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    Bardock by Spralwers

    Version: 1.1 | Updated: 01/08/05 | Search Guide | Bookmark Guide

    Dragonball Z: Budokai 3
    Bardock FAQ and Strategy Guide
    By: Fabian Ahmed
    Version 1.1
    Did I miss anything? Did I make any prominent mistakes?
    Is something not clear?
    Do you need further explanations? Do you have questions,
    comments or anything do you want to point out? Talk to me on AIM at
    NachoandCheese07 or email me at ChangWufei@comcast.net.
    I don't check
    my email often but I'm on AIM frequently.
    Table of Contents:
    I. Why Did I make this FAQ?
    II. Introduction
    III. Combo List
    IV. Special Moves
    V. Capsules
    VI. Cancel/Stun/Juggle Combos to try out and use
    VII: Bardock’s Final Evaluation
    VIII: Credits & Legal Stuff
    I. Why did I make this FAQ?
    First of all, not all of the character guides are made by Budokai
    veterans who know the fighting engine inside and out. I am a Budokai
    veteran, as I’ve been playing the games since they were first released,
    and never gave up hope in them. My efforts were not in vain, as I saw
    computers charging hits in a combo, breaking my guard. I also saw them
    charge an attack in a combo, cancel the charge, and immediately do
    another combo. I figured out how to do it afterward, and thus, this
    maneuver is called combo canceling. The ability to do combos might not
    add much depth, but the fact that hits in a combo can be charged can
    play some very tricky mind games.
    Bardock is one of the most loved characters of Budokai 3. He is also
    one of my favourites. Because of this, I decided to make a thread on
    the boards on Bardock, which was praised by many. I then worked to get
    100% capsules, and since I got 100%, I made this FAQ.
    II. Introduction:
    Bardock, what kind of a character is he?
    Bardock is the kind of character that works best with many support
    capsules. He also has a good list of cancel combos. He doesn't even
    have to cancel some of his combos, as some stun long enough. His range
    is limited on the offence, which is what makes him a get-in-your-face
    attack character. His PP<-P is an excellent stun combo to use at very
    close range.
    Bardock is incredibly skillful at one category, juggles. In fact, I’d
    say he is the juggling king of the game. His juggle starters include
    combos that send people a good distance up in the air, along with his
    heat phalanx and his throw.
    Bardock should stick to fighting on the ground instead of the air.
    III. Combo List
    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
    <-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 <-
    <-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
    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.
    IV: Special Moves
    Riot Javelin 8/10. Basic death move. This does not get into any super
    ki blast struggles. This move is best used as a finisher, especially
    for the heat phalanx juggler.
    Heat Phalanx 9/10. Melee death move. Sure, it is slow to start, but can
    be used in a cancel combo. Not only that, it does a strong amount of
    damage, especially when used with moon light and power of friends, and
    can start a juggle. It is the key element for Bardock to be dealing a
    crapload of damage. Heat Phalanx + PPPPE(Riot Javelin x2) = 1019
    damage, assuming baseline ki starts at 3. Imagine using this as a
    juggle in a cancel combo.
    Spirit of Saiyans 9/10. A very cool looking move. However though, this
    ultimate can be cancelled into using the <-KKK (thanks
    WiseTheifLegault) K<-K, ->KKK->K which makes this automatically one of
    the best in the game. The launcher can also be hard to sidestep.
    What capsules work best with Bardock?
    Bardock should stick with one death capsule, the rest being support
    ones. He has a great list: Power of Friends, MOON LIGHT, and Warrior's
    Career (only takes 2 capsule spaces!).
    These are must have capsules for Bardock before he enters battle:
    Power of Friends
    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
    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
    Thoughts of Friends: Reduces ki consumption in hyper mode. (2 slots)
    Here are two capsule set ups I usually use:
    Riot Javelin x2
    Heat Phalanx x2
    Spirit of Saiyans
    Power of Friends
    Moon Light
    Riot Javelin
    Heat Phalanx x2
    Moon Light
    Power of Friends
    Warrior’s Career
    VI. Cancel/Stun/Juggle Combos to try out and use
    Note that the <-KKK starter may not work in the air, as the second K
    might not reach the opponent if the first K lands. That is why it is
    imperative to keep fights on the ground with Bardock.
    ALL combos assume you have a breakthrough.
    Here are some sample combos for you to try out. I will not list all of
    the possible combinations, as you should think of the rest on your own.
    Remember, you have a fighting style: use combos that satisfy it.
    Beginner Combos:
    Beginner combos do not have any strings of cancel combos. They are
    merely juggles that lead into death moves.
    KK<-K, PPPPE
    <-PP, PPPPE
    <-E, PPPPE OR ->E
    <-K<-K, PPPPE
    With these combos, you should have a basic concept of Bardock’s useful
    ability to juggle. These are also good, damaging combos to do if the
    enemy can teleport counter more times than you.
    Intermediate Combos:
    Intermediate Combos introduce a little bit of combo canceling, combined
    with juggles. Stunning is a concept that is used a little bit here.
    <-KKK(Cancel), KK<-K, PPPPE
    K<-K(cancel), ->KKKK->K(cancel), KK<-K, PPPPE
    PP<-P,(cancel) ->KKK->K,(cancel) <-E, PPPPE
    Advanced Combos:
    Advanced combos include long strings of cancel combos that lead into a
    death move finisher, an ultimate if possible, or a successful taunt.
    Many of the advanced combos usually deal at least 1,000 damage, due to
    the heat phalanx juggle starter followed by the deadly riot javelin.
    <-KKK(cancel), PP<-E(stun), ->P->PPP(cancel), K<-K(cancel), <-E, PPPPE
    Master Combos:
    With a mix of perfect timing, right combo canceling, right juggling and
    right stunning, master combos can reflect the best of Bardock.
    Note that the meat of the long combos (the starters P, K, ->K and ->P)
    can be mixed up in order. The <-K must always come first. If needs be,
    don’t do it, but you’re cutting about 170 damage.
    Combo Name: Phalanx Formation
    Difficulty to Exectute: Moderately Hard
    <-KKK(cancel), PP<-P(stun), ->KKK->K(cancel), ->P->PPP(cancel), K<-K,
    <-E, <-E, PPPPE = 2,132 damage.
    Comments: This combo is the ultimate damaging combo to do with Bardock.
    Starting from 3 bars of baseline ki with no attack power ups with a
    breakthrough, this combo deals 2,132 damage against a 100% defence
    opponent, and you end up with about 3 5/6 bars of ki left. The combo
    done before the heat phalanxes build up your ki to seven, so teleport
    countering Bardock isn’t the right thing to do, unless you’re going to
    run away. If you have warrior’s career, the two death moves double
    stacked and a moon light, you’ll be dealing some huge damage while
    retaining plenty of your ki. If Warrior’s Career isn’t there and there
    is a power of friends instead, expect to be dealing some insane amounts
    of damage.
    However, this combo will not work in hyper mode, even if you start with
    max ki. It might with Warrior’s Carrer, but do not count on it.
    Combo Name: Burn baby, BURN!
    Difficulty to Execute: Hard
    <-KKK(cancel), PP<-P(stun), ->KKK->K(cancel), ->P->PPP(cancel), <-E, <-E,
    PP->K, G +
    down + down
    What makes this combo hard to do right is that you must do it on the
    ground, and time it right so that the last hit in the last combo sends
    the enemy sliding on the ground. You should have at least 5 bars of ki
    if you started with that much, and the enemy should have one less ki.
    Of course, if you don’t want to lose 2 bars of ki with the heat
    phalanx, either connect straight into a PP->K rather than doing the
    heat phalanxes. The enemy will rise just enough so that when doing this
    combo at max speed, it will work perfectly. You should end up with very
    high ki after this, with the enemy’s ki lowered.
    Combo Name: Improved Phalanx Formation
    Difficulty to Execute: Hard
    <-KKK(cancel), PP<-P , ->KKK->K(cancel), ->P->PPP(cancel), <-E, K<-K(cancel),
    K->KKE, PPPPE = 2223 damage, 5.8 ki bars
    Combo Name: Phalanx Formation. . .Up the ass!
    <-KKK(cancel), ->KKK->K(cancel sidestep), PP<-P, ->P->PPP(cancel),
    K<-K(cancel), K->KKE, PPPPE = 2523 damage, 2.8 ki bars
    1st Teleport Tornado = 2556 damage
    2nd teleport tornado = 2593 damage
    Extreme damage if you can risk losing ki.
    You end up grabbing the opponent. Here are some options.
    PPPPE = 698 damage, 3.01 ki
    K->KKE, ->KKK->K(cancel), ->KKK->K(cancel), PPPPE = 1670 damage
    ->KKK->K(cancel), ->KKK->K(cancel), PPPPE = 1035 damage, 5.8 ki bars. (its
    possible to do another ->KKK->K cancel, but that requires extreme timing. If
    you want full ki, just don’t cancel it).
    That’s enough for sample combos. The rest you should do on your own.
    Bardock’s Final Evaluation:
    Range: 6/10
    Juggle Ability: 9.5/10
    Damage Potential: 9.5/10
    Cancel Ability: 7/10
    Stun Ability: 7/10
    Offence: 7/10
    Defence: 8/10
    Coolness: 10/10
    Evaluation: Bardock isn’t a top tier character, but that does not mean
    he will suck completely when fighting top tier characters. When
    fighting characters with 3-4 baseline ki, keep the fight at a decent
    range. Make use of his ability to start a combo off of his <-KKK. Avoid
    combat in the air at all times, because Bardock loses every last bit of
    his defencive ability. Try catching your enemies off guard with a PP<-P
    stun. Then do the whole combo cancels you can do. Or, you can go right
    into his PP->K stun, taunt, and then beat the crap out of them.
    When fighting top tier characters, keep your distance. If they charge
    at you, catch them with the <-KKK starter. Also, block attacks instead
    of dodging. Sure, you’ll take a little damage, but getting the ki is
    worth it.
    In the end, Bardock is a strong character with amazing potential. His
    ability to do a combo that can lead straight into a taunt, the ability
    to cancel combo easily into his ultimate, his very fast PP<-P starter,
    his defencive <-KKK starter and finally, his INCREDIBLE damage
    potential makes him a character to not be underestimated.
    General Bardock Strategy:
    The characters that you should be concerned about when being outreached are
    Piccolo and Dabura. Don’t be afraid to use Bardock’s <-KKK starter when enemies
    are trying to strike from a distance. Occasionally, try doing a ->P+K cancel as
    you see an attack coming, and you’ll instantly close the space game.
    Immediately do the PP<-P stun. Landing the first two Ps should never be a
    problem, but it’s the <-P that deserves attention. With this, you can be out of
    reach for shorter starters and grabs, and it’s a stun, so you can easily combo
    cancel after that.
    Be happy when you fight characters who have ->PKK cancels. Simply dodge the
    first P, and if you see that sweep coming, sidestep then strike, or just
    strike. Make sure you use PP<-P. Give them some heat phalanx and riot javelin
    Occasionally throw out Bardock’s <-KKK starter to completely throw off your
    opponents. Don’t do this in the air, because it doesn’t connect with some of
    the fast recovering characters.
    V: Credits
    CJayC: Making the site
    Dimps: Making the game
    Atari: Publishing the game
    People of GameFAQs: Giving me a reason to make the guide
    WiseTheifLegault: For giving me one way to cancel into an ultimate.
    Legal Stuff:
    This FAQ is only been posted here in www.gamefaqs.com. If you see this
    FAQ anywhere else and it is not posted by me, it is plagiarism. Feel free to
    distribute this FAQ
    as long as:
    I: You do not change my name
    II: Ask for permission
    III: You do not change the contents to make it look like your own
    IV: You do not make any money in any way off this FAQ
    V: If you got any info from this FAQ, to give me credit.
    VI: Tell me if I made something wrong in this FAQ. I will gladly
    change it. This document is Copyright 2004 Fabian Ahmed. All trademarks
    and copyrights contained in this document are owned by their
    respective, trademarks and
    copyright holders.

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