DBFZ/Bardock

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Bardock
DBFZ Bardock Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Air Dash, Dash Type: Run
Play-style
Rushdown

Overview[edit]

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...

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[edit]

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.
  • Amazing corner okizeme and safe jump setups if he has the resources to burn. 236M in the corner is an excellent option to use for pressure.
  • Incredibly solid buttons; a good balance in speed and range.
  • 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.
  • The only character 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.
  • Super is very fast and can be easily comboed off of.
  • Daddy Goku.
  • His high damaging combos generally require a lot of meter to execute.
  • Okizeme is very subpar midscreen.
  • While he does have amazing neutral game options, he generally needs assists to accompany him with his options.


Normals[edit]

5L[edit]
5L
DBFZ Bardock 5L.png
Liver shot
DBFZ Bardock 5LL.png
Bardocks eSports normal
DBFZ Bardock 5LLL.png
SHORYUKEN!
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 6 - - -3
  • Bardock does a gut punch.
  • Decent pressure starter with many gatlings, moves Bardock forward slightly.
5LL 700 All - - - -5
  • Groundbounce allows Bardock to confirm hits on airborne opponents into grounded combos.

Bardock does a two-handed downward smash.

5LLL 1000 All - 18 - -5
  • Bardock does an uppercut. Autocombos into Super Dash.


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


5H[edit]
5H
DBFZ Bardock 5H.png
FRIEZZAAAAAAAA!!!
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 - - -
  • Disjointed hitbox swing.


5S[edit]
5S
DBFZ Bardock 5S.png
Damage Guard 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, it is however one of the stronger 5S normals in the game when used in pressure.


2L[edit]
2L
DBFZ Bardock 2L.png
Damage Guard 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.


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


2H[edit]
2H
DBFZ Bardock 2H.png
"FORE"
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Bardock does a two-handed upward swing. Go to anti-air.
  • Deceptively low horizontal range.


6M[edit]
6M
DBFZ Bardock 6M.png
*thunk*
Damage Guard 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.


j.L[edit]
j.L
DBFZ Bardock jL.png
FORWARD AERIAL
Damage Guard 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.


j.M[edit]
j.M
DBFZ Bardock jM.png
"You'll regret that!"
Damage Guard 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.


j.H[edit]
j.H
DBFZ Bardock jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 High - - - -
  • Bardock does a two-handed overhead smash.


j.S[edit]
j.S
DBFZ Bardock jS.png
Damage Guard 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.


j.2H[edit]
j.2H
DBFZ Bardock j2H.png
boot
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Bardock does an upward kick.


Specials[edit]

Rebellion Spear[edit]
Rebellion Spear
236L/M/H (Air OK)
DBFZ Bardock RebellionSpear.png
Ground
DBFZ Bardock RebellionSpear-Air.png
Air
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 All 10 - - -4
  • 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.

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.

M
or 236H > L/M/H on hit
300,750 [1100] All 8 - - -15
  • [] is on far hit.
  • Hits twice at close range, only once if far enough.
  • Consumes smash.
  • Grounded version moves diagonally upwards, while the aerial version moves diagonally downwards.
  • Ground version is invulnerable to head property attacks.
  • Aerial version ground bounces, spiking them upwards which can lead to snapback setups.
  • Has recovery on the way down.
H 300,750 [1100] All 8 - - -5
  • [] is on far hit.
  • Hits twice at close range, only once if far enough.
  • Moves straight ahead and covers the entire screen.
  • 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 any bar.


Raging Meteor[edit]
Raging Meteor
214L/M/H (Air OK)
DBFZ Bardock RagingMeteor.png
"RUNNIN YA FADE WITH STYLE"
Version Damage Guard Startup Active Recovery Frame Adv.
L 50*4, 900 All*4, High - - - -4
  • Last hit is an overhead.
M 50*6, 900 All*6, High - - - -4
  • Last hit is an overhead.
  • Grounded version causes a sliding knockdown.
  • If the air version is used after a launcher is used (such as 2H), causes a sliding knockdown

The best way for Bardock to end his air strings after a launcher is used, as it positions him better for okizeme or for a super, as well as doing slightly more damage than the standard 5H ender.

H 50*6, 1100 All*6, High - - - -4
  • Last hit is an overhead.
  • Causes a sliding knockdown.

Good to use off of a raw tag/superdash, as it lets you confirm the hard knockdown anyway while also getting some decent corner carry.


Tyrant Lancer[edit]
Tyrant Lancer
236S
DBFZ Bardock TyrantLancer1.png
"Too slow."
DBFZ Bardock TyrantLancer2.png
"Get out of here!"
Version Damage Guard Startup Active Recovery Frame Adv.
Normal 600*2 [1000] All 26 - - +4
  • Wallbounces in the corner.
  • [] is if only the first hit comes out (e.g. hitting assists).

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 800*2 [1500] All 48 - - +4
  • Wallbounces.
  • [] is if only the first hit comes out (e.g. hitting assists).

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.


Assist[edit]

Rebellion Spear
A1/A2
DBFZ Bardock RebellionSpear-L.png
LARIAT
Damage Guard Startup Active Recovery Frame Adv.
800 All - - - -
  • Very fast.
  • Leaves opponent standing on grounded hit.
  • Sends opponent flying horizontally on air hit.


Supers[edit]

Riot Javelin[edit]
Riot Javelin
236L+M (Air OK)
DBFZ Bardock RiotJavelin.png
"This will change everything!"
DBFZ Bardock RiotJavelin2.png
YEET
Version Damage Guard Startup Active Recovery Frame Adv.
Normal 2200 All - - - -21
Saiyan Spirit follow-up 1100 All - - - -
  • Costs 1 Ki Gauge.
  • Ground version can be angled upwards, while the air version can be angled downwards.
  • Normal version has minimum damage of 814, Saiyan Spirit follow-up is 407.

Charges an energy sphere and launches it straight ahead.


Saiyan Spirit[edit]
Saiyan Spirit
236H+S (Air OK)
DBFZ Bardock SaiyanSpirit.png
"No!"
DBFZ Bardock SaiyanSpirit2.png
"None of that!"
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1000, 2120 All - - - -19
Air 1000, 2120 All - - - -
  • Costs 1 Ki Gauge.
  • Invincible on startup.
  • Hits twice if close enough to the opponent.
  • Minimum Damage: 400, 381 (close)
  • 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.
  • Opponents can vanish on reaction to the startup, so it isn't a great reversal against normals


Revenger Assault[edit]
Revenger 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
"PREPARE TO DIE!"
Damage Guard Startup Active Recovery Frame Adv.
4248 All - - - -14
  • 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 player on hit even when used in the air.
  • Opponent is now positioned significantly away from Bardock after his level 3 animation effect, significantly weaking it's 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 of sorts, but not as much as he used to have.



Dragon Ball FighterZe
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