DBFZ/Master Roshi/Combos

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Master Roshi
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.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo 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. = Jump
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 Difficulty Notes
5M > 2M > 5H > 5HS > j.M > 5M > 3H > sj.MLL > j.S or j.2H > j.HS > j.MLL > jc.LL > j.S or j.2H > j.2M 4797 1.3 Easy Universal BNB.
5M > 2M > 5H > 3HS > j.S > j.L > j.S > 2M > 5H > 236S > 5L > 5H > slight delay > 236S > 5L > 5H > 5S > 3H > sj.LM > jc.M > j.2H > j.4HS > j.2M 5409 1.8 Medium Midscreen to corner rejump. Works from roundstart distance. NOT UNIVERSAL DOES NOT WORK ON THE FOLLOWING: BRS, A18, GTG, KRL, FRZ
5M > 2M > 5H > 3SD > j.S > j.LS > 2M > delay 5M > 3SD > j.S > j.LS > 5M > sjc.j.LL > 1SD > j.LM > j.LLS2M 4915 1.5~ Medium One of Roshi's rejump combos. requires weird delays or timings on the second 5M. Goes Full Screen. if you are having troubles with this use the j.236M. NOT UNIVERSAL DOES NOT WORK ON THE FOLLOWING: BRS, A18, GTG, KRL, FRZ
5M > 2M > 3H > j.S > j.236M > j.HS > airdash > j.L > j.S > land > walk forward > slight delay 5L > 2H > 1HS > j.LML > j.S or j.2H > j.HS > j.MLL > jc.LL > j.S or j.2H > j.2M 5229 1.6 Medium j.236M rejump.
2L > 5LL > 5MM > 3H > j.S > j.236M > j.HS > airdash > j.L > j.S > land > 5M > j. M > j.S or j.2H > j.MLL > jc.LL > j.S or j.2H > j.2M 3585 1.5 Medium 2L max scaling j236M rejump.
2L > 5M > 2M > 3H > j.S > j.236M > j.HS > airdash > j.L > j.S > land > walk forward > slight delay 5L > 2H > 1HS > j.LM > j.S or j.2H > j.HS > j.MLL > jc.LL > j.S or j.2H > j.2M 3830 1.6 Medium 2L optimized j.236M rejump.
5M > 2M > 3H > j.M > delay j.S > delay j.236M > 66 > 5LL > 2H > 1HS > j.LML > j.S or j.2H > j.HS > j.MLL > jc.LL > j.2M 5266 1.6 Hard j.236M > 5L combo. More optimal than the j.236M rejump but harder.
2L > 5LL > 5MM > 3H > j.M > delay j.S > delay j.236M > 66 > 5L > 5M > 3H > sj.LL > j.S or j.2H > j.HS > j.MLL > jc.LL > j.2M 3760 1.6 Hard 2L max scaling j.236M > 5L combo.
2L > 5MM > 3H > j.M > delay j.S > delay j.236M > 66 > 5LL > 2H > 1HS > j.LML > j.S or j.2H > j.HS > j.MLL > jc.LL > j.2M 3954 1.7 Hard 2L optimized j.236M > 5L combo.
5M > 2M > 3H > j.M > delay j.S > delay j.236M > 66 > 5LL[1] > 5M > 6S > 2HS > j.S > j.LL > j.S or j.2H > j.HS > j.MLL > jc.LL > j.2M 5169 1.5 Hard Sideswap j.236M > 5L combo.
2L > 5LL > 5M > 2M > 3H > j.M > delay j.S > delay j.236M > 66 > 5LL[1] > 5M > 6S > 3HS > j.M > j.S or j.2H > j.HS > j.MLL > jc.LL > j.2M 3671 1.6 Hard 2L max scaling j.236M > 5L combo. Sideswap version.
22S > 5LL > 2M > 5M > 6S > 3HS > j.S > j.L > j.S > 6 > micro delay 5L > 2H > 1HS > j.LML > j.S or j.2H > j.HS > j.MLL > jc.LL > j.S or j.2H > j.2M 2418 1.6 Easy Optimal command grab pickup.

Metered

Combo Damage Meter Cost Difficulty Notes
2M > 5M > jc.MLL2H > H(acts as follow up) > j.MLL > jc.LLS > 236M > Vanish > DR 4476 1 Easy Keeps Same Side. BNB conversion into solo DR. If you want snap, Remember roshi can do it for 1 bar off of any SKD.
236H > dash 2M > 5M > 3H > ... ? .5 Easy

Corner

Meterless

Combo Damage Meter Gain Difficulty Notes
5M > 2M > 3H > 214M > 2M > 5H > 5S > 2H > 2SD > j.LLS > 8SD > j.MLL > jc.LLS > j.2M 5390 1.5 Medium Easy and high damage you should mash M when you do the 214M or you could do 5S which is recommended but its only 15 less damage
... > 2M > 5S > 214M > 2M > 5H > 5S > 6S > 4SD > j.MS > 5L > jc.MLS > SD > jc.MLL > j.LLS2M 5250 1.5 Medium Beginner loops for Roshi. Can end with LL2H2M for a little bit more of damage (5302). Can skip one of the 5S at high hitsun decay.
... > 2M > 5S > 214M > 2M > 5H > 5S > 6S > 4SD > j.MS > 5M > 3H > sjc.MLS > SD > jc.MLL > j.LLS2M Medium Harder loops but more damage in exchange. Double loops are possible but usually not optimal. Can end with LL2H2M for a little bit more of damage (5302). Can skip one of the 5S at high hitsun decay.
22S > 5M > 2M > 5S > 5H > 6S > 4SD > j.M delay j.S > 5M > jc.LLS > SD > j.MLL > jc.LL2H > j.2M 2705 1.6 Medium Hard command grab combo, midscreen version still works and is easier if you can't get this down.
... > 2M > 236M > dash 2M > ... Easy Back-to-corner conversion. Can segue nicely into any other corner combo as a replacement for 214M.
... > 5H > 22L (whiff) > 5L > ... Easy 22L whiff link, pretty good damage but relatively unexplored.
5H > 236S > delay 5L ▷ 5H 0.55 Easy LOOPS (This is to shorten combo transcripts). High Damage, High Meter gain, Easy to use. You can fit two and go for air actions or go for three and spend an assist to finish.
5M > 2M > 3H > 214[M] > 2M > LOOPSx2 > 2H > 2SD > sjc j.LM2H > 2SD > j.M > jc.M2H > j.2M 5897 1.8 Easy Easy loops that make the previous loops obsolete. More damage, meter, and they are easier to do on top.

Metered

Combo Damage Meter Gain Difficulty Notes
... > 2M > 22H > 22M > 5L > 236M > dash 2M > 5H > 5S > 2H > 2SD > j.LLS > SD > j.MLL > jc.LL2H > j.2M 6047 (2M) .23 Medium Ideally you'd end with an assist or j.236L > DR, as 22H eats your slide knockdown.
... > 2M > 22H > 22M > 5L > 236M > 2M > LOOPSx1 > 5M > sjc.LL2H > 2SD > j.LM > jc.M2H > j.2M 6254 1.1 Medium Above combo but adapted to use LOOPS instead. same as before use assists to get slide knockdown.

Sparking

Combo Damage Meter Cost Difficulty Notes
... > 2M > delay 7jc.S > airdash j.MS > 2M > ... Medium Sparking anywhere j.S loops, can be looped into itself for great damage and meter gain.
... > 2M > 5H > 7jc.S > airdash j.MS > 2M > ... Medium Sparking corner j.S loops, can be looped into itself for great damage and meter gain.
2H > 214S[8] > Sparking! (whiff) > [2M > 5H > 7jc.S > j.MS]*2 > 2M > 5H > jc.LL2H > jc.MS > j.2M > 214L+M 10070 +.3 Medium Roshi solo Limit Break 2H 0 Bar Start ToD: https://twitter.com/ricardo_pilot/status/1307348230401794049

Assist Extensions

Combo Position Damage Meter Gain Works on: Difficulty Notes
236L > Assist > ... Anywhere ? ? All Basic lariat combo.
... > j.H > Assist > [DR] > 214S/236S > Super Corner ? ? All High damage super ender. 214S is preferred over 236S because of damage, but you only get one 214S per combo.
22S > IAD j.ML > 2L > 5LLL Anywhere ? ? All Easy Restand setup. 5LLL will not combo and instead usually be blocked, allowing for a mixup with 4SD and an assist.

Video Examples

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