DBFZ/SSB Vegeta/Combos

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 Vegeta (SSGSS)
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

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLL 4185 1.05 All Very Easy Saiyan BnB.
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLS > j.214L 4235 1.1 All Very Easy More damage and meter Saiyan BnB with air grab end that leaves you closer. Go for this instead of the regular BnB.
5M > 5M > 5M > 236S > SD > j.LM > jc.LM > j.S > j.236M~H~M > 214M 4889 ~1.2 All Easy You can use 236M~M~M as a finisher if you're willing to extend combos, and if you don't jump towards your opponent on the second jump cancel and instead jump upwards, you can hit them with a 2S and continue the combo as normal.
2M > 5M > jc.LLSS > 236M~M~H > (SD) > j.LL2H > jc.LLS > 214L 4603(4623) .2(.26) All Easy Can go from corner to corner with SD, add another Ki blast midscreen for more damage.
5M > 2M > 236M~M~H ▷ 2M > 5M > jc.ML2H > jc.LLS > j.214L 4936 .55 All Easy EX Super Dash Kick confirm with good corner carry. Goes ALMOST corner to corner, but doesn't work on the very middle of midscreen.
... > Vanish > 66 > 5L (whiff) > 5LL > SD > j.LLL > airdash j.X ? ? All
... > Vanish > 2M > 5S > 214L 2755(From close 236S) ? All  
5H > SD > j.5LM > j.236S > [214L+M] 5749 -4.6 All Very Easy  SSB Vegeta's tenth Combo Challenge.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLS2S > j.214L 4315 1.1 All You can fit an extra aerial ki blast into your BnB in the corner
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLS2S > j.236S > j.214L 4745 ~1.25 All Easy You can add a 236S cancel to the combo to add more damage and bar.
2M > (236S) > 236M~M~M > 2M > 5H > 5S > 2S > SD > j.LL2H > jc.LLS2S > (j.236S) > j.214L 4695 (5271) 1.4 (~1.7) All If you want more damage and bar, you can add 236S cancels.
2M > 236M~L~M > 2M > 5H > 5S > SD > airdash j.M2S ▷ jc.LL2H > jc.LLS > j.214L ? ? All
5M > 5MM > 5MMM > 236S > 236M~M~M > 2M > 5M > jc.LLSS > j.236S > SD > jc.LL2H > jc.LLSS > j.236S > j.214L 6285 2.2 All Corner combo using 236S cancelling
214M > 2M > ... ? ? All
2M > 236S > 236[L+M] > 2M > ... ? ? All

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
...2M> 5M> j.MLL236L> Sparking!> 2M> 5M> j.MLL236M> 2M> 5M> j.MLL2H> j.MLL> jc.LLS 214M> Niagara Pummel hold> GKN Ultimate Assist Corner Tested 8947 ? All

Assist

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

Combo Theory

When performing aerial combos, try to end with j.5S > 214L for guaranteed SKD and more meter gain. This also allows you to use your 236H+S.

Instead of using just j.5S > 214L to end a combo, you should try to use 236S > 214L in order to get more damage and bar. This might not work in very long combos, so keep that in mind.

Video Examples

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