DBFZ/Frieza/Combos

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 Frieza
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
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

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