7
8
9
4
5
6
1
2
3
- Numbers represent direction on a keyboard numpad. For example
+
becomes 236L.
- > = Proceed from the previous move to the following move.
- land = Indicate that the player must land at a point in the sequence.
- , = Link the previous move into the following move.
- ->/~ = Cancel 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 = Jump
- 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
- WS = Wall Stick/Wall Splat
- [X] = Hold input.
- ]X[ = Release input
- (move) = Move is optional.
- [sequence]xN = Repeat sequence N amount of times.
- (N) = Attack must deal N amount of hits.
- [X] or [Y] = Perform X or Y.
- DR = Dragon Rush
- SD = Super Dash
- A16 = Android 16
- A17 = Android 17
- A18 = Android 18
- A21 = Android 21
- 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
- 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
- MBU = Majin Buu
- RSH = Master Roshi
- NAP = Nappa
- PIC = Piccolo
- SBR = Broly (DBS)
- TEN = Tien
- TNK = Trunks
- VDL = Videl
- VGN = Vegeta
- VGT = Vegeta (Super Saiyan)
- VTO = SSB Vegito
- YAM = Yamcha
- YGH = Gohan (Teen)
- ZAM = Zamasu (Fused)
- SB2 = Super Baby 2
- GT4 = Gogeta (SS4)
Midscreen
Combo
Damage
Meter Gain
Works on:
Difficulty
Notes
2M > 5M > jc.LMLH > SD > j.LL > jc.4LL > j.M[S](2) > j.214M
4110
.9
All
easy
Basic BnB, works with any starter. No knockdown without meter.
j.214L and j.214M does the same damage, but j.214M gives you more corner carry while j.214L is generally more consistent regardless of positioning. Can substitute the j.LL jc..4LLM[S](2) for j.ML jc.LL[S](2) for 50 less damage but much simpler execution, or with j.ML jc.MLLH delay 214l for 38 less damage but more corner carry and arguably simpler execution.
2H > SD > j.MLL > jc.LL[S](2) > j.214L
3400
.6
All
identical easy
Reading: DBFZ/Android 16/Combos
2H BnB, no knockdown without meter.
[DR] > j.MLL > jc.LL[S](2) > j.214L
2845
1.3
All
identical easy
Dragon Rush BnB, no knockdown without meter.
2M > 5[S](2) > 5H > delay SD > airdash j.M ▷ 5M > 2M > 5[S](2) > 236M
4415 (5M)
.95
All
medium
Android 16’s primary rejump combo. Deals good damage and lets him to get a sliding knockdown meterlessly, which is essential considering his abysmal meter gain.
2M > 5[S](2) > 5H > delay SD > airdash j.M ▷ 5M > 5[S](2) > SD > j.ML > jc.MLLH > delay j.214L
4922 (5M)
1.25
All
medium
Alternate rejump for damage, go for this if you have assists or meter to end your combo with. j.LL[S](2) > j.214l ender is a bit simpler and does 3 more damage, but has worse corner carry. On scaled starters, do j.214L immediately after the j.MLL.
(j.)236M > 214M
[2030] 2110
.2
All
very comfortable
Damage in brackets is for j.236M, damage not in brackets is for 236M. Simple j.236M and 236M conversion. 236M > SD only works in the corner.
(j.)236H > SD > j.M > jc.MLLH > delay j.214L
[3040] 3705
-0.5
All
very easy
Damage in brackets is for j.236H, damage not in brackets is for 236H. j.236H and 236H BnB, no knockdown without meter.
… > Vanish ▷ dash 2L > 5L > 5M > 2M > 5[S](2) > 236M
?
-1, 🙁
All
very easy
Vanish confirm for a knockdown, works off of j.214L enders.
… > Vanish ▷ dash delay 5LL > 5M > 2M > 5[S](2) > 236M
?
-1, 🙁
All
easy
Alternate vanish confirm for a knockdown that does more damage but is less stable.
Notes
After j.214L/M, can use assists or meters to extend into sliding knockdown .
corner
Combo
Damage
Meter Gain
Works on:
Difficulty
Notes
2M > 5M > jc.M > jc.M[S](2) > j.236M ▷ SD > j.ML > jc.MLL2H > delay 236L
5172
1.45
All
easy
High damaging solo combo that leads to sliding knockdown. Remove a j.L for j.L/j.M starter or two j.Ls for j.LL/j.ML starter.
2M > 5M > jc.M > jc.M[S](2) > j.236M ▷ SD > j.MLL > jc.LLL[S](2) > j.214L
5067
1.3
All
easy
Variant of above combo that allows for an assist extension into 5MMM or [DR] 236L after j.214L. Remove a j.L for j.L/j.M starter or two j.Ls for j.LL/j.ML starter.
2M > SD > airdash j.MH ▷ 5LL > 5M > 2M > 5[S](2) > 5H > SD > j.M > jc.LLL2H > delay 236L
5034 (5M)
1.55
All
easy
Corner rejump, worse damage but slightly better meter gain. For scaled, remove the 2M > 5[S](2) and do j.M > jc.M2H > delay 236L at the end instead.
2M > SD > airdash j.MH ▷ 5LL > 5M > 2M > 5[S](2) > 5H > SD > j.M > jc.LLL[S](2) > j.214l
4967 (5M)
1.5
All
easy
Variant of above combo that allows for an assist extension into 5MMM or [DR] 236L. For scaled, remove the 2M > 5[S](2) and do j.M > jc.M2H > delay 236L at the end instead.
(j.)236M > j.M > jc.MLH2H
[3105] 3745
.7
All
identical easy
Damage in brackets is for j.236M, damage not in brackets is for 236M. j.236M and 236M conversion that gives sliding knockdown.
(j.)236M > j.M > jc.MH[S](2) > j.214L
[3230] 3935
.6
All
very easy
Damage in brackets is for j.236M, damage not in brackets is for 236M. j.236M and 236M conversion that can be extended with assists after j.214L.
Notes
Sparking
Combo
Position
Damage
Meter Gain
Works on:
Difficulty
Notes
2H > Sparking! > [5M > 2M > IAD j.L4L ▷]*n > 5MMM
Anywhere
?
🙁
All
medium
Notes
assist
Combo
Position
Damage
Meter Gain
Works on:
Difficulty
Notes
… j.214L + Assist ▷ dash jump j.[DR]
Anywhere
?
🙁
All
easy
Easy to connect off basically any assist
… j.214L + Assist ▷ dash 5MMM
Anywhere
?
🙁
All
easy
Better damage and meter gain but drops at very high hitstun decay.
… j.214L + Assist ▷ [DR] > 236L
Corner
?
🙁
All
slowly
Gains a bit more meter than 5MMM and doesn’t drop at very high hitstun decay.
Notes
assorted
- 5LLLLLLL > delay j.236M
Works everywhere on screen .
- 2M > 5M > sjc.MLLH > SD …
Best air string that works on literally everybody except KRL, who requires a bantam check on j.M .