The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
Frieza
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
Combo
Damage
Meter Gain
Works on:
Difficulty
Notes
2M > 5M > 2H > 3S > SD > j.ML > jc > j.LL > j.2S2H
4360
1.1
All
[1] Very Easy
Basic bnb.
2M > 5M > 2H > 3S > SD > j.MLL > jc > j.LL > j.2S > j.236S
4450
1.2
Medium
[1] Very Easy
Alternate route for medium characters.
2M > 5M > 5H > delay SD > 66 j.M(1) > land 5L > jc.LL > jc.LL2S > SD > LL2S > 2H
4670
1.6
All
[3] Medium
Rejump combo for more corner carry.
214S > S(2) > (214S return) > slight delay 22S > land 2H
?
?
All
[1] Very Easy
Fullscreen 214S confirm. Small timing element on the 22S as to not get hit by the 214S return.
air hit 22S > 2H or 5H ...
?
?
All
[1] Very Easy
22S confirm.
... Vanish > LL > jc.ML > jc.LL2S > SD > j.LL2S2H
?
?
All
[2] Easy
Frieza's basic vanish extension thanks to 2S's long hitstun. Some smaller characters need a delay before the LL.
236H > 236H > Vanish ...
3095
-2
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 ...
1700
-.5
All
[2] Easy
Your highest damage 5S combo. 236M is free damage before vanish kills your scaling.
Corner
Combo
Damage
Meter Gain
Works on:
Difficulty
Notes
5M > 2M > 1S > dl~2H > SD > j.MLL > jc.LL[S]2H
4500
1.15
All
... j.[S] > j.236S > Super
?
?
All
... > 5H > 214S > 2M > (214S return) > 5M > 2S > SD > j.LL > jc.LL[S]2H
4370
~1.25
All
2M > S(1) > 3S > 214S > 2M[2] > (214S return) > S(1) > 3S > 214S > 2M[2] > (214S return) > 5H > 214S > 5M > jc.M(1)H > j.2S > j.236S
5004
~1.8
All
[4] Hard
Golden-less corner loops, must end with j.236 instead of j.2H
Sparking
Combo
Position
Damage
Meter Gain
Works on:
Difficulty
Notes
2M > slight delay jc.66 j.M(2) > land 2M(1)5M > 5H or 2H > ...
Anywhere
?
?
All
[2] Easy
Sparking BNB starter for more damage.
2M > 5M > [jc.M(2)2S > 66 > j.HM(1) > land 5L]*2 > jc.LL2S > SD > j.ML > jc.LL236S
Anywhere
7103
4
All
[3] Medium
A combo using sparking only Golden Frieza loops.
Golden Frieza
Combo
Position
Damage
Meter Gain
Works on:
Difficulty
Notes
... 2M > 5M > [jc.M(2)HLL]*n ...
Anywhere
?
?
All
[2] Easy
Golden Frieza rejump loops. Very high damage for how easy it is.
loops ... > jc.M(2) > jc.66 > j.LHM(1) > land 5H
Anywhere
?
?
All
[3] Medium
Loop ender. Very versatile.
2M > 5M > [jc.M(2)HLL]*2 > jc.M(2) > jc.66 > j.LHM(1) > land 5H > 5LLL > dl 236L > (level 1)
Midscreen
6108
~1.6
All
[4] Hard
Example of midscreen Golden Frieza combo, fairly optimal.
2M > 5M > [jc.M(2)HLL]*2 > jc.M(2) > jc.66 > j.LHM(1) > land 5H > 214S > 5M > jc.M(1)H > j.2S > j.S(3) > j.236S
Corner
7062
2.1
All
[4] Hard
Example of corner Golden Frieza combo, fairly optimal.
2M > 5L > jc.M(1)2SHL > land 5L > jc.M(2)S(3) > j.2HLL > land > jc.M(2) > jc.66 > j.LHM(1) > land 5H > 214S > 5M > jc.M(1)H > j.2S > j.S(3) > j.236S
Corner
7071
2.25
All
[5] Very Hard
A very cool looking combo for slightly more damage.
Assist
Combo
Position
Damage
Meter Gain
Works on:
Difficulty
Notes
... Assist > 214S > 2M > Discs Hit > 22S > 2H > ...
Midscreen
?
?
All
Combo Theory Video Examples Navigation
Frieza
Systems Pages
Mechanics
Application & Advanced Information
Archived Information