Dragon Ball FighterZ: Legendary Saiyans Edition

Because QCF Burtur takes sooooooooo long to finish, he won’t be around to fuse with Jeice. You can still use Jeice’s normal Ki version, but not the one that needs Burtur.

This is all speculation mind you, but it’s a pretty educated guess that Ginyu won’t have two Burturs flying about at the same time.

Calling Jeice + Burter might actually end Burter’s assist early (2:10 if the link doesn’t go to the time): https://youtu.be/4u6yBzj3m-c?t=130

Burter only went by 3 times when Jeice’s was called and he stopped going after that (Even though his patrol assist goes by at least 4 times).

I can get behind that.

It still makes a ‘pick your poison’ scenario. You can either own the skies or bombard the earth, but you don’t get both.

What’ll really set Ginyu apart from other zoners will be calling and disguising the force with Super Jumps. There’s a lot of potential there.

Both Gohan assists have invul.


Yaaaassss

Burtur, at first glance, seems to be the best Ginyu. His flight power is obviously useful, but at closer inspection his kick move comes out ridiculously fast, like 2 frames from arrival to active hitbox. I could see him stuffing a LOT of reckless approaches and attacks

If his does enough block stun for one mixup gohan is on Every team

LOL at people freaking out at a DP with invulnerability.

History has proven it to be a very big deal

Short, Short Psyblade the Revenge

Maybe eraser gun turns into that if you hold the button or something?

Didn’t see this one here. It really makes the game look cool.

Needs to be used in the field before judging. Any front facing invincible DP assist will have to deal with the entire cast being able to crossup

No one has an 8 way air dash, i think we will be ok lol

Yeah no one in an ArkSys game has had good mixups without the use of an 8 way air dash.

ya to bad wasnt shown how the other moves are done. It would be nice if there were more moves, people were so horny about ginyu, but that video makes it look like he really only has 2 moves for each of them, which almost makes him seem completely like a novelty character choice wise over picking other characters. Really hope theres more “hidden” moves if you will like the recomme blow shit up.

The qcf moves with standing. If we are to go by the general rule of the game of we can go back and forth with hards and special button, and ginyu force is only just a button. It should be even in the most simplest of ideas be pretty easily to get multiple of them in a combo even something simple like sweep, call one of them, hard, call one of them blah blah. Really if you go by just the special button and you look at how all of the attacks work and what they are actually doing generally speaking they seem like they could serve a similar function combo wise and with hards being able to go back and forth with special chain wise. Doesnt seem like that will take much thought process at all to do combos with him in terms of that aspect. His “gimmick” if you will really only looks to only require any sort of thought for the one qcf move. Since those at least do actually function differently. But ya other wise rather than be a potentially complicated character, he looks rather simple and potentially limited ala maybe most the cast. I mean really think about it… what are all those S moves doing functionally speaking? Guldo throwing a spike and jeice throwing a fireball, are still in a way acting like recomme and burter. A almost well projectile if you will moving forward while you are still free to move. The “idea” behind them is still the same. Only potential difference is perhaps some are deflectable I guess if jeices fireball lets you fly through it etc.

I mean heres a simple idea that seems potentially plausible to me to roll them all in a single go assuming theres no some restriction on his chains and he goes with the normal idea of the game… Say something like combo to, qcf+s guldo comes out freezes the guy, do however much you can to combo the guy, do what i said above, sweep, s recomme comes out, you chain your s, to hard, smashes the dude to the corner you chain the hs, back to s, which calls burter, he does his rapid kick, you then whatever do your air combo, then after the hard you do a qcf+s, in the air again, which this time will call the purple comet, opponent is this forced to block then and assuming you cant just parry/fly through it, you have just reset it while leaving your self covered to start your next shit.

Thats like a one min idea again if his chains work the same way as other characters. And even if not im sure theres work arounds for a similar mind set. With the way the game works, and the fact that all his stand s, seem to serve a similar function I dont think it would be to hard to notice where you are in the rotation with some practice, to save things like purple comet as your ender for air combo enders.

Hell if you think about it I mean look at it… All of those qcf+s moves look like functionally speaking air combo enders. Guldo… youre high in the air, you smash the guy down assuming your high enough in the air you cancel your hard to guldo he freezes them before they hit the ground even and you combo them… Recomme, cancel your smash in the air to qcf+s, either he gets juggled by beam mouth thing, or its a beam so we can assume no flying or deflecting out of it he has to eat it… burter, knock them to the ground burters flying around like a jack ass. Purple comet already talked about…

Anyway thats my one min theory watching that video… basic idea you are using the S moves on the ground for your combos since they all look to come out at the same speed and are doing a similar thing, and when ever you hit the guy in the air you qcf+s your hard to try to hit them again or make them wake up into stuff.

No idea for the recomme kaboom thing or any other move for now till I see how its done.

On another idea it would be neat if once broly gets announced hes so tall that he has to block all of burters qcf+s. Hope thats the case for wacky character only mix ups.

It’s interesting if you look back at Marvel 3 because that was a game where Vanilla had it pretty obvious that you could not win majors without invincible assist plus Phoenix. Then Ultimate came around and although Haggar got buffed, he was the only person with an invincible assist and it got nerfed to only half the time invincible. Hidden Missiles ended up being the new alternative to invincible assists since it broke you out of combos and locked people down for mix ups at the same time.

In Marvel Infinite the meta is still going towards needing a character with an invincible attack or super to win majors. Teams that are winning have characters like Zero, Morrigan and Monster Hunter on them who can all throw invincible shit that converts into full combos or can be tagged to keep safe on block if blocked. Monster Hunger specifically has invincible level 1’s and hyper armor specials that can be tag canceled so she can essentially make herself unable to be put in hit stun and then tag whenever.

If you’re not doing that you’re forced to use space stone (or reality to a lesser extent) and activate storm to break up momentum safely and that’s not going to last when you’re fighting teams that can rushdown, setplay and defensively break up your offense and turn into their offense on special/super into tag. Only SonicFox has proven to make a team that has set play so nasty that the teams with invincible moves have trouble lasting long enough to survive. Then again, that is the problem as if someone runs a train on him he has no way out other than space storm or push gap out into Coon trap.

Although there are differences in neutral if Marvel 2 - Infinite is any indication, you’re likely going to get to a point where if you don’t have either an an invincible assist or the the assist that does the best job breaking you out of combos and oppressive rushdown on your team, your team won’t fit the meta and won’t be seen winning majors too often.

Pretty much. Marvel 3 and Infinite 8 way air dashes are nerfed compared to Marvel 2 stuff any way. In Infinite chicken blocking is invincible to low attacks and low attacks can no longer be rapid fired so that kills a lot of the scariest 8 way stuff. Chicken blocking gets blown up by anything that doesn’t hit low, but you can just make reads on when the opponent is going to go low on you and then jump out. Which is why even 8 way dashers have to have you locked down with an assist to truly blender you. You can be pretty fine playing a 4 way dasher like Morrigan that just has a derpy j.HP that crosses and overheads easily and is tough to counter poke.

Like most marvel/anime games if you have characters with air dashes that cross up, have hard to react to grounded overheads or have moves that can go behind you that’s enough to generally mix up. Plus command grabbers

If you have a button that makes the opponent say stop everything

It’s a big fucking deal

You wanna jump over my beam? Hold this Gohan

You wanna escape this corner ? Hold this Gohan

I’m gonna run some mixups ok? Hold this Gohan for a second please

You wanna try and put pressure on me? Hold this Gohan

Etc

Have you guys even watched a video for this game?