Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... 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 |
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... 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 |
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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 |
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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.