snickers
Awesome vid. I finally got the game. Pretty fun, though I hate going into story mode to unlock stuff, but the engine is definetely fun. The combos in the vid are absolutely great. Just had a question about them. In the text that comes with the vid, you mention that gokuās first combo can be TCāed out of if done long enough. Does that mean that if someone has alot of ki then air juggles are a risk on them? Also, if they can tc out because they are in the air, does that mean that if 2 ppl are fighting in the air and you start a combo then the person can TC out?
Anyways thx for the vid, I will certainly practice those.
Teleport Counters in B3 are sorta like Bursts in XX/#R. They can be used on anything, including hits that occur mid-combo. They are your get-out-of-jail free card. But once you use them, all of a sudden, youāre at a huge risk, because you canāt escape anymore.
The problem is, TCs take enormous amounts of Ki - 3 bars. Letās say you successfully strike your opponent, and begin a combo - they know they have to TC out, or take massive amounts of damage. But if they do and get outguessed, they are now eating another combo full in the faceā¦without enough ki left to escape the oncoming doom. Itās like trying to weigh the risks of Bursting out or just taking it like a manā¦
It takes 18 seconds of game time for ki to naturally charge up from 0 back to 3 (most characterās baselines), so if you try to do any combo that lasts longer than 18 seconds, they will be guaranteed a chance to escape. This prevents any ātrueā infinites, as although there are some juggles you could theoretically repeat forever, your opponent is guaranteed a chance to escape in at most 18 seconds.
This is why Ki and Ki management is so vitally important in B3. Letās say your opponent is at baseline, and chucks a kamehameha. He only has 2 bars of ki left, so no TCing for the time being. If you guard TC the kamehameha blast, he eats combo in the back, and has no way to escape. Similarly, if youāre putting the pressure on him with cancel mix-ups, and he tries to get the edge by TC-ing you to get the offense, but youāre on the ball and counter-TC, heās suddenly at 0 Ki and you have the opportunity for a free combo. Ouch.
Similarly, dodging attacks and throwing ki blasts will all deprive you of your ability to TC for a while, meaning that if your opponent outguesses you and lands a hit, youāre stuck waiting for your Ki to recharge while heās comboing you like mad. Worse, heās charging up Ki every time he hits you, so if you try to immediately go on the offensive, he probably has enough ki to counter TC you and dump you right back in the same predicament you started in. Sometimes, itās best to just Guard TC and run away, although even that isnāt always safe.
Sweet vid, Goryus. You continue to impress me with your Budokai 3 skills. I never would have thought of using transformations to continue a combo string. Very nice stuff. :tup: Keep āem cominā.
You can even TC ground combos?!
Anyways, I see what you mean. I get confused about which direction to press to TC because the opponent ends up behind me. I gotta work on that and figure it out.
Too good.
That is correct. Itās not always a good idea, but they CAN do it.
Take this example - Goku plans to do (>p,k,k~)*(p+k+g) on his opponent. Realizing the (>p,k,k) is the beginning of a combo, the opponent TCs the last kick to avoid eating it.
Big mistake. Youāre invincible during transformations. This will result in his attack passing harmlessly through you, after which you spin around rapidly and punish him for his arrogance. You have spent no Ki in this process, and he has spent the considerable sum of 3 bars, and youāre still on the offensive.
Knowing that, he might try to TC the first hit. But if youāre a clever fighter - and I know you are - you might have just baited him with a (>p) or a § without comitting to anything else, in which case you get a free chance to transform as soon as he appears behind you, with results much like the above case. Thatās assuming heās able to predict exactly when your attack will begin in the first place, which is unlikely.
The only truly safe spot to TC is the second hit, but is he sure youāre going to do it and not just baiting him? And since you know that he knows that thatās the safest place to TC, will you be waiting for him with a counter TC? Getting your actions predicted at this point means death. Should he allow you to continue comboing, in hopes of a better, safer escape point somewhere further up the road? How long is he going to continue letting you punch him in the face before he finally takes the plunge? Maybe heāll try to run away with a guard TC, but itās going to take him a long time to replenish that lost Ki, and youāll be back on top of him long before he gets it all backā¦
The safest move to TC is usually the death move at the very end of the combo, because they have very long recovery times, and your opponent isnāt going to not do them if they have sufficient ki left over for a counter TC (which they will, as they gain Ki every time they hit you). After one of those, you usually have enough time to distance yourself from your opponent and replenish a bit of your lost Ki. But if you wait that long to TC, youāve eaten 1000+ points of damage from all the hits that came before it. Ouch. Behaviour like that is gonna get you killed.
Anyways, this is just one possible scenario. The baiting and psyching out that goes on with TCs getās very deep very fast. IMO, itās one of the biggest allureās of this game.
Very nice Goryus; canāt wait for some match videos
ā¦Wow.
After seeing this video, I went to try out this game at Gamecrazy. After playing B1 and being unimpressed, I skipped over 2, but this video has changed my mind. I knew there was SOME depth in 2 with the sidestep/guard cancelling, but 3 seems to have increased that depth tenfold with the Teleport stuff.
I was able to pull of a guard cancel combo with Goku, but not much else This game is next on my to-buy list thanks to your video!
BTW, I thought the music was fitting, whether one likes Linkin Park (Theyāre okay to me, but Iām no big fan) or not.
I agree with Goryus: The TC is one of the gameās biggest draws. It opens up the flood gates for so many mind games. It always makes me smile when I pull out the āfake death moves.ā SUCKAS!!!
yeah.
pppp level up pppp level up pppkk level up kkkk level up ppp fireball/super (repeat for any character).
wow, that sure is an impressive game there.
nice video though.
Just the supers alone are really amazing, IMO.
KEY INFO ^^^^^
This is what makes all the difference between B2 and B3. Oh, and if youāre friends let you play with custom characters, you can slot yourself with capsules to greatly reduce ki costs on teleporting & cancels, which makes for some really great twitchy 3rd Strike-style gameplay, when you add in the insta-beam fights and pellet reversals.
Nice vid, thanks!
Just wondering⦠why is it when you do a combo⦠the character animation of the opponent you are doing the combo to looks like its āfrozenā? Did you glitch the game into forcing the person into a ājuggleā or are you just glitching the game with the combos?
Sorry to butt inā¦but next time something along the lines of At The Drive In. If you wanna hear some stuff, hit me up.
Somebody ā¦linked me to this. Iām hoping the DBZ B3 isnāt complete trash like the last two games. Maybe ā¦Iām hoping for too much.
No glitches involved, itās just their falling animation. Some blows do change it, though most donāt.
Iād love to hear some stuff. Hit me up at goryus_ca@fastmail.fm .
excellent choice.
fuck i miss them.
I donāt, because finishing the combo doesnāt require execution, its just a guessing game (if your talking about the dragonrush combos).
That is some nice stuff man, Iāve given the combos a try and I couldnāt think up half of that shit lol. I guess I started with budokai 3 while u peeps have prolly had experience from 1 & 2 (I have 2 but didnt play for very long at all).
Iām sure theres plenty more where that came from, keep the vids coming