DBFZ/Frieza/Combos

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Revision as of 09:05, 13 January 2023 by Shtkn (talk | contribs)
 Frieza
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
2M > 5M > 2H > SD > j.MLL > jc > j.LL > j.2S2H 4210 1.1 All Very Easy
... jc > j.LL > j.236S > j.236L+M/j.214L+M ? ? All Easy There is a timing aspect to j.214L+M to not whiff it.
air hit 22S > 2H ... ? ? All
... Vanish > 662M > 5M > 2S > SD > j.ML > j.LL2S2H ? ? All Medium Frieza's basic vanish extension thanks to 2S's long hitstun.
236H > 236H > Vanish ... 3095 -2 All 236H can link into itself if you have the meter for it, leading to very high damage on its own and even more with vanish.
5[S] > 236M > Vanish ... 1700 -.5 All Easy Your highest damage 5S combo. 236M is free damage before vanish kills your scaling.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
5M > 2M > 1S > dl~2H > SD > j.MLL > jc.LL[S]2H 4500 1.15 All
... j.[S] > j.236S > Super ? ? All
... > 5H > 214S > 2M > (214S return) > 5M > 2S > SD > j.LL > jc.LL[S]2H All

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
... 2M > jc.M(1)2S > airdash j.M ▷ ... Anywhere ? ? All Frieza's sparking loops.

Golden Frieza

Combo Position Damage Meter Gain Works on: Difficulty Notes
... 2M > 5M > jc > [j.M(2)HLL]*n ... Anywhere ? ? All Easy Golden Frieza rejump loops. Very high damage for how easy it is.

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... Assist > 214S > 2M > Discs Hit > 22S > 2H > ... Midscreen ? ? All

Combo Theory

Video Examples

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