Dragon Ball FighterZ: Legendary Saiyans Edition

So it just happens faster?

Or itā€™s unchanged which is more likely

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If anyone was interested in farming zeni for colors and such:

So are all of Vegetas dps invincible on frame 1? Think Iā€™m gonna run Vegeta yamcha goku until Bardock comes out.

I mean, Bardock comes out in 3 days. Might as well just wait at that point

I like to experiment, so itā€™ll make the 3 days go by faster

I have two major flaws in my game that I need help with:

  1. What to do after a blocked superdash. Some idiots come down swinging, so my muscle memory reaction is to 2H. However, higher level idiots (because this pisses me off to no end) mix it up with a normal, airdash forward, neutral jump, special, etc.

Itā€™s much worse for guys that do assist+SD as their neutral. Anyone who has a beam and does this Iā€™m completely lost and where I should have advantage (since I blocked a negative move) I feel Iā€™m playing a losing guessing game.

  1. Midscreen pressure. My dash up meaty is whack and loses free to wakeup vanish (yeahā€¦) or up tech. Do you guys have legit midscreen setups that cover both options?

Who do you use?

Goku Blue/Gotenks/Vegeta

I ended up taking your Blue on point advice lol

Gotenks/A. Gohan/Goku is a superior team, but I think blue is too cool fml

I used to play Majin Buu and his L after a blocked superdash would make it super free. I like the character a lot too, too bad I canā€™t combo into fat with gotenks reliably.

Canā€™t remember what ssbā€™s 2s is like. If it goes vertical you could try that out. Gotenks jump back L should be a decent optiona nd you always have your spins. Not sure with Vegeta

Honestly 2m is usually your best bet when you block a super dash on the ground

I used to do 2m, but it loses to airdash or some falling normals, like 21ā€™s M.

Not for 214L.

Unless your 16, majin buu, or black youā€™re not going to have a stand jab to cover every option lol.

Also what were you having trouble comboing with between buu and gotenks?

I just wanted a safe option. I suppose call assist and is the best one then. Feels like shit though.

On the buu/gotenks sinergy, timing it after 236H is too hard for me. If I do the easy combo it does 4k~ damage for 1bar and at that point doing standing resets is shit compared to regular combos into pressure.

The only thing you said that i could even begin to agree with is buffing the other assists. Other than thatā€¦

https://discourse-cdn-aws1.com/shoryuken/original/3X/e/9/e9cd99dc68f3aa6791fd7e0eff3770c03a7dd610.gif

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When translators need scripts

Oooh Oooh can I get in on this convo?

There arenā€™t a lot of assists that really benefit neutral, so scrapping one that does isnā€™t the way to go about it. Youā€™d just wind up with Goku Black and Goku on every teamā€¦even more than they already are. Hitting itā€™s comboability seems to be the healthiest way to keep the assist very relevant while toning it back, especially since comboing is the easiest thing to get from an assist in the first place. Vegeta Assist does EVERYTHING, which is never healthy in any game (path of least resistance and whatnot). Iā€™d prefer if it only did 2/3rds of everything.

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Iā€™d rather they nerf Vegeta on point and keep him intact as an assist if you have to nerf something. The fact that it is the powerful neutral assist that can combo well should be something that it just is. Thatā€™s really what makes it unique and your tradeoff is to pick a character that Sonicfox thinks sucks or at minimum isnā€™t a top tier Android 16 meter dump comeback character.

The fact that it covers so many things is what makes it unique. Making more assists that can cover things like it or in different ways that even Vegeta assist canā€™t is what would make the assist game more fun. Toning it down so it can not be the assist that does a lot of things is just boring and makes the assists more about trading bad things to get something good.

Itā€™s already bad enough that these assists have like 11 second cooldown. Even the best assist in the game you know you wont deal with it for at least another 11 seconds. He even gives you a nice break that you wouldnā€™t get in Marvel. Like come on.

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Canā€™t agree with that(thatā€™s a discussion Iā€™d be fine having but it isnā€™t the one at hand), but assuming that does happen, making him use meter ineffectively would be the best choice, as that would hurt primarily his ability to anchor, where an assist dedicated character is likely to be found.

We all agree that buffing everything else would be the best option, but that wonā€™t happen. Developers just donā€™t do that sort of thing, especially not this early in the gameā€™s life cycle.

ā€˜Covering everythingā€™ is what made Doom Missiles (again with this comparison) the unique threat it was, but Doom Missiles also had a crippling weakness that Vegeta assist does not: it can be sniped. Vegeta hangs out in a spot that is uncommon to be throwing buttons out in and the game doesnā€™t punish assists as hard as Marvel did so sniping doesnā€™t really do much anyways. You had to position expertly or gamble to use Doom. The cost was risk, one I donā€™t see Vegeta as paying.

  1. If you end up blocking one, watch what they do after, theyā€™ll probably have a pattern that you can follow. e.g. If they air backdash and fall with a button, you can dash up and AA. Itā€™s something you can Record in Training vs yourself.

  2. Air Dash meaty jH works off most standard knockdowns, will cover up and back tech. If you time it right you can react to a wakeup Vanish and launch em.