Difference between revisions of "DBFZ/Goku Black/Combos"

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{{Notation-DBFZ}}
 
{{Notation-DBFZ}}
 
==Combo List==
 
==Combo List==
==Meterless Combos==
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==Midscreen==
===Midscreen===
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===Meterless===
*'''5L > 5LL > 5LLL > Super Dash > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL'''  
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*'''... 2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LL > Ender
 +
Standard Sayian BnB, the combo you will be using most often. Builds about 1.25 Meter and deals 4130 damage off a raw 2M.
 +
<br>
 +
*'''... 2H > SD > j.MLL2H > jc.LL > Ender
 +
*'''... 2H > 214L > j.LL2H > jc.LL > Ender
 +
Using 214L instead of superdash in combos yeilds slightly higher damage than using superdash, at the cost of being harder to confirm.
 +
<br>
 +
*'''... 5H > SD > j.LL2H > jc.LL > Ender
 +
Not very useful unless you're going to end up in the corner.
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*'''... 5H > 236M
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Not very useful, but it's there and the corner carry is good.
 +
<br>
 +
Enders:
 +
*'''... jc.LL > j.H
 +
*'''... jc.LL > j.S > j.236L > j.236L+M/j.236H+S/j.214L+M
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*'''... jc.LL > j.S > j.236L > Vanish > j.236M
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Your most common combo enders, and even among them you will most commonly be using j.H.
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<br>
 +
*'''... jc.LL > j.S > j.236M
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This only works if you're close to the corner, so it's recommended you use it in conjunction with 5H.
  
Auto combo variant starter. 3060 Damage.
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===Metered===
 
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*'''... 2M > 5M > jc.MLL > jc.LL > j.214H > SD > j.ML2H > jc.LL > Ender
*'''(5L > 5LL) > 2M > 5M > j.M > j.L > j.L > j.2H > Super Dash > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL'''
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214H gives you your air action back, as well as a pretty sick looking superdash extention. Not really useful because it kills your meter gain.
 
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*'''...jc.LL > j.S > j.236H
Standard j.H sliding knockdown for meterless mid-screen combos. 4185 Damage.
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Not really useful also because '''j.S > j.236L > Vanish > j.236M''' does more damage.
 
 
*'''5L > 5LL > 2M > (delay) 5M > 5H > 236M'''
 
 
 
Unique in that it allows you to set up a sliding knockdown off of 5H. Nets great corner carry for sub-par damage. 2730 Damage.
 
 
 
*'''Dragon Rush > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL'''
 
 
 
Standard j.H sliding knockdown off a Dragon Rush. 2532 Damage.
 
 
 
*'''(5L > 5LL > 2M > 5M) > 2H > 214L > j.L > j.LL > j.2H > jc > j.L > j.LL > j.LLL'''
 
 
 
This works from anti-air 2H. The 2H > 214L is useful because it sets up a mix-up on block. You can continue your pressure if the 2H is blocked, and get a combo on hit. The 2H > 214L is not safe, however, so beware. 3355 Damage.
 
 
 
*'''Air hit 5L > j.L > j.L > j.2H > Super Dash > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL'''
 
 
 
This is useful against opponents who attempt raw overheads against you. 2890 Damage.
 
 
 
===Corner===
 
*'''(5L > 5LL > ) 2M > 5M > j.M > j.L > j.L > j.2H > Super Dash > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.S > j.236M'''
 
 
 
Sets up a meterless sliding knockdown in the corner. 4392 damage
 
  
 
==Meter Combos==
 
==Meter Combos==

Revision as of 08:24, 8 November 2019

Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+DBL.png becomes 236L
> = Cancel into the next attack
, = Link the next attack after preceding move's recovery
|> or ▷ = After landing
jc = Jump cancel
sjc = Super jump cancel
IAD = Instant Air Dash
DR = Dragon Rush
SD = Super Dash
[X] = Hold input X
]X[ = Release input X
(N) = Attack must deal N number of hits
{...}xN = Repeat ... N number of times

Combo List

Midscreen

Meterless

  • ... 2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LL > Ender

Standard Sayian BnB, the combo you will be using most often. Builds about 1.25 Meter and deals 4130 damage off a raw 2M.

  • ... 2H > SD > j.MLL2H > jc.LL > Ender
  • ... 2H > 214L > j.LL2H > jc.LL > Ender

Using 214L instead of superdash in combos yeilds slightly higher damage than using superdash, at the cost of being harder to confirm.

  • ... 5H > SD > j.LL2H > jc.LL > Ender

Not very useful unless you're going to end up in the corner.

  • ... 5H > 236M

Not very useful, but it's there and the corner carry is good.
Enders:

  • ... jc.LL > j.H
  • ... jc.LL > j.S > j.236L > j.236L+M/j.236H+S/j.214L+M
  • ... jc.LL > j.S > j.236L > Vanish > j.236M

Your most common combo enders, and even among them you will most commonly be using j.H.

  • ... jc.LL > j.S > j.236M

This only works if you're close to the corner, so it's recommended you use it in conjunction with 5H.

Metered

  • ... 2M > 5M > jc.MLL > jc.LL > j.214H > SD > j.ML2H > jc.LL > Ender

214H gives you your air action back, as well as a pretty sick looking superdash extention. Not really useful because it kills your meter gain.

  • ...jc.LL > j.S > j.236H

Not really useful also because j.S > j.236L > Vanish > j.236M does more damage.

Meter Combos

Midscreen

  • 5L > 5LL > 2M > 5M > j.MLL2H > Super Dash > j.LL2H > jc > j.LLS > j.236L > Vanish > j.236M

Costs 1 bar. Side switches your opponent and sets up a sliding knockdown.

  • 5L > 5LL > 2M > 5M > j.MLL2H > Super Dash > j.LL2H > jc > j.LLS > j.236H

Costs 1 bar. Used if you would rather push your opponent more towards a corner in front of you.

  • (5LL/2L) > 2M > 5M > jc > j.MLL > jc > j.LL > j.214H > SD > j.LL2H > jc > j.LLL

Corner carry combo using the new EX divekick. If you don't land, the combo ends in a slide knockdown.

  • 236S/214S > Vanish > 66 2M > dl~5M > 5S > 236M

Costs 1 bar. Used to convert beams into sliding knockdowns.

  • 236S/214S > Vanish > 66 2M > 5M > jc > j.LL2H > jc > j.LLL

Costs 1 bar. Vanish variation, does slightly more damage than the one above, but in turn, only deals a soft knockdown.

  • 236S/214S > Vanish > 66 > 2M > 5M > jc > j.LL2H > jc > j.LLS > j.236L > j.236LM / j.236 HS / j.214LM

Vanish variation. The damage scaling nerfs the damage a lot and should be used only when you need to finish an opponent off.

Corner

  • 2M > (Slight Delay) 5M > j.c > j.M > j.L > j.L > j.c > j.L > j.LL > j.S > j.214M > j.66 > j.L > j.LL > j.S > j.236M > (Slight Delay) j.236HS > j.L > j.LL > j.S > j.236L > j.236HS

Goku Black's signature bomb loops. Very height-dependent and the timing for the first bomb can be tricky to get down, but is more optimal in some scenarios. Only works against characters similar in size or larger than Goku. End with 214LM instead of 236HS for a hard knockdown.

  • (5L > 5LL >) 2M > 5M > jc > j.M (doesn't work against large characters) > j.S > 214M, 2M > 5M > 5S > SD > j.LL > j.2H > j.LL > j.S > 236M, land, 236L+M

This combo takes advantage of the new wallbounce on Goku Black's dive kick, as well as the large hitstun on his 5S. Essentially your bread and butter corner combo.

  • Modification of latter combo: 2M > 5M > jc back > j.S > 214M, 2M > 5M > 5S > SD > j.LL > j.2H > jc > j.LL > j.S > 236M, land, 236L+M

Assist Specific

Midscreen

Corner

Vegeta Assist: 2M > (delay) 5M > j.S > j.214M > j.66 > j.M (> j.S), 5M > 5S > SD > j.LL > j.2H > dj.LL > j.S > j.236M, Vegeta Assist > 236H+S > j.214M > 214LM


Sparking Blast

Midscreen

  • 5M > 2M > 5S > 236L > (delay) Sparking Blast! > 2M > 5M > j.MLL2H > SD > j.MLL2H > dj.LLL

[Works anywhere]

  • 5M > 2M > 5S > 236L > (delay) Sparking Blast! > 2M > 5M > j.MLL2H > SD > j.ML2H > dj.LLS > j.236M

[Works when the combo has been brought the opponent to the corner]

Corner

  • 5M > 2M > 5S > 236S > (slight delay) Sparking Blast! > (Dash / 66) > 2M > 5S > j.MLL2H > SD > j.ML2H > dj.LLS > j.236M

  • 2M > 5M > jc > j.M > j.S > 214L > Sparking Cancel, land, 2M > jc back > j.S > IAD cancel > j.M > j.S > 214M, 2M > 5M > SD > j.LL > j.S > j.236M

Pretty simple sparking loop, however they nerfed it slightly for Goku Black which is a huge L so you can only do it once before it doesnt work anymore since none of Black's grounded moves hit.

Combo Theory

Video Examples

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