Official DBZ: Budokai 3 Thread

Did you do Spirit Bomb on him(and win) with SSJ equipped? It has to be Spirit Bomb too, not Dragon Fist.

I was in plain old Goku, but for some reason it doesn’t do anything. I’ve tried a few times, but no dice.

Also, how do you get Android 16? I read something like after you do Krillen a second time, it should skip to Cell Saga and then somewhere on the map I should find him. Hmm Dunno whats up

When you do Krillin’s DU a second time, find him in the plains of south island then bring him to Bulma in west city. Also, the tier list posted is outdated. The tier list is here: http://boards.gamefaqs.com/gfaqs/genmessage.php?board=920505&topic=22343139

What you need to do is make sure you have at the least:
Kaioh Ken
SSJ1
Spirit Bomb(should auto equip the first time through, or if you never picked it up)
equipped. Nothing else matters. From there, make sure you’re either normal or Kaioh Ken’ed, and hit the SB. when you win, he should pop into SSJ mode, then one arm Kamehameha the ball, making it explode. IIRC it’s the strongest base Ult in the game.

Here’s a vid of me as Piccolo against Super Buu in DU

http://www.megaupload.com/?d=322S6IO2

DLing now. No Makakou Sappou = no win. =p

Good shit tho, I’m still getting the hang of charge cancelling. What’s your button config?

I use the default set up (yes, I cancel with X. But I’ve been doing that since B1 and I don’t have any problems). I haven’t been in a TC fest in a long time, so my reflexes are a bit shaky. My main will be Yamcha, and a good Yamcha player must have great reflexes with nimble fingers(same for Tien, #18, and maybe Kid Gohan). Once my reflexes are back in shape (and maybe improve), I’ll upload my Yamcha.

If you want to see how nimble your fingers are, try using Yamcha’s cancelled <-P to start a combo from the front. Your only option after a cancelled <-P is P. Try this really basic combo with Yamcha, <-P(cancel), PPPPE. Very basic, but the <-P requires a perfect 1 frame cancellation and the P must be done as soon as possible. It’s not easy, at all.

Edit: Here is an old vid of me using Yamcha http://www.megaupload.com/?d=29VUU92V

The videos were ok. :karate:

What music were you using for the Yamcha one?

Also, how did you keep the video sizes so small?

For the Yamcha vid, I used a version of Hikari no Will Power that I found in a Mugen game. And for keeping the size small, I saved with movie maker, and saved as video for broadband 512 kbps.

Hey, can anyone explain this glitch?

http://boards.gamefaqs.com/gfaqs/genmessage.php?board=920505&topic=23323142

Not me.

So Buktooth and I decided to play a little Budokai 3 last night. We played about 150 matches of Piccolo vs Young Goku, back to back. I’m still trying to figure out why people take this game seriously. I mean, I totally understand and respect the technical requirements to pull off some of the combos (cancels/links/juggles etc), but in terms of actual fighting, it just seems to degenerate to a level of silliness.

Now, anyone out there who loves the game, don’t take this post as a bash. I admittedly don’t like DB series, but I do appreciate a chance to find interesting new games to play (see my thread on DBZ:Sparking - it’s good). My point is, you don’t need to worry that I’m simply hating on the game to do it… I’m here to find out more info. That being said, I’ll list some observations and perhaps the hardcore players can shed some light.

First of all, throws seem to have no range. You can’t cancel a dash/SS into a throw, and can barely cancel a run into a throw with a roll from G to P (unfortunately the run ends too soon and most of the time this tactic doesn’t even win you the grab). In addition, throws have like, zero range. There were numerous times during our fights where it seemed like we were always magically 1 pixel out of throw range. Not being able to dash/throw quickly is really quite annoying imo.

We also did some testing with pokes into throws, and it looks as if you can’t even backdash away when you know the opponent will throw after a P (or other fast setup). So instead of reading the throw attempt and backdashing for major punishment, your only options are escape, or TC. Am I missing something here, or is that it?

The next problem (and probably the concern of most people) stems from the Tornado Counter. I know they require meter, and I know you can make them cost more for the opponent (or less for yourself), but it seems like the game ends up revolving around the counter. A lot of the matches ended up involving doing a quick knockdown, building up enough meter for at least one counter, and then attacking.

Aside from another TC, how do you stop this? I mean, I know you can try to bait the TC Cancel so the opponent goes behind, and then you simply start punching them back in the face, but what is to stop a non-canceled TC aside from a TC of your own? The fact that throws can be TC’ed as well is pretty much the dumbest thing ever. Not only is the range on throws super small, but they can be TC’ed!

Yet another silly facet of the game comes from being able to TC during basically anything. Someone throws a Kamehameha, you go to throw one, but realize you are going to get hit in the face… just TC out of it. Doesn’t this strike anyone as odd?

While being juggled, you don’t seem to gain any meter at all (aside from the gradual build up for your baseline). So, if someone has turtle shell going, are you basically at the mercy of infinites all day?

That also brings me to my next question: Are capsules allowed in tournaments? Or, do you simply play the default characters? I actually like the idea behind the capsule system. Being able to change your character in different ways while still retaining the same strings and such is pretty cool, but is any of that even allowed in legit community tourneys?

Anyway, feel free to let me know what’s up. Again, I am not bashing the game or DB in general… I’m just trying to find some info on it from people that take it seriously. Perhaps Buktooth and I are missing something.

For now, check the tier list discussion there: http://boards.gamefaqs.com/gfaqs/gentopic.php?board=920505

I would answer all your questions but I’m really busy these days, sorry.

I’ve already read that thread, and it didn’t answer any of my questions lol.

Any word on the release date for B3: Collectors Edition?

Reach points are determined by Piccolo’s steps. 10 points for a full step and 5 for half a step… you may also see this stated simply as steps instead or points. For example Kid Goku’s <P has 50 pts or 5 steps. There was talk about using a different character to get more accurate reach points, but it hasn’t been done yet. With that said, throws range from 10-15 pts from what I’ve seen. Your average P has 15 pts so I would just keep that in mind when attempting a throw. Other than that, you’re complaining about things that just aren’t a part of B3. You can’t cancel a side-step or short dash (hop) into anything to begin with. Unless the throw grounds the opponent without chance to recover or launches for a juggle, I wouldn’t rely on or even use a throw.

If you know they will throw simply interrupt with a fast enough starter (other than some >K’s and <K’s which is a knee, these will start a low juggle on counter-hit). Or Ki blast which counter-hits and will send them into a high juggle.

Actually Turtle Shell and Concentration effect both players. They can also cancel each other out. Draining your opponents ki… (from df_345’s Android #18 FAQ)

*1. By attacking. If they dodge all your attacks, they’ll lose ki. However,
they’ll most likely block, and if they block, they’ll gain ki. You’ll still
gain more ki than them, but this may or may not be your best option.

  1. By taunting. If you knock them on the ground, taunt them. 18 has countless
    launchers and chargeable attacks that will incapacitate your opponent long
    enough for you to taunt them, so do some experimenting and find some you like.
    K<K and <P,>P are both good examples, because they are both chargeable, they
    both nullify attacks, and they are both quick attacks that won’t allow your
    opponent to build much ki from blocking. Don’t forget dash attacks either.

  2. By letting them TC during a combo. Wham, there go three ki guages. This is
    generally your best bet.*

Ki management is key. And of course you would want enough ki to TC before attacking. NEVER go on the offensive if your opponent can TC unless you can TC as well. And NEVER TC first if both players have enough ki to TC.

Non-canceled TC’s are no threat. In fact, you should welcome them. They lose three ki guages and you can ground recover (break-fall).

Yes it is odd, but you have to consider the fact that they just lost over half of their ki as well. Also, throwing deathmoves out at random against good players isn’t exactly the best thing to do. Usually that welcomes a side-step, followed by a combo.

Infinites scale down to 1 dmg. per hit. Deathmove infinites do not, however. But if someone equips Turtle Shell and you know that means being able to combo without worry of TC’s, then why wouldn’t you counter that with Concentration or a Ki suppression capsule like Meditation or Ki Control. At any rate, combos do scale down to 1 dmg. per hit.

As far as I know, the only banned capsules are VHD and Vaccine. Or it may just be Vaccine. And Omega Shenron has a glitch where he can double stack his Ki suppression capsule, this is banned. Cell has two Ki suppression capsules, in which the use of both were banned but that may not be the case anymore.

Hope I helped out some. If you have anymore questions… why not take them to GF’s B3 boards. Or here is fine too. Spralwers knows the game very well.

esco,

Another good post (replied to in the BT thread first). All of this info is good, but the majority of it (aside from Capsules being allowed) is easily obtainable by just playing 2 or 3 games. We played 150 in one sitting. As the matches progressed, they got to a point of knockdown, charge for TC, go back and attack again. That and chain -> cancel into whatever option.

There are no rising attacks (unless I’m missing something), no distinguation between high, mid, and low. The times when you can and can’t attack seem almost entirely dependent on meter. Maybe it’s just us, but it really didn’t seem to advance past a certain point. I mean, I see the initial depth, but I currently don’t see anything past that.

Show me some high-level match videos. I’d love to see them.

True… no WS; no highs, mids or lows; and attacking, for the most part, does depend on Ki. This is where draining and obtaining ki is very important. Budokai could have used WS attacks as well as high, mids and lows. Also, I would have liked if there were atleast two throws per character. Maybe even some d/f, d, d/b inputs.

edit: I just realized you meant rising attacks as in attacking while grounded. Yea those would be welcomed. The only options you have are to stand straight up or to stand to the right/left.

Most of the time when someone defends B3’s gameplay is because somone states that the game lacks any depth what-so-ever. We don’t compare it to the Tekken’s and SF’s because they are simply in a different league.

As for match vids. I myself have never seen any. I doubt that there are any. Nnamz (I’m sure you know who he is), at one point had said he would make some. Some of B3’s players, such as myself, don’t have any competition because of it’s hidden depth. I even tried to teach numerous people a different level of play but no-one is commited. All you will probably find are combo vids, that tutorial vid and probably some vs. cpu vids (Sprawlers has a few). I made a combo/vs. cpu vid but I played so bad (It was the first time I had played in weeks).

lol…I always wondered why there isn’t one single match video for Budokai 3 on the internet, since this game has so much “depth”…hell, some even say this game beats Tekken in depth…:confused:

Not hating or anything…just pointing this fact

I’ve made a few but my friends aren’t that good. By the way, Tekken 5 isn’t that deep…:tdown: