Good meterless superdash combo I found, works on grounded opponents: SD, IAD, j.5LS land 5M, and then you jump cancel that into anything you want. Go for the BNB or the sideswitch, whatever floats your boat.
Beautiful work, I've mained baseku ever since he came out and it's great to see some of the new sauce. Keep making great videos, and kudos to the people that find the crazy combos at the end
I feel like im never gonna catch up to this level of skill. I just recently really started playing. This is absolutely insane how ridiculously hard these combos are. I have standard bnb combos recently and have been using c assists to help continue the combos with meter, but i cant seem to do most of these loops, even the kame loop is hard af lol. Im sure ill get it with time. But this level of skill is borderline demoralizing lol
Don't worry, mastering the BnBs is enough. The intro combo and the final combos with Sparking are just for show, but the combos with annotations are the ones I use in online matches. If you're not going to kill, it's not necessary to extend the combo with a C assist. Practice winning neutral, then applying pressure with mix-ups (sometimes the assist isn't available, so if your opponent mashes a lot, you can do slow staggers or simply escape because you have nothing left), and finally, defense, at least to some extent. Just combos won't win you matches.
@@NidanYT I appreciate the words of encouragement. The reason I want to learn these elaborate combo routes is mostly because if I can do 60% no meter with a single character like baseku, then my chances of keeping my turn go up, and the longer it's my turn, the more comfortable I feel, especially against people that are really good against my Mix-Ups. I do need to work on cross-ups and trying to tag overheads onto assist to break through people's guards, it's just been insane the amount of ground you have to cover to get truly truly good at this game. These combos may be all for show, but you've got an exceptional amount of time poured into mastering them
@@HeathGleason Don't feel like you need to learn re-jumps! In real games, I feel like the most important things are learning how to get sliding knockdowns off of every opening, and then improving it as much as you feel like pushing your combos. Okizeme/knockdown setups are really helpful for pressing advantage, especially if you have an assist to help you, because if you cover everything they'll either get hit or you'll force them into block and get another chance to mix them up. It helps a lot. If you want to feel less scared when the opponent isn't in a combo, I feel like A/B assists are really helpful for that in a way most C-assists aren't. A good beam assist can help Baseku lock the opponent down since the assist will let you run up and try and hit or grab them. C assists have more cooldown so it's also nicer to learn A/B assists. Right now is a really good time to try and learn your own assist confirms (no C-assist) with Baseku because of his new j.2L and his new groundbounce on all of his other divekicks (2SSS or j.2M). Light divekick and the groundbounces on the other combo enders helps with assist confirms a lot. Don't always feel like you need to use them for more damage, because assists for helping with oki and neutral helps take off a lot of the pressure.
5:50 Worth noting that after a smashless 5H midscreen, like after the 236H, you can use 2SS into angled up kamehameha to get a resourceless sliding knockdown. Using the 2SSS divekick is something I'd only do mid combo if I knew it was going to kill, or was planning to meter dump and get level 3 oki with one of my characters.
People are saying how hard these combos are but it’s not really hard once you get to know your characters move set by heart. I’m not trying to sound try hard but most of these feel kind of the same routs but they still look cool and flashy. That’s one thing I love about this game and I’ve come from traditional fighters type
Bro, How do u do the rejump combos. In the first rejump combo of your time stamp after the SD I cannot land the 5S, 5L, 5S properly. How do u do that. Can u explain in slow motion, please 🙏🙏🙏
I think it's fairly balanced in how I start the combos, whether it's with 2M 5H or 5LL. In the BNBs, there's no difference except for the damage (meaning you can extend them equally). I understand that you mean starting a combo with 2M or 5M can give a better overview of the combo, but there's plenty of that in the video.
@AdenSoliana-dw3kd you have to delay the 5M after the 2M and then jump or you can do the consistent way and just jump backwards instead of straight up
L M H and S refer to light medium heavy and special, and numbers refer to movement stick positions. You can often find this information at the beginning of guides, especially the most popular ones
Most of them have some sauce, I can't help it, but apart from the sparking combos, they aren't difficult. These are combos I use, especially considering it's an anchor character, which is why I did many level 3
Sure, although it's better if you watch a video for a more visual understanding. Generally, in fighting games, there are specific terminologies for everything, where you can call them the same way in other games, and inputs are no exception. Directional inputs (meaning what you use to move forward, backward, up, and down) have a numbering system; for example, down is 2 and up is 8 (I'll leave you an image to visualize this better). If I want to perform a normal Kamehameha with SSJ Goku, I do 236 S (which means a quarter circle forward + S), and this way, the exact input is clear to explain certain things. After that, we can delve deeper into the specific game. This method is better because there are different platforms and each has its own controller. www.google.com/search?sca_esv=bb6fb22019ea88f6&sxsrf=ADLYWILB1CSrASjdp9qvlplpao_QNKnkig:1719943954169&q=dbfz+inputs&udm=2&fbs=AEQNm0CbCVgAZ5mWEJDg6aoPVcBgWizR0-0aFOH11Sb5tlNhd3zC4y7ZXTSrvvSBSNjw8fViXBe1-ue1pgc4W77YHGSo5xYtnFlb-xea5tkJyrw0DuAEh4FO4nCn3Xjq1QBWtDljQgeVgmhnqwt3UxuoDISsnbs1C-2RDdXYPRNnQrI8n6H2u1BL_VicIcwP4lp5WdNG8yxh4yOTY27lLCVAi9SteJoigw&sa=X&ved=2ahUKEwjwzq_D-oiHAxUjFbkGHQYiAOoQtKgLegQIDBAB&biw=1879&bih=939&dpr=1#vhid=dDPmLNHKdNs2DM&vssid=mosaic
The HD is still processing. I hope you enjoy the guide. I would appreciate it if you could share it so I can make more.
Good meterless superdash combo I found, works on grounded opponents:
SD, IAD, j.5LS land 5M, and then you jump cancel that into anything you want. Go for the BNB or the sideswitch, whatever floats your boat.
Beautiful work, I've mained baseku ever since he came out and it's great to see some of the new sauce. Keep making great videos, and kudos to the people that find the crazy combos at the end
thanks
Nidan I appreciate this so much bro. Im a base goku main and ive been playing him less because i cant find new bnbs. Thanks so much 💯🔥🔥🔥
I'm glad that it has been useful to you.
I feel like im never gonna catch up to this level of skill. I just recently really started playing. This is absolutely insane how ridiculously hard these combos are. I have standard bnb combos recently and have been using c assists to help continue the combos with meter, but i cant seem to do most of these loops, even the kame loop is hard af lol. Im sure ill get it with time. But this level of skill is borderline demoralizing lol
Don't worry, mastering the BnBs is enough. The intro combo and the final combos with Sparking are just for show, but the combos with annotations are the ones I use in online matches. If you're not going to kill, it's not necessary to extend the combo with a C assist. Practice winning neutral, then applying pressure with mix-ups (sometimes the assist isn't available, so if your opponent mashes a lot, you can do slow staggers or simply escape because you have nothing left), and finally, defense, at least to some extent. Just combos won't win you matches.
@@NidanYT I appreciate the words of encouragement. The reason I want to learn these elaborate combo routes is mostly because if I can do 60% no meter with a single character like baseku, then my chances of keeping my turn go up, and the longer it's my turn, the more comfortable I feel, especially against people that are really good against my Mix-Ups. I do need to work on cross-ups and trying to tag overheads onto assist to break through people's guards, it's just been insane the amount of ground you have to cover to get truly truly good at this game. These combos may be all for show, but you've got an exceptional amount of time poured into mastering them
Just play to have fun with the characters and practice the combos in the lab and with time you'll get there
@@HeathGleason I have over 1000 hours and still cant do a re jump. You'll get there around 10k hours :)
@@HeathGleason Don't feel like you need to learn re-jumps!
In real games, I feel like the most important things are learning how to get sliding knockdowns off of every opening, and then improving it as much as you feel like pushing your combos.
Okizeme/knockdown setups are really helpful for pressing advantage, especially if you have an assist to help you, because if you cover everything they'll either get hit or you'll force them into block and get another chance to mix them up. It helps a lot.
If you want to feel less scared when the opponent isn't in a combo, I feel like A/B assists are really helpful for that in a way most C-assists aren't. A good beam assist can help Baseku lock the opponent down since the assist will let you run up and try and hit or grab them. C assists have more cooldown so it's also nicer to learn A/B assists.
Right now is a really good time to try and learn your own assist confirms (no C-assist) with Baseku because of his new j.2L and his new groundbounce on all of his other divekicks (2SSS or j.2M). Light divekick and the groundbounces on the other combo enders helps with assist confirms a lot. Don't always feel like you need to use them for more damage, because assists for helping with oki and neutral helps take off a lot of the pressure.
5:50 Worth noting that after a smashless 5H midscreen, like after the 236H, you can use 2SS into angled up kamehameha to get a resourceless sliding knockdown. Using the 2SSS divekick is something I'd only do mid combo if I knew it was going to kill, or was planning to meter dump and get level 3 oki with one of my characters.
Thanks this will be useful as base goku is my anker
This is great guide for baseku players ❤
Thank you I will use this guide hehe
Didnt know kamehameha ccould combo into spirit bomb in some of those situations
Super bs but gonna abuse my friend with it
gl
@@NidanYT they hate it already with suboptimal goku black combos i fear what even close to optimal goku combos would do to them
Nice work
thanks bro
People are saying how hard these combos are but it’s not really hard once you get to know your characters move set by heart. I’m not trying to sound try hard but most of these feel kind of the same routs but they still look cool and flashy. That’s one thing I love about this game and I’ve come from traditional fighters type
All of TinyTorgue's videos are out of date for his "final patch" which got two more patches after the fact he posted those.
Bro, How do u do the rejump combos.
In the first rejump combo of your time stamp after the SD I cannot land the 5S, 5L, 5S properly.
How do u do that. Can u explain in slow motion, please 🙏🙏🙏
At 1:06 how does that combo even work? Like why is it so hard to do these combos
song for 9:20
Why do some combos start with 5LL and not a medium starter?
I think it's fairly balanced in how I start the combos, whether it's with 2M 5H or 5LL. In the BNBs, there's no difference except for the damage (meaning you can extend them equally). I understand that you mean starting a combo with 2M or 5M can give a better overview of the combo, but there's plenty of that in the video.
Do these BNB-optimized combos still work? I can't execute it at all - 1:03 and 1:23
Is the combo at 3:58 not possible with a 5M2M5H starter ? Everytime after the side switch the Ki blast connects but the beam does not. :-(
the combo drops on 236s sd j.s when u try to connect j.l cant seem to do it with android 18/vegito but i can connect when my opponent is nappa
Isn't there a combo with Goku that starts with sd and catches the enemy from very high? It is the only situation that I do not have coverage for.
Song for 6:20
Kof 2002 um - nameless theme
Song? And These combos so OD I’d become a base goku main if I learn the ki blast moves
Do you know the optimal inputs for Goku's Level 1?
2:12 I can't be that bad, I swear that after the SD, 5M, 5S the 5M doesn't fit, I've tried every way but Goku doesn't fall or hit so fast
sup, tengo una duda bro, porque no me rebota en la pared el csm del ginyu? 3:13
Song for time stamp 7:08?
I can't seem to connect the L after the S in the air. They always just seem to recover before i can even hit them with L. What am i doing wrong?
can you tell me which combo specifically you can't connect the L after the 5S
In the optimized bnb (beam)
At 1:23
@AdenSoliana-dw3kd you have to delay the 5M after the 2M and then jump or you can do the consistent way and just jump backwards instead of straight up
I have the same problem i cant connect the the L after the 5S
please tell, I am a beginner in DBFZ. What do these abbreviations like L5 M2 L5LLL mean? Because I would like to use guide
L M H and S refer to light medium heavy and special, and numbers refer to movement stick positions. You can often find this information at the beginning of guides, especially the most popular ones
This is not a combo guide
It's a SAUCE GUIDE
Most of them have some sauce, I can't help it, but apart from the sparking combos, they aren't difficult. These are combos I use, especially considering it's an anchor character, which is why I did many level 3
@@NidanYT we're not so different you and I. Style is much more important than optimal
Hola bro una pregunta los bnb, los rejump, los top y solo tod son universales
Si , hay 1 combo bnb que solo funciona en personajes medianos y altos pero lo aclare en el video
@@NidanYT oye bro cuáles son los personajes puedes ocupar el Vanish sin que lo mandé hacia lado?
I bought fighterz recently can someone explain to me what these 5L and 214 stuff mean
Sure, although it's better if you watch a video for a more visual understanding. Generally, in fighting games, there are specific terminologies for everything, where you can call them the same way in other games, and inputs are no exception. Directional inputs (meaning what you use to move forward, backward, up, and down) have a numbering system; for example, down is 2 and up is 8 (I'll leave you an image to visualize this better). If I want to perform a normal Kamehameha with SSJ Goku, I do 236 S (which means a quarter circle forward + S), and this way, the exact input is clear to explain certain things. After that, we can delve deeper into the specific game. This method is better because there are different platforms and each has its own controller.
www.google.com/search?sca_esv=bb6fb22019ea88f6&sxsrf=ADLYWILB1CSrASjdp9qvlplpao_QNKnkig:1719943954169&q=dbfz+inputs&udm=2&fbs=AEQNm0CbCVgAZ5mWEJDg6aoPVcBgWizR0-0aFOH11Sb5tlNhd3zC4y7ZXTSrvvSBSNjw8fViXBe1-ue1pgc4W77YHGSo5xYtnFlb-xea5tkJyrw0DuAEh4FO4nCn3Xjq1QBWtDljQgeVgmhnqwt3UxuoDISsnbs1C-2RDdXYPRNnQrI8n6H2u1BL_VicIcwP4lp5WdNG8yxh4yOTY27lLCVAi9SteJoigw&sa=X&ved=2ahUKEwjwzq_D-oiHAxUjFbkGHQYiAOoQtKgLegQIDBAB&biw=1879&bih=939&dpr=1#vhid=dDPmLNHKdNs2DM&vssid=mosaic
@@NidanYT thank you man it means a lot! I was lost in these terms whenever i eanted to find a combo to try out
I voted for cell :c