DBFZ/Android 16/Combos

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Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+DBL.png becomes 236L
> = Cancel into the next attack
, = Link the next attack after preceding move's recovery
|> or ▷ = After landing
jc = Jump cancel
sjc = Super jump cancel
IAD = Instant Air Dash
DR = Dragon Rush
SD = Super Dash
[X] = Hold input X
]X[ = Release input X
(N) = Attack must deal N number of hits
{...}xN = Repeat ... N number of times

Midscreen Combos[edit]

Meterless[edit]

  • 2M > 5M > jc.MH > SD > j.ML > jc.LL[S](2) > j.214L

16 can only get access to SKD if he's on the ground. But j.236L and j.214L enders will do as they can still combo into Vanish, Supers, and they're really easy for assist extension.

  • 2M > 5[S](2) > 5H > delay SD > airdash j.M ▷ 5MMM
  • 2M > 5[S](2) > 5H > delay SD > airdash j.M ▷ 5M > jc.MLL > jc.4LLMH > delay j.214L

One of the few high damaging rejumps. First one sacrifices damage for sliding knockdown.

Metered[edit]

  • ... > Vanish ▷ dash 2L > 5L > 5MMM

SKD for one meter.

Corner Combos[edit]

Meterless[edit]

  • 2M > 5M > jc.M > jc.M[S](2) > j.236M > SD > j.MLL > jc.LLL[S](2) > j.214L

High damaging solo combo. Not assist friendly.

Slightly delay the last j.LL for autocombo boost if needed.

  • 2M > SD > airdash j.MH ▷ 5LL > 5M > 2M > 5[S](2) > 5H > 236L
  • 2M > SD > airdash j.MH ▷ 5LL > 5M > 2M > 5[S](2) > 5H > SD > j.M > jc.LLL[S](2) > j.214L

Corner rejump. 236L pulls the opponent out of the corner for mixes.

Metered[edit]

Assist Extensions[edit]

Sparking[edit]

Miscellaneous[edit]

  • 5LLLLLLL > delay j.236M

Works everywhere on screen.

Video Examples[edit]

Navigation[edit]


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