DBFZ/Master Roshi/Combos

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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

Meterless

Combo Damage Meter Gain Difficulty Notes
2M > 5M > jc.MLL2H > H(acts as follow up) > j.MLL > jc.LLS2M 4050 0.95 :( Easy Causes SKD. 5LL start scales this to 3151 (4015 w/extraordinaire , 3921 with containment)
5M > 2M > 2H > 2SD > jc.MLL > jc.LMS > SD > j.LLS2M 4315 0.9 Easy Causes SKD.
22S > 5LL > 5M > 2M > 3H > jc.LLS > SD > j.MLL > jc.LLS > j.2M 2128 1.2 Easy Optimal command grab pickup.
5M > 2M > 5H > 3SD > j.S > j.LS > 2M > 5M > jc.MLL > jc.LMS > SD > j.LMS2M 4800 1.25 Medium One of Roshi's easier rejump combos. Doesn't require any weird delays or timings.
5M > 2M > 3H > 6S > 3SD > j.MLS > j.236M > SD > j.MLL > jc.LMS2M 4450 1.1 Medium Side switches without meter
Notation Number Number Easy

Metered

Corner

Meterless

Combo Damage Meter Cost Difficulty Notes
2M > 5M > jc.MLL2H > H(acts as follow up) > j.MLL > jc.LLS > 236M > Vanish > DR 4476 1 Easy Keeps Same Side. BNB conversion into solo DR. If you want snap, Remember roshi can do it for 1 bar off of any SKD basically.
Notation Number Number Medium
Notation Number Number Hard
Combo Damage Meter Gain Difficulty Notes
... > 2M > 5M > 214[M] delay -M- > 2M > 5M > 2H > 2SD > j.LML > jc.LMS > SD > j.LMS2M 4745 1.4 Easy The hold and release for 214M is necessary on smaller characters (e.g. Kid Buu, GT Goku)
... > 2M > 5S > 214M > 2M > 5H > 5S > 2H > 2SD > j.LLS > SD > jc.MLL > jc.LL2H > j.2M Easy Easy, high damage, and consistent corner combo. You should learn this one if any.
... > 2M > 5S > 214M > 2M > 5H > 5S > 6S > 4SD > j.MS > 5L > jc.MLS > SD > jc.MLL > j.LLS2M 5250 1.5 Medium Beginner loops for Roshi. Can end with LL2H2M for a little bit more of damage (5302). Can skip one of the 5S at high hitsun decay.
... > 2M > 5S > 214M > 2M > 5H > 5S > 6S > 4SD > j.MS > 5M > 3H > sjc.MLS > SD > jc.MLL > j.LLS2M Medium Harder loops but more damage in exchange. Double loops are possible but usually not optimal. Can end with LL2H2M for a little bit more of damage (5302). Can skip one of the 5S at high hitsun decay.
... > 2M > 236M > dash 2M > ... Easy Back-to-corner conversion. Can segue nicely into any other corner combo as a replacement for 214M.

Metered

Combo Damage Meter Gain Difficulty Notes
... > 2M > 22H > 22M > 5L > 236M > dash 2M > 5H > 5S > 2H > 2SD > j.LLS > SD > j.MLL > jc.LL2H > j.2M 6047 (2M) .23 Medium Ideally you'd end with an assist or j.236L > DR, as 22H eats your slide knockdown.

Sparking

Assist Extensions

Video Examples

https://www.youtube.com/watch?v=9ZQLGhf-0Bw BNB

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