Timeline
The latest combos submitted across every game.
| Game | Character | Inputs | Damage | Type | Submitted |
|---|---|---|---|---|---|
| Dragon Ball FighterZ |
236 ( L ) > 6 L / M > spark > 236 S > 2 L > 2 H > SD > j M H > 9 > j M H > j 2 H > A1 > 9 > j M H > 9 > j M H > j 214 L > A2 > j DR > 236 L + M > 7 L 9 L 7 L 9 L > 4 A2 > 7 L
Works with almost any Pre S3 assist, though some may not kill due to the difference in damage between them (namely krillin's rock.). For a non Goku route, add an extra 0.75 bar.
|
10.012 | Combo | 15-02-20 | |
| Dragon Ball FighterZ |
5 M > A1 > 236 M > 2 L
Beerus' Assist covers the gap before and after 236M (not reflectable)
|
0 | Blockstring/Mixup | 15-02-20 | |
| Dragon Ball FighterZ |
2 M 5 M > j M > j 236 L L M > j S > (land) > 2 M 5 H 2 S > SD > j L L 2 H > 9 j L L S 2 S > j 214 L
Max damage Corner combo (2M starter)
|
4.987 | Combo | 15-02-20 | |
| Dragon Ball FighterZ |
IAD > j M > 5LL > j C > jH > (land) > 5LL > 5M > sj > j L L L > 5S > 2S > SD > j L L > j C > j L L > 236 L M M
Universal Oki setup for Gogeta ender in corner. Refer to video and its description for more information.
|
3.772 | Okizeme | 15-02-20 | |
| Dragon Ball FighterZ |
5 M 2 M 5 [ S ] 5 H > dl SD > 66 j M > (land) 5 M > j M L L > j L 4 L M H > dl 214 L > M + H > 66 2 L 5 L 5 M M M
Optimal Midscreen BNB
|
5.240 | Combo | 15-02-20 | |
| Dragon Ball FighterZ |
5 L L > 5 M 2 M > 5 H + A1 > 236 2[S] > 2 L > 5 L L
Gogeta (SSGSS) 236S + Goku (SSJ) Assist Blockstring. Hold S after 236 to use the fake out Kamehameha and hold 2 for grounded position, 4 for middle position, and 8 for high position post fake out.
|
0 | Blockstring/Mixup | 15-02-20 | |
| Dragon Ball FighterZ |
2 L > 5 L L > j H > dl 5 L L > 5 M > sj L L L > j 5 S > j 2 S > H + S > j L L > dj L L > 236 L M M
Universal 2L Corner BNB. You may have to delay the intial 5 L L depending on the character size, but it still connects on every character.
|
4.197 | Combo | 15-02-20 | |
| Dragon Ball FighterZ |
2 L > 5 M > 2 M > 3 H > 5 H > 236 L > A1 > 66 > 2 L > 5 M > 2 M > 3 H > 5 H > 236 L > A2
Basic Android 17 block string
|
0 | Blockstring/Mixup | 15-02-20 | |
| Dragon Ball FighterZ |
5 L L > 2 M 5 M > 236 S > spark > 2 M 5 M > j M L L > j 2 H > SD > j M L L > j 2 H > 7 j L > j L > j 236 L > L > L > [ Vanish ] > dl j L > j L > j 236 L > L > L
Kills assist and you can use level 3 after for hard knockdown :)
|
4.461 | Happy Birthday | 15-02-20 | |
| Dragon Ball FighterZ |
2 M 5 M 2 H > SD > j M > 9 > j M 2 H > dl > 214 L > Vanish > 2 M 5 M > 9 > j M L > 9 > j M L > 214 M
Optimal BnB
|
4.769 | Combo | 15-02-20 | |
| Dragon Ball FighterZ |
5 M 2 M 6 H 5 H > dl > SD > j 66 > j M (land) > 66 > 9 > j L L > 9 > j M S > SD > j M 214 M > dl > Vanish > 66 > 2 M 236 M
Fullscreen Goku size and up rejump combo
|
4.950 | Combo | 15-02-20 | |
| Dragon Ball FighterZ |
9 6 > j M 2 H > 236 L ~ H > 4 > [ L + M ] > A1 > 6 [6] > 2 S > 66 > j M
Corner-Only Snap Setup
|
3.132 | Snap Mix Up | 15-02-20 | |
| Dragon Ball FighterZ |
j H > 5 L L L L > j L L L > dl j S > (land) > 2 M 5 H > SD > j. 66 > j L > j S > (land) > dl 5 L L L L > j L L j 2 H > 9 j L L L
Corner JH starter autocombo loop combo, builds 2 bars
|
4.235 | Combo | 15-02-20 | |
| Dragon Ball FighterZ |
5 L > 2 L > 2 M 5 M + A1 > 2 H > H + S > 5 L -> 5 L > 2 L > 2 M 5 M + A1 > 2 H > H + S > 66 > j L L
Lvl 0 corner mixup with kid buu
|
0 | Blockstring/Mixup | 15-02-20 | |
| Dragon Ball FighterZ |
spark > IAD > j H > 5 L > 2 L > 3 [ L ] > 5 M > 2 M > IAD > j L L S > Vanish > j 2 S > j L L 2 H > j M L L > j 2 H > j L L L
pre-spark
|
4.860 | Combo | 15-02-20 | |
| Dragon Ball FighterZ |
(land) ( 2 L ) > 9 dl j H
Dragon Rush or Universal Air BnB Oki in corner; Safejump, covers all tech
Slight Delay for the jH
|
0 | Okizeme | 15-02-20 | |
| Dragon Ball FighterZ | Janemba | 5 M 2 M > 236 M > dl spark > 2 M 5 H > 8 j 2 H 5 S > 66 j M > (land) 5 L L 2 M 5 H > 8 j 2 H 5 S > 66 j M > (land) 5 L L 2 M > A1 > A2 > 5 L L L > 7 > DR > 214 L M > A2 > 6 A1 | 10.064 | Combo | 15-02-20 |
| Dragon Ball FighterZ |
2 M 5 M > 8 S > 214 M > 2 M 5 H 5 S > SD > j M > j M S > 236 M
Corner, Sliding knock down
|
4.515 | Combo | 15-02-20 | |
| Dragon Ball FighterZ |
L M > 8 j M > 66 j L L M > 2 8 2
Semi-universal snap mix. +21 into high blockstun assist ->superjump fastfall -> airdash j.ll vs 2l.
|
0 | Snap Mix Up | 15-02-20 | |
| Dragon Ball FighterZ |
5 L L 2 M 5 M + A1 IAD > j L S 5 L L 2 M 5 M + A1 IAD > j 236 M > (land) 236 L > Vanish
Cross up
Cancel airdash with j.236M
|
0 | Blockstring/Mixup | 15-02-20 | |
| Dragon Ball FighterZ |
2 M 5 M > 9 > j M (1) S 236 M > dl j 66 > j M (1) S > (land) 5 L L > IAD j L S > (land) 5 L dl L 2 M 5 M 5 H > SD > j L L 2 H > 9 > j L L > 214 L
Max damage from typical 2M starter, viable but not recommended
Delay 5LL after the IAD loop will cause the full route to drop
|
5.040 | Combo | 15-02-20 | |
| Dragon Ball FighterZ |
DR A1 > 5 L (whiff) > 9 > j M S > SD > A1 j 66 L L DR A1 > 5 L (whiff) > 9 > j M S > SD > A1 (land) 2 L L
j M S SD can be OS'd into a combo if they take the hit on incoming
|
0 | Archive | 14-02-20 | |
| Dragon Ball FighterZ |
214 [ L ] > L M > j M L L
Double overhead is difficult to get. Loop by comboing after explosion into j2h -> plant -> assist -> snap.
|
0 | Snap Mix Up | 14-02-20 | |
| Dragon Ball FighterZ |
5 M 2 M 6 H 5 H > dl > SD > j 66 > j M (land) > 66 > 9 > j L M > 9 > j L L S 214 L (whiff) > j L L S > SD > j L L S > dl j 236 M
Universal
Can be done from midscreen to corner, remove one air normal to account for SD travel time
|
5.225 | Combo | 14-02-20 | |
| Dragon Ball FighterZ |
236 H > 9 66 j M L > 2 L > 5 L L > dl L
From low to medium hit stun combos that result in a character in fat-throw state, you are able to do auto combo grab reset/mix/oki(also known as auto combo tick throw). This scenario can also be seen as a type of "oki" situation as there is a true RPS happening right after 5LL. Your options are as follows: 5LLL (tick throw), 5LL (empty), 5LL 2M / 214M (frame trap). These options, for the most part, cover every single defensive option. What makes this "oki" very strong is that the tick throw hard counters block and reflect (the two most common defensive choices). Lastly, the scaling from the tick throw (as of 1.20) is very favorable. There have been 1 bar TODs found through this setup. What is demonstrated above is a double overhead into auto combo tick throw performed solo with assisted follow ups.
|
1.990 | Combo | 14-02-20 | |
| Dragon Ball FighterZ |
j M L > 5 L L > 2 M > 2 S > 5 S 5 H > SD > j M H > j 214 L > j L L > 9 j M L L 2 H > j S S S S > j 236 L
Universal corner combo that doesn't involve loops as it uses the post-smash j214L > jL link. It still provides good damage and meter gain (which varies depending on assist used to extend). This combo done without assists results in post-buttstomp oki (6M allows 5L to confirm on hit, safe jump IAD jM, & other meaty options).
|
3.645 | Combo | 14-02-20 | |
| Dragon Ball FighterZ |
j H > 5 L 5 L 5 M > 8 j S > j 2 L > 2 M 5 M > 2 8 > j M L L S > 236 M > SD > j M L > j 2 H > 8 j L L S S S S S > > 214 M
Corner only. 2.1 bars gained. Safejump after.
|
4.002 | Combo | 14-02-20 | |
| Dragon Ball FighterZ |
L L M > A1 > 2 M > 236 S > 7 > 44 L > 236 H
Should only be used if they opponent is already conditioned to respect teleport.
|
0 | Blockstring/Mixup | 14-02-20 | |
| Dragon Ball FighterZ |
2M 5M 236M 2M 5S SD jM dl jH 5LL dl 2M 5S 2S SD jM(2) jL (2) jc jLL j2S j2H
Corner only, works on every character, 0 bar start
|
5.201 | Combo | 14-02-20 | |
| Dragon Ball FighterZ |
2 H > spark > 5 ( L ) L L > 214 S > A1 > 66 dl 2 M 5 M > 9 j M j 2 H > 9 j M j H > A2 > (land) > 66 > 9 j L j M j 2 H > 9 j L L > 214 M > 214 S > A2 > DR > (land) > 236 L M > A1 > 6 A2
Fullscreen
|
10.286 | Combo | 14-02-20 |