DBFZ/SS Vegeta/Combos

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< DBFZ‎ | SS Vegeta
Revision as of 02:33, 18 July 2020 by PrivateTarkus (talk | contribs) (replace Notation-DBFZ with Combo Notation)
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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen Combos

Meterless

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLL ? ? All Basic BnB.
... 5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LLL ? ? All Rejump combo. Worse damage but has more corner carry.
... j.LLS > j.214M ? ? All 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 ? ? All 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.
... j.LLS > j.214H ? ? All Better SKD than j.214M, sets up meaty safe jump midscreen. Switches sides.
... > Vanish, j.2H (whiff), j.LLL ? ? All Switches sides. Can also go into j.236S ender.
... > Vanish > j.214M (whiff), j.LLL ? ? All Switches sides. Can also go into j.236S ender. j.[DR] does less damage but works at high hitstun when this route doesn't.
... > Vanish ▷ dash 2M > 5M > sjc.MLL2H > jc.LLL ? ? All
Far 5[S](8) > 236H, dash 5L (whiff) > 5LLL > SD > j.ML2H > jc.LLL ? ? All 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.

Notes

Go for j.[S](2) or even just j.S(1) for consistency. j.2H (whiff) gives you 1 extra frame to link to j.L, but requires 2 manual timings as opposed to only 1 with j.214M (whiff).

Corner Combos

Combo Damage Meter Gain Works on: Difficulty Notes
... 2M > 236M > 2M > 5H > SD > j.LL2H > j.LL[S] > j.214M ? ? All http://twitter.com/LoneWolf632/status/1264015800643604480
... 2M > 236M > 2M > 5H > delay SD > airdash j.M > dash jump j.LL2H > j.LL[S] > j.214M ? ? All http://twitter.com/LoneWolf632/status/1264015987407564803
... 2M > 236M > delay 5L (whiff) > 5LL > 5LLL > SD > j.LL2H > jc.LL[S] > j.214M ? ? All http://twitter.com/LoneWolf632/status/1264016241183899649
... 5M > jc.S > j.2L > 2M > 5M > jc.M[S] > j.236M > SD > j.LL2H > j.LL[S](2) > j.214M ? ? All http://twitter.com/__McLovin45/status/1264108744650170372

Notes

Both 236M and j.236M combo into Dragon Rush with Smash, but that's not written as it's not useful in the current meta.

Assist Extensions

Combo Position Damage Meter Gain Works on: Difficulty Notes
... j.LL > j.2L + Assist ▷ ... Anywhere ? ? All Easily brings both Vegeta and the opponent to the ground.
236L + Assist > SD ▷ ... Anywhere ? ? All Semi-universal assist pickup off of rocket kick.
... 5M > 2M > 5H > 236S + Assist > SD ▷ ... Anywhere ? ? All Another example of adding damage to a combo with an assist.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
... 2M > IAD j.LM > land > j.LL ... Anywhere ? ? All The Vegeta IAD extension.
... j.LL[S] > airdash j.LL ... Anywhere ? ? All Meter gain route with airdash cancels.
... [Vanish] > j.MS > airdash j.LM Anywhere ? ? All Useful on opponents who are close to the ground after they've been hit by something like j.H.

Miscellaneous

  • 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

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