DBFZ/Goku Black/Combos: Difference between revisions

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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==

Revision as of 19:26, 11 April 2019

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

Meterless 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 mid-screen 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. 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 opponents who attempt raw overheads against you. 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 meterless sliding knockdown in the corner. 4392 damage

Meter Combos

Midscreen

  • 5L > 5LL > 2M > 5M > j.MLL2H > Super Dash > j.LL2H > jc > j.LLS > j.236L > Vanish > j.236M

Costs 1 bar. Side switches your opponent and sets up a sliding knockdown.

  • 5L > 5LL > 2M > 5M > j.MLL2H > Super Dash > j.LL2H > jc > j.LLS > j.236H

Costs 1 bar. Used if you would rather push your opponent more towards a corner in front of you.

  • (5LL/2L) > 2M > 5M > jc > j.MLL > jc > j.LL > j.214H > SD > j.LL2H > jc > j.LLL

Corner carry combo using the new EX divekick. If you don't land, the combo ends in a slide knockdown.

  • 236S/214S > Vanish > 66 2M > dl~5M > 5S > 236M

Costs 1 bar. Used to convert beams into sliding knockdowns.

  • 236S/214S > Vanish > 66 2M > 5M > jc > j.LL2H > jc > 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 > jc > j.LL2H > jc > j.LLS > j.236L > j.236LM / j.236 HS / j.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 instead of 236HS for a hard knockdown.

  • (5L > 5LL >) 2M > 5M > jc > j.M (doesn't work against large characters) > j.S > 214M, 2M > 5M > 5S > SD > j.LL > j.2H > j.LL > j.S > 236M, land, 236L+M

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.

  • Modification of latter combo: 2M > 5M > jc back > j.S > 214M, 2M > 5M > 5S > SD > j.LL > j.2H > jc > j.LL > j.S > 236M, land, 236L+M

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

  • 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

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