2 H > spark > 6 6 > 2 M > 5 H > 236 S > A1 > 5H > 5S > j L > L > j 2 H > j L > L > L > A2 > 5 H > j L > L > j 2 H > j L > L > L > A1 > j DR > 236 H + S > A1 > 4 A2
Corner 2H TOD 1meter start: 2H Spark > 66 2M 5M 5H 236S Bardock(B) > 5HS > j.LL2H > dj.LLL Kefla(B) > 5H > j.LL2H > dj.LLL Bardock (B) > Dragon Rush (hold) > supers. Need the 66 2M for bar!
Can add some extra 5S, do 214L instead of jumps but this is the simplest possible version of the combo that will still kill with a 1 meter start
10.367
Kefla (B - Mighty Kick)
Bardock (B - Tyrant Lancer)
1
Level 1
j H > (land) 5 L L 2 M 5 M > 9 > j M L L 2 H > SD > j M L L 2 H > j 9 > j L L S > 214 H > j M H > (land) 214 L + M
The combo route for landing level 3 midscreen. After knocking them down after H flip, you'll land on the opposite side.
5.582
None
None
3
No Sparking Nor Limit Break
Trunks
2 M 5 M > 9 > j M L L > j 2 H > SD > j M L L > j 2 H > j 9 > j L L L > (land) 236 L M
4.999
None
None
0
No Sparking Nor Limit Break
IAD j H (land) > 5 L L 5 M 2 M > 214 S > 2 M dl 5 M 5 H 5 S > 214 L > j S > SD > j M 2 H > 9 > j L L S > 214 L > j S > 236 L
Optimal corner combo. The delay 5M only needs to be done on a select few characters; Bardock, Adult Gohan, Yamcha, Gogeta, and Majin Buu (and maybe a few others, I'm not sure entirely) and it's a good habit to just always do the delay 5M so you don't have to consciously do the delay sometimes.
4.187
None
None
0
No Sparking Nor Limit Break
j H (land) > L L M M S > 214 S > dl 2 M S H > SD > j L M 2 H > 9 > j L L S > 214 L > S > 236 L
Meterless Corner BNB with SKD
Damage varies depending on starter
The S~flip~S~slash cancels are kinda fast, so don't hold those for too long
4.082
None
None
0
No Sparking Nor Limit Break
j H (land) > 5 L L 5 M 2 M 5 H > dl SD > 66 j M (land) > 66 9 j L L 2 H > j L M L S > 214 L > j S > 236 L
Midscreen to corner 5H rejump combo. Can work with 2M 5M 5H as well, but you'd have to delay SD a bit more if you do. Does more damage than universal midscreen BnB.
3.865
None
None
0
No Sparking Nor Limit Break
5 L L 2 M 5M > 9 > j M L L 2 H > 214 L > SD > j M L L 2 H > 9 > j L L L
Main solo side switch combo.
3.367
None
None
0
No Sparking Nor Limit Break
L L A1 + L ~ 236 H > 6 > L -> L L A1 + L ~ 236 H > dl 6 > L
Corner Left/Right 50/50. Most assists can be used, assuming they have enough blockstun.
The goal is an ambiguous jL, but you can land and do whatever with enough conditioning.
You can hold 4 to fly farther out of the corner, or take the top route and press 4 at the last second for a last-minute cross-up.