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{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Bardock|discord=https://discord.gg/8ra25Mr}} | {{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Bardock|discord=https://discord.gg/8ra25Mr}} | ||
======<span style="visibility:hidden;font-size:0">overview</span>====== | |||
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|header=Overview | |||
|content=Bardock likes to get in the opponent's face and punch them, and is very good at doing both. Bardock's special moves are simple yet powerful, and he has excellent normals to top it off. Neutral is something Bardock has never thought of in his entire life, obliterating it immediately with his Rebellion Spear (236L) and vacuum 5LL swatting down opponents buzzing over his head. Once in, Bardock has extremely effective pressure with heavenly frame data and a pressure reset with Tyrant Lancer. Unfortunately, Bardock's simple gameplan also makes him predictable to block without assist-specific mixups, forcing Bardock to take risks or very wild and creative strategies to open the opponent. Bardock's own assists however are all very solid, combined with DBFZ's universal mechanics and Bardock fits like a glove anywhere on any team. If you just want to punch people, Bardock is the character for you. | |||
< | |||
{{ | |||
< | |||
{{Bio | {{Bio | ||
| name = Bardock | | name = Bardock | ||
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| quote = It's up to me now...I'm...I'm gonna change the future! | | quote = 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... | | 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 | |||
}} | }} | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{Character Label|DBFZ|Bardock}} is a brawler character who | | intro = {{Character Label|DBFZ|Bardock}} is a brawler character who excels in the neutral game with his combination of fast and far-reaching attacks. | ||
| pros = | | pros = | ||
* '''Easy:''' Incredibly low execution for his universal BnB's. | * '''Easy:''' Incredibly low execution for his universal BnB's. | ||
* ''' | * '''Brawny Buttons:''' Extremely solid moves boasting ridiculous hitboxes. [[DBFZ/Bardock#5L|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, [[DBFZ/Bardock#Rebellion Spear|Rebellion Spear]]. | ||
* '''Strong Staggers:''' Excellent stagger capabilities, with every normal outside of his heavies being safe on block. | |||
* ''' | * '''Absurd Assists:''' [[DBFZ/Bardock#Assist A|A]] is a long-range fast strike, useful in neutral and combos. [[DBFZ/Bardock#Assist B|B]] has an incredibly high amount of hitstun and blockstun while also hitting full-screen. | ||
| cons = | | cons = | ||
* '''Assist Reliant:''' | * '''Assist Reliant:''' Only has straightforward mix-ups without assists. | ||
* '''Left/Right:''' | * '''Difficult Left/Right:''' Cross-ups can be difficult due to the nature of his [[DBFZ/Bardock#j.M|j.M]]. | ||
* '''Post-Super Okizeme:''' Unremarkable | * '''Post-Super Okizeme:''' Unremarkable knockdown after [[DBFZ/Bardock#Revenge Assault| Revenge Assault]], only receiving a safe jump afterwards. | ||
}} | |||
}} | |||
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| content={{CharaInfo | |||
| game=DBFZ | |||
| fullname=Bardock | |||
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< | {{Closediv}}<!--END FLEX OTHER SECTION--> | ||
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==Normal Moves== | ==Normal Moves== | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Can be canceled into from itself, even on whiff. | * 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. | |||
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 | |||
}} | }} | ||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* Groundbounces airborne opponents. | * 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. | |||
Bardock does a two-handed downward smash that moves him forward slightly. Its infamously large hitbox | |||
}} | }} | ||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* Can | * 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. | |||
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 | |||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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* 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. | ||
Can sometimes even anti air a vanish after its start-up and during its active frames, cuz Bardock. | |||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Can be used post IAD to set up left/right mixups. | * Can be used post IAD to set up left/right mixups. | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* | * Smash hit can wall bounce. | ||
}} | }} | ||
{{AttackVersion|name=j.H}} | {{AttackVersion|name=j.H}} | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Smash hit causes a sliding knockdown. | * Smash hit causes a sliding knockdown. | ||
Prime jump-in | Prime jump-in overhead. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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* Very fast for the distance it travels. | * Very fast for the distance it travels. | ||
* 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 | 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. '''Don't spam it.''' | |||
}} | }} | ||
{{AttackVersion|name=Ground M|subtitle=or 236H > L/M/H on hit}} | {{AttackVersion|name=Ground M|subtitle=or 236H > L/M/H on hit}} | ||
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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. | 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 | With the move's high recovery it can't be used as a mix-up tool during blockstrings. | ||
}} | }} | ||
{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
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* 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 Ki. | * 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. | |||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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* Last hit is an overhead | * Last hit is an overhead | ||
* Smash on last hit | * Smash on last hit | ||
* Medium and Heavy versions cause a ground bounce sliding knockdown. | |||
}} | }} | ||
{{AttackVersion|name=Ground L}} | {{AttackVersion|name=Ground L}} | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Causes a short sliding knockdown. | * 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. | |||
}} | }} | ||
{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
{{#lst:{{PAGENAME}}/Data|214M}} | {{#lst:{{PAGENAME}}/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | |||
* 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. | |||
}} | |||
{{AttackVersion|name=Air M}} | {{AttackVersion|name=Air M}} | ||
{{#lst:{{PAGENAME}}/Data|j.214M}} | {{#lst:{{PAGENAME}}/Data|j.214M}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* | * 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. | |||
}} | }} | ||
{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
{{#lst:{{PAGENAME}}/Data|214H}} | {{#lst:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air H}} | {{AttackVersion|name=Air H}} | ||
{{#lst:{{PAGENAME}}/Data|j.214H}} | {{#lst:{{PAGENAME}}/Data|j.214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* | * 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. | |||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Wallbounces in the corner. | * 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. | |||
}} | }} | ||
{{AttackVersion|name=Charged}} | {{AttackVersion|name=Charged}} | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Wallbounces. | * Wallbounces. | ||
Best as a reflect bait-and-punish, and subsequently becomes a great combo starter if landed at the corner. | |||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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|name=Tyrant Lancer | |name=Tyrant Lancer | ||
|input=Assist B | |input=Assist B | ||
|image=DBFZ_Bardock_TyrantLancer1.png |caption= | |image=DBFZ_Bardock_TyrantLancer1.png |caption= Top Tier DLC privilege baby. | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Somewhat slow, but high blockstun. | * Somewhat slow, but high blockstun. | ||
* On hit, opponent floats in place for a total of | * 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 | 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. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* Minimum damage: 395, 318. | |||
* Invincible on startup. | * Invincible on startup. | ||
* 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. | ||
* 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. | * 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. | * 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. | * Opponents can vanish on reaction to the startup, so it isn't a great reversal against normals. The vanish does whiff, however. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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{{Description|9|text= | {{Description|9|text= | ||
* 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. | ||
* Grounds both players on hit even when used in the air. | * Grounds both players on hit even when used in the air. | ||
* 1718 minimum damage. | * 1718 minimum damage. | ||
* 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 | 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. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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{{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.}} | {{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}} | ||
Revision as of 23:13, 7 August 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Bardock likes to get in the opponent's face and punch them, and is very good at doing both. Bardock's special moves are simple yet powerful, and he has excellent normals to top it off. Neutral is something Bardock has never thought of in his entire life, obliterating it immediately with his Rebellion Spear (236L) and vacuum 5LL swatting down opponents buzzing over his head. Once in, Bardock has extremely effective pressure with heavenly frame data and a pressure reset with Tyrant Lancer. Unfortunately, Bardock's simple gameplan also makes him predictable to block without assist-specific mixups, forcing Bardock to take risks or very wild and creative strategies to open the opponent. Bardock's own assists however are all very solid, combined with DBFZ's universal mechanics and Bardock fits like a glove anywhere on any team. If you just want to punch people, Bardock is the character for you.
"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 |
Bardock Bardock is a brawler character who excels in the neutral game with his combination of fast and far-reaching attacks.
- 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.
- Strong Staggers: 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: Only has straightforward mix-ups without assists.
- Difficult Left/Right: Cross-ups can be difficult 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 | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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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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Z Assists
Assist A
Rebellion Spear Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Tyrant Lancer Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Rebellion Combination Assist C |
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.