DBFZ/SSB Vegito/Combos

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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

Meterless

Combo Damage Meter Gain Difficulty Notes
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLS > j.214M 4400 1.16 Very Easy Basic midscreen sliding knockdown combo. Switches sides.
2M > 5M > sjc.MLLS > SD > delay j.LL2H > jc.LMLS > j.214M 4425 1.16 Easy "Optimal" airstring. Delay j.L after SD to guarantee the final j.S
Depending on the launcher (2H, DR, etc.), you might not need to delay j.L.
2M > delay 5M > sjc.M > j.236S > j.LL > j.236M > j.2H > jc.LLLS > SD > j.LLLS > j.214M Medium Max damage midscreen to corner combo. 5M must hit as close to frame 17 as possible otherwise the 236S > j.L link will not work. Character specific. Segues nicely into a normal midscreen Smash combo if you're too far from the corner from j.236S > j.LL.
5LL > 2M > 2L > 5M > sjc.MLLS ... Very Easy Alternative grounded string #1. For the most part, they'll add more damage and meter gain compared to 2M > 5M or 2M > 5S. Not recommended for longer combos.
2M > 2L > 5LL > 5M > jc.MLLS ... Very Easy Alternative grounded string #2.
2M > 5S > delay 5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LMLS > j.214M 4725 (5M) 1.16 Medium Rejump route. The dash before rejump has to be buffered.
2M > 5S > delay 5H > delay SD > airdash j.M ▷ dash jump j.4LL > j.M > delay forward jc.LLS > j.214M 4490 (5M) 1.04 Medium Rejump into a cross under sideswitch to stay same side after j.214M. Really good corner carry.
SD has to be delayed for slightly longer than the normal rejump.
SD > j.ML > jc.MLS > j.214M 2470 0.56 Very Easy Sliding knockdown off a raw SD.

Metered

Combo Damage Meter Gain Difficulty Notes
236S > Vanish ▷ delay 2M > 2L > 5LL > 5S > delay 5H > 6S > SD > delay j.LL2H > jc.LMLS > j.214M 2748 (236S(2)) -0.8 Easy Grounded Vanish extension into sliding knockdown #1. These routes are too long for anything more than raw 236S.
236S > Vanish ▷ delay 2M > 2L > 5LL > 5S > delay 5H > 6S > 2S > SD > j.M2H > jc.LLS > j.214M 2778 (236S(2)) -0.8 Easy Grounded Vanish extension #2.
... j.L > delay j.LL2H > j.236M > Vanish > j.236L (whiff), j.LLS > j.214M Easy Air Vanish extension into same side SKD example #1. j.2H > j.236M requires autocombo boost, and j.236L (whiff) route can't be done at high hitstun decay.
... j.S > j.236L > Vanish > delay j.214M Very Easy Air Vanish example #2.
... j.S > j.214M > Vanish, j.[DR] Very Easy Air Vanish example #3.

Corner Combos

Meterless

Combo Damage Meter Gain Difficulty Notes
2M > 236M, 2M > 5H > 5S > 2S > SD > j.LL2H > jc.LMLS > j.214M 5070 (5M) 1.45 Very Easy Meterless same side SKD. If you're not gonna spend meter, you might as well aim for highest meter gain instead of highest damage.
2M > 236M, 2M has rather good corner carry and can work from midscreen. In fact, most of his corner combos work from midscreen too.
2M > 5M > jc.M > j.236M, j.[DR] 3383 0.66 Very Easy Solo DR for snapback.

Metered

Combo Damage Meter Gain Difficulty Notes
2M > 5M > jc.MH > j.236M, j.2H > jc.LLLS > SD > j.LLLS > j.214M > Vanish, j.[DR] 5552 (5M) 0.61 Very Easy Simple air combo. Builds the bar to spend on Vanish and stay same side.
2M > 5S > 236M(1) (whiff), 2M > delay 5H > SD > j.M > delay j.H ▷ jump j.LLLS > SD > j.MH2H > jc.LLLS > j.214L > Vanish, j.[DR] 5993 (5M) 0.95 Medium Incredibly high damage rejump combo. 236M has to whiff its first kick and hit on the second.
Due to how long these combos are, you'll have to cut out a few normals if the starter isn't 2M.
j.H ▷ 5LL > 2M > 5M > jc.M > j.236M, j.2H > jc.LLLS > SD > j.LLLS > j.214L > Vanish, j.[DR] 4319 0.73 Very Easy Midscreen to corner example with high hitstun decay #1.
j.H ▷ 5LL > 5M > 2M > 5S > delay 5H > delay SD > j.M > delay j.H ▷ jump j.LLS > SD > j.H2H > jc.LLLS > j.214L > Vanish, j.[DR] 4539 0.9 Medium Midscreen to corner example #2.
5LL > 5S > 2S, jump j.LLL2H > jc.LLLS > SD > j.LLLS > j.214M > Vanish, j.[DR] 4189 0.61 Easy Simple back-to-corner combo.
2H > SD > j.M2H > jc.M2H > j.214H ▷ 5LL > 5S > delay 5H > 6S > SD > j.LLL2H > jc.LLLS > j.236L > j.236L+M 6813 -0.8 Easy 2H back-to-corner combo. Have to spend extra resources for knockdown.

Assist Extensions

  • ... j.236L > Assist, j.[DR]
  • ... j.236M > Assist, j.[DR]

Utilizing fullscreen tracking assists. Works both midscreen and in the corner.

Simply call them near the end of combo into j.DR for a same side sliding knockdown without having to spend any meter.

Sparking

  • 5M > 2M > 5H > 5S > 2S > Spark, 5H > 5S > jc.LLLS > SD > j.LLLS > jc.LLLS > j.236L > Vanish, j.214M

Easy and damaging Sparking confirm combo. Because of the slide, it leads to even more damage with DHC's.

Miscellaneous

  • 5L air hit confirm

5LL works as a replacement for 5LL > 2M since 2M would whiff on air hit.

So midscreen combos with 2M > 5M can be done with 5LL > 5M. 2M > 5S can also be done with 5LL > 5S.

  • 2M > 5S > delay 5H, 5L

This corner link works only if 5H hits meaty. This is the highest damage route for Vegito, but unfortunately the delay isn't universal.

There's a visual cue for when the link will work: the smear on 5H's foot during the cinematic freeze. If it's even just slightly shorter than how it usually is, then you can link to 5L. Note that it can still link even if the smear looks the same, but it's a good cue nonetheless.

  • ... 5H > 5S > 236L(1) (whiff), 5L

Non-Smash 5H, 236L whiffs its first hit and meaties the second one.

It's another corner link that isn't universal, but there are consistent setups to deal with different body sizes.

Video Examples

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