DBFZ/Goku Black/Combos: Difference between revisions

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== Combo list ==
==Combo List==
==No meter combos==
===Midscreen===
5L > 5LL > 5LLL > Super Dash > j.L > j.LL > j.2H > j.L > j.LL > j.LLL


=== Corner ===
Auto combo variant
'''2M > 5M > jc > j.5L > j.5M > j.5L > jc > j.5M > j.5L > j.S > 214M > Air Dash > j.5LL > j.S > 214M > Vanish > 236M


Damage: 4613
5L > 5LL > 5M > 2M > 5H > 236M


Standard meterless divekick combo. (*Not meterless if it incorporates a vanish more is this a standard optimal combo)
Unique in that it allows you to set up a sliding knockdown off of 5H. Nets great corner carry.


5L > 5LL > 5M > 2M > 5H > Super Dash > j.L > j.LL > j.2H > j.L > j.LL > j.LLL
Does slightly more damage but for less corner carry and set ups only a soft 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.LLL
Standard j.H sliding knockdown for meterless midscreen combos
Dragon Rush > j.L > j.LL > j.2H > j.L > j.LL > j.LLL
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 ==
===Midscreen===
===Corner===
== Sparking Blast ==
===Midscreen===
===Corner===
==Combo Theory==
==Video Examples==


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Revision as of 10:32, 9 March 2018

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

No meter combos

Midscreen

5L > 5LL > 5LLL > Super Dash > j.L > j.LL > j.2H > j.L > j.LL > j.LLL

Auto combo variant

5L > 5LL > 5M > 2M > 5H > 236M

Unique in that it allows you to set up a sliding knockdown off of 5H. Nets great corner carry.

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

Does slightly more damage but for less corner carry and set ups only a soft 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.LLL

Standard j.H sliding knockdown for meterless midscreen combos

Dragon Rush > j.L > j.LL > j.2H > j.L > j.LL > j.LLL

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

Midscreen

Corner

Sparking Blast

Midscreen

Corner

Combo Theory

Video Examples

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