Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... > 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 |
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... > 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 |
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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 |
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... > 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.
Button Presses | Effects |
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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