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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen Combos
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
2M > 5M > jc.M(2)L2H > SD > j.M(2)L2H > jc.LL(2)L | 4090 | 1.15 | Very Easy | Basic BnB. At max range, 5LL > 2M will whiff. Skip 2M and go directly to 5M instead. |
2M > 5M > jc.M(2)L2H > SD > delay j.LL(2)2H > jc.LL(2)L | 4090 | 1.15 | Very Easy | Alternative route. Delaying the j.L after SD makes the entire j.LL(2)2H > jc.LL(2)L sequence consistent across all launchers (5LLL, 2H, j.2H, DR). |
5LL > IAD j.LM(1) ▷ jump j.LL(2)2H > SD ... | 2260+ | 0.6+ | Easy | Doing this will give you slightly more corner carry at the cost of damage, but only pre-U Smash. Post-U Smash (like in Vanish combos), it'll result in both less corner carry and damage. |
2M > delay 5M > 5H > SD > j.LL(2)2H > jc.LL(2) > j.214L | 3978 | 1.04 | Easy | Less damage, less meter gain, but more corner carry. j.214L is an anywhere meterless sliding knockdown. Though at midscreen, this gives you next to no oki, and all Supers will whiff upon landing. |
2M > delay 5M > 5H > delay SD > airdash j.M(1)L ▷ dash jump j.LL(2)2H > jc.LL(2) > j.214L | 4147 | 1.19 | Hard | Rejump combo with buffered dash jump. There's an 1F window to delay the SD (it has to hit as late as possible) and make this entire sequence work while still staying same side. It's a 2F window if you do dash jump j.L > delay j.LL instead, but this will switch sides, defeating the purpose of doing rejump. |
2M > 5M > jc.M(2)L2H > forward jump SD > j.M(2)H | 3465 | .8 | Easy | Easy, low damage sideswitch. |
2M > 5M > jc.M(2) > delay j.L > forward jc delay j.LL(2)2H > SD > j.M(2)H | 3740 | 1.01 | Medium | Cross under sideswitch. The delay on the first j.L is rather generous, though it's a bit shorter if you start from 5LL > 2M. This is slightly harder to pull off on BRO 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 > ... | 1915+ | .5+ | Medium | Rejump from something like a fake crossup SD. |
236[S], dash 5LL > 2M > 5M > sjc.LL(2)2H > jc.LL(2) > j.214L | 4903 | 1.4 | Easy | 236S can only be followed up midscreen at full charge. |
2M > 5M > j.M(2) > j.236M > IAD j.M(1) > 665LL2M5M > jc.LL(2)2H > jc.LL(2) > 214L | 4700 | ~1.55 | Medium | The j.M after the j.236M should barely hit, with having the first swing whiff. Don't delay the airdash or the j.M You want to dash deep in after to get the LL to connect. |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
... j.LL(2)S > j.236L > j.214L+M | -3 | Easy | Ender into air Supers. | |
... > Vanish ▷ dash 2L > 5LL > 2M > delay 5M > 5S > 214M | 2447 (from 236L) | -1 | Medium | Optimized for okizeme. |
... > Vanish ▷ dash 2L > 5LLL > SD > delay j.LL(2)2H > jc.LL(2) > j.214L | 2725 (from 236L) | -1 | Very Easy | Optimized for corner carry. |
... > Vanish ▷ dash 2L > 5LL > 2M > 5M > sjc.LL(2)2H > jc.LL(2) > j.214L | 2745 (from 236L) | -1 | Easy | Optimized for damage. |
... > Vanish ▷ dash 2L > 5LLL > SD > j.LL(1)L, airdash j.X | 2442 | -1 | Very Easy | Give a bit of everything, soft knockdown oki. |
236H~H, j.236L > Vanish > SD > j.LL(2)2H > jc.LL(2)L | 3225 | -1.5 | Very Easy | EX Lariat confirm. Off of Smash hit, 236X series and 236S can convert into a j.H SKD this way. |
Corner Combos
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
[DR] > delay j.LL(2)2H > jc.LL(2)S > j.214M | 2979 | ~1.72 | Very Easy | j.214M gives way better oki than j.214L, but will whiff at high hitstun decay. |
2M > 5M > jc.M(1)S > j.236M, delay j.S ▷ 5LL > 2M > 5M > 5H > SD > j.LL(2)2H > jc.LL(2)S > j.214L | 4790 | 1.7 | Easy | Easy 2M BnB. From 5LL > 2M, j.236M will whiff on some characters unless you delay something to lower their height, typically either the first 5M or j.236M. |
2M > 5M > jc.M(1)S > j.236M, delay airdash j.MS ▷ delay 5LL > IAD j.LS ▷ 5L > delay 5LL > 2M > 5S > 5H > SD > j.LL(2)2H > jc.LL(2) > j.214L | 5000 | ~2.03 | Medium | More optimized. Slightly delay 5L after airdash j.MS to land 5LL consistently. Airdashing makes Ki gain inconsistent, however this route will always build over 2 bars. |
2M > 5M > 236M, delay airdash j.MS ▷ delay 5LL > IAD j.LS ▷ 5L > delay 5LL > 2M > delay 5M > 5S > 5H > SD > jc.M(2)2H > jc.LL(2)S > j.214L | 4985 | 1.94 | Medium | Alternate route. 236M into delay airdash j.M has great corner carry and works decently far from the corner. |
2M > 5M > 236M, delay j.S ▷ 5LL > {IAD j.LS ▷ 5L > delay 5LL}x3 > 2M > 5H > 5S > 214M | 4799 | ~1.83 | Medium | Maximizing damage and meter gain before 214M oki. Much better than cutting the combo short to end with j.S > j.214M. |
236S, 5LL > {IAD j.LS ▷ 5L > delay 5LL}x2 > 2M > 5M > 5H > SD > j.LL(2)2H > jc.LL(2) > j.214L | 5157 | 2.15 | Medium | 236S is the best combo starter Bardock has. This entire sequence does more damage and builds more meter than one starting with 2M. |
236M(2) ▷ 5LL > {IAD j.LS ▷ 5L > delay 5LL}x3 > 5LLL > SD > j.LL(1)2H > jc.LL(2) > j.214L | 3425 | ~2 | Medium | Raw 236M combo that builds around 2 bars. |
2M > 5M > 236M, j.[DR] | 2971 | .5 | Very Easy | Solo DR combo #1, useful for snapback. |
2M > 5M > jc.M(2) > jc.M(2)S > j.236M, j.[DR] | 3538 | .85 | Very Easy | Solo DR combo #2. |
SD > j.LL(2)S > j.236M, j.LL(2)2H > jc.LL(2)S > j.214M | 2705 | 1.25 | Easy | Raw SD conversion. |
Sparking
Combo | Position | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|---|
2M > 236L > Spark, 236[S] ... | Anywhere | ? | ? | Decent non-2H Sparking combo starter. | |
5LL > delay 2M > IAD j.M(1) ▷ 5LL ... | Anywhere | ? | ? | Bardock's signature sparking loops. Works both midscreen and in the corner. | |
5LL > 2M > 5H > IAD j.M(1) ▷ 5LL ... | Corner | ? | ? | Corner version of the Sparking loops. |
Assist Extensions
Combo | Position | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|---|
236L + Assist, 5L ... | Anywhere | ? | ? | Neutral. | |
2M > 5M > jc.M(2) > jc.M(2)H + Assist ▷ ... | Anywhere | ? | ? | ||
... j.S > j.214M + Assist ▷ 5L > 5LL > 2M > 5H > 236L > 236L+M/236H+S/214L+M | Corner | ? | ? | Basic Assist pickup in the corner. | |
... j.S > j.214M > Assist ▷ [DR] > 236L > 236H+S/214L+M | Corner | ? | ? | More useful at high hitstun decay. |
Miscellaneous
- 5LLL, super jump j.L ...
Corner link.
- 214M + Assist, 5LL > 2M > 236M ▷ 5LL > IAD j.LS > 5L > delay 5LL > 2M > 5S > 5H > SD > j.LS > j.236M, j.L
Extending raw 214M into falling j.L safe jump.
- 214M + Assist, 5LL > {IAD j.LS > 5L > delay 5LL}x3 > 2M > 5M > 236M, j.[DR]
Raw 214M into SKD.
Video Examples
