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{{#lsth:DBFZ/Bardock/Data|5L}} | {{#lsth:DBFZ/Bardock/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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{{#lsth:DBFZ/Bardock/Data|5LL}} | {{#lsth:DBFZ/Bardock/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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. | ||
Line 75: | Line 75: | ||
{{#lsth:DBFZ/Bardock/Data|5LLL}} | {{#lsth:DBFZ/Bardock/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Bardock does an uppercut. Autocombos into Super Dash. | * Bardock does an uppercut. Autocombos into Super Dash. | ||
}} | }} | ||
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{{#lsth:DBFZ/Bardock/Data|5M}} | {{#lsth:DBFZ/Bardock/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
}} | }} | ||
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{{#lsth:DBFZ/Bardock/Data|5H}} | {{#lsth:DBFZ/Bardock/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Disjointed hitbox swing. | * Disjointed hitbox swing. | ||
}} | }} | ||
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{{#lsth:DBFZ/Bardock/Data|5S}} | {{#lsth:DBFZ/Bardock/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
Line 133: | Line 133: | ||
{{#lsth:DBFZ/Bardock/Data|2L}} | {{#lsth:DBFZ/Bardock/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
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{{#lsth:DBFZ/Bardock/Data|2M}} | {{#lsth:DBFZ/Bardock/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Bardock crouches and does a sweep kick. | * Bardock crouches and does a sweep kick. | ||
}} | }} | ||
Line 162: | Line 162: | ||
{{#lsth:DBFZ/Bardock/Data|2H}} | {{#lsth:DBFZ/Bardock/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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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{{#lsth:DBFZ/Bardock/Data|6M}} | {{#lsth:DBFZ/Bardock/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
Line 192: | Line 192: | ||
{{#lsth:DBFZ/Bardock/Data|j.L}} | {{#lsth:DBFZ/Bardock/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
Line 207: | Line 207: | ||
{{#lsth:DBFZ/Bardock/Data|j.M}} | {{#lsth:DBFZ/Bardock/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
Line 223: | Line 223: | ||
{{#lsth:DBFZ/Bardock/Data|j.H}} | {{#lsth:DBFZ/Bardock/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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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{{#lsth:DBFZ/Bardock/Data|j.S}} | {{#lsth:DBFZ/Bardock/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
Line 255: | Line 255: | ||
{{#lsth:DBFZ/Bardock/Data|j.2H}} | {{#lsth:DBFZ/Bardock/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Bardock does an upward kick. | * Bardock does an upward kick. | ||
}} | }} | ||
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{{#lsth:DBFZ/Bardock/Data|j.236L}} | {{#lsth:DBFZ/Bardock/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Attacks straight ahead. | * Attacks straight ahead. | ||
* Keeps the opponent in place on grounded hit. | * Keeps the opponent in place on grounded hit. | ||
Line 290: | Line 290: | ||
{{#lsth:DBFZ/Bardock/Data|j.236M}} | {{#lsth:DBFZ/Bardock/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lsth:DBFZ/Bardock/Data|j.236H}} | {{#lsth:DBFZ/Bardock/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
Line 309: | Line 309: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Raging Meteor</font> ====== | ======<font style="visibility:hidden" size="0">Raging Meteor</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Bardock_RagingMeteor.png |caption= "RUNNIN YA FADE WITH STYLE" | |image=DBFZ_Bardock_RagingMeteor.png |caption= "RUNNIN YA FADE WITH STYLE" | ||
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{{#lsth:DBFZ/Bardock/Data|j.214L}} | {{#lsth:DBFZ/Bardock/Data|j.214L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Last hit is an overhead. | * Last hit is an overhead. | ||
* Causes a sliding knockdown. | * Causes a 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. | 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. | ||
}} | }} | ||
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{{#lsth:DBFZ/Bardock/Data|j.214M}} | {{#lsth:DBFZ/Bardock/Data|j.214M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Last hit is an overhead. | * Last hit is an overhead. | ||
* 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. You have a much easier window to combo into supers from this, so it is recommended. It also gives much better oki than 214L. | 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. | ||
}} | }} | ||
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{{#lsth:DBFZ/Bardock/Data|j.214H}} | {{#lsth:DBFZ/Bardock/Data|j.214H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Last hit is an overhead. | * Last hit is an overhead. | ||
* Causes a sliding knockdown. | * 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. | 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. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Tyrant Lancer</font> ====== | ======<font style="visibility:hidden" size="0">Tyrant Lancer</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Bardock_TyrantLancer1.png |caption= ''"Too slow."'' | |image=DBFZ_Bardock_TyrantLancer1.png |caption= ''"Too slow."'' | ||
Line 367: | Line 363: | ||
{{#lsth:DBFZ/Bardock/Data|236S}} | {{#lsth:DBFZ/Bardock/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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). | ||
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{{#lsth:DBFZ/Bardock/Data|236[S]}} | {{#lsth:DBFZ/Bardock/Data|236[S]}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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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{{#lsth:DBFZ/Bardock/Data|A1/A2}} | {{#lsth:DBFZ/Bardock/Data|A1/A2}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Very fast. | * Very fast. | ||
* Leaves opponent standing on grounded hit. | * Leaves opponent standing on grounded hit. | ||
Line 420: | Line 416: | ||
{{#lsth:DBFZ/Bardock/Data|236HS > L/M/H/S}} | {{#lsth:DBFZ/Bardock/Data|236HS > L/M/H/S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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. | ||
Line 444: | Line 440: | ||
{{#lsth:DBFZ/Bardock/Data|j.236HS}} | {{#lsth:DBFZ/Bardock/Data|j.236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Costs 1 Ki Gauge. | * Costs 1 Ki Gauge. | ||
* Invincible on startup. | * Invincible on startup. | ||
Line 470: | Line 466: | ||
{{#lsth:DBFZ/Bardock/Data|j.214HS}} | {{#lsth:DBFZ/Bardock/Data|j.214HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. |
Revision as of 14:50, 7 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
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 |
Template:AttackDataHeader-DBFZ
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2H
2H |
Template:AttackDataHeader-DBFZ
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6M
6M |
Template:AttackDataHeader-DBFZ
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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 |
Template:AttackDataHeader-DBFZ
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j.H
j.H |
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j.S
j.S |
Template:AttackDataHeader-DBFZ
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j.2H
j.2H |
Template:AttackDataHeader-DBFZ
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Specials
Rebellion Spear
Rebellion Spear 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ
| ||||||
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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
|
- 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) |
Template:AttackDataHeader-DBFZ
| ||||||
---|---|---|---|---|---|---|---|
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
|
- 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. It also gives much better oki than 214L.
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 |
Template:AttackDataHeader-DBFZ |
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Supers
Riot Javelin
Riot Javelin 236L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
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Saiyan Spirit
Saiyan Spirit 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Revenge Assault
Revenge Assault 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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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.