Yeah i’ll def check that out there’s going to be a break somewhere that can be used to escape.
Really? Those rushes tend to knock an opponent downwards, so its actually possible to connect with another rush using the transformations before they hit the ground?
And 70,000 damage? I think you’re testing your stuff out on characters with no defence. You’ll be lucky to break 21,000 on maxed defence enemies, even if you have maxed blast 2.
And with no sword Trunks, his rushes aren’t like Kid Buu’s, which actually knocks the opponent into the air. He sends his enemies at an angle to the ground. So I imagine that you need alot of air to pull that off without the enemy hitting the ground. Once they do, they can remain on the ground and your rushes won’t work. If they get up, you can rush them, but they can still teleport. That’s what I can gather, anyway.
The Blast Shield will stop them the first time, but the shield has some recovery on it so they can try again with frame advantage this time. I’m wasting my stock to defend futility.
On a different note, anybody have some good Dr. Gero strategies? Other than “Throw -> Super”.
Goten’s knocks them horizontal. If he didn’t run out of meter eventually, it would be an infinite loop into itself.
As for NS-Trunks, that’s why when I gave you the example combo I added 1 or 2 charged up-strikes, because he should float them as much as possible first. But since the opponent stops moving while you’re transforming, they only move about 3-4 character lengths between the last hit of the super and the startup of the one after it. On any normal stage Trunks can land 2 supers, sometimes 3. With Z-items he could land 5 or 6.
Why would I intentionally cripple my character to display combo damage? When I give damage examples, I’m speaking of completely unmodified “normal” characters (which I’ve stated several times in this thread). If I was using maxxed attack, Ki and Blast2 with the supers at half-cost I could do much more than that against ANY character, no matter how much damage reduction you put on them. It’s pointless though, because there’s no point in picking anyone but Great Saiyaman if you’re going to use Z-items (the “Everything blows the fuck up” super is the best attack in the game).
Are you guys ever going to actually DO these combos I’m telling you, or just theory fight them on SRK?
N
That’s where your damage gets different. You’ll see that 70,000 damage will not ever be possible, and you’ll be very lucky to break 21,000 using two rush moves in a combo. Why? Because I’m testing with values that matter. Nobody is going to play seriously with normal characters. Customization is fair game. It’s done in Budokai 3 tournaments. It’s done in Super DBZ tournaments. There’s no reason why it wouldn’t be here.
In this case, you’re not crippling yourself, you’re crippling your opponent. You’re getting your blast 2 damage figures by attacking someone with no defence at all. And you know how significant the damage difference will be against someone with maxed defence. Maxing your blast 2 will only improve damage in this case by around 3,000.
Playing with maxed out characters is alot more balanced than normal characters. Especially when it comes to melee combos and blast 2/UB damage.
DO THE COMBO AND THEN COME BACK TO THE THREAD.
That’s my last post here until you guys cut this bullshit out.
N
I did. I went to the tuffle stage, started at max height and managed to connect I think 5 rushes in a row for around 36k damage. I started with SSj fighting Trunks, and he had maxed blast 2, and I did this on a maxed def Piccolo.
I still fail to see how you get a number like 70,000. That’s basically a one combo ko for a fair amount of the cast. Hell, even if you managed to stay as SSj Trunks for the whole time, you do around 9.3k damage with the rush, so the max damage you can possibly get is around 39k, but you’ll. Base Trunks does around 8.4k with his rush.
If you don’t improve blast 2 (which is likely, because blast 2 isn’t as important as atk, health and def, and you may prefer ability potaras like perfect guard) the damage lowers by 3k, so now your damage gets a little over 30k.
Your figure of 70,000 is impossible to pull off in a real match. The damage done anyway is still really significant, but you’re seriously over exaggurating. If you got 70,000 from using normal characters, good for you, but test your values in situations that actually count (i.e characters with maxed defence). 36k and 70k are vastly different numbers.
LOL I broke 35,000 with NS trunks and Vegeta form 2. Doing two rush combos in a row with NS trunks does around 19000. I don’t know the proper terms for this game, but i’ll try to explain how i set it up…
(beginning with trunks)
Square, down + triangle (trip)
Up+ triangle (grabs them by leg and tosses them in air)
Rush super
transform when rush super ends
Rush super again
Tag to vegeta when rush super ends
super energy wave volley
transform when move en
super energy wave volley
transform when move ends
super energy wave volley…
If they don’t hit a wall then you can make everything combo. But thongboy I don’t understand how you got damage all the way up to 70000 because it seems like you would run out of meter. And how you said you can land 2 supers with trunks, sometimes 3. How did you land 3 when each super takes 2 meters and he can only have a maximum of 5 meters?
I’m talking about damage from one character… not a tag team.
Ack, now I look like a jerk. By “and” I meant in a tag combo, haha. When Trunks runs out of meter, use Goten’s tag-in the same way you use the transformation, and link his super in. Then start the process over with Goten, he’ll do another chunk of damage. End with dash square-triangle-square and you should be over 70k by the end.
N
Now I can believe 70,000 damage coming out of that.
Once again, we missed each other -_-
I’m going to say something really scrubby.
I’ll wreck you all with Bardock in this game.
:lovin:
Haha, it’s ok. We’re both retarded.
I can’t really see playing with the items on, though. Doesn’t that get way out of control? Like I mentioned before, with (whatever that item that halves the cost of supers that I always forget) on, the item that drops Blast2 recovery time, and super damage boosted, shouldn’t Great Saiyaman pretty much destroy everyone? He could just blow up the world every time you get near him, and while you’re recovering he’d charge 2 more bars.
N
Actually, super explosive wave gives your opponents frame advantage if it connects (if it’s blocked, it won’t). Using it at melee for this reason isn’t too good of an idea since your opponent can combo you. I’ve used the move countless times, and the opponent doesn’t get knocked down. It seems like they nerfed it aton (despite being able to use it at close range). Weird thing is, while this happened in the PAL version, one of my JPN vids clearly displays SSj3 Goku’s SEW knocking his opponent down, getting rid of that frame advantage.
So apparently, you can “step in” to avoid a rush.
Anyone pick up on that?
It would be effective for the high power rushes (like Base Goku and Bardock’s) but for the high speed rushes, like fighting Trunks, hitting square seems like the best option.
Ya, the version I have is a late beta, maybe they changed it. Well hell, now everything is suspect, haha.
N
Has anyone be able to deflect the High speed rush using block + ki?
I was messing around today and noticed that the tag meter is different for different characters. Of all the characters I messed with, yamchas tag meter fills the most rapidly so he can tag out sooner than his opponent.
I got a question.
Are the combos in this game true combos? In the last tenkaichi even though something registered as a combo didn’t mean the it was guaranteed because the opponent could time their blocks to interrupt your chain. Is it the same way in this game or are all the chains that register as a combo indeed uninterruptable?
I’ve managed to block a rush using the power guard. Doesn’t really leave you with an advantage though.
And whether or not they register as true combos are debatable. No, the random guard breaks were taken out (I have yet to see one, as well as many other players) but sometimes, even if you combo into your second rush chain and you do something like a trip or a heavy finisher, your opponent might actually be able to pull off a teleport, even if the hit would successfully connect in a combo. It’s all a matter of whether or not the defence predicts your power attack right, because those things do come out quickly.