Combo Descriptions: (00:00) An introductory combo that encompasses most of the extension options showcased in this video. (00:26) 2L>5L>5LL starter, anywhere: To show a couple of rejump options - from j.236M with smash and after a 236M without smash. In order to rejump after a non-cinematic 236M *midscreen*, there needs to be forward momentum before 236M, which is provided by 5M in this case. (00:41) SD starter, anywhere: To show an older rejump option (5LL>air dash j.L>j.S), which can still be useful sometimes. (00:57) 2L>5L>5LL starter, corner: A basic combo in the corner. You need to get use to landing from j.M(1) and the timing of 236M right after, but overall it is very lenient. (01:12) 236L>Vanish starter, anywhere: To show how you can rejump after 236M with momentum, this time with a dash before 236M. This allows you to retain corner position, if needed. (01:23) 5S>236HH starter, back against corner: To show an extension after 236HH from full-screen separation, leading into 236M loop in the corner. (01:38) 5S>236HH starter, elsewhere: To show an extension after 236HH from full-screen separation. Without the corner, the combo after needs to be a bit simpler or extended likewise with a whiffed Vanish (works on about 1/3 of the characters). (01:52) 2M>5M>5S>5H starter, corner: 5S pushes the target higher up, allowing 5H to be meaty enough on smash to allow for a 5L link after. (02:11) Link a move after a one-hit Saiyan Spirit: Saiyan Spirit would hit twice if close enough AND when Bardock and the target do not have much difference in elevation. Some separation or difference in elevation would result in one hit, in which case Bardock would recover in time to link a quick move. (02:35) 5L>5M>j.M(1)>j.H>j.S>5L starter: To show a starter that works on only a few very tall characters, also feasible if started from 2L>5L. Also used is a j.H-5L link after crossing over from a super jump air dash. When doing a non-cinematic 236M from some distance, only one hit would connect juggle height can be minimized, after which Bardock can do j.M(1)>j.S and land into 5L for a ground sequence. (02:50) Super jump air dash j.H-5L link, side switches, and meaty non-cinematic 236M. (03:07) 5M>236L>Spark starter, midscreen: Bardock's regular sparking combos are already well known, and ironically there isn't much interesting sparking routes for now. This one plays with the momentum after 5M and cross-under with j.H in the air for side-switches. Ended with Lv.1+Lv.3, which is feasible during limit break. (03:36) A FULL combo that uses only the L button to summon Shenron. (03:54) A combo for fun with a lot of side-switches. The reverse 2M>5H sequence seems to work only on ZBroly from that particular location. (04:16) Dramatic Finish without sparking.
I didn't even watch it all. I just saw one combo, saw ur detailed description, and instantly liked just because of the genuine high level execution and dedication spent on this.
bardock might be the most juiced character in terms of actually being fun to play. sleeper combo routes into bombos. always felt it was weird 236M did nothing but give you a corner extension once per combo.
The best part of these kinds of videos is that it motivates you to play the character just to pull off these sick ass combos, Optimal combos? Nah, stylish combos better
i genuinely wanted to quit this game after the update but seeing your combos on twitter motivate me to give it another shot. thank you for the inspirarion
This update made me pick the game back up. I REALLY enjoy how everything you felt should work in a combos, does now. Everybody was buffed, everybody has sauce, and everybody is usable. The game's still a 2 touch game as well so that didnt drastically change.
@@tnovuhI'd argue it's a 1.5 touch game since every character has access to an easy ToD now lol. It's really fun tho. I see a lot of different teams online. Just need that rollback update
All I can hear while watching these combos is Yipes yelling "OMG, and he gets enough for the level 3? That's OD... WOOOOWWWW ok Bardock I see you... 100% stolen"
Very cool. I really hope you make another Kid Buu video. It's the final update and you're the gold standard barometer for combos. What's the likelihood? :)
@@yoScott53 You see the part where he does 236M from a bit away from the corner, such that only one hit of 236M connects a bit late? That gives him more frame advantage afterward, which makes it possible for him to continue a ground combo than having to jump back into the air after landing.