DBFZ/SSB Vegeta/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
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLL 4185 1.05 All Very Easy Saiyan BnB.
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLS > j.214L 4235 1.1 All Very Easy More damage and meter Saiyan BnB with air grab end that leaves you closer.
5M > 2M > 236M~M~H ▷ 2M > 5M > jc.MLL > djc.LLS > j.214L 4801 0 All Easy EX Super Dash Kick confirm with good corner carry.
... > Vanish > 66 > 5L (whiff) > 5LL > SD > j.LLL > airdash j.X ? ? All
... > Vanish > 2M > 5S > 214L ? ? All  
5H > SD > j.5LM > j.236S > [214L+M] 5549 ? All   SSB Vegeta's tenth Combo Challenge.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 236M~L~M > 2M > 5H > 5S > 2S > SD > j.LL2H > jc.LLS2S > j.214L ? ? All
2M > 236M~L~M > 2M > 5H > 5S > SD > airdash j.M2S ▷ jc.LL2H > jc.LLS > j.214L ? ? All
214M > 2M > ... ? ? All
2M > 236S > 236[L+M] > 2M > ... ? ? All

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
...2M> 5M> j.MLL236L> Sparking!> 2M> 5M> j.MLL236M> 2M> 5M> j.MLL2H> j.MLL> jc.LLS 214M> Niagara Pummel hold> GKN Ultimate Assist Corner Tested 8947 ? All

Assist

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

Combo Theory

When performing aerial combos, try to end with j.5S > 214L for guaranteed SKD and more meter gain. This also allows you to use your 236H+S.

Video Examples

Solo SSB Vegeta BnB combos:

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