2M5M > jM(2)L2H xx SD > jM(2)L2H > jLL(2) xx 214M
○ 4150 damage; hard knockdown
DR > jLL(2)2H > jLL(2) xx 214M
○ 2904 damage; hard knockdown
2M5M > jM(2) > jMS xx 236M > 2L5LL2M5M5H xx SD > jLL(2)2H > jLL(2)S xx 214H
○ 4921 damage; hard knockdown
○ Substitute jLL(2)S xx 214H ender with jLL(2) xx 214M (4831 damage; soft knockdown)
- 2M5M xx 236M > 5LL2M5M5H xx SD > jLL(2)2H > jLL(2)S xx 214H
○ 4664 damage; hard knockdown
○ Substitute jLL(2)S xx 214H ender with jLL(2) xx 214M (4574 damage; soft knockdown)
- 236M on block has access to a great high/low mixup opportunity, which requires the opponent to be locked down with assists to get the most consistency out of it. It is inconsistent without assists otherwise since a blocked 236M is punishable with a jL attack on follow-up.
- Level 3 super can be followed up with 236M for a good high/low oki.
- TK “ground” 236M has some use for jump install traits (tech from older ASW games that gives you super jump properties)… which can autocorrect your air normals when crossing over opponents following 236M. Keep in mind that 236M is jL punishable, so use assists when necessary.
- 236S is +4 on block for both charged and non-charged variations.
- Bardock is able to link Sparking Blast after a DHC (Cell’s 236LM [only upon super “cancel”, not raw] starter for example)
- Bardock guide by Indie Turtle
- Meaty 236H+S can be followed up with a 5L in the ground if setup correctly. One setup is a ground/air 2H, where a jM canceled to a backwards double jump jH into 236H+S, which is the perfect spacing for a meaty 236H+S (ex: 2H xx SD > jLL(2) > 7H > 236H+S > 5L…)
Will add more stuff momentarily.