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 | 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 | All | Alternative route. 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). | |
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.