DBFZ/Bardock

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Revision as of 20:41, 18 March 2021 by 74.255.42.190 (talk) (→‎5S)
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Overview

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Normal Moves

5L

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.
5L
5LL
5LLL

  • 5L has deceptively long 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 ground bounces 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.

5M

5H


5S

2L


2M

2H

6M


j.L

j.M

j.H

j.S

j.2H


Special Moves

Rebellion Spear

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

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

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. 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.

If the opponent anticipates 236L, they can stuff it with their own buttons, potentially with their best unscaled starters. Don't spam it.


236M
  • Damage depends on distance.
  • Aerial version ground bounces on Smash hit, spiking the opponent back up.

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 → 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.

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

Raging Meteor

214L/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.
Ground L
Air L
Ground M
Air M
Ground H
Air H

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

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.


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

236S

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.
Uncharged
Charged

  • 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. |-

  • Charged version does a wall bounces 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

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.

  • 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

236L+M (Air OK)

Saiyan Spirit

236H+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.
Ground
Air

  • 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

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

External References

Navigation

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

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