DBFZ/SSB Vegito/Combos

From Dustloop Wiki
< DBFZ‎ | SSB Vegito
Revision as of 17:50, 5 April 2020 by Kaiokek (talk | contribs)

Template:Notation-DBFZ

Midscreen Combos

Meterless

  • 2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLS > j.214M
  • 2M > delay 5M > jc.MLLS > SD > delay j.LL2H > jc.LMLS > j.214M

Basic midscreen sliding knockdown combo. Switches sides.

First one is overall more consistent, at the cost of damage.

  • 5LL > 5M

Doesn't launch grounded opponent for air combos, but on air hit with 5L, you can't go into 2M at all and will have to use this.

  • 5LL > 2M > 2L > 5M
  • 2M > 2L > 5LL > 5M

These sequences can also be used instead of just 2M > 5M. For the most part, they'll do more damage and meter gain. Not recommended for corner routes.

  • 2M > 5S > delay 5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LMLS > j.214M

Rejump route. Higher damage.

  • 2M > 5S > delay 5H > delay SD > airdash j.M ▷ dash jump j.4LL > j.M > forward jc.LLS > j.214M

Rejump into a cross under sideswitch to stay same side after j.214M. Does slightly less damage than normal but has amazing corner carry.

  • 2M > 5S > 2S > SD > j.MLL2H > jc.LLS > j.214M
  • 2M > 5S > 2S > SD > delay j.LL2H > jc.LMLS > j.214M

Easy same side route, a lot less damage and basically no corner carry.

  • SD > j.LLS > j.214M
  • SD > j.M > jc.MLS > j.214M

Easy sliding knockdown off a raw Super Dash.

Metered

  • 236S > Vanish ▷ delay 2M > 2L > 5LL > 5S > delay 5H > 6S > SD > delay j.LL2H > jc.LMLS > j.214M
  • 236S > Vanish ▷ delay 2M > 2L > 5LL > 5S > delay 5H > 6S > 2S > SD > j.M2H > jc.LLS > j.214M

Grounded Vanish confirm into sliding knockdown.

These routes are too long for anything more than raw 236S.

  • 2H > SD > j.MLL2H > jc.L > delay j.LL2H > j.236M > Vanish > j.236L (whiff), j.LLS > j.214M

2H combo utilizing Vanish.

  • ... j.L > delay j.LL2H > j.236M > Vanish > delay j.214M
  • ... j.S > j.236L > Vanish > delay j.214M
  • ... j.2H > j.214M > Vanish, j.[DR]
  • ... j.S > j.214M > Vanish, j.[DR]

Spending a bar for corner carry. j.236L (whiff) route cannot be done at high hitstun decay.

Overall, j.DR enders are preferable due to doing more damage and avoiding meter gain penalty from Vanish.

Corner Combos

Meterless

  • 2M > 236M, 2M > 5H > 5S > 2S > SD > j.LL2H > jc.LMLS > j.214M

Fairly high damage, keeps corner.

  • 2M > 5M > jc.M > j.236M, j.[DR]

Solo snap.

Metered

  • 2M > 5M > jc.MH > j.236M, j.2H > jc.LLLS > SD > j.LLLS > j.214M > Vanish, j.[DR]

Simple air route. Builds the bar to spend on Vanish and stay same side.

  • 2M > 5S > 236M(1) (whiff), 2M > delay 5H > SD > j.M > delay j.H ▷ jump j.LLLS > SD > j.MH2H > jc.LLLS > j.214L > Vanish, j.[DR]

Incredibly high damage rejump combo. 236M has to whiff its first kick and hit on the second.

Due to how long these combos are, you'll have to cut out a few normals if the starter isn't 2M. More on this in the Misc. section.

  • 2M > 5M > jc.M > j.236M, j.2H > jc.LLLS > SD > j.LLLS > j.214M > Vanish, j.[DR]
  • 2M > 5S > delay 5H > delay SD > j.M > delay j.H ▷ jump j.LLL2H > jc.LLLS > SD > j.LLLS > j.214L > Vanish, j.[DR]

Midscreen to corner routes, utilizing the insane corner carry of j.236M, j.2H and rejump.

  • j.H ▷ 5LL > 2M > 5M > jc.M > j.236M, j.2H > jc.LLLS > SD > j.LLLS > j.214L > Vanish, j.[DR]
  • j.H ▷ 5LL > 5M > 2M > 5S > delay 5H > delay SD > j.M > delay j.H ▷ jump j.LLS > SD > j.H2H > jc.LLLS > j.214L > Vanish, j.[DR]

Midscreen to corner examples at high hitstun decay.

  • 5LL > 5S > 2S, jump j.LLL2H > jc.LLLS > SD > j.LLLS > j.214M > Vanish, j.[DR]

Simple back-to-corner combo.

  • 2H > SD > j.M2H > jc.M2H > j.214H ▷ 5LL > 5S > delay 5H > 6S > SD > j.LLL2H > jc.LLLS > j.236L > j.236L+M

2H back-to-corner combo. Have to spend another bar for air Lv1 or an assist for j.DR ender.

Assist Extensions

  • ... j.236L > Assist, j.[DR]
  • ... j.236M > Assist, j.[DR]

Utilizing fullscreen tracking assists. Works both midscreen and in the corner.

Simply call them near the end of combo into j.DR for a same side sliding knockdown without having to spend any meter.

Sparking

  • 5M > 2M > 5H > 5S > 2S > Spark, 5H > 5S > jc.LLLS > SD > j.LLLS > jc.LLLS > j.236L > Vanish, j.214M

Easy and damaging Sparking confirm combo. Because of the slide, it leads to even more damage with DHC's.

Miscellaneous

  • 5L air confirm

5LL works as a replacement for 5LL > 2M since 2M would whiff on air confirm.

So midscreen combos with 2M > delay 5M can be done with 5LL > 5M. 2M > 5S can also be done with 5LL > 5S.

  • 2M > 5S > delay 5H, 5L

This corner link works only if 5H hits meaty. This is the highest damage route for Vegito, but unfortunately the delay isn't universal.

The visual cue to look for is the smear on 5H's foot when it Smashes. If it's even just slightly shorter than how it usually is, then you can link to 5L. Note that it can still link even if the smear looks the same, but it's a good cue nonetheless.

  • ... 5H > 5S > 236L(1) (whiff), 5L

Non-Smash 5H. Another corner link that isn't universal, but there are consistent setups to deal with different body sizes.

  • More on hitstun decay for corner combos

Here's a damage chart for when you have to cut out normals in order for the combos to work. ">" here is used as "higher damage than" and not "cancel into."

j.H MM > j.H 5LL MM > j.H 5L MM
j.MH > j.LLL > j.H (early on)
j.2H jc > j.S SD
j.LLL > j.MH > j.H (later into the combo)
j.S j.236L Air Lv1 > j.S j.214L Vanish j.DR > j.2H j.214L Vanish j.DR > j.S j.236L Vanish j.214M

Video Examples

Navigation

Template:Navbar-DBFZ