DBFZ/SS Vegeta/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.LLL

Basic BnB.

  • 5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LLL

Rejump combo. Worse damage but has more corner carry.

  • ... j.LLS > j.214M

Anywhere sliding knockdown. From midscreen however, he gets next to no oki from this, and upon landing, he can't connect any Super.

  • ... j.LL[S](4) > j.236S

Ender before going into Super or Vanish. Both of Vegeta's air Supers drag the opponent to the ground, so it's better to add in some extra damage instead of going for SKD.

Go for j.[S](2) or even just j.S(1) for consistency.

Metered[edit]

  • ... j.LLS > j.214H

Better SKD than j.214M, sets up meaty safe jump midscreen.

  • ... > Vanish, j.2H (whiff), j.LLL

Switches sides. Can also go into j.236S ender.

j.DR does less damage but works at high hitstun when this ender doesn't.

  • ... > Vanish ▷ dash 2M > 5M > sjc.MLL2H > jc.LLL
  • Far 5[S](8) > 236H, dash 5L (whiff) > 5LLL > SD > j.ML2H > jc.LLL

Confirming with 236H does more damage than Vanishing, but beware that the range that you can pick up from 236H is also the range that it can be punished on block.

Corner Combos[edit]

Meterless[edit]

  • 2M > 236M, delay 5L (whiff) > 5LLL > SD > j.LML2H > jc.LL[S](5) > j.214M

Corner BnB.

  • 5M > jc.S > j.2L ▷ 2M > delay 236M, delay 2M > 5H > SD > airdash j.M ▷ dash jump j.LL2H > jc.LL[S](5) > j.214M

Corner rejump. Higher damage.

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

Solo snapback.

Metered[edit]

Assist Extensions[edit]

  • ... j.LL > j.2L > Assist ▷ ...

Easily brings both Vegeta and the opponent to the ground.

  • 236L > Assist > SD ▷ ...

Semi-universal assist pickup off of rocket kick.

  • ... 5M > 2M > 5H > 236S > Assist > SD ▷ ...

Another example of adding damage to a combo with an assist.

Sparking[edit]

Miscellaneous[edit]

  • 2M > 5M > jc.M > j.236M, SD > j.LL2H > jc.LLL

Corner link. Might be useful for air-to-air confirms.

  • 2M > 5M > jc.MS > j.236M, airdash j.M ▷ 5M > jc.LL2H > j.LLS > j.214M

Midscreen 236M link, not damage optimal but it looks cool.

  • 5M > jc.S > j.2L ▷ delay 2L > 5H, 5L > 5S > 5H > SD > airdash j.M ▷ dash jump j.LL2H > jc.LL[S](5) > j.214M

Corner link, does less damage than BnB. Meaty 5H is universal(?), but 5L whiffs on small characters.

Video Examples[edit]

Navigation[edit]


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