Goku Black
Midscreen Combos
| Character | Inputs | Damage | Type |
|---|---|---|---|
|
5 M 2 M 5 S 5 H > SD > j M L 2 H > 9 > j L L S > j 2 3 6 H
Universal. Carries just about Corner to Corner.
|
4.615 | Combo | |
|
2 M 5 M 5 S 5 H > 2 1 4 L > dl M 2 H > 9 > j L L L
Universal. Saves SD for stronger Vanish extensions. Can be extended with various assists if timed properly.
|
4.223 | Combo |
Corner Combos
| Character | Inputs | Damage | Type |
|---|---|---|---|
|
2 M dl 5 M 5 S dl 5 H > dl SD > dl j L H (land) 5 L L L > SD > j M L L 2 H > 9 > j L L S > j 2 3 6 M
Corner route. Doesn't work on smalls. The H in jLH has a slight delay. Timings for each delay after the 5H Smash are below.
SD is done right after the wallbounce of the 5H
jL is done right at the apex of the SD 'hit bounce'
jH is done as your opponent is almost directly above you.
|
5.245 | Combo | |
|
2 M 5 M > 9 j M S > j 2 1 4 M > dl 66 dl j. M S > (land) 5 S dl 5 H > SD > j M L 2 H > 9 > j L L S > j 2 3 6 M
Corner only & universal. Slightly delay the airdash after M Divekick. Try to get the jM after the airdash to hit as late as possible and slightly delay the jS after it. Delay the 5H to have it all come together afterwards. It's a tough route.
|
5.037 | Combo | |
|
2 M 5 M > j M S > j 2 1 4 M > dl. j S > (land) 6 6 2 M 5 H 5 S > SD > j M L 2 H > 9 > j L L S > j 2 3 6 M
Universal. On non-small characters, you don't have to do a delay jS into dash up 2M. You can just land and hit 2M dl. 5M 5H 5S > SD. It's also better to jump back into the jMS > j214M if you're smack in the corner.
|
5.027 | Combo | |
| 2 M 5 M > j M S > j 2 1 4 M > 2 M 5 H 5 S > SD > j M L 2 H > 9 > j L L S > j 2 3 6 M | 4.922 | Combo |
Sparking
| Character | Inputs | Damage | Type |
|---|---|---|---|
|
2M 5M > 9 > jM > j214L > spark > 2M 5S > 236S > Vanish > 66 > jM > 5M > 9 > jM > jM > j214H > SD > jM2H > jLLS > j236L > j214H+S
Midscreen
|
7.831 | Combo |