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Recovery Shows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.įrame Adv. Startup Shows how many frame that the corresponding move needs to go through in order to reach its active frames.Īctive Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Smash Which type of cinematic this attack can trigger. Level 3 Knockdown: Black's level 3 Super has has no true Okizeme outside the corner, teleports can be backdashed and the opponent is too far for safejumps.
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Solo Mix-up: Without assists, Black's mix-up is linear and requires heavy conditoning to open up opponents with competent defense.Straight-forward Neutral: While his options are strong in neutral, they are fairly one-dimensional and highly committal.Neutral-Dominant Assists: A, B, and C all control big portions of the screen.Corner Carry: The easiest corner carry in the game from anywhere with j.236M/H.Tricky Teleport Mixup: Black has very strong 50/50 setups when 214L/H is Super Jump installed and paired with an assist.Great Neutral: Huge disjoints with 5LL, 5LLL, 5H and 2H, far reaching aerial special moves in 236X and j.214X, great ki-blasts and a standard beam allow Black to dominate the pace of neutral very well.Simple: Very low execution for his universal BnBs and straight-forward gameplan.Playstyle Goku Black is a balanced character that dictates the flow of the game with ridiculous corner carry and magnificent moves.