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DBFZ Bardock Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Air Dash, Dash Type: Run
Team Role
Point, Middle


The biological father of Kakarot (AKA Son Goku). A low class Saiyan warrior, however the head of a team colloquially named the "Bardock Squad". After travelling to planet Kanassa, home of clairvoyant aliens that he had been hired by Frieza to kill, his team was killed by Dodoria, and Bardock was granted clairvoyance by the last remaining Kanassan. With this power, he discovered that Frieza planned to eradicate the entire Saiyan race and made a bold last stand. In the end, he was completely overpowered and destroyed, along with Planet Vegeta and the near entirety of his people. He died happy, however, after receiving a vision that his son, Kakarot, would defeat the tyrant and avenge his fallen race... (NOTE: This rendition of Bardock has been retconned, and his rendition in the movie Dragon Ball Super: Broly is considered "canon".)

Bardock arrives to Dragon Ball FighterZ as a DLC character, sporting his characteristic, no-holds-barred fighting style. While lacking in long-range prowess, his fast mobility, coupled with his high power and pressure that is very hard to escape from, will make sure Bardock stays in his opponent's face and makes them pay dearly for it.


Strengths Weaknesses
  • Simple core gameplan and incredibly low execution requirements for his BnB's, which are universal among the entire cast.
  • Often regarded as having the strongest neutral game. 236L is an incredibly fast, non-commital approach option that can usually make him automatically win neutral. j.236L also gives him excellent mobility in the air, completely pinning down opponents who attempt to jump.
  • Incredibly solid buttons; a good balance in speed and range.
  • Amazing stagger pressure capabilities. Almost all of his buttons are safe on block, making it very easy to reset pressure and refresh assists.
  • Very high corner damage, solo and with assists. Even with basic BnB's, he can use resources to extend his combos, which can result in an extreme boost in damage.
  • One of two characters in the game to have a level 1 reversal. Can be used to challenge opponents pressure.
  • 5LL bring opponents to the ground for easy hit confirms.
  • Basic, but effective assist. Can be thrown out in neutral and during combos; truely has flexibility.
  • Has very fast supers which, if DHC'd into from longer supers, can extend combos.
  • Somewhat limited high/low mixups without assists. Has to rely on Assisted SD 50/50s and good stagger pressure in order to opponent up opponents.
  • While he does have amazing neutral game options, he generally needs assists to accompany him with his options.


DBFZ Bardock 5L.png
Liver Shot.
DBFZ Bardock 5LL.png
Bardock's eSports normal.
DBFZ Bardock 5LLL.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 - - -3
  • Can be canceled into from itself, even on whiff.
  • Jump cancelable on hit.

Bardock does a gut punch that moves him forward slightly. Has deceptively long range and very fast start-up speed, making it a great button for contesting the opponents pressure or to anti-air opponents who IAD.

5LL 700 All - - - - -5
  • Can be canceled into from 5L, even on whiff.
  • Jump cancelable on hit.
  • Groundbounces airborne opponents.
  • Auto-corrects on side switch.

Bardock does a two-handed downward smash that moves him forward slightly. Its infamously large hitbox, auto-correction, and fantastic scaling makes this an attack to be feared. Drags down arieal opponents for a full combo conversion.

5LLL 1000 All U3+ - 18 - -5
  • Can be canceled into from 5LL, even on whiff.
  • Auto-corrects on side switch.

Bardock does an uppercut that moves him forward. Just like the other two attacks in his auto combo, this move has a massive hitbox that can snipe airborne opponents, which when combined with its forward movement and auto-correction makes it track the opponent's movement. Forces a Smash, even if it has already been used in a combo, though Bardock doesn't use this for his optimal combos.

DBFZ Bardock 5M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 12 - - -4
  • Decent range 5M. Can be used aggressively in neutral and leads to solid damage.

DBFZ Bardock 5H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1 15 - - -
  • Disjointed hitbox swing.

DBFZ Bardock 5S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
500 All - - - - -
  • Bardock shoots a ki blast. Causes soft knockdown on hit.
  • Can only shoot one blast a time.
  • Somewhat underwhelming in neutral, although it can confirm into 236H at any range, giving it some utility. It is however one of the stronger 5S normals in the game when used in pressure.

DBFZ Bardock 2L.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 Low - 7 - - -4
  • Bardock does a low kick.
  • Integral part of Bardock's pressure/mixup because it serves as his fastest low, also a decent pressure starter since it can stagger into itself and gatling into other normals.

DBFZ Bardock 2M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 10 - - -5
  • Bardock crouches and does a sweep kick.

DBFZ Bardock 2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ - - - -
  • Bardock does a two-handed upward swing. Go to anti-air.
  • Deceptively low horizontal range.

DBFZ Bardock 6M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 10 0
  • Universal overhead.

Bardock hops and does a two-handed overhead smash. If it hits an airborne opponent, Bardock can combo into 5L afterwards.

DBFZ Bardock jL.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - - - - -
  • Can be used for fuzzy guard setups against taller characters (Cell).
  • Can be used post IAD to set up left/right mixups.

DBFZ Bardock jM.png
Damage Guard Smash Startup Active Recovery Frame Adv.
500*2 High - - - - -
  • Bardock does two jumping sidekicks.
  • Arguably one of Bardock's stronger air buttons.
  • Can be used for crossups.

DBFZ Bardock jH.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 / 1000 High D1+ - - - -
  • Bardock does a two-handed overhead smash.

DBFZ Bardock jS.png
Damage Guard Smash Startup Active Recovery Frame Adv.
500 All - - - - -
  • Bardock fires a downward ki blast.
  • Can only shoot one blast a time.
  • Pauses his air momentum during the shot, which adds a layer to his air movement.
  • Adds landing recovery.

DBFZ Bardock j2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ - - - -
  • Bardock does an upward kick.


Rebellion Spear[edit]
Rebellion Spear
236L/M/H (Air OK)
DBFZ Bardock RebellionSpear.png
DBFZ Bardock RebellionSpear-Air.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground L 900 All - 10 - - -4
Air L 900 All - 10 - - -
  • Attacks straight ahead.
  • Keeps the opponent in place on grounded hit.
  • Sends opponent flying horizontally on air hit.
  • Very fast for the distance it travels.
  • Level 1 move, so it doesn't true blockstring into vanish

Probably one of Bardock's strongest tools, if not his best. Travels incredibly far and incredibly fast, allowing it to be used as a neutral tool. Despite being minus on block, Bardock can still block afterwards and he can cover up the blockstun with an assist, which if the lariat hits, he can get a full combo afterwards. If you use the air version and catch your opponent in the air, they are basically forced right back to the ground, allowing you to get some extra pressure. It's no wonder that some Bardock players choose to start rounds with just a raw 236L.

Ground M
or 236H > L/M/H on hit
All U1+ 8 - - -15
Air M
or j.236H > L/M/H on hit
All U1 [U1+] 8 - - -
  • Damage depends on distance.
  • Ground version is invulnerable to head property attacks. Has recovery on the way down.
  • Aerial version ground bounces, spiking the opponent upwards which can lead to snapback setups.
  • Aerial version is only U1+ Smash on air-to-air hit.

The medium version of his lariat has some niche uses during neutral. It can be used to intercept opponents who press buttons in the air, both on the ground and in the air. Despite this, the reward isn't anything significant, as vanish is mandatory to extend combos.

With the recovery on this move heavily nerfed, it can no longer be used as a mix-up tool during blockstrings. The opponent can now guard high and react to 2L very consitantly. He is now required to discover other methods to setup 50/50 mix-ups.

Ground H 300,750
All - 8 - - -5
Air H 300,750
All - 8 - - -
  • Damage depends on distance: midscreen → midscreen to almost fullscreen → exactly fullscreen.
  • Moves straight ahead, crosses up on hit or block.
  • On hit, can followup with an additional attack by pressing L/M/H. This attack is identical to 236M/j.236M and doesn't cost Ki.

Raging Meteor[edit]
Raging Meteor
214L/M/H (Air OK)
DBFZ Bardock RagingMeteor.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • Last hit is an overhead
  • Smash on last hit
Ground L 50*4, 1000 All*4, High D1 10 - - -5
Air L 50*4, 900 All*4, High D1 11 - - -
  • Causes a short sliding knockdown.

Now your main combo ender in most scenarios, as j.214M can no longer be comboed into. As a result though, it now causes sliding knockdown, and is a pretty good substitute for j.214M, only slightly reducing Bardock's total damage. Gives terrible oki midscreen however, meaning you probably want to end combos with j.LLL midscreen instead, as you are put much closer and can still do supers. In the corner this problem is negated and is still your go-to ender there, however you might be better off ending with j.LLL in the corner due to the trouble of landing a super after this. This is useful to use if you have too much hitstun to combo into j.S 214M.

Ground M 50*6, 1100 All*6, High D1 8 - - -5
Air M 50*6, 1000 All*6, High D1 19 - - -
  • Causes a ground bounce sliding knockdown.

Mostly used on the ground for combos, though in the corner you can combo into this by doing a basic air combo into j.S j.214M. You have a much easier window to combo into supers from this, so it is recommended. It also gives much better oki than 214L.

Ground H 50*6, 1300 All*6, High D1 7 - - -5
Air H 50*6, 1200 All*6, High D1 8 - - -
  • Causes a ground bounce sliding knockdown.

Okay for some extra damage, however due to the other Raging Meteors now causing SKD at all times, this has somewhat lost it's utility.

Tyrant Lancer[edit]
Tyrant Lancer
DBFZ Bardock TyrantLancer1.png
"Too slow."
DBFZ Bardock TyrantLancer2.png
"Get out of here!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Uncharged 1000 / 600*2 All U1 26 - - +4
  • Wallbounces in the corner.

Good as a sort of reset tool in blockstrings, it's very strong if the opponent isn't paying attention because of it's insane plus frames and ability to easily get a conversion in the corner. It's slow startup time makes it so it is very easy to react and reflect and/or punish, but it still has some good utility if you don't get predictable with it.

Charged 1500 / 800*2 All U1 48 - - +4
  • Wallbounces.

Can be used as a reflect bait of sorts - when you use 236S in a blockstring and you charge it, it will completely beat out reflect. This is good if you know your opponent will reflect the move and you want to get an explosive punish off of it.


Rebellion Spear
DBFZ Bardock RebellionSpear-L.png
Damage Guard Smash Startup Active Recovery Frame Adv.
800 All - 25 - - -
  • Very fast.
  • Leaves opponent standing on grounded hit.
  • Sends opponent flying horizontally on air hit.


Riot Javelin[edit]
Riot Javelin
236L+M (Air OK)
DBFZ Bardock RiotJavelin.png
"This will change everything!"
DBFZ Bardock RiotJavelin2.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 2200 All UDV - - - -21
Air 2200 All UDV - - - -
Saiyan Spirit follow-up
Hold any button on hit
1100 All UDV - - - -
  • Costs 1 Ki Gauge.
  • Hold up or down to aim the ground version upwards, and air version downwards. Downward version causes a ground bounce even at high up.
  • Normal version has minimum damage of 814, downward is 748.
  • Saiyan Spirit follow-up minimum damage is 407, downward is 374.
  • If you Ultimate Z-Change into this move in the corner, Bardock will be pushed out of the corner, seemingly to allow you to aim it easily.

Saiyan Spirit[edit]
Saiyan Spirit
236H+S (Air OK)
DBFZ Bardock SaiyanSpirit.png
DBFZ Bardock SaiyanSpirit2.png
"None of that!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 1318, 1590 All UDV - - - -19
Air 1318, 1590 All UDV - - - -
  • Costs 1 Ki Gauge.
  • Invincible on startup.
  • Goes just over half screen, only does 1590 if hits at the tip.
  • Minimum damage: 395, 318.
  • Can be followed up with Riot Javelin by pressing an additional button if the move hits. This version can also be directed up or down.
  • Relatively short recovery means that Bardock can use this super multiple times in a combo with assists. As of Season 2 however, this scales the damage heavily and is not reccomended.
  • Opponents can vanish on reaction to the startup, so it isn't a great reversal against normals.

Revenge Assault[edit]
Revenge Assault
214L+M or 214H+S (Air OK)
DBFZ Bardock RevengerAssault.png
"Oh no, I won't let you get away with what you've done!"
DBFZ Bardock RevengerAssault2.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 4248 All UDV - - - -14
Air 4248 All UDV - - Till L -
  • Costs 3 Ki Gauges.
  • Bardock transforms into a Super Saiyan and advances towards the opponent, striking them with his shoulder.
  • Causes a true hard knockdown.
  • Grounds both players on hit even when used in the air.
  • 1718 minimum damage.
  • Opponent is positioned significantly away from Bardock after his level 3 animation effect, significantly weakening its pressure usage.

Bardock's level 3. Useful for a safe jump (dash jump or 669) and nothing else. With assists it's possible to get a small mixup.


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