Double Jump, Super Jump, 1 Air Dash, Dash Type: Run
Play-style
Rushdown
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.
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.
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.
Super is very fast and can be easily comboed off of.
Daddy Goku.
His high damaging combos generally require a lot of meter to execute.
Okizeme is very subpar midscreen.
While he does have amazing neutral game options, he generally needs assists to accompany him with his options.
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.
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
236MM Rebellion Spearspecial
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
-
Ground
Air M or j.236H > L/M/H on hit
j.236MAir M Rebellion Spearspecial
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
-
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.
Ground H
236HH Rebellion Spearspecial
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
-
Ground
Air H
j.236HAir H Rebellion Spearspecial
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
-
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.
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
214MM Raging Meteorspecial
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
-
Air M
j.214MAir M Raging Meteorspecial
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%
-
-
-
-
Last hit is an overhead.
Causes a sliding knockdown.
Mostly used on the ground for combos, though in the corner you can combo into this by doing a basic air combo into j.S j.214M. You have a much easier window to combo into supers from this, so it is recommended. It also gives much better oki than 214L.
Ground H
214HH Raging Meteorspecial
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
-
Air H
j.214HAir H Raging Meteorspecial
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%
-
-
-
-
Last hit is an overhead.
Causes a sliding knockdown.
Okay for some extra damage, however due to the other Raging Meteors now causing SKD at all times, this has somewhat lost it's utility.
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
-
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.
Goes just over half screen, only does 2120 if hits at the tip.
[] is damage in a combo.
Minimum damage: 400, 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.
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)
"Oh no, I won't let you get away with what you've done!"
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.