Combo Notation Guide | Character Name Abbreviations | |||||||||
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Preface
Baseku is one of the most complex characters in DBFZ when it comes to combos. Figuring out how all his routes work will take a lot of labbing, especially since several different delays are required to make his best combos work and they make managing hitstun decay (HSD) more difficult.
However, rest assured that he still has ways to keep things simple. If you're just starting out, try not to get too lost in the sauce here; skimming through the "Very Easy" and "Easy" difficulty routes and getting the hang of those will be more than enough for you to dish out decent damage. Later on, once you feel ready to try Medium difficulty rejumps, it's highly recommended to learn them as they allow Goku's crazy damage to finally flourish, and let him always get his best ender: 2SSS.
More advanced routes in "Hard" and "Very Hard" difficulty are for those who truly want to push the character to his limits.
Midscreen
Every combo below works off any starter unless specified otherwise. Meter build for combos with a 2SSS ender does not count the extra meter built by the free Genki charge it gives you.
Meterless
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > jc > j.MLS2H > SD > j.MLLS2H > jc > j.LLS2H > j.2M | 4662 | 1.2 | All | Very Easy | Universal basic midscreen combo (a.k.a BnB, bread n butter). Use the air combo after SD for DR/2H confirms as well. Cancelling from j.S might take some getting used to, as you have to time it later than you may think, but not too late. |
... SD j.MLLS2H > jc.7L > delay j.LL > j.S, j.LLS2H > j.2M | 4884 | 1.5 | All | Hard | Stylish link unique to Baseku and SS Goku. Jump cancel backwards. Delay on j.LL varies based on character size because you want j.S to hit meaty at a perfect distance. Some players say delaying SD makes this more consistent for them. |
5L > 5LL > 2M > delay 5M > jc.7L > delay j.LL > j.S, j.LLS2H... | ? | ? | All | Hard | Starting the combo with a j.S j.L link. Only works off 5LL starters. |
2M > 5M > jc.8L > delay j.LL > j.S, j.LLS2H... | ? | ? | Medium-size and above only | Hard | j.S j.L link after 2M starter. |
5M > 2M > 5H > 236S > SD > j.LLS2H > jc.LMLS2H > j.2M | 4897 | 1.25 | All | Very Easy | Basic horizontal midscreen BnB. Builds very slightly less meter but has more damage and corner carry. 236S > SD only works at around fullscreen or in the corner; note that there's a sour spot near the corner where it drops (skip the beam if you think you're there). |
... SD j.MLS2H > jc.7L > delay j.LL > j.S > j.LLS2H > j.2M | 5180 | 1.4 | All | Hard | Another example of where you can use the j.S j.L link if you're able to execute it. |
5M > 2M > 5H > 236S, 3S > 3SS > 3SSS > SD > j.LLS2H > jc.LMLS2H > j.2M > Vanish > j.DR | 6061 | 0.49 | All | Very Easy | High damage at the expense of resourceless knockdown. Use this when you really want to get the kill. |
... SD > j.LLS2H > dl jc.LLSH > Assist > j.DR | 5836 | 1.52 | All | Easy | Alternative ender with an assist. |
... jc.LLS > j.236S[2] | ? | ? | All | Very Easy | Downwards beam gives Goku a knockdown, but it's far too short allow for oki. Only really useful to go into DHCs after you've already consumed Down Smash. Drops at high hitstun decay. |
5M > 2M > 5H > [SD] > 66 j.M ▷ 669 > j.LMS2H > jc.LMLS > j.236S > SD > j.MLS2H > j.2M | 5137 | 1.55 | All | Medium | Standard 5H rejump. Unlike other characters, Baseku doesn't need to delay SD for this. 66 is an airdash, 669 is a dashjump (buffer it in as j.M hits). Hold down SD until after your dashjump. End with j.LLS2H if you reach the corner. |
5M > 2M > 5H > SD > 66 j.M ▷ 669 > j.L > delay j.LLS > j.2H > jc.LMLS... | 5137 | 1.51 | All | Medium | Sideswitch alternative. For this one you don't hold down SD but you delay j.LL. Combo is the same from there onwards. |
5M > 2M > 5H > delay [SD] > 66 j.M ▷ 669 > j.LMLS2H jc.LMLS... | 5152 | 1.65 | All | Medium | Optimal version of this rejump, with an extra j.L. Good practice to prepare for his better rejumps. Delay SD roughly until the opponent splats off the wall, so it catches them low to the ground. If you didn't delay it enough, j.S before the beam will drop. |
5H > delay SD > 66 j.L > delay j.S ▷ 66 5L > 5LL > 5LLL > 236S > SD > j.LLS2H > jc.LMLS2H > j.2M | 4784 | 1.6 | All | Medium | 5H rejump specific to Base Goku. More damage than the standard rejump (check the starter). Delay on j.S is pretty small. |
... 5LLL > 236S, 3S > 3SS > 3SSS | 4580 | 1.1 | All | Medium | Ender for 3SSS knockdown. You get a free Genki charge after this ender. |
... 5LLL > 236S > SD > 66 j.L > delay j.S ▷ 2M > delay 5S(5) > 5H > 2S > 2SS > 2SSS | 4712 | 1.65 | All | Hard | Use this ender if you reach the corner before 236S. Landing all five 5S ki blasts is rather precise, so it's recommended to only use 1 or 2, but experiment to see how many you're comfortable with. |
... 3SSS > 236S | +100-150 | +0.15 | All | Very Easy | Squeeze in more damage before supers after 2SSS enders. Can also be followed up with assist > j.DR in the corner. |
... 3SSS > 236L > Assist... | ? | ? | All | Easy | Used for assist extensions after 2SSS midscreen. 236S is better otherwise. |
... 3SSS > 236S[9] > SD... | ? | ? | All | Easy | Used to get another air combo if HSD is low enough. |
... 3SSS > 236S[9] > Level 3 | ? | ? | All except KRL and VDL at high HSD | Easy | A way to combo into Super Spirit Bomb solo if you happen to end in 2SSS due to muscle memory. |
... delay j.S ▷ 2M > 5H > 2S > 2SS > 236S[9] > SD > j.LLS2H > jc.LMLS2H > j.2M | 4932 | 1.65 | All except BRO | Medium | Alternative route. Using only one 2S before the beam makes it more consistent and allows it to work on Z Broly. |
... delay j.S ▷ 2M > 5M > sjc.LM2H > jc.LMLS > j.236S > SD > j.MLS2H > j.2M | 4867 | 1.6 | All | Medium | Another alternative route. End with j.LLS2H if you reach the corner. |
5H > delay SD > long delay j.M > long delay j.S ▷ 2M > 5M > sjc.LM2H > jc.LMLS > j.236S > SD > j.MLS2H > j.2M | 5107 | 1.6 | All | Very Hard | A more optimized rejump to replace j.LS with j.MS, boosting the overall damage. Delays are very big and very precise. Linking 5M after j.S is easier than 2M, if you need it a little easier. |
5H > delay SD > long delay j.M > long delay j.S > 66 5LLL > 236S > SD > long delay j.M > long delay j.S ▷ 2M > long delay 5S(5) > 5H > 2S > 2SS > 2SSS | 5042 | 1.65 | All | Very Hard | Ender for when you reach the corner before 236S, but much harder. It also tends to drop in long combos where using j.LS would not, due to consuming more HSD. |
5H > delay SD > delay j.M > delay j.S ▷ 5L > 5LL > sjc.LM2H > jc.LMLS > j.236S > SD > j.MLS2H > j.2M | 4927 | 1.51 | All | Hard | Easiest version of the j.MS rejump as every delay is smaller and more lenient, including the delay on SD. |
5H > delay SD > delay j.M > delay j.S ▷ 66 5L > 5LL > 5LLL > 236S, 3S > 3SS > 3SSS | 4320 | 0.95 | All | Hard | Ender for 2SSS knockdown. Make sure to delay SD as much as possible for this one or 5LLL won't land consistently. |
5H > 236S > delay SD... | ? | ? | All | Very Hard | Baseku's strongest rejump setup. You can use any of the previous rejumps after this, but the delay on SD is even harder to time. However, it's worth it as it boosts his damage significantly. |
5M > 2M > 5H > 236S > delay SD > delay j.M > delay j.S ▷ 66 5L > 5LL > 5LLL > 236S > delay SD > 66 j.L > delay j.S ▷ 2M > 5M > jc.LL2H > jc.M2H > j.2M | 5814 | 1.85 | All | Very Hard | Baseku's highest damage meterless midscreen combo. Very tight on HSD; ending in jc.LLS2H jc.2H j.2M instead of j.M2H is more consistent. |
IAD j.MS > dash 5L > 5LL > 2M > 5H > 236S > delay SD > delay j.M > delay j.S ▷ 66 5L > 5LL > 5LLL > 236S > SD > j.MS2H > jc.LLS2H > j.2M | 4325 | 1.9 | All | Very Hard | Example of a scaled combo using the beam rejump. |
... 5LLL > 236S, 3S > 3SS > 3SSS | 3995 | 1.4 | All | Very Hard | Same combo but with a 2SSS ender. Sadly, if you reach the corner in the middle of this combo, you won't be able to get this ender as HSD gets too high for another rejump. |
5M > 2M > 5H > 236S, 3S > 3SS > 3SSS > SD > delay j.M > delay j.S ▷ 2M > 5M > jc.LM > j.236S > SD > j.MS2H > jc.LLL > Assist > j.DR | 6468 | 2.1 | All | Very Hard | Example of a max damage combo with an assist, using a similar rejump after 2SSS. |
5S(6) > 236S, 3S > 3SS > 3SSS | 2020 | 0.73 | All | Easy | Simple confirm off all hits of 5S. Skipping the beam and going straight into 3S is more consistent, especially if 5S caught the opponent airborne. |
5S(6) > 236S > delay SD > 66 j.L > delay j.S ▷ 2M > 5M > sjc.LMLS2H > SD > j.MLLS2H > jc.LLS2H > j.2M | 3025 | 2.1 | All | Hard | Example of a 5S(6) confirm using a rejump. |
2H > SD > j.M2H > jc.M2H > j.2L > assist ▷... | ? | ? | All | Easy | Assisted 2H confirm that keeps sliding knockdown. Note that j.2L has a lot of recovery, so how you can extend after your assist call can vary greatly. j.2M is much easier to use but spends skd. |
Metered
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 236H > dash 2M / 5L... | ? | ? | All | Very Easy | Very potent starter for maximizing damage, replacing Smash 5H. You can also whiff Spark after 236H if you're feeling murderous. |
2M > 5M > jc.LLS > j.236H ▷ 236S, dash 2M > 5M > sjc.LLS2H > jc.LMLS > j.236S > SD > j.MS2H > j.2M | 5754 | 0.66 | All | Hard | High-damage combo off 2M > 5M starters that makes 236S hit meaty. Dash 2M is tight on small characters. Omitting 236S makes the combo much easier but less damaging. |
IAD j.MS > dash 5L > 5LL > 2M > 5M > jc.MS > j.236H ▷ 236S, dash 2M > 5M > jc.LM > j.236S > SD > j.MS2H > jc.M2H > j.2M | 4300 | 0.75 | All except KRL | Hard | Scaled version of the above. |
5M > 2M > 5H > 236S, 3S > 3SS > 3SSS > SD > delay j.M > delay j.S ▷ dash 5L > 5LL > 5LLL > 236S > SD > j.ML2H > jc.LML2H > j.2M > delay Vanish > dash DR | 6638 | 0.95 | All | Very Hard | Maximizing damage before Supers solo. |
1/2/3SSS > delay j.236H... | ? | ? | All | Easy | Baseku's go-to combo extender after landing raw 2SSS. |
2H > SD > j.M > jc.MS > j.236S[2] > delay Vanish... | 3180 (before Vanish) | 0.51 (before Vanish) | All | Easy | 2H conversion for maximizing damage with a grounded Vanish extension. Don't delay the Vanish too much or the opponent will be put into SKD. |
...Vanish, dash 5L > 5LL > 5LLL > 236S, 3S > 3SS > 3SSS | 1905 (from 214L) | -1 | All | Very Easy | Vanish confirm. 2SSS sliding knockdown. Dashing in deep before 5L will make this sideswitch. |
... 5LLL > 236S > SD > j.LLS2H > jc.LMLS2H > j.2M | 2315 | -1 | All | Very Easy | Ender for more damage but worse oki. |
... Vanish, dash 2M > 5H > 2S > 2SS > 236S[9] > SD > j.LLS2H > jc.LMLS2H > j.2M | 2420 | -1 | All except BRO | Easy | Alternative route. Do only one 2S before 236S[9] to make this consistent and usable against Z Broly. |
... Vanish, dash 2M > 5M > sjc.LMLS2H > jc.LMLS > j.236S > SD > j.MLS2H > j.2M | 2485 | -1 | All | Easy | Another example. You may have noticed Baseku's Vanish confirms are the same as his routes after his advanced 5H rejumps. |
... Vanish, dash 5L > 5LL > 5LLL > 236S > delay SD > delay j.M > delay j.S ▷ dash 5L > 5LL > 5LLL > 236S > SD > j.MS2H > jc.LLS2H > j.2M | 2705 | -1 | All | Very Hard | Optimized Vanish confirm using a beam rejump. You can get more damage by whiffing 5L at the start and adding another j.L at the end. |
... Vanish, IAD slight delay j.M > delay j.S ▷ 2M / dash 5L... | ? | -1 | All | Medium | Optional bit of extra damage you can tack on at the start of your grounded Vanish confirms. |
... jc.LLS > j.236S > Vanish > delay j.236L (whiff) > j.LLS2H > j.2M | ? | -1 | All | Easy | High altitude Vanish ender for when you want to do more than just j.DR. Delay on j.236L is small but lenient. Can end in j.LLL instead. Use j.S j.236L instead of j.S j.236S at high HSD. |
5LL > 2M > 5M > jc.LLS2H > SD > j.MLLS2H > jc.LLS > j.236S > Vanish > delay j.236L (whiff) > j.LLS2H > j.2M | 4042 | 0.34 | All | Easy | Example combo for the above. End with j.2H > j.2M for better damage but a worse knockdown. |
236H ▷ dash 2M > 5M > sjc.LMLS2H > jc.LMLS > j.236S > SD > j.MLS2H > j.2M | 3700 | 0.1 | All | Easy | Heavy shoulder confirm example. These also function similarly to Vanish confirms and can be used after 214H as well. Cut out a j.L from the end part if you reach the corner. |
214H ▷ dash 5L > 5LL > 5LLL > 236S, 3S > 3SS > 3SSS | 3370 | -0.25 | All | Easy | Heavy shoulder / back throw confirm for 2SSS knockdown. |
214H ▷ IAD j.M dl j.S ▷ 2M > 5M > sjc.LMLS2H > jc.LMLS > j.236S > SD > j.MS2H > j.2M | 3900 | 0.26 | All | Easy | 214H route example for j.2M ender. |
214H ▷ dash 5L (whiff) > 5LL > 5LLL > 236S > SD > j.M dl j.S ▷ 66 5L > 5LL > 5LLL > 236S > SD > j.MS2H > jc.LLS2H > j.2M | 4270 | 0.9 | All | Medium | Optimized 214H route for j.2M ender. |
214H > delay j.236S ▷ dash-up 5L / 2M... | ? | ? | All | Medium | Back throw-specific confirm that lets you get a good couple hundred more damage than a standard one. |
5S(6) > 236S > SD > j.MS > j.236H... | ? | ? | All | Easy | 5S(6) conversion for damage. |
... j.2M / j.2L > delay Vanish > 214M, 236S | ? | ? | All | Medium | Baseku's highest-damaging solo combo ender, beating runup DR by a smidge. The Vanish must land as low to the ground as possible. |
... 2SSS > 214L > Vanish, DR > 236S | ? | ? | All | Easy | Good way to maximize solo pre-Super damage after a corner 2SSS ender. |
... j.2M > delay Vanish > 214M > assist > DR > 236S | ? | ? | All | Medium | Baseku's highest-damaging combo ender with assists. |
... Vanish > j.236S > Level 3 | ? | -4 | All | Very Easy | Reliable way to combo into Super Spirit Bomb solo at any HSD. |
Spirit Bombos
All combos below assume a Lv1 charge since it's recommended to stick with that. Bombs with more charges will lead to more damage but burn through hitstun decay faster, so plan your routes accordingly if you get those extra charges.
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
214S > SD > j.MLS2H > jc.LLS2H > j.2M | 4020 | 1.46 | All | Very Easy | Standard confirm for when you land Spirit Bomb raw. |
214S > 2S > 2SS > 2SSS > delay SD > delay j.M > delay j.S ▷ dash 5L > 5LL > 5LLL > 236S > SD > j.MS2H > jc.LLL > Assist > j.DR | 5426 | 2.24 | All | Very Hard | Example of a Spirit Bomb confirm using the 2SSS rejump. |
5M > 2M > 5H > 236S, 3S > 3SS > 214S > SD > j.MS2H > jc.LLS2H > j.2M | 5740 | 1.8 | All | Easy | Huge upgrade from his BnB. |
... 214S, dash 1S > 1SS > 1SSS | 5010 | 1.4 | All | Easy | Less damage, but still more than the BnB and lets you recharge the bomb immediately. The dash is only there for extra meter; you can just do 3S instead. |
5M > 2M > 5H > 236S, 214S, 3S > 3SS > 3SSS > 236S[9] > SD > j.MS2H > jc.LLS2H > j.2M > Vanish > j.DR | 6758 | 1.14 | All | Easy | Maximizing solo damage with Genki. |
... delay j.S ▷ dash 5LLL > 236S > 214S > 3S > 3SS > 3SSS | ? | ? | All | Hard | Strong ender for Baseku's advanced rejumps. If you've reached the corner, omit 236S and do backdash 1SSS after the bomb. If you push the combo too hard you'll find 2SS starts to drop, so be careful with max damage routes. |
2H > SD > j.M2H > jc.MH ▷ 214S > SD > j.MLS2H > jc.LLS2H > j.2M > Vanish, j.DR | 5921 | 0.9 | All | Easy | Very painful 2H punish. |
... 214S ▷ SD > j.MLL2H > jc.7L > delay j.LL > j.S, j.LLS2H > j.2M > Vanish, j.DR | 6083 | 1.2 | All | Hard | Even more painful 2H punish. |
214M, 214S > SD > j.MLLS2H > jc.LLS2H > j.2M > Vanish, j.DR | 4231 | 0.7 | All | Easy | M grab confirm with Spirit Bomb. |
214M, 214S > SD > j.MLLS2H > jc.7L > delay j.LL > j.S, j.LLS2H > j.2M > Vanish, j.DR | 4401 | 0.91 | All | Hard | Harder M grab confirm with Spirit Bomb. |
... 214S > Level 3 | ? | ? | All | Very Easy | Consistent way to combo into Super Spirit Bomb at any HSD. |
DR > j.M2H > jc.MH ▷ 214S > SD > j.LL2H > jc.L4LMS > j.236L > Vanish > j.236S > Level 3 | 4259 (before Super); 6371 | -1.35 | All | Easy | Maximizing damage off DR. Super Spirit Bomb is the only Super he can go into off this combo. Remember to hold down DR to get all 31 hits! |
5M > 2M > 5H > 236S, 3S > 3SS > 3SSS > 214S, 1S > 1SS > 1SSS > j.236S > SD > j.M2H > jc.LLS > j.236L > Vanish, j.DR | 7294 | 1.45 | All except GTG | Easy | High damage combo with Level 3 Genki, featuring a cool link up in the skies. j.DR will not land if you've reached the corner because of HSD. |
Kaioken
Combo | Kaioken Level | Damage | Notes |
---|---|---|---|
...▷ 236L+M ~ 5S ~ 2L ~ 2S ~ L+M | x2 (3 Hits) | +774 | #1. Ol' reliable, will work off literally anything. |
...▷ 236L+M ~ 5S ~ 5M ~ 2S ~ L+M | x2 (3 Hits) | +774 | #2. Sideswitch version. |
...▷ 236L+M ~ 5H ~ 5M ~ 2S ~ L+M | x2 (3 Hits) | +783 | #3. Go-to after j.2M enders. |
...▷ 236L+M ~ 5L ~ 5S ~ 5H ~ L+M | x2 (3 Hits) | +783 | #4. Use this after close-to-the-ground j.DR enders. |
...▷ 236L+M ~ 5S ~ 2L ~ 5H ~ L+M | x2 (3 Hits) | +783 | #5. Use this after grounded DR enders or near the corner. |
...▷ 236L+M ~ 5S ~ 2L ~ 5L ~ 2M ~ 2S ~ L+M... | x3 (5 Hits) | +990 | #1. |
...▷ 236L+M ~ 5S ~ 2L ~ 5M ~ 2M ~ 2S ~ L+M... | x3 (5 Hits) | +990 | #2. Sideswitch version. |
...▷ 236L+M ~ 5H ~ 5M ~ 5S ~ 2L ~ 2S ~ L+M... | x3 (5 Hits) | +1008 | #3. Use after j.2M enders. |
...▷ 236L+M ~ 5L ~ 5S ~ 5H ~ 5M ~ 2S ~ L+M... | x3 (5 Hits) | +1008 | #4. Use after close-to-the-ground j.DRs. Do 2M instead of 5M to sideswitch. |
...▷ 236L+M ~ 5S ~ 2L ~ 5H ~ 5M ~ 2S ~ L+M... | x3 (5 Hits) | +1008 | #5. Use this after grounded DR enders or near the corner. Use 2M instead of 5M to sideswitch. |
...▷ 236L+M ~ 5S ~ 5L ~ 5M ~ 5S ~ 5H ~ 2M ~ 2S ~ L+M... | x20 (7 Hits) | +1215 | #1. |
...▷ 236L+M ~ 5S ~ 5L ~ 2L ~ 5S ~ 5H ~ 2M ~ 2S ~ L+M... | x20 (7 Hits) | +1215 | #2. Sideswitch version. |
...▷ 236L+M ~ 5H ~ 5M ~ 5S ~ 2L ~ 5L ~ 2M ~ 2S ~ L+M... | x20 (7 Hits) | +1224 | #3. Use after j.2M enders. |
...▷ 236L+M ~ 5L ~ 5S ~ 5H ~ 5M ~ 2M ~ 2L ~ 2S ~ L+M... | x20 (7 Hits) | +1224 | #4. Use after close-to-the-ground j.DRs. |
...▷ 236L+M ~ 5S ~ 2L ~ 5H ~ 5M ~ 5L ~ 2M ~ 2S ~ L+M... | x20 (7 Hits) | +1224 | #5. Use this after grounded DR enders or near the corner. |
...▷ 236L+M ~ 5H ~ 5S ~ 5M ~ 2M ~ 2S ~ L+M... | x3 (5 Hits) | 2947 | 214M confirm route. If you're in KKx2 or intend to use Lv2, it's better to just do 214M > Kaioken Finisher instead of a full route. |
...▷ 236L+M ~ 5H ~ 5S ~ 5M ~ 2L ~ 5L ~ 2M ~ 2S ~ L+M... | x20 (7 Hits) | 3163 | 214M confirm route for KKx20. Just do raw Finisher if you want to Lv2. |
...▷ 236L+M ~ 5L ~ 2M ~ 2L > DHC | x2 (3 Hits) | +324 | Happy Birthday route. Finisher does not catch assists. If you have an air-tracking DHC, end with 2S for 333 damage. |
...▷ 236L+M ~ 5L ~ 2M ~ 2L ~ 5L ~ 2L (~ H+S) > DHC | x3 (5 Hits) | +522 | Happy Birthday route for KKx3. End with 2S for 540 before Lv2. |
...▷ 236L+M ~ 5L ~ 2M ~ 2L ~ 5L ~ 2L ~ 5L ~ 2L (~ H+S) | x20 (7 Hits) | +732 | Happy Birthday route for KKx20. End with 2S for 762 before Lv2. |
Notes
- Kaioken 5S is easier to combo into than 5L; use 5S after 2SSS > 236S or any combo that doesn't end with a sliding knockdown.
- Ending Kaioken x20 routes in 5L > 2M > 2S ensures you get the best possible Level 2 oki at +26 (whereas normally it's +25).
- The Happy Birthday routes don't work well on Krillin.
Corner
Meterless
Meter build for combos with a 2SSS ender does not count the extra meter built by the free Genki charge it gives you.
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
5M > 2M > 5H > 236S > SD > 66 j.LS ▷ 5L > 5LL > 5LLL > 236S > SD > 66 j.LS ▷ 5LLL > SD > j.MS2H > jc.LL2H > j.2M | 5919 | 2.1 | All | Very Easy | Unscaled corner BnB with autotimed loops. |
IAD j.HS > 5L > 5LL > 2M > 5H > 236S > SD > 66 j.LS ▷ 5L > 5LL > 5LLL > 236S > SD > 66 j.LS ▷ 5M > jc.LLS2H > jc.LL2H > j.2M | 4545 | 2.15 | All | Very Easy | Scaled version. |
5L > 5LL > 2M > 214L, dash 5L > 5LL > 5LLL > 236S > SD > 66 j.LS ▷ 5L > 5LL > 5LLL > 236S > SD > j.ML2H > jc.LML2H > j.2M | 4075 | 2 | All | Easy | Back-to-corner sideswitch route. A similar combo can be done off raw 214L. Doing 214L, dash 2M > 5H > 236S sometimes nets more damage depending on the starter. |
... SD 66 j.L > delay j.S ▷ 2M > 5M... | ? | ~2.2 | All | Easy | Alternative ender with a short delay on j.S, replacing 5LL with 2M 5M for slightly more damage. |
... SD 66 j.L > delay j.S ▷ 2M > delay 5S(5) > 5H > 2S > 2SS > 2SSS | ? | ? | All | Medium | The ender you want to use in most scenarios. Landing all five 5S ki blasts is rather precise, so it's recommended to only use 1 or 2, but experiment to see how many you're comfortable with. |
... 2SSS > 236S | +100-150 | +0.15 | All | Very Easy | Squeeze in more damage before supers after 2SSS enders. Can also be followed up with assist > j.DR in the corner. |
... 2SSS > 236S[9] > Level 3 | ? | -2.85 | All except KRL and VDL at high HSD | Easy | Good way to go into Super Spirit Bomb if you went for a 2SSS ender. You can also just do the Lv3 right after 2SSS. |
... 236S > SD > delay j.M > delay j.S > 5L > 5LL... | ? | ? | All | Easy | Alternative way to rejump into 5L. Delays are pretty lenient. This does more damage than j.LS but burns through hitstun decay slightly faster. This means doing one j.MS rejump then one j.LS rejump tends to be optimal more often than not. |
... 236S > SD > long delay j.M > long delay j.S ▷ 2M... | ? | ? | All | Hard | Strong but difficult ender. Sometimes this drops when j.LS 2M wouldn't, so be careful with HSD. |
5M > 2M > 5H > 236S > SD > 66 j.M > j.236S ▷ 5L > 5LL > 5LLL > delay 236S > SD > long delay j.M > long delay j.S > 2M > 5M > jc.LL2H > jc.M2H > j.2M | 6049 | 1.9 | All except BRO | Hard | Alternative routing with optimized rejumps, as well has his strongest meterless corner combo with SKD. Delaying 236S after 5LLL keeps Goku closer to the corner; not doing so will make SD drop. 5LLL doesn't sideswitch against Z Broly. |
... delay 236S > SD > long delay j.M > long delay j.S > 2M > delay 5S(5) > 5H > 2S > 2SS > 2SSS | 6002 | 1.9 | All except BRO | Very Hard | Same combo but with an optimal ender for 2SSS. |
IAD j.HS > 5L > 5LL > 2M > 5H > 236S > SD > 66 j.M > j.236S ▷ 5L > 5LL > 5LLL > delay 236S > SD > j.ML2H > jc.LML2H > j.2M | 4515 | 2.1 | All except BRO | Hard | Scaled version. 2SSS ender not possible off this combo. |
IAD j.HS > 5L > 5LL > 2M > 236S > SD > 66 j.M > j.236S ▷ 2M > 5M > jc.M2H > SD > j.MS > j.236L > Special Tag > j.M2H > jc.LLL | 4382 | 2 | All | Easy | Example of a corner sideswitch combo to set up other characters' left/right Lv3 mixups. j.236S ▷ 2M only works off this setup. On Z Broly, skip 2M and go straight into 5M. |
IAD j.HS > 5L > 5LL > 2M > 236S > SD > 66 j.M > j.236S ▷ 5L > dl 5LL > 5LLL > 236S > SD > j.MS2H > jc.LLS2H > j.2M | 4535 | 2.1 | All | Easy | Corner sideswitch combo for setting up Baseku's own Lv3 left/right. |
5M > 2M > 5H > 2SSS, 5L > 5LL > 5LLL > 236S > SD > delay j.M > delay j.S > 5L > 5LL > 5LLL > 236S > SD > j.MS2H > jc.LLL > assist > j.DR | 6663 | 2.24 | All | Medium | Combo for maximizing damage with an assist, showcasing the corner 2SSS, 5L link. This link may require you to delay a part of 2SSS for it to work against certain characters (most notably Labcoat). |
2SSS > delay j.236M ▷ 5L... | ? | ? | All | Easy | Baseku's best way to combo off raw 2SSS in the corner. Landing into 2M is possible but unreliable. |
214L, 2M > 5H > 236S > SD > delay j.M > delay j.S ▷ 5L > 5LL > 5LLL > 236S > SD > 66 j.L > delay j.S ▷ 2M > delay 5S(5) > 5H > 2S > 2SS > 2SSS | 3655 | 1.9 | All | Medium | Optimized back-to-corner 214L confirm for 2SSS knockdown. |
... 66 j.L > delay j.S ▷ 2M > 5M > jc.LL2H > jc.LL2H > j.2M | 3710 | 1.9 | All | Medium | Better damage version, albeit not by much. |
Metered
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
... 2M > 236H > walk back > 2M > 5H > 236S... | ? | ? | All | Easy | High-damage combo starter. It's possible to omit the 2M and go straight into 5H, and this scales better, but can only be combo'd after with 2S. |
214H ▷ wait 2M > 5H > 236S > SD > delay j.M > delay j.S ▷ 5L > 5LL > 5LLL > 236S > SD > j.LLS2H > jc.L4LMS2H > j.2M | 4260 | 0.76 | All | Medium | Corner H yoink confirm. |
214H > dl j.236S ▷ 2M > 5H > 236S > SD > dl j.M > dl j.S ▷ 5L > 5LL > 5LLL > 236S > SD > j.MS2H > jc.LL2H > j.2M | 4405 | 0.7 | All | Medium | Version with j.236S ▷ 2M link. Air beam must land very low to the ground. |
214H ▷ wait 2M > 5H > 236S > SD > long delay j.M > long delay j.S ▷ 2M > delay 5S(5) > 5H > 2S > 2SS > 2SSS | 3845 | 0.26 | All | Hard | 2SSS ender version. Medium difficulty if you go for a j.LS 2M rejump instead. Mash out the 5S volley instead of holding it to consistently land all five Ki blasts (normally this burns too much HSD to work, but it's fine here). |
214L > Vanish, wait 2M > 5H > 236S > SD > delay j.M > delay j.S ▷ 5L > 5LL > 5LLL > 236S > SD > 66 j.L > delay j.S ▷ 2M > 5M > jc.LLS2H > jc.2H > j.2M | 2790 | -0.7 | All | Medium | Corner 214L confirm. Ending with j.LL2H jc.M2H > j.2M is possible (2800 dmg) but pretty tight, you have to delay j.M and j.S for the first rejump as little as possible. |
... 66 j.L > delay j.S ▷ 2M > delay 5S(5) > 5H > 2S > 2SS > 2SSS | 2785 | -0.7 | All | Medium | Alternative for 2SSS knockdown. Landing all five 5S shots is pretty hard, so try fewer of them and see how many you're comfortable with. |
... 2SSS > 214L > Vanish, DR > 236S | ? | ? | All | Easy | Good way to maximize solo pre-Super damage after a 2SSS ender. |
... j.2M > delay Vanish > 214H, 236S | ? | ? | All | Medium | Baseku's highest-damaging solo combo ender, beating runup DR by a smidge. The Vanish must land as low to the ground as possible. 214M can be used instead of H against small characters. |
... j.2M > delay Vanish > 214M > Assist > DR > 236S | ? | ? | All | Medium | Baseku's highest-damaging combo ender with assists. |
... Vanish > j.236S > Level 3 | ? | -4 | All | Very Easy | Reliable way to combo into Super Spirit Bomb solo at any HSD. |
... 66 j.M > j.236S ▷ 5L > delay 5LL > jc.LL2H > jc.LL2H > j.2M > delay Vanish > dash DR > 236S | ? | -1 | All | Easy | Example of a solo ender after doing a corner sideswitch combo. Particularly useful against Z Broly since this routing can't keep the corner on him otherwise. Vanish with no delay or use j.S j.236L to get a j.DR knockdown instead. |
Spirit Bombos
All combos below assume a Lv1 charge since it's recommended to stick with that. Bombs with more charges will lead to more damage but burn through hitstun decay faster, so plan your routes accordingly if you get those extra charges.
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
... 5H > 214S > backdash 1S > 1SS > 1SSS, 5L > 5L > 5LLL... | ? | ? | All | Easy | Good starter for getting the most damage possible. |
... 5LLL > 214S > backdash 1S > 1SS > 1SSS | ? | ? | All | Easy | Really good ender that gives you the extra damage and meter from the bomb while also letting you charge it back immediately. |
... 5LLL > 214S > dash under 1SSS > 236S > Vanish, DR > 236S | ? | ? | All | Easy | Alternative corner ender for squeezing in more damage. Omit 236S and delay the Vanish if you already spent Down Smash. At high HSD, you can dash under and j.2M > delay Vanish instead. |
... 214S > Level 3 | ? | ? | All | Very Easy | Consistent way to combo into Super Spirit Bomb at any HSD. |
Kaioken
Damage in ( ) is damage from doing Level 2 after the Finisher dive. Damage in [ ] is doing Lv2 without the dive. When in Kaioken x20, you should never let the dive rock if you're gonna Lv2.
Combo | Kaioken Level | Damage | Notes |
---|---|---|---|
...▷ 236L+M ~ 5S ~ 2L ~ 2S ~ L+M... | x2 (3 Hits) | +774 | #1. For keeping corner. |
...▷ 236L+M ~ 5S ~ 2L ~ 5H ~ L+M... | x2 (3 Hits) | +783 | #2. For better damage. |
...▷ 236L+M ~ 5H ~ 5M ~ 2S ~ L+M... | x2 (3 Hits) | +783 | #3. Use after j.2M enders. |
...▷ 236L+M ~ 5S ~ 2L ~ 5H ~ 5M ~ 2S ~ L+M... | x3 (5 Hits) | +1008 (+1413) [+1454] | Go-to corner KKx3 route. |
...▷ 236L+M ~ 5S ~ 2L ~ 5H ~ 5M ~ 5L ~ 2M ~ 2S ~ L+M... | x20 (7 Hits) | +1224 [+1900] | Go-to corner KKx20 route. Leaves your Lv2 oki at +26 compared to the usual +25. |
...▷ 236L+M ~ 5H ~ 5S ~ 5M ~ 2M ~ 2S ~ L+M... | x3 (5 Hits) | 2947 | 214M confirm route. If you're in KKx2 or intend to use Lv2, it's better to just do 214M > Kaioken Finisher instead of a full route. |
...▷ 236L+M ~ 5H ~ 5S ~ 5M ~ 2L ~ 5L ~ 2M ~ 2S ~ L+M... | x20 (7 Hits) | 3163 | 214M confirm route for KKx20. Just do raw Finisher if you want to Lv2. |
...▷ 236L+M ~ 5L ~ 2M ~ 2L > DHC | x2 (3 Hits) | +324 | Happy Birthday route. Finisher does not catch assists. If you have an air-tracking DHC, end with 2S for 333 damage. |
...▷ 236L+M ~ 5L ~ 2M ~ 2L ~ 5L ~ 2L (~ H+S) > DHC | x3 (5 Hits) | +522 | Happy Birthday route for KKx3. End with 2S for 540 before Lv2. |
...▷ 236L+M ~ 5L ~ 2M ~ 2L ~ 5L ~ 2L ~ 5L ~ 2L (~ H+S) | x20 (7 Hits) | +732 | Happy Birthday route for KKx20. End with 2S for 762 before Lv2. Note that these routes don't work well on Krillin. |
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
... [Vanish] > j.M > j.S > airdash j.M > delay j.S ▷ 2M / dash 5L ... | Anywhere | ? | ? | All | Easy | Go-to Sparking route for midscreen. Best used after 5S, 236L, 236S or, most importantly, 214L. Delay on j.S is small. |
... j.S ▷ 2M > long delay 5M > jc.M > delay j.S > airdash j.M > delay j.S ▷ 2M... | Anywhere | ? | ? | All | Hard | Loop followup to the previous route. Linking the last j.S into 5M or dash 5L is more consistent. |
... 2SSS > delay airdash j.MS ▷ 2M / dash 5L... | Anywhere | ? | ? | All | Hard | Difficult but worth practicing as it adds tons of damage to any combo that can use it. Timing of the airash varies based on how high up the opponent is when 2SSS hits them. |
... [5L > 5LL > 5LLL > IAD j.MS]*n ... | Corner | ? | ? | All | Very Easy | Autocombo loops. Man does this guy love loops. In most cases you'll be able to squeeze 2-3 of these in your combos. Can be started off Smash 5H. |
... 5H > IAD j.M > delay j.S > [2M > 5H > jc.S > airdash j.M > delay j.S]*2 > 5L / 2M... | Corner | ? | ? | All | Easy | 2M > 5H loops. Less damaging than 5LLL loops but they look cooler. Must delay j.S as much as possible so 2M catches opponents high up. |
... 5H > 236H > 236L > 236S, 5LLL > 236M > 236L > 236S... | Corner | ? | ? | All | Easy | Elbow special cancel loops. Can be good to frontload combos with but they consume a lot of hitstun decay over time. |
... 5H > 236S > Spark (whiff) > 236S, (214S,) 3S > 3SS > 3SSS... | Midscreen | ? | ? | All | Easy | Very potent ToD starter taking advantage of the extra hitstun 236S gets when far away. |
... 5H > 236S > Spark (whiff) > dash 5H (> 214S) > 2S > 2SS > 2SSS... | Midscreen | ? | ? | All | Easy | An alternative to the above. |
... 5H > 214S > Spark (whiff) > 3S > 3SS > 3SSS... | Midscreen | ? | ? | All | Very Easy | Another strong ToD starter. |
... 5H > 2S > 2SS > 2SSS > 236S > Spark > 5L (whiff) > 5LL > 5LLL... | Corner | ? | ? | All | Very Easy | Great corner ToD starter. |
... 5H > 2S > 2SS > 2SSS, 5L > 5LL > 5LLL > 236S > Spark (whiff) > 5L... | Corner | ? | ? | All | Easy | ToD starter with a corner Spark whiff setup. |
... 5H > 214S > backdash 1SSS > 236S > Spark... | Corner | ? | ? | All | Very Easy | Another good corner ToD starter. |
... 5H > 214S > dash under 1SSS > 214M, 236S > Spark... | Corner | ? | ? | All | Very Easy | Spark whiff starter with Genki. |
... j.S > j.236L > j.2L > dl Vanish... | Corner | ? | ? | All | Easy | Damaging corner ender exclusive to Sparking. |
... 236S > [Vanish] > j.DR | Anywhere | ? | ? | All | Very Easy | Good combo ender for when you need a little extra damage. |
Notes
While Baseku already does great damage normally, Sparking routes essentially give him DBFZ 2 combos. Any touch with him in this state should kill the other character.
Assist
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
... jc.LLL > Assist > j.DR | Anywhere | ? | ? | All | Easy | Use this anywhere you can't get a sliding knockdown. |
... jc.LLL > Assist > j.236S[2] > delay Vanish... | Anywhere | ? | ? | All | Easy | Good for maximizing damage. With beam assists, this is only possible in the corner. |
... 2SSS > 236L > Assist... | Anywhere | ? | ? | All | Easy | Midscreen extension for big damage. Most assists let you dash 5L after this, but you can just jump up into an air combo if not. |
... 2SSS > 236S > Assist > 5L... | Corner | ? | ? | All | Easy | Strong extension that works with any assist. |
... 5LLL / 2SSS > 22S > Assist > 5L... | Corner | ? | ? | All | Medium | Charge your Spirit Bomb mid-combo. Some assists let you get up to 2 charges (or 3 with a 2SSS ender) while others don't work for this at all. Experiment. |
... 5H / 2M > 22S > Assist... | Anywhere | ? | ? | All | Medium | Charge Genki during a midscreen route. Only works with assists that can hit fullscreen or have great hitstun. Picking up with dash 3SSS should be the least you can do after. |
... j.2M > delay Vanish > 214M > Assist > dash DR > 236S | Corner | ? | ? | All | Medium | Baseku's highest-damaging combo ender with basically any assist. Omit 236S or cut out some hits from DR if you're at extremely high HSD. |
Notes
Baseku's combos are really good even without assists, but when you're willing to spend them, they can increase his damage output tremendously. Still, it's recommended to only do this if it's gonna kill.
Combo Theory
Some general notes to keep in mind...
- Always hold down DR to get 31 hits from it. It's free damage.
- Using 1/2/3SSS early in your combo deals the most damage, but takes away your Down Smash so you have to be careful.
- 236S gains extra hitstun when landed from roughly fullscreen away. Besides SD, 5H > 236S can link into 3S or 214S. The extra hitstun also allows for beam rejumps if you've got great execution.
- j.236S can be used in air combos but you have to make sure the opponent is above Baseku when you use it.
- 2SSS also allows for rejumps. Raw, the go-to conversion off it is a slightly delayed j.236H (or M in the corner).
- 2SSS links into 5L in the corner.
- j.2M and j.2L always drag opponents to the ground, Smashless or not. This allows for consistent delay Vanish > ground DR enders in long combos (as long as you're not absurdly high up).
- j.H > j.2L works at higher hitstun decay than j.2H > j.2M.
- Vanish j.236S and 214S (any level) always combo into Super Spirit Bomb.
- 214M links into 214S.
- 214S always combos after 5LLL. This means with rejumps midscreen, or with basically any combo in the corner, you can spend your bomb mid-combo and immediately recharge it after, provided you end the combo in 2SSS.
Kaioken
The Kaioken super changes with the amount of characters you have left, like so:
- With all three characters alive, you can use 3 Kaioken followups and the L+M ender.
- With two characters alive, you can use 5 Kaioken followups and the L+M ender, plus the H+S ender for a bar. The first hit of the L+M ender cancels into the H+S ender.
- With only Goku alive, you can use 7 Kaioken followups and the L+M ender, plus the H+S ender for a bar. The first hit of the L+M ender cancels into the H+S ender, and the H+S ender does more damage and gives a Hard Knockdown.
Kaioken followups scale if they're used more than once, so ideally you want to use each followup only once per route, or at worst only repeat one. You also want to include 5S, 5H and 2S whenever possible as they're the highest-damaging followups. You can find optimal Kaioken routes higher up on this page.
A lot of characters' Supers can DHC (or early DHC) straight into Baseku's Kaioken 5H. These are:
- SS Goku's forward and down-angled Lv1s (for beam supers like this, wait a bit before DHCing to get all the damage)
- SS Vegeta's down-angled Lv1
- Piccolo's Lv1
- Teen Gohan's Lv1
- Ginyu's Lv1 specifically after a sliding knockdown (otherwise allows for universal 2L > 5S > 5H midscreen)
- Trunks' Lv1 and Lv2
- Cell's Lv1
- Krillin's Lv1
- Kid Buu's Lv1s
- Nappa's Lv1
- Android 16's Lv1
- Yamcha's Lv1 aimed downwards
- Tien's Lv1
- Hit's air Lv1 anywhere and 236H+S in the corner (midscreen it allows for 5M > 5S > 5H)
- Goku Black's ground 236L+M in the corner (236H+S gives universal 5S > 2L > 5H anywhere)
- Majin 21's Lv1
- Base Vegeta's Lv1
- Z Broly's Lv1s
- Zamasu's Lv1
- Bardock's angled-down j.236L+M anywhere and 236H+S in the corner
- Vegito's Lv1s
- Android 17's 236H+S in the corner (236L+M allows for universal 5L > 5S > 5H)
- Cooler's Lv1s
- Videl's Lv1
- GT Goku's Lv1
- Janemba's Lv1s
- Gogeta Blue's ground 236H+S and j.236L+M
- S Broly's aerial Lv1 and Lv2 (ground Lv1 gives 2L > 5S > 5H midscreen)
- Kefla's Lv1s
- UI Goku's Lv1 (Lv2 gives 2M > 5S > 5H midscreen)
- Roshi's 236H+S anywhere and 236L+M in the corner
- Baby's Lv1
- Lab Coat's Lv1s
Super Spirit Bomb
As one of the highest-damaging Level 3s in the game, it's no secret that this is a great thing to have in your arsenal. However, it's also got some specific quirks to compensate. Most notably, he can't combo into it by normal means; it won't work off common enders like Smash j.H or j.DR. However, it does work consistently off the following:
- Smash j.2M
- Smash 214M
- Smash 2SSS
- 236S[9] (drops against Krillin and Videl in particular at high HSD)
- Any level of 214S
- Vanish, j.236S
- Smash 2H or j.2H
There's also a few Lv1 Supers from other characters that cannot combo into this, or have to do something specific to be able to. Here's the list:
- Trunks' Level 2 never works
- Yamcha must hold 7 for his Lv1 inputs
- Tien's Lv1 doesn't work from high altitudes
- Hit must early DHC from his aerial Lv1
- Blue Vegeta must early DHC from Niagara Pummel
- Bardock 236H+S never works
- Android 17 must early DHC from 236L+M; Ground version of 236H+S never works, but air version always does
- Cooler must early DHC from his aerial Lv1; doesn't work at all off 236L > j.236L+M due to excessively low height
- Janemba must early DHC from 236H+S
- Roshi's 236L+M doesn't work midscreen
- SS4 Gogeta must early DHC from his Lv1
Some of these have good workarounds which makes them not matter too much, but they're still worth keeping in mind just in case.
Touch of Death Combos
Assisted combos below work with most assists, but the more unique ones will require you to make a few adjustments (i.e. after using a traditional beam assist, dash up into ground normals instead of jumping into an air combo).
Damage for assisted combos may vary slightly due to some assists doing more than others. Due to Supers in this game also doing different amounts of damage, you may find some of these don't kill with certain teammates if their Super damage is low.
"Meter positive" ToDs leave you with more meter than you initially had before landing them.
Combo | Damage Before Supers | Meter Required | Position | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5H > 236S > Spark > 236S, 3S > 3SS > 3SSS > 236L > Assist 1 > dashjump j.LL2H > jc.LLL > Assist 2 ▷ dasjump j.LL2H > j.M2H > j.2M > delay Vanish, dash DR > Supers | ~7850 | 0.5 bars | Midscreen | Easy | Simple ToD with 2 assists. |
2M > 5H > 236S > Spark > 236S, 3S > 3SS > 3SSS > 214S, 1S > 1SS > 1SSS > Assist 1 > SD > j.LL2H > jc.LLL > Assist 2 > j.DR ▷ Supers | ~7950 | 1 bar positive | Midscreen | Easy | ToD using Spirit Bomb and 2 assists. |
... 1SSS > Assist > SD > j.M2H > jc.LL2H > j.2M > delay Vanish, dash DR > Supers | ~8050 | 0 bars | Midscreen | Easy | Alternative ender for when you have only 1 teammate alive. |
2M > 5H > 236S > Spark > 3S > 3SS > 3SSS > delay 66 j.MS ▷ dash 5L > 5LL > 5LLL > IAD j.MS ▷ 5L > 5LL > 5LLL > IAD j.MS ▷ 2M > 5M > jc.LL2H > jc.MH > Assist 1 > j.DR ▷ Supers | ~7960 | 1.4 bars positive | Midscreen | Hard | Optimized midscreen ToD with 1 assist. |
2M > 5H > 2S > 2SS > 2SSS > 236S > Spark > 5L (whiff) > 5LL > 5LLL > [IAD j.MS ▷ 5L > 5LL > 5LLL]x2 > SD > j.ML2H > jc.LLL > Assist > j.DR ▷ Supers | ~7450 | 0.26 bars positive | Corner | Easy | Simple corner ToD that can kill with even with just 1 assist. |
2M > 5H > 214S > backdash 1S > 1SS > 1SSS > 236S > Spark > 5L (whiff) > 5LL > 5LLL > IAD j.MS ▷ 5L > 5LL > 5LLL > SD > j.ML2H > jc.LLL > Assist > j.DR ▷ Supers | ~7800 | 1 bar positive | Corner | Easy | Corner ToD using Spirit Bomb that will kill even with just 1 assist. |
2M > 5H > 236S > Spark > 236S, 3S > 3SS > 3SSS > 236S > [Vanish] > j.MS > 66 j.M > delay j.S > 2M > 5M > sjc.LML2H > jc.LML2H > j.2M > delay Vanish > j.DR ▷ Super | 8872 | 0.6 bars | Midscreen | Easy | Simple Limit Break ToD. |
2M > 5H > 236S > Spark > 214S > 3S > 3SS > 3SSS > 236S > [Vanish] > j.MS > 66 j.MS ▷ 2M > 5M > sjc.LM2H > jc.L4LMS > j.236L > Vanish > j.DR ▷ Super | 9504 | 0.3 bars positive | Midscreen | Easy | Limit Break ToD with Spirit Bomb. |
2M > 5H > 236S > Spark > 236S, 3S > 3SS > 3SSS > delay 66 j.MS ▷ dash 5L > 5LL > 5LLL > IAD j.MS ▷ 2M > 5H > jc.LL2H > jc.LL2H > j.2M > delay Vanish > dash DR > Super | 8931 | 1.9 bars positive | Midscreen | Hard | Optimized Limit Break ToD. |
2M > 5H > 236S > Spark > 214S, 3S > 3SS > 3SSS > delay 66 j.MS ▷ dash 5L > 5LL > 5LLL > IAD j.MS ▷ 2M > 5M > jc.LL2H > jc.2H > j.2M > delay Vanish, dash DR > Super | 9386 | 2.6 bars positive | Midscreen | Hard | Optimized Limit Break ToD with Spirit Bomb. |
2M > 5H > 2S > 2SS > 2SSS, 5L > 5LL > 5LLL > 236S > Spark (whiff) > 5L > 5LL > 5LLL > IAD j.MS ▷ 5L > 5LL > 5LLL > IAD j.MS ▷ 2M > 5H > jc.M2H > jc.2H > j.2M > delay Vanish, dash DR > Super | 8708 | 1.8 bars positive | Corner | Easy | Corner Limit Break ToD. Doesn't get much better than this despite its simplicity. |
2M > 5H > 236S > Spark > 214S > 1S > 1SS > 1SSS, 5L > 5LL > 5LLL > IAD j.MS ▷ 2M > 5H > jc.LL2H > jc.L4LM2H > j.2M > delay Vanish, dash DR > Super | 8707 | 2.5 bars positive | Corner | Easy | Corner Limit Break ToD with Spirit Bomb. This route prioritizes meter build since going for more damage would just be overkill. You don't need to backdash before 1S here. |
2H > Spark > 5L (whiff) > 5LL > 5LLL > 236S, 3S > 3SS > 3SSS > 236S > [Vanish] > j.MS > 66 j.MS ▷ dash 5L > 5LL > 5LLL > 236S > SD > j.M2H > jc.LLS > j.236L > Vanish, j.DR ▷ Super | 8372 | 1 bar | Midscreen | Easy | Limit Break 2H ToD, easy version. |
2H > Spark > 5L (whiff) > 5LL > 5LLL > 236S, 3S > 3SS > 3SSS > delay 66 j.MS ▷ 5L > 5LL > 5LLL > 236S > SD > j.ML2H > jc.LML2H > j.2M > delay Vanish, dash DR > Super | 8057 | 0.8 bars positive | Midscreen | Hard | Hard version. Kaioken x20 does slightly more minimum damage off starters like this, which is why it kills. |
And let's throw these last ones in too, for good measure:
The Three-Touch of Death
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5H > 214S > 214L+M | Anywhere | TOD | -1 | All | Very Easy | Only usable in Limit Break, when Sparking is active, and when 214S is at Level 3. Also kills off 2M > 5H. |
The Ultimate Whiff Punish
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
236L+M > H+S > 214L+M | Anywhere | TOD | -5 | All | Very Easy | Only works when in Limit Break, but doesn't require Sparking. |