DBFZ/Goku Black/Combos

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 Goku Black
Combo Notation GuideCharacter Name Abbreviations
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, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

The Bones of Basic DBFZ Combo Structure

How Do I Get Started?Learn the BNB so you can unlock the true godly power that's within.
[1] Very Easy

2M > 5M jc > j.M > j.LL > 2H > SD > j.M > j.LL > j.2H > jc > j.LLL
The basic DBFZ BNB for a large majority of the cast consists of 2M > 5M jc > j.M > j.LL > 2H > SD > j.M > j.LL > j.2H > jc > j.LLL. You may have noticed that you can do something like 5LL to go into this combo but this isn't ideal. When you start a combo with a light starter like 5L, it causes heavier scaling which means that your combo will do lower overall damage. Starting a combo with a heavy or medium starter will give it much better scaling with a lot more damage. That's also why you should manually input j.M > j.LL during the BNB instead of opting for using the auto combo since that counts as two light inputs rather than a medium input with two light inputs. When you start a combo with 2M, it will put the opponent in a sort of "trip" state that will allow you to continue the combo and even take it to the skies. In this situation, you use 5M to hit the opponent up a bit so you can jump cancel and convert into the air portion of the combo. From this point on, DBFZ conversions are very lenient and multiple routes can open up. You can either use an assist to bounce up the opponent more, go into j.M > j.LL > j.S > j.236H or whatever really. Try experimenting to see what you can come up with and feel free to use the combos below to help with that. Anything is possible in a 3v3 tag fighter!

Combo Theory

DBFZ GokuBlack GodSlicer.pngGuardAllStartup13Recovery30Advantage-5 at best Goku Black's combos are relatively basic. Because he lacks a non-metered special move to use his smash on for mid-screen combo extensions, he relies on universal options like smash 5H/2H or assists. Black also doesn't have a resource-less way to end his combos with a sliding outside of smash j.H. While he does have two rejump combo options after 5H, both of these are difficult to execute consistently and may drop if the opponent reaches the corner before super dash connects.

His options expand greatly in the corner, both in terms of extending and ending combos. j.214MDBFZ GokuBlack FierceGodKick.pngGuardAllStartup18Recovery19Advantage-1~-6 can either ground bounce or wall bounce the opponent and both lead into good damage. 5S combos directly into super dash, even if Black's smash has already been used. j.S can be followed-up with j.236MDBFZ GokuBlack GodSlicer.pngGuardAllStartup20Recovery33Advantage- so long as hitstun hasn't degraded too far, granting him a meterless sliding knockdown without needing a smash launcher.

After using a Vanish(H+M), Goku Black can use j.236MDBFZ GokuBlack GodSlicer.pngGuardAllStartup20Recovery33Advantage- for a knockdown and corner carry, though he can do 2M > 5S > j.236MDBFZ GokuBlack GodSlicer.pngGuardAllStartup20Recovery33Advantage- for extra damage if he is near the ground. When going for damage is preferred over a knockdown, use his autocombo for its forced smash. Whiffing 5L and hitting with 5LL makes this option more consistent and reduces combo scaling. If the opponent is high in the air after a vanish and Black still has his super dash (such as when using 214LDBFZ GokuBlack InstantTransmission.pngGuardStartupTeleport 19, Appear 26Recovery3 (28 Total)Advantage- instead of SD after a smash 2H), he can do SD > j.LLL for both extra damage and a sliding knockdown.

Both of his level 1 supers lack a knockdown so they are best used when they will K.O. an opponent or if DHC'ing into another character. 236L+MDBFZ GokuBlack GodSlicerDance.pngGuardAllStartup9+4Recovery50Advantage-24 is his most damaging super so use this one if possible. If the opponent is too high to combo into a DHC, use j.236H+SDBFZ GokuBlack HolyLightGrenade.pngGuardAllStartup9+4Recovery29Advantage-30 to bring them back to the ground. Black's level 3 will always bring him back to the ground after the final hit so it can be used at any position and still grant him safe-jump oki.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

If you're new, these are the combos you should focus on learning for a baseline of being able to play Goku Black. Don't worry too much about knowing every single combo, just having these simple ones down can do you pretty well.

Combo Damage Meter Gain Meter Usage Works on Position Notes Example
2M > 5M jc > j.M > j.LL > 2H > SD > j.M > j.LL > j.2H > jc > j.LLL
(...jc > j.LL > j.S > 236H)
4185
(4445)
1.05
(0.5)
0
(0.5)
Everyone Anywhere Standard BNB that all players should know as it's somewhat universal. Gives you some okizeme to start preparing for pressure. You can choose to end the BNB into 236H for a hard knockdown, more damage and corner carry. Video
2M > 5M > 5S > 2H > SD > j.M > j.LL > 2H > jc > j.LLL
(...2H > 214H > j.LL > 2H > j.LLL)
4355
(4270)
0.9
(0.4)
0
(0.5)
Everyone Anywhere Another standard BNB that does more damage but has less corner carry. The alternative route can be used for side switch for the cost of half a bar. Main Combo
Alternate Route
5M > 2M > 5S > 5H > SD > j.M > j.L > 2H > jc j.LL j.S > j.236H
(... jc j.LL > j.S > j.236L > H+M > j.236M)
4614
(4867)
0.4
(0.10)
0.5
(1)
Everyone Anywhere A combo that's good from going from one corner to another, damage isn't too shappy either. You can choose to spend a bar for vanish extension. Main Combo
Vanish Extension
2M > 5M jc > j.M > jc > j.M > j.S > j.214M > (dl) > 2M > 5H > 236S > SD > j.M > j.L > j.2H > jc > j.LL > j.S > j.236M 5252 1.85 0 Everyone Mid Screen A combo that leads to the corner while generating some solid meter and pretty good damage. Looks long but isn't too hard at all. Come Back Later!
2M > 5M jc > j.M > j.S > j.214M > j.S > 2M > 5H > 5S > SD > j.LL > j.2H > jc > j.LL > j.S > 236M 5027 1.8 0 Everyone Corner This combo takes advantage of the wall bounce on Goku Black's dive kick, as well as the high hitstun on his 5S. Essentially your bread and butter corner combo.
2M > 5S > 236S > SD > j.214M > (dl) > 2M > 5H > 236S > SD > j.LL > j.2H > jc > j.LL > j.S > 236M 5348 1.8 0 Everyone Corner Another corner bnb.

Searching For Greater Power

So you want to take Black to the next step? Here's some extra stuff that isn't needed to play the character but is good to know if you're really trying to get serious with your Godly (Mid Tier) Ki.

Combo Damage Meter Gain Meter Usage Works on Position Notes Example
2M > 5M jc > j.M > jc > j.M > j.S > j.214M > SD > j.M > j.L > j.2H > jc > j.LL > j.S > j.236M 4660 1.5 0 Everyone Near Corner Note that this is for when you're NEAR the corner and not exactly on it, spacing matters! Come Back Later!
2M > 5M > 5S > 2H > 214L > j.M > j.2H > jc > j.LL > j.S > j.214H > H+M > 66 > 5L (whiff) > 5LL > 5LLL > SD > j.LL > j.2H > jc > j.LLL 5656 WiP 1.65 Everyone Mid Screen A high damage vanish combo, you can end off with a j.S into j.214H rather than j.LLL for a better knockdown and some more damage. Come Back Later!
2M > 5M > 5S > 2H > 214L > j.M > j.2H > jc.LL > j.S > j.214L > H+M > SD > j.LLL 5025 WiP 1 Everyone Mid Screen 214L preserves your smash for j.H. Removing j.S and delaying the vanish after j.214L allows you to keep your side, though the timing is tricky. Come Back Later!

Out For Blood?

DBFZ is an inherently monkey game, might as well go all out with some Sparking combos.

Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5S > 236L > Sparking! > ... Anywhere ? ? All Basic Sparking activation combo.
2M > delay 5M > 5S > 236S > Sparking! > ... Corner ? ? All Corner Sparking activation combo.
... > Sparking! > land > 2M > jc back > j.S > IAD cancel > j.M > j.S > j.214M > ... Corner ? ? All Corner j.S combo, sadly only works once because none of Goku Black's normals hit high enough.

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
j.214L/236L > Assist > dash jump j.LL > j.2H > ... Anywhere ? ? All Basic assist conversion off of his neutral tools.

Video Examples

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