DBFZ/Bardock/Combos: Difference between revisions

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!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
|-
| 2M > 5M > jc.M(2)L2H > SD > delay j.LL(2)2H > jc.LL(2)L || 4090 || 1.15 || All ||  || Basic BnB.
| 2M > 5M > jc.M(2)L2H > SD > j.M(2)L2H > jc.LL(2)L || 4090 || 1.15 || All ||  || Slightly delay 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).<br/>At max range, 5LL > 2M will whiff. Skip 2M and go directly to 5M instead.
|-
|-
| 2M > 5M > jc.M(2)L2H > SD > j.M(2)L2H > jc.LL(2)L || 4090 || 1.15 || All ||  || Alternate BnB.
| 2M > 5S > 5H > SD > j.LL(2)2H > jc.LL(2) > j.214L || 3798 || 1.03 || All ||  || Less damage, less meter gain, but more corner carry. Bardock does have a 5H rejump but it's not universal nor consistent.<br/>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.
|-
|-
| 5H > SD > j.LL(2)2H > jc.LL(2) > j.214L || 3455 || .9 || All ||  || Less damage, less meter gain, but more corner carry. Bardock does have a 5H rejump but it's not universal nor consistent.
| 2M > delay 5M > 5H > SD > j.LL(2)2H > jc.LL(2) > j.214L || 3978 || 1.04 || All ||  || Alternative 5H route.
|-
|-
| 2M > 5M > jc.M(2)L2H > forward jump SD > delay j.LL(2)L || 3585 || .9 || All ||  || Easy, low damage sideswitch.
| 2M > 5M > jc.M(2)L2H > forward jump SD > delay j.LL(2)L || 3585 || .9 || All ||  || Easy, low damage sideswitch.
|-
|-
| 2M > 5M > jc.M(2) > delay j.L > forward jc delay j.LL(2)2H > SD > delay j.LL(1)L || 3710 || .95 || All ||  || 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 > 2M. It's slightly harder to pull off on BRO so practice on him as his timing also works on everybody.
| 2M > 5M > jc.M(2) > delay j.L > forward jc delay j.LL(2)2H > SD > delay j.LL(2)L || 3835 || 1.05 || All ||  || 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 > 2M.<br/>It's 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+ || .6+ || All ||  || Rejump from something like a fake crossup SD.
| Steep angle SD > j.L > delay j.M(1) ▷ jump j.LL(2)2H > ... || 1915+ || .5+ || All ||  || 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 || All ||  || 236S can only be followed up midscreen at full charge.
| 236[S], dash 5LL > 2M > 5M > sjc.LL(2)2H > jc.LL(2) > j.214L || 4903 || 1.4 || All ||  || 236S can only be followed up midscreen at full charge.
|-
|-
| ... j.LL(2)S > j.236L > j.214L+M || ? || -3 || All ||  || Ender into air Supers.
| ... j.LL(2)S > j.236L > j.214L+M || ? || -3 || All ||  || Ender into air Supers.
|-
| 236H~H, j.236L || 2290 || -.5 || All ||  || EX Lariat confirm. Can end with air Supers or extend with Vanish.
|-
|-
| ... > Vanish ▷ dash 2L > 5LL > 2M > 5M > sjc.LL(2)2H > jc.LL(2) > j.214L || 2745 (from 236L) || -1, +.25 || All ||  || Optimized for damage and corner carry.
| ... > Vanish ▷ dash 2L > 5LL > 2M > 5M > sjc.LL(2)2H > jc.LL(2) > j.214L || 2745 (from 236L) || -1, +.25 || All ||  || Optimized for damage and corner carry.
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| ... > Vanish ▷ dash 2L > 5LLL > SD > j.LL(1)L, airdash j.X || 2442 (from 236L) || -1, +.3 || All ||  || Gives a bit of both, bless GO1.
| ... > Vanish ▷ dash 2L > 5LLL > SD > j.LL(1)L, airdash j.X || 2442 (from 236L) || -1, +.3 || All ||  || Gives a bit of both, bless GO1.
|-
|-
| 236H~H, j.236L > Vanish > SD > j.LL(2)2H > jc.LL(2)L || 3225 || -1.5, +.1 || All ||  || Off of Smash hit, 236X series and 236S can convert into a j.H SKD this way, sacrificing all damage and meter gain for oki.
| 236H~H, j.236L > Vanish > SD > j.LL(2)2H > jc.LL(2)L || 3225 || -1.5, +.1 || All ||  || EX Lariat confirm. Off of Smash hit, 236X series and 236S can convert into a j.H SKD this way, sacrificing all damage and meter gain for oki.
|}
|}
===Notes===
===Notes===
Slightly delay 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).
At max range, 5LL > 2M will whiff. Skip 2M and go directly to 5M instead.


==Corner Combos==
==Corner Combos==
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!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
|-
| [DR] > delay j.LL(2)2H > jc.LL(2)S > j.214M || 2949 || 1.74 || All ||  || j.214M gives better oki than j.214L, but at high hitstun decay it will whiff.
| [DR] > delay j.LL(2)2H > jc.LL(2)S > j.214M || 2979 || 1.72 || All ||  || j.214M gives better oki than j.214L, but at high hitstun decay it will whiff.
|-
|-
| 2M > 5M > jc.M(1)S > j.236M, j.S ▷ 5LL > 2M > 5M > 5H > SD > j.LL(2)2H > jc.LL(2)S > j.214L || 4790 || 1.7 || All ||  || Easy 2M BnB. From 5LL > 2M, j.236M will whiff on some characters unless you put a delay somewhere to lower their height, either the first 5M, the first j.S, or j.236M.
| 2M > 5M > jc.M(1)S > j.236M, j.S ▷ 5LL > 2M > 5M > 5H > SD > j.LL(2)2H > jc.LL(2)S > j.214L || 4790 || 1.7 || All ||  || Easy 2M BnB. From 5LL > 2M, j.236M will whiff on some characters unless you put a delay somewhere to lower their height, either the first 5M, the first j.S, or j.236M.
|-
|-
| 2M > 5M > jc.M(1)S > j.236M, j.S ▷ delay 5LL > IAD j.LS ▷ 5L > delay 5LL > 2M > 5S > 5H > SD > j.LL(2)2H > jc.LL(2) > j.214L || 4925 || 1.95 || All ||  || Higher damage and almost builds 2 bars.
| 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 || All ||  || More optimized. Slightly delay 5L after airdash j.MS to land 5LL consistently.<br/>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 || 4785 || 1.8 || All ||  || Alternate route. 236M into delay airdash j.M has great corner carry and works decently far from the corner.
| 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 || All ||  || Alternate route. 236M into delay airdash j.M has great corner carry and works decently far from the corner.
|-
|-
| 2M > 5M > 236M ▷ delay 2L > 5LL > {IAD j.LS ▷ 5L > delay 5LL}x3 > 2M > 5H > 5S > 214M || 4739 || 1.85 || All ||  || Only use this route if you value 214M oki above all else, as it does less damage and has less meter gain compared to the above combos. It's still better than cutting the combo short to end with j.S > j.214M though.
| 2M > 5M > 236M ▷ delay 2L > 5LL > {IAD j.LS ▷ 5L > delay 5LL}x3 > 2M > 5H > 5S > 214M || 4739 || 1.86 || All ||  || Only use this route if you value 214M oki above all else, as it does less damage and has less meter gain compared to the above combos. It's still better than cutting the combo short to end with j.S > j.214M though.
|-
|-
| 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 || All ||  || 236S is ''the'' best combo starter Bardock has. This entire sequence does more damage and builds more meter than one starting with 2M.
| 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 || All ||  || 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(1) > j.214L || 3425 || 2.05 || All ||  || Raw 236M combo that builds around 2 bars.
| 236M(2) ▷ 5LL > {IAD j.LS ▷ 5L > delay 5LL}x3 > 5LLL > SD > j.LL(1)2H > jc.LL(2) > j.214L || 3425 || ~2 || All ||  || Raw 236M combo that builds around 2 bars.
|-
|-
| 2M > 5M > 236M, j.[DR] || 2971 || .5 || All ||  || Solo DR combo #1, not that useful anymore.
| 2M > 5M > 236M, j.[DR] || 2971 || .5 || All ||  || Solo DR combo #1, not that useful anymore.
|-
|-
| 2M > 5M > jc.M(2) > jc.M(2) > j.236M, j.[DR] || 3413 || .75 || All ||  || Solo DR combo #2, not that useful anymore.
| 2M > 5M > jc.M(2) > jc.M(2)S > j.236M, j.[DR] || 3538 || .85 || All ||  || Solo DR combo #2, not that useful anymore.
|-
|-
| SD > j.LL(2)S > j.236M, j.LL(2)2H > jc.LL(2)S > j.214M || 2705 || 1.25 || All ||  || Raw SD conversion.
| SD > j.LL(2)S > j.236M, j.LL(2)2H > jc.LL(2)S > j.214M || 2705 || 1.25 || All ||  || Raw SD conversion.
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!  Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
|-
| 2M > 236L > Sparking! > 236[S] > ... || Anywhere || ? || ? || All ||  || Decent non-2H Sparking combo starter.
| 2M > 236L > Spark, 236[S] ... || Anywhere || ? || ? || All ||  || Decent non-2H Sparking combo starter.
|-
|-
| 5LL > delay 2M > IAD j.M(1) ▷ 5LL ... || Anywhere || ? || ? || All ||  || Bardock's signature sparking loops. Works both midscreen and in the corner.
| 5LL > delay 2M > IAD j.M(1) ▷ 5LL ... || Anywhere || ? || ? || All ||  || Bardock's signature sparking loops. Works both midscreen and in the corner.
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|}
|}
===Notes===
===Notes===
==Assist Extensions==
==Assist Extensions==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
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!  Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
|-
| 236L > Assist > 5L ... || Anywhere || ? || ? || All ||  || Neutral.
| 236L + Assist, 5L ... || Anywhere || ? || ? || All ||  || Neutral.
|-
| 2M > 5M > jc.M(2) > jc.M(2)H + Assist ▷ ... || Anywhere || ? || ? || All ||  ||
|-
|-
| 2M > 5M > jc.M > jc.MH > Assist > ... || Anywhere || ? || ? || All ||  ||  
| ... j.S > j.214M + Assist ▷ 5L > 5LL > 2M > 5H > 236L > 236L+M/236H+S/214L+M || Corner || ? || ? || All ||  || Basic Assist pickup in the corner.
|-
|-
| ... j.S > j.214M > Assist > 5L > 5LL > 2M > 5H > 236L > 236L+M/236H+S/214L+M || Corner || ? || ? || All ||  || Basic Assist pickup in the corner.
| ... j.S > j.214M > Assist ▷ [DR] > 236L > 236H+S/214L+M || Corner || ? || ? || All ||  || More useful at high hitstun decay.
|-
|-
| ... j.S > j.214M > Assist > DR > 236L > 236H+S/214L+M || Corner || ? || ? || All ||  || More useful at high hitstun decay.
| 2M > 5M > jc.M(1)S > j.236M, delay j.S ▷ 5LL > 2M > 5S > 5H > SD > j.M(2) > jc.M(2)H + A1 ▷ 5LL > 2M > 5H > 5S > 214M + A2, [DR] || Corner || ? || ? || All ||  || Extending corner BnB, works with pretty much any assists.
|}
|}
===Notes===
===Notes===
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*'''214M + Assist, 5LL > 2M > 236M ▷ 5LL > IAD j.LS > 5L > delay 5LL > 2M > 5S > 5H > SD > j.LS > j.236M, j.L
*'''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.
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==
==Video Examples==

Revision as of 08:17, 25 May 2020

Template:Notation-DBFZ

Midscreen Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.M(2)L2H > SD > j.M(2)L2H > jc.LL(2)L 4090 1.15 All Slightly delay 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).
At max range, 5LL > 2M will whiff. Skip 2M and go directly to 5M instead.
2M > 5S > 5H > SD > j.LL(2)2H > jc.LL(2) > j.214L 3798 1.03 All Less damage, less meter gain, but more corner carry. Bardock does have a 5H rejump but it's not universal nor consistent.
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 > SD > j.LL(2)2H > jc.LL(2) > j.214L 3978 1.04 All Alternative 5H route.
2M > 5M > jc.M(2)L2H > forward jump SD > delay j.LL(2)L 3585 .9 All Easy, low damage sideswitch.
2M > 5M > jc.M(2) > delay j.L > forward jc delay j.LL(2)2H > SD > delay j.LL(2)L 3835 1.05 All 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 > 2M.
It's 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+ All 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 All 236S can only be followed up midscreen at full charge.
... j.LL(2)S > j.236L > j.214L+M ? -3 All Ender into air Supers.
... > Vanish ▷ dash 2L > 5LL > 2M > 5M > sjc.LL(2)2H > jc.LL(2) > j.214L 2745 (from 236L) -1, +.25 All Optimized for damage and corner carry.
... > Vanish ▷ dash 2L > 5LL > 2M > delay 5M > 5S > 214M 2447 (from 236L) -1, +.2 All Optimized for okizeme.
... > Vanish ▷ dash 2L > 5LLL > SD > j.LL(1)L, airdash j.X 2442 (from 236L) -1, +.3 All Gives a bit of both, bless GO1.
236H~H, j.236L > Vanish > SD > j.LL(2)2H > jc.LL(2)L 3225 -1.5, +.1 All EX Lariat confirm. Off of Smash hit, 236X series and 236S can convert into a j.H SKD this way, sacrificing all damage and meter gain for oki.

Notes

Corner Combos

Combo Damage Meter Gain Works on: Difficulty Notes
[DR] > delay j.LL(2)2H > jc.LL(2)S > j.214M 2979 1.72 All j.214M gives better oki than j.214L, but at high hitstun decay it will whiff.
2M > 5M > jc.M(1)S > j.236M, j.S ▷ 5LL > 2M > 5M > 5H > SD > j.LL(2)2H > jc.LL(2)S > j.214L 4790 1.7 All Easy 2M BnB. From 5LL > 2M, j.236M will whiff on some characters unless you put a delay somewhere to lower their height, either the first 5M, the first j.S, 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 All 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 All Alternate route. 236M into delay airdash j.M has great corner carry and works decently far from the corner.
2M > 5M > 236M ▷ delay 2L > 5LL > {IAD j.LS ▷ 5L > delay 5LL}x3 > 2M > 5H > 5S > 214M 4739 1.86 All Only use this route if you value 214M oki above all else, as it does less damage and has less meter gain compared to the above combos. It's still better than cutting the combo short to end with j.S > j.214M though.
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 All 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 All Raw 236M combo that builds around 2 bars.
2M > 5M > 236M, j.[DR] 2971 .5 All Solo DR combo #1, not that useful anymore.
2M > 5M > jc.M(2) > jc.M(2)S > j.236M, j.[DR] 3538 .85 All Solo DR combo #2, not that useful anymore.
SD > j.LL(2)S > j.236M, j.LL(2)2H > jc.LL(2)S > j.214M 2705 1.25 All Raw SD conversion.

Notes

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 236L > Spark, 236[S] ... Anywhere ? ? All Decent non-2H Sparking combo starter.
5LL > delay 2M > IAD j.M(1) ▷ 5LL ... Anywhere ? ? All Bardock's signature sparking loops. Works both midscreen and in the corner.
5LL > 2M > 5H > IAD j.M(1) ▷ 5LL ... Corner ? ? All Corner version of the Sparking loops.

Notes

Assist Extensions

Combo Position Damage Meter Gain Works on: Difficulty Notes
236L + Assist, 5L ... Anywhere ? ? All Neutral.
2M > 5M > jc.M(2) > jc.M(2)H + Assist ▷ ... Anywhere ? ? All
... j.S > j.214M + Assist ▷ 5L > 5LL > 2M > 5H > 236L > 236L+M/236H+S/214L+M Corner ? ? All Basic Assist pickup in the corner.
... j.S > j.214M > Assist ▷ [DR] > 236L > 236H+S/214L+M Corner ? ? All More useful at high hitstun decay.
2M > 5M > jc.M(1)S > j.236M, delay j.S ▷ 5LL > 2M > 5S > 5H > SD > j.M(2) > jc.M(2)H + A1 ▷ 5LL > 2M > 5H > 5S > 214M + A2, [DR] Corner ? ? All Extending corner BnB, works with pretty much any assists.

Notes

Miscellaneous

  • 5LL > IAD j.LM(1) ▷ jump j.LL(2)2H > SD ...

Sacrifices damage for slightly more corner carry.

  • 5LLL, super jump j.L ...

Corner link.

  • 2M > 5S > 5H > delay SD > airdash j.M(1)L ▷ jump j.LL(2)2H > jc.LL(2) > j.214L

Rejump. Buffering dash jump will make it easier but cause a sides switch in midscreen, defeating the entire purpose of doing a rejump...

  • 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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