Difference between revisions of "DBFZ/SS Vegeta/Combos"

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*'''(5LL/2LL) > 2M > 5M > 236M > 5L (whiff) > 5LL > 5LLL > SD > j.LL2H > jc > j.LLS (5) > j.214M
 
*'''(5LL/2LL) > 2M > 5M > 236M > 5L (whiff) > 5LL > 5LLL > SD > j.LL2H > jc > j.LLS (5) > j.214M
 
Harder than the above combo, but the launch height is more consistant. Has enough advantage on hit to combo into 214L+M.
 
Harder than the above combo, but the launch height is more consistant. Has enough advantage on hit to combo into 214L+M.
 +
 +
*'''(5LL/2LL) > 2M > 5M > jc > j.M > j.236M > DR
 +
Meterless solo snap
  
 
*'''(5LL/2LL) > 5M > 2M > 236M > DR
 
*'''(5LL/2LL) > 5M > 2M > 236M > DR
Meterless solo snap
+
Alternate meterless solo snap
  
 
==Meter combos==
 
==Meter combos==

Revision as of 22:55, 12 August 2019

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

Combo List

No meter combos

Midscreen

  • (5LL/2LL) > 2M > 5M > jc > j.MLL2H > SD > j.MLL2H > jc > j.LLL

Alternatively, the "j.LLL" of the combo can be replaced with "214M", for a bit more damage but at the cost of leaving the opponent too far away to continue pressure.

Corner

  • (5LL/2LL) > 2M > 5M > jc > j.MLL2H > SD > j.MLL2H > jc > j.LLS (5) > j214M

Basic BnB with a corner only ender.

  • (5LL/2LL) > 5M > 2M > 236M > 2M > dl~5M > 5H > SD > j.LL2H > jc > j.LLS (5) > j.214M

Has enough advantage on hit to combo into 214L+M.

  • (5LL/2LL) > 2M > 5M > 236M > 5L (whiff) > 5LL > 5LLL > SD > j.LL2H > jc > j.LLS (5) > j.214M

Harder than the above combo, but the launch height is more consistant. Has enough advantage on hit to combo into 214L+M.

  • (5LL/2LL) > 2M > 5M > jc > j.M > j.236M > DR

Meterless solo snap

  • (5LL/2LL) > 5M > 2M > 236M > DR

Alternate meterless solo snap

Meter combos

Midscreen

  • (5LL/2LL) > 2M > 5M > jc > j.MLL2H > SD > j.MLL2H > jc > j.LLS (2) > j.236S > M+H (Vanish) > j.2H (whiff) > j.LLL

Your solo BnB combo. Allows you to finish with Big Bang Attack or Final Flash, if you have the meter to spare.

  • Fullscreen 236H[2] > 2M > 5M > jc > j.LL2H > jc > j.LLL

Useful to rush in after playing keep-away. The 2M and 5M are range dependent, so drop them if it's too far to connect. Beware that the ranges that you can pick up a combo off of 236H are also the ranges that it can be punished on block.

Corner

  • (5LL/2LL) > 2M > 5M > jc > j.MLL > jc > j.LLS > j.236H > DR

1 bar solo snap.

Assist Specific

Midscreen

Corner

Combo Theory

Vegeta's combo structure is pretty basic. Usually you want to spend your smash on j.2H for the sliding knockdown midscreen, and on 236M in the corner. 236M doesn't keep your slide knockdown, but 214M as of patch 1.15 always results in a slide knockdown, so it doesn't matter that much anymore.

Video Examples

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