



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:Ġ 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.Outclassed: While Goku Black is flexible and fulfills his role well, a decent portion of the cast can do what he does for less effort and/or with more benefits.Solo Mix-up: Without assists, Black's mix-up is linear and requires heavy conditoning to open up opponents with competent defense.Needs Awareness: While his options in neutral are strong, they are fairly one-dimensional and often highly committal, requiring careful usage.+32 all control big portions of the screen. Corner Carry: The easiest corner carry in the game from anywhere with j.214H Guard:.

When air float is used while paired with an assist. Tricky Teleport Mixup: Black has very strong 50/50 setups with 214L/ H Guard:.14 allow Black to dominate the pace of neutral very well. 1~-6, great ki-blasts and a standard beam Guard: 15, far reaching aerial special moves in God Slicer Guard: Commanding Neutral: Huge disjoints with 5LL Guard:.Simple: Very low execution for his universal BnBs and straight-forward gameplan.Goku Black is a balanced character that dictates the flow of the game with ridiculous corner carry and magnificent moves. 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. However, given his strong assists, powerful metered options in his 236H Guard: 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.
GOKU TELEPORT SERIES
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: 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.
