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Cell
Combo Notation Guide Character Name Abbreviations
Numbers represent direction on a keyboard numpad. For example, + 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 Combos
Combo
Damage
Meter Gain
Works on:
Difficulty
Notes
2M > 5M > jc.MLL > jc.MLL2H > SD > j.LLLS > j.236L
4217
1.25
All
Universal midscreen BnBs. j.236L is more likely to connect, but does less damage, has less corner carry and worse oki than j.236M. You always want to use j.236M if possible.
2M > 5M > jc.LM > 236S(5) > SD > j.LM > jc.LM > j.214H > SD > j.LM > 236L
4803
?
All
2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.MLL > j.214L
4175
?
All
Rejump combo. The dash before rejump has to be buffered. No sliding knockdown and does less damage than the basic BnB, but has great corner carry.
Steep angle SD > j.L > delay j.M ▷ jump j.LM > jc.M2H > SD > j.MHS > j.236M
2885
~1.00
All
Rejump from something like a fake crossup SD.
2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LL > j.214M(2) > Vanish > SD > j.MHS > j.236M
4947
-0.1
All
Fullscreen rejump combo. It's j.LM > jc.LL instead of j.LM > jc.MLL to gain less height for j.236M to consistently connect.
[DR] > j.MLL > jc.LLLS > j.2M > Vanish ...
2745 - 3105
0.40
All
Vanish confirms for sliding knockdown.
Raw SD > j.ML > jc.LL2H > delay j.2M > Vanish ...
2510
-0.50
All
Confirm off of raw SD
... > Vanish ▷ dash 2M > 5M > jc.MLL > j.214L, airdash j.X
1925
-1.10
All
Vanish confirm if you've already used Down Smash, gives soft knockdown safejump.
... > Vanish ▷ dash 2M > delay 6H > 236M[6]
1720
-1.10
All
Vanish confirms for sliding knockdown.
... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.MLL > jc.LLLS > j.236M
2260
?
All
Notes
Corner Combos
Combo
Damage
Meter Gain
Works on:
Difficulty
Notes
2H > SD > j.MLL > jc.MLL2H > j.236M
3895
1.1
All
j.2H > j.236M ender works at any (practical) height but only with short combos.
2M > SD > airdash j.M2H ▷ [DR]
3001
0.6
All
Solo snapback.
2M > 5M > jc.M2H, j.S > SD > j.ML > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M
4850
1.80
All
Corner loop. With scaled starters, just end it one loop early. You can end with j.S > delay j.236M to try and get more damage in.
2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M
5005
1.76
All
Corner rejump. Higher damage.
214M(3), dash 2M > delay 6H > 5H > 2S(3) > SD > jc.ML > jc.LLS > j.214L (whiff), j.LLS > j.236M
5320
~1.7
All
Back-to-corner example. Dash 2M is not required but it adds some extra meter. 2S(3) > SD is not bufferable and has to be manually timed.
2H > SD > j.MLL > jc.MLL > j.214L(2) > Vanish > j.214L (whiff), j.LLL
4045
?
All
Back-to-corner from 2H.
2M > 5M > jc.M > jc.MS > SD > j.L > delay j.MS > j.214L (whiff), j.L2H ▷ 5L > jc.LLS > SD > j.ML > jc.LMH > j.236H
?
?
All
Air route ending with j.236H. Does almost as much damage as rejump.
Notes
Sparking
Combo
Position
Damage
Meter Gain
Works on:
Difficulty
Notes
... [5H > 2S(2) > 66j.M]*n ...
Anywhere
?
?
All
Sparking loops!
214M(3) > Spark (whiff), dash 2M > 6H > 5H > {2S(2) > airdash j.M ▷ 5H}x2 > 5[S](5) > 214M(2) > Vanish ▷ [DR] > 236S > Super
Corner
?
?
All
Back-to-corner 2S Sparking loop.
214M(3) > Spark (whiff), dash 2M > 6H > 5H > jc.M2H > jc.2H > j.236M + A1 ▷ 6H > 5H > jc.MS > airdash j.S > SD > j.LLL + A2 ▷ [DR] + A1 > 214S > Super
Corner
?
?
All
Back-to-corner, almost 3 meter positive TOD. A1 is an assist that doesn't launch the opponent too high up, A2 has to have a lot of hitstun and keeps them in place.
Notes
Assist
Combo
Position
Damage
Meter Gain
Works on:
Difficulty
Notes
... j.236M > Assist > DR > 236S > Super
Corner
?
?
All
Works with most assists.
... DR > Assist > 214S > Super
Corner
?
?
All
Command grab extension, requires a fast assist.
... DR > Assist > 5LLL > 214S > Super
Corner
?
?
All
Beam Assist-specific command grab extension.
Notes
Miscellaneous
More corner loop variations
Combo
Position
Damage
Meter Gain
Works on:
Difficulty
Notes
2M > 5M > jc.ML > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.214L (whiff), j.LLS > j.236M
Corner
4600
?
All
Original loop without Smash. Low damage.
2M > SD > airdash j.M2H ▷ delay 5M > jc.M > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M
Corner
4620
?
All
Loop with close to the ground j.2H.
2M > 5M > jc.M2H, jump j.MS > delay SD > j.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M
Corner
?
?
All
Meterless air route optimizing for damage. Less meter gain while being slightly harder than j.M2H, j.S > SD route.
5H > SD > j.ML > jc.4LL > j.MS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M
Corner
?
?
All
5H route without rejump. Still does more damage than any meterless air route.
5H > 2S(3) > SD > j.ML > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M
Corner
?
?
All
Almost identical to rejump both in damage and meter gain.
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