DBFZ/Vegeta/Combos

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< DBFZ‎ | Vegeta
 Vegeta
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)

This page is accurate to patch 1.33.
Notes:

  • The majority of the combos on this page can be done scaled (j.5H > 5L > ...) and will point out when there is an exception. It's a good idea generally to omit a combo fiiller button like 5M early in a combo if you're worried about a scaled combo dropping.

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LL2H > j.2S > j.214L 4377 ~1.20 All [1] Very Easy Midscreen BNB.
Do j.LLL instead of j.LL2H at the end for extra corner carry.
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLL > j.2H (whiff) > j.2S > 236M > (Assist) > ... 4185 ~1.15 All [1] Very Easy A combo which sets up pressure.
Positions Vegeta for j.2S to connect if they tech back or in place, and 236M afterward frametraps anything that isn't invincible frame 1.
5M > 2M > 5H > SD > j.M > j.2H > j.LL > j.S > j.L > delayed j.L > j.S > j.L > delayed j.L > j.S > j.LL > delayed j.S > LAND 5LLL > 214M 5152 ~1.65 All [3] Medium Mid to corner conversion into ki blast loops and knockdown. If done scaled, omit the medium attacks at the start. Do not delay SD in this combo.
At least one of the first 2 loops has to be a fairly large delay to lower Vegeta's height.
More info on ki blast loops later in this page.
2M > 5M > j.MLS > 236M > SD > j.ML > j.2H > jc.LL > j.S > j.L > delayed j.L > j.S > j.LLL 4510 ~1.5 All [3] Medium Another mid to corner conversion, and works off 5LL > combo.
236H > 214M > 214S > 214L+M 2175 [4801] -3.5 All [1] Very Easy Super confirm is optional, [ ] is damage with the super, 214M is the most damage you can get off 236H without spending more meter.
236H > 236M > Vanish > ... 2440 -1.5 All [1] Very Easy Confirm into vanish off 236H.
... > Vanish > 662M > 5M > jc.LL2H > jc.LL2H > j.214L 2827 (from 236S) -0.80 All [1] Very Easy Easy Vanish confirm.
... > Vanish > 662M > 5M > sjc.LML2H > jc.4LLM2H > j.214L 2847 (from 236S) -1 All [3] Medium Slightly more difficult Vanish confirm.
... > 665L (whiff) > 5LL > 5LLL > SD > j.LL2H > jc.LL2H > j.214L 2862 (from 236S) -0.77 All [2] Easy 5LLL Vanish confirm.
... > 665L (whiff) > 5LL > 5LLL > 214M[6] > 214S > 214L+M 4260 (from 236S) -3.80 All [2] Easy 5LLL Vanish confirm into juiced level 3.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
2H > SD > j.MS, [j.L > delay j.L > j.S] * x More damage than the Saiyan BNB would do More than the Saiyan BNB would generate All [3] Medium Basegeta's good old classic ki blast loop!
2H is the easiest starter to learn it as you get the most loops possible from that starter, up to 5 (though 4 is what's usually most reliable to do).

If you're having trouble, scroll down for a tutorial on this specific combo.

2M > 5M > jc > j.M2H > SD > j.MS, [j.L > delay j.L > j.S] * 3, j.LL > 2H > jc.LLL 4967 ~1.55 All [3] Medium A combo featuring the classic ki blast loop. If combo scaling is too high, do 2 loops instead of 3.
5M > 2M > 5H > 236S > j.LL > jc.M > j.5S > j.LL > j.S > j.LL > delayed j.S > LAND 5L > 5S > 5H > SD > j.M > delayed j.S > LAND 5LLL > 236M 5600 ~2 All [3] Medium Modern DBFZ requires modern loops. Optimal solo SKD combo.
Disc extension into modern ki blast loops means less delays.
(still, mind the ones that exist here!)
5M > 2M > 5H > 236S > j.LL > j.5S > j.LL > delayed j.S > land 5L > 5H > 236S > j.LL > j.5S > j.LL > j.2H > jc.LLL > Assist > j.DR 5845 ~2 All [2] Easy Disc loops, works off 5LL, only gives SKD with assist. Only one delay here. If you have an assist, this one's a good idea to use.
5M > 2M > 236M > 2M > [5H > SD > j.MS > 5L]*2 > 5LLL > 214M 5022 ~1.51 All [2] Easy Old 5H loops. Slightly more meter gain than the classic loops.
No real reason to do these, but it helps to know this route to understand Vegeta's combo theory.
5L/2L > 5M > 2M > 236M > 2M > 5M > jc.ML > jc.MS, j.LLS, j.LL delay S > 5L > 5S(2) > 5H > SD > j.MS > 5LLL > 214M (4205) 5609 (~2.1) 1.99 All [4] Hard A variation of the modern loop using 5L/2L and 236M smash as a starter. This only works with an L starter, meaning if you do 2L > 5L or 5LL, they will pop out at the end. Not optimal, but fun to do.

Example here: https://streamable.com/jdlltj

DR(tap) > j.MS, [j.L > dl~j.LL > j.S]*3, j.LL2H > jc > j.LLL 3507 ~2.1 All [4] Hard Only tap dragon rush once during the animation. You want to have it say 27 hits. If you hold it and get 30 hits you can only loop twice instead of three times (damage is only 3402).

If connecting the j.MS is too hard, you can use j.LS. Damage will be 3417 instead.

DR(hold) > j.ML > j.2H > j.LL > j.S > j.L > delay j.L > j.S > j.LLL 3250 1.8 All [2] Easy Easier DR combo. Lets you hold DR.

Sparking

This is a wormhole you will get sucked into, have fun.

Combo Position Damage Meter Gain Works on: Difficulty Notes
2H > Sparking! > 2M > 5H > 2H > 214M > Assist > ... Corner ? ? All High damage ToD starter.
236L > Sparking! > 2M > 5H > delay 214M > Assist > 2M > 5H > jc.MS > airdash > j.LS > 2M > 5H > jc.MS > airdash > j.LS > 5LL > sjc.LL2H > jc.MH > Assist > j.DR or DR > 214S > Supers Anywhere TOD ? All [3] Medium Roundstart TOD. 0 bar requirement with the right supers.
2M > 5H > 236S > Sparking! > 2H > j.214M > Assist 1/2 > 2M > 5H > 3S > sjc.MS > airdash > j.MS > 2M > 5(S) > 5H > jc.LL2H jc.LLL > Assist 1 + j.2H > j.H + Assist 2 > DR/j.DR > 214S > Supers Corner TOD ~2 bar positive All [2] Easy Easy guard cancel/reflect/walkout punish ToD.
2H > 214M > Sparking! > 2M > 5H > 3S > sjc.MS > airdash > j.MS > 2M > 5H > 3S > sjc.MS > airdash > j.MS > 2M > 5H > jc.LL2H jc.LLL > Assist 1 + j.2H > j.H + Assist 2 > DR/j.DR > 214S > Lvl 1 > Lvl 3 Corner TOD ~.675 bar positive All [2] Easy Easy 2H ToD punish on wakeup SD during your j.1S oki.

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > 214M > Assist > j.DR > 214S > Super Corner ? ? All Slightly boosts Base Vegeta's corner + super damage.
... > Assist > DR > 214S > Super Corner ? ? All Grounded DR version.
... LLL > Long time length Assist/2 Assists > 214M > Assist hit > DR > 214S > Super Corner ? ? All Double assist ender, or single assist for cracked assists or some C assists. Can be finnicky.

Combo Theory

Base Vegeta excels in converting hits into larger combos than usual, but doesn't get much midscreen aside from ending in j.5LL > j.2H > j.2S > 214L for extra damage before a knockdown when a combo doesn't have heavy hitstun scaling. The corner is where this character opens up combo-wise.

If you want to Z-Tag him out, you're typically going to use 236L to do so. If you hit 236H > 236M, it's a good choice to Z-Tag to another character there too if you don't want to use meter to continue the combo.


In the corner, Vegeta has access to a plethora of free-form looping combos, which have become iconic and synonymous with the character. They revolve around Base Vegeta's Ki Blasts having a unique property where they don't affect Vegeta's gravity, leading to j.5L > j.5L > j.5S loops. Realistically, if you do not want to do any form of Vegeta's Ki Blast loops, you probably don't want to play this character competitively as his damage in the corner is otherwise subpar.

LLS and Looping Ki Blasts

Understanding how these combos work and mastering the unique delays in the strings is essential for Base Vegeta, as they also come with a sliding knockdown, set up okizeme, do good damage, and build good meter. This section will go over everything about his classic and modern corner loops.


How to do the classic loop

  1. Right as you hit the smash starter that sends Vegeta and the opponent upward, SD and subsequently hit j.MS, should be easy.
  2. Hit j.5L. This is the tightest part of the combo.
  3. Delay the second j.5L so that Vegeta physically dips below the opponent before that second light comes out. This is a fairly lenient delay, but it needs to be enough so where Vegeta visibly comes back up after a slight fall due to the auto combo tracking.
  4. Instantly input j.5S.
  5. Instantly repeat steps 2-5 for however many loops you want to go for, probably 2-3.

If you're having trouble with the visual of Vegeta dipping, this tutorial may work for learning the loop as well, which relies on a metronome instead of a visual. If you are familiar with DDR (the rhythm game), this could help too!

Each delay, or lack of, does something different in the combo, as shown in the chart below.
Once you understand the timing for the loop, you will start to make adjustments based on Vegeta's position mid-combo, potentially saving it from a drop.

Loop Balance
Button Presses Effects
jL delay LS Maintains Height
jLLS Gains Height
jLL delay S Loses Height


5H > 236S, and Modern Ki Blast Looping
Vegeta's more optimal corner loops differ from his classic ones in that there are less delays and slightly more damage + meter gain. These usually start off 5H > 236S instead of 2H > SD > j.M. These may be easier mechanically, but this doesn't invalidate the classic loops; Vegeta still needs them whenever he needs to do a loop high up in the air, which encompasses tons of situations. Some combos also combine the two, like a midscreen to corner combo of his.

These modern loops rely on the enemy's height gain from j.5L > j.5L > delayed j.5S, allowing Vegeta to land while the enemy is stuck in the Ki Blast's hitstun, and higher in the air compared to if there was no delay. This then lets Vegeta extend with 5L into things like 5S and 5H, or 5LLL.

Midscreen Ki Blast Loop

Some character's assists give Base Vegeta Ki Blast loops midscreen for full corner carry. A document of all the characters that can with demonstrations can be found here.


These are extremely cool and give a lot of corner carry, but are extremely finnicky and precise to the point that they're seldom used. The loop relies on Vegeta getting lots of speed from the ground, so he needs a good, long dash before he starts the loop or this just won't work; if you can't start the loop at all, this is likely why. Whether you want to do these or not is up to you, as it's not required; still, they're really cool........
It's the same input as the classic loop. Happy midscreen looping if you choose to go down this rabbit hole.

Video Examples

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