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==
==No meter combos==
==Midscreen==
===Midscreen===
===Meterless===
*'''5L > 5LL > 5LLL > Super Dash > j.L > j.LL > j.2H > 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
<br>
 
*'''... 2H > SD > j.MLL2H > jc.LL > Ender
*'''5L > 5LL > 5M > 2M > 5H > 236M'''
*'''... 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.
Unique in that it allows you to set up a sliding knockdown off of 5H. Nets great corner carry.
<br>
 
*'''... 5H > SD > j.LL2H > jc.LL > Ender
*'''5L > 5LL > 5M > 2M > 5H > Super Dash > j.L > j.LL > j.2H > j.L > j.LL > j.LLL'''
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.


Does slightly more damage but for less corner carry and set ups only a soft knockdown.
===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.
*'''(5LL/2LL > 5M/2M > 2M/5M) > 5S > 2H > 214L > j.LL > j.2H > j.LL > j.214L > Delayed Vanish > SD > j.LLL'''
Not that amazing but it looks cool, tacks on damage and preserves smash


*'''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.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
===Metered===
 
*'''... j.LLS > j.236M > immediate j.236H+S/j.214L+M
*'''Dragon Rush > j.L > j.LL > j.2H > j.L > j.LL > j.LLL'''
*'''... 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.
Standard j.H sliding knockdown off a Dragon Rush
 
*'''5L > 5LL > 2M > 5M > 2H > 214L > j.L > j.LL > j.2H > j.L > j.LL > j.LLL > Super Dash'''
 
Using 214L after a 2H allows you to continue to combo your opponent without having to expend your Super Dash. Super Dash can then be inputted after the j.H allowing you to pursue your opponent and close a lot of distance while they are in the sliding knockdown state.
 
===Corner===
*'''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.236M'''
 
Sets up a sliding knockdown meterlessly in the corner. j.S must be done very close to the opponent for j.236M to land.
 
==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 107: Line 57:


===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==
{{#ev:youtube|rRQGJj7OCyo}}


==Navigation==
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[[Category:Dragon Ball FighterZ]]
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[[Category: Goku Black]]
[[Category: Goku Black]]

Revision as of 17:20, 6 April 2020

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.

  • (5LL/2LL > 5M/2M > 2M/5M) > 5S > 2H > 214L > j.LL > j.2H > j.LL > j.214L > Delayed Vanish > SD > j.LLL

Not that amazing but it looks cool, tacks on damage and preserves smash

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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