Meh. I like his basic stance more. But I am a bit biased towards boxing anyway.
Time-skip shenanigans will be so crazy though.
Iâm guessing heâll either be a scrub killer with counters and some dope defense (and hands in his pockets as the counter startup animation)
Or heâll have the sickest mixup to ever exist with time-skip overheads behind you.
Either way, definitely picking him and Gohan. Probably Trunks too for the sword normals.
i bothered looking it up on urban dictionary and that only gave me one definition as âfalling asleep after ejaculatingâ which sounds kind of stupid. âfuck offâ would have gotten his point across sounding less(?) angsty.
Wouldnât they just do a similar thing akin to Flashâs trait from Injustice where time slows to allow for bigger comboâs and different combo structure? Or similar to the time stone from MvCI
http://woobox.com/gmegz2/j4m0li
FocusAttack doing a giveaway for DBFZ and choice of PS4 Pro, XBOX X, and also another fighting game of your choice. Winner will be chosen the 16th at 8pm EST
If Hit time stop is a counter move, it needs to work as a counter that activates based on proximity against hit types (physical, ki blasts, or etc) rather than being hit, and not high/low specifically either imo. Counters like that have almost never been useful unless they really beef up the profit, and even thenâŚThis game is way too crazy for me to think counters are going to work.
Just some other things to take away from other random videos ive seen scattered about with people mashing around etc⌠Looks like like you can cancel that generic knock down smash attack at the end of combos with anything⌠Even a upwards heavy. That or they just have super fast recovery and you can link it. So again I havent seen anyone say why you cant homing dash infinitely in combos. Its not clear to me why people arent doing this. Using this though, id assume with set ups you could do smash down, link up heavy, homing dash up, air combo repeat. Or maybe even air combo the guy high up, get the smash to barely hit with the tip, then link a jab as they start to fall down into more stuff for some double air combos. Seems pretty plausible and potentially possible watching some recent videos I saw.
Also Id say what is the point of gokus ex dash punch? It teleports to the other side to hit the guy. But you could also just do the generic teleport for one bar as well. And then homing dash after that to combo. So I mean im assuming its overhead so theres that but in grand scheme of things seems a little iffy since both have similar uses.
Also to add as well looked like everyoneâs generic launcher seemed to have a good amount of priority. Perhaps its the GG version of F+p
smash down attacks and maybe more cause different amounts of stun and properties if you have done a dragon rush beforehand. So saying that it would almost seem that its better assuming there is damaging scaling in the game, hit dragon rush, immeditely smash down, dash back in for another combo as it can not be teched in this case. maybe other attacks are different as well but this is the only one that was noticeable in videos.
You can just 5A Vanishing on reaction or counter with your own Vanishing. Itâs deceptively slow and really hard to combo out of if itâs raw.
Gokuâs EX teleport punch is active a fair bit faster and knocks them right in front of you. I canât remember if itâs usable in the air, but you can do some pretty nutty shit with Goku and Vegetaâs assist, especially since you seemingly canât use the deflect mechanic on lows, and Gokuâs 2M is gdlk.