DBFZ/Cell/Combos

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 Cell
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

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.MLL > jc.MLL2H > SD > j.LLLS > j.236L 4217 1.25 All Universal midscreen BnBs. j.236L is more likely to connect, but does less damage, has less corner carry and worse oki than j.236M. You always want to use j.236M if possible.
2M > 5M > jc.LM > 236S(5) > SD > j.LM > jc.LM > j.214H > SD > j.LM > 236L 4803 ? All  
2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.MLL > j.214L 4175 ? All Rejump combo. The dash before rejump has to be buffered. No sliding knockdown and does less damage than the basic BnB, but has great corner carry.
Steep angle SD > j.L > delay j.M ▷ jump j.LM > jc.M2H > SD > j.MHS > j.236M 2885 ~1.00 All Rejump from something like a fake crossup SD.
2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LL > j.214M(2) > Vanish > SD > j.MHS > j.236M 4947 -0.1 All Fullscreen rejump combo. It's j.LM > jc.LL instead of j.LM > jc.MLL to gain less height for j.236M to consistently connect.
[DR] > j.MLL > jc.LLLS > j.2M > Vanish ... 2745 - 3105 0.40 All Vanish confirms for sliding knockdown.
Raw SD > j.ML > jc.LL2H > delay j.2M > Vanish ... 2510 -0.50 All Confirm off of raw SD
... > Vanish ▷ dash 2M > 5M > jc.MLL > j.214L, airdash j.X 1925 -1.10 All Vanish confirm if you've already used Down Smash, gives soft knockdown safejump.
... > Vanish ▷ dash 2M > delay 6H > 236M[6] 1720 -1.10 All Vanish confirms for sliding knockdown.
... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.MLL > jc.LLLS > j.236M 2260 ? All

Notes

Corner Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2H > SD > j.MLL > jc.MLL2H > j.236M 3895 1.1 All j.2H > j.236M ender works at any (practical) height but only with short combos.
2M > SD > airdash j.M2H ▷ [DR] 3001 0.6 All Solo snapback.
2M > 5M > jc.M2H, j.S > SD > j.ML > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M 4850 1.80 All Corner loop. With scaled starters, just end it one loop early. You can end with j.S > delay j.236M to try and get more damage in.
2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M 5005 1.76 All Corner rejump. Higher damage.
214M(3), dash 2M > delay 6H > 5H > 2S(3) > SD > jc.ML > jc.LLS > j.214L (whiff), j.LLS > j.236M 5320 ~1.7 All Back-to-corner example. Dash 2M is not required but it adds some extra meter. 2S(3) > SD is not bufferable and has to be manually timed.
2H > SD > j.MLL > jc.MLL > j.214L(2) > Vanish > j.214L (whiff), j.LLL 4045 ? All Back-to-corner from 2H.
2M > 5M > jc.M > jc.MS > SD > j.L > delay j.MS > j.214L (whiff), j.L2H ▷ 5L > jc.LLS > SD > j.ML > jc.LMH > j.236H ? ? All Air route ending with j.236H. Does almost as much damage as rejump.

Notes

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
... [5H > 2S(2) > 66j.M]*n ... Anywhere ? ? All Sparking loops!
214M(3) > Spark (whiff), dash 2M > 6H > 5H > {2S(2) > airdash j.M ▷ 5H}x2 > 5[S](5) > 214M(2) > Vanish ▷ [DR] > 236S > Super Corner ? ? All Back-to-corner 2S Sparking loop.
214M(3) > Spark (whiff), dash 2M > 6H > 5H > jc.M2H > jc.2H > j.236M + A1 ▷ 6H > 5H > jc.MS > airdash j.S > SD > j.LLL + A2 ▷ [DR] + A1 > 214S > Super Corner ? ? All Back-to-corner, almost 3 meter positive TOD. A1 is an assist that doesn't launch the opponent too high up, A2 has to have a lot of hitstun and keeps them in place.

Notes

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... j.236M > Assist > DR > 236S > Super Corner ? ? All Works with most assists.
... DR > Assist > 214S > Super Corner ? ? All Command grab extension, requires a fast assist.
... DR > Assist > 5LLL > 214S > Super Corner ? ? All Beam Assist-specific command grab extension.

Notes

Miscellaneous

  • More corner loop variations
Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.ML > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.214L (whiff), j.LLS > j.236M Corner 4600 ? All Original loop without Smash. Low damage.
2M > SD > airdash j.M2H ▷ delay 5M > jc.M > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M Corner 4620 ? All Loop with close to the ground j.2H.
2M > 5M > jc.M2H, jump j.MS > delay SD > j.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M Corner ? ? All Meterless air route optimizing for damage. Less meter gain while being slightly harder than j.M2H, j.S > SD route.
5H > SD > j.ML > jc.4LL > j.MS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M Corner ? ? All 5H route without rejump. Still does more damage than any meterless air route.
5H > 2S(3) > SD > j.ML > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M Corner ? ? All Almost identical to rejump both in damage and meter gain.

Video Examples

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