DBFZ/Bardock: Difference between revisions

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|name=5L
|name=5L
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ|version=yes}}
|version=5L
{{!}}-
|damage=400 |guard=All
{{AttackVersion|name=5L}}
|startup=6|active= |recovery= |frameAdv=-3
{{#lsth:DBFZ/Bardock/Data|5L}}
|description=
{{!}}-
{{Description|7|text=
* Bardock does a gut punch.
* Bardock does a gut punch.
* Decent pressure starter with many gatlings, moves Bardock forward slightly.
* Decent pressure starter with many gatlings, moves Bardock forward slightly.
  }}
  }}
{{AttackData-DBFZ
{{!}}-
|header=no
{{AttackVersion|name=5LL}}
  |version=5LL
  {{#lsth:DBFZ/Bardock/Data|5LL}}
|damage=700 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=-5
{{Description|7|text=
|description=
* Groundbounce allows Bardock to confirm hits on airborne opponents into grounded combos.
* Groundbounce allows Bardock to confirm hits on airborne opponents into grounded combos.
Bardock does a two-handed downward smash.
Bardock does a two-handed downward smash.
  }}
  }}
{{AttackData-DBFZ
{{!}}-
|header=no
{{AttackVersion|name=5LLL}}
  |version=5LLL
  {{#lsth:DBFZ/Bardock/Data|5LLL}}
|damage=1000 |guard=All
{{!}}-
|startup= |active=18 |recovery= |frameAdv=-5
{{Description|7|text=
|description=
* Bardock does an uppercut. Autocombos into Super Dash.
* Bardock does an uppercut. Autocombos into Super Dash.
  }}
  }}
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|name=5M
|name=5M
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=700 |guard=All
{{!}}-
|startup=12 |active= |recovery= |frameAdv=-4
{{#lsth:DBFZ/Bardock/Data|5M}}
|description=
{{!}}-
{{Description|6|text=
* Decent range 5M. Can be used aggressively in neutral and leads to solid damage.
* Decent range 5M. Can be used aggressively in neutral and leads to solid damage.
  }}
  }}
Line 99: Line 99:
|name=5H
|name=5H
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=850 |guard=All
{{!}}-
|startup=15 |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Bardock/Data|5H}}
|description=
{{!}}-
{{Description|6|text=
* Disjointed hitbox swing.
* Disjointed hitbox swing.
  }}
  }}
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|name=5S
|name=5S
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=500 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Bardock/Data|5S}}
|description=
{{!}}-
{{Description|6|text=
* Bardock shoots a ki blast. Causes soft knockdown on hit.
* Bardock shoots a ki blast. Causes soft knockdown on hit.
* Can only shoot one blast a time.
* Can only shoot one blast a time.
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|name=2L
|name=2L
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=400 |guard=Low
{{!}}-
|startup=7 |active= |recovery= |frameAdv=-4
{{#lsth:DBFZ/Bardock/Data|2L}}
|description=
{{!}}-
{{Description|6|text=
* Bardock does a low kick.
* 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.
* 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.
Line 141: Line 144:
|name=2M
|name=2M
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=700 |guard=Low
{{!}}-
|startup=10 |active= |recovery= |frameAdv= -5
{{#lsth:DBFZ/Bardock/Data|2M}}
|description=
{{!}}-
{{Description|6|text=
* Bardock crouches and does a sweep kick.
* Bardock crouches and does a sweep kick.
  }}
  }}
Line 154: Line 158:
|name=2H
|name=2H
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=850 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Bardock/Data|2H}}
|description=
{{!}}-
{{Description|6|text=
* Bardock does a two-handed upward swing. Go to anti-air.
* Bardock does a two-handed upward swing. Go to anti-air.
* Deceptively low horizontal range.  
* Deceptively low horizontal range.  
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|name=6M
|name=6M
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=850 |guard=High
{{!}}-
|startup=24 |active=6 |recovery=10 |frameAdv=0
{{#lsth:DBFZ/Bardock/Data|6M}}
|description=
{{!}}-
{{Description|6|text=
*Universal overhead.
*Universal overhead.
Bardock hops and does a two-handed overhead smash. If it hits an airborne opponent, Bardock can combo into 5L afterwards.
Bardock hops and does a two-handed overhead smash. If it hits an airborne opponent, Bardock can combo into 5L afterwards.
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|name=j.L
|name=j.L
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=400 |guard=High
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Bardock/Data|j.L}}
|description=
{{!}}-
{{Description|6|text=
* Can be used for fuzzy guard setups against taller characters (Cell).
* Can be used for fuzzy guard setups against taller characters (Cell).
* Can be used post IAD to set up left/right mixups.
* Can be used post IAD to set up left/right mixups.
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|name=j.M
|name=j.M
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=500*2 |guard=High
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Bardock/Data|j.M}}
|description=
{{!}}-
{{Description|6|text=
* Bardock does two jumping sidekicks.
* Bardock does two jumping sidekicks.
* Arguably one of Bardock's stronger air buttons.
* Arguably one of Bardock's stronger air buttons.
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|name=j.H
|name=j.H
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=850 [1000]|guard=High
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Bardock/Data|j.H}}
|description=
{{!}}-
{{Description|6|text=
* [] is on Smash hit.
* [] is on Smash hit.
* Bardock does a two-handed overhead smash.
* Bardock does a two-handed overhead smash.
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|name=j.S
|name=j.S
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=500 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Bardock/Data|j.S}}
|description=
{{!}}-
{{Description|6|text=
* Bardock fires a downward ki blast.
* Bardock fires a downward ki blast.
* Can only shoot one blast a time.
* Can only shoot one blast a time.
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|name=j.2H
|name=j.2H
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=850 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Bardock/Data|j.2H}}
|description=
{{!}}-
{{Description|6|text=
* Bardock does an upward kick.
* Bardock does an upward kick.
  }}
  }}
Line 258: Line 269:
|name=Rebellion Spear
|name=Rebellion Spear
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ|version=yes}}
|version=L
{{!}}-
|damage=900 |guard=All
{{AttackVersion|name=Ground L}}
|startup=10 |active= |recovery= |frameAdv=-4
{{#lsth:DBFZ/Bardock/Data|236L}}
|description=
{{!}}-
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/Bardock/Data|j.236L}}
{{!}}-
{{Description|7|text=
* Attacks straight ahead.
* Attacks straight ahead.
* Keeps the opponent in place on grounded hit.
* Keeps the opponent in place on grounded hit.
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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.
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.
  }}
  }}
{{AttackData-DBFZ
{{!}}-
|header=no
{{AttackVersion|name=Ground M}}
|version=M
{{#lsth:DBFZ/Bardock/Data|236M}}
|subtitle=or 236H > L/M/H on hit
{{!}}-
|damage=300, 750<br>1100 |guard=All
{{AttackVersion|name=Air M}}
|startup=8 |active= |recovery= |frameAdv=-15
{{#lsth:DBFZ/Bardock/Data|j.236M}}
|description=
{{!}}-
{{Description|7|text=
* Hits twice at close range, only once if far enough.
* Hits twice at close range, only once if far enough.
* Consumes smash.
* Consumes smash.
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* Aerial version ground bounces, spiking the opponent upwards which can lead to snapback setups.
* Aerial version ground bounces, spiking the opponent upwards which can lead to snapback setups.
  }}
  }}
{{AttackData-DBFZ
{{!}}-
|header=no
{{AttackVersion|name=Ground H}}
|version=H
{{#lsth:DBFZ/Bardock/Data|236H}}
|damage=300, 750<br>300, 1100<br>1100 |guard=All
{{!}}-
|startup=8 |active= |recovery= |frameAdv=-5
{{AttackVersion|name=Air H}}
|description=
{{#lsth:DBFZ/Bardock/Data|j.236H}}
{{!}}-
{{!}}-
{{Description|7|text=
* Damage depends on distance, tier 1 goes to midscreen, tier 2 is midscreen to almost fullscreen, tier 3 is exactly fullscreen.
* Damage depends on distance, tier 1 goes to midscreen, tier 2 is midscreen to almost fullscreen, tier 3 is exactly fullscreen.
* Moves straight ahead, crosses up on hit or block.
* Moves straight ahead, crosses up on hit or block.
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|name=Raging Meteor
|name=Raging Meteor
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ|version=yes}}
|version=L
{{!}}-
|damage=50*4, 900 |guard=All*4, High
{{AttackVersion|name=Ground L}}
|startup= |active= |recovery= |frameAdv=-4
{{#lsth:DBFZ/Bardock/Data|214L}}
|description=
{{!}}-
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/Bardock/Data|j.214L}}
{{!}}-
{{Description|7|text=
* Last hit is an overhead.
* Last hit is an overhead.
  }}
  }}
{{AttackData-DBFZ
{{!}}-
|header=no
{{AttackVersion|name=Ground M}}
|version=M
{{#lsth:DBFZ/Bardock/Data|214M}}
|damage=50*6, 900 |guard=All*6, High
{{!}}-
|startup= |active= |recovery= |frameAdv=-4
{{AttackVersion|name=Air M}}
|description=
{{#lsth:DBFZ/Bardock/Data|j.214M}}
{{!}}-
{{Description|7|text=
* Last hit is an overhead.
* Last hit is an overhead.
* Grounded version causes a sliding knockdown.
* Grounded version causes a sliding knockdown.
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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.
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.
  }}
  }}
{{AttackData-DBFZ
{{!}}-
|header=no
{{AttackVersion|name=Ground H}}
|version=H
{{#lsth:DBFZ/Bardock/Data|214H}}
|damage=50*6, 1100 |guard=All*6, High
{{!}}-
|startup= |active= |recovery= |frameAdv=-4
{{AttackVersion|name=Air H}}
|description=
{{#lsth:DBFZ/Bardock/Data|j.214H}}
{{!}}-
{{Description|7|text=
* Last hit is an overhead.
* Last hit is an overhead.
* Causes a sliding knockdown.
* Causes a sliding knockdown.
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|name=Tyrant Lancer
|name=Tyrant Lancer
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ|version=yes}}
|version=Normal
{{!}}-
|damage=600*2 [1000]|guard=All
{{AttackVersion|name=Uncharged}}
|startup=26 |active= |recovery= |frameAdv=+4
{{#lsth:DBFZ/Bardock/Data|236S}}
|description=
{{!}}-
{{Description|7|text=
* Wallbounces in the corner.
* Wallbounces in the corner.
* [] is if only the first hit comes out (e.g. hitting assists).
* [] 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.
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.
  }}
  }}
{{AttackData-DBFZ
{{!}}-
|header=no
{{AttackVersion|name=Charged}}
|version=Charged
{{#lsth:DBFZ/Bardock/Data|236[S]}}
|damage=800*2 [1500]|guard=All
{{!}}-
|startup=48 |active= |recovery= |frameAdv=+4
{{Description|7|text=  
|description=  
* Wallbounces.
* Wallbounces.
* [] is if only the first hit comes out (e.g. hitting assists).
* [] is if only the first hit comes out (e.g. hitting assists).
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|name=Rebellion Spear
|name=Rebellion Spear
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=800 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Bardock/Data|A1/A2}}
|description=
{{!}}-
{{Description|6|text=
* Very fast.
* Very fast.
* Leaves opponent standing on grounded hit.
* Leaves opponent standing on grounded hit.
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|input=236L+M (Air OK)
|input=236L+M (Air OK)
|name=Riot Javelin
|name=Riot Javelin
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ|version=yes}}
|version=Normal
{{!}}-
|damage=2200 |guard=All
{{AttackVersion|name=Ground}}
|startup= |active= |recovery= |frameAdv=-21
{{#lsth:DBFZ/Bardock/Data|236LM}}
|description=
{{!}}-
}}
{{AttackVersion|name=Air}}
{{AttackData-DBFZ
{{#lsth:DBFZ/Bardock/Data|j.236LM}}
|header=no
{{!}}-
|version=Saiyan Spirit follow-up
{{AttackVersion|name=Saiyan Spirit follow-up}}
|subtitle=Hold any button on hit
{{#lsth:DBFZ/Bardock/Data|236HS > L/M/H/S}}
|damage=1100 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=
|description=
* Costs 1 Ki Gauge.
* Costs 1 Ki Gauge.
* Charges an energy sphere and launches it straight ahead.
* Charges an energy sphere and launches it straight ahead.
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|input=236H+S (Air OK)
|input=236H+S (Air OK)
|name=Saiyan Spirit
|name=Saiyan Spirit
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ|version=yes}}
|version=Ground
{{!}}-
|damage=1000, 2120|guard=All
{{AttackVersion|name=Ground}}
|startup= |active= |recovery= |frameAdv=-19
{{#lsth:DBFZ/Bardock/Data|236HS}}
|description=
{{!}}-
}}
{{AttackVersion|name=Air}}
{{AttackData-DBFZ
{{#lsth:DBFZ/Bardock/Data|j.236HS}}
|header=no
{{!}}-
|version=Air
{{Description|7|text=
|damage=1000, 2120|guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Costs 1 Ki Gauge.
* Costs 1 Ki Gauge.
* Invincible on startup.
* Invincible on startup.
Line 439: Line 463:
|input=214L+M or 214H+S (Air OK)
|input=214L+M or 214H+S (Air OK)
|name=Revenger Assault
|name=Revenger Assault
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ|version=yes}}
|damage=4248 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=-14
{{AttackVersion|name=Ground}}
|description=
{{#lsth:DBFZ/Bardock/Data|214HS}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/Bardock/Data|j.214HS}}
{{!}}-
{{Description|7|text=
* Costs 3 Ki Gauges.
* Costs 3 Ki Gauges.
* Bardock transforms into a Super Saiyan and advances towards the opponent, striking them with his shoulder.
* Bardock transforms into a Super Saiyan and advances towards the opponent, striking them with his shoulder.
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}}
}}


----
==Navigation==
{{#lsth:DBFZ/Bardock/Data|Links}}
{{#lsth:DBFZ/Bardock/Data|Links}}
{{notice|To edit frame data, edit values in [[DBFZ/Bardock/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category: Bardock]]
[[Category: Bardock]]

Revision as of 18:55, 26 February 2019

Bardock
DBFZ Bardock Portrait.png
Movement Options
Double Jump, Super Jump, 1 Air Dash, Dash Type: Run
Play-style
Rushdown

Overview

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

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

5L
5L
DBFZ Bardock 5L.png
Liver shot
DBFZ Bardock 5LL.png
Bardocks eSports normal
DBFZ Bardock 5LLL.png
SHORYUKEN!
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 3 16 -3 B - - - 7% 2 15 - -
Clash level: 1
DBFZ Bardock 5L.png
  • Bardock does a gut punch.
  • Decent pressure starter with many gatlings, moves Bardock forward slightly.
5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 11 3 18 -5 B - - - 7% 2 15 GBounce GBounce
DBFZ Bardock 5LL.png
  • Groundbounce allows Bardock to confirm hits on airborne opponents into grounded combos.

Bardock does a two-handed downward smash.

5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 13 3 17 -4 B 1-15 Head U3+ - 12% 4 15 Launch -
DBFZ Bardock 5LLL.png
The original eSport autocombo
  • Bardock does an uppercut. Autocombos into Super Dash.
5M
5M
DBFZ Bardock 5M.png
FALCON KICK
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 12 4 16 -4 B - - - 7% 2 15 - -
DBFZ Bardock 5M.png


  • Decent range 5M. Can be used aggressively in neutral and leads to solid damage.
5H
5H
DBFZ Bardock 5H.png
FRIEZZAAAAAAAA!!!
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 15 3 21 -8 B - U1 - 12% 4 15 Launch 22
DBFZ Bardock 5H.png


  • Disjointed hitbox swing.
5S
5S
DBFZ Bardock 5S.png
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 All 13 - Total 34 -1 P1 - - - 6% - 20 Launch 25
DBFZ Bardock 5S.png


  • 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
2L
DBFZ Bardock 2L.png
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 Low 7 3 13 -4 F - - - 5% 1 11 - -
DBFZ Bardock 2L.png


  • 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
2M
DBFZ Bardock 2M.png
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2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 10 3 18 -5 F - - - 7% 2 15 Launch 22
DBFZ Bardock 2M.png


  • Bardock crouches and does a sweep kick.
2H
2H
DBFZ Bardock 2H.png
"FORE"
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2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 13 3 28 -15 B 4-15 Head U1+ - 12% 4 15 Launch 22 / 39
DBFZ Bardock 2H.png


  • Bardock does a two-handed upward swing. Go to anti-air.
  • Deceptively low horizontal range.
6M
6M *thunk* Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 4+6L ±0 B - - - 12% 3 15 18 23
DBFZ Bardock jH.png
Honest mixup tool for an honest character


  • 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
j.L
DBFZ Bardock jL.png
FORWARD AERIAL
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j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 6 3 13 - H - - - 5% 1 - - -
DBFZ Bardock jL.png


  • Can be used for fuzzy guard setups against taller characters (Cell).
  • Can be used post IAD to set up left/right mixups.
j.M
j.M
DBFZ Bardock jM.png
"You'll regret that!"
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j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500×2 High 8 2(8)2 13 - H - - - 7%*2 2 - - -
DBFZ Bardock jM.png


  • Bardock does two jumping sidekicks.
  • Arguably one of Bardock's stronger air buttons.
  • Can be used for crossups.
j.H
j.H
DBFZ Bardock jH.png
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j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 13 4 19 - H - D1+ [D3+] - 12% 3 - - -
DBFZ Bardock jH.png


  • [] is on Smash hit.
  • Bardock does a two-handed overhead smash.
j.S
j.S
DBFZ Bardock jS.png
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j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 All 13 - Total 34+5L - P1 - - - 6% - - - -
DBFZ Bardock jS.png


  • 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
j.2H
DBFZ Bardock j2H.png
boot
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j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 12 4 22 - H - U1+ - 12% 3 - - / 39
DBFZ Bardock j2H.png


  • Bardock does an upward kick.

Specials

Rebellion Spear
Rebellion Spear
236L/M/H (Air OK)
DBFZ Bardock RebellionSpear.png
Ground
DBFZ Bardock RebellionSpear-Air.png
Air
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Ground L


236L
L Rebellion Spear
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 7 7 20 -4 B - - - 12% 3 - - -
DBFZ Bardock RebellionSpear.png
Ground
Air L


j.236L
Air L Rebellion Spear
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 7 7 17 -4 H - - - 12% 3 - Launch -
DBFZ Bardock RebellionSpear-Air.png
Air
  • 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


236M
M Rebellion Spear
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300,600
→1100
All 8 6(3)5 21+7L -16 B 4-21 Head U1+ - 6%*2
→12.5%
3 15 Launch -
DBFZ Bardock RebellionSpear.png
Ground
Air M


j.236M
Air M Rebellion Spear
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300,600
→1100
All 9 Until L(2)3 28 -5 H - U1+ - 6%*2
→12%
3 25 Launch -
DBFZ Bardock RebellionSpear-Air.png
Air
  • Hits twice at close range, only once if far enough.
  • Consumes smash.
  • 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.
Ground H


236H
H Rebellion Spear
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300,600
→300,1100
→1100
All 6 3~7,3,5 24 -5 B - - - -50% 3 - Launch -
DBFZ Bardock RebellionSpear.png
Ground
Air H


j.236H
Air H Rebellion Spear
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300,600
→300,1100
→1100
All 6 3~7,3,5 24 -5 H - - - -50% 3 - Launch -
DBFZ Bardock RebellionSpear-Air.png
Air
  • Damage depends on distance, tier 1 goes to midscreen, tier 2 is midscreen to almost fullscreen, tier 3 is 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 any bar.
Raging Meteor
Raging Meteor
214L/M/H (Air OK)
DBFZ Bardock RagingMeteor.png
"RUNNIN YA FADE WITH STYLE"
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Ground L


214L
L Raging Meteor
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
50×4, 1000 All×4, High 10 10(4)5 16 -5 B - D1 - 2%*4, 12% - 15 Launch -
DBFZ Bardock RagingMeteor.png
Air L


j.214L
Air L Raging Meteor
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
50×4, 900 All×4, High 11 8(4)5 15 - H - D1 - 2%*4, 12% - - - -
DBFZ Bardock RagingMeteor.png
  • Last hit is an overhead.
Ground M


214M
M Raging Meteor
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
50×6, 1100 All×6, High 8 15(4)5 16 -5 B - D1 - 2%*6, 12% - 15 Launch -
DBFZ Bardock RagingMeteor.png
Air M


j.214M
Air M Raging Meteor
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
50×6, 1000 All×6, High 19 13 21 - H - D1 - 2%*6, 12% - - - -
DBFZ Bardock RagingMeteor.png
  • 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.

Ground H


214H
H Raging Meteor
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
50×6, 1300 All×6, High 7 14(1)5 16 -5 B - D1 - -50% - 15 Launch -
DBFZ Bardock RagingMeteor.png
Air H


j.214H
Air H Raging Meteor
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
50×6, 1200 All×6, High 8 13 15 - H - D1 - -50% - - - -
DBFZ Bardock RagingMeteor.png
  • 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
Tyrant Lancer
236S
DBFZ Bardock TyrantLancer1.png
"Too slow."
DBFZ Bardock TyrantLancer2.png
"Get out of here!"
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Uncharged


236S
Tyrant Lancer
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 / 600×2 All 24~32 2 21 +4 B - U1+ - 12% / 24%,12% - 26 Launch -
DBFZ Bardock TyrantLancer1.pngDBFZ Bardock TyrantLancer2.png
  • 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


236[S]
Tyrant Lancer (Charged)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1500 / 800×2 All 33~46 2 21 +8 B - U1+ - 12% / 24%,12% - 26 Launch -
DBFZ Bardock TyrantLancer1.pngDBFZ Bardock TyrantLancer2.png
  • 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

Rebellion Spear
A1/A2
DBFZ Bardock RebellionSpear-L.png
LARIAT
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  • Very fast.
  • Leaves opponent standing on grounded hit.
  • Sends opponent flying horizontally on air hit.

Supers

Riot Javelin
Riot Javelin
236L+M (Air OK)
DBFZ Bardock RiotJavelin.png
"This will change everything!"
DBFZ Bardock RiotJavelin2.png
YEET
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Ground
Air
Saiyan Spirit follow-up
  • Costs 1 Ki Gauge.
  • Charges an energy sphere and launches it straight ahead.
  • Hold up or down to aim the ground version upwards, and air version downwards.
  • Normal version has minimum damage of 814, Saiyan Spirit follow-up is 407.
  • 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!"
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Ground
Air
  • Costs 1 Ki Gauge.
  • Invincible on startup.
  • Hits twice if close enough to the opponent.
  • Minimum damage is 400, 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
Revenger Assault
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!"
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Ground
Air
  • 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.

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.

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