Dragon Ball Z: Budokai 3
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Bardock Character Guide
Bardock Character Guide Table of Contents 1. Bardocks History 2. Character Comparison 3. Bardocks Death Moves 4. Bardocks Ultimate & Dragonrush 5. Bardocks Combos 6. Useful Items 7. Attributes 8. Leveling 9. Closing 10. Copyright ****Bardocks 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 Vegetas 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. Vegetas 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 Friezas 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 Gokus 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 Friezas spaceship had just arrived. Vegeta, Nappa, and Raditzs 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, Friezas 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. Gokus 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 Friezas brother, Cooler, in his spaceship. He saw Gokus 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 didnt know that Vegeta, Nappa, and Raditz got away.) Cooler could never find Gokus 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 Bardocks DOWNSIDES. Now, Bardock isnt 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 Bardocks 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 combos 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 dont have to recover, thus canceling the combo, and moving on to another combo. He is also good at juggling. Id have to say, he is the best juggler in the game. His ultimate is one of the strongest in the game. **** Bardocks 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. ****Bardocks 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. Bardocks Dragonrush- Nothing too special here, a lot like Gokus, without the Warp Kamehameha that is. ****Bardocks 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. Its 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. Its 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. Its up to you, Im 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 Races Awakening: Attack and Defence increases by regular intervals (dont bother with this one). (3 slots) Warriors 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 theres 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 cant 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. Dont 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 dont 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