DBFZ/Vegeta/Combos

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Combo Notation Guide Character Name Abbreviations
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+DBL.png becomes 236L
> = Cancel into the next attack
, = Link the next attack after preceding move's recovery
|> or ▷ = After landing
jc = Jump cancel
hjc or sjc = High Jump cancel or Super Jump cancel
tk = Tiger Knee
IAD = Instant Air Dash
DR = Dragon Rush
SD = Super Dash
[X] = Hold input X
]X[ = Release input X
(N) = Attack must deal N number of hits
{...}xN = Repeat ... N number of times
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
BDK = Bardock
BRS = Beerus
BRO = Broly
SBR = Broly (DBS)
GNY = Captain Ginyu
CEL = Cell
CLR = Cooler
FRZ = Frieza
GTA = Gogeta (SSGSS)
YGH = Gohan (Teen)
AGH = Gohan (Adult)
GKN = Goku
GKU = Goku (Super Saiyan)
BGK = Goku (SSGSS)
??? = Goku (Ultra Instinct)
GTG = Goku (GT)
BLK = Goku Black
GTK = Gotenks
HIT = Hit
JNB = Janemba
JRN = Jiren
KEF = Kefla
KBU = Kid Buu
KRL = Krillin
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
TEN = Tien
TNK = Trunks
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
BVG = Vegeta (SSGSS)
VTO = Vegito (SSGSS)
VDL = Videl
YAM = Yamcha
ZAM = Zamasu (Fused)

Combo List[edit]

Midscreen[edit]

Meterless BnB

  • (5LL/2LL) > 2M > 5M > jc > j.MLL2H > SD > j.MLL2H > jc > j.LL2H > j.214L

When in doubt, just do this combo.

Easy Vanish Confirm

  • (anything) > Vanish > 662M > 5M > jc > j.LL2H > jc > j.LL2H > j.214L

Hard Vanish Confirm

  • (anything) > Vanish > 66 5L (whiff) > 5LL > 5LLL > SD > j.LL2H > jc > j.LL2H > j.214L

214S Starter

  • 214S > SD > j.LL2H > jc > jLL2H > j.214L

Not all that useful because 214S whiffs on crouchers, but it's there. In theory you could go into Ki Blast Loops in the corner, but that hasn't been tested.

Corner[edit]

Ki Blast Loop

  • 2M > 5M > jc > j.M2H > SD > j.MS, [j.L > dl~j.LL > j.S]*3, j.LL2H > jc > j.LLL

If the combo was started with a jump-in and/or 5LL/2LL, do 2 loops instead of 3

Alt Ki Blast Loop

  • 2M > 5M > jc > j.M > jc > j.MS, j.L > land > 5L > jc > j.LL2H > SD > j.MS, j.LL2H > jc > j.LL2H > j.214L

Less damage, but better oki.

5H Loop

  • (5LL/2LL) > 5M > 2M > [5H > SD > j.MS > land > 5L]*4 > 5LL > 5LLL > 214M

Exceptionally easy corner loop that ends with easy oki. Does about 5K if started with a medium and 3.5K if started with a light.

Solo Snap

  • 2M > 5M > jc > j.ML > jc > j.MS, j.L dl~LS > land > 5L > 5LL > jc > j.ML > jc > j.MS, j.L dl~LS, j.L > j.236M > land > DR

Demonstration: https://twitter.com/xMaelice/status/1115338137360838660

Combo Theory[edit]

As of patch 1.15, Base Vegeta can end almost all of his combos with j.2H > j.214L for a slide knockdown. This allows for easy oki with j.1S/2S and cancels into supers.

Ki Blast Loops[edit]

Base Vegeta can do crazy amounts of meterless damage if he can land his Ki Blast Loops. Landing those is your main goal, as they also end with a sliding knockdown, and with them being corner combos you can get Base Vegeta's powerful corner okizeme. Before starting the loop, you want to make sure that Vegeta is as high above the opponent as possible while still allowing jM to connect. After that, delay the air autocombo to get the most height possible. It's by no means an easy combo, but it's a huge gain in damage and still ends in a meterless sliding knockdown, so learning it is highly recommended.

Midscreen Ki Blast Loop[edit]

Some character's assists give Base Vegeta Ki Blast loops midscreen. Here's a doc of all the characters that can with demonstrations: https://docs.google.com/document/d/1s98fQjE_dXAu5itc70nkx-E6FJZtUmH1-G6AecTrZYI/edit


Video Examples[edit]

External Documents and References[edit]

Navigation[edit]


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