Timeline
The latest combos submitted across every game.
| Game | Character | Inputs | Damage | Type | Submitted |
|---|---|---|---|---|---|
| Dragon Ball FighterZ |
j H > (land) 5 L L 2 M 5 M > 9 > j M L L 2 H > SD > j M L L 2 H > j 9 > j L L S > 214 H > j M H > (land) 214 L + M
The combo route for landing level 3 midscreen. After knocking them down after H flip, you'll land on the opposite side.
|
5.582 | Combo | 22-02-20 | |
| Dragon Ball FighterZ |
IAD j H (land) > 5 L L 5 M 2 M > 214 S > 2 M dl 5 M 5 H 5 S > 214 L > j S > SD > j M 2 H > 9 > j L L S > 214 L > j S > 236 L
Optimal corner combo. The delay 5M only needs to be done on a select few characters; Bardock, Adult Gohan, Yamcha, Gogeta, and Majin Buu (and maybe a few others, I'm not sure entirely) and it's a good habit to just always do the delay 5M so you don't have to consciously do the delay sometimes.
|
4.187 | Combo | 22-02-20 | |
| Dragon Ball FighterZ | Videl | SD > j M dl 2 H (land) SD > j L M 2 H > 9 j L M > 236 M | 2.497 | Combo | 22-02-20 |
| Dragon Ball FighterZ |
5 L L 5 M + A1 5 H dl 214 L
-> 5 L L 5 M 2 M A2 5H dl 214 L
Corner only. For multi hit assist call during the 5M. For quick single hit assist call during the 5H. Delay 214L to make sure the enemy is no longe rin blockstun. Time assist call properly can range from being -13 to +1 on block.
|
0 | Blockstring/Mixup | 22-02-20 | |
| Dragon Ball FighterZ |
2 M 5 M > 9 > j M dl L L > 9 > j L L L S > SD > j L L L S > j 214 M
Difficult side swap route. Use the rhythm in the video to learn the timing. Often best off using the 5LLL routes.
|
4.299 | Combo | 22-02-20 | |
| Dragon Ball FighterZ |
2 M 5 M > 9 > j M > 9 > j M H > A1 > j 214 M > j 214 S ~ 7 S 3 S > j H > j 236 M > (land) > dl 5 L L L > 236 S ~ [ 7 ] 3 S > 236 H + S
Works the same in v1.21, but with less damage on spirit bomb. Only use if you have excess meter but not assists to kill a character, as the spirit bomb no longer causes hard knockdown either.
(notation for reverse kame + spirit bomb is as if you never changed sides, for more clarity)
Alternate corner route for some unusual assists that can't otherwise enable 5 L L L spirit bomb routes. For the shown Kid Buu A assist, press A1 with jH. Remember, reverse kamehameha's first hit does not require an additional S input, simply holding 7 after the initial 214s input will cause the first reverse kame to come out in the correct direction ASAP.
|
7.079 | Combo | 22-02-20 | |
| Dragon Ball FighterZ |
2 M 5 M > 9 > j M > 9 > j M H S > j 214 S ~ dl 7 S 3 S > j L L L > j 214 M > dl A1 > (land) > 66 5 L L L > 236 S ~ [ 7 ] 3 S > 236 H + S > j 66 DR [ L ]
Works the same in v1.21, but with less damage on spirit bomb. Only use if you have excess meter but not assists to kill a character, as the spirit bomb no longer causes hard knockdown either.
(notation for reverse kame + spirit bomb is as if you never changed sides, for more clarity)
Very common corner route for using an assist to combo into 5 L L L -> reverse kamehameha -> spirit bomb. Reverse kamehameha routes that end low to the ground make these easier, and are required for some assists.
|
7.366 | Combo | 22-02-20 | |
| Dragon Ball FighterZ |
5 L L 5 M 2 M 5 H A1 2 S j 3 S > j 66 L
High/low 50/50 that works midscreen or in the corner with kid buu assist, but only in the corner with gotenks assist. Kid buu assist shown.
Airdash jL for high, land 2L for low.
|
0 | Blockstring/Mixup | 22-02-20 | |
| Dragon Ball FighterZ |
xx > 2 S > A1 > dl j 2 S
[Updated crossup confirm for Season 3]
Midscreen left/right mixup using 2s to get into the air, followed by j1/2/3s to hit on the left or right side. Many assists work for this, as long it has decent blockstun (~25+?) but not too much. In order for the crossup to not be affected by crossup protection from the assist's blockstun, the opponent must be out of blockstun by the time the j1/2/3s connects.
Converts on hit:
1) Same side:
j 2 S > 236 H > 66 5 L L 5 M > 9 > j M L L > 9 > j L L 2 H
2) Cross up:
j 2 S > 214 S ~ 4 S 2 S > 236 H > 66 5 L L 2 M 5 M > 9 > j M L L > 9 > j L L 2 H
If you end up in the corner, j L L L S 2 H / j L L L S 214 M enders are possible.
|
0 | Blockstring/Mixup | 22-02-20 | |
| Dragon Ball FighterZ |
2 M 5 M > 9 > j M > 9 > j M H S > j 214 S ~ dl 7 S 3 S > j L L L S 2H
Alternative to using j236M for reverse kamehameha routes. This is often better for double assist routes and non-2m starters, but worse for single assist or solo routes.
j 214 M ender shown, for slightly less damage.
|
4.719 | Combo | 22-02-20 | |
| Dragon Ball FighterZ |
2 H > spark > (land) > 66 > 2 M 5 S 5 H > 9 > j H S > j 66 H > (land) > 5 L 5 H 5 S > 9 > j H S > j 66 M H > (land) > 9 > j L L L > 9 > j L L L > j 214 M > (land) > 214 L + M
Solo 2H spark routing. Altered route needed for 5LLL -> spirit bomb.
Also doable with your back to the corner, simply 2H, Spark, dash out of the corner, and continue the combo as normal. Also applicable if opponent Guard Cancels on your 5LL (as a multi hitting move, you can cancel out of any hit into 2H).
|
7.975 | Combo | 22-02-20 | |
| Dragon Ball FighterZ |
2 M 5 H > 236 S > spark > (land) > 66 > 2 M 5 H > 9 > j H S > j 66 H > (land) > 5 L 5 H 5 S > 9 > j H S > j 66 H > (land) > 5 L L L > 236 S ~ [ 7 ] 3 S > 236 H + S > j 66 DR [ L ]
Works the same in v1.21, but with less damage on spirit bomb. Only use if you have excess meter but not assists to kill a character, as the spirit bomb no longer causes hard knockdown either.
(notation for reverse kame + spirit bomb is as if you never changed sides, for more clarity)
Solo corner 2m spark route into spirit bomb for meter dumping. Very applicable if you either:
1) have 3+ bar solo and want to kill a character
2) just used your last assist to get a mixup into this starter and therefore can't use it for a better sparking route
|
8.363 | Combo | 22-02-20 | |
| Dragon Ball FighterZ |
5 L L L > L > j L L L > j 214 S ~ 7 S 3 S > j M > 9 > j L L L S > j 214 M
For usage when challenging with your back to the corner.
First route is easier, and builds more damage and meter (1.5 bar) than the second, but doesn't cause a slide knockdown. Assists are needed for oki/genkidama extension.
Alternate, harder route with less damage but solo SKD (j2h ender also available here):
5 L L L > 214 S ~ 7 S 3 S > j M > 9 > j L L L S > j 214 M
3352 damage, 1.2 bar build
|
3.514 | Combo | 22-02-20 | |
| Dragon Ball FighterZ |
2 M 5 M > 9 > j M > 9 > j M S > j 214 S ~ 7 S 3 S > j 236 L > A1 > SD > j M L L > 9 > j L L L > j 214 M
Example routing for j214S -> j236L. Higher hitstun grounded assists can allow for non-SD follow-ups, depending on screen position.
|
4.937 | Combo | 22-02-20 | |
| Dragon Ball FighterZ |
2 M 5 M > 9 > j M L L > 9 > j L L S > j 214 S ~ dl 7 S 3 S > j L L L > j 214 M
Reverse kamehameha will put you at the corner as long as you are facing the corner at around round start. If j214s route does not put you in the corner, you will not be able to do the jLLL follow-up, and must do j236L + assist to adjust.
|
4.287 | Combo | 22-02-20 | |
| Dragon Ball FighterZ |
xx j 2 H > (land) > 44 > 9 > dl j H
From any route ending with j2H in the corner, this works to cover all techs/wakeups that aren't delayed stand. Counter hits 2h, safe jumps invincible reversals. Backdash and hold 9 can be buffered, but jH has to be timed slightly after the apex of the jump. Video shows the oki setup vs various wakeup options including dash out.
|
0 | Okizeme | 22-02-20 | |
| Dragon Ball FighterZ |
5 M 2 M > 236 M > 2 M 5 S 5 H > SD > 66 j H > (land) > 8 > j L M L > 8 > j L L L S > j 214 M
Most useful as a reflect/GC punish, or when you need to confirm off a 5m2m hit. Light/overhead starters usually need to omit the 66 jH rejump and the jS at the end, due to hitstun decay (especially if trying to work assists into the combo).
Alternate j2h ender
5 M 2 M > 236 M > 2 M 5 S 5 H > SD > 66 j H > (land) > 8 > j L M L > 8 > j L L L S 2 H
|
5.005 | Combo | 22-02-20 | |
| Dragon Ball FighterZ |
2 M 5 H > 214 S ~ 3 S 3 S 1 S > SD > j M L L > 9 > j L L L S > j 214 M
Very useful confirm if 5H connects in the corner. As usual for corner routes, j2h is an alternate ender:
2 M 5 H > 214 S ~ 3 S 3 S 1 S > SD > j M L L > 9 > j L L L S 2 H
4259 damage, 1.25 bar build
|
4.234 | Combo | 22-02-20 | |
| Dragon Ball FighterZ |
2 H > SD > j M L L > 9 > j L L L > j 214 M
Midscreen solo. If jLLL ends at the corner, jS can be added before j214M/j2h ender.
Alternate ender:
2 H > SD > j M L L > 9 > j L L 2 H
2980 damage, 0.75 bar gain, better oki
|
3.205 | Combo | 22-02-20 | |
| Dragon Ball FighterZ |
2 M 5 M > 9 > j M > 9 > j M H > j 236 M > j 214 S ~ 7 S 3 S > j L L L S > j 214 M
Corner only. Alternate ender of j2h shown in video for better oki, same damage/meter gain.
|
4.799 | Combo | 22-02-20 | |
| Dragon Ball FighterZ |
2 M 5 M > j M S > j 2 1 4 M > dl. j S > (land) 6 6 2 M 5 H 5 S > SD > j M L 2 H > 9 > j L L S > j 2 3 6 M
Universal. On non-small characters, you don't have to do a delay jS into dash up 2M. You can just land and hit 2M dl. 5M 5H 5S > SD. It's also better to jump back into the jMS > j214M if you're smack in the corner.
|
5.027 | Combo | 20-02-20 | |
| Dragon Ball FighterZ |
5 M 2 M > 214 M > dl 2 M 5 S 5 H > 236 S > A1 > 214 S > 236 H S > 2 9 j L L j 2 H > j L L L > DR
You can go into ghost after the DR
|
6.139 | Combo | 20-02-20 | |
| Dragon Ball FighterZ |
2 M 5 M > 236M > 2 M 5 M > jM > jM > delay j.L > SD > j.L > delay j.H > 2L > 5M > jM > jM > jL > jS > SD > jM > j2H > jS > 236M > 236LM
Advanced corner route for DBS Broly
|
6.839 | Combo | 20-02-20 | |
| Dragon Ball FighterZ |
5M > 2M > 236S (smash) > (land) > 66 > 214S > SD > jM > jL > jc > jM >jL > j2H > jS > 236M > 236LM
Advanced midscreen/fullscreen route for DBS Broly
|
5.680 | Combo | 20-02-20 | |
| Dragon Ball FighterZ |
5M > 2M > 5H > delay SD > 66 > jM > (land) > 669 > jLLL > j2H > jLLS > 214M > DBS Broly A1 > 6 > 5LLL > SD > jM > j2H > jLL > 236S-M > 236LM
Rejump combo with DBS Broly assist A
|
6.164 | Combo | 20-02-20 | |
| Dragon Ball FighterZ |
2 M 5 M > 9 > j M H 2 H > SD > j M H 2 H > j 9 > j L L L S > j 214 M > A1 > 5 L L L > SD > j M 2 H > j 9 > j L L > j 236 S ~ M > 236 L + M
Beginner corner combo for Android 21, optimized for damage.
|
6.521 | Combo | 20-02-20 | |
| Dragon Ball FighterZ |
2 L L 5 M 2 M 5 H > SD > 214 L > A1 > 236 H S > H S > SD > M > j L L > 9 DR
almost full corner carry, with any other assist its full corner carry. Can go into ghost ahki after the combo
|
3.565 | Combo | 20-02-20 | |
| Dragon Ball FighterZ |
2 M 5 M > 236 M > 2 M 5 S > SD > j M dl H > (land) 5 L L dl 2 M 5 S 2 S > SD > j M (2) L L > 9 > j L L 2 S 2 H
Optimal 2M starter corner combo, works on every character
|
5.201 | Combo | 20-02-20 | |
| Dragon Ball FighterZ |
2 M 5 M > 9 > j M > 7 > j M 2 S L 5 S > j 236 M > (land) 2 M 5 M > 9 > j L M (2) > 7 > j M 2 S L L > SD > j L L 2 S 2 H
2M starter BnB combo, works on every character
|
4.971 | Combo | 20-02-20 | |
| Dragon Ball FighterZ |
2 L 5 L L 2 M 5 S > 236 M > 2 M 5 S > SD > j M H > (land) 5 L L 2 L > 2 8 > j M (2) L 5 S > SD > j L L 2 S 2 H
Optimal 2L starter combo in the corner, works on every character
|
5.369 | Combo | 20-02-20 |