I'm grinding out combos in training mode but to be honest, I have some decent BNBs and I'm not sure there's any real profit in spending my time trying to optimize out an extra 300 damage or whatever at this point.
Oliver Hall
Skin costumes wish list
1 teen Gohan SS1 (it's fine with SS2 for super) 2 base vegeta badman 3 casual Piccolo 4 Goku damaged outfit SS1 5 Great Sayaman Gohan
Special skins that only myself would like:
Goku SS2 Majin Vegeta SS2
Carson White
In general , I can win even with a basic bnb even with pink people. Keep the pressure is way more important than a super optimal combo.
Christopher Perry
6 Supreme Kai Gohan - Although maybe could be another character with him using Z sword
Austin Baker
>just play kid Buu Ah, I see.
Nathaniel Bennett
Yeah. My team is looking now to be:
A18/Trunks/Piccolo, swapping freely between all 3 with no "anchor".
So I'm all about mixups, corner grind, etc.
Saiyan Armor Trunks & maybe DBS Trunks Majin Vegeta (or at least in that blue jumpsuit/white gloves) Swap 17/18 Of course Great Saiyaman Gohan Piccolo with cape/Nail costume 1st form freeza Saiyan/Cell saga Tien
Connor Clark
as much as I hate A. Gohan, I would play the shit out of him if they added Great Saiyaman
For a character with so few air options, why does T. Gohan's j2H send the enemy at the speed and angle that it does.
And why does his LL leave him airborne
Brody Sullivan
coffee candy form vegeto when
Juan Wood
not sure what is different about jis j2H but his LL is esswntial for his blockstrings and mix-ups.
Ryder Jenkins
Kefla is cute! CUTE!!
Daniel Cook
How should I be finishing Cell's midscreen air combos? I do j.236L but it leaves me behind the enemy half the time because they fall out in the middle.
Anthony Moore
How do I get good with 18 and Piccolo? What are their gimmicks?
I'm running 18/Trunks/Piccolo and it's all about mixups and corner grind.
Personal opinion: piccolo assist is REALLY good with mixup characters. So you get your hard knockdown, throw out piccolo's assist and then go for a mixup. It puts tons of mental pressure because it's just floating ontop of them, and you can go high, low, call 17 and do either, dragon rush.
Piccolo has really good oki with hellzone grenade so you can do hellzone, call 18 assist if you're worried they'll reversal super, then go for the mixup. IADs are really important on both. Here have an A18 double crossup blockstring.
Well no, just learn to delay your gatlings and mix people up properly while covering with assists. Kid's pressure is some of the easier to get out of since a fair amount will put him airborne and a spicy 2h covered by an assist if its blocked will reset the momentum.
I mean, it's still annoying as fuck to deal with but it ain't like it's Cell or Grohan or 16
James Miller
Will that not get eaten by the crossup protection?
And given that you're not putting trash particles all over the screen on the second crossup wouldn't that be super easy to 2h unless you're up against like, krillin or something.
Asher Sanchez
It depends. Part of the point of the crossup is to give them an opportunity to whiff a punish, while not being there yourself.
It's easy to 2h if you're watching for it but 99% of players won't 2h that the first time it happens to 'em, even quite good players. Very few things in fighting games (any fighting game) are reactable, it's all about patterns, reads and expectation.
It's not a certain open up but it'll definitely fuck with their head and you might get through. Maybe not. Crossup protection is a bitch for Piccolo, in particular, to be honest.
Owen Cox
>2H into 214L That won't work. 17 gets fucked by everything and it leaves 18 open to get fucked.
Owen Miller
Fair enough. Crossup protection is both a nice addition and also a bitch.
Julian Brown
Actually it doesn't. Apperantly 2H into 214L beats opponent 2H and gives you the option to just backdash away.
2H > 214L is safe to most punishes.
Leo Baker
Can someone explain to me how you are supposed to charge during ultimate gohan. It instantly releases in training mode for me.
Lucas Wright
Use the other two buttons instead.
Zachary Rodriguez
>it's all about mixups In a game all about crossup protection and correcting autocombos?
Asher Nelson
>In a game all about crossup protection I don't think people realise how crossup protection works. How is it "all about crossup protection"? Piccolo assist doesn't have crossup protection anyway once he leaves the screen.
Carter Hill
I use light and medium, are you talking about heavy and special?
Brayden Edwards
I have had it enough with this game. It's impossible to go two sets without the opponent ragequitting.
Alexander Myers
Is it better to play this game with the left thumb stick, or using the D-pad for getting moves out? I feel like it is so often that I do the correct command, but it doesn't actually go through.
H+S you can hold to charge between 1-7 >hardknock down >charge straight to level 7 its great
Angel Adams
Yep. High low mixup. IAD, empty jump low, assist lockdown, corner shenanigans. Crossups also work just...crossup protection is a specific mechanic. Eveyrone reacts negatively to it because of the name without necessarily understanding what it actually does. I mean I'm not a huge fan but it doesn't make cross-ups useless.
Connor Morgan
It doesn't matter if they know or not if they just have to hold block. And in what kinda useful situation is his fireball still around after Piccolo left the screen? Nobody falls for a fullscreen attempt at a crossup.
Ryder Martin
>Piccolo with cape/Nail costume
yeah this is good too.
Tyler Green
I'm saying crossup protection is irrelevant for most setplay because you hit the opponent before the assist, just take this stuff I fucked around with for example. If you time your stuff correctly crossup protection is whatever. Also what is your point, you can decide when to call your assist. I'm sure there is setplay where you can call him early and have him disappear in time.
>He's doesn't have a Goku Black in his team Do you hate winning or something?
Ryder Richardson
I noticed this too. As soon as the people who spam Super dash end up, you got these idiots jumping on the edge of the screen and wait you there. What would be their strategy? Punish as soon as you finish your attack string?
Gavin Taylor
Hit them? Can't block during jump startup.
Jayden Cox
They spam assists and autocombos as sson as they see you pressing forward. If I manage to get close and corner them they vanish and start the shit all over again.
New player here. Team is 21/16/ss goku. I am afraid to go in because it usually goes like this: i go in > they block and i push buttons till i can't anymore > they retaliate. How can i make my approach as safe as possible? Using assists when i attack? Backdash in order to make sure i don't get hit back?
shit that black got hit wit the tom brady into the lebron james
Dominic Jenkins
KING
Parker Walker
Am I the only one that gets shit on by every fat buu they play? I have played like maybe 5 online and I never know their moves to do anything against them. I get hit by overheads and lows and I try to deflect his autocombo and he just comes back and grabs me.
Cooper Ramirez
RB to break block
Landon Brown
use assists to cover the end of your blockstring, you can either resume your string after or dragon rush. use dragon rush if they're blocking too much in general
Ian Gutierrez
Noted. Also any idea how to deal with someone who literally cannot stop pressing buttons.
That's how you learn to block Whenever you start facing someone that spams super dash the second a round starts you learn that 2H is a guaranteed punish
William Morales
>air super >meterless hard knockdown >armored H >quickfall >2L that hits low Am I missing anything else that 16 gets?
Hudson Long
Accidentally posted this in the wrong thread.
But is krillin bad? He’s my current point character but I’m not sure if he’s worth it honestly.
Andrew Cox
It sounds like you need to practice some blockstrings. The average 21 block string look like 5L 5L 5M 2M 5H 2S.
Since you’re using 21, you can use the range of your 2M 5M to stay safe and if it lands you hit confirm into 2M 5M 9 j.5M j.2H>H, you get the idea. Alternatively you can 5M 2M 5H and create a number of mixups there. You may also start with 5L 5L if they’re closer and you need the speed or if you’re restarting the blockstring with a vanish/assist but if the combo lands and starts with LL it will do less damage. Many times I skip the LL if the range is perfect for my M. Android 21’s 5H can be made safe on block by ending with a 2S. It can be made into a frame trap with 5H 2H, but it’s unsafe unless you vanish afterwards. You can incorporate a command grab after the 2M as a mixup. You can do a overhead 6M after the 5M followed by an assist to convert it into a full combo. You can also drop 16 because he’s a fag.
Leo Diaz
an instakill level 3 if he can land it.
Xavier Torres
personally i think he's sleeper decent tier. his assist is wonky but if you play him point he's fast as fuck and tricky, and has a little hitbox. his main problem is his tiny limbs, which is why he's so fast.
Camden Diaz
everyone thinks he’s one of the worst characters in the game but even if that were true, pretty much every character is still viable.
Andrew Bailey
I use fat buu and frieza as my other characters. Not really sure who my next pick would be for a point. I can always just invest more time in krillin though.
Gavin Barnes
thats a funny one with her smug face
Eli Nguyen
Fuck 16
Xavier Flores
I wanted to list things that are actually usable, but okay.
Jeremiah Sanchez
I wouldn't have ragequit like this, but I definitely wouldn't give a 16 nigger a runback.
Anthony Turner
opponent panic beam super >NO OTHER OPTION
Brayden Hall
How does Teen Gohan/Tien/Vegeta sound as a team? It’s called team “Go fuck yourself, Cell.”
Logan Ramirez
tien is better on anchor
Liam Stewart
I would put Tien on Anchor and Vegeta on point.
Ayden Sanchez
don't listen to these guys. losing vegeta sssist and having an anchor that kills himself isnt a good idea.
David Gomez
At around 350k I'm starting to be against a wall of chicken blockers. Most of my characters have shitty neutral (Ginyu/Nappa/21), so I'm at a bit of a loss on how to approach without being instantly punished. Feels like I can't fish for long range hits into vanish either, since both Nappa and Ginyu have really slow ki moves. Any hints?
Sounds pretty good desu, teen gohan is a lot of work but he got some pretty nice stuff. I'd keep the order as well.
Jose Scott
Thanks. When training block strings, would it be optimal to set the dummy to just block everything or record blocking and then attacking to make sure the string is safe? Any sites/videos for other character block strings? Youtube, Twitter? I got this place bookmarked:(sites.google.com/view/dbfzhbtchamber/home) but i can't really find anything about block strings.
Also >drop 16 I enjoy dunking people way too much to do that.
Assist cover? Ginyu should probably be able to get in with the force+assists.
Matthew Cooper
The only charater I know is Nappa. I would put Nappa on point because he needs the assists and I know he can combo off of Ginyus. Ginyu should be good in neutral in theory, go for the hardknockdowns and use that time to get your assists going. Once you get the ball rolling, you should have enough shit on the screen to keep calling the Ginyu Force safetly. The only advice I can give for 21 is learn combos that combo into her power steal. You can get some good neautral abilities from that. She also has some of the best range normals in the game so you probably need to play the neautral game with her less than you think.
Jose Scott
Record dummy attack, then play it back and try to break it.
Colton Taylor
How do you change character while blocking? I've seen people do it.
Jacob Evans
Thanks. I had Nappa on point first. I can pretty consistently combo off of both Ginyu's and 21's assist after j.H, and I just feel like Ginyu needs more assist cover. Summoning the better moves of the Ginyu force take almost as long as planting a saibaman and you need to spam those much more often than saibamen. That, and I tend to get hit by a ranged attack or super dash every fucking time I use the ginyu force.
And as for 21, with her I have no problem getting in. She has so many tools in neutral, with and without stealing moves. It's more the other two.
Forward+assist while blocking. It costs 1 bar.
Gavin Kelly
git gud
Josiah Nguyen
Thanks.
Eli Moore
What do you do when you figure out how to make something safe on block that wouldn't be otherwise but being able to doing it or react to a hit confirm is near impossible? Does it have to just become a guess at that point?
Lucas Taylor
git gud
Liam Cook
Yeah. It's extra tricky in online play since it shaves off some frames of reaction time.