To play Super Saiyan (SSJ) Bardock effectively in DRAGON BALL GEKISHINSQUADRA EM, focus on controlling mid-range encounters and using his quick attack animations to punish defensive opponents. Introduced as the second character in Season 3, SSJ Bardock relies on rapid gap closers and continuous combo pressure to dictate the pace of team combat.
Neutral Tactics and Combo Execution
Bardock thrives in mid-range space, where his snappy animations allow him to react quickly to enemy movement. Because long animation commits can leave him vulnerable, structure your offensive sequence to keep opponents off-balance without overextending:
- Bait with Light Attack Strings: Initiate pressure using initial light attacks to force the opponent into using a dodge or defensive delay.
- Close Distance with Rush Attacks: As soon as the opponent commits to a defensive move, activate Bardock's rush attack to instantly close the gap.
- Extend Combos with Projectile Stuns: Connect his projectile-based special mid-combo to lock the target in place, allowing you to dash back in and extend the attack chain.
- Use Heavy Finishers at the Wall: When pushing an enemy against the arena edge, switch to high-impact heavy finishers rather than extending the combo length to guarantee full damage without dropping the sequence.
Resource Management and Limitations
While Bardock delivers high burst pressure, reckless energy usage and blind aggression create major openings for opponents.
- Energy Consumption: Heavy combo chains quickly deplete your energy bar. Reserve energy for offensive extensions rather than defensive panic moves. If your resources run low, use lateral movement to disengage or tag in a teammate while energy recharges.
- Vulnerability to Long-Range Zoning: Bardock lacks effective tools at extreme distances. Resist the urge to dash straight toward keep-away characters, as predictable approaches lead to taking unnecessary projectile damage.
- Commitment Constraints: Bardock has limited defensive cancellation windows during his heavy move sequences. Only commit to long attack strings after confirming the opponent has used their recovery tools or is locked in an animation.
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This saved me time in the early game.
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