DBFZ/Bardock/Strategy: Difference between revisions

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==General Tactics==
==General Tactics==
Midscreen: 236L
Midscreen: L Lariat


Fullscreen: 236H > X > 236L > Vanish
Fullscreen: H Lariat > H Lariat extension > L Lariat


Scramble: LLL
Scramble: LLL

Revision as of 07:11, 18 July 2019


General Tactics

Midscreen: L Lariat

Fullscreen: H Lariat > H Lariat extension > L Lariat

Scramble: LLL

Team positioning

Bardock's mobility and pressure make him usable in any team position. However, most players place him on point.

Point

Bardock's 236L makes if very easy to put the opponent in blockstun, which can be converted into pressure if you call a lockdown assist behind it.

Bardock's pressure also includes tons of corner carry if 214M is used with a well-timed assist call so that he remains plus on block.

Bardock can also double super very easily using a variety of assists, which should factor into your team selection if you're building your team around Bardock.

Bardock benefits most from assists that can keep up blockstun and enable double super combos in the corner.

Mid

Bardock's assist is surprisingly strong; almost everyone in the game can extend combos with it, and it has a surprising amount of blockstun while leaving your opponent grounded on hit. Think of it as a Yamcha assist that trades having multiple hits for greater horizontal range.

Most characters can use a low, falling j.H in the corner in conjunction with Bardock's assist to get a dragon rush.

This makes Bardock not only a strong character on point, but a great contributor to your team at mid position.

Anchor

Sparking Blast

Picking Teammates

The first thing to note when composing a team with Bardock is that almost everybody can extend combos and augment their pressure with Bardock's assist. Bardock will contribute to your team even when not on point, so you don't have to worry about certain shells benefitting Bardock: Bardock helps almost everybody, so if they help Bardock, you have a playable shell.

Cell has excellent synergy with Bardock. Cell's assist allows Bardock to extend blockstrings, and also allows Bardock to double super in the corner; by calling Cell right before inputting the super, Cell's beam will have enough hitstun to let Bardock get a j.L and continue the combo.

Cell benefits from Bardock assist in many ways, not the least being dragon rush and command grab extensions in the corner. Also, at certain heights, if Cell does his level one in the corner and Z Changes into Bardock, Bardock can follow up with another tackle level one. All these things combined make the Bardock-Cell shell one of the most synergistic in the game.

Vegeta can extend pressure for Bardock, enable very high damage extensions after Bardock's level one, and help Bardock control neutral.

Kid Buu is another very strong teammate for Bardock. The blockstun inflicted by Kid Buu's assist is the highest in the game, which allows Bardock complete freedom to mix his opponent up.

SS Goku, Goku Black and Tien all have beam assists that control the entire ground. These assists, on top of enabling very flexible combo extensions, complement Bardock's mobility and ability to put the opponent in blockstun. Jump-height 236L, combined with a slightly delayed beam assist call, controls a ridiculous amount of space and leaves Bardock at plus frames if any of the attacks are blocked.

Android 16 and Yamcha have assists with extremely high blockstun, but shorter range. Bardock has very easy ways of getting to the range where this assist is effective, making these characters very playable with Bardock. Both assists also enable easy combo extensions, and combos after Bardock's level one in the corner. If you're willing to play without the strong neutral tools that other assists give you, these characters still synergize with Bardock very well.

Blockstrings

  • 2L/5L > 2LL/5LL > 2M > 5M > 5H > 2H > 214L/M > assist

You can easily get a self-sustaining blockstring going if you slightly delay the 2H.

Tips and Tricks

Bardock is blessed with really easy fuzzy guard setups in the corner. After a Dragon Rush, the string is j.M > j.L > jc > j.L > j.S > j.236M. The j.236M causes a ground bounce that's really easy to combo after and the setup works against the whole cast.

Fighting Bardock

"just don't get hit" - Anonymous

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