DBFZ/Bardock

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Overview
Overview

Bardock likes to get in the opponent's face and rough them up, and is very good at both. His special moves are spectacular, and its accompanied by excellent buttons to add icing on the cake. Neutral is an abstract concept Bardock has never had to think about; Rebellion Spear, and the black hole that is his 5LL, ignore having to play it entirely. After he's won neutral, Bardock has extremely solid pressure with frame data as top-notch as you can ask for, and a pressure reset with Tyrant Lancer that can double as a devastating combo starter. Bardock's assists are also first-class, and combined with DBFZ's universal mechanics, he fits like a glove anywhere on the team. Aside all these good factors however, Bardock's simple gameplan can make him predictable to block without having to utilize assist-specific mix-ups, or universal 50/50s that also use assists. Bardock is the swiss-army knife of DBFZ; any new tech or maneuver in the game, he can probably do it, and do it well. Bardock's the man.


"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...
Playstyle
DBFZ Bardock Icon.png Bardock is a brawler character who excels in 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.
  • Strong Pressure: Excellent stagger capabilities, almost every normal is safe on block. Also has the ability to make himself plus on block with Tyrant Lancer.
  • Absurd Assists: A is a long-range fast strike, useful in neutral and combos, and B has an incredibly high amount of hitstun and blockstun.
  • 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

5 L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 3 16 -3 -
5LL 700 All - 11 3 18 -5 -
5LLL 1000 All U3+ 13 3 17 -4 -

5L
  • High range for a jab.

This button is utterly amazing. It's the only medium blockstun 6 frame jab in the entire game, which gives it some unique properties. It makes his tick DR about 4 frames slower because it has more blockstun, but Bardock doesn't have a voice line when he starts his Dragon Rush so this is only a slight inconvenience. Its massive range lets him re-assert easily after spacing himself out, and being a higher level than most jabs, it will leave you at advantage on trades. You also have more time to delay a 2L and keep the string true, making it even easier to space yourself out. Its speed and range also makes it a good check to superdash if you happen to catch a raw tag.


5LL
  • Vacuums the opponent down for a ground bounce on hit.

Infamously large hitbox and its ability to bring down airborne opponents along with the ground bounce property gives Bardock a very easy conversion. He can "unga bunga" mash in scrambles to great effect, and to great reward being an unscaled starter. Its only real downside is how slow it is at 11 frames, meaning you'll be relying on 4L in clashes instead of this button.

This is also a very important enabler for Bardock's more complex combos like Sparking! and Sparkless loops as well as for optimal corner routes.


5LLL
  • Stays grounded.

Just like the other two attacks in his auto combo, this move also has a massive hitbox that can snipe airborne opponents. Though the reward from this isn't as severe. The pushback combined with the frame advantage means you can whiff punish people who try to take their turn back if their jabs are a bit on the smaller side.

5 M

5 H

5 S

2 L


2 M

2 H

6 M


j. L

j. M

j. H

j. S

j.2 H


Special Moves

Rebellion Spear

236 L/ M/ H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
236L 900 All - 10 7 20 -5 -
236M 300,600
β†’1100
All U1+ 8 6(3)5 21+7L -16 4-21 Head
236H 300,600
β†’300,1100
β†’1100
All - 8 3~7,3,5 24 -5 -
j.236L 900 All - 10 7 17 - -
j.236M 300,600
β†’1100
All U1+ 12 Until L(2)3 28 -5 -
j.236H 300,600
β†’300,1100
β†’1100
All - 8 3~7,3,5 24 -5 -

236L
  • Attacks straight ahead.
  • Keeps the opponent in place on grounded hit. Sends opponent flying horizontally on air hit.

Bardock's iconic Rebellion Spear, often called his "lariat" by the DBFZ community - a nickname which spread to other advancing moves in the game. Travels incredibly far and incredibly fast, allowing it to be used as an ability to dominate neutral. When combined with an assist, can be used to instantly start pressure and turn the blocked attack into his favor, if it hits, Bardock can get a full combo afterwards.

Due to its extreme speed and threat, opponents will generally refuse to be in a horizontal line from Bardock, or will constantly be attempting to sniff it out and punish with a backwards IAD.


236M
  • Damage depends on distance.
  • Aerial version ground bounces on Smash hit, spiking the opponent back up.
  • Grounded version has Bardock recover airborne, leaving him in SJ Install and allowing for some left-right mixups.

Ground version is a very fast anti-air but with low reward in mid-screen. While relatively minor, its speed is one of the reasons why Bardock's stagger is so strong: after a blocked 6M and forcing a clash sequence (against characters with a 6f button), he can do 5L > 4L > 236M and there's next to no offensive answer against this string.

Both ground and air versions are the cornerstones of Bardock's corner combos.

Additionally, Ground version can combo into DR in the corner.


236H
  • Damage depends on distance: midscreen β†’ midscreen to almost fullscreen β†’ 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.

Six frame startup, goes even further, hits twice and will blow through a lot. If 236L wasn't enough to get in, this is a great use of meter. Mostly handy as a potential full-screen conversion off of 5S.

Tk.236H + assist can setup for a high/low/crossup in the corner.

Raging Meteor

214 L/ M/ H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
214L 50Γ—4, 1000 All*4, High D1 10 10(4)5 16 -5 -
214M 50Γ—6, 1100 All*6, High D1 8 15(4)5 16 -5 -
214H 50Γ—6, 1300 All*6, High D1 7 14(1)5 16 -5 -
j.214L 50Γ—4, 900 All*4, High D1 11 8(4)5 15 - -
j.214M 50Γ—6, 1000 All*6, High D1 19 13 21 - -
j.214H 50Γ—6, 1200 All*6, High D1 8 13 15 - -

  • Smash effect occurs on the last hit.
  • Every version's last hit is an overhead.

Don't use any version as a mixup by its self, the multihitting properties of the move make it extremely easy to react to.


214L
  • Smash hit causes a very short sliding knockdown.

Grants next to no oki from midscreen, but is a decent combo ender in the corner. Gives a superjump IAD safejump in said corner.


214M
  • Smash hit causes a ground bounce SKD.

j.S > j.214M is Bardock's preferred corner combo ender at low hitstun decay, as the ground bounce gives lots of time for easy assist extensions, supers, or simply better oki.

Some players also prefer ending combos with ground 214M over j.214L due to having better oki, though at the cost of damage and meter. Ground 214M also sets up an assist-regenerating safejump with 214M > 5M (whiff) > IAD j.M. If it hits, you can convert with 236M.

This is also your ideal blockstring ender thanks to its corner carry, speed and safety but it can be a bit weak against some guard cancel options.


214H
  • Smash hit causes a ground bounce SKD.

j.S > j.214H works from midsceen with all the pros of corner j.214M.

Aside from being a combo ender, it's a great air-to-air option with very fast start-up and relatively little recovery. As well as this, Bardock can score a triple overhead with it after an IAD jump-in, but requires resources to get any more damage off of it afterwards.

Tyrant Lancer

236 S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
236S 1000 / 600Γ—2 All U1+ 26~34 2 21 +4 -
236[S] 1500 / 800Γ—2 All U1+ 35~48 2 21 +4 -

236S
  • Wall bounces, can only followup without resources in the corner.
  • Jails into Vanish.

Bardock's best combo starter in the corner and is commonly used as a reset tool in blockstrings as it's plus on block, however, cancelling from any normals will leave a big mashable gap. However, opponents attempting to beat this on reaction will get hit more often than not. Mixing this in with superdash + assist is a great way to horrify opponents into either mashing preemptively or respecting way more than they should.


236[S]
  • Big wallbounce that can be followed up anywhere.

Even higher reward on hit, commonly used after popping Spark for midscreen Sparking combos. In blockstrings, can be used to scare them from Reflecting uncharged 236S.

Z Assists

Assist A

Rebellion Spear

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
800 All - 21 - - +27 -

  • Swiftly performs 236L, covering a large distance.

Bardock A is solid, and is always a good choice if you're looking for something that can quickly get a hit in during the mid range. Launches at a nice angle for combos and travels the screen very quickly, making Bardock A an assist that can cover several bases all while remaining simple to use. You can't go wrong with this.

Although there's a minor caveat, with seasonal powercreep many characters now have strike assists that are similarly fast but have better blockstun or other strange properties that would make them more favorable than Bardock A. If you have one such character on your team, you may want to use Bardock's B assist instead. This isn't to say Bardock A is in any way bad, quite the contrary, you just may cover more bases with B should the aforementioned situation come to light.

Assist B

Tyrant Lancer

Assist C

Rebellion Combination

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
300, 600, 400 All - 61 [21] - - +35 -

  • 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 confirms on hit. Your other characters probably have better Assist C options than Bardock does, anyway. It's not a bad option in any means - his other assists are just much better. If you absolutely want to run a C assist and you like the potential that Bardock's teleporting C assist brings, it's not a bad call, but you're giving up a lot in comparison to his other assists.


Super Moves

Riot Javelin

236 L+ M (Air OK)

Saiyan Spirit

236 H+ S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
236HS 1318, 1590 All UDV 4+6 1(2)2 33 [41] -19 [-26] 1-14 All
j.236HS 1318, 1590 All UDV 4+6 1(2)2 Until L - 1-14 All

  • Minimum damage: 395, 318.
  • 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 on hit. This version can also be directed up or down.

Although invincible on start-up, opponents can Vanish on reaction to the super flash, making it a near-useless reversal against normals. The forward movement does make vanishes whiff, so it's more of a get-out-of-jail-free card as opposed to a damaging reversal.

Also to note that if this super is used midscreen, 2nd hit > lvl2 still does less damage than his other level 1.


Revenge Assault

214 L+ M or 214 H+ S (Air OK)

External References

Navigation

Ambox notice.png To edit frame data, edit values in DBFZ/Bardock/Data.