DBFZ/Yamcha/Combos

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< DBFZ‎ | Yamcha
 Yamcha
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

Meterless

Combo Damage Meter Gain Works on: Difficulty Notes
(2M > 5M) > 2H(2) > SD > j.MLL > jc.LLL > j.214M 3605 (4167) 0.8 (1.1) All [1] Very Easy Simple BnB
j.2H ▷ 236L~M > 214M 1928 0.6 All [1] Very Easy Grounded j.2H confirm. Keeps the opponent close and builds meter in exchange for damage. Do not mash this.
j.2H ▷ 236L~M~M 1981 0.5 All [1] Very Easy Alternate grounded j.2H confirm.
2M > 5M > 2H > SD > j.ML(L) > jc.LL2H ▷ 236L~M~M 4490 (4566) 1.2 (1.3) All (Large-Medium) [2] Easy Yamcha mains are loving v1.31, and this is an example of why. Strong damage midscreen, proper knockdown and good meter gain. Advanced BnB. Inputs for the air normals must be fast as possible or the j.2H will whiff. On larger characters, you can add an extra L in the j.ML string.
(...) jc.LL2H ▷ 236L~M > 214M 4415 (4513) 1.3 (1.35) All (Large-Medium) [2] Easy Development of previous combo, with a closer knockdown and slightly more meter gain, in exchange for damage.
(5L > 5LL) > 2M > 5M > 236L~L > 236S > SD > j.MLL > jc.LL > j.2H > 236H > 66 > 2M > 236L~M~M 4415 (3627) 0.6 (0.65) All [3] Medium Corner to corner carry combo that can start with either 5L or 2M, the only difference being the light starter gives less damage and slightly more meter. Things to lab are the height you need to be at for j.2H into 236H to land, and to be mindful of 236H's wallbounce when using this closer to the corner.

Metered

Combo Damage Meter Gain Works on: Difficulty Notes
j.214L > Vanish ▷ dash > 2M > 5M > jc.MLL > jc.LLL > j.214M 3372 -0.7 All [1] Very Easy Basic vanish confirm
SD > j.MLL > jc.LLL > j.214L > delay Vanish ▷ dash 2M > 236L~M~M 3036 -0.25 All [2] Easy Ground SD confirm. Can be tricky to connect Yamcha's weird 2M, but becomes easy with practice.
236L(skip)~H / 236H > dash > 2M > 5M > jc.MLL > jc.LLL > j.214M 3690/4502 -0.4 All [1] Very Easy 236H confirm
236L(skip)~H / 236H > dash > 2M > delay 5M > 236L~M > 214M 3102/3855 -0.4 All [2] Easy Alternate route which stays on the ground. Much less damage, but stronger okizeme.
2M > 5M > jc.MLL > jc.LM2H ▷ 236H > dash > 2M > 5M > jc.MLL > jc.LLL > j.214M 4925 0.15 All [2] Easy Building on 236H confirm. Meter positive and great damage. Somewhat tight.
2M > 5M > jc.MLL > jc.LM2H ▷ 236H > dash > 5L (whiff) > 5LLL > SD > jc.MLL > jc.LL > j.214M 4879 0.5 All [3] Medium Similar to previous combo, less damage, but more meter and more corner carry. 5LL must be close enough, otherwise 5LLL will drop.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > 2H(2) > SD > j.MLL > jc.LLL > j.S > j.214M 4317 1.3 All [1] Very Easy Similar to basic midscreen BnB but ending with j.S after j.LLL instead of just j.LLL.
(5L) > 5LL > 5LLL > dash > 2M > 5M > 2H(2) > SD > j.MLL > jc.LLL > j.S > j.214M (3505) 4681 1.7 All [4] Hard Does more damage and meter gain than 2M > 5M > 2H(2), but is significantly harder.
(5L) > 5LL > 5LLL, delay 5L > 5LL > 2H(2) > SD ... (3295) 4471 1.6 All [1] Very Easy Easier, still has very good meter gain, though it does less damage than 2M > 5M > 2H(2).
... > 5LLL > delay 5L > 5LL > 5LLL > ... ~100 +0.4 Big Bodies [1] Very Easy On larger characters like Broly and Cell, Yamcha is able to loop his autocombo into itself to add on a little extra damage and meter gain.
5H, 2M > 5M > 2H(2) > SD ... 4694 0.6 All [1] Very Easy 5H link. The same idea as 5LLL but the link itself is way easier.
5H > 236S, 2L > 5L > 2H(2) > SD ... 3561 0.65 All [2] Easy Optimal 5H route. Only works at the very edge of the screen.
236L(skip)~H > delay 236S > 2LL > 2H(2) > SD > j.MLL > jc.LLL > j.S > j.214M 4198 0.15 All [3] Medium Wolf Fang Fist: Flash corner combo. Takes advantage of the Kame link to boost your solo damage to around 5.2k with unscaled starters. This combo builds meter (despite using an EX move), does more damage, and is less difficult than the previous j.2H route.
2M > 5M > 2H(2) > SD > j.MH2H ▷ 5S > 236L~L > 236S > 2L > 2H(2) > SD > j.MLL > j.LL2H > 236L~L~M > (Super) 5899 2.3 All [3] Medium Here it is, the big combo. Does an absolutely colossal amount of damage for Yamcha, and gives you phenomenal oki and meter. Can also be used as a 2H punish, by skipping the mediums.

Notes:

  • For combos with the notation (236L(skip)~H), input Wolf Fang Fist with 236L, but immediately press H to go straight into Wolf Fang Fist: Flash. You will likely use this for neutral in any case, but worth clearing up.
  • When using Wolf Fang Fist L in combos, for maximum damage you should let each part of the move finish, when you see a large hitstun freeze. However, if you're continuing the combo after (for example with the Kame link), you should skip the final part of each section of the move. Otherwise, your hitstun decay is murdered, and your combo drops.

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > 2M5M > jML2H > Assist > SD... Anywhere 2590 + 0.4 bar All Easy  Timing for assist is different for each. On taller assists, you can use jH instead of 2H. In the corner, you can follow up certain assists with 2H before the SD for 465 bonus damage.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
... j.LLL > airdash j.LL > j.214M Anywhere ? ? All Slightly extended midscreen BnB.
... j.MHS > airdash j.LLL > j.214M Corner ? ? All
2M > 5M > 2H(1) > Spark, 5H > 236S, 2L > 5L > 2H(2) > SD > j.MHS > airdash j.LLL > j.214M Corner  5535 3.15 All medium High damaging Sparking combo.
236L (whiff) > 6M > Sparking! > 5H > 236S > 2L > 5L > 2H > SD > j.MH > jc.MH > j.214M > Vanish > 2M > 236L~M~M > 236L+M > 214L+M Corner Death ? All Limit Break Sparking solo ToD, must start in the corner for the Kame link to work.
5H > 236S > 2L > 2H > Sparking! > 5H > 2H > SD > j.LLL > jc.MH2H > delay j.214L > Vanish > 2M > 236L~M~M > [Vanish] > DR > 236L+M > 214L+M Corner Death All Alternate starter for Limit Break solo ToD.

Misc

  • Lv1 into Lv3 link

You can control the last 5 hits of Spirit Ball using any button. Every downward direction will cause sliding knockdown, but 1 and 3 are better for comboing into Ultimate Wolf Fang Fist than 2.

In general, you wanna throw the opponent high enough off the ground before ending with a downward ball as the last hit, but not too high that the opponent techs out before they touch the ground.

Something like 7L > 4L > 7L > 4L > 1L will work. There's no weird timing, just press the buttons at a constant rate. This sequence can also be used to bring the opponent closer to you after a midscreen BnB.

However, 74741 will cause a sideswitch at close range. So doing this in the corner into Lv3 isn't recommended as it will ruin the oki. You can use 84683 for this instead, but it has slightly different timings.

  • 5LLL > 236M~M~M
  • 5H > 236M~M~M

Works midscreen.

  • 5LLL > 236L~M~M
  • 5LLL > 236M~L~M
  • 5H > 236L~L~M

Works in the corner.

Video Examples

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