yeah Goku black won the first-ever patreon poll... well kind of, it was
actually a tie with somebody else and you'll find out who that somebody
else is next video. if I had to use one phrase to describe Goku Black it would
be that he's well-rounded. he can play any role seeing as he's not totally
dependent on assists or meter, and he always has something for whatever the
situation may be. his heavy normals are great, especially the crouching heavy and
while he lacks range on his standing medium his crouching medium isn't bad and
that's much more important. yes it's true that he doesn't have a low crouching
light attack but if you factor in all his heavies, his normals rank above
average. however his projectiles are average, and which I should remind you
that "average" isn't bad it just means that he doesn't have an advantage over
most characters. his ki blasts are a bit on the weak side however he does have a
grounded Kamehameha, and the Kamehameha is one of, if not the best projectile in
the game. his god slicer and divekick take him across the screen very quickly
and let's not forget that teleports are the ultimate form of mobility... so no
surprise here. being able to force his offense on
people with the god slicer paired with an assist, having extremely easy damage
in the corner with the bomb loops, and his teleports make Goku Black one of the
best characters in the game in terms of ease of use. and what I mean by ease of
use is that his above average normals, mobility, and damage will carry novice
players over most. however at higher skill levels Goku Black comes up a bit
short when his opponent respects his game since he lacks great pressure and
mix-ups that the other top tiers have. oh and I only realized this after making
the guide... but zamasu is the advanced version
of Goku Black. and now that everyone's mad let's get started with the guide.
quarter-circle forward and attack is Goku blacks God slicer which is his primary
tool to start his offense when used with an assist. the initial ki blasts have
the same properties as a standard ki blast so your opponent can cancel their
guard with a reflect or super dash, however it's not a big deal because it's
fairly difficult to react to the light version since it has only one shot
before the stab... and you typically use the medium or heavy versions in a combo only.
the light version has a short start up making it very easy to combo into and
you don't have too much vertical movement, making it ideal to force your
offense on your opponent with an assist. the medium version does more damage and
causes a slide knockdown however it has a longer startup making it harder to
combo into and it scales your combo by four... as opposed to the light version
which scales by one. I know this sounds bad but it's not really a big deal because
you normally use this at the end of a combo where the scaling is already at max.
the heavy version is just like the medium except that has a short startup
making it easy to combo. as mentioned before this is primarily used in combos
however the light version can be used in the neutral to force an offense went backed
up by an assist. quarter-circle back and attack while airborne will give you a
divekick. the light version comes out fast and... well... it doesn't knock your
opponent down. and if you hit a grounded opponent you're at a disadvantage
afterwards. this scales your combo by two and you'd be hard-pressed finding a
legitimate use for the light version. the medium while doing more damage is slower
making it harder to combo and scales your combo by three, but it does count as
a smash giving you a wall bounce if you're close to the corner allowing for
a follow-up. it's important to note that if it connects you're able to double
jump or air dash even if you already used it earlier in the combo. the heavy
version is the best of both having a fast start up, wall bouncing
in the corner and scales your combo by two. it also counts as a smash and does
more damage than the medium version. the primary use for this divekick is as a
smash attack towards the beginning of a corner combo. the additional hits it
gives you before going airborne makes the higher damage scaling worth it. quarter
circle back and attack on the ground is your teleport.
you'll always teleport to the same location that's relative to your
opponent... so if your opponent is airborne you're gonna teleport up there with them.
light teleports you close to your opponent while the medium version
teleports you a bit further away. heavy teleports you behind your opponent. if
used sparingly you can use it to teleport in on your opponent from the neutral.
however the main usage is to reset your block stun pressure in open space. oh and
before you go crazy with the teleports just remember that a crouching heavy
does not care which side you teleport to. next up we have your kamehameha and it
operates exactly how you'd expect. it's fast, it'll plow through smaller ki
blasts, and it scales your combo by two. there's really not much more to say
about this. and finally we have your command grab
which is a slightly slower and weaker kamehameha except zamasu is there to
grab your opponent... and of course we all know where those hands have been. this
command grab doesn't count as a smash attack and it gives you an extremely
small wall bounce, but you can't combo afterwards normally and it scales your
combo by three. seeing as you'd most likely have to use a vanishing attack
to continue you're going to be getting some pathetic damage because a vanishing
attack scales your combo by five and counts as a smash attack... so you'll
be at the maximum damage scaling with no smash extension very quickly. but then
again it is a tracking command grab that still shoots off the kamehameha on whiff.
let's take a look at what attacks you should be thinking about at their
specific ranges.
at the longest range if your opponent's getting too comfortable trying to bait a
super dash feel free to fight back with your kamehameha. granted you don't want
to spam it because that'll make you vulnerable to jump-ins and such, however
it's good to keep your opponent on their toes.
if your opponent has too much respect for your beams, mixing it up with the
command grab is a good way to score some damage and get your opponent to
overextend. in the event that you're fighting against somebody that has a
teleport or just really good reads, use your ki blast instead because you can
always cancel into a vanishing attack for safety. at worst your opponent will
just vanishing attack your vanishing attack which is a lot better than eating
a full combo. alternatively you can use your teleport to get in, but you must use
it very sparingly... basically you have to condition your opponent NOT to expect it
in order to get any mileage from it. but if your opponent can't react to your
teleport, then by all means abuse them with it. your light god slicer is
gonna be your best way to force an offense when backed by an assist. even if
your opponent knows it's coming it's still pretty hard to counter it. we'll go
over which assists provide the best protection in the synergy section. and of
course in the mid-range you have your generic overhead low mix-up... which is
done with the low air-dashing heavy mixed up with a short dashing
crouching medium. in the close range when you think speed really matters, your
crouching light is your best bet. it may not impact low but it has good
range and goes into your mediums nicely.
this time around I'm gonna make a few changes to this section in hopes to cut
down the length... so if it doesn't work out... well... you know I'll just go back to
the other format. the first change is that I'm gonna do an overview before
going into the individual timing for each column. that way for those of you
that don't want to see the individual timing for each character, you'll at
least know what the sections are all about. first up we have the command grab
extensions. under normal circumstances you'd have to immediately use a vanishing
attack even in the corner to combo off it... which murders your damage output and
also ends up costing you meter. so naturally if you can get more damage and
build meter it's definitely a good thing, especially seeing how this is a really
dirty command grab.
next up we have the ability to keep the pressure going after a light god slicer
from long range. the reason why it's "long range" only is
because at mid range you can just use your generic options of a low air dashing
heavy or a quick dashing crouching medium. Goku Black with the help of assists can
easily combo multiple bomb supers in the corner for some real easy damage. some
characters require a smash while others have to be at a specific height... and
that's what the third column is all about.
and as expected we end with the low juggle extensions and the corner dragon
rush extensions. alright this is the time to skip ahead if you don't care to see
further details. so the command grab... I'm sure you noticed that it's only two
points... and that's because the situation is... well... "situational." it's not gonna be a big
part of your game but when the opportunity presents itself it's nice to capitalize
off of it. one point if you can get a combo afterwards and two points if the
timing's easy. it's not really a big deal if you can get a standing medium
or not because the damage differential is minor. trunks gives you a standing
special cancel into a super dash. the Captain hits low enough for you to get a
jumping ki blast... if you want something easier use a slightly delayed standing
medium. call frieza out when the beam first impacts, jump after them to combo.
it's possible to use a standing special into a super dash but the timing isn't nearly
as easy. for kid Gohan call him out slightly after the impact of the beam
jump to follow-up. piccolo can get a jumping ki blast but the timing is very
strict, it's much safer just to use a standing medium or special instead. Goku
can give you a crouching medium... aka whatever you want. jump to follow-up when
using Vegito. Bardock allows a jumping ki blast,
call him when the beam impacts. zamasu's timing isn't too forgiving... make sure to
slightly delay the medium. broly's timing is a little more tight than
normal but still manageable, use a standing special to combo. same with 21,
the timing's more difficult than the others. use a standing special to follow
up or play it safe and just jump to follow up instead. beerus easily gives
you a standing special. a crouching medium is possible but the timing is strict. Goku
Blue's timing is tough and the most consistent follow-up I found was a
crouching light. Hit gives an easy standing special. call Gohan as the
beam impacts. use a super dash to combo afterwards. a standing special is
possible with Tien, but it's safer to jump instead. and of course Yamcha gives you
anything you want.
jump to combo with 16. it's also best to jump when using
Nappa. super jump with Majin buu.
moving on to the light god slicer. two points if the assist keeps your opponent
stationary, as in they can't jump out. three points if there is only one gap
before or after the assists. and four points if it's gapless as in your
opponent can't even reflect. i'll remove a point if there's some negative aspect
to it. it's hard to see because it happens real fast
but the opponent is able to jump, but trunks catches them before they can get
away. the timing is as the second hit impacts of the god slicer. the Captain
can just barely protect you and keep the opponent grounded, the timing is just
before the second impact of the god slicer. frieza's long-range assist was
made for stuff like this... easily reaches and provides gapless protection. the
timing is as a second hit impacts. Vegeta's range isn't as good, it's just
outside of a low air dash and of course your opponent can reflect. he needs to be
called out right before your god slicer. goku is great as you would expect,
totally gapless, however the timing is at the same time you push the light button
for the god slicer... which can be an issue because if you're still holding forward
the assist won't come out. so I find it easiest to input quarter circle forward
then I push back and light with the assist button at the same time. same
thing with vegito, at the same time you push the light button...
however it's not gapless but if your opponent tries to jump they're gonna get
hit. so there's a small gap where they can reflect after the assist,
however since Vegito's assist is considered a small ki blast they can
reflect anyway. Zamasu has a gap after the assist, but your opponent can't jump
out. call him right before you input the god slicer.
Broly needs to be called out right before the input of the god slicer and
there's no gap before the assist, however there's a small gap afterwards... so small
that your opponent will get hit for trying to jump out. 21 is gapless before
the assist however there's a tiny gap afterwards and
it'll punish chicken blocking. her timing is at the same time you push the light button
beerus has the same issues as vegeta... the
max range is just outside of the mid range, and since it's a small ki blast your
opponent can reflect. the timing is right before to god slicer input. Goku Blue's a
one gap lock-down which has barely enough range, but the timing is really strict;
call him out just before the second impact of the god slicer. Tien needs to be called
out right after you push the light button. there's a gap after the assist but they
can't jump. out Yamcha can provide gapless pressure when called as soon as
the second hit impacts. 16 is also gapless with good timing, call him out
when the second hit impacts. Nappa is gapless too, the timing is when the ki
blast impacts. majin buu can keep your opponent locked down with some pinpoint
timing... if your opponent tries to jump they're gonna get hit but you really
can't capitalize off of it. the timing is when a second hit impacts. gotenks
keeps them in place nicely... completely gapless too. call him out right before
your god slicer. cell's range is just outside of your generic options and
there's a gap after the assist, however it'll punish people who try to jump out.
the timing is right before the god slicer. he lost a point because of the short range.
now for the corner bomb loop extensions... it's a lot of easy damage
with the easy combos. call out an assist during the second hit of your light god slicer then
immediately cancel into your super, and mash light to continue the combo. two
points if the assist needs some specific setup like a smash or some weird height.
three points if there's no unique setup but the timing is a bit difficult. and four
points if is done at the mid or high range and the timing is easy. if there's
something negative about it a point or two can be lost. I also put a H M or L which
lets you know what height the super needs to be performed so you can tell
what order to use. you'll combo from lowest to highest. mid's can be combo'd into
other mids, and highs can be combo'd into other highs.
but lows cannot be combo'd into other lows. pretty much lows are the worst
and usually require some real specific setup. if it needs a smash I put a little
S next to it... and of course trying to link two smashes together will be
problematic. trunks is an easy mid height activation.
the Captain's an easy mid as well.
frieza's at a weird height between mid and high and needs a dive kick smash
due to the fast assist, so he's
go to have to be your first activation.
kid Gohan is a typical high activation.
Vegeta needs to be called out at the same time you push the light button for
the slicer. he can also work at a slightly higher activation but not quite
the high position. while Goku's a low activation, the best setup I found was
into a normal juggle with the medium slicer ender... and as soon as you touch
the ground call goku and activate your super. even though it's technically a low
activation the juggle can be whatever you want into a medium slicer, so he gets
four points. vegito is your typical high activation.
Bardock is a mid divekick smash activation, so he needs to be first.
zamasu ideally is between mid and high, but can connect off of a mid or
high activation... barely. so if you have another mid activation put zamasu
second and if the other activation is high put zamasu first. broly's a mid activation.
beerus is similar to goku in the sense that it's best to end with a
medium slicer, but the activation is a little bit above the ground. the timing
isn't easy, especially if the juggle ended really high. the best ender I
found with Vegeta Blue is to do a double jump combo and call him at the same time
you pushed the special button for the ki blast, then cancel into the light divekick
then super. sounds difficult but really isn't. the best I got with
Goku Blue is to end with the medium slicer, then call him out and activate as
close to the ground as possible, then perfectly time a grounded light... then
jump into another juggle. it sounds harder than it really is... which is only
mildly hard. Hit's a single jump smash activation.
the easiest activation I found with Tien is to do a single jump juggle then end
with a light divekick and call him out at the impact, then activate your super.
yamcha needs to activate after a single jump smash divekick... and for some reason
I had the most success when my combo was crouching medium, medium, then jump
straight up, light, light, special, medium divekick. no fuss for 16... it's an easy high activation.
Nappa has an easy high activation as well.
Same with majin buu, easy high activation.
and krillin is a easy high activation too.
Gotenks isn't too tough, just make sure not to delay calling him out or activating
and you'll be fine. and cell is yet another easy high activation.
so I'm gonna revert back to only showing the assists that aren't easy to figure out,
such as a different juggle or a quick dash before the extension. naturally if it's not
cutting it I'll revert back to showing each clip. one point if you can continue
with the jumping attack after the assist. two points if you can get a
standing medium and three points if you can get a crouching medium. I used auto
combo links unless stated otherwise so the opponent will be closer to you after
the heavy. and here's a graph visually showing where most of the characters lie
on the assist timing. you'll notice that around each assist portrait there's a
colored border and that colored border corresponds with what rank they are on
the extension chart. so if they're green that means they get a crouching medium, if
they're teal they get a standing medium, and if it's a red border they
only get a jumping extension or super dash. okay now for the slightly unique
extensions. trunks is a good example of why it's best to use the auto combo for
these extensions, the combo randomly drops sometimes when you don't use the
auto combo links... anyway make sure to quick dash before your jump after the
assist. with kid Gohan do a single jump juggle, call him out at the same time you
push heavy, and super dash as soon as you touch the ground.
piccolo can only be done in the corner and his timing is with the heavy impact.
in open space goku can only get a super dash extension however if you're
around mid stage you can cancel into your medium divekick and ride him to the
corner. call zamasu just before you push the heavy button and make sure to
quick dash before your jump for the extension. broly needs a quick dash before
the jump also, the timing is at the same time you push heavy. beerus does have
a mid stage extension but the timing is very strict...
tap the assist button at the same time the medium impacts. in the corner however
it's much easier, just call them at the same time you push heavy. a standing
medium is possible if you call out Goku Blue just before you push the heavy
button... a delayed heavy that is. if you delay it long enough you can even get a
crouching medium if you use a quick dash. delay your heavy and call Hit
immediately after you push the heavy to get a standing medium. Gohan can combo in
the corner, call him out when the heavy impacts in a single jump combo, super dash
to follow-up to be on the safe side. 16 is another case of delaying the heavy if
you want to standing medium or crouching medium. use a single jump combo and the
timings when you push heavy. it's also easier to NOT use the auto combo links so
you'll end up closer to the ground. same with Nappa, delay the heavy in a
single jump combo if you want to get a standing
medium. the timing is at the same time you push heavy. due to the random nature kid
buu's assist brings, if you're mid stage just cancel into your medium divekick
after the heavy to continue to combo. the timing is when you push the light
button. for Gotenks the best extension I found was a single jump combo with
medium, light, heavy. the timing is when you push medium... it's safer to super dash for
to follow up because the sides might get flipped or something weird like that.
if you call out cell between the light and the medium you can get a crouching
medium, but it's really random so if you're at least mid stage just ride him
to the corner with your medium divekick, and the timing for that is at the same
time you push the medium button before the heavy.
finally we're at the corner dragon rush extensions, and you'll notice that it's only worth 2 points instead of
the normal 3... and that's because I think it's only worth 2 points instead of 3.
they get one point if you can combo with the jumping attack or super dash and 2
points if you can get a standing special. and of course here's a line graph to
show a typical timing. the general combo will be dragon rush, light, medium, heavy...
if it's different, I'll let you know. and now let's look at the unique extensions.
when using piccolo delay the heavy then use a standing light before the special.
the timing is when you push the heavy button. with Broly instead of doing light
medium heavy, use medium light heavy. call him out when you push the heavy button.
call 21 when you push the heavy button, however make sure not to delay the hits or
buffer the heavy... on the way down kick them with medium before landing and
using special. this is definitely not an easy extension. the best I found with
Goku Blue is dragon rush, medium, double jump, light medium heavy, kick them with
the medium on the way down, then jump up for the extension. the timing's when you
push the heavy button. this is really difficult just like 21. call Gohan out a
little after the heavy impact. the extension is not easy but it is possible.
if you delayed the heavy you can get a standing special with Tien. the timing is when
you push the heavy button. with kid buu call him out between the
light and the medium, and make sure to kick him on the way down with heavy to
get your standing special. if you delay the heavy using 16, kick them on the
way down with medium, then you can get a standing medium. the timing is to call him
when you push heavy.
first let's start with something I'm sure many of you tested already, but just
in case let's go over it. after your level 3 super your opponent is in a hard
knockdown state... which means they can't tech or delay their wakeup.
if you teleport immediately upon landing your opponent is forced to block or
reflect. as you can see I'm going nuts on the crouching heavy, but there's just
not enough time to get it out. so obviously the mix-up will be if Goku Black
teleports in front or behind. granted that the startup is visually
different but it happens so fast your opponent won't have an easy time
reacting to it. as far as the timing goes I start the input as soon as his hand
touches the ground and it works out pretty well. on hit you'll get another
combo and on block you apply pressure... it's a pretty nice deal.
let's say you get a corner combo on your opponent and you know it won't be enough
to kill... if you save a double jump in your juggle, you can reset your opponent
with a dragon rush that will catch back, up, and forward techs. do any corner
combo that leads to a juggle and end with a down heavy cancelled into a
whiffed ki blast... immediately dash backwards and go into your dragon rush. if you
timed it correctly it'll catch the three air techs.
if your opponent techs downward they'll avoid it...
but teching downward is really dangerous because you're not blocking by default,
and that's why most people don't use it. but... if your opponent is the type to tech
downward, instead of air dashing backwards after the whiffed ki blast, just attack and
you'll be able to impact them as soon as they become available to be hit.
if you use this in open-space, a backwards tech will get away from you,
but you'll still catch up and forward techs.
the longer your combo is the more strict the timing will be, but being able to
kill off your opponent with a single combo into a dragon rush reset makes it
worth it... or at least I think so
so I wasn't able to find a suitable open space block string for a few reasons,
however that doesn't I mean I don't have anything for you. the block string I'm
gonna show you doesn't sustain the assists indefinitely... meaning that on
the third loop you can't use an assist. any attempt to prolong the block string
will put you at risk. but just because there isn't a single sequence that loops
forever doesn't mean you don't have options. here's flow chart that shows you
what your options are. first you start off with crouching light, light light,
medium, crouching medium, heavy, then you have your first option. if you want to go
for the command grab this is your time since your opponent shouldn't jump
because of the crouching heavy threat. if you think your opponent will try to
reflect a tiny gap before your crouching heavy, cancel into your teleport for
a full combo punish. and of course if you think your opponent will play it safe
continue with the crouching heavy. after the crouching heavy is blocked you have
choices again... you can grab them, or if you think the reflect is coming go for a
teleport. if you want to continue to block string you'll choose one of the
two red options. god slicer is your best bet and works with pretty much every assist
at close range. if you have a long reaching assist like Frieza you can opt for the
kamehameha, which has the benefit of punishing people who are trying to
attack or jump out... but remember that most assists can't work with it. anyway
you can do two loops before having to choose something that does not require
an assist. this block string can push your opponent pretty far across the
stage, and if you can get them to the corner... well now you have access to a
sustainable block string. once again this is ONLY in the corner and yes it'll go
on forever. the reason why it doesn't work in open space is because you can't
immediately attack during your air dash or else you'll whiff... and that gives your
opponent an easy crouching heavy counter against you, but in the corner
you can attack immediately out of your air dash so your opponent can't anti-air
you with proper assist timing. you still have those reflect spots before the
crouching heavy and the first hit of the god slicer but remember that you can
either command grab them or teleport for an easy punish, and a nice thing
about the teleport is that if your opponent played it safe and kept
blocking... well they're right back in the block string.
and as always thanks for checking out the video. I'd like to give a special
thanks to my patrons who voted for Goku Black... which I'll be putting up another
poll shortly. and for those interested in supporting the channel so I can
eventually make this my full-time job, the patreon link is in the video
description below, as well as an actual description I should probably change... but
I thought was funny... and true.




For more infomation >> Star Wars: AT-TE Walker - Vehicle Analysis - Duration: 4:31.
For more infomation >> Donald Trump und der „Tiefe Staat" (Kommentar von Ernst Wolff) | 27.07.2018 | www.kla.tv - Duration: 5:58.
For more infomation >> DESENHANDO DAICHI SAWAMURA | COLLAB HAIKYUU - Duration: 3:16. 





For more infomation >> #Блузы5 TM Meggi Магазин женской одежды Feya - Duration: 1:41.
For more infomation >> CUPHEAD PART TWO + MORE ARGUMENTS | Jordan & Natalie - Duration: 9:29.
For more infomation >> INNA - Hot | Dj Night Life Remix (Türkçe altyazı ) - Duration: 4:33.
For more infomation >> 12 DIFFICULT DECISIONS IN VIDEO GAMES | Los 12 Mas - Duration: 9:53. 

Không có nhận xét nào:
Đăng nhận xét