< DBFZ | Fused Zamasu
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen Combos
Note: *X* Represents when an orb from Wall of Light explodes.
Meterless
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > jc > j.MLL > djc > j.LL[S] > j.236S , j.236M | 3870 | 0.85 | All | [1] Very Easy | Basic midscreen BnB. |
2M > 5M > jc > j.M slightly delay j.LL > djc > j.LL[S] > j.236S , j.236M | 3880 | 0.85 | All | [3] Medium | Side switch version. Zamasu gains momentum during his air combos very quickly. This combo is very "feel based" so it requires practices. |
2M > 5M > 2H > SD > j.MLL > djc > j.LLS(1)2H | 3880 | 0.8 | All | [1] Very Easy | Alternate BnB. Less damage. Use air combo for DR, 2H and 5H confirms. |
236[S] , dash 2M > 5M > jc > j.MLL > djc > j.LLS(1)2H | 3860 | 0.95 | All | [2] Easy | 236[S] confirm. |
5M > 2M > 236S > 66 > 5M > 5S > SD > j.MLL > jc.LLS(1)2H | 4350 | 0.95 | All | [2] Easy | Midscreen 5M is a little tough to pick up but if you can, you can get a lot more damage midscreen. |
Metered
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
...djc > j.LL[S] > 236S... | 0 | All | [1] Very Easy | Combo ender if leading into super. | |
...djc > j.LL[S] > 236H > 236H+S... | -1.5 | All | [1] Very Easy | #1. Sets up Blades of Judgment. Blades won't connect if the combo is too vertically high. | |
...djc > j.LL[S] > 236S > vanish > 214S ~ [6S] ~ M | -2 | All | [2] Easy | #2. Cancel vanish into flight. Sets up Blades of Judgment. | |
...djc > j.LL[S] > 236S > vanish > 214S ~ M | -2 | All | [2] Easy | #2.5. Skips flight ki blast for high HSD combos. | |
...djc > j.LL[S] > 236S > 236H > 236H+S > dash > 214L > 5H > SD > j.M > djc > j.M *X* > slight delay DR | -1.5 | All | [2] Easy | Back facing corner. Will give sliding knockdown or allow for snap. If you are too close to the corner you're facing, Blades of Judgement will whiff. | |
...vanish > j.236L (whiff) , j.LLS(1)2H | -1 | All | [2] Easy | #3. Whiff j.236L into knockdown | |
...vanish , DR | -1 | All | [1] Very Easy | #2. Standard vanish into DR ender. | |
...vanish > dash 2M > 5M > jc > j.MLL > djc > j.LLS(1)2H | -1 | All | [1] Very Easy | Post vanish confirm. Universal within the game. |
Corner Combos
Meterless
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
... > 2M > 5M > jc > j.MLL > djc > j.LL[S] > j.236S , SD > j.LL[S]2H | 4320 | 1.25 | All | [1] Very Easy | #1. Midscreen to corner BnB. |
... > 2M > 5M > 236S , delay 2M > 5H > 5S > SD > j.MLL > djc > j.LL[S]2H | 4805 | 1.2 | All | [2] Easy | #2. Doubles as 236S confirm. |
... > 2M > 5M > 5H , 5L > 5LL > 5LLL > SD > j.MLL > djc > j.LL[S]2H | 4675 | 1.2 | All | [2] Easy | #3. 5H to 5L link. Only works off of 2M > 5M due to height. |
... > 2M > 5M > 5H > 236[S] , 5L > 5S > SD > j.MLL > djc > j.LL[S]2H | 5115 | 1.25 | All | [3] Medium | #4. Non-smash 236[S] to 5L link. |
... > 2M > 5M > 236S, 66 > 5LLL > 214S > fl.[S] > fl.6S > fl.66 > j.LL > jc.LL[S]2H | All | [3] Medium | #5. Optimal corner combo. |
Note: j.2H may not connect in heavily scaled combos
Metered
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > 5H , 5L > 5LL > 5LLL > 214S ~ [S] ~ H ▷ 5L > 5M > jc > j.MLL > djc > j.LL[S] > 236L... | 5000+ | -0.5 | All | [3] Medium | Damage may change depending on how many ki blast used. End with supers |
2M > 5M > 5H > 236[S] > 5L > jc.MLL > jc.LLS(3) > 236L > Vanish > 214S ~ M > 236H+S > 214M > land > 66 > 5LLL > SD > *X* [DR] | 6669+ | -0.75 | All | [1] Very Easy | Solo corner to midscreen BoJ combo. Damage can vary depending on how many blades hit. Ending in supers can sparkless ToD. |
Assist Specific
Combo | Position | Works on: | Difficulty | Notes |
---|---|---|---|---|
5M > 2M > 5H > SD > j.MH > j.214L > A1 ▷ 5M > j.M > j.236L~S > [S] ~ M > 236H+S | Midscreen | All | [2] Easy | Wall bounce assist specific. |
...djc > j.LLL A1 ▷ 236H+S | Midscreen | All | [2] Easy | C assist make setting up Blades of Judgment trivially easy. |
...[DR] > 236S A1 > 236H+S | Corner | All | [2] Easy | Mid-combo ground DR into Blades of Judgment. Will need assist with sufficient hitstun to setup correctly. |
...djc > j.LLL A1 > j.214L , (do not land) j.LLS(1) > j.236L~S *X* > [1S] ~ M > j.236H+S... | Corner | All | [3] Medium | Air combo into Blades of Judgment. Can be done with almost any basic assist.. |
...djc > j.LL[S] > A1 j.236L~S *X* > [S] ~ M > j.236H+S... | Corner | All | [3] Medium | Air combo into Blades of Judgment. Tracking/Rising Heat assist specific. (TEN_B, GTK_A, JNB_A, GUI and PIC_A) |
5M > 2M > 5H > 236[S] , 5L > jc > j.M > djc > j.MH A1 > j.214L , (do not land) j.LLS(1) > j.236L~S *X* > [1S] ~ M > j.236H+S ▷ delayed [DR] > 236S A2 > 236H+S , 236[S] > 236L+M > A1 level 1 , 5S ~ 2L ~ 2S ~ L+M > A2 level 3 | Corner | All | [3] Medium | Example corner combo with double Blades of Judgment using extensions listed above. (A1-GKN_A) (A2-BGK_A) |
Zamasu relies on assist for "meterless" Blades of Judgment setups. Basically any assist can setup Blades of Judgment, some will be straight forward and some will require some creativity to make work.
Sparking
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > 236S , delayed 2M > 5H > 236L > SPARKING! , 214H , 5L > 5H > 236L *X* , 5H > 236L *X* ... | -0.5 | All | [3] Medium | 5H "loops" using orbs off of a sparking confirm. |
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