DBFZ/Goku Black/Combos

From Dustloop Wiki
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)

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
... 2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LL > Ender 4185 (with j.H) +1.05 All Very Easy Standard Sayian BnB, the combo you will be using most often.
... 2H > SD > j.MLL2H > jc.LL > Ender 3445 (with j.H) +0.7 All Very Easy Standard Saiya-2H punish.
... 2H > SD/214L > j.LM2H > jc.LL > Ender 3505 (with j.H) +0.6 All Easy Using 214L instead of superdash in combos yields slightly higher damage than using superdash, especially with special finishers, at the cost of being harder to confirm and less meter gain.
... 5M > 2M > 5S > 5H > SD > j.LL2H > jc.LL > Ender 4210 (with j.H) +0.9 All Very Easy Not very useful unless you're going to end up in the corner. You will have to use meter for knockdown midscreen, as j.H will not smash.
... 5H > 236M 2300 +0.45 All Very Easy If you do not care about damage and just want your opponent in the corner, this is your go-to. If you are in the middle of the screen, the opponent will instantly have their back to the wall. Cue the slaughter.
... 2M > 5M > jc.M > jc.MS > j.214H > SD > j.ML2H > jc.LL > Ender 4640 (with j.H) -0.05 All Easy j.214H gives you your air action back, as well as a pretty sick looking superdash extention. Not really useful because it kills your meter gain.
... 2M > 5M > 5S > 2H > 214L > j.M2H > jc.LLS > j.214L > Vanish > SD > j.LL > Ender 5025 (with j.H) -0.1 All Medium 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.
... 2M > 5M > 5S > 2H > 214L > j.M2H > jc.LLS > j.214H > Vanish > 665L (whiff) > 5LL > SD > j.LL2H > jc.LL > Ender 5656 (with j.H) -1.65 All Medium High damage vanish combo using j.214H to bring the opponent back to the ground.
... Vanish > dash 2M > 5S > 236M 2478 (from 236S) -1 All Easy Vanish combo for sliding knockdown.
... Vanish > 665L (whiff) > 5LL > SD > j.LML2H > jc.LL > Ender 2870 (from 236S, with j.H) -1 All Easy Vanish combo for damage. Usually if you're doing this you'll want to skip the j.H ender for something metered.

Enders

  • ... jc.LL > j.H
  • ... jc.LL > j.S > j.236H
  • ... jc.LL > j.S > j.236L > Super
  • ... jc.LL > j.S > j.236L > Vanish > j.236M

Your most common combo enders, and even among them you will most commonly be using j.H.

  • ... jc.LL > j.S > j.236M

This only works if you're close to the corner, so it's recommended you use it in conjunction with 5H.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
... 2M > 5M > jc.MLL2H > SD > j.MLL2H > j.LLS > j.236M 4405 +1.35 All Very Easy Modified Saiyan BnB for the corner. You'll mostly be wanting to learn the j.214M combo, but this is always here when you need it.
... 2M > 5M > jc.MS > j.214M, j.S, 2M > 5H > 5S > SD > j.LL2H > jc.LLS > 236M 5027 +1.8 All Easy 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.

Notes

If you want to end in a super, generally you'll want to land first. If you're just routing into level 3, use it immediately. If you want to DHC into another character, land and do 236L+M if possible as it out damages j.236H+S while still being DHC-friendly.

Sparking

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.LL2H > ... Anywhere ? ? All Basic assist conversion off of his neutral tools.

Combo Theory

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.214M 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.236M so long as hitstun hasn't degraded too far, granting him a meterless sliding knockdown without needing a smash launcher.

After using a vanish, Goku Black can use j.236M for a knockdown and corner carry, though he can do 2M > 5S > j.236M 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 214L instead of SD after a smash 2H), he can do SD > j.5LLL 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+M 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+S 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.

Video Examples

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