DBFZ/Yamcha/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)

Midscreen Combos[edit]

Meterless[edit]

  • 2M > 5M > 2H(2) > SD > j.MLL > jc.MLL > j.214M

Basic BnB. Builds 1 meter and can end with any Super after landing.

  • j.2H ▷ 236L~M > 214M
  • j.2H ▷ 236L~M~M

Grounded j.2H confirm. First one keeps them closer, gains more meter, but does less damage.

Metered[edit]

  • 2M > 5M > 2H(2) > SD > j.M > jc.LL2H > delay j.214L > Vanish ▷ dash 2M > 5M > jc.MLL > jc.LL > j.214M

Extending the BnB using j.2H. Input j.214L when you're near the ground. At high hitstun decay, you'll have to cut one j.L at the end, i.e. j.ML > jc > j.LL

  • 2M > 5M > 236H > dash > 2M > 5M > jc.MLL > jc.MLL > j.214M

Less meter initially, less meter gained than the previous route. Comparable damage.

  • SD > j.LL > j.214L > Vanish ▷ dash 2M > 236L~L~M
  • 236M~H, dash 2M > delay 5M > 236L~M > 214M
  • 236L~H, dash 2M > 5M > jc.MLL > jc.MLL > j.214M
  • j.2H ▷ 236H, dash 5L (whiff) > 5LLL > SD > j.MLL > jc.MLL > j.214M

Metered extension examples.

Corner Combos[edit]

Meterless[edit]

  • 2M > 5M > 2H(2) > SD > j.MLL > jc.LLL > j.214M

The same as midscreen BnB but ending with j.LLL instead of j.MLL.

  • 5LLL, dash 2M > 5M > 2H(2) > SD > j.MLL > jc.LLL > j.214M

Does more damage and meter gain than 5LL > 2M > 5M > 2H(2), but is significantly harder.

5LLL, dash 5LL > 2H(2) is easier, still has very good meter gain, though it does less damage than 2M > 5M > 2H(2).

  • 5H, dash 2M > 5M > 2H(2) > SD ...

5H link. The same idea as 5LLL but the link itself is way easier.

  • 5H > 236S, 2L > 5L > 2H(2) > SD ...

Optimal 5H route. Only works at the very edge of the screen.

Metered[edit]

  • 2M > 5M > 236L~H > dl~236S > 2L > 5L > 2H > SD > j.MLL > jc.LLL > j.214M

Wolf Fang Fist: Flash corner combo. Takes advantage of the Kame link to boost your solo damage to around 5.2k. This combo takes less meter, does more damage, and is less difficult than the previous j.2H route.

  • 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

Limit Break Sparking solo ToD, must start in the corner for the Kame link to work.

Assist Extensions[edit]

Sparking[edit]

  • ... j.LLL > airdash j.LL > j.214M

Slightly extended midscreen BnB.

  • ... j.MHS > airdash j.LLL > j.214M

Corner version.

  • 2M > 5M > 2H(1) > Spark, 5H > 236S, 2L > 5L > 2H(2) > SD > j.MHS > airdash j.LLL > j.214M

High damaging Sparking combo.

Miscellaneous[edit]

  • 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 GG1.png and GG3.png are better for comboing into Ultimate Wolf Fang Fist than GG2.png.

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.

  • 5H > 236M

Works midscreen.

Video Examples[edit]

Navigation[edit]


Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc