DBFZ/SS Vegeta/Combos

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Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6S becomes 236S
> = 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) = only use the Nth attack of the move (for example, if j.M(2) is written, you only use the first two hits of j.M)
(CSpec) = Contains a part that only works on some characters.
SD = Super Dash
[ ] = Hold input.
A1 = Assist 1
A2 = Assist 2
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


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.

Video Examples

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