DBFZ/Yamcha/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+DBFZ L Prompt.png becomes 236L.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
c = Close
f = Far
j = Jump
sj = Super Jump
= After landing.
CH = Counter Hit
JC = Jump Cancel
SJC = Super Jump Cancel
[X] = Hold input.
-X- = Release input
]X[ = Alternate release input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
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
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
MBU = Majin Buu
RSH = Master Roshi
NAP = Nappa
PIC = Piccolo
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = SSB Vegito
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen[edit]

Combo Damage Meter Gain Works on: Difficulty Notes
... > 2H(2) > SD > j.MLL > jc.MLL > j.214M ? ? All
j.2H ▷ 236L~M > 214M ? ? All Grounded j.2H confirm. Keeps the opponent close and builds meter in exchange for damage
j.2H ▷ 236L~M~M ? ? All Alternate grounded j.2H confirm.
... > 2H(2) > SD > j.M > jc.LL2H > delay j.214L > Vanish ▷ dash 2M > 5M > jc.MLL > jc.LL > j.214M ? ? All Extending the BnB using j.2H. Input j.214L when you're near the ground. At high hitstun decay, you'll have to cut one j.L at the end, i.e. j.ML > jc > j.LL
... > 236H > dash > 2M > 5M > jc.MLL > jc.MLL > j.214M ? ? All Less meter initially, less meter gained than the previous route. Comparable damage.
SD > j.LL > j.214L > Vanish ▷ dash 2M > 236L~L~M ? ? All
236L~H/236M~H, dash 2M > delay 5M > 236L~M > 214M ? ? All
236L~H/236M~H, dash 2M > 5M > jc.MLL > jc.MLL > j.214M ? ? All
j.2H ▷ 236H, dash 5L (whiff) > 5LLL > SD > j.MLL > jc.MLL > j.214M ? ? All

Corner[edit]

Combo Damage Meter Gain Works on: Difficulty Notes
... > 2H(2) > SD > j.MLL > jc.LLL > j.214M ? ? All The same as midscreen BnB but ending with j.LLL instead of j.MLL.
5LLL, dash 2M > 5M > 2H(2) > SD > j.MLL > jc.LLL > j.214M ? ? All Does more damage and meter gain than 5LL > 2M > 5M > 2H(2), but is significantly harder.
5LLL, dash 5LL > 2H(2) ? ? All Easier, still has very good meter gain, though it does less damage than 2M > 5M > 2H(2).
5H, dash 2M > 5M > 2H(2) > SD ... ? ? All 5H link. The same idea as 5LLL but the link itself is way easier.
5H > 236S, 2L > 5L > 2H(2) > SD ... ? ? All Optimal 5H route. Only works at the very edge of the screen.
... > 236L~H > dl~236S > 2LL > 2H > SD > j.MLL > jc.LLL > j.214M ? ? All Wolf Fang Fist: Flash corner combo. Takes advantage of the Kame link to boost your solo damage to around 5.2k. This combo takes less meter, does more damage, and is less difficult than the previous j.2H route.

Assist[edit]

Combo Position Damage Meter Gain Works on: Difficulty Notes
combo transcript where ? ? All

Sparking[edit]

Combo Position Damage Meter Gain Works on: Difficulty Notes
... j.LLL > airdash j.LL > j.214M Anywhere ? ? All Slightly extended midscreen BnB.
... j.MHS > airdash j.LLL > j.214M Corner ? ? All
2M > 5M > 2H(1) > Spark, 5H > 236S, 2L > 5L > 2H(2) > SD > j.MHS > airdash j.LLL > j.214M Corner ? ? All High damaging Sparking combo.
236L (whiff) > 6M > Sparking! > 5H > 236S > 2L > 5L > 2H > SD > j.MH > jc.MH > j.214M > Vanish > 2M > 236L~M~M > 236L+M > 214L+M Corner Death ? All Limit Break Sparking solo ToD, must start in the corner for the Kame link to work.

Misc[edit]

  • Lv1 into Lv3 link

You can control the last 5 hits of Spirit Ball using any button. Every downward direction will cause sliding knockdown, but InputIcon 1.png and InputIcon 3.png are better for comboing into Ultimate Wolf Fang Fist than InputIcon 2.png.

In general, you wanna throw the opponent high enough off the ground before ending with a downward ball as the last hit, but not too high that the opponent techs out before they touch the ground.

Something like 7L > 4L > 7L > 4L > 1L will work. There's no weird timing, just press the buttons at a constant rate. This sequence can also be used to bring the opponent closer to you after a midscreen BnB.

However, 74741 will cause a sideswitch at close range. So doing this in the corner into Lv3 isn't recommended as it will ruin the oki. You can use 84683 for this instead, but it has slightly different timings.

  • 5LLL > 236M~M~M
  • 5H > 236M~M~M

Works midscreen.

  • 5LLL > 236L~M~M
  • 5LLL > 236M~L~M
  • 5H > 236L~L~M

Works in the corner.

Video Examples[edit]

Navigation[edit]


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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc