DBFZ/SS Vegeta/Combos

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Vegeta (Super Saiyan)
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 Combos

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLL 4185 1.05 All Very Easy Basic BnB. Can sub jc.LLL for jc.LLS > 214M
2H > SD > j.ML2H > jc.LLL 3400 0.7 All Very Easy 2H Confirm
SD > j.ML > jc.LLS > 214M 2130 0.6 All Very Easy Raw SD Confirm Midscreen
2M > 5M > 5H > delay SD > 66 j.M ▷ dash jump j.LL2H > jc.LLS > 214M 4175 1.05 All Medium Rejump combo. Slightly less damage but more corner carry.
2M > delay 5M > jc.MS > delay 236M > 66 j.5M > 5M > sjc.5MLL2H > jc.LLS > 214M 4687 1.4 All Hard Best 2M solo route. Very difficult on small characters.
5MMM > 44 66 2M 5M sjc.MLL2H > jc.LLS > 214M 4802 1.8 All Medium Super Vegeta Medium AutoCombo rejump. Best midscreen damage combo.
... > Vanish ▷ dash 2M > 5M > sjc.MLL2H > jc.LLL 2020 (From j.5S) -0.7 All Very Easy Vanish Confirm off j.5S
5S > 236H > 2M > 5M > sjc.MLL2H > jc.LLS > j.214M 2160-3195 -0.3 to 0.2 All Very Easy 5S confirm. More 5S hits = more meter, but less 5S hits = more damage.

Notes

You can end with 214M midscreen but it doesn't give you okizeme compared to j.LLL 214M is the only source of SKD for rejumps

Corner Combos

Combo Damage Meter Gain Works on: Difficulty Notes
... 2M > 236M > 2M > 5H > SD > j.LL2H > j.LL[S] > j.214M 4936(With 5M) ~1.5(With 5M) All http://twitter.com/LoneWolf632/status/1264015800643604480
... 2M > 236M > 2M > 5H > delay SD > airdash j.M > dash jump j.LL2H > j.LL[S] > j.214M 5089(With 5M) ~1.5(With 5M) All http://twitter.com/LoneWolf632/status/1264015987407564803
... 2M > 236M > delay 5L (whiff) > 5LL > SD > j.LL2H > jc.LL[S] > j.214M 5026(With 5M) ~1.5(With 5M) All http://twitter.com/LoneWolf632/status/1264016241183899649
... 5M > jc.S > j.2L > 2M > 5M > jc.M[S] > j.236M > SD > j.LL2H > j.LL[S](2) > j.214M ? ? All http://twitter.com/__McLovin45/status/1264108744650170372

Notes

Both 236M and j.236M combo into Dragon Rush with Smash, but that's not written as it's not useful in the current meta.

Assist Extensions

Combo Position Damage Meter Gain Works on: Difficulty Notes
... j.LL > j.2L + Assist ▷ ... Anywhere ? ? All Easily brings both Vegeta and the opponent to the ground.
236L + Assist > SD ▷ ... Anywhere ? ? All Semi-universal assist pickup off of rocket kick.
... 5M > 2M > 5H > 236S + Assist > SD ▷ ... Anywhere ? ? All Another example of adding damage to a combo with an assist.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
... 2M > IAD j.LM > land > j.LL ... Anywhere ? ? All The Vegeta IAD extension.
... j.LL[S] > airdash j.LL ... Anywhere ? ? All Meter gain route with airdash cancels.
... [Vanish] > j.MS > airdash j.LM Anywhere ? ? All Useful on opponents who are close to the ground after they've been hit by something like j.H.
2M > 5M > j.M > jc.MH > Spark! ▷ 2M > IAD j.LM ▷ 9jc.LML > j.2H > SD > j.LML > j.2H > jc.LLS(5) > j.214M Midscreen & Corner 5617 ~3.5 All except Krillin, or GT Goku. Hard Can hit small hitbox characters by skipping the j.H in jc.MH, but won't allow jc.LLS(5) > j.214M to connect from midscreen.

Miscellaneous

  • 2M > 5M > jc.M > j.236M, SD > j.LL2H > jc.LLL

Corner link. Might be useful for air-to-air confirms.

  • 2M > 5M > jc.MS > j.236M, airdash j.M ▷ 5M > jc.LL2H > j.LLS > j.214M

Midscreen 236M link, not damage optimal but it looks cool.

  • 5M > jc.S > j.2L ▷ delay 2L > 5H, 5L > 5S > 5H > SD > airdash j.M ▷ dash jump j.LL2H > jc.LL[S](5) > j.214M

Corner link, does less damage than BnB. Meaty 5H is universal(?), but 5L whiffs on small characters.

Video Examples

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