Learn the notation and choose one fighter
J → J → I means tap J, release it, tap J again, then press I in the attack sequence. ↑ + I means press up and I together. Hold J, then release means a charged smash, not repeated taps. A plus sign is not a pause; an arrow is not simultaneous input.
Use the original edition and a stationary, normal-sized opponent. Start with one fighter, then repeat the exercise with another to see the difference. Range, facing, character properties and the point in a rush string all affect the result. A sequence written here is a drill to learn a branch, not a guarantee that an opponent cannot defend or escape.
Drill 1: connect a short string and change the finisher
First connect J → J → J at melee range. Then test J → I, reset, and test J → J → I. Do not mash I repeatedly before seeing the first finisher. Record which attack appears for your character at each point.
For an explicit original-edition example, Ultimate Gohan has Flying Kick at J → I, Kiai Cannon at J → J → I, Rolling Hammer at J → J → J → I, and Heavy Finish at four J taps followed by I. These labels do not apply universally: another fighter may place the same technique at a different point or have another branch there.
Practice goal: deliberately produce two different finishers five times each. If a string ends before I registers, try entering the branch earlier in the next attempt instead of pressing faster at random.
Drill 2: choose upward or downward
During a connected rush, try ↑ + I for Lift Strike. Reset and try ↓ + I for Ground Slash. Use the arrow keys for these first attempts so the direction is unambiguous. Do not hold the charge key 7: adding it changes the input toward a special-move recipe.
Watch whether the target rises or drops. A giant or an opponent resisting stagger is a poor first training target. If the directional attack misses, check height and position before adding a follow-up. Once the two branches are reliable, choose them deliberately rather than always ending a string in the same way.
Drill 3: full-charge smash into pursuit
At close range, hold J until the smash is fully charged, then release and confirm that it sends the opponent flying. After a qualifying hit, press K to chase and J to strike. This is the Dragon Smash pursuit branch; follow-up count differs by fighter and state. Do not treat every ordinary knockback as the same opening.
The full-charge knockback also has other pursuit options, including a Triangle/I vanishing-attack branch and a Circle/L finishing branch. Learn one at a time. Pressing I while the opponent is still standing beside you may simply select a different attack instead of a pursuit.
Practice goal: perform one clean smash-and-chase before trying repeated pursuit or MAX POWER routes. Advanced sequences add state and timing requirements; more buttons do not make a failed opening valid.
Add a special after you understand the opening
Prepare enough Ki and try a successful knockback followed by 7 + I at a suitable distance. Watch recovery and the opponent’s movement: this is a setup exercise, not an automatic true combo. A rushing special and a beam behave differently. In MAX POWER, a connected rush can also be extended and lead to special Blast Combo finishers, but those routes need a character-specific lesson.
If the opponent blocks, your training task is to identify the gap. If they recover before a slow special starts, shorten the setup, change the finisher or try a different distance. If a branch keeps failing, return to the preceding hit and verify it in isolation.
Use a repeatable practice checklist
- Same fighter, form and control layout each attempt.
- Same starting range and opponent behavior.
- Enough Ki, and MAX POWER only when the route requires it.
- Separate taps clearly; confirm the starter connects.
- Test against a defending opponent after the stationary drill works.
Next, learn defense and counters. A long string against a motionless training target is useful practice, but winning an exchange also requires handling the opponent’s response.