DBFZ - In-Depth Goku Blue Mixups Breakdown [Season 3]

Описание к видео DBFZ - In-Depth Goku Blue Mixups Breakdown [Season 3]

This video is all about how to mix up with Super Saiyan Blue Goku in Dragon Ball FighterZ! There was a LOT to talk about. I spent some time talking about basic pressure and tempo at the start, since this is one of his biggest strengths. Then, I tried my best to go over all his basic mix up options and to execute them. Other assists could lead to different mixups, but I kept it simple for this one. I hope that you found this video helpful and that you implement these concepts into your game!

Assist Frame Data: https://docs.google.com/spreadsheets/...

Music: Gentle Madman - Persona 5 Royal OST Extended

Sections

0:19 Basic Pressure & Tempo
These are universal basic concepts that should be used by every character. It is just very important to practice when using Blueku, since he excels in this department. Once you establish respect, he is very good at abusing it. He has an auto combo overhead, 4M staggers, great cross ups, command grabs etc. Make sure to practice changing tempo with this character to maximize his pressure.

1:50 Cross Ups
I dedicated a whole section to his cross ups since he has a very strong one with cross up j.S. If you use these right with the basic pressure we discussed earlier, you will open up A LOT of average players. This is very difficult to block, even for pros, due to the speed and range of his j.S. Once you get the j.S going and they get conditioned to blocking the other side, mix in some same side Super Dashes.

3:15 Midscreen j.214H Mix
You need AT LEAST 28 frames of blockstun to “get away” with this mix. Anything 30+ is ideal to make it as tight as possible. Of course, you have to perform a true string into 2H. Then j.214H to appear behind them.
To land on the same side, you need to call the assist right when you input the j.214H. Here, you can land low 2L, delay a high with j.M, late air dash j.LL or cross up j.S if you’ve conditioned them.
To land on the other side, you need to call the assist when the kick hits the ground. You can still land low 2L, late air dash j.LL, etc. The cross back over j.S is a bit far due to push back, so you’ll need to microdash 5M after landing to stay within range.
Don’t forget about command grabs and DRs.
Assists have different timings, so practice yours!

5:37 Corner j.214H Mix
The corner has more flexible timing and you’ll always land behind them. Go low 2L, late air dash j.LL or late overhead j.M, cross up j.S as normal, command grabs etc. A trick you can do here is to whiff the j.M by pressing it right away then go in for a low 2L. This makes it look like the overhead will hit them, but it misses. This is strong since you can delay the j.M a bit to make it actually hit: very hard to block. The corner is also great to maintain pressure if you go for the cross up j.S

7:24 Command Grabs
He has an unreactable 17F command grab with 214L. You need to dash in and be close for it to land. In order to use it properly, you need to optimize your pressure as mentioned earlier.
214M is easier to link into but it’s reactable. The 214M allows you to combo in the corner and allows easier conversions with assists.
214H isn’t a great tool in my opinion but has its moments.
9:52 Universal SD mix
SD + assist into low 2L or late air dash j.LL for the high. Midscreen, you could get some tricky cross ups with j.M and different timings with your assists.

10:26 Instant Transmission
214S teleports you in front of them, 236S teleports you behind. With an assist, this can be tricky to deal with especially if it is unexpected. Both are plus on block, so if they block it, it is still your turn.

#DBFZ #GokuBlue #Mixups

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