DBFZ/Bardock/Combos

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< DBFZ‎ | Bardock
 Bardock
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

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 [1] 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 [1] 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+ [2] 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 [2] 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 [4] 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 [2] 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 [3] 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+ [3] 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 [2] 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 [3] 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 [2] Easy Ender into air Supers.
... > Vanish ▷ dash 2L > 5LL > 2M > delay 5M > 5S > 214M 2447 (from 236L) -1 [3] Medium Optimized for okizeme.
... > Vanish ▷ dash 2L > 5LLL > SD > delay j.LL(2)2H > jc.LL(2) > j.214L 2725 (from 236L) -1 [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 [2] Easy Optimized for damage.
... > Vanish ▷ dash 2L > 5LLL > SD > j.LL(1)L, airdash j.X 2442 -1 [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 [1] 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 [1] 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 [2] 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 [3] 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 [3] 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 [3] 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 [3] 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 [3] Medium Raw 236M combo that builds around 2 bars.
2M > 5M > 236M, j.[DR] 2971 .5 [1] Very Easy Solo DR combo #1, useful for snapback.
2M > 5M > jc.M(2) > jc.M(2)S > j.236M, j.[DR] 3538 .85 [1] 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 [2] 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

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