DBFZ/Goku Black/Combos: Difference between revisions

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==Combo List==
==Combo List==
==No meter combos==
==Meterless Combos==
===Midscreen===
===Midscreen===
*'''5L > 5LL > 5LLL > Super Dash > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL'''  
*'''5L > 5LL > 5LLL > Super Dash > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL'''  


Auto combo variant starter. 3060 damage
Auto combo variant starter. 3060 Damage.


*'''(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'''
*'''(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'''


Standard j.H sliding knockdown for meterless midscreen combos. 4185 damage
Standard j.H sliding knockdown for meterless midscreen combos. 4185 Damage.


*'''5L > 5LL > 2M > (delay) 5M > 5H > 236M'''
*'''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. This combo should only really be used if you realize that you've continued too far down you blockstring that the 5H is already about to connect. 2730 damage.
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'''
*'''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
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'''
*'''(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


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'''
*'''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 an opponent who attempts a raw overhead against you, for example. 2890 damage.
This is useful against opponents who attempts raw overheads against you. 2890 Damage.
 


===Corner===
===Corner===
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Sets up a sliding knockdown meterlessly in the corner. 4392 damage
Sets up a sliding knockdown meterlessly in the corner. 4392 damage


==Meter combos==
 
==Meter Combos==
===Midscreen===
===Midscreen===
*'''5L > 5LL > 2M > 5M > j.L > j.M > j.L > j.2H > Super Dash > j.L > j.LL > j.2H > j.L > j.LL > j.S > j.236L > Vanish > j.236M'''
*'''5L > 5LL > 2M > 5M > j.L > j.M > j.L > j.2H > Super Dash > j.L > j.LL > j.2H > j.L > j.LL > j.S > j.236L > Vanish > j.236M'''
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===Corner===
===Corner===


== Assist Specific ==
== Assist Specific ==
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Vegeta Assist:
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'''
'''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'''




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==Combo Theory==
==Combo Theory==


==Video Examples==
==Video Examples==


{{CharLinks-DBFZ|GokuBlack}}
{{CharLinks-DBFZ|GokuBlack}}

Revision as of 14:53, 15 October 2018

Template:CharNav-DBFZ

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

Meterless Combos

Midscreen

  • 5L > 5LL > 5LLL > Super Dash > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL

Auto combo variant starter. 3060 Damage.

  • (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

Standard j.H sliding knockdown for meterless midscreen combos. 4185 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 attempts 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 sliding knockdown meterlessly in the corner. 4392 damage


Meter Combos

Midscreen

  • 5L > 5LL > 2M > 5M > j.L > j.M > j.L > j.2H > Super Dash > j.L > j.LL > j.2H > j.L > j.LL > j.S > j.236L > Vanish > j.236M

Costs 1 bar. Side switches your opponent and set ups a sliding knockdown.

  • 5L > 5LL > 2M > 5M > j.L > j.M > j.L > j.2H > Super Dash > j.L > j.LL > j.2H > j.L > j.LL > j.S > j.236S

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

  • 236S/214S > Vanish > 236M

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

  • 236S/214S > Vanish > 66 > 2M > 5M > J.C > j.L > j.LL > j.2H > j.L > j.LL > 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 > J.C > j.L > j.LL > j.2H > j.L > j.LL > j.S > j.236L > 236LM / 236 HS / 214LM

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

Corner

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.ML2H > 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

Combo Theory

Video Examples

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