DBFZ/SSB Vegito/Combos

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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
|> or ▷ = After landing
jc = Jump cancel
sjc = Super jump cancel
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

Midscreen Combos[edit]

Meterless[edit]

  • 2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLS > j.214M
  • 2M > delay 5M > jc.MLLS > SD > delay j.LL2H > jc.LMLS > j.214M

Basic midscreen sliding knockdown combo. Switches sides.

First one is overall more consistent, at the cost of damage.

  • 2M > 5S > delay 5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LMLS > j.214M

Rejump route. High damage but wastes more combo time.

  • 2M > 5S > 2S > SD > j.MLL2H > jc.LLS > j.214M
  • 2M > 5S > 2S > delay j.LL2H > jc.LMLS > j.214M

Same side route, a lot less damage.

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

Easy sliding knockdown off a rogue Super Dash.

Metered[edit]

  • ... j.2H > j.236M > Vanish, j.214M
  • ... j.S > j.236L > Vanish, j.214M
  • ... j.2H > j.214M > Vanish, j.DR
  • ... j.S > j.214M > Vanish, j.DR

Spending a bar for corner carry. Each enders have their uses, either better meter gain, better damage, more consistent, etc.

Overall, j.DR enders do more damage and avoid meter gain penalty.

  • ... > Vanish ▷ dash 5LL > 5H > 6S > SD > delay j.LL2H > jc.LMLS > j.214M
  • ... > Vanish ▷ delay 2M > 2L > 5LL > 5S > delay 5H > 6S > SD > j.ML2H > jc.LL2H > j.214M

Vanish confirm into sliding knockdown.

Corner Combos[edit]

Meterless[edit]

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

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

Metered[edit]

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

High damaging combo that keeps the corner.

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

  • 2M > 5S > delay 5H > delay SD > j.M > delay j.H ▷ jump j.LLL2H > jc.LLLS > SD > j.LLLS > j.214L > Vanish, j.DR

Incredibly high damage rejump combo. Works from midscreen to corner.

Due to how long these combos are, you'll have to cut out a few normals if the starter isn't 2M. More on this in the Misc. section.

  • j.H ▷ 5LL > 2M > 5M > jc.M > j.236M, j.2H > jc.LLLS > SD > j.LLL2H > j.214L > Vanish, j.DR
  • j.H ▷ 5LL > 5M > 2M > 5S > delay 5H > delay SD > j.M > delay j.H ▷ jump j.LLS > SD > j.MH2H > jc.LLL > j.214L > Vanish, j.DR

Midscreen to corner examples at high hitstun decay.

  • 2H > SD > j.M2H > jc.M2H > j.214H ▷ 5LL > 5S > delay 5H > 6S > SD > j.LLL2H > jc.LLLS > j.236L > j.236L+M

2H back-to-corner combo. Have to spend another bar for air Lv1 or an assist for j.DR ender.

Assist Extensions[edit]

  • ... j.236L > Assist, j.DR
  • ... j.236M > Assist, j.DR

Utilizing Gotenks or Janemba Assist. Works both midscreen and in the corner.

Simply call them near the end of combo into j.DR for a same side sliding knockdown without having to spend any meter.

Sparking[edit]

  • 5M > 2M > 5H > 5S > 2S > Spark, 5H > 5S > jc.LLLS > SD > j.LLLS > jc.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.

Miscellaneous[edit]

  • 5L air confirm

5LL works as a replacement for 5LL > 2M since 2M would whiff on air confirm.

So midscreen combos with 2M > delay 5M can be done with 5LL > 5M. 2M > 5S can also be done with 5LL > 5S.

  • 2M > 5S > delay 5H, 5L

This corner link works only if 5H hits meaty. This is the highest damage route for Vegito, but unfortunately the delay isn't universal.

  • ... 5H > 5S > 236L(1) (whiff), 5L

5H non-Smash. Another corner link that works because 236L(1) on whiff will do a unique 236L(2).

While this is also not universal, there are consistent setups to deal with different body sizes.

  • 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 j.DR > j.2H j.214L Vanish j.DR > j.S j.236L Vanish j.214M

Video Examples[edit]

Navigation[edit]


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