DBFZ/SSB Vegito/Combos

From Dustloop Wiki
Jump to: navigation, search
Combo Notation Guide
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
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = Attack must deal N number of hits
(CSpec) = Contains a part that only works on some characters
DR = Dragon Rush
SD = Super Dash
[X] = Hold input X.
]X[ = Release input X.
{...}xN = Repeat ... N number of times
A1 = Assist 1
A2 = Assist 2

Combo List[edit]

No meter combos[edit]

Midscreen[edit]

  • 2M > 5M > jc > j.MLL2H > SD > j.MLL2H > jc > j.LLS > j.214M

Basic midscreen sliding knockdown combo. Switches sides.

  • 2M > 5S > 2S > SD > j.LL2H > jc > j.LMLS > j.214M

Less damage, stays same side.

  • SD > j.LLS > j.214M
  • SD > j.M > jc > j.MLS > j.214M

Easy sliding knockdown off a rogue superdash.

Corner[edit]

  • 2M > 5M > jc > j.MLL > jc > j.LLL > j.236M > DR

Less damage than the same side midscreen combo, but can be used for solo snap.

Meter combos[edit]

Midscreen[edit]

  • 2M > 5M > jc > j.MLL2H > SD > j.MLL2H > jc > j.LL2H > j.236M > vanish > j.214M

Corner to corner carry, builds the bar for vanish in the combo.

  • 2M > 5M > jc > j.MLL2H > SD > j.MLL2H > jc > j.LLS > j.214M > vanish > DR

Higher damage, sets up safe jump, but builds slightly less meter.

  • xx > vanish > 66 > 5LL > 5H > 6S > SD > j.ML2H > jc > j.LLS > j.214M

Vanish confirm into sliding knockdown.

Corner[edit]

  • 2M > 5M > jc > j.M > j.236M > j.2H > jc > j.LLLS > SD > j.LLLS > j.214L > vanish > DR
  • 2M > 5M > jc > j.MH > j.236M > j.2H > jc > j.LLLS > SD > j.LLLS > j.214L > vanish > DR

High damaging combo that keeps the corner.

First one works even from midscreen. Second one is corner only.

  • 2M > 236M > 2M > 5M > jc > j.MH2H > jc > j.LLLS > SD > j.LLLS > j.214L > vanish > DR

Even higher damage if starts with anything but j.H 5L.

Covers less distance than the previous combo so it's less effective at corner carrying.

Due to Vegito combo structure, both of these combos are "optimal," but you'll have to cut out a few normals if the starter isn't 2M. More on this in the Combo Theory section.

  • j.H > 5LL > 2M > 5M > jc > j.M > j.236M > j.2H > jc > j.LLLS > SD > j.LLL2H > j.214L > vanish > DR
  • j.H > 5LL > 5M > 2M > 236M > 2M > 5M > jc > j.H2H > jc > j.HS > SD > j.LLL2H > j.214L > vanish > DR

Midscreen to corner carry examples with high hitstun decay.

  • 2M > 5M > 5H > 5S > 2S > Sparking! > 5H > 5S > jc > j.LLLS > SD > j.LLLS > jc > j.LLLS > j.236L > vanish > j.214M

Easy and damaging Sparking confirm combo. Because of the slide, it leads to even more damage with DHC's.

Assist Specific[edit]

Midscreen[edit]

Corner[edit]

  • xx > j.236L > Gotenks > DR
  • xx > j.236M > Gotenks > DR

Gotenks is Vegito's best assist. Simply call Gotenks near the end of combo into DR for a same side sliding knockdown without having to spend any meter.

Works both midscreen and in the corner.

Combo Theory[edit]

If Vegito wants to end a combo in sliding knockdown without spending meter, he can do so with j.S > j.214M. However you can't do this at high hitstun decay, and this switches sides, so you should instead do j.S > j.236L > vanish > j.214M at the cost of one bar, or j.S > j.214L > vanish > DR in the corner for even more damage AND to avoid the meter cooldown.

More on hitstun decay for corner combos, here's a damage chart for when you have to cut out normals in order for the combos to work. ">" here is used as "higher damage than" and not "cancel into."

j.H MM > j.H 5LL MM > j.H 5L MM
j.MH > j.LLL > j.H (early on)
j.2H jc > j.S SD
j.LLL > j.MH > j.H (later into the combo)
j.S j.236L Air Lv1 > j.S j.214L vanish DR > j.2H j.214L vanish DR > j.S j.236L vanish j.214M

For example, starting with j.H 5L, you wanna do

  • j.H > 5LL > 2M > 5M > jc > j.MH > j.236M > j.2H > jc > j.MHS > SD > j.LLL2H > j.214L > vanish > DR

However, starting with just j.H, this is better

  • j.H > 5M > 2M > 236M > 2M > 5M > jc > j.MH2H > jc > j.LLLS > SD > j.LLL2H > j.214L > vanish > DR

Video Examples[edit]

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