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* Causes a sliding knockdown. | * Causes a 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. | 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. | ||
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{{!}}- | {{!}}- |
Revision as of 14:09, 4 April 2019
Bardock |
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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
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Normals
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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6M
6M |
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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 |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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Specials
Rebellion Spear
Rebellion Spear 236L/M/H (Air OK) |
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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. | ||||||
Ground, Air M or 236H > L/M/H on hit
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- 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,
Air H
- 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) |
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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, Air M
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- Last hit is an overhead.
- Causes a 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.
Ground,
Air H
- Last hit is an overhead.
- Causes a 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
Tyrant Lancer 236S |
Template:AttackDataHeader-DBFZ |
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Assist
Rebellion Spear A1/A2 |
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Supers
Riot Javelin
Riot Javelin 236L+M (Air OK) |
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Saiyan Spirit
Saiyan Spirit 236H+S (Air OK) |
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Revenge Assault
Revenge Assault 214L+M or 214H+S (Air OK) |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.