DBFZ/Goku Black/Combos: Difference between revisions

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{{Notation-DBFZ}}
{| class="wikitable"
|-
! Combo Notation Guide
|-
|
:{| class="wikitable" border="1"
|-
| 7 {{7}}
| 8 {{8}}
| 9 {{9}}
|-
| 4 {{4}}
| 5 {{5}}
| 6 {{6}}
|-
| 1 {{1}}
| 2 {{2}}
| 3 {{3}}
|}
: Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}S 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.
|}
<br clear=all/>
 
==Combo List==
==Combo List==
==Meterless Combos==
==Midscreen==
===Midscreen===
===Meterless===
*'''5L > 5LL > 5LLL > Super Dash > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL'''
*'''... 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.
Auto combo variant starter. 3060 Damage.
<br>
 
*'''... 2H > SD > j.MLL2H > 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'''
*'''... 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.
Standard j.H sliding knockdown for meterless mid-screen combos. 4185 Damage.
<br>
 
*'''... 5H > SD > j.LL2H > jc.LL > Ender
*'''5L > 5LL > 2M > (delay) 5M > 5H > 236M'''
Not very useful unless you're going to end up in the corner.
 
*'''... 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.
Not very useful, but it's there and the corner carry is good.
 
<br>
*'''Dragon Rush > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL'''
Enders:
 
*'''... jc.LL > j.H
Standard j.H sliding knockdown off a Dragon Rush. 2532 Damage.
*'''... jc.LL > j.S > j.236L > j.236L+M/j.236H+S/j.214L+M
 
*'''... jc.LL > j.S > j.236L > Vanish > j.236M
*'''(5L > 5LL > 2M > 5M) > 2H > 214L > j.L > j.LL > j.2H > jc > j.L > j.LL > j.LLL'''
Your most common combo enders, and even among them you will most commonly be using j.H.
 
<br>
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.
*'''... 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.
*'''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===
===Metered===
*'''(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'''
*'''... 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.


Sets up a meterless sliding knockdown in the corner. 4392 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.


==Meter Combos==
===Metered===
===Midscreen===
*'''... j.LLS > j.236M > immediate j.236H+S/j.214L+M
*'''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'''
*'''... 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.
Costs 1 bar. Side switches your opponent and sets up 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.236H'''
 
Costs 1 bar. Used if you would rather push your opponent more towards a corner in front of you.
 
*'''236S/214S > Vanish > 66 2M > 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 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 for a hard knockdown.


== Assist Specific ==
== Assist Specific ==
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===Corner===
===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 ==
== Sparking Blast ==
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*'''5M > 2M > 5S > 236S > (slight delay) Sparking Blast! > (Dash / 66) > 2M > 5S > j.MLL2H > SD > j.ML2H > dj.LLS > j.236M
*'''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==
==Combo Theory==
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==Video Examples==
==Video Examples==


 
==Navigation==
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{{#lsth:DBFZ/Goku Black/Data|Links}}
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[[Category:Dragon Ball FighterZ]]
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[[Category: Goku Black]]
[[Category: Goku Black]]

Revision as of 08:31, 8 November 2019

Template:Notation-DBFZ

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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