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Dan-Ku-Ga/Barts

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Fighting Style:
"Mixed Martial Arts"

Introduction

Hang in there Sara! I swear I'll put a smile back on your face!

A biker who needs the prize money for his girlfriend's unspecified operation. Good guy Barts. In-game he's the Guile function of sorts (powerful charge fireball, flashkick AA, great set of normals including a sobat) though it isn't quite that simple due to his crazy mobility and sucky "flashkick". GO AHED

Strengths Weaknesses
  • Awesome ground normals
  • Strong projectile
  • Highly mobile thanks to Rolling Smash and LP Thunder Knuckle
  • Thunder Knuckle is really dumb in general - safe on block, free knockdown for most combos
  • Weak or situational anti-airs
  • Weak reversal game - flash kick can be crouched and often trades
  • Lots of moves vulnerable to low profiles (including flash kick lol)


Stats

Forward walk speed Backward walk speed Prejump Jump length Backdash length Backdash distance Defense Stun
3.000000 2.250000 4 frames 35 frames 1-11 invulnerable, 12-15 vulnerable 80px 4032 512


Normals

Standing

5LP
DKG barts 5LP.png
close is identical
close is identical
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 1 5 4 +4 +2 HL Y - Reset

Good mashable jab, you can connect 3-5 of these at close range. His arm is invulnerable. Prone to getting low-profiled, but it serves as an easy anti-air since 2 jabs will knock down. This is especially useful vs Gekkou tatsu since it can be ambiguously safe.
Crouched by Gekkou, Wulong, Lihua, Liza, Marco.

5MP
DKG barts 5MP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 32 5 4 9 +5 +3 HL N - Reset

Similar to a slower 5LP with more range, it's harder to low profile. It's totally disjointed and slightly faster than 5MK. All this makes for a good poke you can throw out often, or sometimes a far anti-air.
Crouched by Wulong and Liza.

n.5MP
DKG barts nMP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
11* 32 3 8 7 +3 +1 HL Y - Reset

A hook punch with a higher hitbox than 5LP. This is outclassed by n.5HP, which has only 1 more frame of startup and is much better at everything else.
Crouched by everyone but Barts (crouch blocking), Boggy, and Gonzales.
Max activation range is 66px

5HP
DKG barts 5HP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
15 128 6 8 14 ±0 -2 HL N - Reset

Average heavy poke, it tends to trade. It has slightly more range than 5MP though.
Crouched by Gekkou, Wulong, Lihua, Liza, Marco.

n.5HP
DKG barts nHP 1.png
DKG barts nHP 2.png
DKG barts nHP 3.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128/128/64 4 1/1/8 15 -3 -5 HL Y/N/N - Reset

An uppercut that makes a good anti-air. The first two active frames reach just in front of you, so use it a little early.
You can cancel this for big damage, including into [2]8HP, which allows for further followups. It's unsafe on block otherwise, so be aware.
Crouched by Wulong and Liza.
Max activation range is 72px

5LK
DKG barts 5LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 4 3 5 +5 +3 HL Y - Reset

Solid poke that hits at the ground level, good substitute for a jab if you’re worried about low profiling. Its horizontal range is slightly shorter than 5LP.

n.5LK
DKG barts nLK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 2 4 6 +3 +1 HL N - Reset

A kick to the face with a crazy hitbox that prevents it from being crouched, despite appearances. Since it's fast and he pulls back significantly, this works as a reliable, low-reward anti-air.
Max activation range is 67px

5MK
DKG barts 5MK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 64 5 8 7 +3 +1 HL N - Reset

Premiere poke with great range, comparable to most sweeps. Some characters can’t outrange it without committing to a command normal or sweep. The only downside it it's somewhat easy to counterpoke, but then you can start sweeping them for trying.

n.5MK
DKG barts nMK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
11 32 3 4 8 +6 +4 HL Y - Reset

A quick knee to the chest, this is your best close button. It can’t be crouched, you can link into and out of it, and it OSes with throw.
Max activation range is 82px

5HK
DKG barts 5HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128 6 8 14 ±0 -2 HL N - Reset

A high kick that looks like an anti-air, but tends to trade or lose outright. Stick to 5MP or air-to-airs at this range.

n.5HK
DKG barts nHK 1.png
DKG barts nHK 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
5+6(8) 128+32 4 2+10 14 -4/-2 -6/-4 HL/HL Y/N - Reset (x2)

Barts stretches his leg, hitting twice. The first hit can be canceled, and the second hit is a very active anti-air. Generally outclassed by n.5HP, which has notably more range.
Second hit whiffs on crouching Gekkou, Wulong, Lihua, Liza, J. McCoy, Marco.
Max activation range is 74px

Back Elbow
6HP
DKG barts 6HP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128 8 6 17 +8 -3 HL N - Reset

A funky elbow strike that’s held back by two things. It’s very easy to low profile, and due to how far Barts moves, he can’t combo off it. Might see matchup-specific use though.
Crouched by everyone but Barts (crouch blocking), Boggy, and Gonzales

Twist Dropkick
6HK
DKG barts 6HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 96 8 6 23 +2 -9 HL N - Reset

Sobat kick, this is a low crush on frames 7-19, with alright active frames. Due to startup and being unsafe on block, it's best used from a distance.
One super-specific close use is to beat Kazuya DM, as he'll stop and stand into it allowing you to link 2HK.

Crouching

2LP
DKG barts 2LP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 2 6 4 +3 +1 HL Y - Reset

Slightly worse frame data and range than 5LP, though at least it can’t be crouched.

2MP
DKG barts 2MP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 96 3 2 13 +3 +1 HL Y - Reset

A fast button you can cancel into [4]6LP for a quick knockdown. It has only slightly more range than his jabs, and poor active frames make it hard to use in neutral.

2HP
DKG barts 2HP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128 8 8 10 +4 +2 HL N - Reset

A straight punch with solid active frames. Hard to recommend because of its speed, although it is his longest-reaching normal outside of 6HP/6HK.

2LK
DKG barts 2LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 3 5 4 +4 +2 L Y - Reset

On the slow side for a 2LK, but this is Barts's only cancelable low and combos into flash kick if they're standing. The hitbox isn’t as great as your other lights, like 5LK.

2MK
DKG barts 2MK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 64 6 8 6 +4 +2 L N - Reset

A slower low kick, the range and active frames make this worth throwing out. Unfortunately not cancelable, but you can link off meaty 2MK.

2HK
DKG barts 2HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 96 5 7 18 KD -5 L N - KD

Barts does a sweep, which is oddly faster than his 2MK. Hits low, knocks down, deals good damage - you know what to expect. It also leaves a big hurtbox to whiff punish.

Jumping

j.LP
DKG barts jLP.png
neutral jump is identical
neutral jump is identical
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 2 Until landing - - - H Y - Reset

Barts sticks his hand out in front of him. This is disjointed and makes a solid air-to-air.

j.MP
DKG barts jMP.png
neutral jump is identical
neutral jump is identical
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
11 96 4 18 4 - - H Y - Reset

Barts does a chop that weirdly has less horizontal range than j.LP. Because of this, it's largely outclassed, but you can act before landing.

j.HP
DKG barts jHP.png
neutral jump is identical
neutral jump is identical
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
15 128 6 8 4 - - H Y - Reset

Your air normal of choice for ending juggles. It's got pretty poor range for any other purpose, really. Jump cancel into another j.HP or air throw on hit, divekick or just jump back on block.

j.LK
DKG barts jLK.png
neutral jump is identical
neutral jump is identical
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
5 32 2 Until landing - - - H Y - Reset

Barts sticks out his knee with a good hitbox for a jump-in. This can act as an instant overhead vs himself and Gonzales, which is funny with jump cancels. It can also cross up, but you're going to want to use j.MK or HK for that.

j.MK
DKG barts jMK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
13 96 4 18 6 - - H Y - Reset

A dropkick which can cross up. It's easier to follow up than j.HK due to less pushback, and only does 1 less damage, but also less stun.

j8.MK
DKG barts j8MK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
11 64 4 18 4 - - H Y - Reset

Barts does a weird kick above him for a fast air-to-air. Whiff this into some version of j.46K if they’re not biting.

j.HK
DKG barts jHK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128 6 8 6 - - H Y - Reset

Another sorta-dropkick, this is your best air button. Good horizontal range, can cross up fairly easily. It does slightly less damage than j.HP so stick to that for ending juggles when possible.

j8.HK
DKG barts j8HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
17 128 6 8 4 - - H Y - Reset

Barts does a spinning kick, great air-to-air. This does the most damage and has the longest reach of his air normals, so even if he trades it's usually in his favor.

Dropping Foot
j.2LK+MK+HK
DKG barts j2KKK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 96 20 18 1 landing* - - H N - KD

This global divekick is alright. Travels at a notably steeper angle than j.46LK. You can use this to fake people out if they’re trying to anti-air your other divekick.

Throws

Neck Throw
4/6MP
DKG barts throw.png
Max range 48 px
Max range 48 px
DKG barts mpthrow.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
17 16 - - - - - - - - KD

Barts grabs you by the head and throws you behind him, to the other side of the screen. You have time to walk or j.46LK/MK over there. If you throw them while they’re cornered, you actually have space to cross them up.

Hard Spike
4/6HP
DKG barts throw.png
Max range 48 px
Max range 48 px
DKG barts hpthrow.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
25 16 - - - - - - - - KD

Similar to MP throw but it throws them on the ground behind you, closer to halfscreen. Here you don’t need to get fancy to cross them up, but you can if you want to. Does the most damage of his throws, making it your preferred throw. Just do it with 4HP to avoid using 6HP.

Suplex
4/6MK/HK
DKG barts throw.png
Max range 48 px
Max range 48 px
DKG barts kthrow.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
17 16 - - - - - - - - KD

Barts does a suplex, which throws forward regardless of input. Like the HP throw, this one gives you time to walk up for a crossup. Has merit for being the only one that throws them forwards.

Piledriver
j.MP/HP
DKG barts airthrow 1.png
Max range 60 px
Max range 60 px
DKG barts airthrow 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
17 128 - - - - - - - - KD

Cool piledriver! Air throws are strong in general since you’ll be jumping often, so Barts is lucky to have one. It works well with his juggles, and having actual stun helps a lot.
Air throw will work if you're close enough with any direction but 8.

Special Moves

Thunder Knuckle
[4]6P
DKG barts 46P.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LP 9+2 128+16 14 6+5 16 KD +3 HL - - Y,KD
MP 9+5(7)+2 128+16+16 18 4+2+5 24 KD -5 HL - - Y,Y,KD
HP 9+4(5)+2(3)+1(2) 128+16+16+16 22 2+2+2+5 32 KD -13 HL - - Y,Y,Y,KD

Charge time: 50 frames.
This is the reason Barts’s sonic boom input isn’t [4]6P. A Burn Knuckle clone that hits multiple times, adding 1 hit per strength. The LP version is plus on block, pushback can make the MP version safe (watch for guard cancels), but the HP version just sucks outside of juggles. Projects a hurtbox during startup, so it’s easy to stop if they see it coming.

You can combo into the LP version from medium normals and the MP version from heavy normals. If you connect any hit except the last one, you can juggle into things like j.46K. This is commonly referred to as the Bartman, easy to do with [4]6LP and works at roundstart. See examples here, courtesy of Zar.

Aura Cannon
[2]8P
DKG barts 28P.png
Play ball!
Play ball!
DKG barts 28HP 1.png
DKG barts 28HP 2.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LP/MP 10* 128 17 1 16 +11 +9 HL - - Reset
HP 10*+7*(10*) 128+128 19 1(9)1 12 +15 +13 HL - - Reset (x2)

Charge time: 50 frames.
Barts’s version of Sonic Boom, where each strength is unique. The high startup compared to most fireballs makes it a bit awkward to use. The LP version floats slowly in a wave, making it tricky to avoid. The MP version throws a fastball straight, and the HP version has extra startup before throwing out 2 of these fastballs.
All versions are plus on block, even up close. If someone jumps into the first HP ball, they may get knocked down by the second one.

If you execute this move as [1]7P, you'll have charge for Thunder Knuckle immediately after your recovery frames; useful to follow a ball in, as part of pressure, or even to combo after the ball if you're close enough.

Moonsault Smash
[2]8K
DKG barts 28K 1.png
DKG barts 28K 2.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
All 19/9+4(5)+3(4) 128/32+32+32 2 1(2)1(7)1(7)1 26+4 landing KD -30 (first hit) HL - 1-2F KD/Y,Y,KD

Charge time: 50 frames.
A Flash Kick that’s invincible on startup but not during active frames, making it prone to trading. The initial hitbox can be crouched by everyone but Gonzales, making it pretty weak as a reversal. All versions go very high, with slightly more forward movement on heavier buttons.

Curiously, the earliest hit will prevent the rest from juggling, so it’ll just knock down. Otherwise, it will juggle up to 3 times before knocking down. If you somehow only get 1 or 2 of these hits, you can juggle further.

Rolling Smash
j.46K
DKG barts j46K 1.png
DKG barts j46K 2.png
DKG barts j46K 3.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
All 5 64 16 8 air varies+5 landing - - HL - - Y
Followup (all) 7(9)+3(5) 128+128 18 3+3 min 13 air+5 landing KD -3/±0 HL - - Y

Note: frame data based on lowest connect (backdash i.e. 446HK). If you get blocked out of a crossup attempt it's around -10.
A unique divekick that is Barts’s only non-charge move. Barts does a straight kick, and on contact does a second spinning kick. Has lots of startup, but a generous hitbox makes it a safe counterpoke against lows, and you can loop it up to 3 times in a juggle. The LK version angles downwards more steeply, while the HK version travels horizontally. Does not hit overhead.

Backdash j.46K (446K) will land before a hitbox comes out for j.46LK, and might for MK depending on which frame of backdash you cancel. The second kick can sometimes hit twice if you connect from high enough, and deals plenty of stun. The inital hitbox can cross up, but usually the second part will whiff so you can't follow up unless near the corner.

Rolling Smash can be blown up by guard cancels in general, whether to interrupt between the first and second hit or punishing the second hit on block. If misspaced, the flying kick will push opponents out of range of the followup, allowing them to punish for free with a sweep or worse.

Desperation

Final Spark
[1]346MP+HP
DKG barts super 1.png
DKG barts super 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
31 0 27 45+14 14 KD +8 HL - - KD

Charge time: 30 frames
Barts makes a huge deathball way too far in front of him. The high startup means you have to be careful with it, but it's so large and active that it checks movement, and is possible to combo after j.46K.

Final Spark is good for chipping the opponent out since each hit deals more chip damage than [2]8HP. If used too close, there’s enough of a gap that they can walk forward and throw you after blocking 1 hit, but if you space around this they have to reversal (or may even be out of reach).
If Barts is hit out of the first 10 frames (before the larger sprite appears), Final Spark disappears. Otherwise, it stays out. Only two characters can low profile it: Kazuya 214P or DM, J. McCoy [4]6K, and Gonzales can roll through.

Combos

Midscreen

  • 5LP/2LK n.5MK 2HK
1-frame links for if you don't have charge
  • 5LP/2LK/n.5MK/2MK n.5MK/2MP xx [4]6LP
All 1-frame links besides n.5MK n.5MK/2MP. Takes slightly more time than this link to charge for [4]6LP, so do it after a jump-in or as a punish, maybe
  • 2LP/2LK(x2) xx [2]8HK
  • 2LK/2MK 2LP/2MP xx [2]8HK
This is a 2f link into 2LP or 1f link into 2MP. You can use any version of [2]8K in the corner.
  • (meaty) 2MK 2HK or 2MP xx [4]6LP
Sets up for 1 hit [4]6LP
  • n.5HP xx [4]6MP
  • j.MK/HK n.5MK/2MP xx [4]6LP
Gives you enough charge for [4]6LP. You can also j.MK/HK n.5MK 2MP xx [4]6LP on crossup.
  • j.MK/HK 2MP xx [2]8K
Does more damage, but they can crouch [2]8K (except for Gonzales). Useful especially on crossup as they might not switch to crouch in time.
  • j.46K j.HP airthrow/j.HK j.HK
This stuns Gekkou, Liza, and Marco if j.46K hits twice. Example.
  • j.46K [1]346MP+HP
Works if you get both hits of j.46K midscreen, or even 1 hit in the corner. Good damaging ender if you can't stun them.
  • j.46K (restand) n.5MK [4]6LP

Wallbreak

  • n.5HP/2MP xx [4]6LP(1) j.46K j.HK j.HK
Stuns everyone if started with n.5HP, everyone but Gonzales if started with 2MP. Any normal linked into 2MP will stun Gonzales.
  • j.HK 2MP xx [4]6LP(1) [2]8HP
Stuns everyone but Gonzales. You can also end with j.46K [4]6P. Stuns Gonzales if ended with j.46K j.HP j.HP/airthrow.
  • [4]6LP(1) j.HK j.HK or j.46K...
You only get 1-2 reps of j.46K, so j.HK j.HK is good for damage.
  • j.46K(x2) 6HP/6HK or j.HP j.HP/j.HK/airthrow
  • j.46K(x2-3) [4]6P
Can stun if you get the double-hit on j.46K, heavier [4]6P optimal. Depending on spacing, you can get land j.46K 3 times, which helps on characters with higher stun Example of j.46K(x3) stunning Lihua.
  • j.46K [4]6LP(1) j.46K j.HK j.HK
Stuns everyone. Example of stun on Gonzales.
  • j.46K j.HP/HK xx j.46LK (whiff) n.5HP
Reset, seems inescapable if timed right. Example.

Corner-only

  • n.5HP xx [2]8HP 2MP xx [4]6LP
Stuns everyone but Gonzales, doesn't work on Liza or Boggy. Inconsistent on Wulong, Lihua - 2MP whiffs earlier in his hitstun reel.
  • j.46K(x3) j.HP j.HP/airthrow
This combo stuns everyone. Spacing/timing can be finicky, since getting both hits of the spinning kick will cause the juggle to drop before it stuns.
  • j.46K [2]8HK (2 hits) 2MP xx [2]8K
This does the most damage post-stun, as Barts isn't able to redizzy. The last hit needs to be the initial hit of [2]8K, or you deal less damage.
See video above for other setups, although they do the same or barely more damage than HP throw.

Strategy

Notable normals: 5MP, n.5HP, 5MK, n.5MK, 2MP, 2MK, 2HK, j.HK

Barts is a basic character with good pokes, a slow "sonic boom", and a great approach option in LP Thunder Knuckle. Being +3 on block makes it safe against guard cancels unless point-blank. Thunder Knuckle also has enough reach to beat 2LKs, causing character to use 5LP or commit to riskier pokes. You can take advantage of this by whiff punishing with 5MK/2HK or counterpoking with 5MP.

His low pokes are solid, more designed for counterpoking since he lacks confirms. For example, Barts 2MK beats Kazuya 2MK head-on. It's impossible to punish 2HK from max range, so it can be good to throw out as it's more rewarding. You can also abuse 2MK being plus on block to frame trap into itself or 2HK, or bait guard cancels.

Another tool in footsies is 6HK, which is a somewhat slow low crush that's safe on hit. While -9 on block, you can space this to be safe against guard cancels. However, it's not useful against slides (McCoy 2HK and Wulong 3HK) since they'll low profile it and hit Barts anyway. Since it has so much pushback on hit, you can use [2]8P or [4]6P

If you land 2HK up close, you can go for a j.HK crossup. In general j.HK is your best jump-in and can cross up. However, you can't land j.HK n.5HP due to the pushback, and other combos/blockstrings like n.5MK 2MP xx [4]6P are eaiser after j.LK/MK.

Round start [4]6LP can even lead into bigger confirms. At roundstart distance, you'll consistently land 1 hit of [4]6LP and juggle into j.46K with the wall. This is also known as the Bartman and can see use in combos, and works from raw [4]6LP from 5MK max range to 3/4 screen.

Blockstrings into [4]6LP can be guard canceled, so it can be a good way to test their ability to GC. There's a 5 frame gap in Medium xx [4]6LP and a 2 frame gap in Heavy xx [4]6LP.

When Barts is at a long range you can charge Aura Cannon and use it to force an approach with [2]8HP's chip or follow [2]8LP in. If they try to jump, Barts has a few options, but he doesn't have an all-in-one anti-air like some characters. Since Moonsault Smash has little invincibility, it can lose to jump-ins. Instead, try to air-to-air with j8.MK or j8.HK, jump back HK if you want to make space. His n.5HP is also a really good anti-air, but it's not always available. Another typical trap is [2]8HP, [2]8LP, which allows you to anti-air with 5MP or just block.

If you trade with the late hits of Moonsault Smash, you can pick up a juggle with j.46K or j.HK jc j.HK. The former is more reliable, but does less damage unless you're close to the wall, while the latter is only possible if you start very close to them.

The important thing to remember is not to get too reliant on one move. Because of the slow startup, you can't use Aura Cannon too close or predictably. However, if you've pushed them out to a distance, it's good to alternate between [2]8P and your good pokes. For example, [2]8HP into [4]6LP is a frame trap that gives you good chip and is safe on block, allowing you to push on with 2MK/2HK, or bait and punish.

Instant Rolling Smash (input 486/469K or 446HK - 446LK/MK land before active) is a threatening low crush that grants you great corner carry and can convert to stun. It's generally unsafe on block, as they can interrupt the second hit with guard cancels or punish it if only the first hit connects.

Rolling Smash setups

Rolling Smash can cross up, though it's a little finicky. From a close 2HK you can do this, but there are other reliable setups.
Depending on proximity to the corner, you can throw with HP (facing corner) or MK/HK (away from corner), 5MK framekill (5MP vs Azteca), jump forward delay j.46LK. If you have the wall in front of you, Barts gets the same juggles off crossup Rolling Smash as he does on front hit.
If you omit the framekill, you can use j.46LK or MK to set up an ambiguous meaty on landing.

Guard Cancel options

Barts is one of the characters who gets a little less off guard cancels than others. He can still use [2]8K in these situations, as a trade is usually good for him. Be careful not to keep holding up or you will get hit by multi-hit specials like McCoy's [4]6P.

You can also use GC [4]6LP/MP to punish "safe" moves like Kazuya 214P, Wulong 632LP, Lihua 2369P, etc.

Matchups

WIP


General
FAQ
Controls
HUD
Mechanics
Esoterics
Characters
Kazuya
Barts
Gekkou
Wulong
Lihua
Liza
J. McCoy
Boggy
Marco
Gonzales
Azteca