Official DBZ: Budokai 3 Thread

Discuss all your Budokai 3 crap here.
-Tiers
-Combos
-Custom Characters capsule setups
-Best way To build up fighters in Dragon Arena
-etc.

Budokai 3 really is a great fighting game. I’ve played it with some guys that weren’t even fans of the show and they’ve really enjoyed it, so to repeat what so many othe reviews have said: you really don’t have to be a fan to enjoy this game.

Also, Sprawlers, Nzamz and Kujila have put A LOT of playtime into this title and have shown us that this game can be played on an extremely competitve level. I had no clue the game could get that deep.
:tup:


Here are some of my personal fav capsule setups for some of my fighters

Kid Goku
Kamehameha (X2)
Super Dragon Fist
Vest from Grandpa Gohan
Going All-out!!
Juice!
Full Moon’s Glow

With Juice, Going All-out!!, and Full Moon’s Glow, if Goku is at max ki, he has an attack power of 185%, surpassing even SS4 Goku. I had assumed since Kid Goku was coming from the original DB series that he would be a pretty weak character but I was happy to be proven wrong. Not only is he the best short fighter but if you customize him right, he’s also one of the most powerful.

Teen Gohan
Super Saiyan
Super Saiyan 2
Kamehameha
Mixed Blood Power
Meditation

Anoter set up:

Super Saiyan
Super Saiyan 2
Kamehameha
Mixed Blood Power
Fruits of Training
Evil Training Uniform

This setup has more ki consumption without the Meditation being equipped but you’ll have more defense and some higher attack power.

Cell
Warrior Genetics
#17 Absorption
Perfect Form
Super Perfect Form
Kamehameha
Breathing Room of the Strongest

OK so this probably isn’t the best custom Cell setup. If anyone knows of a better one, please let me know.

-Tier List-

Top Tier

  1. Piccolo
    Max Damage: IIIIIIIIIIIIIIIIIIOIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIII
    Ki Building: Max
    Advantages: Good Damage, Ki Building and great Reach. Light Grenade is only half a ki gauge and strong compared to other level 2 death moves. His >P, if done from a good distance away will make him immune to the <K combo starter. His >P is faster than all other >P’s. Transformations are permanent. Infinate KK<K combo while in the air.
    Weaknesses: Needs 2 transformations to use Light Grenade.
    Overall Rating: 98

  2. Dabura
    Max Damage: IIIIIIIIIIIIIIIIIIOIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIOIIIIII
    Ki Building: Max
    Advantages: Great Reach with <P starter which is very fast also. High damage and high ki building. Good versatility in combo starting. <P combo starter makes him immune to defensive <K starter.
    Weaknesses: A bit slow and clunky. Low combo resistance. No quick attacks with nullifying attribute.
    Overall Rating: 93

  3. Teen Gohan
    Max Damage: IIIIIIIIIIIIIIIIIIIIIIIOIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIII
    Ki Building: Max (for normal damage) Medium (for chain damage)
    Advantages: Extremely high damage. Good ki Building. Is relatively combo resistant.
    Weaknesses: Needs 2 transformations to use Soaring Dragon Strike and they are both reversible. To get damage very high he requires to chain up his death moves which cost a lot on ki.
    Overall Rating: 88

  4. Cooler
    Max Damage: IIIIIIIIIIIIIIIIIIIOIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIII (Base Form)
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIII (Final Form)
    Ki Building: Max
    Advantages: Great Reach in final form. High damage. Almost no lag on Destructive Ray.
    Weaknesses: Destructive Ray is weak and any other death move eats through it, so he’s missing a good projectile move.
    Overall Rating: 87

  5. Frieza
    Max Damage: IIIIIIIIIIIIIIIIIOIIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIII (First, Final and 100% Final forms)
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIII (Second and Third forms)
    Ki Building: High
    Advantages: Guard break for almost every ki gauge. Good reach in second and third forms. Hish damage. Good ki building. Transformations are perminant.
    Weaknesses: Needs Breakthrough to use all Transformations. Needs 2 transformations to use best death move.
    Overall Rating: 86

  6. Adult Gohan
    Max Damage: IIIIIIIIIIIIIIIIIOIIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIII
    Ki Building: High
    Advantages: Lot’s of guard breaking with a bearable usage of slots. Fairly high damage and good ki building.
    Weaknesses: None
    Overall Rating: 85

  7. Goku
    Max Damage: IIIIIIIIIIIIIIIIIIOIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIII
    Ki Building: Max
    Advantages: Guard Break for almost any ki level. High Base ki line and high attack in SSJ4. Good Ki building.
    Weaknesses: Has to use breakthrough to be effective with them. x10 Kamehameha, although very strong, has an insane amount of lag on it to the point where he can actually be counter attacked after landing it. His ->PKK starter is his only long range starter and easy to interrupt, so Goku lacks any way of attacking a defending character.
    Overall Rating: 85

  8. Kid Buu
    Max Damage: IIIIIIIIIIIIIIIIIOIIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIII
    Ki Building: Max
    Strengths: High damage, Ki Building, good combo resistance. Starts with a high base ki line.
    Weaknesses: His >P is slightly slower than others. Several of his combo chains do not connect against characters with high combo resistance.
    Overall Rating: 84

  9. Cell
    Max Damage: IIIIIIIIIIIIIIIIIIOIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIII
    Ki Building: Max
    Strengths: High damage, high Ki Building and good Reach. Energy Field cannot be teleport countered.
    Weaknesses: Has no combo resistance at all and some moves will connect against him that shouldn’t normally connect. Energy Field is weak compared to other level 2 death moves, doesn’t project and cannot be used with teleport tornado attacks. Is a little slow and clunky.
    Overall Rating: 83
    From: Geou | Posted: 1/22/2005 9:00:57 AM | Message Detail

  10. Kid Goku
    Max Damage: IIIIIIIIIIIIIIIIIOIIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIII
    Ki Building: Max
    Advantages: Fastest small character in the game. (Dashing and punching) Has infinite PP chain. Good ki building. Very combo resistant.
    Weaknesses: Low base ki line. Janken Fist is useless so he’s lacking a level 2 death move.
    Overall Rating: 82

  11. Vegeta*
    Max Damage: IIIIIIIIIIIIIIOIIIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
    Ki Building: Medium
    Advantages: High base ki and attack at SSJ4. Needs only 3 slots for all his transformations.
    Weaknesses: None
    Overall Rating: 81

  12. Bardock*
    Max Damage: IIIIIIIIIIIIIIIIIIIIIIIIIOIIIIII
    Reach: IIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
    Ki Building: Medium
    Advantages: Extremely High Damage.
    Weaknesses: Depends on chaining up death moves for high damage and damage wouldn’t be high without doing it. Cannot use main combo starter in the air against nearly the whole cast.
    Overall Rating: 77

  13. Tien*
    Max Damage: IIIIIIIIIIIIIIIIOIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
    Ki Building: Medium
    Advantages: Dodon Wave is extremely fast and fast to come out. Ki Blast Cannon is strong compared to other level 2 death moves. Fairly high damage.
    Weaknesses: Low base ki line. Depends on losing power struggle for Ultimate move for high damage with it.
    Overall Rating: 76

  14. Krillin
    Max Damage: IIIIIIIIIIIIIIIOIIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIOI
    Ki Building: Medium
    Advantage: Insane Reach with his [K+G] which is very fast also. Destructo Disk is strong compared to other level 2 death moves. Very fast puncher. Fairly combo resistant.
    Weaknesses: Looses a few combo chains and the ability to get to his opponents back though a combo while airborne. Hence damage dropping several points while airborne.
    Overall Rating: 75

  15. Goten
    Max Damage: IIIIIIIIIIIIIIOIIIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIII
    Ki Building: High
    Advantages: Extremely combo resistant. Decent ki building. If opponent Teleport counters against “Charge” Goten is already too far away to be counter attacked.
    Weaknesses: Charge is a very weak level 2 death move that cannot put his opponent into a teleport tornado unless airborne. Slow at ground dashing.
    Overall Rating: 74

  16. Gero*
    Max Damage: IIIIIIIIIIIIIOIIIIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
    Ki Building: Max
    Advantages: Infinite [>PPPK] chain.
    Weaknesses: Cannot teleport attack after ground combos containing the [>PPPK] chain.
    Overall Rating: 74

  17. Supreme Kai
    Max Damage: IIIIIIIIIIIIIIOIIIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIII
    Ki Building: Medium
    Advantages: Very Fast at dashing on the ground.
    Disadvantages: Super Natural Abilities won’t always do decent damage.
    Overall Rating: 73

  18. Android 17*
    Max Damage: IIIIIIIIIIIIIIIIOIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
    Ki Building: Max
    Advantages: Energy Field cannot be teleport countered against. Good k building.
    Weaknesses: His P is a little slow, meaning he’s in trouble in very close range combat if his first <K combo starter is blocked.
    Overall Rating: 73

  19. Android 18*
    Max Damage: IIIIIIIIIIIIIIIIIOIIIIIIIIIIIIII
    Reach: IIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
    Ki Building: Medium
    Advantages: Has infinite <P<P chain.
    Weaknesses: None
    Overall Rating: 73

  20. Super Buu
    Max Damage: IIIIIIIIIIIIIIIOIIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIII
    Ki Building: Max
    Advantages: Good Reach and great Ki Building
    Weaknesses: Combo starter is slow. Depends on infinite [PK] chain for high damage which won’t work right against opponents with a high base ki line.
    Overall Rating: 72

  21. Omega Shenron*
    Max Damage: IIIIIIIIIIIIIIIIIIIIIIOIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIIIIIIII
    Ki Building: Low
    Advantages: Very High Damage. Starts with a base ki line of 7. Impressive reach for a defensive character.
    Weaknesses: Low Ki Building. Attack does not increase while at full ki since base line ki is 7. Defense drops up to 14% while ki is lower than 7. Depends on chaining up death moves for high damage. Very low combo resistance. A little slow and clunky.
    Overall Rating: 72

  22. Recoome
    Max Damage: IIIIIIIIIIIIIIIIOIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIII
    Ki Building: Medium
    Strengths: Reasonably high damage.
    Weaknesses: Slow and clunky. No combo resistance. Low Base ki line.
    Overall Rating: 72

  23. Captain Ginyu
    Max Damage: IIIIIIIIIIIIIIOIIIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIII (While playing offensive)
    Reach: IIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII (While playing defensive)
    Ki building: Medium
    Advantages: Can play both offensive and defensive.
    Weaknesses: Low base ki line.
    Overall Rating: 71

  24. Kid Trunks
    Max Damage: IIIIIIIIIIIIIOIIIIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII (While playing defensive)
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIII (While playing offensive)
    Ki Building: Low
    Advantages: Very High combo resistance. Can play both offensive and defensive. Offensive combo starter is fast. Best versatility in combo starting.
    Weaknesses: Low Ki Building. Level 2 death move is weak (but stronger than Goten’s) Slow at ground dashing. (but a bit faster than Goten)
    Overall Rating: 71

  25. Majin Buu
    Max Damage: IIIIIIIIIIIIIOIIIIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIII
    Ki Building: High
    Advantages: Several combos that lead into guardbreaks. Is fairly combo resistant despite large appearance.
    Disadvantages: Several combo chains do not work on small characters or characters with high combo resistance.
    Overall Rating: 70

  26. Android 16
    Max Damage: IIIIIIIIIIIIIIOIIIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIII (While Playing Offensively)
    Reach: IIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIIIIIIIII (While Playing Defensively)
    Ki Building: Medium
    Advantages: Can play offensively and defensively at will. Has impressive reach with defensive combo starter.
    Weaknesses: Rocket Punch has lots of lag on it.
    Overall Rating: 70

  27. Trunks*
    Max Damage: IIIIIIIIIIIIIIOIIIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
    Ki Building: Low
    Advantages: None
    Weaknesses: Low ki building.
    Overall Rating: 69

  28. Videl
    Max Damage: IIIIIIIIIIIOIIIIIIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII (While playing offensive)
    Reach: IIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII (While playing defensive)
    Ki Building: Low
    Advantages: Can play both offensive and defensive at will. (Though she’s stronger as a defensive character) Very fast offensive combo starter.
    Weaknesses: Cannot fire any projectiles whatsoever. Cannot teleport. Low damage. Low ki building.
    Overall Rating: 69

  29. Uub
    Max Damage: IIIIIIIIIIIIOIIIIIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIIII
    Ki Building: Max
    Advantages: Starts with a base ki line of 5. Long combo chains which are good against players who dodge a lot. Can combo off his level 2 death move, which also is unblockable.
    Weaknesses: Can’t fire off quick ki blasts. Low damage. Can’t teleport attack.
    Overall Rating: 68

Bottom Tier

  1. Brolli
    Max Damage: IIIIIIIIIIIIIIIIOIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIOIIIIII
    Ki Building: Low
    Advantages: Decent damage and great Reach. Gigantic Press is a strong level 2 death move.
    Weaknesses: Cannot fight properly against any small character. Very low ki building. Very low combo resistance. (To the point where several combos are Brolli only) Very slow and clunky.
    Overall Rating: 67

  2. Great Saiyaman
    Max Damage: IIIIIIIIIIIIOIIIIIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
    Ki Building: Medium
    Advantages: Justice Kick is hard to see coming and breaks guard. Although both his moves are level 1 they both deal good damage themselves. Very fast combo starter.
    Weaknesses: Low overall damage and short reach with no nullifier.
    Overall Rating: 67

  3. Raditz*
    Max Damage: IIIIIIIIIIIIIIOIIIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
    Ki Building: Low
    Advantages: None
    Weaknesses: Low ki building and low base ki line
    Overall Rating: 64

  4. Kid Gohan:
    Max Damage: IIIIIIIIIIIOIIIIIIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIII
    Ki Building: Max
    Advantages: Annoyingly combo resistant. Good Ki building.
    Weaknesses: Low Damage.
    Overall Rating: 64

  5. Yamcha
    Max Damage: IIIIIIIIIIIIIIOIIIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
    Ki Building: Max
    Advantages: Can combo off a Wolf Fang Fist. Can use semi-infinite [P>PP]
    Weaknesses. Horrible combo starter. Low Base ki line. Combos are too long and bad against a character with a base ki line of 6 or more.
    Overall Rating: 59

  6. Hercule*
    Max Damage: IIIIIIIIIIOIIIIIIIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
    Ki Building: Low
    Advantages: Attack reaches 112% while at full ki with no stat increases.
    Weaknesses: Very low damage and Ki building. Cannot fire projectiles. Cannot perform teleport tornado. Starts with a base ki of 2.
    Overall Rating: 53

  7. Nappa
    Max Damage: IIIIIIIIOIIIIIIIIIIIIIIIIIIIIIII
    Reach: IIIIIIIIIIIIIIIIIOIIIIIIIIIIIIIIIIIIIIIIIIIIII
    Ki Building: Low
    Advantages: Break Cannon is strong on it’s own.
    Weaknesses: Very low damage. Very low ki building. Low base ki line. Slow and clunky. Low combo resistance.
    Overall Rating: 31

Oh yes, and remember that there is still much high level discussion going on about the tier list on GameFAQs. Many discoveries have been made, and there will be a version 4 (this is a version 3).

My Uub setup
-Ki Cannon
-Fierce Flurry
-Fruits of Training
-Majin Buu’s Regeneration
-Yakon
-Normal Belt
-Turtle Shell

I just freestyle with Uub and attack till no end, as he seems to have THE BEST recovery and the most attack cancels in the game. Since he doesn’t teleport, I use Turtle Shell and MB Regeneration to even the field. Furthermore, Yakon is an endgame equalizer against transformations.

:china: :china: :china:

When I was playing with Kid Gohan last week, I found that he actually is one of the weakest fighters in the game. Even with the capsule setup I had for him, he still felt terrible weak. However, I still like to use him but I can see why he’s ranked in bottom tier.

Piccolo has the pest pokes in the game bar none. He was one of my fav fighters in Budokai 2 and in this game they’ve somehow managed to make him an even better killing machine.

Also, I don’t know what Prima is talking about with this “They toned down Kid Buu” bull crap. I wouldn’t use Prima guides to wipe my butt if it were the last source of paper on the planet. Kid Buum is at least in the 2nd or 3rd tier of fighter sin this game. He has some of the best baseline ki in the game and his combos are just nuts. The only real downer that I know of would be his defense dropping like mad when he’s low on ki.

Tier List

Anyway, me and one of my buds(Magician’s Arcana), actually devised this tier list over the course of about 4 hours. It’s not solid at all, so constructive criticism is welcome, but I will put up the shield if need be.

We cut the tier ranking into into 5 catergories:

  1. Max Base Ki

  2. Size

  3. Combo Ability

  4. of Transformations

  5. Pinnacle Strength without equipment

  6. Basically if you have a base of ki of 3 or higher, the character got the +; and also, if it was below 3, they got a minus.

  7. You’ve obviously heard the saying about large people,“The bigger the are, the harder they fall.” Unfortunately in this case, this isn’t true. There are about 5 catergories of size and they range from Goten to Broly.
    1 - Small(Goten, Trunks, Krillin)
    2 - Superb(Videl, Kid Buu)
    3 - Average(Goku, Tien, Piccolo)
    4 - Large(Recoome, Nappa, Cell)
    5 - Huge(Broly, Omega Shenron)
    1 - 3 You get a plus, 4 or 5, you get a minus. The reason for this is because, everyone BARELY hits the midgets. If you’re huge or large, you’re a much bigger target.

  8. This doesn’t seem like it wouldn’t be too important, but we gave everyone who had a 6+ normal combo a plus, and anyone who didn’t a minus. Don’t ask me why, but oh well.

  9. We also know that having a bunch of transformations is bad because they take away from the actual moves of the character. Anyone who had more than 2, we stamped a minus on there.

  10. Since this is Dragonball Z, strength is everything. You could be killer with Krillin but if someone tears into you with SS4 Gogeta, you’re getting fucked up. Anyone who had a pinnacle strength of 120% or more(after the transformations if they had any)got the plus.

1 2 3 4 5
Low Mid High


Name Max Base Ki Size Combo Tran# Max STR Rank


Goku 6 Avg
Kid Goku 3 Sm
Kid Gohan 4 Sm
Teen Gohan 4 Sup
Adult Gohan 5 Avg
Gt.Saiyaman 3 Avg
Goten 4 Sm
Vegeta 6 Avg
(Majin Vegeta) 5 Avg
Trunks 4 Avg
Chibi Trunks 4 Sm
Krillin 4 Sm
Piccolo 4 Avg
Tien 3 Avg
Yamcha 3 Avg
Hercule 3 Avg
Videl 3 Sup
Supreme kai 4 Avg
Uub 5 Sm
Raditz 3 Avg
Nappa 3 Lar
Ginyu 3 Avg
Recoome 3 Lar
Frieza 4 Sup
Android 16 4 Lar
Android 17 4 Avg
Android 18 4 Avg
Dr.Gero 3 Avg
Cell 5 Lar
Majin Buu 4 Avg
(Super Buu) 5 Avg
(Kamicabluu) 5 Avg
(Gotenks) 6 Avg
(Gohan) 6 Avg
Kid Buu 6 Sup
Dabura 4 Avg
Cooler 5 Lar
Bardock 4 Avg
Broly 5 Hug
Omega Shenron 7 Hug
Cell Jr. 3 Sm
Saibamen 3 Sm

Fusions
(Gogeta) Timer Avg
(Vegito) 7 Avg
(SS4 Gogeta) Timer Avg
(Gotenks) Timer Sm

Well, anyway, I’ll finish this up later, when I’m not so damn tired, but that’s the jist of it for right now.

I played with Cooler for the first time last night. He’s a good fighter but he seemed slugish when I went to his Final Form. Maybe it was just me.

Has anyoen been playing the Dragon Arena mode? My highest fighter is a level 56 Goku. 2nd highest is level 37 Kid Buu. Goku would probably be much higher but the Z modes are seriously hard for me.

I found out that Cell has some excellent juggle combos he can do after his throw move. I found it best to use it once your oppoent is dizzy or low on ki.

Is it possible for a skilled Bardock player to beat a skilled Goku/Piccolo player? Just curious since Goku and Piccolo are the elites in this game.

Bardock might never beat Piccolo. It depends on how the Piccolo player attacks Bardock.

Now, as for Bardock vs Goku. . .When they’re used to their fullest potential, they might end up using some odd capsule set-ups. Bardock will easily use:

Moon Light
Yakon
Riot Javelin X2
Heat Phalanx X2
Power of Friends

Just to make sure Goku doesn’t pull off any transformations + meditation, yakon helps Bardock. As for Goku, it really depends on the user’s style.

First off, Goku has some of the worst offence in the game. His only safe starter is his KKKK cancel. Other than that, Goku can get dodged, counterattacked, and eat a combo that’ll easily surpass the 1,500 damage mark. A master Bardock player can hit 2,000+ easily. Goku is going to have to use his TCs wisely, or else he’ll just simply get PWNed. He also has to make use of his ->P+K and ->K+G attacks to get the advantage on Bardock.

Bardock can take Goku’s weak offence to his advantage. Bardock can execute his ->P+K and then cancel it, closing a space gap. Bardock can then strike with his PP<-P stun, which is pretty strong.
Bardock’s grab move is also a juggle starter. I can give you multiple combos with the grab starter that easily surpass the 1,000 damage mark, assuming I start with 3 ki and have a breakthrough on.

However, Goku has the the second deadliest capsule set-up potential in the game. That’s saying a whole freaking lot, by the way. I can give you multiple set-ups where Goku surpasses the attack power of SSJ4 Gogeta. I can give you a set-up or two that reduces damage nearly by half. I can give you set-ups where Goku combines insane attack power with his ki suppression ability to make him a deadly warrior.

If we’re talking masters here, then yes, Goku does win because of his capsule set-ups. But if the Goku player does not know about capsule set ups, uses scrub set-ups like breakthrough, and only focused on the combo platforme, then the Goku player is doomed.

Ok, I asked this again…

Ins’t using any Capsule outside of Breakthrus consider broken?
I’ve notice when characters all have Breakthrus, they seem somewhat well balanced. But when it comes to other custom set-ups, they are beyond broken. Friends tell me that outside of breakthru is broken 'cause you can set-up stuff like some insane heart disease(?) combos and such.

is the tier list base on breakthrough moves only or their regular moves too??

well i found a bug in the game, but the bug will freeze the game. the bug happen right when i threw a cell kamehameha at goku when he finish charging up his bars.

I’ve played Dragon Arena. I have Goku, Piccolo and Vegeta at level 99. Z2 and Z3 mode sure rock.

The tier list is based on a bunch of things:

-Range
-Offence
-Defence
-Ki Building
-Combo Resistance
-Capsule Potential
-Combo Platform Effectiveness
-Damage Potential (transformations and power ups do NOT count!)

Capsule set-ups outside of breakthrough can be considered broken, especially with Goku and Vegeta dominating the deadliest capsule set-ups tier. For many tournaments, the VHD + Vaccine combination is usually banned. Items are sometimes banned too. But other than that, you’re free with capsule set-ups.

Usually, the characters with strong capsule set-ups are a little lacking in offence, while characters with weaker set-ups have a stronger offence.

Funny.

Personally I love using capsule custom fighters. I really don’t even use VHD or Vaccine unless I’m playing on a super hard difficulty level. However, if you’re playing with pals, then I’d say that VHD ans Vaccine should most definitly be banned.

Also, I don’t think Meditation is an unfair/broken capsule. I’ve seen in some threads where some players complain about it but any good B3 player should know how to mange his ki properly so I say go for any capsule that will help you keep your ki higher.

Hey Sprawlers, how about posting your passwords for your Goku and Piccolo? I’d love to see what they’ve got. :clap:

Anyone think it is cheap to go for the in-stage damage? Examples: Mountains, Urban Arena, etc, where you knock your opponent into the background? I use it every chance I get when I’m playing against CPU foes but I think some players would call it cheap in a fight against another human player. Then again, the human player that gets smacked through the walls should have used caution not to get himself backed into that sort of corner.

For Dragon Arena, which stats do you think are most important to build up besides Attack and Ki?

need best power ups for kooler and Frieza

Sprawlers, you got anything?

Frieza kinda got screwed in B3 because of all of his transformations. I actually think Cooler is stronger than Frieza even if he is a bit slower in his Final Form. I haven’t unlocked
the Space Ships for either character and as to weather using thier space ships is cheap or not, well, I dunno. And don’t they take up a huge amount of space in the capsule slots? Like 3-4 slots, I think. Kinda sucks.

Has anyone ever lost a Burst Mode battle with the CPU? I never lost against friends but I was locked in Burst Mode combat with a Z mode difficulty Tien. I won the first tiem but the next two times I lost. My method is usually to rotate both analog sticks as fast as I can but it took a lot out of me to win the first BM match. I just didn’t have the energy for the next two. Any tips on winning?

In the next Budokai game, I hope Ultimates are just regular buttom imput moves that aren’t done cinema style (as cool as they look, any skilled player can easily stay out of the way until Hyper Mode wears off)

Custom capsules were considered in the Tiers. Howerver, a new tier project is in the works, with Dabura going up (most importantly UUB IS GOING UP!).

Without custom capsules, we would get tournaments where the same characters would show up EVERY time… the custom capsules actually benefit low-tier characters more than the top-tier, so I always thing they should be allowed.

:china: :china: :china:

The problem with Uub is that he cannot escape teleportation tornado combos and juggles. Because of that, he’s not going to get anywhere remotely close to the middle tier.

As for stage damage, remember that tapping X right before you get knocked out halts you. It really helps.

The CPU has always been rough with burst zone fights. Spin both sticks and mash all the other buttons you can. I can win three in a row, then the CPU owns me afterward. When one person wins a burst zone fight, its easier for the loser to win the next, and it goes on.

I haven’t looked much at Freezer and Cooler. I did see what they can use at a glance, and they’re just plain generic with their set-ups. I’ll have to look harder.

I’ll post my passwords later.

Uub can’t escape TTCs and juggles? Man, that’s a bummer. I thought everyone could escape those.

I’ve noticed that Kid Trunks and Goten’s forward dashing moves suck. Seriously, they are just plain slow when it comes to dashing forwards. And personally, it is almost like their SS transformatons don’t mean a dumb thing. Kid Goku far outstrips them with better combos and a better capsule setup. I thought they were alright in B2 but in B3, I honestly don’t give a rat’s behind about them. IMO, Uuub and Kid Goku are far better characters than them.

I’m actually surprised that Cell and Dabura are in the same tier. I thought Dabura would be in a higher tier than Cell but now that I’ve used Cell more, he’s even better than he was in B2.

I can’t beleive Game Informer gave Budokai 3 a 5/10. That’s just bull crap.

Read Game Informer’s review. Notice how they said “all characters play the same?” That instantly proves they know nothing of what high level play is like. There have been other instances of their stupid scrubness in other games (IIRC, it had to do with Baten Kaitos), so they shouldn’t even be looked at.
I only trust Gamespot (at first I wouldn’t agree with some ratings, but after reading their professional reviews, I’d agree afterwards) and Gamespy.

Goten’s combo platform >>>>>>>>>>>> Goku’s. Goten’s capsule set-ups have potential, but his combo platform is strong. Its just that he has really limited reach due to his size. Heck, had it not been for Goku’s insane capsule set-up potential, I’d have put Goku below Goten.

I’ll take Goten over Uub anyday. Goten has starters from every beginning punch and kick motions except <-K and <-P. His capsule set-ups have potential due to mixed blood power. Charge is a very effective way to attack enemies, and with the great recovery time, getting TCed and taking hits is something that won’t happen to you.

Hmm. It seems I still have much to learn about Goten.

I only saw Game Informer’s review via score on a list of reviews on B3. I’ve been trying to read it but it isn’t posted on the net. I couldn’t believe my eyes when I saw that score. even non DBZ fans were singing the praises of the game. Man, screw GI.

Does anyone ever use SS4 with Goku? The best way I can use it without a Breakthrough is to equip:

Kaio Ken
SS
SS2
SS3
SS4
Saiyan Spirit
Kamehameha

With the Saiyan Spirit and other SS transformations, max ki, SS4 Goku has an attack % of 169. If someone can find a higher SS4 capsule setup for Goku, I’d love to hear about it.

I usually don’t use SSJ4 with Goku. Meditation + Super Saiyan usually places me on an even ground with it, while still having the same amount of room for capsules.

I started playing Goku’s DU on Z mode. I’m actually getting the han of these super high level opponents. Just got done with the Saiyan Saga.

I need to play around with Recoome some more. He was one of my fav fighters in the first two B games and it looks like they’ve made him ever better in this game. Ginyu, of course, is still a loser IMO.