DBFZ/Vegeta/Combos

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< DBFZ‎ | Vegeta
Vegeta
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

Combo Damage Meter Gain Works on: Difficulty Notes
... > 2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LL2H > j.214L 4377 ~1.20 All Very Easy When in doubt, just do this combo.
... > 2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLL > j.2H (whiff) > j.2S ▷ 236M > (Assist) > ... 4185 ~1.15 All Very Easy Positions Vegeta for j.2S to connect if they tech back or in place, and 236M afterward frametraps anything that isn't invincible frame 1. Setplay!
... > Vanish > 662M > 5M > jc.LL2H > jc.LL2H > j.214L 2827 (from 236S) -0.80 All Very Easy Easy Vanish confirm.
... > Vanish > 662M > 5M > sjc.LML2H > jc.4LLM2H > j.214L 2847 (from 236S) -1 All Medium Slightly more difficult Vanish confirm.
... > 665L (whiff) > 5LL > 5LLL > SD > j.LL2H > jc.LL2H > j.214L 2862 (from 236S) -0.77 All Easy 5LLL Vanish confirm.
... > 665L (whiff) > 5LL > 5LLL > 214M[6] > 214S > 214L+M 4260 (from 236S) -3.80 All Easy 5LLL Vanish confirm into juiced level 3.
236H > 236M > Vanish > ... 2440 -1.5 All Very Easy Confirm into vanish off 236H.
236H > 214M > 214S > 214L+M 2175 [4801] -3.5 All Very Easy Super confirm is optional, [] is damage with the super, 214M is the most damage you can get off 236H without spending more meter.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
... > 2M > 5M > jc > j.M2H > SD > j.MS, [j.L > dl~j.LL > j.S]*3, j.LL2H > jc > j.LLL 4967 ~1.55 All Medium If the combo was started with a jump-in and/or 5LL/2LL, do 2 loops instead of 3. Off of just a 2H or an air-to-air, you can do 5 loops, though 4 is much easier.
... 5M > 2M > 236M > 2M > [5H > SD > j.MS > 5L]*2 > 5LLL > 214M 5022 ~1.51 All Easy 5H loops, better for sus connections. Has marginally better meter gain, but slightly worse damage.
... > 5M > 2M > 236M > 2M > 5M > jc.ML > jc.MS, j.LLS, j.LL delay S > 5LLL > 214M 5142 1.5 All Medium Optimal Ki Blast loop. Can use assists to extend towards the end. To connect the j.L's, just mash them out and input as fast as possible.
(2L/5L) > 5M > 2M > 236M > 2M > 5M > jc.ML > jc.MS, j.LLS, j.LL delay S > 5L > 5S(2) > 5H > SD > j.MS > 5LLL > 214M (4205) 5609 (~2.1) 1.99 All Hard More Optimal Ki Blast loop. This extends the damage a little more by using the easier corner loop at the end. This only works with an L starter, meaning if you do 2L > 5L or 5LL, they will pop out at the end.

Example here: https://streamable.com/jdlltj

DR(tap) > j.MS, [j.L > dl~j.LL > j.S]*3, j.LL2H > jc > j.LLL 3507 ~2.1 All Medium Only tap dragon rush once during the animation. You want to have it say 27 hits. If you hold it and get 30 hits you can only loop twice instead of three times (damage is only 3402).

If connecting the j.MS is too hard, you can use j.LS. Damage will be 3417 instead.

Sparking

This is a wormhole you will get sucked into, have fun.

Combo Position Damage Meter Gain Works on: Difficulty Notes
2H > Sparking! > 2M > 5H > 2H > 214M > Assist > ... Corner ? ? All High damage ToD starter.
236L > Sparking! > 2M > 5H > delay 214M > Assist > 2M > 5H > jc.MS > airdash > j.LS > 2M > 5H > jc.MS > airdash > j.LS > 5LL > sjc.LL2H > jc.MH > Assist > j.DR or DR > 214S > Supers Anywhere TOD ? All Medium Roundstart TOD. 0 bar requirement with the right supers.
2M > 5H > 236S > Sparking! > 2H > j.214M > Assist 1/2 > 2M > 5H > 3S > sjc.MS > airdash > j.MS > 2M > 5(S) > 5H > jc.LL2H jc.LLL > Assist 1 + j.2H > j.H + Assist 2 > DR/j.DR > 214S > Supers Corner TOD ~2 bar positive All Easy Easy guard cancel/reflect/walkout punish ToD.
2H > 214M > Sparking! > 2M > 5H > 3S > sjc.MS > airdash > j.MS > 2M > 5H > 3S > sjc.MS > airdash > j.MS > 2M > 5H > jc.LL2H jc.LLL > Assist 1 + j.2H > j.H + Assist 2 > DR/j.DR > 214S > Lvl 1 > Lvl 3 Corner TOD ~.675 bar positive All Easy Easy 2H ToD punish on wakeup SD during your j.1S oki.

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > 214M > Assist > j.DR > 214S > Super Corner ? ? All Slightly boosts Base Vegeta's corner damage.

Combo Theory

As of patch 1.28, Base Vegeta can end almost all of his combos with j.2H > j.2S > j.214L for a slide knockdown. This allows for easy oki with j.1S/2S and cancels into supers.

2H Ki Blast Loops

Base Vegeta can do crazy amounts of meterless damage if he can land his Ki Blast Loops. Landing those is your main goal, as they also end with a sliding knockdown, and with them being corner combos you can get Base Vegeta's powerful corner okizeme. Before starting the loop, you want to make sure that Vegeta is as high above the opponent as possible while still allowing jM to connect. After that, delay the air autocombo to get the most height possible. It's by no means an easy combo, but it's a huge gain in damage and still ends in a meterless sliding knockdown, so learning it is highly recommended.

There is a balance act when doing the loop.

Loop Balance
Button Presses Effects
jL delay LS Maintains Height
jLLS Gains Height
jLL delay S Loses Height

As you practice the loops, you want to maintain your height. If you're at the same height as the opponent, you will want to do the regular loops. In a situation such as the DR combo, you want to start with jLLS in order to bring Vegeta to the same height as the opponent. You typically will never use the jLL delay S, since once you lose height you will drop really fast; this is usually done towards the end of combos when you want to land.

5H Ki Blast Loops

Vegeta got newer loops off of 5H in the corner. They are significantly easier to execute but they lead to less damage and meter in exchange.

Midscreen Ki Blast Loop

Some character's assists give Base Vegeta Ki Blast loops midscreen. Here's a doc of all the characters that can with demonstrations: https://docs.google.com/document/d/1JS6TkCt4GrBwiX4L5QYZAiS5b-qicLHCLGTpgnrPkdA/edit

Video Examples

Navigation

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