DBZ: Budokai 3 Tutorial vid

Wow, the boards have a forum for Budokai 3? Anyways, it’s nice to know that there is an attempt to get high level tournament play going for this game. And as for tiers… once again, I will ignore them till I’m out of quarters/tokens… -_-

Haven’t seen the vid yet, but I’m looking forward to it. You should get some match vids ASAP, so that we can take this game apart and get a better look at it. Good job!

There actually are ways around your problem.
By just tapping Guard (aka G) as the opponent is going to attack, you do a small dodge during the opponent’s attack, thus leaving the opponent open for almost any attack.

Not to mention, you can PowerUp during block stun.

And don’t forget about charging moves. If your charging an attack and the opponent notices this, you can easily cancel your charged attack by holding G.

This is all explained in the Tutorial vid. If you get to know the game a bit better you should be able to easily punish turtles.

And about using custom, thats been discuss already.

Heh, already watched the vid and I gotta say that was a really good vid, I’ve been with the game like 2 weeks or so and in fact I watched that vid like a week ago and if it wasnt b cuz of that I dont think could do the things I do in Budokai 3.

Also wanted to mention that Bardok is my fav character in the game so far, it seems like everyone like Goku, Gohan, Piccolo and so on, I wanted to try something “different” than the usual and read Spralwers(sorry if I typed it wrong) FAQ about Bardok and I came out with a combo and I wanted also to know, Goryus, whats longest combo with Bardok or best combo rather say u can do. This is the best I could come out with so far(Any1 that read this want ur opinion about it plz =) )

<kkk-, k<k-, pp<p*, >p>ppp-, >kk<kke^, k>kke^, <pp^, ppppe 28 Hits(if im not wrong though)

And also u may cancel-sidestep the first string.

i’ve been thinkin’ about that myself.

i think abilities are ok to use but equipment and stuff arent.

some of the capsules mess with ki usage and life regeneration
and all that shit, so i dont fuck with that. i think it’s fair
if characters take the damage they take and use the ki they use.

but you’re right about some abilities making characters too
strong. goku goin’ ssj4 is kinda’ effed since no one else can
(cept vegeta) and that really fucks up lower tier characters
like krillin, tien and them. i think if you cut it off at like
ssj2, then it’s coo’. vegeta and teen/adult gohan can go ssj2
and other characters can go ssj1 plus piccolo/cell/freeza/koola
transformations are along the same level of ssj2. i think that
sorta’ balances things a little bit than allowing two characters
to go all out ssj4 and everyone else just left in the dust.

Interesting my version starts like that, but it goes COMPLETELY different at the end because of the heat juggle being put earlier in the combo. I’ll give that one a try too. Thanks.

As for custom being allowed, my vote is it HAS to be allowed. Without it, a lot of the strategic depth in the game ewould be gone.

Yeah, I mean you would get tire of this game faster without the Capsule System and is an Option… Play vs the com as Normal since com doesnt use Capsules.(Well at least not that I know or seeing)

Sadly, these combos can all be avoided by the simple procedure of “TELEPORTING” I can do mostly all of these combos and the frame advatages. However, even the guard cancels can be teleported before they even come out. It’s really sad. Also, is it noobie to play with items such as COOLER’S spaceship and stuff? I personally think it is but that’s just my opinion.

In all honesty, there is nothing that can’t be teleported sadly. Which makes the game harder to play, but with items it’s just like using a gameshark.

I agree. Even throws can be teleported. Makes it VERY rare to get an opportunity to land a nice combo. That’s just how the game is tho; take it or leave it. Every game has its BS

Your missing my problem - it ISN’T close combat thats a problem - its closing the gap so that it IS close combat. Throwing full range ki blast is a waste of time - the real fighting is in close combat - and my problem is getting in close in an “optimal” situation. Dashing in easily leads side stepping punshiment, walking in allows way too much turtling especially if you even think about hyper mode, and throwing ki blast full screen - not only is NOT fun - but not productive. This game isn’t like most 3D fighters where there is a definitive wall or ring out - and even if you do argue that the game does have these features - its way to easy to side step and dash backwards in ANOTHER direction - making the game a perpetual follow the leader if you choose to close the gap buy walking. Dashing in - your too prone to “the obvious”.
[]guard break attack
[
]dashing kick
[]dashing punch
[
]dashing ki blast
[]throw
[
]dash cancel

the first 3 or so can be stopped by merely sidestepping. Then you eat a combo or damaging attack since TCs nerf the FUCK out of anything resembling a combo. Ki blast home in a bit, but properly timed can still be sidestepped - or simply reversed with a proper “G” - which also will dodge the first 3 attacks - and all of which leave you at a distinct frame disadvantage. Throws seem real flaky in this game - range that is only half of its physucal appearnace - thrown off by short chars or when flying, etc. So to throw you theoretically have to do a dash cancel to try and sneak it in - but 1) its slow enough to reverse, 2) can be TCed 3)does little in terms of actual attacking or setting up real punishment *short of transformations to setup combo reel.

This leaves just dash cancel - which I just started trying to do a few days ago - and still can’t do it consistently - just hit back and guiard while dashing - you stop immediatly - leting you do one of your other attacks. The problem I’m having with this is - outside of consistency - reach - you have to get real close to the opponent to actually kick or punch them - often leaving yourself open for attack or throw yourself.

Sure things like guard canceling sound all nifty - but in a game with so much friggin knockback - its rare that I see a true “mono e mono” fight.
-:bluu:

In fact let’s say that you are doing a combo and I “Teleport” and try to hit you, you can TC(Teleport Counter), remember is 3 bars that u spend on it. Force you’re op. to use it doesn’t matter TC back at him, the first to TC is always the one that lose at a TC “battle”, well 80% of the times that happen the 1st one to do it always lose the only way for me to escape from you is if you have let’s say 3 Ki bars (and increasing cause you are comboing me) and I have 6 bars or more I’ll be the one with the upper hand.

And I frankly don’t think that using capsules is like gameshark. If you use Goku with Breakthrough on it, you think that is kinda cheap that I use let’s say Krillin with all his Ability’s capsules and some Support one? I mean you’ll still have SSJ4
:rolleyes: .

The only thing I think it’s cheap are the Senzu beans. Doesn’t matter wich Fightong game is it, that will always be :lame:

Since when were using capsules like using gameshark? Both players can do this.

Gokou needs max ki to go SSJ4, which is something that is very unlikely to happen when fighting a skilled human player.

And please do not use breakthrough with Gokou. It’s one of the worst ways to spend seven slots. Gokou can be far deadlier with his ki usage and stats. You want to know a set-up far beyond breakthrough?

Meditation
Kaioken
Super Saiyan
Z-Sword
Saiyan Spirit

Gokou can go SSJ at 2.8 bars of ki. When he does, he has 145% attack power, more than his SSJ4 form. With meditation taking its effects, Gokou can dodge for less than 1/4 of a ki bar, TCC for only 2 ki bars and TR at a cost of slightly above 1/2 ki. Gokou also gets 130% defence. Here’s another deadly set-up. I call this the ki reinforced steel wall.

Mysterious Vest
Saiyan Spirit
Dende’s Recovery
Z-Sword

170% defence, and Dende’s Recovery makes damage lower. Gokou’s also got a good 135% attack power. SSJ4 Gogeta’s 100X Big Bang Kamehameha (full attack) only does 1828 damage. Go figure.

Krillin has meditation. Unlock Potential + Meditation = SSJ4 w/ Breakthrough. Maybe not in attack power, but Krillin can TCC (Teleport Counter Cancel) just as much as SSJ4 Gokou can.

I’m sure you know how to TCC right? If you can’t TCC and you’re fighting someone else who cannot TCC, then combos are nearly non-existent. But when one person can TCC, then combos come back.
You can TCC me as much as you want. I can bait you with two hit stuns and cancels, and the instant you TCC me and try to combo, I’m already dodging/blocking you. Good job buddy, you wasted three bars of ki for nothing. I win.
Refusing to TCC sends me flying, which really won’t give you much of an advantage.

Also, when fighting turtling opponents, use the MAXIMUM range of your character’s attacks. Take Dabura for example. Dash, stop at a somewhat far distance, and use his sword. You don’t need to dash straight into the opponent. Dash canceling is effective when coming in with a combo cancel.

A person is turtling, and I come in with Gokou. I dash cancel, just far enough so I can knock him with a ->PKK cancel. If the fool can dodge+counterattack, then I’ll trick him with my chargable <-P starter. Or, I’ll get in range to do a K<-K, play mind games using the chargable P. If that lands, I’ll press P again and use it as a stun, and then combo cancel. I’ll then do a ->PPPP<-P juggle over and over until I get max ki. Then I transform, if its availible. Then I repeat the ->PPPP<-P juggle and go into a death move or do a PPP->P followed by a taunt.

:clap: I really like this game… I hope more ppl play :karate:

Spralwers, you have notes about Adult Gohan? If so could you write me his strings so I can try and make some comboes and could you also tell me a good Offensive Build for Adult Gohan? :karate:

Nnamz has posted up a pretty good Gohan guide on gamefaqs. Check it.

http://boards.gamefaqs.com/gfaqs/genmessage.php?board=920505&topic=17782301

Thanks I already read that guide, but the difference between Nnamz and Spralwers is that Spralwers gives you every single string that the character has and Nnamz only give you his personal Combo. So in other words I need the strings. Though thanks for your help :tup:

Ah… the “overpowered” meditation capsule… I guess that’s going to be pure rush in attack with those capsules. I would replace Saiyan spirit with a a wave, just to finish off the combos.

Just curious, does anyone in here feel the spaceships (for Frieza and Cooloer) or the use of Senzu BEans should be not allowed or banned from play? I personally feel they should be allowed, but I’m hearing a lot of negative feedback about them being overpowered. The same goes for virus and vaccine.

Yeah, it’s making sense after all I guess.
:rolleyes:

Adult Gohan? I have not looked much at him. After I look more at Vegeta (his capsule swt-ups are the best in the game), then I might look at Adult Gohan in terms of strings and whatnot.

http://boards.gamefaqs.com/gfaqs/genmessage.php?board=920505&topic=18485184

My Gokou strategy thread. For those who want to get good with Gokou, please read it.

I have some questions for you.

  1. How do you teleport and do nothing?
  2. Is there an easier way to get all breakthroughs for character that don’t have a dragonuniverse.
  1. When your opponent attack you press G + D-Pad (the direction depends on the enemy sides for ex. if you are on the right side of the screen then you press [G + <-]) and keep the G Buttom pressed until you see your character on the other side of the screen guarding.
    2.Not really (that I know though), you need to get all characters Ultimates (remember not all characters in the game have an Ultimate) and then after that the Baba’s Crystal Ball 000 will appear in System (120,000 Zenie), after you buy that Baba’s Crystal Ball 001 will also appear at the same price and then the Brakthrough capsule will start appearing at a cost of 75,000 Zenies. :karate: