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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==No meter combos==
==No meter combos==
===Midscreen===
===Midscreen===
*'''5L > 5LL > 5LLL > Super Dash > j.L > j.LL > j.2H > j.L > j.LL > j.LLL'''  
*'''5L > 5LL > 5LLL > Super Dash > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL'''  


Auto combo variant
Auto combo variant starter. 3060 damage


*'''5L > 5LL > 5M > 2M > 5H > 236M'''
*'''(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'''


Unique in that it allows you to set up a sliding knockdown off of 5H. Nets great corner carry.
Standard j.H sliding knockdown for meterless midscreen combos. 4185 damage


*'''5L > 5LL > 5M > 2M > 5H > Super Dash > j.L > j.LL > j.2H > j.L > j.LL > j.LLL'''
*'''5L > 5LL > 2M > (delay) 5M > 5H > 236M'''


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


*'''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'''
*'''Dragon Rush > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.LLL'''


Standard j.H sliding knockdown for meterless midscreen combos
Standard j.H sliding knockdown off a Dragon Rush. 2532 damage


*'''Dragon Rush > j.L > j.LL > j.2H > j.L > j.LL > j.LLL'''
*'''(5L > 5LL > 2M > 5M >) 2H > 214L > j.L > j.LL > j.2H > jc > j.L > j.LL > j.LLL'''


Standard j.H sliding knockdown off a Dragon Rush
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


*'''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.
*'''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===
===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'''
*'''(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. j.S must be done very close to the opponent for j.236M to land.
Sets up a sliding knockdown meterlessly in the corner. 4392 damage


==Meter combos==
==Meter combos==
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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 ==

Revision as of 16:12, 18 July 2018

Template:CharNav-DBFZ

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.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 midscreen 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. 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

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

Corner

Combo Theory

Video Examples

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