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

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(Corner)
(Meterless)
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*'''... 2M > 5M > jc.MLL2H > j.MLL2H > j.LLS > j.236M
 
*'''... 2M > 5M > jc.MLL2H > j.MLL2H > j.LLS > j.236M
 
Modified Saiyan BnB for the corner. You'll mostly be wanting to learn the j.214M combo, but this is always here when you need it.
 
Modified Saiyan BnB for the corner. You'll mostly be wanting to learn the j.214M combo, but this is always here when you need it.
*'''... 2M > 5M > jc.[M]S > j.214M, 2M > 5M > 5S > SD > j.LL2H > jc.LLS > 236M'''
+
*'''... 2M > 5M > jc.(M)S > j.214M, 2M > 5M > 5S > SD > j.LL2H > jc.LLS > 236M'''
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.
+
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. The j.M in parenthesis only works on characters Goku's size or larger.
  
 
===Metered===
 
===Metered===

Revision as of 08:31, 8 November 2019


Combo Notation Guide Character Name Abbreviations
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
hjc or sjc = High Jump cancel or Super Jump cancel
tk = Tiger Knee
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
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
BDK = Bardock
BRS = Beerus
BRO = Broly
SBR = Broly (DBS)
GNY = Captain Ginyu
CEL = Cell
CLR = Cooler
FRZ = Frieza
GTA = Gogeta (SSGSS)
YGH = Gohan (Teen)
AGH = Gohan (Adult)
GKN = Goku
GKU = Goku (Super Saiyan)
BGK = Goku (SSGSS)
GUI = Goku (Ultra Instinct)
GTG = Goku (GT)
BLK = Goku Black
GTK = Gotenks
HIT = Hit
JNB = Janemba
JRN = Jiren
KEF = Kefla
KBU = Kid Buu
KRL = Krillin
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
TEN = Tien
TNK = Trunks
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
BVG = Vegeta (SSGSS)
VTO = Vegito (SSGSS)
VDL = Videl
YAM = Yamcha
ZAM = Zamasu (Fused)

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.

Corner

Meterless

  • ... 2M > 5M > jc.MLL2H > j.MLL2H > j.LLS > j.236M

Modified Saiyan BnB for the corner. You'll mostly be wanting to learn the j.214M combo, but this is always here when you need it.

  • ... 2M > 5M > jc.(M)S > j.214M, 2M > 5M > 5S > SD > j.LL2H > jc.LLS > 236M

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. The j.M in parenthesis only works on characters Goku's size or larger.

Metered

  • ... j.LLS > j.236M > immediate j.236H+S/j.214L+M
  • ... j.LLS > j.236M > land > 236L+M

Your most common super options in the corner. Usually you want to land and use 236L+M for DHC's because it outdamages 236H+S.

Assist Specific

Midscreen

Corner

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

Navigation


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Click [*] for character's frame data
System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc