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 Basic BnB, works everywhere on screen with the whole cast. Ending in j.LLL > 214M gives more damage and meter, but switches sides.
... > 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.
2H > SD > j.MLL > delay 8jc.LS > j.236M > 2S > SD > j.LLL > jc.LL2L 4154 ~+1.5 Easy 2H Rejump- make sure the delayed jump before j.LS is a neutral jump [8]. You'll know you have the timing down when one of the blast from j.S whiffs. Can sideswitch with 3S instead of 2S.
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 be ready to adapt on the fly. Can also end in 214M for a sideswitch.
... 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 > delay 5M > 5H > 5S > 3S > SD > j.LLL > jc.LL2H > j.S > j.2L 5280 1.7 Very 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. Just do the first two loops into DR for scaled combos. j.S > slight delay 3S also sets up 236L+M oki.
... > 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. If done from a scaled starter, end on j.S > j.DR rather than 2S > another loop. You can fit in a 2S > 6S, but the combo scaling is so high that the combo drops before 214S will connect.
DR > j.H > jc.ML2HS > j.236L > 1S > SD > j.LL > jc.LL2H > j.2L 3811 2 Easy
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 > j.236L]*2 > 6S > 214S > j.S > 3S > 214LM 6725 -1 Very Easy Easy universal level 3 pullout that gives 4-way mixup.
Notation Number Number Hard
Notation Number Number Hard

Assist Extensions

Sparking

Miscellaneous

Video Examples

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