DBFZ/Beerus/Combos

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< DBFZ‎ | Beerus
 Beerus
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
... > 5H/2H/[DR] > SD > j.ML(L) > jc.MLS > j.214M 3336/3334/2793 .7/.7/1.4 All Basic BnB. 5H does not allow for the extra j.L, hence the parenthesis.
... > 2M > 5M > jc.MLL2H > SD > j.ML > jc.LLS > j.214M 4054 .99 All Standard BnB, always ends in a sliding knockdown.
... > 2M > 5M > jc.M > j.214H > delay airdash j.M > land 5L > jc.LM > j.LLS > j.214M All Gives up sliding knockdown for damage. Converts easily into supers or a sliding knockdown with Assist > j.DR. j.214H extensions generally work anytime that you have an air action available.
... > 2M > 5M > jc.M > j.236H > land 2M > 5M > jc > ... All j.236H initial smash extension, adds a ton of corner carry and a little damage over the normal BnB. Can also be extended again with j.214H in the same combo.
... > Vanish > 665L (whiff) > 5LL > 5LLL, 5M > jc.LM > jc.LLS > j.214M All 5LLL > 5M links anywhere at low hitstun decay, but it's most practical here.
... > 214L(1) > Vanish (whiff) > 5L (whiff) > 5LL > 5LLL > 214L(1) > Vanish (whiff) > ... All Vanish whiff loops, not optimal at all but good for style points.
... > 2M > 5M > jc.MLL > j.236H(hold 8) > delay j.M > SD(slight delay) > j.MLL > jc.LLS(3 or 4 if you reach the corner) > j.214M 4622 -0.20 All style combo

Notes

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
... > 2M > 5M > 236M > 2M > 5H > 5S > 214L > airdash > j.LM ▷ 9j.LML jc.LL[S] > j.214M 4825 1.5 All Corner BnB, 214L > airdash can be difficult to get the hang of, the link only works because of the pushback on 5S.
2M > 5M > jc.MLL > jc.LL > j.236M > DR 3718 0.5 All solo dragonrush

Notes

This may require some unique routing to get the opponent high enough above you, but in the corner beerus j.236M leads to a free j.DR for any character you decide to tag in, allowing him to effectively support characters like Adult Gohan who appreciate being tagged in on a knockdown.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
combo transcript where Damage Net Gain who

Notes

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > j.214M > Assist > j.DR Corner Damage Net Gain who Easy assist combo ender, using one assist.
... > j.214L > Assist > j.214M > Assist > j.DR Corner Damage Net Gain who Easy assist combo ender, using two assists.

Notes

Combo Theory

Video Examples

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