DBFZ/Vegeta/Combos: Difference between revisions

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< DBFZ‎ | Vegeta
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| ... > Vanish > 662M > 5M > jc.LL2H > jc.LL2H > j.214L || 2827 (from 236S) || -0.80 || All || {{clr|6|Very Easy}} || Easy Vanish confirm.
| ... > Vanish > 662M > 5M > jc.LL2H > jc.LL2H > j.214L || 2827 (from 236S) || -0.80 || All || {{clr|6|Very Easy}} || Easy Vanish confirm.
|-
|-
| ... > Vanish > 662M > 5M > sjc.LML2H > jc.4LLM2H > j.214L || 2847 (from 236S) || -1 || All || {{clr|7|Medium}} || Slightly more difficult Vanish confirm.
| ... > Vanish > 662M > 5M > sjc.LML2H > jc.4LLM2H > j.214L || 2847 (from 236S) || -1 || All || {{clr|5|Medium}} || Slightly more difficult Vanish confirm.
|-
|-
| ... > 665L (whiff) > 5LL > 5LLL > SD > j.LL2H > jc.LL2H > j.214L || 2862 (from 236S) || -0.77 || All || {{clr|3|Easy}} || 5LLL Vanish confirm.
| ... > 665L (whiff) > 5LL > 5LLL > SD > j.LL2H > jc.LL2H > j.214L || 2862 (from 236S) || -0.77 || All || {{clr|3|Easy}} || 5LLL Vanish confirm.

Revision as of 06:39, 21 January 2024

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.
, = 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)

The majority of the combos on this page can have 5LL preceding them.

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LL2H > j.2S > j.214L 4377 ~1.20 All Very Easy Midscreen BNB.
Do j.LLL instead of j.LL2Hat the end for extra corner carry.
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLL > j.2H (whiff) > j.2S ▷ 236M > (Assist) > ... 4185 ~1.15 All Very Easy A combo which sets up pressure.
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.
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.
236H > 236M > Vanish > ... 2440 -1.5 All Very Easy Confirm into vanish off 236H.
... > 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.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
2H > SD > j.MS, [j.L > delay j.L > j.S] * x 4967 ~1.55 All Medium Basegeta's good old classic ki blast loop!
2H is the easiest starter to learn it as you get the most loops possible from that starter, up to 5 (though 4 is what's usually most reliable to do).

If you're having trouble, scroll down for a tutorial on this specific combo.

2M > 5M > jc > j.M2H > SD > j.MS, [j.L > delay j.L > j.S] * 3, j.LL2H > jc > j.LLL 4967 ~1.55 All Medium A combo featuring the ki blast loop. If combo scaling is too high, do 2 loops instead of 3.
5M > 2M > 5H > 236S > j.LL > jc.M > j.5S > j.LL > j.S > j.LL > delayed j.S > LAND 5L > 5S > 5H > SD > j.M > delayed j.S > LAND 5LLL > 236M 5600 ~2 All Medium Modern DBFZ requires modern loops. Optimal solo SKD combo.
Disc extension into modern ki blast loops means less delays.
(still, mind the ones that exist here!)
5M > 2M > 5H > 236S > j.LL > j.5S > j.LL > delayed j.S > land 5L > 5H > 236S > j.LL > j.5S > j.LL > j.2H > jc.LLL > Assist > j.DR 5845 ~2 All Easy Alternate loops off 5LL, with an assist and SKD. Only one delay here.
5M > 2M > 236M > 2M > [5H > SD > j.MS > 5L]*2 > 5LLL > 214M 5022 ~1.51 All Easy Old 5H loops. Slightly more meter gain than the classic loops.
No real reason to do these, but it helps to know this route to understand Vegeta's combo theory.
5L/2L > 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 A variation of the modern loop using 5L/2L and 236M smash as a starter. This only works with an L starter, meaning if you do 2L > 5L or 5LL, they will pop out at the end. Not optimal, but fun to do.

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 Hard 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.

DR(hold) > j.ML > j.2H > j.LL > j.S > j.L > delay j.L > j.S > j.LLL 3250 1.8 All Easy Easier DR combo. Lets you hold DR.

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

Base Vegeta excels in converting hits into larger combos than usual, but doesn't get much midscreen aside from ending in j.5LL > j.2H > j.2S > 214L for extra damage before a knockdown when a combo doesn't have heavy hitstun scaling. The corner is where this character opens up combo-wise.

If you want to Z-Tag him out, you're typically going to use 236L to do so. If ypu hit 236H > 236M, it's a good choice to Z-Tag to another character there too.

LLS Ki blast Loop

Base Vegeta's ki blasts have a unique property where they don't affect Vegeta's gravity, leading to j.5L > j.5L > j.5S loops. Landing those and mastering the unique delays in the strings for each situation is essential for Base Vegeta, as they also come with a sliding knockdown, set up okizeme, do good damage, and build good meter.

How to do the classic loop

  1. Right as you hit the smash starter that sends Vegeta and the opponent upward, hit MS, should be easy.
  2. Hit j.5L. This is the tightest part of the combo.
  3. Delay the second j.5L so that Vegeta physically dips below the opponent before that second light comes out. This is a fairly lenient delay, but it needs to be enough so where Vegeta visibly comes back up after a slight fall due to the auto combo tracking.
  4. Instantly input j.5S.
  5. Instantly repeat steps 2-5 for however many loops you want to go for, probably 2-3.

If you're having trouble with the visual of Vegeta dipping, this method may work for learning the loop as well, which relies on a metronome instead of a visual:
https://www.youtube.com/watch?v=31Exx4fDz_c

Each delay, or lack of, does something different in the combo, as shown in the chart below.
Once you understand the timing for the loop, you will start to make adjustments based on Vegeta's position mid-combo, potentially saving it from a drop.

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

5H > Disc Ki Blast Loops

Vegeta's more optimal corner loops differ from his classic ones in that there are less delays and slightly more damage + meter gain. This doesn't invalidate the classic loops; Vegeta still needs them whenever he needs to do a loop high up in the air, which encompasses plenty of situations.

His newer loops rely on the height loss from j.5L > j.5L > delayed j.5S, allowing him to land earlier than he would without a delay in the ki blast. This then lets Vegeta extend with 5L into things like 5S and 5H, or 5LLL.

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

These are extremely cool and give a lot of corner carry, but are extremely finnicky and precise to the point that many don't do them. It's the same input as the classic loop. Happy midscreen looping if you choose to go down this rabbit hole.

Video Examples

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