Bardock Character Guide PS2

Bardock Character Guide

Table of Contents
1. Bardock’s History
2. Character Comparison
3. Bardock’s Death Moves
4. Bardock’s Ultimate & Dragonrush
5. Bardock’s Combos
6. Useful Items
7. Attributes
8. Leveling
9. Closing
10. Copyright



****Bardock’s History*****
	Bardock is the father of Goku.  A lower-class, planetary assault warrior.  Him and
his team of four friends went to different planets, conquering them in the name of
Frieza.  At that time, Frieza ruled the Saiyans.  
      What made Bardock different from the other Saiyans, was that he had a hatred of
Frieza, and could tell what they were doing was wrong.  All the other Saiyans only
feared Frieza.  During the time of Vegeta’s teen years, his father, the King of the
Saiyans, finally rebelled against Frieza, understanding what Bardock had known for so
long: that Frieza would betray and destroy the Saiyans, in fear of the Legendary
Super Saiyan.  
      	Vegeta’s father confronted Frieza on his spaceship, and found he was on his
way to destroy planet Vegeta, the Saiyans’ homeworld.  The King was killed by Frieza.
 Meanwhile, on a mission, Bardock had a vision of his planet being destroyed, and his
newborn son he had not yet seen. (Goku).  Frieza had sent troops to finish off
Bardock and his team.  All of his friends were killed by Frieza’s henchman, Bardock
escaped severely injured.  
      He quickly returned to planet Vegeta, and warned the Saiyans of the danger. 
The Saiyans, fearing destruction by Frieza, prepared for one last defense.  Before
Bardock left the Saiyan city, he ran past the hospital and saw, for the first and
last time in his life, his newborn son, Goku.  He then had a vision about Goku.  He
saw a universe of darkness and pain, a universe ruled by Frieza.  Then he saw a
light, a savior, the Legendary Super Saiyan who would destroy Frieza and his terror.
 Yes, it was Goku.  He got Goku on the last remaining Saiyan spaceship, and prepared
his ship to take off.  
      	Bardock had to go help the others, so he set Goku’s spaceship to take off as
soon as it could, because it took a while for those spaceships to prepare to launch.
 Bardock then led the rebellion of Saiyans into space, and found that Frieza’s
spaceship had just arrived.  Vegeta, Nappa, and Raditz’s ships already got away. 
Bardock and the rest of the Saiyans gathered above the planet Vegeta; their last
stand.  Frieza then created a huge, moon-sized energy ball that he shot towards the
planet.
      Bardock, knowing this was the end, led the Saiyans in their final fight.  He
charged up the last of his energy, (remember, Frieza’s troops severely hurt him), and
launched his final attack.  (this is his ultimate: Spirit of Saiyans, except without
punching the opponent.)  When the last of his energy was gathered, he launched a
huge, Kamehameha-like blast, but it was not enough to stop the attack.  Then, the
huge energy ball consumed the last of the Saiyans, and the planet Vegeta.  Goku’s
ship took off just before the planet was destroyed.  As Bardock was swallowed by the
attack, he muttered his last words: “My son lives on…..”  Thus, planet Vegeta, and
the last of the Saiyans, were destroyed.  
      Nearby, watching the destruction of planet Vegeta, was Frieza’s brother,
Cooler, in his spaceship.  He saw Goku’s ship jetting away.  One of his henchmen
asked if they could destroy it, but Cooler let it get away, so he could find it later
and be the one to kill the last Saiyan.  (Cooler didn’t know that Vegeta, Nappa, and
Raditz got away.)  Cooler could never find Goku’s spaceship afterward.  Goku landed
on planet earth, was raised by his adoptive father, Gohan, (who was tragically killed
by Goku in his monkey-state), and was trained by Master Roshi.  Many years later,
when Goku had a son, a mysterious force landed on earth, and so, a new story begins. 


****Character Comparison****
All of the information in this walkthrough I have proven in my gameplay.  Here are
Bardock’s DOWNSIDES.
	Now, Bardock isn’t the strongest, fastest, or best character at all.  He is lacks
long-range attacks, and looses most of his defensive ability in the air.  His Heat
Phalanx can be easily evaded, and his Riot Javelin can break a guard, (If your
opponent is guarding), but wont inflict extra damage.  

Here are Bardock’s PLUS SIDES.
	With all those downsides in mind, here are what makes Bardock a good character. 
Because his attacks are short-range, and his best combat style is close-range, it
makes him a “get-in-your-face” character.  His Ultimate can easily be pulled off. 
You can pretty much invent your own combo’s for Bardock, but I will give you his
COMPLETE combo list anyway.  He is one of the best characters for using “cancel
combos.”  This is where you do a combo, but you have to recover from it.  Instead,
press X so you don’t have to recover, thus canceling the combo, and moving on to
another combo.  He is also good at juggling.  I’d have to say, he is the best juggler
in the game.  His ultimate is one of the strongest in the game.  


**** Bardock’s Death Moves****
Riot Javelin- His basic death move.  Does an okay amount of damage.
Heat Phalanx- His second death move.  It is slow to start, but can be useful in a
cancel combo.  Also, you can use it as a juggle.  Very cool.


****Bardock’s Ultimate & Dragonrush****
Spirit of Saiyans- This was his last attack in the movie, except he only fired a
Kamehameha-like blast, he did not punch.  Anyway, it is one of the coolest looking
attacks in the game.  The launcher is hard to sidestep, so it is fairly easy to pull
off.  
Bardock’s Dragonrush- Nothing too special here, a lot like Goku’s, without the Warp
Kamehameha that is.


****Bardock’s Combos****
	This is going to be a long section.  Thank you Fabian Ahmed!  You had a real nice
combo list.  I will represent a “cancel combo” with (-).

Reverse Kick (<-K Attacks)

The one thing you should pay attention about the <-K is how it negates
weaker attacks. This gives Bardock a stronger end on the defence.

<-KKK-This is an axe kick followed by a low sweep, uppercut kick then a
drop kick. The axe kick has the ability to cancel out other weaker
hits. The final kick (drop kick) can be cancelled. One of the best
combo starters in the game. Keep this in mind: If it is the following
part of a string of cancel combos, then the enemy can block the sweep.
This has to be the starter. Also, just tapping K after <-K still gives
the enemy an opportunity to block. Press K right after the <-K
finishes.

<-K->K-Axe kick followed by a flying uppercut kick. Useful for sending
people in the air, although Bardock should keep fights on the ground.
Use this attack if you need to quickly power up.

<-K<-K- Axe kick followed by a jumping knee. Great juggle starter. Less
priority in the air.

<-K<-KKK- Axe kick followed by a jumping knee with a rising back kick
finishing with a flying uppercut kick. A much better version of the <-
K->K.

<-KP- Axe kick with a quick uppercut. Useful for starting juggles.

Here ends the axe kick starters.

Spinning Reverse Backfist Slap Attacks (SRBS) (<-P)

Unlike Gokou and others, this attack cannot be charged.

<-PK- Spinning Reverse Backfist Slap followed by a sweep. Useful if you
need a quick breather. Works best on the ground, and can piss the enemy
off when done in air.

<-P<-K- SRBS followed by a spinning 360 degree sidekick drag. Sends
enemies flying. Good fo’ sho’.

<-P->K- SRBS connecting to a huge thrusting front kick. Nice when done
on the ground, giving you ample time to power up.

<-P<-P- SRBS followed with an elbow slam. Not a combo worth doing. The
elbow slam can be charged though.

<-PP- SRBS with a short uppercut. Good juggle starter.

<-P->P- SRBS with a spinning elbow. Sends enemies sliding on the
ground, giving ample time to power up.

Here ends Reverse Spinning Backfist Slap Attacks

Jab (P) Attacks

Your basic jab attack.

PPPP- Jab, Jab, Counter Hook Punch, short uppercut. Best done when
going into riot javelin. The last jab gives the enemy a small amount of
time in the air.

PP->PP- Jab, Jab, Double Hand Pound, Double Hand Scoop (when on the
ground). Sends enemies flying. Last two punches can be cancelled. It’s
good, but not as good as the one up next. When in the air, the last P
becomes an uppercut. Hard to juggle from this.

PP<-PPP- Jab, Jab, Headbutt, counter hooking scoop punch, stepping
power punch. A must use in any string. It’s possible to cancel the last
punch and do another combo, but it takes way too much timing. Let the
<-P stun the enemy, then follow up with the rest of your strings. The
headbutt is recovered from fast, and the enemy is stunned for a long
length of time.

PPKK- Jab, Jab, Knee, Spinning Side Kick. Two quick jabs make the knee
knock the enemy into the air, while the spinning side kick sends them
flying afterward. This is an effective teleport counter baiting attack.

PP->K- Jab, Jab, Powerful Thrusting Front Kick. This move makes the
enemy slide quite a far distance if you do this on the ground.
Following this up with a taunt is perfect. In fact, by the time Bardock
finishes his taunt, he will have his guard up when the enemy will have
gotten up. Or, you could use the time you have instead of taunting to
power up. This attack is useless when fighting in the air. It can be
done as a juggle when fighting on the ground, but it takes very precise
timing.

Here ends the Jabbing section.

Drop Punch Attacks (->P)

Although short on range, Bardock moves a fair distance. This attack can
also be charged, which can start plenty of mind games and tricks.

->PPPPP- Drop punch, short uppercut, counter hook punch, uppercut,
double hand scoop (replaces to double hand pound in the air). This
combo is useless. The enemy can block the counter hook punch. Keep this
combo away from your system.

->P->PPP- Drop punch, low hook punch, double hand pound, stepping
punch. Not a bad combo. I recommend canceling the stepping punch for
best results.

->P->PP->PP- Drop punch, low hook punch, double hand pound, double hand
scoop (changes to uppercut in the air), clumsy step in with full body
punch. Unless you want to do the full combo, this is pretty much the
same as what you would be doing for the combo above. The
uppercut/double hand scoop cannot be used to juggle.

Here ends the drop punching section.

Knee Attacks (->K)

Your standard knee to the face attack. Best used as a starter when
already in the middle of a cancel combo/stun. If this is your starting
combo, using it as someone recovers from an attack they do will only
juggle them.

->KPPP->P- Knee, rising low hook punch, rising low hook punch, slamming
fist, fly in slice. Useless combo. Not only can the enemy recover fast,
the P attacks can be blocked.

->KKKKK- Knee, Sidekick, knee breaker, roundhouse kick, spinning
sidekick. Not a bad combo. Can not be cancelled, however.

->KKK->K- Knee, Sidekick, knee breaker, uppercut kick + drop kick. A
great combo. The last move can be cancelled.

->KK<-KK- Knee, sidekick, sweep, uppercut kick + dropkick. A great
combo. The last kick can be cancelled.

Here ends the knee starters.

High Side Kick Attacks (K)
Basic, long range high sidekick.

KKKK- Sidekick, Sidekick, Sidekick, Roundhouse Kick, Spinning Side
Kick. Very basic combo. Use it when you feel like it.

KK<-K- Sidekick, Sidekick, jumping knee. Excellent juggler.

K->KK- Sidekick, Roundhouse Kick, Spinning uppercut back kick- Only
useful for heat phalanx. Otherwise, it is not good.

KK->KK- Sidekick, Sidekick, Roundhouse kick, spinning flying uppercut
front kick. Good to send enemies flying into the air.

K<-K- Sidekick, uppercut kick + drop kick. Final K can be cancelled. If
you ever do a string of cancel combos, this is the attack to do. Not a
bad starter, either.

K->K- Sidekick, Roundkick. A simple two hit combo used to send people
flying. There are better ones, though.

That covers all of his combo attacks. Know the ones that will be
useful. I made note of which ones should be used.

Now, here are his other attacks:

On the Ground:

->P + K = Stepping Punch. Useful in the ground for its ability to send
people rolling back. A somewhat effective way to greet enemies in hyper
mode flying at you.

P + K = Double scooping uppercut. Good for sending enemies flying into
the air.

P + G = Throw. 3 hit combo doing standardly 200 damage, and is a
juggler. Make good use of it.

K + P = Mid level roundhouse kick followed by a spinning sidekick. Good
substitute for the ->P+K.

<-P + K = Uppercut. Good for starting a juggle.


****Useful Items****
	There are quite a bit of items Bardock can use, but there are only 3 that you should
actually use.  It’s up to you, I’m just giving advise.  Once more, thank you Fabian
Ahmed.

These are must have capsules for Bardock before he enters battle:

Power of Friends
Moonlight
Riot Javelin

With Power of Friends, Bardock automatically gets a 10% bonus in
attack. Moonlight adds another 5% at the beginning, and improves his
attack by 5% three times at 15-20 second intervals. Soon, his base
attack power will be 130%. Full power is 140%. You're just as powerful
as SSJ4 Gokou now (when his ki is not full). Good job. It only took you
two capsule spaces and a little bit of time and powering up.
Riot Javelin is a basic deathmove that works well.

Here are his unique Equipment capsules:

Moon Light: Increases Attack power by 5% at 3 20 second intervals, and
immediately gives a 5% increase in power at the start of the battle. (1
slot)

Power of Friends: Increases attack power by 10% (1 slot)

Lower-class Saiyan Guard: Increases defence by 10% (1 slot)

Kanassan-made Guard: Increases defence by 20% (2 slots)

Battle-Jacket(prototype): Increases defence by 30% (3 slots)

Patched-up battle jacket: Increases defence by 40% (4 slots)

Warrior Race’s Awakening: Attack and Defence increases by regular
intervals (don’t bother with this one). (3 slots)

Warrior’s Career: Lowers ki usage (Not as much as meditation). (2
slots).

Thoughts of Friends: Reduces ki consumption in hyper mode. (2 slots)

The best stet-up for Bardock is this:

Riot Javelin x2
Heat Phalanx x2
Spirit of Saiyans
Power of Friends
Moon Light

Or, if you are good at pulling-off Ultimates, and you want his Ultimate to do a
little more damage, you can do this:

Riot Javelin x2
Heat Phalanx
Spirit of Saiyans x2
Power of Friends
Moon Light

If you are going to do this, you can have x2 Heat Phalanx if you want.  Put x2 death
move on any death move you like.


****Attributes****
	Here is the best attribute set-up for Bardock.

Health- MAX (20)
Ki- 10
Attack- MAX (20)
Guard- MAX (20)
Arts- MAX (20)
Ability- 9
COM- 0
	Here are my reasoning for what I put:  
If you have full health, you have 7 health bars, 7000 life.  If you max out attack,
you can double the damage you inflict on your opponent.  If you max out guard, you
reduce the damage your opponent gives you by half!  Arts is what makes your Ultimate
attack and death moves stronger. (Attack does that very same thing too-arts just
boosts that more.  Also, attack makes your physical attacks stronger.)  If you max
out arts, you boost you death move/Ultimate attack power even more than max attack. 
I gave Ki 10 because it will help Bardock use less Ki and power up faster.
I gave ability 10 because it makes the power of items more effective.  Plus, more
than 10 points in Ability makes about a .001 difference than 10 points, so there’s no
use in making it higher.  And you know my reasoning for giving COM zero.  (It will
just make your character harder to fight in Duel or World Tournament).


****Leveling****
	You can level-up Bardock by playing in Dragon Arena.  My advice to you is equipping
“WE GOTTA POWER!!!!” to Bardock so he gains the maximum possible experience.  Other
than that, just fight opponents 20+ levels higher that you in Dragon Arena. If you
can’t get “WE GOTTA POWER!!!!” get the highest you can.


****Closing****
	I made this Guide to tell people that Bardock is not a bad character at all.  He has
amazing potential that, with a little time and practice, can become skill.  Once you
have mastered Bardock, even Omega Shenron will be afraid to fight him.  Remember your
cancel combos and stuns, and pulling off his Ultimate will be a breeze.  Add x2
Spirit of Saiyans and kill your opponent with quick ease.  Don’t fight in the air! 
If you get into an air battle, tap backward 2 times at a downward angle and return to
the ground, or Heat Phalanx your opponent to the dirt.  Bardock may not be the
technical “best” character, but any character with potential that is mastered, can be
your personal best.  Bardock should not be taken lightly AT ALL.

Thanks Once again to Fabian Ahmed for his combo list and items.

****Copyright****
	You may use this Guide on your site.  You don’t have to contact me for approval,
just do it.  BUT I MUST GET CREDIT!!!!!  If I do not get credit, and I find this
guide on your site, you will be tracked and found. 
Copyright, 2005, Omegaforce725