DBFZ/Goku Black/Combos

From Dustloop Wiki
< DBFZ‎ | Goku Black
Revision as of 00:46, 15 March 2018 by Shtkn (talk | contribs)
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

Template:Navbar-DBFZ