DBFZ/Frieza/Combos

From Dustloop Wiki
< DBFZ‎ | Frieza
Jump to: navigation, search
Combo Notation Guide Character Name Abbreviations
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
hjc or sjc = High Jump cancel or Super Jump cancel
tk = Tiger Knee
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
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
BDK = Bardock
BRS = Beerus
BRO = Broly
SBR = Broly (DBS)
GNY = Captain Ginyu
CEL = Cell
CLR = Cooler
FRZ = Frieza
GTA = Gogeta (SSGSS)
YGH = Gohan (Teen)
AGH = Gohan (Adult)
GKN = Goku
GKU = Goku (Super Saiyan)
BGK = Goku (SSGSS)
GUI = Goku (Ultra Instinct)
GTG = Goku (GT)
BLK = Goku Black
GTK = Gotenks
HIT = Hit
JNB = Janemba
JRN = Jiren
KEF = Kefla
KBU = Kid Buu
KRL = Krillin
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
TEN = Tien
TNK = Trunks
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
BVG = Vegeta (SSGSS)
VTO = Vegito (SSGSS)
VDL = Videl
YAM = Yamcha
ZAM = Zamasu (Fused)

Midscreen[edit]

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > 2H > SD > j.MLL > jc > j.LL > j.2S2H ? ? All Very Easy
... j.2S > j.236S > j.236L+M/j.214L+M ? ? All Easy There is a timing aspect to j.214L+M to not whiff it.
air hit 22S > 2H ... ? ? All
... Vanish > 662M > 5M > 2S > SD > j.ML > j.LL2S2H ? ? All Medium Frieza's basic vanish extension thanks to 2S's long hitstun.
236H > 236H > Vanish ... ? ? All 236H can link into itself if you have the meter for it, leading to very high damage on its own and even more with vanish.
5[S] > 236M > Vanish ... ? ? All Easy Your highest damage 5S combo. 236M is free damage before vanish kills your scaling.

Notes[edit]

Corner[edit]

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > 1S > dl~2H > SD > j.ML > jc.LL[S]2H ? ? All
... j.[S] > j.236S > Super ? ? All
2M > 5M > 5H > 214S > 2M > (214S return) > 22S > Vanish > DR ? ? All

Notes[edit]

Sparking[edit]

Combo Position Damage Meter Gain Works on: Difficulty Notes
... 2M > jc.M(1)2S > airdash j.M ▷ ... Anywhere ? ? All Frieza's sparking loops.

Notes[edit]

Golden Frieza[edit]

Combo Position Damage Meter Gain Works on: Difficulty Notes
... 2M > 5M > jc > [j.M(2)HLL]*n ... Anywhere ? ? All Very Hard Golden Frieza rejump loops. If you're in sparking and Golden Frieza, prioritize the sparking loops for its corner carry and meter gain.

Notes[edit]

Assist[edit]

Combo Position Damage Meter Gain Works on: Difficulty Notes
... Assist > 214S > 2M > Discs Hit > 22S > 2H > ... Midscreen ? ? All

Notes[edit]

Combo Theory[edit]

Video Examples[edit]

Corner combo into Piccolo's Special beam cannon

Navigation[edit]


Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc