DBFZ/Super Baby 2/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.LLL2H > SD > j.LLL > j.LL2L 4235 +1.1 Very Easy
... > 5H > delay SD > 66j.M > 669j.LLL > j.LL2L ? ? Medium Rejump combo, almost enough corner carry to go coast to coast solo.
2H > SD > j.LLL > jc.LL2L 3310 +0.7 Very Easy Standard 2H punish.
SD > (j.LLL) > jc.LL2L 2340 +0.6 Very Easy Meterless superdash confirm. Ignore the parentheses if you've used your double jump.

Metered

Combo Damage Meter Gain Difficulty Notes
... > Vanish > dash 2M > 5M > 3S > SD > j.LLL > jc.LL2L ? -1 Easy Basic vanish conversion. Returning projectiles will mess with your combo, so he ready to adapt on the fly.
... > jc.LLL > j.214M ? -1 Easy Alternate vanish combo ender. Usually you don't want the sideswap midscreen, but it can help counter the sideswap of the vanish.
... j.LLL2H > Vanish, j.214M ? -1 Very Easy Epic-looking air vanish extension just like Vegito's.
SD > (j.LLL) > j.LL > j.236H > 5M > 3S > SD > j.LLL > jc.LL2L ? -.5 Easy Metered Superdash extension.
2H > j.LLL > jc.LLL > j.214S > delay Vanish > (Ki Blasts return) > 5M > 3S > ... ? -1 Medium Damage extension from 2H utilizing 214S's returning Ki Blasts.
2M > 5M > 3S > SD > j.LLL > jc.LLL > j.214S > delay Vanish > (Ki Blasts return) > 5H > ... ? -1 Medium Pretty cool, but not all that practical. Think of this more as a demonstration of what's possible than something to do in a match.
Notation Number Number Very Easy
Notation Number Number Easy
Notation Number Number Medium
Notation Number Number Hard

Corner Combos

Meterless

Combo Damage Meter Gain Difficulty Notes
... > 2M > 5M > 236M > 2M > 5M > 5H > 5S > 3S > SD > j.LLL > jc.LL2H > j.S > j.2L 5280 1.7 Easy Baby's universal corner BnB. It's usually better to learn the loops, but this combo still gets the job done in most cases.
... > 236M > 2M > 5H > SD > j.LLL > jc.M2H, j.S > j.236L > [6S > 214S > j.S]*2 > j.DR ? ? Easy Corner rejump combo. From anything other than a 2M, you can only do 1 loop.
... > 2M > 236M > [2M > 5H > 6S > 214S > slight delay j.236L > ]*2 ▷ 6S > 214S > j.S > j.DR 4969 2.6 Easy Universal corner loops. No specific timing outside of 236L, just do the first two loops into DR for scaled combos.
... > 2M > 5M > 236M > 2M > 5M > 5H > 3S > SD > j.M2H > j.S > j.236M > 6S > 214S > 2S > 6S > 214S > j.S > j.DR 6076 2.5 Medium High damage, high meter gain, universal combo. After using 2S during the loops, immediately go into 6S or the combo will drop.
Notation Number Number Hard

Metered

Combo Damage Meter Gain Difficulty Notes
... > 2M > 5M > 236M > 2M > 5M > j.LLL > jc.LL2H > j.S > j.236M > 3S > SD > j.MH > j.214H 5688 1.1 Easy Depending on the size of the character, you may need to do j.LLL > jc.LM2H instead of j.LLL > jc.LL2H or none of the ki blasts will return
... > 2M > 5M > 236M > 2M > 5H > 6S > 214S > 5H > 3S > 214LM 6078 -2 Easy Easy level 3 pullout for 4-way mixup, does NOT work on everyone (Gokus are the most notable), but works on a majority of the cast. Worth knowing nonetheless.
... > 2M > 5M > 236M > 2M > 5H > 6S > 214S > j.236L > (delay) 6S > (delay) 214S > 5L(delay)L > 214LM 6084 -1.8 Hard Universal level 3 pullout. Much harder to do than the previous one, but works on everyone in the cast.
Notation Number Number Hard

Assist Extensions

Sparking

Miscellaneous

Video Examples

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