DBFZ/Goku Black/Combos: Difference between revisions

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Revision as of 00:56, 24 February 2018

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6S becomes 236S
[L] = button is to be held
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
DR = Dragon Rush
SD = Super Dash
(N) = only use the Nth attack of the move (for example, if j.M(2) is written, you only use the first two hits of j.M)
(CSpec) = Contains a part that only works on some characters.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo list

Corner

2M > 5M > jc > j.5L > j.5M > j.5L > jc > j.5M > j.5L > j.S > 214M > Air Dash > j.5LL > j.S > 214M > Vanish > 236M

Damage: 4613

Standard meterless divekick combo. (*Not meterless if it incorporates a vanish more is this a standard optimal combo)


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