Combo Notation Guide | |||||||||
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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) > 5M > 2M > 236M > DR
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.