LEGEND
~ = Delay
Solo Combos
METERLESS (Anywhere):
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2M5M > jMLL2H xx SD > jMLL2H > jcLLL
○ 4185 damage; sliding knockdown -
DR > jMLL2H > jcLLL
○ 2892 damage; sliding knockdown
METERLESS (Near Corner):
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5H xx SD > jML2H > [jL~LS] x4 > jLLL
○ 4592 damage; soft knockdown
METERLESS (Corner):
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2M5M > jM2H xx SD > jMS > [jL~LS] x3 > jLL2H > jcLLL
○ 5082 damage; sliding knockdown; universal -
2M5M > jM > jcMS > jL > 5L > jM2H xx SD > jMS > [jL~LS] x2 > jLL2H > jcLLL
○ (TimeStamp: 0:00 ~ 0:14)
○ 5207 damage; sliding knockdown; character-specific
METERLESS (Self-Cornered):
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2M5M > jM2H > jc9 > SD > [jL~LS] x4 > jLLL
○ 4810 damage; sliding knockdown; side-switch
1-BAR (Fullscreen OR Midscreen)
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2M5M > jMLL2H > ~SD > jMLL2H > jL~LS > jLLL > j236LM
○ 5260 damage; soft knockdown; side-switch potential; difficult
○ Note: Delay both the SD and the 2nd hit of jLL as much as possible.
(under construction)
Assist Combos
–Broly–
2M5M > Air Combo Starter Setups
3-BAR (Fullscreen OR Midscreen)
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2M5M > jLL > jcLLH+A > run > [jL~LS] x2 > jLL2H xx SD > jL4LM2H > jcLLL > 214S xx Lvl.3 Super
○ 6739 damage; hard knockdown
–Cell–
2M5M > Air Combo Starter Setups
5H Starter Setups
METERLESS (Fullscreen or Midscreen)
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2M5M > jML~AH > run > [jL~LS] x2 > jLL2H xx SD > jLL2H > jcLLL
○ 4997 damage; sliding knockdown -
[2M5M > jML+AH > run > sjL~LS > [jL~LS] x2 > jLL2H xx SD > jL4LM2H > jcLLL
○ 5284 damage; sliding knockdown
1-BAR (Fullscreen OR Midscreen)
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5H xx SD > jMA+H > run > jML2H > jcL~LS > [jL~LS] x2 > jLL xx j236L xx Lvl.1 Super
○ 5560 damage; soft knockdown
○ Substitute jLL xx j236L xx Lvl.1 Super with jLL2H xx Lvl.1 Super to avoid the possibility of dropping the super.
3-BAR (Fullscreen OR Midscreen)
-
2M5M > jML+AH > run > sjL~LS > [jL~LS] x2 > jLL2H xx SD > jLL2H > jcLLL > Lvl.3 Super
○ (TimeStamp: 0:00 ~ 0:16)
○ 6764 damage; hard knockdown -
IAD jML > 5L2M5M > jML+AH > run > sjL~LS > jL~LS > jLL2H xx SD > jLL2H > jcLLL > Lvl.3 Super
○ (TimeStamp: 0:22 ~ 0:38)
○ 5450 damage; hard knockdown
Mix-ups/Oki
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236L (anywhere) and 236M (corner) on block can lead to mix-ups with certain assists.
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5LLL on block can lead to a decent high/low mix-up with certain assists.
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214S serves the purpose of both combo extensions, as well as building meter from the move itself.
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214S xx Lvl.3 Super in the corner does not allow for cross-ups as a mix-up. If you want to apply cross-ups in the post-knockdown setup at the corner, just do a Lvl.3 Super OTG instead.
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During a sliding knockdown from a jH, Base Vegeta has a couple few setups he can do for oki.
○ 1 (Safe-Jump) - Anywhere: jH > 214M~6 > IAD jM
○ 2 (Lockdown) - Corner: jH xx 214M~4~1S
Other
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Moves canceled into Vanish Attack that jails if timed correctly (true blockstring)
○ 236L & j236L (similar to SSJ Vegeta)
○ S & jS
○ 1S & 2S & j1S & j2S
○ 236S -
236M is 5L/5M punishable even from fullscreen when the opponent’s back is at the corner. While decent with Assists (risky with Vanish Attack since it does not jail), if the opponent is in the corner or if very far midscreen and Base Vegeta does not have the Assists available to gain momentum, DO NOT use this.
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In most combos involving an air hits into Level 1 Super, it is mostly consistent to do j2H xx Level 1 rather than jS xx j236L, j236L, or j236M if too many hits were landed and Base Vegeta is too high over the opponent.
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In combos involving loops, strings that have a low amount of hits applied can usually get a total of FOUR jS, and this is including jS from EVERY portion of the entire combo, with exception to combos that start off with jS really early rather than normals. If a lot of time has passed and/or many hits have came into play within the combo, reduce it to THREE jS in total.
○ General take home message: Few too many hits = THREE jS in total. -
If another teammate Z-Changes in Base Vegeta mid-combo, loops are still possible. Only aim for THREE jS or lower in the entire combo in this case.
How to loop
Base Vegeta loops ([jL~LS] x?) are necessary in getting the most of the character, and may serve to be tricky to get it down consistently. Two hard parts exist within the loop. One is getting the timing down for the delays of the jL~L portion, and the other is linking jL right after jS. Below are some notes to help:
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The idea is to have Base Vegeta below the opponent’s waist (near the feet) so that the 2nd jL (in jLL) can provide the auto-homing properties needed to help boost Base Vegeta up high enough to get the jS to land. Afterward, Base Vegeta is near the shoulders of the opponent, and needs to go down a bit, so a delay is almost always needed for the loop to work.
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When initiating or repeating the loop, after a jS, it helps to double-tap the first jL just to make sure that it will link accordingly.
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jMS, a string that may show up just before the loop occurs, usually has to be done as fast as possible. Double-tapping the jM here would be beneficial in this case.
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Video tutorial resources:
○ Rooflemonger’s tutorial
CREDITS
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Base Vegeta image is based off of @appo 's Hit gfx located in the DBFZ Hit Thread in this forum.
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Special thanks to https://twitter.com/IamC4IQ for discovering and showing us the potential of jS extensions into grounded 5L (original video: https://twitter.com/IamC4IQ/status/1027029536280592384) which later inspired me into discovering the jLLS loops as first seen in the 5H Meterless conversion linked in the solo meterless section.
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Special thanks for tech/information:
○ https://twitter.com/Dacidbro (214M xx VA > 214S; Cell Assist Conversions)
○ https://twitter.com/DestinyKVLT (Vanish Attack Loop Combos)
○ https://twitter.com/dylnyan (Optimizing Corner Combos)
○ https://twitter.com/qpTEMPESTqp (jS Extensions via 2H Midscreen)
○ https://twitter.com/turbo0902 (Broly Assist Conversions)
○ https://twitter.com/xMaelice (236S blockstring w/ assist mix-ups)
○ https://twitter.com/Ya_BoyLucas (Cell Assist Conversions)
○ https://twitter.com/Zer0qIG (jH Smash Oki)
Will add more stuff momentarily.