3s.
3.972
Okizeme
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: Gohan (Adult) (A - Jet Uppercut) Assist: None Ki: 0
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
Okizeme
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
Side Swaps
1 M 5 M > 9 > j M ~ L L 2 H > dl SD > j 4 L > j 4 L > j M ~ j 2 H > j 9 > j 4 L > j 4 L > j M H
3.972
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
j L M ~ H > 5 L L 5 M 2 S > j M ~ L S > (land) 5 L > 9 > j L M ~ L 2 H > dl SD > j M S > j 236 M > M + H > (land) 66 DR > 236 M > j L L M
As of v1.21 this setup is still best for solo snap off an overhead starter, but the 236M meaty no longer works due to delayed incoming.
Solo snap corner setup using the overhead starter 5M2S route. Works from any overhead.
3.805
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 dl L L L
Very useful for putting your opponent back into the corner after 2Hing their jump in/SD with your back to the corner.
2.950
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
Sparking (Corner)
1 M > 5 M (1) 5 H > 8 > j S > j 66 > j L > j S > 5 M (1) 5 H > 8 > j S > j 66 > j L > j S > 5 M (1) 5 H 5 S ~ S > j 236 M > j L L (1) 2 H > j 9 > j L L (1) S > j 236 L M
1 M > 9 > j S > j 66 j L > j S > (land) 5 M ~ 2 M > 9 > j S > j 66 > j L > j S > (land) 5 M ~ 2 M > 9 j S > j 66 > j L > j S > (land) 5 M ~ 2 M > 2 H > SD > j L > j M ~ j L > j 9 > j L j L ~ j L > 214 L M
1 M 5 M > 9 > j M ~ j L > j H > [ Vanish ] > j S > 66 > j L > j S > 5 M > 9 > j L M (1) L 2 H > SD > j L M (1) L 2 H > 9 > j L L L
2 M 5 M > 7 > j M > 7 > j M S > j L > j S > 5 M > 7 > j M > 7 > j M S > j S > 5 M > j L > j M 2 H > S H > j L > M > j L > 9 > j L L L
-Big body
-Corner
4.832
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
Staircase loops (Midscreen)
2 H > SD > dl > j L L S > j L L > j S > j L L (1) 2 H > j 7 > j L L S > j L L > j L > j 236 L M
Bigs only?
5.322
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
1 M 5 M > 9 > j M ~ dl j L > j 9 > dl j L > dl j L > dl j S > j L L (1) 2 H > SD > j L L L
3.987
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
Super Dash Combos
SD > j M (1) L L > j 9 > j L L S > j 236 H > j L L L
2.725
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
SD > j M (1) dl L dl L > (land) 9 > j L L (1) 2 H > SD > j 4 L 4 L M (1) j 2 H > j 9 > j 4 L 4 L M H
2.662
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
ToDs
2 H > spark
This is really hard to do out of corner.
After the firsts blueku assist, it's 5H neutral jump j2H
10.073
Combo
Sparking Blast/Limit Break: Level 1 Assist: Goku (SSGSS) (B - Divine Void Strike) Assist: Goku (SSJ) (A - Kamehameha) Ki: -1.5
2 H spark
10.041
Combo
Sparking Blast/Limit Break: Level 1 Assist: Goku (SSGSS) (B - Divine Void Strike) Assist: Goku (SSJ) (A - Kamehameha) Ki: 0
5 H
10.018
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: Goku (SSJ) (A - Kamehameha) Assist: Goku (SSGSS) (B - Divine Void Strike) Ki: 3
Vanish Combos
1 M 5 M > 9 > j M ~ j 2 H > SD > j M ~ j 2 H > 9 > j L L S > j 236 M > dl M H > (land) 66 > 5 ( L ) L L > SD > j L M ~ L > 9 > j L M ~ L H > j 236 L + M
Vanish extension ender for going directly into supers, or for decent soft knockdown.
5.714
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 1
1 M > 5 M > 9 > j M ~ j 2 H > SD > j M ~ j 2 H > 9 > j L > j L > j S > j 236 M > dl M H > 66 > 5 ( L ) > 5 L > 5 L > SD > j M ~ j 2 H > j 9 > j 4 L > j 4 L > j M > j H
Doesn't combo directly into supers, but does the most damage from no scaling.
5.021
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
5 M > 1 M > 2 H > SD > j 4 L > j 4 > j M ~ j 2 H > j 9 > j 4 L > j 4 L > j M S > j 236 M > dl M H > 66 > 5 ( L ) L L > SD > j M (1) L L > 9 > j L L > j S
4.975
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
5M(1) 5S/2S links
5 M ~ 2 S > j 66 > j L > j S > (land) 5 M > 9 > j M ~ j L > j 9 > j M S > j L > j S > (land) 5 M ~ 5 S > 5 H > 5 L L L > 214 L > 236 L M
5.435
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
5 M 5 S S > j 236 M > j L M (1) 2 H > j 9 > j 4 L 4 L M H
Corner
4.050
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 0
236 M > Vanish > 66 > 5 M > 2 S > j 66 > j L > j S > (land) > 5 M > 9 > j M ~ j L > j 9 > j L > j M S > j L > j S > (land) > 5 M ~ 1 M > 5 S > 214 L > 236 L M
3.915
Combo
Sparking Blast/Limit Break: No Sparking Nor Limit Break Assist: None Assist: None Ki: 1.85
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