DBFZ/Android 17/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.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel 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 = Jump
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
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform 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)
SB2 = Super Baby 2
GT4 = Gogeta (SS4)

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
5M > 2M > 3H > 5H > 236M~MMM~2S 4150 .95 All Very Easy Soft knockdown without Power Blitz, SKD with. Very assist-extension friendly.
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLL 4185 1.05 All Very Easy Saiyan BnB. You can use j.22S instead of the autocombo j.H, but it's really not necessary.
236X~S/H~X > dash 2M > 5M > jc.LL[S] > SD > j.LL2H > jc.L delay L2H[S] > j.22S/j.236M All Very Easy Can eliminate the second j.2H and delay for more consistency at the cost of some meter and damage.
... Vanish > 2M > 5[S] > 3H > 236L~MMM~2S ? -1 All Easy You'll only really use this if Power Blitz isn't charged, as the combo below does more damage.
... Vanish > 2M > 5M > jc.LL[S] > SD > j.LL2H > jc.L delay L2H[S] > j.22S/j.236M ? -1 All Easy Should look familiar at this point.
5M > 2M > 3H > 236L~MMM~H > 214M~MMM~2S 4529 -.5, +.75 All Easy High damage combo using an EX. Power Blitz gives you a sliding knockdown.
5M > 2M > 3H > 236L~MMM~H~4S > j.M ▷ 5L > jc.LL2H > jc.LL > j.22S 4856 +.25 All Medium High damage rejump combo, Power Blitz gives you a sliding knockdown.

Notes

If you don't have Power Blitz and go for a j.LLL, remember you can do Vanish > j.[DR] or use an assist for a sliding knockdown instead.
5H > 236L and Barrier blast > 236L both work after you've used your smash.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
5M > 2M > 3H > 5H > 214L~LMM > 236L~MMM~2S 4604 1.3 All Easy IMPORTANT: you have to press L before the first attack comes out of the sway. The follow up hit is faster than the automatic first hit, and if you don't cancel it the combo will drop. Synergizes well with most assists.

Notes

The midscreen Saiyan BnB also works in the corner, it just isn't notated for efficiency.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
... Assist > (5M) > jc.LL[S] > SD > j.LL[S] > jc.LL[S] > j.22S Corner ? Lots All Easy Most common assist extension in Sparking, builds a TON of meter. In some cases you might be able to airdash cancel j.S instead of jump canceling, which gives you even more damage at the cost of consistency.

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > Power Blitz Charge > Assist > dash jump (669) > j.LL2H > SD > j.LL2H > jc.LL[S](2) > j.22S Midscreen 5218 2.05 All Easy Basic midscreen assist combo, helped a lot by A17's high Smash-less damage.
... 2S > Assist > (5M) > jc.LL[S] > SD > j.LL2H > jc.LL[S] > j.22S Corner ? ? All Easy You may have to cut out the 'j.LL[S] > SD' portion of the combo at high Hitstun Decay. Axeice is good but he doesn't do this and drops the combo.
... 2S > Assist > [DR] > 236L~L > 22S/236L+M/236H+S/214L+M Corner ? ? All Easy High hitstun decay version.

Combo Theory

A17's combos midscreen usually skip rekkas and go right into j.2H unless you have assists. In the corner, it's much easier to go into a high damage rekka combo with a slide knockdown ender using assists. 2S charge is very easy to combo from using assists, and his air combos in the corner build high amounts of meter as well as ending in a slide knockdown thanks to j.22S. Typically you will charge and spend the charge in the same combo, but sometimes it may be good to end with a super and keep the charge for pressure as it's highly plus on block.

Video Examples

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