DBFZ/Bardock/Combos

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Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+DBL.png becomes 236L
> = Cancel into the next attack
, = Link the next attack after preceding move's recovery
|> or ▷ = After landing
jc = Jump cancel
sjc = Super jump cancel
IAD = Instant Air Dash
DR = Dragon Rush
SD = Super Dash
[X] = Hold input X
]X[ = Release input X
(N) = Attack must deal N number of hits
{...}xN = Repeat ... N number of times

Midscreen Combos

Meterless

  • 2M > 5M > jc.M(2)L2H > SD > delay j.LL(2)2H > jc.LL(2)L
  • 2M > 5M > jc.M(2)L2H > SD > j.M(2)L2H > jc.LL(2)L

Basic BnB. Second one does a tiny bit more damage.

Slightly delay the j.L after SD will make the entire j.LL(2)2H > jc.LL(2)L sequence consistent across all launchers (5H, 2H, j.2H, DR).

  • ... j.LL(2) > j.214L

Anywhere meterless sliding knockdown. Though from midscreen, this gives you next to no oki, and all Supers will whiff on landing.

  • 2M > 5M > jc.M(2)L2H > forward jump SD > j.LL(2)L

Easy, low damage sideswitch.

  • 2M > 5M > jc.M(2) > delay j.L > forward jc.LL(2)2H > SD > j.L > delay j.LL(2)L

Cross under sideswitch. The delay on the first j.L is rather generous, though it's a tiny bit shorter if you start from 5LL.

It's slightly harder to pull off on Broly so practice on him as his timing also works on everybody.

  • Steep angle SD > j.L > delay j.M(1) ▷ jump j.LL(2)2H > ...

Rejump from something like a fake crossup SD.

  • 236[S], dash 5LL > 2M > 5M > jc.LL(2)2H > jc.LL(2) > j.214L

236S can only be followed up midscreen at full charge.

Metered

  • ... j.LL(2)S > j.236L

Good ender into Vanish or air Lv3.

  • 236H~delay X(1), j.236L
  • j.236H~delay X(1), j.236L

EX Lariat confirm. Can end with Supers or extend with Vanish.

Delay the EX followup to make it only hit with the tip, which does more damage.

  • ... > Vanish ▷ dash 2L > 5LL > 2M > 5M > jc.LL(2)2H > jc > j.LL(2) > j.214L
  • ... > Vanish ▷ dash 2L > 5LL > 2M > delay 5M > 214M
  • ... > Vanish ▷ dash 2L > 5LLL > SD > j.LL(1)L, airdash j.X

First one gives better damage, second one gives better oki, third one gives a bit of both.

Corner Combos

Meterless

  • 2M > 5M > 236M, delay airdash j.MS ▷ 5LL > 2M > 5S > 5H > SD > jc.LL(2)2H > jc.LL(2)S > j.214M

Simple corner combo. 236M has great corner carry so this works even at a full screen away.

j.214M is a better ender than j.214L, but at high hitstun decay it will whiff.

  • 2M > 5M > jc.M(1)S > j.236M, j.S ▷ 5LL > IAD j.LS ▷ 5L > delay 5LL > 2M > 5M > 5H > j.LL(2)2H > j.LL(2)S > j.214L

Optimal 2M starter with one rep of 5LL loops.

From 5LL starter, j.236M will whiff on small characters unless you either delay the first 5M, the first j.S, or j.236M.

  • 2M > 5M > 236M, j.DR
  • 2M > 5M > jc.M(2) > jc.M(2)S > j.236M, j.DR

Solo snapback.

  • Forward jump j.L > j.236M ▷ dash 5LL > {IAD j.LS ▷ 5L > delay 5LL}x3 > 2M > 5M > jc.M(2) > jc.M(2) > j.214L

Instant overhead conversion with 5LL loops. Builds almost 2 bars.

Metered

Assist Extensions

  • 2M > 5M > jc.M(1)S > j.236M, delay j.S ▷ 5LL > 2M > 5S > 5H > SD > j.M(2) > jc.M(2)H > Assist 1 ▷ 5LL > 2M > 5H > 214M > Assist 2, DR

Corner extensions. Works with pretty much any assist.

Sparking

  • 5LL > delay 2M > IAD j.M(1) ▷ 5LL ...

Sparking loops. Works both midscreen and in the corner.

Miscellaneous

Video Examples

Bardock Updated BnBs:

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