DBFZ/Bardock: Difference between revisions

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{{#lsth:DBFZ/Bardock/Data|SystemData}}
{{#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;">
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* 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.
* 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.
* 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.
* 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.
* Has very fast supers which, if DHC'd into from longer supers, can extend combos.
| style="width: 50%;"|
| style="width: 50%;"|
* His high damaging combos generally require a lot of meter to execute.
* 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.
* Okizeme is very subpar midscreen.
* 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.
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{{#lst:DBFZ/Bardock/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Normals==
==Normal Moves==
====== <font style="visibility:hidden" size="0">5L</font> ======
======<font style="visibility:hidden;font-size:0">5L</font>======
{{MoveData
{{MoveData
|image=DBFZ_Bardock_5L.png |caption=Liver Shot.
|image2=DBFZ_Bardock_5LL.png |caption2=Bardock's eSports normal.
|image3=DBFZ_Bardock_5LLL.png |caption3=SHORYUKEN!
|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}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=5L}}
{{AttackVersion|name=5L}}
{{#lsth:DBFZ/Bardock/Data|5L}}
{{#lsth:{{PAGENAME}}/Data|5L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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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.
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}}
{{AttackVersion|name=5LL}}
{{#lsth:DBFZ/Bardock/Data|5LL}}
{{#lsth:{{PAGENAME}}/Data|5LL}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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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.
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}}
{{AttackVersion|name=5LLL}}
{{#lsth:DBFZ/Bardock/Data|5LLL}}
{{#lsth:{{PAGENAME}}/Data|5LLL}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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}}
}}


====== <font style="visibility:hidden" size="0">5M</font> ======
======<font style="visibility:hidden;font-size:0">5M</font>======
{{MoveData
{{MoveData
|image=DBFZ_Bardock_5M.png |caption= FALCON KICK
|name=5M
|name=5M
|image=DBFZ_Bardock_5M.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Bardock/Data|5M}}
{{#lsth:{{PAGENAME}}/Data|5M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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}}
}}


====== <font style="visibility:hidden" size="0">5H</font> ======
======<font style="visibility:hidden;font-size:0">5H</font>======
{{MoveData
{{MoveData
|image=DBFZ_Bardock_5H.png |caption= FRIEZZAAAAAAAA!!!
|name=5H
|name=5H
|image=DBFZ_Bardock_5H.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Bardock/Data|5H}}
{{#lsth:{{PAGENAME}}/Data|5H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Disjointed hitbox swing.
* Disjointed hitbox swing.
* Mostly blockstring filler.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">5S</font> ======
======<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=
|name=5S
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Bardock/Data|5S}}
{{#lsth:{{PAGENAME}}/Data|5S}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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}}
}}


====== <font style="visibility:hidden" size="0">2L</font> ======
======<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=
|name=2L
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Bardock/Data|2L}}
{{#lsth:{{PAGENAME}}/Data|2L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{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.
* Decent pressure starter in conjunction with 5L since it can stagger into itself and gatling into other normals.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2M</font> ======
======<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=
|name=2M
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Bardock/Data|2M}}
{{#lsth:{{PAGENAME}}/Data|2M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{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" size="0">2H</font> ======
======<font style="visibility:hidden;font-size:0">2H</font>======
{{MoveData
{{MoveData
|image=DBFZ_Bardock_2H.png |caption= "FORE"
|name=2H
|name=2H
|image=DBFZ_Bardock_2H.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Bardock/Data|2H}}
{{#lsth:{{PAGENAME}}/Data|2H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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}}
}}


====== <font style="visibility:hidden" size="0">6M</font> ======
======<font style="visibility:hidden;font-size:0">6M</font>======
{{MoveData
{{MoveData
|image=DBFZ_Bardock_6M.png |caption= *thunk*
|name=6M
|name=6M
|image=DBFZ_Bardock_6M.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Bardock/Data|6M}}
{{#lsth:{{PAGENAME}}/Data|6M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">j.L</font> ======
======<font style="visibility:hidden;font-size:0">j.L</font>======
{{MoveData
{{MoveData
|image=DBFZ_Bardock_jL.png |caption= FORWARD AERIAL
|name=j.L
|name=j.L
|image=DBFZ_Bardock_jL.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Bardock/Data|j.L}}
{{#lsth:{{PAGENAME}}/Data|j.L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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}}
}}


====== <font style="visibility:hidden" size="0">j.M</font> ======
======<font style="visibility:hidden;font-size:0">j.M</font>======
{{MoveData
{{MoveData
|image=DBFZ_Bardock_jM.png |caption= THIS ISN'T OVER YET!
|name=j.M
|name=j.M
|image=DBFZ_Bardock_jM.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Bardock/Data|j.M}}
{{#lsth:{{PAGENAME}}/Data|j.M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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}}
}}


====== <font style="visibility:hidden" size="0">j.H</font> ======
======<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=
|name=j.H
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Bardock/Data|j.H}}
{{#lsth:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{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" size="0">j.S</font> ======
======<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=
|name=j.S
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Bardock/Data|j.S}}
{{#lsth:{{PAGENAME}}/Data|j.S}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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}}
}}


====== <font style="visibility:hidden" size="0">j.2H</font> ======
======<font style="visibility:hidden;font-size:0">j.2H</font>======
{{MoveData
{{MoveData
|image=DBFZ_Bardock_j2H.png |caption= boot
|name=j.2H
|name=j.2H
|image=DBFZ_Bardock_j2H.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Bardock/Data|j.2H}}
{{#lsth:{{PAGENAME}}/Data|j.2H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{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.
}}
}}
}}
}}


==Specials==
==Special Moves==
====== <font style="visibility:hidden" size="0">Rebellion Spear</font> ======
======<font style="visibility:hidden;font-size:0">Rebellion Spear</font>======
{{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
|input=236L/M/H (Air OK)
|name=Rebellion Spear
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground L}}
{{AttackVersion|name=Ground L}}
{{#lsth:DBFZ/Bardock/Data|236L}}
{{#lsth:{{PAGENAME}}/Data|236L}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air L}}
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/Bardock/Data|j.236L}}
{{#lsth:{{PAGENAME}}/Data|j.236L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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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.
}}
}}
{{!}}-
{{AttackVersion|name=Ground M|subtitle=or 236H > L/M/H on hit}}
{{AttackVersion|name=Ground M|subtitle=or 236H > L/M/H on hit}}
{{#lsth:DBFZ/Bardock/Data|236M}}
{{#lsth:{{PAGENAME}}/Data|236M}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air M|subtitle=or j.236H > L/M/H on hit}}
{{AttackVersion|name=Air M|subtitle=or j.236H > L/M/H on hit}}
{{#lsth:DBFZ/Bardock/Data|j.236M}}
{{#lsth:{{PAGENAME}}/Data|j.236M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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* 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}}
{{AttackVersion|name=Ground H}}
{{#lsth:DBFZ/Bardock/Data|236H}}
{{#lsth:{{PAGENAME}}/Data|236H}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air H}}
{{AttackVersion|name=Air H}}
{{#lsth:DBFZ/Bardock/Data|j.236H}}
{{#lsth:{{PAGENAME}}/Data|j.236H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 313: Line 322:
}}
}}


====== <font style="visibility:hidden" size="0">Raging Meteor</font> ======
======<font style="visibility:hidden;font-size:0">Raging Meteor</font>======
{{MoveData
{{MoveData
|image=DBFZ_Bardock_RagingMeteor.png |caption= "RUNNIN YA FADE WITH STYLE"
|name=Raging Meteor
|input=214L/M/H (Air OK)
|input=214L/M/H (Air OK)
|name=Raging Meteor
|image=DBFZ_Bardock_RagingMeteor.png |caption="RUNNIN YA FADE WITH STYLE"
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
Line 325: Line 334:
* Smash on last hit
* Smash on last hit
}}
}}
{{!}}-
{{AttackVersion|name=Ground L}}
{{AttackVersion|name=Ground L}}
{{#lsth:DBFZ/Bardock/Data|214L}}
{{#lsth:{{PAGENAME}}/Data|214L}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air L}}
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/Bardock/Data|j.214L}}
{{#lsth:{{PAGENAME}}/Data|j.214L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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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.
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}}
{{AttackVersion|name=Ground M}}
{{#lsth:DBFZ/Bardock/Data|214M}}
{{#lsth:{{PAGENAME}}/Data|214M}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air M}}
{{AttackVersion|name=Air M}}
{{#lsth:DBFZ/Bardock/Data|j.214M}}
{{#lsth:{{PAGENAME}}/Data|j.214M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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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.
}}
}}
{{!}}-
{{AttackVersion|name=Ground H}}
{{AttackVersion|name=Ground H}}
{{#lsth:DBFZ/Bardock/Data|214H}}
{{#lsth:{{PAGENAME}}/Data|214H}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air H}}
{{AttackVersion|name=Air H}}
{{#lsth:DBFZ/Bardock/Data|j.214H}}
{{#lsth:{{PAGENAME}}/Data|j.214H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 360: Line 366:
}}
}}


====== <font style="visibility:hidden" size="0">Tyrant Lancer</font> ======
======<font style="visibility:hidden;font-size:0">Tyrant Lancer</font>======
{{MoveData
{{MoveData
|image=DBFZ_Bardock_TyrantLancer1.png |caption= ''"Too slow."''
|name=Tyrant Lancer
|image2=DBFZ_Bardock_TyrantLancer2.png |caption2= ''"Get out of here!"''
|input=236S
|input=236S
|name=Tyrant Lancer
|image=DBFZ_Bardock_TyrantLancer1.png |caption=''"Too slow."''
|image2=DBFZ_Bardock_TyrantLancer2.png |caption2=''"Get out of here!"''
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Uncharged}}
{{AttackVersion|name=Uncharged}}
{{#lsth:DBFZ/Bardock/Data|236S}}
{{#lsth:{{PAGENAME}}/Data|236S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 376: Line 382:
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}}
{{AttackVersion|name=Charged}}
{{#lsth:DBFZ/Bardock/Data|236[S]}}
{{#lsth:{{PAGENAME}}/Data|236[S]}}
{{!}}-
{{!}}-
{{Description|8|text=  
{{Description|8|text=  
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==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
|input=A1/A2
|name=Rebellion Spear
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Bardock/Data|A1/A2}}
{{#lsth:{{PAGENAME}}/Data|A1/A2}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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}}
}}


==Supers==
==Super Moves==
====== <font style="visibility:hidden" size="0">Riot Javelin</font> ======
======<font style="visibility:hidden;font-size:0">Riot Javelin</font>======
{{MoveData
{{MoveData
|image=DBFZ_Bardock_RiotJavelin.png |caption= ''"This will change '''everything!'''"''
|name=Riot Javelin
|image2=DBFZ_Bardock_RiotJavelin2.png |caption2= ''YEET''
|input=236L+M (Air OK)
|input=236L+M (Air OK)
|name=Riot Javelin
|image=DBFZ_Bardock_RiotJavelin.png |caption=''"This will change '''everything!'''"''
|image2=DBFZ_Bardock_RiotJavelin2.png |caption2=''YEET''
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/Bardock/Data|236LM}}
{{#lsth:{{PAGENAME}}/Data|236LM}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/Bardock/Data|j.236LM}}
{{#lsth:{{PAGENAME}}/Data|j.236LM}}
{{!}}-
{{AttackVersion|name=Saiyan Spirit follow-up|subtitle=Hold any button on hit}}
{{#lsth:DBFZ/Bardock/Data|236HS > X}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 426: Line 428:
* 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. Downward version causes a ground bounce even at high up.
* Normal version has minimum damage of 814, downward is 748.
* Normal version has minimum damage of 814, downward is 748.
* Saiyan Spirit follow-up minimum damage is 407, downward is 374.
* 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" size="0">Saiyan Spirit</font> ======
======<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!"'''''
|input=236H+S (Air OK)
|name=Saiyan Spirit
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/Bardock/Data|236HS}}
{{#lsth:{{PAGENAME}}/Data|236HS}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/Bardock/Data|j.236HS}}
{{#lsth:{{PAGENAME}}/Data|j.236HS}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 451: Line 453:
* Goes just over half screen, only does 1590 if hits at the tip.
* Goes just over half screen, only does 1590 if hits at the tip.
* Minimum damage: 395, 318.
* Minimum damage: 395, 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.
* 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.
Line 457: Line 459:
}}
}}


====== <font style="visibility:hidden" size="0">Revenge Assault</font> ======
======<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!"'''''
|input=214L+M or 214H+S (Air OK)
|name=Revenge Assault
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/Bardock/Data|214LM}}
{{#lsth:{{PAGENAME}}/Data|214LM}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/Bardock/Data|j.214LM}}
{{#lsth:{{PAGENAME}}/Data|j.214LM}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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==Navigation==
==Navigation==
{{#lsth:DBFZ/Bardock/Data|Links}}
{{#lsth:{{PAGENAME}}/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.}}
{{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
DBFZ Bardock Portrait.png
Movement Options
Double Jump, Super Jump, 1 Air Dash, Dash Type: Run
Play-style
Rushdown
Team Role
Point, Middle

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.
  • 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.
  • 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.
  • 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.
  • 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.


Normal Moves

5L
5L
DBFZ Bardock 5L.png
DBFZ Bardock 5LL.png
DBFZ Bardock 5LLL.png
Certified eSports
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
  • 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.

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
  • Can be canceled into from 5L, even on whiff.
  • 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.

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
  • 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.

5M
5M
DBFZ Bardock 5M.png
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
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.
  • Mostly blockstring filler.
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, 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.
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.
  • Decent pressure starter in conjunction with 5L since it can stagger into itself and gatling into other normals.
2M
2M
DBFZ Bardock 2M.png
Template:AttackDataHeader-DBFZ
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.
  • Another surprisingly good stagger tool.

Bardock's party starter. All of your highest-damaging combos start with this bad boy, including ToD's.

2H
2H
DBFZ Bardock 2H.png
Template:AttackDataHeader-DBFZ
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 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
Template:AttackDataHeader-DBFZ
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
Template:AttackDataHeader-DBFZ
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
Template:AttackDataHeader-DBFZ
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


  • Bardock does a two-handed overhead smash.
  • Prime jump-in against tall opponents because it sets up a fuzzy guard mixup, more in Strategy.
j.S
j.S
DBFZ Bardock jS.png
Template:AttackDataHeader-DBFZ
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
Template:AttackDataHeader-DBFZ
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.
  • 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

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


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
or 236H > L/M/H on hit


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
or j.236H > L/M/H on hit


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
  • Damage depends on distance.
  • 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 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.

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: 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.
Raging Meteor
Raging Meteor
214L/M/H (Air OK)
DBFZ Bardock RagingMeteor.png
"RUNNIN YA FADE WITH STYLE"
Template:AttackDataHeader-DBFZ
  • Last hit is an overhead
  • Smash on last hit
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
  • 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.

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
  • 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.

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
  • 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.

Tyrant Lancer
Tyrant Lancer
236S
DBFZ Bardock TyrantLancer1.png
"Too slow."
DBFZ Bardock TyrantLancer2.png
"Get out of here!"
Template:AttackDataHeader-DBFZ
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.

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.

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.

Super Moves

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
  • 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.
  • 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!"
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Ground
Air
  • Costs 1 Ki Gauge.
  • Invincible on startup.
  • Goes just over half screen, only does 1590 if hits at the tip.
  • Minimum damage: 395, 318.
  • 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.
  • Opponents can vanish on reaction to the startup, so it isn't a great reversal against normals.
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!"
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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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