DBFZ/Bardock: Difference between revisions

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Revision as of 13:41, 22 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Bardock
DBFZ Bardock Portrait.png
Play-style Rushdown
Team Role Point, Middle

Overview

"It's up to me now...I'm...I'm gonna change the future!"
Lore:The biological father of Kakarot. 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...
Voice:Japanese: Masako Nozawa English: Sonny Strait

Playstyle

 Bardock  Bardock is a brawler character who dominates the neutral game with his combination of fast and far-reaching attacks.

Pros
Cons
  • Easy: Incredibly low execution for his universal BnB's.
  • Brawny Buttons: Extremely solid moves boasting ridiculous hitboxes. 5LL infamously brings opponents down for easy hit-confirms and assist extensions.
  • Commanding Neutral: Very oppressive neutral game, enforced by his vacuum normals and tremendously quick lariat, Rebellion Spear.
  • Stagger Pressure: Excellent stagger capabilities, with every normal outside of his heavies being safe on block.
  • Absurd Assists: A is a long-range fast strike, useful in neutral and combos. B has an incredibly high amount of hitstun and blockstun while also hitting full-screen.
  • Assist Reliant: Straightforward mix-ups without assists.
  • Left/Right: Cross-ups can be difficult to set up due to the nature of his j.M.
  • Post-Super Okizeme: Unremarkable knockdown after Revenge Assault, only receiving a safe jump afterwards.

Normal Moves

5L
5L
DBFZ Bardock 5L.png
DBFZ Bardock 5LL.png
DBFZ Bardock 5LLL.png
Certified eSports
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5L
  • Can be canceled into from itself, even on whiff.

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 opponent's pressure or to anti-air if they IAD.

5LL
  • Groundbounces airborne opponents.

Bardock does a two-handed downward smash that moves him forward slightly. Its infamously large hitbox and fantastic scaling makes this an attack to be feared. Drags down aerial opponents for a full combo conversion.

5LLL
  • Can act as a psuedo anti-air.

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.

5M
5M
DBFZ Bardock 5M.png
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  • Decent range 5M. Can be used aggressively in neutral and leads to solid damage.
5H
5H
DBFZ Bardock 5H.png
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  • Disjointed hitbox swing.
  • Mostly blockstring filler.
5S
5S
DBFZ Bardock 5S.png
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  • 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
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  • 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
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  • 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
The Tiger Woods Swing
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  • Bardock does a two-handed upward swing. Go to anti-air.
  • Deceptively low horizontal range.

Can sometimes even anti air a vanish after its start-up and during its active frames, cuz Bardock.

6M
6M *sees someone crouch-blocking* "you'll regret that!" Template:AttackDataHeader-DBFZ
  • 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
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  • Can be used post IAD to set up left/right mixups.
j.M
j.M
DBFZ Bardock jM.png
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  • Bardock does two jumping sidekicks.
  • Arguably one of Bardock's stronger air buttons.
  • Can be used for crossups.

Great air-air normal and vacuums the opponent a good amount on hit, akin to 5LL.

j.H
j.H
DBFZ Bardock jH.png
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5LLLLLLL
  • Smash hit can wall bounce.
j.H
  • Smash hit causes a sliding knockdown.

Prime jump-in overhead.

j.S
j.S
DBFZ Bardock jS.png
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  • 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
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  • 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
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Ground L
Air L
  • 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 weapons, if not his best. Travels incredibly far and incredibly fast, allowing it to be used as an ability to dominate neutral. It's safe on block, and can be used to instantly start pressure and turn the blocked attack into his favor with an assist. And if the lariat hits, Bardock can get a full combo afterwards. If the air version is used and hits the opponent, they are basically forced to fall right back to the ground, possibly into another mix-up to further continue pressure.

The ground version can easily eat a medium punish with most characters if predictable, like with a round-start lariat. If the opponent anticipates and predicts it correctly, they can throw out a medium, usually 5M, to catch its active frames before the hitbox and get a free 50% combo.

Ground M
or 236H > L/M/H on hit
Air M
or j.236H > L/M/H on hit
  • 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.

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 move's high recovery it can't be used as a mix-up tool during blockstrings.

Ground H
Air H
  • 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.

Mostly handy as a potential full-screen conversion off of 5S.

Raging Meteor
Raging Meteor
214L/M/H (Air OK)
DBFZ Bardock RagingMeteor.png
"RUNNIN YA FADE WITH STYLE"
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  • Last hit is an overhead
  • Smash on last hit
  • Medium and Heavy versions cause a ground bounce sliding knockdown.
Ground L
Air L
  • Causes a short sliding knockdown.

Using this as a aerial combo ender grants little oki mid-screen, and is mostly used to get more corner carry than ending with j.LLL. It is also useful to end with this if the hitstun decay is reaching its limits, and if the Medium version will potentially drop the combo.

Ground M
  • Faster start-up on the ground.

Can be used to check opponent's knowledge as an overhead, or else risk getting hit by this plus a super for an easy chunk of damage.

Air M
  • Long start-up, only used in corner combos.

The preferred combo ender after j.S at the corner, as Bardock is granted a ground bounce sliding knockdown that gives lots of time for easy extensions, supers, or simply more oki.

Ground H
Air H
  • Faster start-up than Light version, knockdown of the Medium version.

Can combo off j.S mid-screen, has a bit more corner carry than j.LLL, and also gives enough oki to use supers. Is also a great air-to-air option, as it has very fast start-up and relatively little recovery.

Tyrant Lancer
Tyrant Lancer
236S
DBFZ Bardock TyrantLancer1.png
"Too slow."
DBFZ Bardock TyrantLancer2.png
"Get out of here!"
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Uncharged
  • Wallbounces in the corner.
  • Cannot be true-stringed into without assists.

Commonly used as a reset tool in blockstrings, as it grants plus frames on block. Also functions as a decent combo filler in some routes.

Charged
  • Wallbounces.

Best as a reflect bait-and-punish, and subsequently becomes a great combo starter if landed at the corner.

Z Assists

Assist A
Rebellion Spear
Assist A
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.

Bardock's assist A is pretty solid, and is always a good choice if you're looking for something that can quickly get a hit in during the mid range. It's pretty good in blockstrings as well due to it's speed, as you can throw it into a blockstring very easily without fear of it being reflected or wake-up reversal'd. You can't go wrong with this option, even with how good assist B is, so really just pick based on what your team/playstyle is looking for.

Assist B
Tyrant Lancer
Assist B
DBFZ Bardock TyrantLancer1.png
Top Tier DLC privilege baby.
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  • Somewhat slow, but high blockstun.
  • On hit, opponent floats in place for a total of a full second, allowing for ridiculously easy followups.
  • Virtually a C assist but with less startup and recovery.

Bardock comes out and performs Tyrant Lancer. Does not do the followup on hit or block and instead deals 60 frames of hitstun, allowing even conversions off beams or ki blasts from maximum distance. Extremely useful by not only tracking the opponent on the ground for full screen hit-confirms, but also has incredibly high blockstun, allowing for all kinds set-ups should you so choose. While you give up the fast, strong tool of A, the benefits that B offers is titanic, acting as a screen-wide gut punch that grants plenty of time to start a combo, and automatically enables mix-up pressure on block.

Assist C
Rebellion Combination
Assist C
DBFZ Bardock RebellionSpear-AirM.png
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  • Teleports to the opponent and performs a two-hit combo. Causes groundbounce sliding knockdown on hit.
  • Tracks anywhere on the screen

Not really worth it. While Assist C can be good in it's own right for many characters, Bardock's other two options are just much too good to really give up. It does track anywhere on the screen - even in the air, so it does have some utility there, but even then it's hard to give up the options of assist A's fast reach and versatility, or assist B's incredibly high blockstun and easy long-range confirms on hit. Your other characters probably have better Assist C options than Bardock does, anyway.

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
  • 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
  • Minimum damage: 395, 318.
  • Invincible on startup.
  • Goes just over half screen, only does 1590 if hits at the tip.
  • 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 possibly use this super multiple times in a combo with assists. However, this scales the damage heavily and is not recommended.
  • Opponents can vanish on reaction to the startup, so it isn't a great reversal against normals. The vanish does whiff, however.
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
  • Bardock transforms into a Super Saiyan and advances towards the opponent, striking them with his shoulder.
  • 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 mix-up.

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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