DBFZ/Videl/Combos

From Dustloop Wiki
< DBFZ‎ | Videl
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
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

Combo Damage Meter Gain Works on: Difficulty Notes
... > 2M > 4MM > jc > j.LL2H > SD > j.M2H > jc > j.LML > j.236M ~3650 1 All Basic midscreen combo ending in a sliding knockdown.
... > 2M > 4MM > sjc > j.MLL2H > SD > delay j.LL2H > jc > j.MLL > j.236M ? ? All Does more damage but is more likely to drop.
SD > j.ML > jc > j.LL > j.236M ? ? All Sliding knockdown from Superdash.
... > 2M > 6H > 236MLL > 236L+M > SD > j.M2H > jc.LML > j.236M ? -1 All Level 1 super extension.
... > 2M > 6H > 236MLL > 236L+M > SD > j.ML2H > jc.LL2H > j.214H ? -1.5 All Level 1 super extension, this time with a sliding knockdown.
... > Vanish > 5L (whiff) > 5LLL > SD > j.M2H > jc.LML > j.236M ? -1 All Oki route from slide knockdown.
... > Vanish > 2M > 6H > 236MLLL > Super ? -1 All Super route from a vanish.
  • 5M > 2M > 6H > 236MLL

Basic assist-friendly combo.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
... > 2M > 5S > 6H > 236MLLL > airdash > j.LLS > j.236M ? ? All Sliding knockdown corner combo.
214[M] > 2M > 5S > 6H > 5H > SD > j.M2H > jc > j.LLS > j.236M ? ? All Corner combo off of command grab.
214[M] > 2M > 5H > 5S > 6H > 236MLLL ? ? All More damage but doesn't give sliding knockdown unless extended with assists.
... > 2M > 5S > 6H > 236MLL > 236L+M > j.2S > j.DR ? ? All Solo snap combo.
... > 2M > 5S > 6H > 236MLL > 236L+M > j.2S > 2M > 5M > jc > j.M2H > jc > j.LLS > j.214L ? ? All Corner super extension combo that ends with sliding knockdown, without spending an extra bar.
... > 2M > 5S > 6H > 236MLL > 236L+M > j.2S > 2M > 6H > 236MLLL ? ? All

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
combo transcript where ? ? All

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > 2M > 6H > 236MLL > Assist > ... Anywhere ? ? All Basic smash-less combo extension. If the assist pops up really high, skip 6H as 236M has the re-center property like most Smash!-causing attacks.

Combo Theory

Video Examples

Navigation

Template:Navbar-DBFZ