Um, ok? Nice job preventing the issue, your doing awesome?
No really, there was no need for that post, time mage.
Your no arrogant then I am if you believe such a post was worthy of this topic.
Seriously, I’ve said it many times, if you guys don’t want the rules by arcade standards, or this game ever having a strong scene, I seriously don’t care.
It seems like you can kara-cancel normals into specials on whiff.
Examples
Chi-Chi H xx qcb move
Cell H (1-hit) xx rocks
Cell ki blast xx rocks (Cell makes ki blast shooting noise but ki blast is not fired)
16 H xx 360+H (more range = good)
P.S. Negative Edge exists too. It doesn’t work with Krillin’s After Image though.
I still play it.
Resting character builds to see whats best for me every now and then.
The only other person I know who takes this game seriously is someone who lives about 3 hours away from me (which is Furix). I’ll play him again some day and record some footage if anyone is interested in that.
I haven’t played this in ages. Been playing street fighter alpha anthology and tekken 5.
It would feel so weird trying to get back into this because i know it took me a while to get used to jumping with up insted of a button when trying to get back into SFA3.
I picked up this game recently and I’m finding it pretty fun. I was wondering if there were any good online resources for inheritable skills and all that? The manual and stuff I’ve found so far doesn’t really explain everything so well.
Basically I’m looking for which skills characters inherit from what other characters, skill trees, and if the dragon stat upgrades overwrite inherited skills. So far I’ve only maxed out krillin and goku’s skill trees, and it appears Krillin can inherit Goku’s kamehameha and armor strike, but Krillin already knows kamehameha? Is it the super one?
Thanks to anyone knows of any such resources or can help!
I think this game would be hella fun in the arcades if people actually played it. I mean, we’ve got the game setup the best possible way: on a h2h japanese setup, with both cabs having a card reader on it. And yet hardly anyone plays it…it’s such a shame. Hell, I’d play it but it’s pointless since it would probably take forever to complete a skill tree for a character just by playing against the CPU alone.
I knew some people that picked it up for a minute, but the game lost alot of attention because it came out a month before evo. I started playing again recently though.
I havent played a db fighting game in a loong time. The last one was budokai 2 and I kinda enjoyed it, too bad that I didnt have any comp to play with. I liked the cancel combo thingy ( when u press block and cancel a last attack from a predetermined string, differing from each character ), the juggle system, and the way u could finish a combo with a string that ended with a super blast. Overall gameplay was good. Then budokai 3 came out but I didnt have the opportunity to play it, but it looked really good.
I wanna start playing a new one, but dunno which one to choose. It can be super dragon ball Z, but I dont like customization systems. Its like I develop tactics or setups in order to defeat certain character in particular with one of my choice ( or with the one I like to play ), but at the end nothing will work, coz the other guy “gained levels/experience” and so he has now new moves and powers.
Like I said, I enjoyed budokai … but I guess the game has grown old ( budokai 3 ) and nobody plays it anymore, so I guess I wont play it. Now Budokai Tenkaichi 2 is coming out soon. It doesnt look like ur typical 2d-3d fighter. I read a review of tenkaichi 1 at gamespot.com, and they say the game had camera angle issues, plus it was too simple and noobish friendly. Will tenkaichi 2 suffer from the same problems ? Maybe some people have played the japanese sparking neo version, and knows more about it.
L xx command grab seems to give more range than kara canceling H. However, because the jab becomes active, you can’t do it within jab range since the throw will whiff due to the hitstun/blockstun of the jab. After you land a command grab, you can float as soon as it’s over (as in before Cell falls and your opponent is still bouncing on the ground) and go for a crossup.
H has more range than it looks. The first hit is bufferable and has an obnoxious amount of stun on hit or block. HH is also bufferable for easy hit confirms. It is possible to interrupt HHH with a jab. I’m sure you can think of nasty things to do with H(1 hit) xx L rocks. Just keep in mind it can be reversal supered.
Hell Needle is like Lucora Gun in that you should only fire the next two shots if it at least gets blocked. It will still combo if you space it out. Hell Needle is only safe at point blank (i.e. in blockstrings) if you space out the shots to increase the knockback.
If an opponent tries to interrupt L xx Hell Needle or HH xx Hell Needle with a normal, they get shot. A reversal Galick Gun will cut right through these blockstrings however. Replacing the Hell Needle with Interrupter will avoid/punish the super as well as normals.
Solar Flare combos can build more meter than they burn. Solar Flare also has hella more range than meets the eye.
It’s possible to link L into itself. I got 4 hits this way.
A karaed tail has Piccolo-like reach. The tail is safe on block. You can only combo it during a juggle or off a H (1 hit). It only tracks vertically.