DBFZ/Goku Black/Combos: Difference between revisions

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(Added more optimized combos in the meterless category, and changed some of the descriptions. Removed a combo that I just couldn't find a use for.)
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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==
==No meter 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.
<br>
*'''... 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.
<br>
*'''... 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.
<br>
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.
<br>
*'''... 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.


Auto combo variant starter. 3060 damage
===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.


*'''(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'''
==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.


Standard j.H sliding knockdown for meterless midscreen combos. 4185 damage
===Metered===
 
*'''... j.LLS > j.236M > immediate j.236H+S/j.214L+M
*'''5L > 5LL > 2M > (delay) 5M > 5H > 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.
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.
 
*'''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 an opponent who attempts a raw overhead against you, for example. 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 ==
== Assist Specific ==
Line 102: Line 51:


===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 ==


===Midscreen===
===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===
===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==
==Combo Theory==


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


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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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