DBFZ/Bardock: Difference between revisions

From Dustloop Wiki
(grammar yee)
Line 5: Line 5:
{{FP Box
{{FP Box
|header=Overview
|header=Overview
|content=Bardock likes to get in the opponent's face and rough them up, and is very good at both. His special moves are spectacular, and its accompanied by excellent buttons to add icing on the cake. Neutral is an abstract concept Bardock has never had to think about ever. Rebellion Spear, and the black hole that is his 5LL, ignore having to play it entirely. After he's won neutral, Bardock has extremely solid pressure with frame data as top-notch as you can ask for, and a pressure reset with Tyrant Lancer that can double as a devastating combo starter. Bardock's assists are also first-class, and combined with DBFZ's universal mechanics, he fits like a glove anywhere on the team. Aside all these good factors however, Bardock's simple gameplan can make him predictable to block without having to utilize assist-specific mix-ups, or universal 50/50s that also use assists.
|content=Bardock likes to get in the opponent's face and rough them up, and is very good at both. His special moves are spectacular, and its accompanied by excellent buttons to add icing on the cake. Neutral is an abstract concept Bardock has never had to think about; Rebellion Spear, and the black hole that is his 5LL, ignore having to play it entirely. After he's won neutral, Bardock has extremely solid pressure with frame data as top-notch as you can ask for, and a pressure reset with Tyrant Lancer that can double as a devastating combo starter. Bardock's assists are also first-class, and combined with DBFZ's universal mechanics, he fits like a glove anywhere on the team. Aside all these good factors however, Bardock's simple gameplan can make him predictable to block without having to utilize assist-specific mix-ups, or universal 50/50s that also use assists.


Bardock is DBFZ's version of a swiss-army knife. You can approach this character with solid fundamentals, or dare play him "unga bunga", arguably both "can" be fine. Any new tech or maneuver in the game, he can probably do it, and do it well. Bardock is the man.
Bardock is DBFZ's version of a swiss-army knife. You can approach this character with solid fundamentals, or dare play him "unga bunga", arguably both "can" be fine. Any new tech or maneuver in the game, he can probably do it, and do it well. Bardock is the man.

Revision as of 02:37, 20 September 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview
Overview

Bardock likes to get in the opponent's face and rough them up, and is very good at both. His special moves are spectacular, and its accompanied by excellent buttons to add icing on the cake. Neutral is an abstract concept Bardock has never had to think about; Rebellion Spear, and the black hole that is his 5LL, ignore having to play it entirely. After he's won neutral, Bardock has extremely solid pressure with frame data as top-notch as you can ask for, and a pressure reset with Tyrant Lancer that can double as a devastating combo starter. Bardock's assists are also first-class, and combined with DBFZ's universal mechanics, he fits like a glove anywhere on the team. Aside all these good factors however, Bardock's simple gameplan can make him predictable to block without having to utilize assist-specific mix-ups, or universal 50/50s that also use assists.

Bardock is DBFZ's version of a swiss-army knife. You can approach this character with solid fundamentals, or dare play him "unga bunga", arguably both "can" be fine. Any new tech or maneuver in the game, he can probably do it, and do it well. Bardock is the man.

"It's up to me now...I'm...I'm gonna change the future!"
Lore:The biological father of Kakarot. 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...
Voice:Japanese: Masako Nozawa English: Sonny Strait

 Bardock  Bardock is a brawler character who excels in the neutral game with his combination of fast and far-reaching attacks.

Pros
Cons
  • Easy: Incredibly low execution for his universal BnB's.
  • Brawny Buttons: Extremely solid moves boasting ridiculous hitboxes. 5LL infamously brings opponents down for easy hit-confirms and assist extensions.
  • Commanding Neutral: Very oppressive neutral game, enforced by his vacuum normals and tremendously quick lariat, Rebellion Spear.
  • Strong Staggers: Excellent stagger capabilities, with every normal outside of his heavies being safe on block.
  • Absurd Assists: A is a long-range fast strike, useful in neutral and combos, and B has an incredibly high amount of hitstun and blockstun.
  • Assist Reliant: Only has straightforward mix-ups without assists.
  • Difficult Left/Right: Cross-ups can be difficult due to the nature of his j.M.
  • Post-Super Okizeme: Unremarkable knockdown after Revenge Assault, only receiving a safe jump afterwards.


Bardock
DBFZ Bardock Portrait.png

Normal Moves

5L
5L
DBFZ Bardock 5L.png
DBFZ Bardock 5LL.png
DBFZ Bardock 5LLL.png
Certified eSports
Template:AttackDataHeader-DBFZ
5L
  • Deceptively long range for a jab.

When combined with 5LL this is a great button for contesting the opponent's pressure or as an anti-air against IAD or stuffing Vanish.

5LL
  • Ground bounces on hit.

Infamously large hitbox and its ability to bring down airborne opponents along with the ground bounce property gives Bardock a very easy conversion. He can "unga bunga" mash in scrambles to great effect, and to great reward being an unscaled starter.

This is also a very important enabler for Bardock's more complex combos like Sparking! and Sparkless loops as well as for optimal corner routes.

5LLL
  • Stays grounded.

Just like the other two attacks in his auto combo, this move also has a massive hitbox that can snipe airborne opponents. Though the reward from this isn't as severe.

5M
5M
DBFZ Bardock 5M.png
Template:AttackDataHeader-DBFZ
  • Great frame advantage.

Mostly combo filler and a way to get Bardock close to the opponent, as it will almost always leave him point-blank if used in a blockstring.

5H
5H
DBFZ Bardock 5H.png
FORE
Template:AttackDataHeader-DBFZ
  • Disjointed hitbox swing.
  • Mostly blockstring filler.

Uesful in corner combos and can be linked off of if it hits meaty. Can be used midscreen as Bardock has a force SKD tool, but not recommended due to how little frame advantage he has afterwards.

5S
5S
DBFZ Bardock 5S.png
Template:AttackDataHeader-DBFZ
  • Launches on hit.

One of the stronger 5S in the game when used in pressure, and in neutral can confirm into 236H at any range.

2L
2L
DBFZ Bardock 2L.png
Template:AttackDataHeader-DBFZ
  • Hits low.

Integral part of Bardock's pressure/mixup in conjunction with 5L since it can stagger into itself and gatling into other normals.

2M
2M
DBFZ Bardock 2M.png
Template:AttackDataHeader-DBFZ
  • Bardock's party starter.

Another surprisingly good stagger tool. Doesn't advance Bardock forwards very much, which can set up threatening spacings after 2L.

2H
2H
DBFZ Bardock 2H.png
Template:AttackDataHeader-DBFZ
  • Go to anti-air.

Privileged hitbox, can sometimes even anti air a vanish regardless of the opponent's vanish placing themselves behind Bardock.

6M
6M Honest mixup tool for an honest character Template:AttackDataHeader-DBFZ
  • Universal overhead.

Bardock's privileged jab having medium hitstun and blockstun makes him more of a threat after 6M than usual in the corner. He's usually +3 after a trade and will beat the higher hitstun 7f normals clean.

j.L
j.L
DBFZ Bardock jL.png
Template:AttackDataHeader-DBFZ
  • Low horizontal range, and nerfed vertical range.
  • Does not gatling into itself.

Hits very low thus can be used for IAD overheads and cross-ups. Easy to confirm with j.LL, but the hitbox is lacking nowadays.

j.M
j.M
DBFZ Bardock jM.png
Template:AttackDataHeader-DBFZ
  • Hits twice, both are overheads.
  • Chains backwards into j.L.
  • Faster than usual, but also higher commitment.
  • Can crossup, but only at the base of the kick.

Arguably one of Bardock's stronger air buttons. Fast and has disjointed hitbox at the tip of the kick.

j.H
j.H
DBFZ Bardock jH.png
Template:AttackDataHeader-DBFZ
5LLLLLLL
  • Smash hit can wall bounce.
j.H
  • Smash hit causes a sliding knockdown.

Prime jump-in overhead. Mostly safejump material due to the high hitbox and chunky blockstun, although it cannot be converted out of if it hits an airborne opponent.

j.S
j.S
DBFZ Bardock jS.png
Template:AttackDataHeader-DBFZ
  • Pauses his air momentum during the shot.

Great neutral tool and combo bridge for Bardock, but the angle leaves a lot to be desired. Great for converting out of j.L, as IAD j.LS is a combo on hit and around +17 on block.

j.2H
j.2H
DBFZ Bardock j2H.png
Template:AttackDataHeader-DBFZ
  • Pushes Bardock up and forwards.

Combo filler. Useful midscreen as it enables his best knockdown with j.H, but 214X is much more useful in the corner. Can be used to setup mixups on oki with a beam assist in a similar fashion to Base Vegeta.

Special Moves

Rebellion Spear
Rebellion Spear
236L/M/H (Air OK)
DBFZ Bardock RebellionSpear.png
Ground
DBFZ Bardock RebellionSpear-Air.png
Air
Template:AttackDataHeader-DBFZ
Ground L
Air L
  • Attacks straight ahead.
  • Keeps the opponent in place on grounded hit. Sends opponent flying horizontally on air hit.

Probably one of Bardock's strongest weapons, if not his best. Travels incredibly far and incredibly fast, allowing it to be used as an ability to dominate neutral. When combined with an assist, can be used to instantly start pressure and turn the blocked attack into his favor, if it hits, Bardock can get a full combo afterwards.

If the opponent anticipates 236L, they can stuff it with their own buttons, potentially with their best unscaled starters. Don't spam it.

Ground M
or 236H > L/M/H on hit
Air M
or j.236H > L/M/H on hit
  • Damage depends on distance.
  • Aerial version ground bounces on Smash hit, spiking the opponent back up.

Ground version is a very fast anti-air but with low reward in mid-screen. While relatively minor, its speed is one of the reasons why Bardock's stagger is so strong: after a blocked 6M and forcing a clash sequence (against characters with a 6f button), he can do 5L > 4L > 236M and there's next to no offensive answer against this string.

Both ground and air versions are the cornerstones of Bardock's corner combos.

Ground H
Air H
  • 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.

Mostly handy as a potential full-screen conversion off of 5S.

Tk.236H + assist can setup for a high/low/crossup in the corner.

Raging Meteor
Raging Meteor
214L/M/H (Air OK)
DBFZ Bardock RagingMeteor.png
"RUNNIN YA FADE WITH STYLE"
Template:AttackDataHeader-DBFZ
  • Smash on the last overhead.
Ground L
Air L
  • Smash hit causes a very short sliding knockdown.

Grants next to no oki from midscreen, but is a decent combo ender in the corner.

Ground M
Air M
  • Smash hit causes a ground bounce SKD.

j.S > j.214M is Bardock's preferred corner combo ender at low hitstun decay, as the ground bounce gives lots of time for easy extensions, supers, or simply more oki.

Some players also prefer ending combos with ground 214M over j.214L due to having better oki, though at the cost of damage and meter.

Ground H
Air H
  • Smash hit causes a ground bounce SKD.

j.S > j.214H works from midsceen with all the pros of corner j.214M.

Aside from being a combo ender, it's a great air-to-air option with very fast start-up and relatively little recovery.

Tyrant Lancer
Tyrant Lancer
236S
DBFZ Bardock TyrantLancer1.png
"Too slow."
DBFZ Bardock TyrantLancer2.png
"Get out of here!"
Template:AttackDataHeader-DBFZ
Uncharged
  • Wall bounces, can only followup without resources in the corner.
  • Cannot true string from any normals.
  • Jails into Vanish.

Commonly used as a reset tool in blockstrings, as it grants plus frames on block. This is also Bardock's best combo starter in the corner, if one can manage to frametrap with it.

Charged
  • Wall bounces that can be followed up anywhere.

Use this to scare them from Reflecting uncharged 236S.

Z Assists

Assist A
Rebellion Spear
Assist A
DBFZ Bardock RebellionSpear-L.png
LARIAT
Template:AttackDataHeader-DBFZ
  • Same deal as his point 236L.

Bardock A is very solid, and is always a good choice if you're looking for something that can quickly get a hit in during the mid range. It's pretty good in blockstrings as well due to it's speed, as you can throw it into a blockstring very easily without fear of it being reflected or wake-up DP'd. You can't go wrong with this option, even with how good assist B is, so really just pick based on what your team/playstyle is looking for.

Assist B
Tyrant Lancer
Assist B
DBFZ Bardock TyrantLancer1.png
Template:AttackDataHeader-DBFZ
  • Somewhat slow, but very high blockstun and hitstun.

While you're giving up the fast, strong tool of A assist, the benefits that B offers is titanic, as it grants plenty of time to start a combo on hit, and automatically enables mix-up pressure on block.

Assist C
Rebellion Combination
Assist C
DBFZ Bardock RebellionSpear-AirM.png
Template:AttackDataHeader-DBFZ
  • Teleports to the opponent and performs a two-hit combo. Causes groundbounce sliding knockdown on hit.
  • Tracks anywhere on the screen

Not really worth it. While Assist C can be good in it's own right for many characters, Bardock's other two options are just much too good to really give up. It does track anywhere on the screen - even in the air, so it does have some utility there, but even then it's hard to give up the options of assist A's fast reach and versatility, or assist B's incredibly high blockstun and easy confirms on hit. Your other characters probably have better Assist C options than Bardock does, anyway.

Super Moves

Riot Javelin
Riot Javelin
236L+M (Air OK)
DBFZ Bardock RiotJavelin.png
"This will change everything!"
DBFZ Bardock RiotJavelin2.png
YEET
Template:AttackDataHeader-DBFZ
Ground
Air
  • Hold up or down to aim the ground version upwards, and air version downwards. Downward version causes a ground bounce.
  • Normal version has minimum damage of 814, downward is 748.
  • As Saiyan Spirit follow-up, only does half the damage.
  • 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
Saiyan Spirit
236H+S (Air OK)
DBFZ Bardock SaiyanSpirit.png
"No!"
DBFZ Bardock SaiyanSpirit2.png
"None of that!"
Template:AttackDataHeader-DBFZ
Ground
Air
  • Minimum damage: 395, 318.
  • Goes just over half screen, only does 1590 if hits at the tip.
  • Can be followed up with Riot Javelin by pressing L/M/H/S on hit. This version can also be directed up or down.

Although invincible on start-up, opponents can Vanish on reaction to the super flash, making it a near-useless reversal against normals. The forward movement does make vanishes whiff, so it's more of a get-out-of-jail-free card as opposed to a damaging reversal.

Also to note that if this super is used midscreen, 2nd hit > lvl2 still does less damage than his other level 1.

Revenge Assault
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
"PREPARE TO DIE!"
Template:AttackDataHeader-DBFZ
Ground
Air
  • Charges straight forward.
  • On hit in midscreen, Bardock is left a full screen away from the opponent.
  • Minimum damage: 1718.

Easy Super for solo combos or to DHC into. +39 and almost fullscreen on hit, only allowing for a j.H safejump. A far cry of what it used to be, but a good super nonetheless.

Navigation

To edit frame data, edit values in DBFZ/Bardock/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

Template:Navbar-DBFZ