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 L Thunder Knuckle
  • Thunder Knuckle is really dumb in general - safe on block, free knockdown for most combos
  • Just average anti-airs
  • Weak reversal game
  • Some issues with low profiling (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
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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
- 32 5 4 9 +5 +3 HL N - Reset

Similar to a slower 5LP, this has slightly more range and is harder to low profile. It’s outclassed by 5MK in range and active frames, but has the bonus of being disjointed. All in all a solid poke you can throw out sometimes.
Crouched by Wulong and Liza.

n.5MP
DKG barts nMP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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 Kazuya, Gekkou, Wulong, Lihua, Liza, J. McCoy, Marco, Azteca.
Max activation range is 66px

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

This move's frame data sucks and Barts’ arm is vulnerable, so it’s hard to see a use for it. 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
- 128 4 1,1,8 15 -3 -5 HL Y - 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 its own, 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
- 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
- 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 the animation. Can work as an anti-air, but you’ll usually take more rewarding options like n.5HP.
Max activation range is 67px

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

Incredible range, with the only downside being that it's easy to counterpoke. Still, some other characters can’t outrange it without committing to a command normal.

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

A high kick that makes a good anti-air. Can be helpful if you don’t have charge or they’re jumping at a range where they can bait [2]8K.

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
- 128+32 2 2+10 14 -4/-2 -6/-4 HL/HL Y/N - Reset, KD if both hit

Barts stretches his leg. Hits twice, and the second hit is a very active anti-air. The first hit can be canceled and has heavy hitstun like n.5HP.
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
- 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 Kazuya, Gekkou, Wulong, Lihua, Liza, J. McCoy, Marco, Azteca... and Barts, but will be blocked if he’s holding 1.

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

Sobat kick, this is a great low crush with some solid active frames. It takes most of its startup (1-6f) to actually lose his low hurtbox, but it stays that way when active. Don't let this get blocked.

Crouching

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

A solid button that you can link into, and 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
- 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
- 32 3 5 4 +4 +2 L Y - Reset

A quick low kick with the same general properties as 5LP otherwise. Use this in combos, the hitbox isn’t as great as your other light buttons.

2MK
DKG barts 2MK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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 as a meaty.

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

Barts does a sweep, which is oddly faster but less active 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
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32 2 Until landing - - - H Y - Reset

Barts sticks out his knee with an alright hitbox. 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.HK for that.

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

A solid dropkick that’s outclassed by j.HK for overall range, crossups, damage...

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

Barts does a weird kick above him. Makes a great air-to-air, but doesn’t do much damage. Whiff this into a divekick if they’re not biting.

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

Barts does a spinning kick. This does the most damage and has the longest reach of his air normals.

Dropping Foot
j.2LK+MK+HK
DKG barts j2KKK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 96 20 Until landing 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
DKG barts mpthrow.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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 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
DKG barts hpthrow.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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, since MP and MK/HK throws deal equal damage. Probably your preferred throw, do it with 4HP to avoid using 6HP.

Suplex
4/6MK/HK
DKG barts throw.png
Max range 48 px
DKG barts kthrow.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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, but HP is still preferred.

Piledriver
j.MP/HP
DKG barts airthrow 1.png
Max range 60 px
DKG barts airthrow 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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 input 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 - 128+16 14 6+5 16 KD +3 HL - - Y,KD
MP - 128+16+16 18 4+2+5 24 KD -5 HL - - Y,Y,KD
HP - 128+16+16+16 22 2+2+2+5 32 KD -13 HL - - Y,Y,Y,KD

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, 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 manage to connect any hit except the last one, you can juggle into things like j.46K. See examples here, courtesy of Zar.

Aura Cannon
[2]8P
DKG barts 28P.png
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 - 128 17 1 16 +11 +9 HL - - Reset
HP - 128+128 19 1(9)1 12 +15 +13 HL - - Reset, Reset

Barts’s version of Sonic Boom, where each strength is unique. The high startup compared to your 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 a long 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.

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 - 128, 32+32+32 2 1(2)1(7)1(7)1 30 KD -30 (first hit) HL - 2F KD,Y,Y,KD

A Flash Kick that’s invincible on startup but not during active frames, making it prone to trading. 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 into whatever you want.
All versions go very high, with slightly more forward movement on heavier buttons. The initial hitbox can be crouched by everyone but Gonzales.

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 - 64 16 8 1 landing* (air recovery varies) - - HL - - Y
Followup (all) - 128+128 18 2+2 1 landing* (air recovery varies) - - HL - - Y,Y

A unique divekick that is Barts’s only non-charge input. Barts does a straight kick, and on contact does a second spinning kick. It has a lot of startup (16 frames) but a generous hitbox, 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.
Not an overhead, but you can use it in tricky frame traps or as a poke in its own right. The spinning 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. Against Gekkou, Lihua, Liza, Boggy, and Gonzales, the second hit can connect there and you can follow up with j.LK/MK j.HP/airthrow, 2MPxx[2]8HK, etc.

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
- 0 27 45+14 14 KD +8 HL - - KD

Barts makes a huge deathball way too far in front of him. The long charge time and high startup make it hard to use, but it's possible to combo after j.46K. It’s decent for chipping the opponent out, since each hit deals more chip damage than [2]8HP. Sadly there’s enough of a gap that they can walk forward and hit you after blocking the first hit.

Combos

Midscreen

  • 5LP/n.5MK n.5MK 2HK
  • 2LK/2MK 2MP xx [4]6LP
Takes slightly more time than this link to charge [4]6LP
  • n.5HP xx [4]6MP
  • n.5HP xx [2]8HP 2MP xx [4]6LP
Character specific?
  • j.HK n.5MK 2MP xx [4]6LP
Somewhat tight spacing, a simple j.HK n.5MK will give you enough charge for [4]6LP. Also works on crossup.
  • j.HK n.5HP xx [4]6MP
Note that n.5HP can be crouched by some characters
  • 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, and even 1 hit in the corner. Good damaging ender if you can't stun them.
  • j.46K (restand) n.5MK [4]6LP

Wallbreak

  • j.46K j.46K 6HP/6HK
  • j.46K j.HP j.HP/HP air throw
  • j.46K j.46K [4]6HP
Can stun if you get the double-hit on j.46K. Depending on spacing, you can get land j.46K 3 times, which helps to stun stronger characters Example.

Corner-only

  • j.46K j.46K j.46K j.HP j.HP/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.

Strategy

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