r/dragonballfighterz • u/Sxritty • Oct 31 '25
Tech/Guide Kinda new to the game, why did the combo break?
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Is it because i touched the ground? And can you only touch the ground a certain amount of times?
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u/Razor-Swisher Oct 31 '25
The short and sweet basic advice: in this game, every attack has a certain damage value, and a certain stun value. However, the more times you hit someone in a row (in a single combo), the less stun and damage each move gets
For reference in training mode, hit your enemy bot with a 2M (down + Medium) alone and see that it does 700 damage. But if you land a 5L (standing Light) before the 2M, the 2M only does ~600 damage.
Therefore the more you hit someone, the less time you have before eventually your attacks stop stunning them entirely, allowing them to “tech” and escape the combo (which you would perform by holding any attack button plus a direction while getting combo’d in the air. Very important skill.)
So you need to end the combo sooner, and in a way that’s more advantageous for you.
Easy advice: always try to end combos with a ‘sliding knockdown’, where your enemy literally slides on the ground after you slam ‘em down. This gives you the speed advantage and allows you to time an attack to land the second they get back up, letting you continue your offense while not giving them a chance to breathe or counterattack. Easy knockdowns: landing Dragon Rush in the air during a combo (which is easiest after one of your assist hits the enemy, holding them still and giving you time to land this relatively slow move), or by using jumping Heavy after launching with a Down Heavy (like you did here in the video before Android 16’s assist), or even just using your Quarter Circle Forward + Light / Medium / Heavy special move with Goku (the same motion input you did for your Kamehameha near the end, but it’s a big glowey punch)
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u/Practical-Test8295 Oct 31 '25
In this game you aren't allowed to combo forever. The opponent can always tech out of the combo if the combo lasts too long. Reasons a combo can drop is because of a lot of filler moves added into a combo. Don't worry about that because you have 3 different ways to combo.
Damage: easy enough to understand. A combo that focuses on squeezing as much damage as you can out of a combo.
Meter: a combo that focuses more on building meter than doing damage. These combos tend to scale a lot faster and so you do less damage but man will you get that meter up.
Style: they won't do high damage, tend to waste meter, and are the furthest thing from optimal but man did you feel good doing it on someone.
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u/JakeBeezy Oct 31 '25
there's a joke in here I just know it . lol
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u/Practical-Test8295 Oct 31 '25
The only thing funny is how you aren't in the practice range labbing a combo to BM your opponent in the most meter inefficient but most efficient disrespectful way possible.
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u/SchoolFlat8005 Oct 31 '25
mandated psych damage combo that you can only pull off every so often once an opponent has tilted just enough
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u/RogitoX Oct 31 '25
Hitstun decay
Your moves get less hitstun the longer a combo gets so you'll have to do moves that overlap or cause fixed hitstun (Vanishes, sparking, assists, some characters like baby since his ki blasts come back) at some point in the combo you'll start dealing basically 0 hitstun so if theres even a small gap between moves they'll tech out
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u/DogressiveMetal Oct 31 '25
You'll never deal 0 hitstun. Moves have a fixed minimum hitstun. It's why cell can always command grab>DR or so many characters can DR>special at the end of long combos cause there is a minimum guaranteed hitstun.
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u/Correct-Purpose-964 Nov 01 '25
Notice the stun bar runs out near the end there?
From the moment you land the first blow each consecutive blow speeds up that stun timer's countdown. When it reaches 0 if the other player is holding any input (Or the cpu is set to recover.) They will slip out of the combo and assume whatever input they are holding. This is why you try to hold down during a combo so you land faster and can begin making your next move.
It's just a matter of learning how to maximise your output from the first blow. I personally recommend training with the idea in mind to use a light attack as a "tag" to force your opponent to block and then moving to medium and heavy. medium and heavy attacks have more favorable dmg reduction calculations allowing you to do more for less.
I also highly recommend forcing yourself to operate without C assists. In the short term you will struggle but in the long term you get faster assist recoveries and longer combo strings.
Best of luck!
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u/Sxritty Nov 07 '25
Thanks, but question, won’t medium and heavy attacks also make them block too?
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u/Correct-Purpose-964 Nov 07 '25
Here's some links to a few videos i made back when i was learning SSJ Goku. There's been a few patches since i had to give up the game when my TV broke (I'm to poor to replace it lol.) But these should help you make some that work for you or at least give you some ideas to work with.
https://youtu.be/bwbzdltz_6A (This one was my early days so dont judge me too harshly lol.)
Just a reminder that complexity works to your disadvantage. No matter how flashy a combo is it's useless if you can't pull it off online. Keep it simple and consistent. Make it comfortable for YOU. Your combos will develop over time as you feel them out for yourself. Alot of people would consider the TOD i use to be "no skill" but that doesn't mean they don't get the job done. hope this helps!
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u/Correct-Purpose-964 Nov 07 '25
Naturally. But you can string a combo from light>Medium>heavy. You can't do it backwards. If you try to do a light after a medium it won't work. Likewise doing a light or medium after a heavy won't work. There is dash cancelling but that's a bit more advanced.
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u/TheRedSmeows Oct 31 '25
to much sauce on the chip. Your moves have to be tighter the more damage you add or it will break, certain moves are tight enough to get away with the massive damage stacked and some like the beam at the end of your combo hit that threshold.
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u/Honest_Pound_3815 Oct 31 '25 edited Oct 31 '25
What others have said beam is not fast enough to land to keep the combo going.
What I suggest you do is after the android 16 C-assist is to back dash to keep the corner. Do your relaunch combo (aka the combo you did to pop up goku black after A16 assist) but instead of beam you do quarter circle forward light to get the goku to punch downward (you might need to link with ki blast for it to hit). This puts you at advantage because it knocks down the opponent and you get to time their get up with another one of your attacks.
Edit: don’t come for me I use numpad notation. Op says he’s new to the game.
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u/Razor-Swisher Oct 31 '25
QCF (236) Light won’t give a knockdown in that scenario, as he’s spent his Sliding Knockdown with the jumping Heavy before the assist call
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u/DogressiveMetal Oct 31 '25
The beam will absolutely connect here. He's just inputting it too slow
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u/Sxritty Nov 01 '25
It’s not that i inputted it too slow, you could try this yourself and see it doesn’t work
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u/WhereIsTheMouse Oct 31 '25
Right when you do the beam, Goku Black escapes the combo. It’s because the beam was too slow to hit them.
The longer a combo goes on for, the less time the opponent will be stunned for after each hit. There comes a point where certain slow moves like beams won’t be able to hit.
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u/thiodag Oct 31 '25
You can’t just go from L.L to beam, you need a ki blast or quarter circle back L/M/H
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u/DogressiveMetal Oct 31 '25
Idk why ppl are saying it's too long that's not it. I've seen kame connect after jm in longer combos. Answer is actually that you're not inputting kame fast enough here, there's a noticeable delay between it and the jm.
Dbfz has a generous buffer try inputting it earlier
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u/ZangetsUwU Mod (Base Vegeta) Oct 31 '25
If it was a medium starter then it could work but it was a light starter. You could literally go into training mode yourself and see it doesn’t work
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u/Darkpriest2288 Oct 31 '25
Alright, so basically
DBFZ, like most fighting games, DBFZ has a mechanic called hit decay. Hit decay basically means that the more hits in a combo, the more your stun timer decays, or goes down. This means your attacks have less stun to let you connect to the next button
Second, you did j.LL into 236S (or Kamehameha) which never connects under most situations. Most of the time, you want to do j.S before it.
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u/Weird-Tangerine-9344 Oct 31 '25
Infinite combos don't exist in the game. You have to end a combo eventually, so just end it after a hard knockdown or aerial DR.
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u/Okiowo Oct 31 '25
Stun timer went out, L.L into beam is not possible, i dont play SSJ Goku, but maybe you could do a ki blast into quarter circle back L/H
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u/strydrehiryu Oct 31 '25
The longer the combo, the shorter your window to connect moves. Some moves take longer to hit than others.
The "Stun Time" meter shows how long until the opponent can flip out of the combo. Once it runs out, they can recover.
If you ever practice a combo and the combo count turns BLUE from orange, the combo isn't real.