DBFZ/Yamcha/Combos

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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
... > 2H(2) > SD > j.MLL > jc.MLL > j.214M ? ? All
j.2H ▷ 236L~M > 214M ? ? All Grounded j.2H confirm. Keeps the opponent close and builds meter in exchange for damage
j.2H ▷ 236L~M~M ? ? All Alternate grounded j.2H confirm.
... > 2H(2) > SD > j.M > jc.LL2H > delay j.214L > Vanish ▷ dash 2M > 5M > jc.MLL > jc.LL > j.214M ? ? All 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
... > 236H > dash > 2M > 5M > jc.MLL > jc.MLL > j.214M ? ? All Less meter initially, less meter gained than the previous route. Comparable damage.
SD > j.LL > j.214L > Vanish ▷ dash 2M > 236L~L~M ? ? All
236L~H/236M~H, dash 2M > delay 5M > 236L~M > 214M ? ? All
236L~H/236M~H, dash 2M > 5M > jc.MLL > jc.MLL > j.214M ? ? All
j.2H ▷ 236H, dash 5L (whiff) > 5LLL > SD > j.MLL > jc.MLL > j.214M ? ? All

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
... > 2H(2) > SD > j.MLL > jc.LLL > j.214M ? ? All 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 ? ? All Does more damage and meter gain than 5LL > 2M > 5M > 2H(2), but is significantly harder.
5LLL, dash 5LL > 2H(2) ? ? All Easier, still has very good meter gain, though it does less damage than 2M > 5M > 2H(2).
5H, dash 2M > 5M > 2H(2) > SD ... ? ? All 5H link. The same idea as 5LLL but the link itself is way easier.
5H > 236S, 2L > 5L > 2H(2) > SD ... ? ? All Optimal 5H route. Only works at the very edge of the screen.
... > 236L~H > dl~236S > 2LL > 2H > SD > j.MLL > jc.LLL > j.214M ? ? All 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.

Assist

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

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 ? ? All 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.

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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