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...|
|Bardock is a brawler character who excels in the neutral game with his combination of fast and far-reaching attacks.|
- 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.
- 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.
- 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.
- Great frame advantage.
- 2L > 5M is Bardock's main antireflect string, but it only works up close.
Mostly combo filler and a way to get Bardock close to the opponent, as it will almost always leave him point-blank if used in a blockstring. Bardock can space himself out quite easily, and a fully spaced 5M can be -1 on block. This lends itself very nicely as a pressure tool to stagger back into 5L.
- Disjointed hitbox swing.
- Mostly blockstring filler.
Useful in corner combos and can be linked off of if it hits meaty. Can be used midscreen as Bardock has a force SKD tool, but not recommended due to how little frame advantage he has afterwards.
- Launches on hit.
- Great frame advantage when even slightly spaced out.
One of the stronger 5S in the game when used in pressure, and in neutral can confirm into 236H at any range. 5S > 236H can frame-trap from full screen while converting into a combo with an assist. Even if he doesn't have multi Ki Blasts, it's still a great Ki Blast in its own right.
- Hits low.
Integral part of Bardock's pressure/mixup in conjunction with 5L since it can stagger into itself and gatling into other normals.
- Bardock's party starter.
Another surprisingly good stagger tool. Doesn't advance Bardock forwards very much, which can set up threatening spacings after 2L.
Will whiff after 5L>LL at max range so be careful not to autopilot your strings when spaced out.
- Go to anti-air.
Privileged hitbox, can sometimes even anti air a vanish regardless of the opponent's vanish placing themselves behind Bardock.
- Universal overhead.
- If blocked, 4LL 236M/H clash beats nearly anything that isn't invincible, making Bardock's 6M uncontestable for a lot of characters
Bardock's privileged jab having medium hitstun and blockstun makes him more of a threat after 6M than usual in the corner. He's usually +3 after a trade and will beat the higher hitstun 7f normals clean.
- Low horizontal range, and nerfed vertical range.
- Can gatling into itself using j.4LL.
Hits very low thus can be used for IAD overheads and cross-ups. Easy to confirm with j.LL, but the hitbox is lacking nowadays. Usually tacked on after a j.M connects for a second overhead.
- Hits twice, both are overheads.
- Chains backwards into j.L.
- Faster than usual, but also higher commitment.
- Can crossup, but only at the base of the kick.
- The first hit can now combo into j.214M everywhere on screen.
Arguably one of Bardock's stronger air buttons. Fast and has disjointed hitbox at the tip of the kick.
- 5LLLLLLL Smash hit can wall bounce.
- j.H Smash hit causes a sliding knockdown.
Prime jump-in overhead. Mostly safejump material due to the high hitbox and chunky blockstun, although it cannot be converted out of if it hits an airborne opponent.
- Pauses his air momentum during the shot.
Great neutral tool and combo bridge for Bardock, but the angle leaves a lot to be desired. Great for converting out of j.L, as IAD j.LS is a combo on hit and around +17 on block. Can true string or frame trap into a grounded 236H depending on the spacing.
- Pushes Bardock up and forwards.
Combo filler. Useful midscreen as it enables his best knockdown with j.H, but 214X is much more useful in the corner. Can be used to setup mixups on oki with a beam assist in a similar fashion to Base Vegeta.
236 L/ M/ H (Air OK)
- 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.
- 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.
- 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.
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.
214 L/ M/ H (Air OK)
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Somewhat slow, but very high blockstun and hitstun.
While you're giving up the fast, strong tool of A assist, the benefits that B offers is titanic, as it grants plenty of time to start a combo on hit, and automatically enables mix-up pressure on block. Since both A and B assists are great for combos, which assist you want to choose will depend on your team and what gameplan you're going for. Between this and his A assist, Bardock can fill any niche you need.
- 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.
236 L+ M (Air OK)
- Hold up or down to aim the ground version upwards, and air version downwards. Downward version causes a ground bounce.
- 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.
236 H+ S (Air OK)
- 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.
214 L+ M or 214 H+ S (Air OK)
- Charges straight forward.
- On hit in midscreen, Bardock is left a full screen away from the opponent.
- Minimum damage: 1718.
Easy Super for solo combos or to DHC into. +39 and almost fullscreen on hit, only allowing for a j.H safejump, the H+S version side switches. A far cry of what it used to be, but a good super nonetheless.
|To edit frame data, edit values in DBFZ/Bardock/Data.|
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