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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. | 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. | |||
== Assist Specific == | == Assist Specific == |
Revision as of 19:41, 10 April 2019
Combo Notation Guide | |||||||||
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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 mid-screen 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 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
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.
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