(→Revenge Assault: Minimum damage) |
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{{#lsth: | {{#lsth:{{PAGENAME}}/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Air Dash, Dash Type: Run | :Double Jump, Super Jump, 1 Air Dash, Dash Type: Run | ||
;Play-style | ;Play-style | ||
:Rushdown | :Rushdown | ||
;Team Role | |||
:Point, Middle | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
Line 29: | Line 31: | ||
* Simple core gameplan and incredibly low execution requirements for his BnB's, which are universal among the entire cast. | * 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. | * 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. | ||
* Incredibly solid buttons; a good balance in speed and range. | * Incredibly solid buttons; a good balance in speed and range. | ||
* Amazing stagger pressure capabilities. Almost all of his buttons are safe on block, making it very easy to reset pressure and refresh assists. | |||
* 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. | * 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. | ||
* | * One of two characters 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. | * 5LL bring opponents to the ground for easy hit confirms. | ||
* | * Basic, but effective assist. Can be thrown out in neutral and during combos; truely has flexibility. | ||
* | * Has very fast supers which, if DHC'd into from longer supers, can extend combos. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | * Somewhat limited high/low mixups without assists. Has to rely on Assisted SD 50/50s and good stagger pressure in order to opponent up opponents. | ||
* While he does have amazing neutral game options, he generally needs assists to accompany him with his options. | * While he does have amazing neutral game options, he generally needs assists to accompany him with his options. | ||
|- | |- | ||
|} | |} | ||
{{# | {{#lst:{{PAGENAME}}/Data|Links}} | ||
<br clear | <br style="clear:both;"/> | ||
== | ==Normal Moves== | ||
======<font style="visibility:hidden;font-size:0">5L</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|name=5L | |name=5L | ||
|image=DBFZ_Bardock_5L.png |caption= | |||
|image2=DBFZ_Bardock_5LL.png |caption2= | |||
|image3=DBFZ_Bardock_5LLL.png |caption3=Certified eSports | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=5L}} | |||
{{#lsth:{{PAGENAME}}/Data|5L}} | |||
{{!}}- | |||
* Bardock does a gut punch | {{Description|8|text= | ||
* Can be canceled into from itself, even on whiff. | |||
* Jump cancelable on hit. | |||
Bardock does a gut punch that moves him forward slightly. Has deceptively long range and very fast start-up speed, making it a great button for contesting the opponents pressure or to anti-air opponents who IAD. | |||
}} | |||
{{AttackVersion|name=5LL}} | |||
{{#lsth:{{PAGENAME}}/Data|5LL}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* | * Can be canceled into from 5L, even on whiff. | ||
Bardock does a two-handed downward smash. | * Jump cancelable on hit. | ||
* Groundbounces airborne opponents. | |||
* Auto-corrects on side switch. | |||
Bardock does a two-handed downward smash that moves him forward slightly. Its infamously large hitbox, auto-correction, and fantastic scaling makes this an attack to be feared. Drags down arieal opponents for a full combo conversion. | |||
}} | |||
{{AttackVersion|name=5LLL}} | |||
{{#lsth:{{PAGENAME}}/Data|5LLL}} | |||
{{!}}- | |||
* Bardock does an uppercut. | {{Description|8|text= | ||
* Can be canceled into from 5LL, even on whiff. | |||
* Auto-corrects on side switch. | |||
Bardock does an uppercut that moves him forward. Just like the other two attacks in his auto combo, this move has a massive hitbox that can snipe airborne opponents, which when combined with its forward movement and auto-correction makes it track the opponent's movement. Forces a Smash, even if it has already been used in a combo, though Bardock doesn't use this for his optimal combos. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5M | |name=5M | ||
|image=DBFZ_Bardock_5M.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|5M}} | |||
{{!}}- | |||
{{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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |name=5H | ||
|image=DBFZ_Bardock_5H.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|5H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Disjointed hitbox swing. | * Disjointed hitbox swing. | ||
* Mostly blockstring filler. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |||
|image=DBFZ_Bardock_5S.png |caption= | |image=DBFZ_Bardock_5S.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|5S}} | |||
{{!}}- | |||
{{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. | ||
* Somewhat underwhelming in neutral, it is however one of the stronger 5S normals in the game when used in pressure. | * Somewhat underwhelming in neutral, although it can confirm into 236H at any range, giving it some utility. It is however one of the stronger 5S normals in the game when used in pressure. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |||
|image=DBFZ_Bardock_2L.png |caption= | |image=DBFZ_Bardock_2L.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|2L}} | |||
{{!}}- | |||
{{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 | * Integral part of Bardock's pressure/mixup because it serves as his fastest low. | ||
* Decent pressure starter in conjunction with 5L since it can stagger into itself and gatling into other normals. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |||
|image=DBFZ_Bardock_2M.png |caption= | |image=DBFZ_Bardock_2M.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|2M}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Bardock crouches and does a sweep kick. | * Bardock crouches and does a sweep kick. | ||
* Another surprisingly good stagger tool. | |||
Bardock's party starter. All of your highest-damaging combos start with this bad boy, including ToD's. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name=2H | ||
|image=DBFZ_Bardock_2H.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|2H}} | |||
{{!}}- | |||
{{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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6M | |name=6M | ||
|image=DBFZ_Bardock_6M.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|6M}} | |||
{{!}}- | |||
*Universal overhead. | {{Description|7|text= | ||
* 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. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.L | |name=j.L | ||
|image=DBFZ_Bardock_jL.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|j.L}} | |||
{{!}}- | |||
{{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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.M | |name=j.M | ||
|image=DBFZ_Bardock_jM.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|j.M}} | |||
{{!}}- | |||
{{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. | ||
* Can be used for crossups. | * Can be used for crossups. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |||
|image=DBFZ_Bardock_jH.png |caption= | |image=DBFZ_Bardock_jH.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|j.H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Bardock does a two-handed overhead smash. | * Bardock does a two-handed overhead smash. | ||
* Prime jump-in against tall opponents because it sets up a fuzzy guard mixup, more in Strategy. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |||
|image=DBFZ_Bardock_jS.png |caption= | |image=DBFZ_Bardock_jS.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|j.S}} | |||
{{!}}- | |||
{{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. | ||
* Pauses his air momentum during the shot, which adds a layer to his air movement. | * Pauses his air momentum during the shot, which adds a layer to his air movement. | ||
* Adds landing recovery. | * Adds landing recovery. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |name=j.2H | ||
|image=DBFZ_Bardock_j2H.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|j.2H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Bardock does an upward kick. | * Bardock does an upward kick. | ||
* Used in some corner setups for it's momentum changing properties. | |||
Bardock's main combo filler. Used for it's Smash property of enabling a slide knockdown and used in non-Smash combos for it's damage and jump cancel. | |||
}} | |||
}} | }} | ||
== | ==Special Moves== | ||
======<font style="visibility:hidden;font-size:0">Rebellion Spear</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|name=Rebellion Spear | |||
|input=236L/M/H (Air OK) | |||
|image=DBFZ_Bardock_RebellionSpear.png |caption=Ground | |image=DBFZ_Bardock_RebellionSpear.png |caption=Ground | ||
|image2=DBFZ_Bardock_RebellionSpear-Air.png |caption2=Air | |image2=DBFZ_Bardock_RebellionSpear-Air.png |caption2=Air | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground L}} | |||
{{#lsth:{{PAGENAME}}/Data|236L}} | |||
{{!}}- | |||
{{AttackVersion|name=Air L}} | |||
{{#lsth:{{PAGENAME}}/Data|j.236L}} | |||
{{!}}- | |||
{{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 269: | Line 293: | ||
* Level 1 move, so it doesn't true blockstring into vanish | * 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. | 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. | ||
}} | |||
{{AttackVersion|name=Ground M|subtitle=or 236H > L/M/H on hit}} | |||
{{#lsth:{{PAGENAME}}/Data|236M}} | |||
{{!}}- | |||
{{AttackVersion|name=Air M|subtitle=or j.236H > L/M/H on hit}} | |||
{{#lsth:{{PAGENAME}}/Data|j.236M}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* | * Damage depends on distance. | ||
* Ground version is invulnerable to head property attacks. Has recovery on the way down. | * 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. | * Aerial version ground bounces, spiking the opponent upwards which can lead to snapback setups. | ||
* Aerial version is only U1+ Smash on air-to-air hit. | |||
The medium version of his lariat has some niche uses during neutral. It can be used to intercept opponents who press buttons in the air, both on the ground and in the air. Despite this, the reward isn't anything significant, as vanish is mandatory to extend combos. | |||
With the recovery on this move heavily nerfed, it can no longer be used as a mix-up tool during blockstrings. The opponent can now guard high and react to 2L very consitantly. He is now required to discover other methods to setup 50/50 mix-ups. | |||
}} | |||
{{AttackVersion|name=Ground H}} | |||
{{#lsth:{{PAGENAME}}/Data|236H}} | |||
* Damage depends on distance | {{!}}- | ||
{{AttackVersion|name=Air H}} | |||
{{#lsth:{{PAGENAME}}/Data|j.236H}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Damage depends on distance: midscreen → midscreen to almost fullscreen → exactly fullscreen. | |||
* Moves straight ahead, crosses up on hit or block. | * 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 | * 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Raging Meteor</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Raging Meteor | ||
|input=214L/M/H (Air OK) | |input=214L/M/H (Air OK) | ||
| | |image=DBFZ_Bardock_RagingMeteor.png |caption="RUNNIN YA FADE WITH STYLE" | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Last hit is an overhead | |||
* Smash on last hit | |||
* Last hit is an overhead | }} | ||
{{AttackVersion|name=Ground L}} | |||
{{#lsth:{{PAGENAME}}/Data|214L}} | |||
{{!}}- | |||
{{AttackVersion|name=Air L}} | |||
{{#lsth:{{PAGENAME}}/Data|j.214L}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* | * Causes a short 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. | |||
}} | |||
{{AttackVersion|name=Ground M}} | |||
{{#lsth:{{PAGENAME}}/Data|214M}} | |||
{{!}}- | |||
{{AttackVersion|name=Air M}} | |||
{{#lsth:{{PAGENAME}}/Data|j.214M}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Causes a ground bounce 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. | |||
* Causes a sliding knockdown. | }} | ||
{{AttackVersion|name=Ground H}} | |||
{{#lsth:{{PAGENAME}}/Data|214H}} | |||
{{!}}- | |||
{{AttackVersion|name=Air H}} | |||
{{#lsth:{{PAGENAME}}/Data|j.214H}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Causes a ground bounce 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. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Tyrant Lancer</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Tyrant Lancer | ||
|input=236S | |input=236S | ||
| | |image=DBFZ_Bardock_TyrantLancer1.png |caption=''"Too slow."'' | ||
|image2=DBFZ_Bardock_TyrantLancer2.png |caption2=''"Get out of here!"'' | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Uncharged}} | |||
{{#lsth:{{PAGENAME}}/Data|236S}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Wallbounces in the corner. | * Wallbounces in the corner. | ||
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. | ||
}} | |||
{{AttackVersion|name=Charged}} | |||
{{#lsth:{{PAGENAME}}/Data|236[S]}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Wallbounces. | * Wallbounces. | ||
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. | 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== | ==Assist== | ||
{{MoveData | {{MoveData | ||
|name=Rebellion Spear | |||
|input=A1/A2 | |||
|image=DBFZ_Bardock_RebellionSpear-L.png |caption=LARIAT | |image=DBFZ_Bardock_RebellionSpear-L.png |caption=LARIAT | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|A1/A2}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Very fast. | * Very fast. | ||
* Leaves opponent standing on grounded hit. | * Leaves opponent standing on grounded hit. | ||
* Sends opponent flying horizontally on air hit. | * Sends opponent flying horizontally on air hit. | ||
}} | |||
}} | }} | ||
== | ==Super Moves== | ||
======<font style="visibility:hidden;font-size:0">Riot Javelin</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
| | |name=Riot Javelin | ||
|input=236L+M (Air OK) | |input=236L+M (Air OK) | ||
| | |image=DBFZ_Bardock_RiotJavelin.png |caption=''"This will change '''everything!'''"'' | ||
|data= | |image2=DBFZ_Bardock_RiotJavelin2.png |caption2=''YEET'' | ||
|data= | |||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:{{PAGENAME}}/Data|236LM}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:{{PAGENAME}}/Data|j.236LM}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Costs 1 Ki Gauge. | * Costs 1 Ki Gauge. | ||
* Hold up or down to aim the ground version upwards, and air version downwards. Downward version causes a ground bounce even at high up. | |||
* Hold up or down to aim the ground version upwards, and air version downwards. | * Normal version has minimum damage of 814, downward is 748. | ||
* Normal version has minimum damage of 814, Saiyan Spirit follow-up | * 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. | * 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Saiyan Spirit</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Saiyan Spirit | |||
|input=236H+S (Air OK) | |||
|image=DBFZ_Bardock_SaiyanSpirit.png |caption=''"No!"'' | |image=DBFZ_Bardock_SaiyanSpirit.png |caption=''"No!"'' | ||
|image2=DBFZ_Bardock_SaiyanSpirit2.png |caption2='''''"None of that!"''''' | |image2=DBFZ_Bardock_SaiyanSpirit2.png |caption2='''''"None of that!"''''' | ||
|data= | |||
{{AttackDataHeader-DBFZ|version=yes}} | |||
|data= | {{!}}- | ||
{{AttackVersion|name=Ground}} | |||
{{#lsth:{{PAGENAME}}/Data|236HS}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:{{PAGENAME}}/Data|j.236HS}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Costs 1 Ki Gauge. | * Costs 1 Ki Gauge. | ||
* Invincible on startup. | * Invincible on startup. | ||
* | * Goes just over half screen, only does 1590 if hits at the tip. | ||
* Minimum damage | * Minimum damage: 395, 318. | ||
* Can be followed up with Riot Javelin by pressing | * Can be followed up with Riot Javelin by pressing L/M/H/S 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. | * 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 | * Opponents can vanish on reaction to the startup, so it isn't a great reversal against normals. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Revenge Assault</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Revenge Assault | |||
|input=214L+M or 214H+S (Air OK) | |||
|image=DBFZ_Bardock_RevengerAssault.png |caption=''"Oh no, I won't let you get away with what you've done!"'' | |image=DBFZ_Bardock_RevengerAssault.png |caption=''"Oh no, I won't let you get away with what you've done!"'' | ||
|image2=DBFZ_Bardock_RevengerAssault2.png |caption2='''''"PREPARE TO DIE!"''''' | |image2=DBFZ_Bardock_RevengerAssault2.png |caption2='''''"PREPARE TO DIE!"''''' | ||
| | |data= | ||
|name= | {{AttackDataHeader-DBFZ|version=yes}} | ||
| | {{!}}- | ||
{{AttackVersion|name=Ground}} | |||
{{#lsth:{{PAGENAME}}/Data|214LM}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:{{PAGENAME}}/Data|j.214LM}} | |||
{{!}}- | |||
{{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. | ||
Line 451: | Line 482: | ||
* Opponent is positioned significantly away from Bardock after his level 3 animation effect, significantly weakening its pressure usage. | * 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. | 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== | |||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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 18:52, 17 December 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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Normal Moves
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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Bardock's party starter. All of your highest-damaging combos start with this bad boy, including ToD's. |
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 |
Template:AttackDataHeader-DBFZ
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Bardock's main combo filler. Used for it's Smash property of enabling a slide knockdown and used in non-Smash combos for it's damage and jump cancel. |
Special Moves
Rebellion Spear
Rebellion Spear 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Raging Meteor
Raging Meteor 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Tyrant Lancer
Tyrant Lancer 236S |
Template:AttackDataHeader-DBFZ |
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Assist
Rebellion Spear A1/A2 |
Template:AttackDataHeader-DBFZ |
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Super Moves
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.