DBFZ/Frieza and DBFZ/Bardock: Difference between pages

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{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Frieza|discord=https://discord.gg/fyUQsck}}
{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Bardock|discord=https://discord.gg/8ra25Mr}}
{| class="wikitable" style="float:right; margin-left:10px; width:300px;"
{| class="wikitable" style="float:right; margin-left:10px; width:300px;"
|-
|-
! align="center" colspan="2" | Frieza
! align="center" colspan="2" | Bardock
|-
|-
| align="center" colspan="2" | [[File:DBFZ_Frieza_Portrait.png|300x500px|center]]
| align="center" colspan="2" | [[File:DBFZ_Bardock_Portrait.png|300x500px|center]]
|-
|-
| '''Play-style''' || Zoning
| '''Play-style''' || Rushdown
|-
|-
| '''Team Role''' || Point, Anchor
| '''Team Role''' || Point, Middle
|}
|}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
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==Overview==
==Overview==
{{Bio
{{Bio
| name = Frieza
| name = Bardock
| game = DBFZ
| game = DBFZ
| quote = Now, start begging for your life! Not that I'll listen...haha!
| quote = It's up to me now...I'm...I'm gonna change the future!
| lore = Frieza is a vicious galactic tyrant who rules over many planets with an iron fist after inheriting part of his father (King Cold)'s empire. Personally responsible for driving the Saiyan race to the brink of extinction, Frieza would be defeated by Goku, one of the very Saiyans he loathed. He would later be killed by Trunks, a half-Saiyan youth from the future. Unfortunately, death would not keep Frieza for long, as his henchmen would wish him back to life with the Dragon Balls. With a new lease on life, Frieza would train in order to carry out his revenge against Goku and his friends.
| 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
}}
}}


===Playstyle===
===Playstyle===
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{Character Label|DBFZ|Frieza}} is a strong zoning character who can push opponents away from him before attacking them with strong projectile attacks.
| intro = {{Character Label|DBFZ|Bardock}} is a brawler character who dominates the neutral game with his combination of fast and far-reaching attacks.
| pros =
| pros =
* '''Powerful Space-Control:''' Loads and loads of projectiles to keep the enemy at bay.
* '''Easy:''' Incredibly low execution for his universal BnB's.
* '''Incredible EX Move:'''[[DBFZ/Frieza#Death Slash| EX Death Slash]] is an instant screenfiller that only costs half a bar and is safe.
* '''Brawny Buttons:''' Extremely solid moves boasting ridiculous hitboxes. [[DBFZ/Bardock#5L|5LL]] infamously brings opponents down for easy hit-confirms and assist extensions.  
* '''Good Pressure:''' Solid framedata, especially on 2M, and a pressure reset in [[DBFZ/Frieza#Death Saucer|Death Saucer]] that simultaneously enables tricky mixups.
* '''Commanding Neutral:''' Very oppressive neutral game, enforced by his vacuum normals and tremendously quick lariat, [[DBFZ/Bardock#Rebellion Spear|Rebellion Spear]].
* '''Good Support Value:''' Fast, powerful and annoying assists that allow him to go just about anywhere on a team.
* '''Stagger Pressure:''' Excellent stagger capabilities, with every normal outside of his heavies being safe on block.
* '''Golden Frieza:''' [[DBFZ/Frieza#Golden Frieza|Golden Frieza]] is one of the best supers in the game, enabling for terrifying and deadly comeback potential thanks to its speed, damage and reverse beat. Sparking also pauses its timer, and it combined with Limit Break gives Frieza a whopping 40% damage boost. It even increases the damage of his assists.
* '''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 =
* '''Zoner in a game favoring Rushdown:''' Projectiles deal nearly no chip damage, there's no chip kill, and blocking charges meter. Every character is mobile and can punish zoning just by superjumping, or with special moves like Bardock's 236L.
* '''Assist Reliant:''' Straightforward mix-ups without assists.
* '''Anti-Airs:''' Frieza's ability to stop people from jumping over his projectiles is limited outside of his 2S. His 2H also leaves a blind spot above him and is ignored by projectile immunity.
* '''Left/Right:''' Cross-ups can be difficult to set up due to the nature of his [[DBFZ/Bardock#j.M|j.M]].
* '''Mix-up:''' Although Death Saucer gives Frieza left-right mixups, his j.M is inadequate for high-low mixup and his other options are quite slow.
* '''Post-Super Okizeme:''' Unremarkable knockdown after [[DBFZ/Bardock#Revenge Assault| Revenge Assault]], only receiving a safe jump afterwards.
|tablewidth=69
|tablewidth=69
}}
}}
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{{MoveData
{{MoveData
|name=5L
|name=5L
|image=DBFZ_Frieza_5L.png |caption=
|image=DBFZ_Bardock_5L.png |caption=
|image2=DBFZ_Frieza_5LL.png |caption2=
|image2=DBFZ_Bardock_5LL.png |caption2=
|image3=DBFZ_Frieza_5LLL.png |caption3="HOHOHOHO. I call this the Krillin killer"
|image3=DBFZ_Bardock_5LLL.png |caption3=Certified eSports
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Standard 5L.
* Can be canceled into from itself, even on whiff.
* Jump cancelable on hit.
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 opponents pressure or to anti-air opponents who IAD.
}}
}}
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Standard 5LL.
* Can be canceled into from 5L, even on whiff.
* Jump cancelable on hit.
* Groundbounces airborne opponents.
* Auto-corrects on side switch.
Bardock does a two-handed downward smash that moves him forward slightly. Its infamously large hitbox, auto-correction, and fantastic scaling makes this an attack to be feared. Drags down aerial opponents for a full combo conversion.
}}
}}
{{AttackVersion|name=5LLL}}
{{AttackVersion|name=5LLL}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Tracks fullscreen.
* Can be canceled into from 5LL, even on whiff.
* At very close range, the explosion sends them outward. Otherwise, it sends them inward.
* Auto-corrects on side switch.
Often useful after a vanish extension.
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, which when combined with its forward movement and auto-correction makes it track the opponent's movement. Forces a Smash, even if it has already been used in a combo, though Bardock doesn't use this for his optimal combos.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=5M
|name=5M
|image=DBFZ_Frieza_5M.png |caption=
|image=DBFZ_Bardock_5M.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Deceptively good range.
* Decent range 5M. Can be used aggressively in neutral and leads to solid damage.
Hops over a few lows, and is very useful in both combos and blockstrings.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=5H
|name=5H
|image=DBFZ_Frieza_5H.png |caption=''"Filthy monkey, meet General Mountain!"''
|image=DBFZ_Bardock_5H.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Smash on the first hit, wall bounces.
* Disjointed hitbox swing.
* The rocks themselves keep grounded opponent standing, can't be Super Dashed through, and disappear on Vanish.
* Mostly blockstring filler.
Good for controlling ground space.
 
Despite the rocks being nullified by Broly's Powered Shell, the initial smash hit will break through it.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=5S
|name=5S
|image=DBFZ_Frieza_5S.png |caption=
|image=DBFZ_Bardock_5S.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Hold or mash S to shoot all 6 Ki blasts.
* Bardock shoots a ki blast. Causes soft knockdown on hit.
* Sixth hit launches and wall bounces.
* Can only shoot one blast a time.
Can be followed up with 236M > Vanish.
* Somewhat underwhelming in neutral, although it can confirm into 236H at any range, giving it some utility. It is however one of the stronger 5S normals in the game when used in pressure.  
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=2L
|name=2L
|image=DBFZ_Frieza_2L.png |caption=Killing with style
|image=DBFZ_Bardock_2L.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Low-hitting 2L. Not the best range, but quite useful as a low nonetheless.
* Bardock does a low kick.
* Integral part of Bardock's pressure/mixup because it serves as his fastest low.
* Decent pressure starter in conjunction with 5L since it can stagger into itself and gatling into other normals.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=2M
|name=2M
|image=DBFZ_Frieza_2M.png |caption=
|image=DBFZ_Bardock_2M.png |caption=
|image2=DBFZ_Frieza_2M-2.png |caption2="I Whip My Tail Back And Forth!"
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Frieza's main low normal.
* Bardock crouches and does a sweep kick.
* Another surprisingly good stagger tool.
Bardock's party starter. All of your highest-damaging combos start with this bad boy, including ToD's.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=2H
|name=2H
|image=DBFZ_Frieza_2H.png |caption=
|image=DBFZ_Bardock_2H.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Can't be super dashed through.
* Bardock does a two-handed upward swing. Go to anti-air.
* Counts as a projectile, so certain moves can beat it (Janemba 22S, Z Broly 214S)
* Deceptively low horizontal range.  
A quite unconventional 2H, as it has massive horizontal range but lacks coverage above Frieza’s head.
Can sometimes even anti air a vanish after its start-up and during its active frames, cuz Bardock.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">2S</font>======
{{MoveData
|name=2S
|image=DBFZ_Frieza_2S.png |caption=THOT VAPORIZER!
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2S}}
{{!}}-
{{Description|8|text=
* 1S shoots almost horizontally, 2S shoots at a 30 degree angle, 3S shoots at a 60 degree angle.
Good range and covers some useful anti-air angles, but it can unfortunately be super dashed through so it's not great at that job.
 
Mostly a combo filler.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=6M
|name=6M
|image=DBFZ_Frieza_6M.png |caption=
|image=DBFZ_Bardock_6M.png |caption= *sees someone crouch-blocking* "you'll regret that!"
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{Description|8|text=
{{Description|8|text=
* Universal overhead.
* Universal overhead.
}}
Bardock hops and does a two-handed overhead smash. If it hits an airborne opponent, Bardock can combo into 5L afterwards.
}}
}}<nowiki/>
}}<nowiki/>


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{{MoveData
{{MoveData
|name=j.L
|name=j.L
|image=DBFZ_Frieza_jL.png |caption=
|image=DBFZ_Bardock_jL.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Hits at a downward angle, useful for IAD-pressure.
* Can be used post IAD to set up left/right mixups.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=j.M
|name=j.M
|image=DBFZ_Frieza_jM.png |caption=
|image=DBFZ_Bardock_jM.png |caption=
|image2=DBFZ_Frieza_jM-2.png |caption2=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Second hit has much longer range.
* Bardock does two jumping sidekicks.
* Great air-to-air normal.
* Arguably one of Bardock's stronger air buttons.
Same startup as his j.L, quite a powerful button.
* Can be used for crossups.
Great air-air normal and vacuums the opponent a good amount on hit, akin to 5LL.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=j.H
|name=j.H
|image=DBFZ_Frieza_jH.png |caption=
|image=DBFZ_Bardock_jH.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Smash hit wall bounces.
* Wall bounces on Smash hit.
}}
}}
{{AttackVersion|name=j.H}}
{{AttackVersion|name=j.H}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Heavy with a fairly good reach.
* Smash hit causes a sliding knockdown.
* Smash hit causes sliding knockdown.
Prime jump-in against tall opponents because it sets up a fuzzy guard mixup, more in Strategy.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=j.S
|name=j.S
|image=DBFZ_Frieza_jS.png |caption=
|image=DBFZ_Bardock_jS.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Hold or mash S to shoot all 3 blasts.
* Bardock fires a downward ki blast.
* Piercing projectiles that also beat Super Dash, sending the opponent full screen.
* Can only shoot one blast a time.
* Third hit wall bounces.
* Pauses his air momentum during the shot, which adds a layer to his air movement.
* Adds landing recovery.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=j.2H
|name=j.2H
|image=DBFZ_Frieza_j2H.png |caption=
|image=DBFZ_Bardock_j2H.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Smash on air-to-air. Causes sliding knockdown.
* Bardock does an upward kick.
j.S > j.2H is an everywhere meterless skd. j.H > j.2H can also be used as a surprise double overhead.
* Used in some corner setups for it's momentum changing properties.
}}
Bardock's main combo filler. Used for it's Smash property of enabling a slide knockdown and used in non-Smash combos for it's damage and jump cancel.
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">j.2S</font>======
{{MoveData
|name=j.2S
|image=DBFZ_Frieza_j2S.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.2S}}
{{!}}-
{{Description|8|text=
* Fires a ki blast in a downward angle.
The angle isn't really great, is mostly used to combo into j.2H for knockdowns.
}}
}}
}}<nowiki/>
}}<nowiki/>


==Special Moves==
==Special Moves==
======<font style="visibility:hidden;font-size:0">Death Slash</font>======
======<font style="visibility:hidden;font-size:0">Rebellion Spear</font>======
{{MoveData
{{MoveData
|name=Death Slash
|name=Rebellion Spear
|input=236L/M/H
|input=236L/M/H (Air OK)
|image=DBFZ_Frieza_DeathSlash.png |caption='"SCREW THIS AREA IN PARTICULAR"'
|image=DBFZ_Bardock_RebellionSpear.png |caption=Ground
|image2=DBFZ_Bardock_RebellionSpear-Air.png |caption2=Air
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{AttackVersion|name=Ground L}}
{{#lst:{{PAGENAME}}/Data|236L}}
{{#lst:{{PAGENAME}}/Data|236L}}
{{!}}-
{{AttackVersion|name=Air L}}
{{#lst:{{PAGENAME}}/Data|j.236L}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Explodes the ground in front of Frieza.
* Attacks straight ahead.
Frieza's main way of safely ending blockstrings.
* Keeps the opponent in place on grounded hit.
* Sends opponent flying horizontally on air hit.
* Very fast for the distance it travels.
* Level 1 move, so it doesn't true blockstring into vanish
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.'''
}}
}}
{{AttackVersion|name=M}}
{{AttackVersion|name=Ground M|subtitle=or 236H > L/M/H on hit}}
{{#lst:{{PAGENAME}}/Data|236M}}
{{#lst:{{PAGENAME}}/Data|236M}}
{{!}}-
{{AttackVersion|name=Air M|subtitle=or j.236H > L/M/H on hit}}
{{#lst:{{PAGENAME}}/Data|j.236M}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Explodes the ground on the other half of the screen. Doesn't reach fullscreen.
* Damage depends on distance.
Can be used after a long-range 5H or 5S to tack on some additional damage either by itself, or can be vanished for even more damage.
* 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.
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 move's high recovery it can't be used as a mix-up tool during blockstrings.  
}}
}}
{{AttackVersion|name=H}}
{{AttackVersion|name=Ground H}}
{{#lst:{{PAGENAME}}/Data|236H}}
{{#lst:{{PAGENAME}}/Data|236H}}
{{!}}-
{{AttackVersion|name=Air H}}
{{#lst:{{PAGENAME}}/Data|j.236H}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* 2 explosions that covers the entire screen.
* Damage depends on distance: midscreen → midscreen to almost fullscreen → exactly fullscreen.
A good way to catch people trying to do ''anything''.
* Moves straight ahead, crosses up on hit or block.
Can be casted 2 times in a row to combo in itself.
* 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/>


======<font style="visibility:hidden;font-size:0">You might not survive this time</font>======
======<font style="visibility:hidden;font-size:0">Raging Meteor</font>======
{{MoveData
{{MoveData
|name=You might not survive this time
|name=Raging Meteor
|input=236S (Air OK)
|input=214L/M/H (Air OK)
|image=DBFZ_Frieza_YouMightNotSurviveThisTime.png |caption=''"Gotcha~!"''
|image=DBFZ_Bardock_RagingMeteor.png |caption="RUNNIN YA FADE WITH STYLE"
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{Description|9|text=
{{#lst:{{PAGENAME}}/Data|236S}}
* Last hit is an overhead
* Smash on last hit
}}
{{AttackVersion|name=Ground L}}
{{#lst:{{PAGENAME}}/Data|214L}}
{{!}}-
{{AttackVersion|name=Air L}}
{{#lst:{{PAGENAME}}/Data|j.214L}}
{{!}}-
{{Description|9|text=
* 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 j.214M would potentially drop the combo.
}}
{{AttackVersion|name=Ground M}}
{{#lst:{{PAGENAME}}/Data|214M}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air M}}
{{#lst:{{PAGENAME}}/Data|j.236S}}
{{#lst:{{PAGENAME}}/Data|j.214M}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Smash at point blank, the opponent will be locked inside the ball before it starts traveling, explodes once it touches the wall.
* Causes a ground bounce sliding knockdown.
* Cancelling the move will cause the ball to explode early.
The preferred combo ender to combos ending at the corner, as Bardock is granted a ground bounce sliding knockdown that gives a good amount of time for combo extensions, supers, or simply more oki.  
Good as a combo ender before going into Supers.
}}
}}
}}<nowiki/>
{{AttackVersion|name=Ground H}}
 
{{#lst:{{PAGENAME}}/Data|214H}}
======<font style="visibility:hidden;font-size:0">Death Saucer</font>======
{{MoveData
|name=Death Saucer
|input=214S
|image=DBFZ_Frieza_DeathSaucer.png |caption="HEY, MONKEY! YOU FORGOT YOUR PIZZAS!"
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|214S}}
{{Description|9|text=
* Causes a ground bounce sliding knockdown.
}}
{{AttackVersion|name=Air H}}
{{#lst:{{PAGENAME}}/Data|j.214H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Throws 2 discs forward that comes back after traveling off screen.
* Causes a ground bounce sliding knockdown.
* Discs merely launch going forward, but cause a sliding knockdown to the opponent on the way back.
Can combo off j.S midscreen, mostly used as the combo ender that grants both enough oki to use supers from and a bit more corner carry than j.LLL. Can also be used as a more unconventional air-to-air, as it covers more spots and is more active than his straightforward lariat.  
* The return trip discs can friendly fire and hit Frieza and his assists. Friendly fire discs scale less and deal more damage to Frieza than they do to the opponent (700+560 to foe and 700+630 to Frieza).
* Can be crouched under, including L+S Ki Charge.
* Disappear if Frieza's hit or tagged out, but not if he blocks.
Frieza is always plus after using this in a blockstring, so it's a very strong blockstring ender. Use 5L afterwards to catch jumps/vanish ect.
}}
}}
}}<nowiki/>
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">Warp Smash</font>======
======<font style="visibility:hidden;font-size:0">Tyrant Lancer</font>======
{{MoveData
{{MoveData
|name=Warp Smash
|name=Tyrant Lancer
|input=22S
|input=236S
|image=DBFZ_Frieza_WarpSmash.png |caption="SURPRISE, B*TCH!"
|image=DBFZ_Bardock_TyrantLancer1.png |caption=''"Too slow."''
|image2=DBFZ_Bardock_TyrantLancer2.png |caption2=''"Get out of here!"''
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=Uncharged}}
{{#lst:{{PAGENAME}}/Data|236S}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|22S}}
{{Description|9|text=
* 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}}
{{#lst:{{PAGENAME}}/Data|236[S]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=  
* Teleports a set distance forward, auto corrects. Can pull the opponent out of the corner.
* Wallbounces.
* Invulnerable from frames 4 to 19.
Best as a reflect bait-and-punish, and subsequently becomes a great combo starter if landed at the corner.
* Ground bounces on airborne opponent. Keeps grounded opponent standing.
}}
}}
}}<nowiki/>
}}<nowiki/>
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======<font style="visibility:hidden;font-size:0">Assist A</font>======
======<font style="visibility:hidden;font-size:0">Assist A</font>======
{{MoveData
{{MoveData
|name=Death Slash
|name=Rebellion Spear
|input=Assist A
|input=Assist A
|image=DBFZ_Frieza_AssistDeathSlash.png |caption=KABOOM
|image=DBFZ_Bardock_RebellionSpear-L.png |caption=LARIAT
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Hits slightly closer than the M version.
* Very fast.
* The damage buff from Golden Frieza applies to this assist as well.
* Leaves opponent standing on grounded hit.
* Has a minimum distance, stunting it's use.
* Sends opponent flying horizontally on air hit.
Extremely annoying assist. Forces the opponent to respect you in neutral because of how huge its hitbox is.
Bardock's assist A is pretty solid, and is always a good choice if you're looking for something that can quickly get a hit in during the mid range. It's pretty good in blockstrings as well due to it's speed, as you can throw it into a blockstring very easily without fear of it being reflected or wake-up reversal'd. You can't go wrong with this option, even with how good assist B is, so really just pick based on what your team/playstyle is looking for.
}}
}}
}}<nowiki/>
}}<nowiki/>
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======<font style="visibility:hidden;font-size:0">Assist B</font>======
======<font style="visibility:hidden;font-size:0">Assist B</font>======
{{MoveData
{{MoveData
|name=You might not survive this time
|name=Tyrant Lancer
|input=Assist B
|input=Assist B
|image=DBFZ_Frieza_YouMightNotSurviveThisTime.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=
* The damage buff from Golden Frieza applies to this assist as well
* Somewhat slow, but high blockstun.
* Large enough hitbox to catch vanishes.
* On hit, opponent floats in place for a total of a full second, allowing for ridiculously easy followups.
A projectile assist that is quite fast and difficult to punish. It is good as an approach tool, working almost like Guile walking in behind a fireball for your point. It has a lot of hitstun at 51f, but has the lowest blockstun in game for assists. The blockstun, or lack thereof, makes it nonexistent for blockstring pressure, but nonetheless good for tick throws and combos. Your opponent might also just respect it because it looks like it has far more blockstun than it actually has.
* 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 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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======<font style="visibility:hidden;font-size:0">Assist C</font>======
======<font style="visibility:hidden;font-size:0">Assist C</font>======
{{MoveData
{{MoveData
|name=Psychokinesis
|name=Rebellion Combination
|input=Assist C
|input=Assist C
|image=DBFZ_Frieza_5H.png |caption=DOOM ROCKS
|image=DBFZ_Bardock_RebellionSpear-AirM.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Fast start up
* Teleports to the opponent and performs a two-hit combo. Causes groundbounce sliding knockdown on hit.
* good screen carry
* Tracks ''anywhere'' on the screen
* same properties like 5H
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 long-range confirms on hit. Your other characters probably have better Assist C options than Bardock does, anyway.
}}
}}
}}<nowiki/>
}}<nowiki/>


==Super Moves==
==Super Moves==
======<font style="visibility:hidden;font-size:0">Death Ball</font>======
======<font style="visibility:hidden;font-size:0">Riot Javelin</font>======
{{MoveData
{{MoveData
|name=Death Ball
|name=Riot Javelin
|input=236L+M or 236H+S (Air OK)
|input=236L+M (Air OK)
|image=DBFZ_Frieza_DeathBall.png |caption=''"I'll reduce you and this entire planet to '''dust'''!"''
|image=DBFZ_Bardock_RiotJavelin.png |caption="This will change ''everything''!"
|image2=DBFZ_Frieza_DeathBall-2.png |caption2="'''''"DIEEEE!'''''"
|image2=DBFZ_Bardock_RiotJavelin2.png |caption2=''YEET''
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Costs 1 Ki Gauge.
* Hold up or down to aim the ground version upwards, and air version downwards. Downward version causes a ground bounce even at high up.
* L+M version throws towards the middle of the screen, H+S version throws towards the edge of the screen.
* Normal version has minimum damage of 814, downward is 748.
* Minimum damage: 4*N, 754.
* As Saiyan Spirit follow-up, only does half the damage.
A useful level 1 super that does additional damage if done from big heights. Because of how slowly the ball travels, some characters can UHC and then get an extension afterward, usually in the form of air DR or j.H.
* 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.
}}
}}
}}<nowiki/>
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">Nova Strike</font>======
======<font style="visibility:hidden;font-size:0">Saiyan Spirit</font>======
{{MoveData
{{MoveData
|name=Nova Strike
|name=Saiyan Spirit
|input=214L+M (Air OK)
|input=236H+S (Air OK)
|image=DBFZ_Frieza_NovaStrike.png |caption='''''"I'll shut you up for good!"'''''
|image=DBFZ_Bardock_SaiyanSpirit.png |caption=''"No!"''
|image2=DBFZ_Frieza_NovaStrike-2.png |caption2='''''"EEEEYAAAAAAAAAA!!!"'''''
|image2=DBFZ_Bardock_SaiyanSpirit2.png |caption2='''''"None of that!"'''''
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|214LM}}
{{#lst:{{PAGENAME}}/Data|236HS}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.214LM}}
{{#lst:{{PAGENAME}}/Data|j.236HS}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Costs 3 Ki Gauges.
* Minimum damage: 395, 318.
* Minimum damage: 1680.
* Invincible on startup.
High damaging level 3. Is only one hit, which means an opponent in Sparking won't get any regeneration done during the animation, making it an excellent combo ender.
* 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 also be used as a reversal, though it has a tendency to go straight over the opponent in this case so this is generally not recommended.
* 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. The vanish does whiff, however.
}}
}}
}}<nowiki/>
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">You must die by my hand!</font>======
======<font style="visibility:hidden;font-size:0">Revenge Assault</font>======
{{MoveData
{{MoveData
|name=You must die by my hand!
|name=Revenge Assault
|input=Hold H+S while knocked down
|input=214L+M or 214H+S (Air OK)
|image=DBFZ_Frieza_YouMustDieByMyHand.png |caption=HAHAHA YES, THE ULTIMATE WAKEUP TOOL
|image=DBFZ_Bardock_RevengerAssault.png |caption=''"Oh no, I won't let you get away with what you've done!"''
|image2=DBFZ_Frieza_YouMustDieByMyHand-2.png |caption2=THEY'LL NEVER SEE IT COMING
|image2=DBFZ_Bardock_RevengerAssault2.png |caption2='''''"PREPARE TO DIE!"'''''
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|Knocked Down [HS]}}
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|214LM}}
{{!}}-
{{!}}-
{{Description|8|text=
{{AttackVersion|name=Air}}
* Costs 3 Ki Gauges.
{{#lst:{{PAGENAME}}/Data|j.214LM}}
* Minimum damage: 192*10.
* Only invulnerable during active frames.
Not a good wakeup option compares to the 2 other Lv3s he has. However, the insanely high minimum damage means it's the best ''combo'' ender, used after getting hit by his own Death Saucer.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">Golden Frieza</font>======
{{MoveData
|name=Golden Frieza
|input=214H+S
|image=DBFZ_Frieza_GoldenFrieza.png |caption=''"This may sound cheap, but I call this form Golden Frieza."''<br>*RIDE THE FIRE blaring in the distance*
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|214HS}}
{{Description|9|text=
{{!}}-
* Bardock transforms into a Super Saiyan and advances towards the opponent, striking them with his shoulder.
{{Description|8|text=
* Grounds both players on hit even when used in the air.
The Emperor comes to reclaim his throne. Just don't run out of time.
* 1718 minimum damage.
* Costs 3 Ki Gauges. Can only be done once per match. Inputting 214H+S again will deactivate Golden Frieza.
* Opponent is positioned significantly away from Bardock after his level 3 animation effect, significantly weakening its pressure usage.
* During Golden Frieza, gains a 20% damage buff, a second air dash, access to full reverse beat, and increased movement speed.
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.
* Lasts about 21 seconds when he's the point character, won't deactivate until he returns to neutral ground stance. The timer is paused when he's tagged out or when he's in Sparking.
* Raw startup is long, but autoguards and recovers instantly after the super flash. Startup during combos is fast, so you can go Golden Frieza mid-combo.
* Has ~1 second of Ki gain cooldown.
 
If you're low on time and there's another character coming after a kill, you can cancel Golden Frieza during the short intermission before the fade to black and remain safe.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">Sorbet's Ray Gun</font>======
{{MoveData
|name=Sorbet's Ray Gun
|input=S when Golden Frieza ends
|image=DBFZ_Frieza_SorbetsRayGun.png |caption=''"L-lord Frieza!"''
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Golden Frieza ends S}}
{{!}}-
{{Description|8|text=
* Costs 1 Ki Gauge.
* Minimum damage: 840.
* Has some invulnerability and hits opponent during timestop.
* Crumples grounded opponent, causes a sliding knockdown on airborne.
Does hit off sliding knockdowns but since the shot is small and goes quite high up, it requires strict timings.
 
By timing the shot as late as possible into Frieza's crumple animation, you can get enough frame advantage for extra followups like Supers or even just run up 5L. Comboing after this Super doesn't receive Super scaling.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category:Frieza]]
[[Category:Bardock]]

Revision as of 22:53, 7 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Bardock
DBFZ Bardock Portrait.png
Play-style Rushdown
Team Role Point, Middle

Overview

"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

Playstyle

 Bardock  Bardock is a brawler character who dominates 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.
  • Stagger Pressure: 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: Straightforward mix-ups without assists.
  • Left/Right: Cross-ups can be difficult to set up 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
DBFZ Bardock 5L.png
DBFZ Bardock 5LL.png
DBFZ Bardock 5LLL.png
Certified eSports
Template:AttackDataHeader-DBFZ
5L
  • Can be canceled into from itself, even on whiff.
  • Jump cancelable on hit.

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 opponents pressure or to anti-air opponents who IAD.

5LL
  • Can be canceled into from 5L, even on whiff.
  • Jump cancelable on hit.
  • Groundbounces airborne opponents.
  • Auto-corrects on side switch.

Bardock does a two-handed downward smash that moves him forward slightly. Its infamously large hitbox, auto-correction, and fantastic scaling makes this an attack to be feared. Drags down aerial opponents for a full combo conversion.

5LLL
  • Can be canceled into from 5LL, even on whiff.
  • Auto-corrects on side switch.

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, which when combined with its forward movement and auto-correction makes it track the opponent's movement. Forces a Smash, even if it has already been used in a combo, though Bardock doesn't use this for his optimal combos.

5M
5M
DBFZ Bardock 5M.png
Template:AttackDataHeader-DBFZ
  • Decent range 5M. Can be used aggressively in neutral and leads to solid damage.
5H
5H
DBFZ Bardock 5H.png
Template:AttackDataHeader-DBFZ
  • Disjointed hitbox swing.
  • Mostly blockstring filler.
5S
5S
DBFZ Bardock 5S.png
Template:AttackDataHeader-DBFZ
  • Bardock shoots a ki blast. Causes soft knockdown on hit.
  • Can only shoot one blast a time.
  • Somewhat underwhelming in neutral, although it can confirm into 236H at any range, giving it some utility. It is however one of the stronger 5S normals in the game when used in pressure.
2L
2L
DBFZ Bardock 2L.png
Template:AttackDataHeader-DBFZ
  • Bardock does a low kick.
  • Integral part of Bardock's pressure/mixup because it serves as his fastest low.
  • Decent pressure starter in conjunction with 5L since it can stagger into itself and gatling into other normals.
2M
2M
DBFZ Bardock 2M.png
Template:AttackDataHeader-DBFZ
  • Bardock crouches and does a sweep kick.
  • Another surprisingly good stagger tool.

Bardock's party starter. All of your highest-damaging combos start with this bad boy, including ToD's.

2H
2H
DBFZ Bardock 2H.png
Template:AttackDataHeader-DBFZ
  • Bardock does a two-handed upward swing. Go to anti-air.
  • Deceptively low horizontal range.

Can sometimes even anti air a vanish after its start-up and during its active frames, cuz Bardock.

6M
6M *sees someone crouch-blocking* "you'll regret that!" Template:AttackDataHeader-DBFZ
  • Universal overhead.

Bardock hops and does a two-handed overhead smash. If it hits an airborne opponent, Bardock can combo into 5L afterwards.

j.L
j.L
DBFZ Bardock jL.png
Template:AttackDataHeader-DBFZ
  • Can be used post IAD to set up left/right mixups.
j.M
j.M
DBFZ Bardock jM.png
Template:AttackDataHeader-DBFZ
  • Bardock does two jumping sidekicks.
  • Arguably one of Bardock's stronger air buttons.
  • Can be used for crossups.

Great air-air normal and vacuums the opponent a good amount on hit, akin to 5LL.

j.H
j.H
DBFZ Bardock jH.png
Template:AttackDataHeader-DBFZ
5LLLLLLL
  • Wall bounces on Smash hit.
j.H
  • Smash hit causes a sliding knockdown.

Prime jump-in against tall opponents because it sets up a fuzzy guard mixup, more in Strategy.

j.S
j.S
DBFZ Bardock jS.png
Template:AttackDataHeader-DBFZ
  • Bardock fires a downward ki blast.
  • Can only shoot one blast a time.
  • Pauses his air momentum during the shot, which adds a layer to his air movement.
  • Adds landing recovery.
j.2H
j.2H
DBFZ Bardock j2H.png
Template:AttackDataHeader-DBFZ
  • Bardock does an upward kick.
  • Used in some corner setups for it's momentum changing properties.

Bardock's main combo filler. Used for it's Smash property of enabling a slide knockdown and used in non-Smash combos for it's damage and jump cancel.

Special Moves

Rebellion Spear
Rebellion Spear
236L/M/H (Air OK)
DBFZ Bardock RebellionSpear.png
Ground
DBFZ Bardock RebellionSpear-Air.png
Air
Template:AttackDataHeader-DBFZ
Ground L
Air L
  • Attacks straight ahead.
  • Keeps the opponent in place on grounded hit.
  • Sends opponent flying horizontally on air hit.
  • Very fast for the distance it travels.
  • Level 1 move, so it doesn't true blockstring into vanish

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.

Ground M
or 236H > L/M/H on hit
Air M
or j.236H > L/M/H on hit
  • 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.

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 move's high recovery it can't be used as a mix-up tool during blockstrings.

Ground H
Air H
  • 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.

Mostly handy as a potential full-screen conversion off of 5S.

Raging Meteor
Raging Meteor
214L/M/H (Air OK)
DBFZ Bardock RagingMeteor.png
"RUNNIN YA FADE WITH STYLE"
Template:AttackDataHeader-DBFZ
  • Last hit is an overhead
  • Smash on last hit
Ground L
Air L
  • 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 j.214M would potentially drop the combo.

Ground M
Air M
  • Causes a ground bounce sliding knockdown.

The preferred combo ender to combos ending at the corner, as Bardock is granted a ground bounce sliding knockdown that gives a good amount of time for combo extensions, supers, or simply more oki.

Ground H
  • Causes a ground bounce sliding knockdown.
Air H
  • Causes a ground bounce sliding knockdown.

Can combo off j.S midscreen, mostly used as the combo ender that grants both enough oki to use supers from and a bit more corner carry than j.LLL. Can also be used as a more unconventional air-to-air, as it covers more spots and is more active than his straightforward lariat.

Tyrant Lancer
Tyrant Lancer
236S
DBFZ Bardock TyrantLancer1.png
"Too slow."
DBFZ Bardock TyrantLancer2.png
"Get out of here!"
Template:AttackDataHeader-DBFZ
Uncharged
  • 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.

Charged
  • Wallbounces.

Best as a reflect bait-and-punish, and subsequently becomes a great combo starter if landed at the corner.

Z Assists

Assist A
Rebellion Spear
Assist A
DBFZ Bardock RebellionSpear-L.png
LARIAT
Template:AttackDataHeader-DBFZ
  • Very fast.
  • Leaves opponent standing on grounded hit.
  • Sends opponent flying horizontally on air hit.

Bardock's assist A is pretty solid, and is always a good choice if you're looking for something that can quickly get a hit in during the mid range. It's pretty good in blockstrings as well due to it's speed, as you can throw it into a blockstring very easily without fear of it being reflected or wake-up reversal'd. You can't go wrong with this option, even with how good assist B is, so really just pick based on what your team/playstyle is looking for.

Assist B
Tyrant Lancer
Assist B
DBFZ Bardock TyrantLancer1.png
Top Tier DLC privilege baby.
Template:AttackDataHeader-DBFZ
  • Somewhat slow, but high blockstun.
  • 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 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.

Assist C
Rebellion Combination
Assist C
DBFZ Bardock RebellionSpear-AirM.png
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  • 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 long-range confirms on hit. Your other characters probably have better Assist C options than Bardock does, anyway.

Super Moves

Riot Javelin
Riot Javelin
236L+M (Air OK)
DBFZ Bardock RiotJavelin.png
"This will change everything!"
DBFZ Bardock RiotJavelin2.png
YEET
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Ground
Air
  • Hold up or down to aim the ground version upwards, and air version downwards. Downward version causes a ground bounce even at high up.
  • 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.
Saiyan Spirit
Saiyan Spirit
236H+S (Air OK)
DBFZ Bardock SaiyanSpirit.png
"No!"
DBFZ Bardock SaiyanSpirit2.png
"None of that!"
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Ground
Air
  • Minimum damage: 395, 318.
  • Invincible on startup.
  • 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.
  • 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. The vanish does whiff, however.
Revenge Assault
Revenge Assault
214L+M or 214H+S (Air OK)
DBFZ Bardock RevengerAssault.png
"Oh no, I won't let you get away with what you've done!"
DBFZ Bardock RevengerAssault2.png
"PREPARE TO DIE!"
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Ground
Air
  • 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.
  • 1718 minimum damage.
  • 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 mix-up.

Navigation

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.

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