DBFZ/Broly/Strategy and DBFZ/Bardock/Strategy: Difference between pages

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(Added a section on Base Goku to the picking teammates section of the Z Broly page. Also changed "Vegeta" to "SS Vegeta" for clarification.)
 
 
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==General Tactics==
==General Tactics==
Your gameplan is to get your opponent in the corner. Luckily, Broly is more than prepared to push people to the end of the screen. Due to its armor, 236S is always a solid option, you can get away with spamming it for a while as long as you know that your opponent will get tired of it and end up knocking you out of it, so mix it up a bit.
Bardock can be described quite simply as a character that plays the game very well. Dragon Ball FighterZ is a game about rushdown and pressure, and Bardock is one of the best in the game at both of those tasks. He is blessed with exceptional normals, which leads to his strong stagger pressure. His 236L is a very strong neutral tool, and allows him a free in when covered by an assist. His only real shortcoming is that he has poor solo mix-ups. Your main goal with Bardock is to force your way in, keep the opponent blocking until they crack, and punish them hard for it.
Broly's Gigantic Meteor is essential to his strategy, which is both a blessing and a curse, because this will drain your meter fast.


==Team positioning==
==Team positioning==
Bardock's mobility and pressure make him usable in any team position. However, most players place him on point.
===Point===
===Point===
Broly works well as a point character, as having two assists can not only enhance his already scary neutral and pressure game (especially in the corner), but also helps to make up for his limited combo game and mediocre damage. The problem playing him here, however, is that he builds meter rather slowly and uses a lot of it for his best stuff. Not a deal-breaker by any means, but still worth considering.
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 likes lockdown assists, fast strike assists, or neutral assists like beams. Lockdown assists give him access to some mean mixups, and strike/beam assists allow for the liberal usage of 236L in neutral.


===Mid===
===Mid===
Arguably Broly's best position. His assists are all useful in their own right, and most characters can benefit from them in one way or another. A common strategy is to put him here to act as a second point, and then tag him in when he has enough meter to sustain himself with. He's not at a huge disadvantage if you lose your point character either, since a single assist will usually give you as much of a combo extension as you need to either get the corner back or finish off a health bar.
Bardock's A 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. His B assist is a completely different beast. It tracks, is +46, and has hella hitstun too. Most characters can use Bardock's B assist to convert Ki Blasts from anywhere and get mixups. Both assists can setup easy Dragon Rush enders. This makes Bardock not only a strong character on point, but a great contributor to your team at mid position.


===Anchor===
===Anchor===
Broly is more than capable of standing alone. His armor allowing him to bully his way into an opponent's space, and ki blasts that can outzone nearly any opponent he comes across. Other tools like Powered Shell work exceptionally well for keeping Broly in control of the neutral. If you possess enough meter, Gigantic Meteor combos can destroy the opponent extremely quickly, but he might struggle with damage otherwise. While Point and Mid can work better in most circumstances, anchor Broly is not a bad choice and can seriously throw and opponent off guard when they see it.
Sparking Blast is your only real way to get mixups. Otherwise, you're going to be relying heavily on 236H and your Ki Blasts to try to play around your opponent's assists, which is not a position you want to be in.
 
===Picking Teammates===
===Picking Teammates===
====SS Vegeta====
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.  
* Vegeta is a very strong partner for Broly. Anytime you attempt one of your armored special moves, you can use Vegeta assist at the same time. If the opponent attempts to vanish your special move they will only hit Broly's armor and the opponent will be hit by Vegeta's attack which you can combo off of.
* Anytime you land the close up version 236LM, if you cancel directly into Vegeta's Big Bang Attack you can follow up the attack with either another Big Bang Attack, a Final Flash, or a super dash to continue the combo.
* Vegeta's assist works very well with Broly's enhanced j.H (The version when you launch the opponent up with 5LLL or 2H) as it will continue the combo as you land.


====Yamcha====
'''Cell''' has excellent synergy with Bardock. Cell's A assist allows Bardock to extend blockstrings and gives him a neutral assist. Cell benefits from Bardock assist in many ways, not the least being dragon rush and command grab extensions in the corner.
* Yamcha is one of the better assists to initiate combos off of one of Broly's armored special moves next to Vegeta. While it doesn't provide the crossup protection, it does allow for better pressure on block since the recent nerf to Vegeta assist.


====Goku (SSGSS)====
'''SSJ Vegeta''' can extend pressure for Bardock with his A assist, enable very high damage extensions, and help Bardock control neutral.
* Goku Blue's assist, while situational, can be used to punish when someone neutral jumps in the corner to avoid your 214M after a blockstring. It also provides enough blockstun to allow an extension to the blockstring without worry of being punished if timed right.
 
* A good assist in general if your opponent likes to jump away from your grabs.
'''Kid Buu''' is another very strong teammate for Bardock. The blockstun inflicted by Kid Buu's A assist is the highest in the game, which allows Bardock complete freedom to mix his opponent up.  
====Goku====
 
* Goku's B assist can really help Broly with being a meter hog, and losing the assist for neutral isn't as much of a problem because of Broly's incredible neutral.
'''Any beam assist''' is good for Bardock. 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.
* Broly can also combo into Super Spirit Bomb if the first hit of 236L+M lands for huge damage.
 
'''Trunks''' and '''GT Goku''' have assists that are both fast enough to be used after 236L in neutral and cover the air, forcing the opponent back to the ground where Bardock can effectively and efficiently force them to guess.


==Blockstrings==
==Blockstrings==
The most basic blockstring for Broly would be 2L>5LL>2M>5M>5H>236S
*'''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.
There is a gap between 5H and 236S that will punish anyone mashing buttons, but it will also let your opponent vanish out if they are mashing. You can exchange 5H with 214L/M/H because of how similar the startup looks. If they start looking for the command grab you can charge the 5H for a small period of time to catch their jump-frames.  


236S pushes you away far enough to be safe after the blockstring, and if you call an assist after you can keep the blockstring going. The slight gap between 5H and 236S will allow assists to start re-charging, thus letting you continue your blockstring indefinitely so long as you have two assists ready and your opponent doesn't reflect, vanish, or do something else that would get them out of the blockstring.
Video example of some assist blockstrings:
{{#ev:youtube|pSXd4mJyyBA}}


Alternatively you can replace the 2M>5M sequence with 5MM if you feel lazy. However, it is easier to hitconfirm 2M>5M since 5MM doesn't allow you to jump-cancel afterwards without sparking active.
==Okizeme==
==Okizeme==
===Gigantic Strike > Airdash===
Bardock's post level 3 oki has been heavily nerfed since the glory days. The best you get now is a dash jump j.H, but your opponent can 2H you midscreen. You can, however, easily bait Sparking Blast with '''whiff 236L > backdash > 236L > vanish''', so keep that in mind.
*Anytime you plan on using Gigantic Strike (j.214 L/M) as your combo ender, you should only do one rep of j.L > j.M to save your jump cancel. If you save your jump cancel you can air dash very quickly after Gigantic Strike's animation and close the gap a little closer to your opponent.


===j.H > Assist > Powered Shell===
==Tips and Tricks==
*Anytime you are comboing your opponent such that your j.H won't grab your opponent (IE after a 2H or auto combo) you can use an assist plus Powered Shell (214S). The assist should be something that will keep your opponent blocking like a beam or Vegeta assist. When j.H is canceled into Powered Shell, it will stall your momentum for a moment and allow you to use an air normal over your opponent's guard as you are falling down. Also since Powered Shell covers the green animation of Dragon Rush, it sets up an unreactable throw.
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.


===5L's Hitbox===
==Fighting Bardock==
*Broly's size allows the hitbox on his 5L to be able to cover all tech options.
Bardock has two cruxes, having assists necessary to back him, and needing opportunity to generate mixups. You must work around either of these. First option is to snap Bardock out of the field, and deal with his allies, diminishing or straight up removing his assists to support him by any means necessary. Second options is to mentally outplay the opposing Bardock, and hit as hard as possible when you are given the interval to do so. TL;DR Take away Bardock's allies, or eliminate him quickly to prevent collateral damage to your team.


==Tips and Tricks==
Or, if all else fails, follow this simple advice:


==Fighting Broly==
"just don't get hit" - Anonymous
Patience will be needed. Mashing will likely result in you always getting stuffed by his armored moves. Be weary of going airborne as his air command grab will take a huge portion of your health away raw. Very few characters can get by his zoning (Vegeta SSGSS being one of those). If you play Hit, you're probably screwed.


==Navigation==
==Navigation==
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[[Category:Dragon Ball FighterZ]]
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[[Category:Bardock]]

Revision as of 23:14, 7 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    


General Tactics

Bardock can be described quite simply as a character that plays the game very well. Dragon Ball FighterZ is a game about rushdown and pressure, and Bardock is one of the best in the game at both of those tasks. He is blessed with exceptional normals, which leads to his strong stagger pressure. His 236L is a very strong neutral tool, and allows him a free in when covered by an assist. His only real shortcoming is that he has poor solo mix-ups. Your main goal with Bardock is to force your way in, keep the opponent blocking until they crack, and punish them hard for it.

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 likes lockdown assists, fast strike assists, or neutral assists like beams. Lockdown assists give him access to some mean mixups, and strike/beam assists allow for the liberal usage of 236L in neutral.

Mid

Bardock's A 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. His B assist is a completely different beast. It tracks, is +46, and has hella hitstun too. Most characters can use Bardock's B assist to convert Ki Blasts from anywhere and get mixups. Both assists can setup easy Dragon Rush enders. This makes Bardock not only a strong character on point, but a great contributor to your team at mid position.

Anchor

Sparking Blast is your only real way to get mixups. Otherwise, you're going to be relying heavily on 236H and your Ki Blasts to try to play around your opponent's assists, which is not a position you want to be in.

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 A assist allows Bardock to extend blockstrings and gives him a neutral assist. Cell benefits from Bardock assist in many ways, not the least being dragon rush and command grab extensions in the corner.

SSJ Vegeta can extend pressure for Bardock with his A assist, enable very high damage extensions, and help Bardock control neutral.

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

Any beam assist is good for Bardock. 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.

Trunks and GT Goku have assists that are both fast enough to be used after 236L in neutral and cover the air, forcing the opponent back to the ground where Bardock can effectively and efficiently force them to guess.

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.

Video example of some assist blockstrings:

Okizeme

Bardock's post level 3 oki has been heavily nerfed since the glory days. The best you get now is a dash jump j.H, but your opponent can 2H you midscreen. You can, however, easily bait Sparking Blast with whiff 236L > backdash > 236L > vanish, so keep that in mind.

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

Bardock has two cruxes, having assists necessary to back him, and needing opportunity to generate mixups. You must work around either of these. First option is to snap Bardock out of the field, and deal with his allies, diminishing or straight up removing his assists to support him by any means necessary. Second options is to mentally outplay the opposing Bardock, and hit as hard as possible when you are given the interval to do so. TL;DR Take away Bardock's allies, or eliminate him quickly to prevent collateral damage to your team.

Or, if all else fails, follow this simple advice:

"just don't get hit" - Anonymous

Navigation

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