Gogeta Blue BnB Combos & Basics Guide | DRAGON BALL FIGHTERZ

In this guide, you will learn the BnB combos and Gogeta Blue (SSGSS) basics in Dragon Ball Fighter Season 3.5.

5L hits twice and is safe on the block. 5LL is nothing special but allows for stuff like this. 5LLL dubbed the "Vibe check", is an overhead that switches sides.

2L is a pretty slow sliding low, but it's safe on the block since the buffs. 2M was buffed, now it's faster and has absurd range, still not safe on block. 5M is only slightly faster.

The heavies are also huge but unsafe. jM hits three times, with all hits being true overheads. J was made faster and now covers a significant part of the screen.

It is slightly faster since the buffs. 5S and 2S are beam normals usable in the air. Since they're normals, you can vanish out of them on whiff if you change your mind.

Soul Strike (236x, Air OK)

A 3-hit Rekka, with the last hit being an overhead. It's your main knockdown tool in the air. It ending in Medium causes a ground bounce, making assist extensions easy. The heavy version will automatically follow up into a wall bounce. When used after 5S, it will jail and becomes a straightforward way to get in when covered with an assist. You can choose between Light, Medium, and Heavy follow-up at any point. 236L-LL is safe and gapless, while 236M-MM will beat any mashing and 2H attempts.

Rising Vortex (214X, Air OK)

A series of DPS. The Light version is only anti-air, and the Medium version is entirely invincible. In the corner, you can combo off of Medium and Heavy meterless.

Multiplex Afterimage (236S, Air OK)

It shoots a beam with an overhead j2H follow-up on hit and block. You can select a clone by holding BACK (4), UP 8), or no direction. You can hold S to feint out the beam. Clone select is still available.

Punisher Drive (214S)

A full-screen command grab. You have to vanish to combo; however, the enemy can't mash out on hit as it's a plus.

A Assist

Now goes full screen, giving a big wall bounce to use for combos.

B Assist

An anti-air assist, but just too slow and too little blockstun to be used as a combo or super dash assist. Very niche, use A or C.

C Assist

It tracks anywhere on the screen and gives lots of time to side switch, but the tracking is very lackluster. As for supers, God Punisher does the least damage but can go into Level 2.

Stardust Fall pulls the enemies to the floor so you can DHC into other characters. Big Bang Kamehameha does the most damage and has specific Synergies, like with Super Spirit Bomb. Characters with fast supers like Gohan and Vegito can DR afterward for knockdown.

Basic Safe Blockstring

5L(2)L> 2M5M > 5H > 236L-EL

Basic Blockstring with Assist

5L(2)L > 2M5M > 5H > 236L-LL > A1 > 2L5L(2)L>

Rekka Mixups using Assists

Using LM for the Rekka allows you to airdash before landing.

> 66 > jl > 5L(2)L 5L(2)L > 2M5M> 5H > 236L-M > (land) 215L(2)L>...

Left/Right Cross-Up Safe Jump

5L(2)L> 2M5M > 5H > 236L-L > A1 > 96 (delay) ¡M(3) >...

Mixup Options using 236S

From here on, you will have a variety of options. To name a few:

#1 Top clone Overheads

#2 Bottom Clone 2L

#3 Top Clone Crossup iL/M

#4 Feint High into 2L

#5 Feint into Command Grab/DR

In Sparking, cancel 5L (1) into an air dash. No one is going to see this coming.

Mid screen BnB

4111 dmg/3412 scaled | +1.1 Bar

In the corner, you can add a js > j236M-MM before the Rekka.

2M5M - jLL(3)L - SD - jLL(3)jcLL(3)L - j236L~LL

Mid screen BnB Better knockdown

3820 dmg / 3212 scaled | +0.95 Bar

2M5M - jLL(3)L - SD - jLL(3)jcLL(3)2H

2M Sideswitch BnB

4046 dmg | +1.1 Bar

2M5M - jLL(3)L - SD - jL(delay)M(2) (delay) jcLL(3)L - j236L~LL

Mid-Corner BnB

4967 dmg, 3775 scaled | +1.5 Bar

For scaled do ... » SD > İLL(3)jcLL(3)L> j236L-MM

2M5M - jLL(3) - j214M - jH - jS2S - SD - jLL(3)jcLL(3)L - jS - j236M~MM

Corner BnB

4982 dmg, 3810 scaled | +1.3 Bar

2M5M - 214M - jH - jS2S - SD - jLL(3)jcLL(3)L - jS - j236M~MM

For scaled, end in ... > j236L-MM

Advanced Corner BnB

5549 dmg, 3950 scaled | +1.6 Bar

2M(delay)5M - jH - (land) 5L(2)L - 5M - sjLL(3)L - jS2S - SD - jLL(3)jcLL(3)L - j236L~MM

Superjump isn't strictly necessary but it is needed for small bodies.

Optimal Corner BnB

5756 dmg 1 +1.75 Bar

2M(delay)5M - jH - (land, delay) 5L(2)(delay)L - (delay) 5M - sjLL(3)L - jS2S - SD - jLL(3)jcLL(3)L - j236L~MM

Mostly just for flexing as it's tough. For a scaled route, see Advanced Corner BnB.

236H Confirm

4196 dmg

236H - (delay) 5M - sjLL(3)jcLL(3)L - j236L~LL

5M will pierce the sky.

214M Confirm midscreen

2110 dmg 1 +0.45 Bar

214M - 66 j236L~LL

The timing here is tight.

214M Corner Confirm

2990 dmg | +1.2 Bar

214M - jH - jS2S - SD - jLL(3)jcLL(3)L - jS - j236M~MM

214H Confirm

214H - 2M5M - jLL(3)L - jS2S - SD - jLL(3)jcLL(3)L - jS - j236M~MM

Vanish Confirm

2615 dmg

Vanish - micro dash 2L5L(2)L - jLL(3)jcLL(3)L - j236L~LL

Vanish Confirm Side Switch

2800 dmg

Vanish - micro dash 2L5L(2)LL - SD - jLL(3)jcLL(3)L - j236L~LL

Vanish Air Extension

Skip the jcLL(3)L at high Hitstun Decay.

... - Vanish - (whiff j236L) - (delay) jLL(3)jcLL(3)L - j236L~LL

Super dash Confirm

SD - jLL(3)jcLL(3)L - j236S

Super dash Confirm Side Switch

SD - jL(delay)M(2)(delay)jcLL(3)L - j236S

The amount of hits on JM and delay time depends on the SD angle.

2H Punish

3621 dmg | +0.8 Bar

2H - SD - jLL(3)jcLL(3)L - j236L~LL

DR Confirm

3018 dmg 1 +1.5 Bar

DR - jLL(3)jcLL(3)L - j236L~LL

Basic Assist Extension

2M5M - j214M - jH - jS2S - SD - jLL(3)jcLL(3)L - jS - j236M~MM - A1 - DR - 214M

If none of the following examples work with your team, this one works with basically anything.

Tracking Assist Combo

5896 dmg 1 +1.75 Bar

2M5M - 214M - jH - jS2S - SD - jLL(3)jcLL(3)L - jS - j214M - A1 - j214M - A2 - 214S

It is quite specific, but you get the idea. Similar assists include Gotenks, Vegito, and Hit.

2H Assist Combo

-6.5k dmg | +0.2 Bar

It provides a lot of damage for easy extensions.

2H - SD - (delay) jH - j236M~MM - A1 - 5L(2)L - 5M - sjLL(3)L - jS2S - SD - jLL(3)jcLL(3)L - j214H - Vanish - DR

Pop-Up Assist Extension

5527 dmg I +1.55 Bar

2M5M - 214M - jH - jS2S - A1 - j236[S] - jLL(3)L - jS2S - SD - jLL(3)jcLL(3) - j236L~MM

It works with most assists. Instead of 236S, you can whiff a 236L.

4 Bar Sparkless TOD

2M5M - 214M - jH - jS2S - A1 - (whiff 236L) jLL(3)L - jS2S - SD - jLL(3)jcLL(3) - j236L~MM - A2 - DR - 214M - Lvl1 - Lvl2 - Lvl3

2 Bar Limit Break TOD

2M5H - 214S - Sparking - 66 2M5H - 5S - jH - 66 jM(2) - 5H - 5S2S - SD - jLL(3) - j236L~MM - Lvl5

(There's a minimum height on the jH you have to reach to be able to airdash.)

3 Bar Solo TOD

5H - 214S - Sparking - 2M5H - 5S - jH - jS2S - 66 jH - jS2S - SD - jLL(3) - j214M - Vanish - 236S - Lvl5

Yes, solo, not limit break, You can do this with three characters alive.

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