DBFZ/Fused Zamasu/Combos

From Dustloop Wiki
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 Combos

Note: *X* Represents when an orb from Wall of Light explodes.

Meterless

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc > j.MLL > djc > j.LL[S] > j.236S , j.236M 3870 0.85 All Very Easy Basic midscreen BnB.
2M > 5M > jc > j.M slightly delay j.LL > djc > j.LL[S] > j.236S , j.236M 3880 0.85 All Medium Side switch version. Zamasu gains momentum during his air combos very quickly. This combo is very "feel based" so it requires practices.
2M > 5M > 2H > SD > j.MLL > djc > j.LLS(1)2H 3880 0.8 All Very Easy Alternate BnB. Less damage. Use air combo for DR, 2H and 5H confirms.
236[S] , dash 2M > 5M > jc > j.MLL > djc > j.LLS(1)2H 3860 0.95 All Easy 236[S] confirm.

Metered

Combo Damage Meter Gain Works on: Difficulty Notes
...djc > j.LL[S] > 236S... 0 All Very Easy Combo ender if leading into super.
...djc > j.LL[S] > 236H > 236H+S... -1.5 All Very Easy #1. Sets up Blades of Judgment. Blades won't connect if the combo is too vertically high.
...djc > j.LL[S] > 236S > vanish > 214S ~ [6S] ~ M -2 All Easy #2. Cancel vanish into flight. Sets up Blades of Judgment.
...djc > j.LL[S] > 236S > vanish > 214S ~ M -2 All Easy #2.5. Skips flight ki blast for high HSD combos.
...djc > j.LL[S] > 236S > 236H > 236H+S > dash > 214L > 5H > SD > j.M > djc > j.M *X* > slight delay DR -1.5 All Easy Back facing corner. Will give sliding knockdown or allow for snap. If you are too close to the corner you're facing, Blades of Judgement will whiff.
...vanish > j.236L (whiff) , j.LLS(1)2H -1 All Easy #3. Whiff j.236L into knockdown
...vanish , DR -1 All Very Easy #2. Standard vanish into DR ender.
...vanish > dash 2M > 5M > jc > j.MLL > djc > j.LLS(1)2H -1 All Very Easy Post vanish confirm. Universal within the game.

Corner Combos

Meterless

Combo Damage Meter Gain Works on: Difficulty Notes
... > 2M > 5M > jc > j.MLL > djc > j.LL[S] > j.236S , SD > j.LL[S]2H 4320 1.25 All Very Easy #1. Midscreen to corner BnB.
... > 2M > 5M > 236S , delay 2M > 5H > 5S > SD > j.MLL > djc > j.LL[S]2H 4805 1.2 All Easy #2. Doubles as 236S confirm.
... > 2M > 5M > 5H , 5L > 5LL > 5LLL > SD > j.MLL > djc > j.LL[S]2H 4675 1.2 All Easy #3. 5H to 5L link. Only works off of 2M > 5M due to height.
... > 2M > 5M > 5H > 236[S] , 5L > 5S > SD > j.MLL > djc > j.LL[S]2H 5115 1.25 All Medium #4. Non-smash 236[S] to 5L link.
... > 2M > 5M > 236S, 66 > 5LLL > 214S > fl.[S] > fl.6S > fl.66 > j.LL > jc.LL[S]2H All Medium #5. Optimal corner combo.

Note: j.2H may not connect in heavily scaled combos

Metered

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > 5H , 5L > 5LL > 5LLL > 214S ~ [S] ~ H ▷ 5L > 5M > jc > j.MLL > djc > j.LL[S] > 236L... 5000+ -0.5 All Medium Damage may change depending on how many ki blast used. End with supers

Assist Specific

Combo Position Works on: Difficulty Notes
5M > 2M > 5H > SD > j.MH > j.214L > A1 ▷ 5M > j.M > j.236L~S > [S] ~ M > 236H+S Midscreen All Easy Wall bounce assist specific.
...djc > j.LLL A1 ▷ 236H+S Midscreen All Easy C assist make setting up Blades of Judgment trivially easy.
...[DR] > 236S A1 > 236H+S Corner All Easy Mid-combo ground DR into Blades of Judgment. Will need assist with sufficient hitstun to setup correctly.
...djc > j.LLL A1 > j.214L , (do not land) j.LLS(1) > j.236L~S *X* > [1S] ~ M > j.236H+S... Corner All Medium Air combo into Blades of Judgment. Can be done with almost any basic assist..
...djc > j.LL[S] > A1 j.236L~S *X* > [S] ~ M > j.236H+S... Corner All Medium Air combo into Blades of Judgment. Tracking/Rising Heat assist specific. (TEN_B, GTK_A, JNB_A, GUI and PIC_A)
5M > 2M > 5H > 236[S] , 5L > jc > j.M > djc > j.MH A1 > j.214L , (do not land) j.LLS(1) > j.236L~S *X* > [1S] ~ M > j.236H+S ▷ delayed [DR] > 236S A2 > 236H+S , 236[S] > 236L+M > A1 level 1 , 5S ~ 2L ~ 2S ~ L+M > A2 level 3 Corner All Medium Example corner combo with double Blades of Judgment using extensions listed above. (A1-GKN_A) (A2-BGK_A)

Zamasu relies on assist for "meterless" Blades of Judgment setups. Basically any assist can setup Blades of Judgment, some will be straight forward and some will require some creativity to make work.

Sparking

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > 236S , delayed 2M > 5H > 236L > SPARKING! , 214H , 5L > 5H > 236L *X* , 5H > 236L *X* ... -0.5 All Medium 5H "loops" using orbs off of a sparking confirm.

Video Examples

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High level combo "supplements" that are not necessary to learn but may increase your coolness factor by at least 2 points and maybe land yourself a partner that cares about you for more then your combos. ^_^

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