DBFZ/DBS Broly/Combos

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 Broly (DBS)
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.ML2H > SD > j.ML > jc.ML > j.236L 3805 +0.8 All [1] Very Easy This is the BnB you want to learn, as j.2H ensures the corner from midscreen. Add in a j.S before the 236L if you reach the corner with the combo for 4100 damage and +0.9 meter.
2H > SD > j.ML > jc.MLH 3250 +0.7 All [1] Very Easy Pretty average 2H route.
2M > 236S > 66214S > SD > j.ML > jc.LL > 236L (without Smash) 4145 ? All Insane HARD link, but high corner carry and damage to make up for it. If the microdash 214S (66214S) is too tight you can whiff vanish and 214S.
2M > 214S > SD > j.ML > j.LLL 3685 .74 All [1] Very Easy Only do this if you throw them out of the corner.
2M > 214S > SD > j.ML > jc.LL2H > j.S > j.236L 4100 .9 All [1] Very Easy You'll most likely be doing this combo over the above one.
SD > 66j.M ▷ 2L > jc.ML2H > SD > j.ML > jc.LLS > j.236L ? ? All [3] Medium Superdash rejump, confirmed works from any angle vs. grounded opponent.
6H > 2H > 214M 1990 .25 All [2] Easy Basic slide knockdown combo from 6H.
6H > 236S 2170 .25 All [2] Easy Sideswap slide knockdown combo from 6H.
... Vanish > 2M > 2MM > 2MMM > 2MMMM > 214M/236S ? ? All Bog standard slide knockdown combo. 236S switches sides a second time.
... Vanish > 2M > 2MM > 5M > jc.ML2H > SD > j.ML > j.LL(S) > j.236L ? ? All Damage vanish ender, works after things like Ki Blasts. j.S only connects in the corner.
... Vanish > 2M > 2MM > 2MMM > 2MMMM > 214S > 236H+S > DR ? ? All Only works if the 214S chucks them into the corner. Supers after the DR are not advisable as the post-super scaling kills your damage.
2M > 5M > jc.M > jc.M > j.236H > j.L(delay)LS > SD > j.ML > jc.LL2H > j.S > j.236L ? ? All High damage EX combo that's actually well worth the meter. Bumps up midscreen damage by around 800.
... Slide Knockdown > 214S > j.236L+M[9] > [2]X > [2]X > (H+S) ? ? All   OTG extension into the level 1 that can be turned into a level 2 (that's really the only time you should use this).
2L5LLL > SD > j.H ▷ 214S > Vanish ▷ delay 214M > 214L+M 4925 ? All   DBS Broly's tenth Combo Challenge.
2M > 5M > 236H > 6H > 2L > 5L> 2MM > 5M> jc.ML2H > SD > j.ML > jc.MLS > 236M 6132 +1 All   Requires half a bar of meter to start, but it WILL take your opponent to the corner, even if the combo starts with your back to the opposite corner.

Notes

Enders:

  • ... jc.LLL (with Smash)
  • ... jc.LL > 236L (without Smash)
  • ... jc.LLS > 236L (in corner)
  • ... jc.LL2H > j.S > 236L (in corner and no j.2H used before)

Corner Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > 236M > 2MM > 5M > j.ML2H > j.S > SD > j.ML > jc.MLS > j.236M 5230 1.33 All Basic, meterless corner combo. It only gets harder from here.
2M > 5M > 236M > (5L > 2MM >) 5M > j.LL2H > j.S > airdash > j.LMS > SD > j.MLS > j236M 5245(5425) 1.4(1.6) All Harder but more damage. Cut the moves in parenthesis for bad starters.
2M > 5M > 236M > 5L > 5LL > delay sjc.ML > jc.MLS > SD > j.LH ▷ 2L > 2MMMM > 5SSSSS > 5H > 214M ? ? All More damage AND a sliding knockdown, which the other combos do not provide. The j.H > 2L should be autotimed if the superjump is delayed correctly.
2M > 5M > 236M > 5L > 5LL > delay sjc.ML > jc.MLS > SD > j.LH ▷ 2L > 2M > 5M > jc.LM > jc.LM > j.2H > j.S > j236M 5744 1.875  All   Yet more damage than the above combo, but at the cost of the sliding knockdown (which can still be acquired with an assist). The j.H > 2L should be autotimed if the superjump is delayed correctly.

Video Demonstration: http://twitter.com/tatsunical/status/1203484839841689600

214L/M > 2MM > 5M > jc.MS > SD > j.M > jc.LM2H > j.S > j.236M 3285 1.25 All Pretty similar to the first BnB, but a command grab starter instead.
214L > 2L > 5LL > sj.MLS > airdash > j.LMS > SD > j.LL2H > j.S > j236M 3425 1.6 All Harder but more damage, this time from a command grab.
6H > 5H > SD > j.ML > jc.LL2H > j.S > j.236M 2815 .8 All Basic 6H conversion.
6H > 5H > SD > j.ML2H > j.S > airdash > j.LMS > j.236M 2970 1.1 All More damaging, but requires the airdash link.
6H > 236S > vanish > 5LL > delay sj.ML > jc.MLS > SD > j.LH > 2L > 2M > 5SSSSS > 5H > 214M 3570 -.6 All Even more damage at the cost of meter.

Sparking

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

Assist Extensions

Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.M > jc.MH > Assist > 5H/2H ... Anywhere ? ? All Easy assist relaunch.
... j.236L > Assist > 214M Anywhere ? ? All Easy assist combo ender.

Video Examples

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