2 M 5 M > 9 > j M > 9 > j M H A1 > j 214 M > (land) 2 M 5 M > 9 > j M 2 H > SD > j L M 2 H > j L L L
Midscreen universal sliding knockdown
5.256
Anonymous
Gohan (Teen) (A - Super Dragon Flight)
None
0
No Sparking Nor Limit Break
5 M > 5 M > 5 M > [ 6 ] > 2 M 5 M > 9 > j M 2 H > 9 > j L L S > j 236 S or j 214 S ~ L or M > 236 L M
#Corner
5.252
Anonymous
None
None
0
No Sparking Nor Limit Break
2 M dl 5 M 5 S dl 5 H > dl SD > dl j L H (land) 5 L L L > SD > j M L L 2 H > 9 > j L L S > j 2 3 6 M
Corner route. Doesn't work on smalls. The H in jLH has a slight delay. Timings for each delay after the 5H Smash are below.
SD is done right after the wallbounce of the 5H
jL is done right at the apex of the SD 'hit bounce'
jH is done as your opponent is almost directly above you.
5.245
Anonymous
None
None
-1.75
No Sparking Nor Limit Break
1 M dl 5 M dl 5 S 5 H 5 L 5 H 5 S S > j 236 M > j L L (1) 2 H > 9 > j L L S > 236 L M
Corner
5.242
Anonymous
None
None
0
No Sparking Nor Limit Break
5 M 2 M 5 [ S ] 5 H > dl SD > 66 j M > (land) 5 M > j M L L > j L 4 L M H > dl 214 L > M + H > 66 2 L 5 L 5 M M M
Optimal Midscreen BNB
5.240
Anonymous
None
None
0
No Sparking Nor Limit Break
2 M > 6 H > 236 M [ L A1 ] L > 6 H > 236 M L [ L A1 ] > j M > L > L > 2 H > SD > M > L > L > j L L L
Corner Combo for the team I use. Timing the assists can be a little difficult but a little practice will help. You can add super's onto the end for more damage.
5.235
Anonymous
Vegeta (A - Energy Cutter)
Jiren (A - Infinity Rush)
0
No Sparking Nor Limit Break
2 M > 5 H > 214 L > A1 > 2 M > 5 M (4) > 5 S S S S S S > 5 H > H + S > j L L (2) > j 2H > j L L (2) > j S S S S > j 236 S
Corner only. For braindead hit confirms. Works with any bounce assist like Beerus ( B ) or 21 ( B ), can be modified depending on the assist for more or less damage. 236L can be remplaced by 214L.
5.231
Anonymous
Vegeta (SSGSS) (B - Infinity Breaker)
None
0
No Sparking Nor Limit Break
5 M 2 M 5 H > dl > SD > J 4 4 M > (land) 1 H > 2 7 > j L L 2 H > 7 > j L dl L 2 H > j 214 L > Vanish > j 214 L > (land) 236 L + M
Agohan Rejump combo into lvl 1
5.226
Anonymous
None
None
0
No Sparking Nor Limit Break
5 M 2 M 6 H 5 H > dl > SD > j 66 > j M (land) > 66 > 9 > j L M > 9 > j L L S 214 L (whiff) > j L L S > SD > j L L S > dl j 236 M
Universal
Can be done from midscreen to corner, remove one air normal to account for SD travel time
5.225
Anonymous
None
None
0
No Sparking Nor Limit Break
Kid Buu
1 M 5 M > 9 > j M (1) L L 2 H > SD > j L M (1) L 2 H > 9 > j L L (1) S > j 236 S > Vanish > DR > j 236 L M
5.219
Anonymous
None
None
1
No Sparking Nor Limit Break
5 M > 5 M > 5 M > [ 4 ] > dl > 5 L 5 H > SD > j H 2 H > 9 > j L L L S > j 236 S or j 214 S ~ L or M > 236 L M
#Corner
5.219
Anonymous
None
None
0
No Sparking Nor Limit Break
j M > (land) 5 M 2 M 5 H > dl SD > j 66 > j M > (land) 66 9 > j L L L 2 H > j 9 > j L L S > j 214 M > A1 > (land) 66 > 5 L L L > SD > j L L > j 236 S ~ H > 236 L + M
5.217
Anonymous
Kid Buu (B - Mystic Ball Attack)
None
-0.25
No Sparking Nor Limit Break
1 M 5 M > 9 > j M (1) L L > j 9 > j L L S > dl j 236 ~ A1 ~ L > (land) 5 M (1) 5 H > SD > j M (1) L L > j 9 > j L L S > j 236 L M
5.210
Anonymous
Android 21 (A - Total Detonation Ball)
None
0
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
Anonymous
None
None
0
No Sparking Nor Limit Break
5 M 2 M > SD > j H > 5 L L 5 M > 2 9 > j L L L > 5 S 2 S > SD j L L > j L L > 236 L M M
Pretty simple, and most optimal solo corner combo for Gogeta(SSGSS) afaik
5.209
Anonymous
None
None
0
No Sparking Nor Limit Break
5 M 2 M 5 H > SD > j M 2 H > j 9 > j L L [ S ] > j 236 [ S ] > j 236 L + M
Corner only, works on every character, 0 bar start
5.201
Anonymous
None
None
0
No Sparking Nor Limit Break
2 M 5 M > 236 M > 2 M 5 S > SD > j M dl H > (land) 5 L L dl 2 M 5 S 2 S > SD > j M (2) L L > 9 > j L L 2 S 2 H
Optimal 2M starter corner combo, works on every character
5.201
Anonymous
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
Anonymous
None
None
0
No Sparking Nor Limit Break
2 M 5 M 5 H > SD > j M 2 H > j 9 > j L L [ S ] > j 236 [ S ] > j 236 L + M