As a z player who's been playing this game for almost 4 years straight, I often don't do the most complicated combos just for the fact that I prefer learning how to end my combos and learning defense. I never even properly learned how to jump cancel during combos for that extra height / damage. However the flexibility of the combat system in this game allows for pretty much any combo you can think of as long as you understand the most important mechanics, such as how to properly knock down and build meter while keeping your defense up and learning not to mash everything at all times. This combo guide is near perfect in my opinion, and I hope it helps a lot of people get into Dragon Ball fighter Z. Even if I struggle with extending my combos upward, I love the combo system in this game😊
@@fupalover I didn’t mean to start a shit talking thread. I just find that stuff wild to me because I genuinely don’t care about winning and I just love learning new cool things in fighting games so to see a type of person that just wants to win and not learn cool new shit is bizarre to me
For anyone who wants to talk trash about this comment, I have done touches of death and frequently play Angel to Zeno ranks. I've had them tell me personally that I was strong. I just don't do the combos that everyone else might do. And by jump canceling I don't mean Landing a low and then jumping up to continue a combo, I mean the canceling people do during their Airborne combos to extend hits and get more damage in. And for a person with cerebral palsy, I consider myself pretty damn good. Think about what you type before you type it. There is always a reason for something. Take care. In the end everyone should just play to have fun, and if you can enjoy something enjoy the way you want to.
Really appreciate it cloud i was wondering for a while why my Zamasu tod was dropping and i think it was because i was too slow after sparking. Thanks😆
Not going to lie, once you get the general gist of combo structure for each character or most archetypes of characters, coming up with your own combos becomes quite easy in this game. Only thing that differs is how people decide to end combos for knockdowns.
One thing you didn’t touch on that would be helpful to newer players is the type of knockdowns, and when to go for KDs vs damage. You can extend combos past KDs through the use of assists for more damage, but it’s usually not worth it unless you’re going to kill the character with supers. The same goes for vanish into DR. Vanish into DR is not worth the damage unless you’re getting a kill, the bar you spend is worth way more than like 200 damage. Onto KDs themselves, there are 2 types of smashes, a 5H smash and a 2H smash. Some specials have either or properties, but a rule of thumb is that 2H smashes will get a JH sliding kd, where as 5H smashes don’t. So if you start a combo with a 5H or a move with a 5H smash property, you’ll typically need to end it with a move with a guranteed SKD like ssj goku 236L, vegito command grab, lab coat 214M, etc.
damn, the very last part was what I was looking for. What are the general routing rules? What should I go to after I land a Super Dash (I know this can be character specific)? What am I allowed to do or what should I do optimally.
Crazt thing i first took fighterz seriously after watching doto and the other two , then i went to lotus to understand the mechanics and then raptr inspired ne to pick a main 4 yrs later my channel is fighterz content and it love it but watching cloud's road to zeno also inspired mines in on so thx cloud.
Doto Doya got me into this game watching Cloud made me feel like I'm 1 of the best players in my country much love from South Africa South Africa needs a server bruh tired of playing ppl across the world on 12 frames
Are there general rules of thumb when you are trying to extend combos using assists? Say I want to figure out a combo that I can use to cash out using all of my available assists, are there general ways of routing with assist extensions in mind that are consistent across most of the cast, or do you have to just kinda figure it out for your character/team?
@@xx1kareemxx What exactly are those rules you're referring to? I realize I should have phrased it better, I was asking if there's general limits to how far I can push a combo using assists like, maybe a medium starter usually gives you say 8 jML2H "air strings" before you have to end the combo. Something like that.
@@sq0945 medium and heavy starters allow you to combo much longer than light or vanish starters. Honestly just have to lab your own team out because every character is so different but that’s what I keep in mind when putting combos together with my team
NEVER did I expect to hear Lost Planet 2 beginner training mode theme in a Cloud video. I ascended INSTANTLY
As a z player who's been playing this game for almost 4 years straight, I often don't do the most complicated combos just for the fact that I prefer learning how to end my combos and learning defense.
I never even properly learned how to jump cancel during combos for that extra height / damage. However the flexibility of the combat system in this game allows for pretty much any combo you can think of as long as you understand the most important mechanics, such as how to properly knock down and build meter while keeping your defense up and learning not to mash everything at all times.
This combo guide is near perfect in my opinion, and I hope it helps a lot of people get into Dragon Ball fighter Z.
Even if I struggle with extending my combos upward, I love the combo system in this game😊
How do you play dbfz for 4 years and not “learn” jump canceling?! It’s literally just pressing up or up forward. That’s wild to me
Yeah i can't even do a bnb but I've beaten Zeno and Great Priest players.
@goku69000 cause we can still beat you
@@fupalover I didn’t mean to start a shit talking thread. I just find that stuff wild to me because I genuinely don’t care about winning and I just love learning new cool things in fighting games so to see a type of person that just wants to win and not learn cool new shit is bizarre to me
For anyone who wants to talk trash about this comment, I have done touches of death and frequently play Angel to Zeno ranks. I've had them tell me personally that I was strong. I just don't do the combos that everyone else might do. And by jump canceling I don't mean Landing a low and then jumping up to continue a combo, I mean the canceling people do during their Airborne combos to extend hits and get more damage in. And for a person with cerebral palsy, I consider myself pretty damn good. Think about what you type before you type it. There is always a reason for something. Take care.
In the end everyone should just play to have fun, and if you can enjoy something enjoy the way you want to.
Really appreciate it cloud i was wondering for a while why my Zamasu tod was dropping and i think it was because i was too slow after sparking. Thanks😆
Not going to lie, once you get the general gist of combo structure for each character or most archetypes of characters, coming up with your own combos becomes quite easy in this game. Only thing that differs is how people decide to end combos for knockdowns.
I personally found this really helpful. Thank you.
One thing you didn’t touch on that would be helpful to newer players is the type of knockdowns, and when to go for KDs vs damage. You can extend combos past KDs through the use of assists for more damage, but it’s usually not worth it unless you’re going to kill the character with supers. The same goes for vanish into DR. Vanish into DR is not worth the damage unless you’re getting a kill, the bar you spend is worth way more than like 200 damage. Onto KDs themselves, there are 2 types of smashes, a 5H smash and a 2H smash. Some specials have either or properties, but a rule of thumb is that 2H smashes will get a JH sliding kd, where as 5H smashes don’t. So if you start a combo with a 5H or a move with a 5H smash property, you’ll typically need to end it with a move with a guranteed SKD like ssj goku 236L, vegito command grab, lab coat 214M, etc.
Cheers man, that was helpful. I've recently jumped back into fighting games
I don't understand any of that
damn, the very last part was what I was looking for. What are the general routing rules? What should I go to after I land a Super Dash (I know this can be character specific)? What am I allowed to do or what should I do optimally.
Crazt thing i first took fighterz seriously after watching doto and the other two , then i went to lotus to understand the mechanics and then raptr inspired ne to pick a main 4 yrs later my channel is fighterz content and it love it but watching cloud's road to zeno also inspired mines in on so thx cloud.
Thank you, Mr. Cloud
Doto Doya got me into this game watching Cloud made me feel like I'm 1 of the best players in my country much love from South Africa
South Africa needs a server bruh tired of playing ppl across the world on 12 frames
u need rollback then lol
should try to start a local scene
I hope rollback helps you out brother
I just started offering FighterZ and you just posted this☠️
I appreciate the vid my guy
Not all moves were created equal
Ok, now i'm ready for EVO
Next time add the on screen buttons
A guide i can actually link to my friends and have them understand
Sick, could you do a block string version of this vid?
I expected a guide that teaches me how to make my own combos
Instead i got what's basically a slap in the face telling me to buy dlc
Thanks
what combo have you seen more than any other combo and why is it the base vegeta loops?
You should do one of these for umvc3
Nah. This game is so much better than mvc3
Are there general rules of thumb when you are trying to extend combos using assists? Say I want to figure out a combo that I can use to cash out using all of my available assists, are there general ways of routing with assist extensions in mind that are consistent across most of the cast, or do you have to just kinda figure it out for your character/team?
Giving the variety of assist it’s team dependent but the basic structure follows the same rules
@@xx1kareemxx What exactly are those rules you're referring to? I realize I should have phrased it better, I was asking if there's general limits to how far I can push a combo using assists like, maybe a medium starter usually gives you say 8 jML2H "air strings" before you have to end the combo. Something like that.
@@sq0945 medium and heavy starters allow you to combo much longer than light or vanish starters. Honestly just have to lab your own team out because every character is so different but that’s what I keep in mind when putting combos together with my team
@@xx1kareemxx okeh, thanks for the help
I'm still playing Injustice: Gods Among Us in 2024 you should totally make a video cloud😎
💯
Bro is 5 years late
Yet we still here😅
Not for me
I have glasses
Thanks content creator but this is 5 years late
It's not late for new players!! God y'all 😅
First!!!! NOTI GANG!!!!!
Bro, people dont know how to combo in 2024?
Some people just started playing fighting games in 2024.
just saying
people be having 300 hrs just to mash buttons
nerd
callese enrique