DBFZ/Kefla/Combos

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< DBFZ‎ | Kefla
 Kefla
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.ML2H > jc.LLL 4054 1.20 All Very Easy The Saiyan BnB.
DR > j.LL2H > jc.LLL 2447 1.40 All Very Easy The Saiyan DR combo.
... jc.LL > j.236S 2437 1.40 All Very Easy Forced Sliding Knockdown ender.
6H > 2H > SD > j.ML2H > jc.LLL 2600 .95 All Very Easy Basic 6H conversion.
6H > 5H > SD > j.LL2H > jc.LL > j.236S 2717 .95 All Very Easy Corner carry 6H conversion.
... > 5H > dl~SD > j.M(1)L ▷ 9 > j.LL2H > j.LLS > j.236S ? ? All Very Hard Really hard rejump. Demonstration here: https://streamable.com/jorv7
... 5H > 236H > SD > j.LL2H > j.LL > j.236S 3232 .30 All Easy 236H extension, easily adds 500 damage.
... 2M > 5M > 5H > 236H > 214S > 29 > j.LL2H > j.LL > j.236[S] > SD > j.LL[1] > j.236S 5158 .17 All Easy Use a short charge for the first j.236S.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
... > 214M > 2M > 5M > 5H > SD > j.LL2H > jc.LLS > j.236S 4883 1.45 All Easy Kefla's corner combo. Works from ground hit 2M, but will also connect with 2M > 5M > 5S.
6H > 214M > ... 3398 1.49 All Medium 6H corner combo.
... > 236S > 236H+S > SD > j.H > j.236H+S 2938 -2 All Very Easy Hellzone combo extension.
... > 236S > 236H+S > 214L+M 3714 -4 All Easy Hellzone combo extension into level 3.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5M > j.M(2)H > Sparking! > 2M > IAD j.M(2) ▷ j.LM(2)L > j.2H > SD > j.LL(2) > j.2H > jc.LL(2)S(1) > j.236S Corner 5181 3.25 All Medium/Hard Great meter gain, can do this combo if you are stuck in the corner, but the jc.LL(2)S(1) will not connect, instead do jc.LL(2)L to get SKD. Still builds ~3.1 bars.
... > {2M > IAD j.M > land > j.S > 66j.M}*n > ... Anywhere ? ? All IAD loops. Great meter gain and damage with the benefit of not requiring Smash.
... > j.LL[S] > 66j.LLL Anywhere ? ? All High metergain combo ender, can continue with assists or into j.236H+S.
... > {5H > IAD j.M}*n > ... Corner ? ? All 5H loops, great for meter gain.

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > 6H > 5H > 214M > ... Anywhere ? ? All Basic assist combo filler.
... > 236[S] > Assist > j.L > ... Anywhere ? ? All Ground to air combo transition.
... > Assist > 6H > 5H > 236S > 236H+S > ... Corner ? ? All Kefla needs assists to combo into grounded 236S.

Miscellaneous

Video Examples

Navigation

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