DBFZ/Bardock/Strategy and BBTag/Yosuke Hanamura/Combos: Difference between pages

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==General Tactics==
==Combo List==
Bardock can be described quite simply as a character that plays the game very well. Dragon Ball FighterZ is a game about rushdown and pressure, and Bardock is one of the best in the game at both of those tasks. He is blessed with exceptional normals, which leads to his strong stagger pressure. His 236L is a very strong neutral tool, and allows him a free in when covered by an assist. His only real shortcoming is that he has poor solo mix-ups. Your main goal with Bardock is to force your way in, keep the opponent blocking until they crack, and punish them hard for it.


==Team positioning==
===Midscreen===
Bardock's mobility and pressure make him usable in any team position. However, most players place him on point.


===Point===
=====Solo=====
Bardock's 236L makes if very easy to put the opponent in blockstun, which can be converted into pressure if you call a lockdown assist behind it. Bardock's pressure also includes tons of corner carry if 214M is used with a well-timed assist call so that he remains plus on block. Bardock likes lockdown assists, fast strike assists, or neutral assists like beams. Lockdown assists give him access to some mean mixups, and strike/beam assists allow for the liberal usage of 236L in neutral.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| 1
| 4A/5A(3) > 5BBB > 236B.BB.BB.BB~A || Any || 5606 / 6705 || <span style="color:lightblue">[1] Very Easy</span> || Both versions of Yosuke's BNB combo. 4A is faster but deals less damage.
|-
| 2
| 4AAA > 5A(3) > 5BB.dlB > 236B.BB.BB.BB~A || Any || 5242 || <span style="color:blue">[2] Easy</span> || Yosuke's bread and butter from 4AAA. Unless you want to be stylish, there isn't much of a reason to go the low damage route.
|-
| -
| 2A > 5A(3) > 5BBB > 236B.BB.BB.BB~A || Any || 5439 || <span style="color:lightblue">[1] Very Easy</span> || Yosuke's most basic combo from 2A.
|-
| _
| 2A > 5A(3) > 5BBB > 236B > (land cancel) > 5BB.dlB > 236B.BB.BB.BB~A || Any || 5936 || <span style="color:blue">[2] Easy</span> || Yosuke's most basic damaging combo from 2A.
|-
| _
| 5A(3) > 5BBB > 236B.dlBB > 5A(3) > jc > j.AA > J.2A > j.236B.BB.BB.BB~A || Any || 7195 || <span style="color:green">[3] Intermediate</span> || Moderate damaging combo that ends with aerial Moonsault.
|-
| _
| 2B > (jc > j.AA)*2 > j.2A > 236BB.BB.BB~A || Any || 4873 || <span style="color:blue">[2] Easy</span> || Your go-to anti-air combo. You can also use 5A(3) as a decent anti-air and use this string for 520 more damage.
|-
| _
| j.C > 236B~BBBA || Any || 5082 || <span style="color:lightblue">[1] Very Easy</span> || Yosuke's basic mixup combo.
|-
| _
| j.C > 236B.dlBB > 5AA(4) > 2C > 236B.BB.BB.BB~A || Any || 5910 || <span style="color:green">[3] Intermediate</span> || An advanced version of the previous combo that requires delaying Moonsault.
|-
| _
| Throw > 5A(3) > 5BBB > 236B.BB.BB.BB~A || Any || 5286 || <span style="color:lightblue">[1] Very Easy</span> ||
|-
| _
| 5A(3) > 5BBB > 236B > (land cancel) > 5BB.dlB > 236B.BB.BB.BB~A || Any || 7438 || <span style="color:green">[3] Intermediate</span> || Yosuke's meterless and moderate damage combo. Requires a delay for the 2nd Tentarafoo.
|-
| _
| 5A(3) > 5BBB > 236C > (land cancel) > 236B.dlBB > 5A(2) > 2C > 236B.BB.BB.BB~A || Any || 7579 / 7754 || <span style="color:red">[4] Hard</span> || Single meter combo that consists of land cancelling. For more damage, do not use 5A(2), and you have to delay the Moonsault slightly more.
|-
| _
| 5A(3) > 5BBB > 236C > 6A(3) > 5BB.dlB > 236B.BB.BB.BB~A  || Any || 7946 || <span style="color:green">[3] Intermediate</span> ||
|-
| _
| '''CH''' 2C > 236B.dlBB > 5AA(4) > 2C > 236B.BB.BB.BB~A || Any || 6607 || <span style="color:green">[3] Intermediate</span> || One of Yosuke's 2C starters without resources.
|-
| _
| '''CH''' 2C > (236B.dlBB > 2C)*3 > 236B.BB.BB.BB~A  || Any || 7291 || <span style="color:red">[4] Hard</span> || Starts the same as the previous combo, but it uses 2C Dash Spring loops. Reward is high, but so is the risk of dropping the combo.
|-
| _
| '''CH''' 2B > 5AA(4) > 5BB.dlB > 236B.BB.BB.BB~A || Any || 6217 || <span style="color:green">[3] Intermediate</span> || Basic counter-hit anti-air combo.
|-
| _
| 5A(3) > 5BBB > 236B.dlBB > 5AA(4) > 2C > 214BC || Any || 8178 || <span style="color:green">[3] Intermediate</span> || Standard Moonsault delay combo with a super ender.
|-
| 5A(3) > 5BBB > 236B.dlBB > 5A(3) > jc > j.AA > j.2A > j.214BC || Any || 8367 || <span style="color:green">[3] Intermediate</span> || Begins the same as the previous combo, but is used as an air super ender.
|-
|}


===Mid===
=====With Assists=====
Bardock's A assist is surprisingly strong; almost everyone in the game can extend combos with it, and it has a surprising amount of blockstun while leaving your opponent grounded on hit. Think of it as a Yamcha assist that trades having multiple hits for greater horizontal range. His B assist is a completely different beast. It tracks, is +46, and has hella hitstun too. Most characters can use Bardock's B assist to convert Ki Blasts from anywhere and get mixups. Both assists can setup easy Dragon Rush enders. This makes Bardock not only a strong character on point, but a great contributor to your team at mid position.
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===Anchor===
===Corner===
Sparking Blast is your only real way to get mixups. Otherwise, you're going to be relying heavily on 236H and your Ki Blasts to try to play around your opponent's assists, which is not a position you want to be in.


===Picking Teammates===
=====Solo=====
The first thing to note when composing a team with Bardock is that almost everybody can extend combos and augment their pressure with Bardock's assist. Bardock will contribute to your team even when not on point, so you don't have to worry about certain shells benefitting Bardock: Bardock helps almost everybody, so if they help Bardock, you have a playable shell.  
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| _
| 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA || Any || 7438 || <span style="color:orange">[3] Normal </span> || Yosuke's most damaging solo corner combo. In order for the second 5B to land after 236B, Yosuke must cancel his landing lag from 236B [https://www.youtube.com/watch?v=safZosYI5iw using Moonsault(~B) before he lands to the ground]
|-
| _
| 4A > 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA || Any || 6112 || <span style="color:orange">[3] Normal </span>  || Same variation to the combo above, with the only difference being it starts with 4A.
|-
| _
| 2A > 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA || Any || 5932 || <span style="color:orange">[3] Normal </span>  || Same variation to the combo above, with the only difference being it starts with 2A.
|}
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'''Cell''' has excellent synergy with Bardock. Cell's A assist allows Bardock to extend blockstrings and gives him a neutral assist. Cell benefits from Bardock assist in many ways, not the least being dragon rush and command grab extensions in the corner.
=====With Assists=====
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'''SSJ Vegeta''' can extend pressure for Bardock with his A assist, enable very high damage extensions, and help Bardock control neutral.
==Combo Theory==
Big thanks to [https://twitter.com/Pssychh Pssychh] for finding out the double Tentarafoo in Yosuke's combos among other things. Also thanks to [https://twitter.com/Chandela_DFF Chandela] for finding the basic bread and butter combos Yosuke has.
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'''Kid Buu''' is another very strong teammate for Bardock. The blockstun inflicted by Kid Buu's A assist is the highest in the game, which allows Bardock complete freedom to mix his opponent up.
==Video Examples==
Yosuke combos in version 2.0 by Meno
{{#ev:youtube|3zWQnL_y3jM}}


'''Any beam assist''' is good for Bardock. These assists, on top of enabling very flexible combo extensions, complement Bardock's mobility and ability to put the opponent in blockstun. Jump-height 236L, combined with a slightly delayed beam assist call, controls a ridiculous amount of space and leaves Bardock at plus frames if any of the attacks are blocked.
[https://www.youtube.com/watch?v=safZosYI5iw Yosuke's Late Cancel Moonsault]
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'''Trunks''' and '''GT Goku''' have assists that are both fast enough to be used after 236L in neutral and cover the air, forcing the opponent back to the ground where Bardock can effectively and efficiently force them to guess.
==External Documents and References==
 
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==Blockstrings==
*'''2L/5L > 2LL/5LL > 2M > 5M > 5H > 2H > 214L/M > assist
You can easily get a self-sustaining blockstring going if you slightly delay the 2H.
 
Video example of some assist blockstrings:
{{#ev:youtube|pSXd4mJyyBA}}
 
==Okizeme==
Bardock's post level 3 oki has been heavily nerfed since the glory days. The best you get now is a dash jump j.H, but your opponent can 2H you midscreen. You can, however, easily bait Sparking Blast with '''whiff 236L > backdash > 236L > vanish''', so keep that in mind.
 
==Tips and Tricks==
Bardock is blessed with really easy fuzzy guard setups in the corner. After a Dragon Rush, the string is '''j.M > j.L > jc > j.L > j.S > j.236M'''. The j.236M causes a ground bounce that's really easy to combo after and the setup works against the whole cast.
 
==Fighting Bardock==
Bardock has two cruxes, having assists necessary to back him, and needing opportunity to generate mixups. You must work around either of these. First option is to snap Bardock out of the field, and deal with his allies, diminishing or straight up removing his assists to support him by any means necessary. Second options is to mentally outplay the opposing Bardock, and hit as hard as possible when you are given the interval to do so. TL;DR Take away Bardock's allies, or eliminate him quickly to prevent collateral damage to your team.
 
Or, if all else fails, follow this simple advice:
 
"just don't get hit" - Anonymous


==Navigation==
==Navigation==
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[[Category:Dragon Ball FighterZ]]
[[Category:BlazBlue Cross Tag Battle]]
[[Category:Bardock]]
[[Category:Yosuke Hanamura]]

Revision as of 00:05, 8 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Combo Notation Guide
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+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List

Midscreen

Solo
# Combo Position Damage Difficulty Notes
1 4A/5A(3) > 5BBB > 236B.BB.BB.BB~A Any 5606 / 6705 [1] Very Easy Both versions of Yosuke's BNB combo. 4A is faster but deals less damage.
2 4AAA > 5A(3) > 5BB.dlB > 236B.BB.BB.BB~A Any 5242 [2] Easy Yosuke's bread and butter from 4AAA. Unless you want to be stylish, there isn't much of a reason to go the low damage route.
- 2A > 5A(3) > 5BBB > 236B.BB.BB.BB~A Any 5439 [1] Very Easy Yosuke's most basic combo from 2A.
_ 2A > 5A(3) > 5BBB > 236B > (land cancel) > 5BB.dlB > 236B.BB.BB.BB~A Any 5936 [2] Easy Yosuke's most basic damaging combo from 2A.
_ 5A(3) > 5BBB > 236B.dlBB > 5A(3) > jc > j.AA > J.2A > j.236B.BB.BB.BB~A Any 7195 [3] Intermediate Moderate damaging combo that ends with aerial Moonsault.
_ 2B > (jc > j.AA)*2 > j.2A > 236BB.BB.BB~A Any 4873 [2] Easy Your go-to anti-air combo. You can also use 5A(3) as a decent anti-air and use this string for 520 more damage.
_ j.C > 236B~BBBA Any 5082 [1] Very Easy Yosuke's basic mixup combo.
_ j.C > 236B.dlBB > 5AA(4) > 2C > 236B.BB.BB.BB~A Any 5910 [3] Intermediate An advanced version of the previous combo that requires delaying Moonsault.
_ Throw > 5A(3) > 5BBB > 236B.BB.BB.BB~A Any 5286 [1] Very Easy
_ 5A(3) > 5BBB > 236B > (land cancel) > 5BB.dlB > 236B.BB.BB.BB~A Any 7438 [3] Intermediate Yosuke's meterless and moderate damage combo. Requires a delay for the 2nd Tentarafoo.
_ 5A(3) > 5BBB > 236C > (land cancel) > 236B.dlBB > 5A(2) > 2C > 236B.BB.BB.BB~A Any 7579 / 7754 [4] Hard Single meter combo that consists of land cancelling. For more damage, do not use 5A(2), and you have to delay the Moonsault slightly more.
_ 5A(3) > 5BBB > 236C > 6A(3) > 5BB.dlB > 236B.BB.BB.BB~A Any 7946 [3] Intermediate
_ CH 2C > 236B.dlBB > 5AA(4) > 2C > 236B.BB.BB.BB~A Any 6607 [3] Intermediate One of Yosuke's 2C starters without resources.
_ CH 2C > (236B.dlBB > 2C)*3 > 236B.BB.BB.BB~A Any 7291 [4] Hard Starts the same as the previous combo, but it uses 2C Dash Spring loops. Reward is high, but so is the risk of dropping the combo.
_ CH 2B > 5AA(4) > 5BB.dlB > 236B.BB.BB.BB~A Any 6217 [3] Intermediate Basic counter-hit anti-air combo.
_ 5A(3) > 5BBB > 236B.dlBB > 5AA(4) > 2C > 214BC Any 8178 [3] Intermediate Standard Moonsault delay combo with a super ender.
5A(3) > 5BBB > 236B.dlBB > 5A(3) > jc > j.AA > j.2A > j.214BC Any 8367 [3] Intermediate Begins the same as the previous combo, but is used as an air super ender.
With Assists


Corner

Solo
# Combo Position Damage Difficulty Notes
_ 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA Any 7438 [3] Normal Yosuke's most damaging solo corner combo. In order for the second 5B to land after 236B, Yosuke must cancel his landing lag from 236B using Moonsault(~B) before he lands to the ground
_ 4A > 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA Any 6112 [3] Normal Same variation to the combo above, with the only difference being it starts with 4A.
_ 2A > 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA Any 5932 [3] Normal Same variation to the combo above, with the only difference being it starts with 2A.


With Assists


Combo Theory

Big thanks to Pssychh for finding out the double Tentarafoo in Yosuke's combos among other things. Also thanks to Chandela for finding the basic bread and butter combos Yosuke has.

Video Examples

Yosuke combos in version 2.0 by Meno

Yosuke's Late Cancel Moonsault

External Documents and References


Navigation