![]() ![]() The Ki Blast has no proration in combos.Often sees use in extended combos such as continuing a combo after Vanish or certain corner routes. Completing the air autocombo immediately after this move will result in a Dynamic hit.īoth the blade and the Ki eruption have a hitbox, granting the move both extreme range and active frames.Pressing Light on hit will result in a Super Dash.Always results in a Smash, regardless of whether or not Smash has been used up in a combo.Additionally, 5L's speed and ability to cancel into this on whiff makes this a powerful button in neutral, especially since it has M scaling. Will almost always connect after 5L, similar to Bardock but not as good. Moves Goku Black forward a good distance and has great range, enough to completely close the gap if reflected (also referred to as an "anti-reflect"). Outer part of the foot has a slight Disjoint A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return.Has the damage and scaling of a Medium.You'll want to use this over 2L Guard All Startup 7 Recovery 15 Advantage 0 in neutral, but in pressure 2L is usually the better choice as it is 0 on block. Has better Frame advantage The difference in time an attacker and a defender can begin moving again after blocking an attack. recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Usable as an anti-air A grounded attack that hits the opponent out of the air since it's effective at catching falling opponents due to its fast startup and low whiff An attack that completely misses the opponent, such as when the opponent is out of range of the attack.Neutral-Dominant Assists: A Guard All Startup 34 Recovery Advantage +30, B Guard All Startup 20 Recovery Advantage +29, and C Guard All Startup 50 Recovery Advantage +32 all control big portions of the screen.Corner Carry: The easiest corner carry in the game from anywhere with j.214H Guard All Startup 14 Recovery 19 Advantage -1~-6 and j.236H Guard All Startup 13 Recovery 30 Advantage.Tricky Teleport Mixup: Black has very strong 50/50 setups with 214L/ H Guard Startup Teleport 19, Appear 26 Recovery 3 (28 Total) Advantage - when air float is used while paired with an assist.Commanding Neutral: Huge disjoints with 5LL Guard All Startup 9 Recovery 15 Advantage -5, 5LLL Guard All Startup 14 Recovery 15 Advantage -5, 5H Guard All Startup 14 Recovery 23 Advantage -10 and 2H Guard All Startup 15 Recovery 28 Advantage -15, far reaching aerial special moves in God Slicer Guard All Startup 13 Recovery 23 Advantage -4 and Fierce God Kick Guard All Startup 14 Recovery 19 Advantage -1~-6, great ki-blasts and a standard beam Guard All Startup 18 Recovery 19 Advantage -14 allow Black to dominate the pace of neutral very well.Simple: Very low execution for his universal BnBs and straight-forward gameplan.However, given his strong assists, powerful metered options in his 236H Guard All Startup 13 Recovery 30 Advantage -5 at best, j.214H Guard All Startup 14 Recovery 19 Advantage -1~-6 and Level 3 mixup, he is also a strong contender for Mid In a 3v3 fighting game, Mid refers to the 2nd character up to fight out of the 3 selected by the player. Thanks to his solid meter build, great corner carry and efficient use of assists (for safer neutral control, mixups and Special Tag synergy with his 236x series Guard All Startup 13 Recovery 23 Advantage -4), Goku Black's best position on a team is that of a point In a 3v3 fighting game, Point refers to the 1st character up to fight out of the 3 selected by the player. ![]() Nonetheless, Goku Black's a great lenient character that covers most of the bases a new player wants in order to win with style, and while he's not quite among the best in the game, he has enough tools to be able to keep up with the rest of the cast indifferently of player skill level. ![]() On the other hand, he doesn't have much pizazz outside of those initially frightening moves, and against a competent opponent, they shine less and less. Alongside a very solid neutral When neither player is in an advantageous position in terms of stage position., he has moves blessed with range and priority both in the air and on the ground, a simple combo structure, easy corner carry, and a few cool gimmicks. Goku Black has everything a player new to DBFZ is looking for. ![]()
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