How to Ki Blast Continue Combo Goku Black Dbfz
Combo Notation Guide | Character Name Abbreviations | |||||||||
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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.
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
Guard:
All Startup:
13 Recovery:
30 Advantage:
-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.214M Guard:
All Startup:
18 Recovery:
19 Advantage:
-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.236M Guard:
All Startup:
20 Recovery:
33 Advantage:
- 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.236M Guard:
All Startup:
20 Recovery:
33 Advantage:
- for a knockdown and corner carry, though he can do 2M > 5S > j.236M Guard:
All Startup:
20 Recovery:
33 Advantage:
- 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 Guard:
- Startup:
Teleport 19, Appear 26 Recovery:
3 (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+M Guard:
All Startup:
9+4 Recovery:
50 Advantage:
-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+S Guard:
All Startup:
9+4 Recovery:
29 Advantage:
-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
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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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 |
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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 > 5S > SD > j.M > j.L > j.2H > jc > j.LL > j.S > j.236M | 5117 | 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. |
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 |
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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 > 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 |
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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.LL > j.2H > ... | Anywhere | ? | ? | All | Basic assist conversion off of his neutral tools. |
Source: https://www.dustloop.com/w/DBFZ/Goku_Black/Combos