When he was doing the flips the practice mode said fully invincible. I at first thought it was because he did the flip attack with the invisable punches but then he did it again and it said full invincible. So maybe its only saying that because its stuck in the start up of gohan’s level 3 animation? Thats my only guess but dude did 3 flips through the level 3 kamehameha and it didn’t change from saying full invincible. That’s probably more the case since when he gets closer to gohan on the 2nd try it switches to projectile right at the end. I had to watch it again to be sure.
What about the B assist for UI Goku? I have had extremely limited time to test it, but it has quite a hefty startup and also it seemed to pop the target up during a combo rather that hold it in place though that might be down to timing.
What about it?
It’s a pretty standard beam. It’s basically a slightly better version of Cell’s, but still not as good as GT or SSJKu.
Jam Session (assist A) seems to be where it’s at. Huge Hitbox, invincible, hits both sides, lots of hitstun…
People keep saying it’s a better beam than cells but I’m not seeing it. Goku throws himself forward and seems awkward to extend combos with. Not sure if it’s also slower startup or not. Cell appears behind when called which is a nice thing to have for defensive calls.
Curious to why you think it’s better. Just the angle itself?
Just because I think it’s better doesn’t really mean I think it’s all that great. I think Cell has the worst beam assist in the game, this one might be the second worst tbh.
I think the angle is what really pushes it over Cell’s, if only slightly. It seems just about as hard/easy to use for combo extension as Cell’s too. I don’t know the frame data but it feels at least the same speed or slightly slower than Cell’s, but given how aggressive the angle is I think the trade off would be worth it either way.
I honestly don’t think his assists are all that great outside of Jam Session. I think the beam is below average and the C assist is as average as it gets.
Shit, wrong thread.
it really doesn’t seem to work as a normal beam in combo extensions, seems more like Tien’s Dodonray, where it just pops them up.
Which would be great for combo extension, considering how easy Dodon ray makes it to extend pretty much everything.
Most of these you figure of course but there are some that you think would work one way and the don’t
Anyone here know what an optimized air dp sparking combo looks like for ssj vegeta?
Eventually want to play a full team of characters that have air dps to have easy counter play for super dashes lol
I skipped s2 but i am back to more scrubby matches! Current team in progress is Bardock Trunks BrolyZ
My answer to that is: don’t use SRK to counter play super dash. If they’re being that predictable, just 2H. It scales better, is less expensive, and is just plain easier.
From what I’ve seen 2H also leads to more options for ToDs across the cast. Id they think they can super dash all day practice a ToD off a 2H and make them triple check themselves on doing it again.
Forreal. Everybody should have a pocket 2H TOD with at least one character on the team, lol. It’s one of the more common moves you’ll be landing and the scaling on heavy moves makes it easy to work with.
Case in point:
https://twitter.com/martian_srk/status/1240129371899334656?s=09
I would primarily use DP in anti air situations where 2H is risky or straight up won’t work. I’m primarily using them to get out of someone’s lame ass oki setup, or to safely force myself out of the tighter blockstrings.
That, or they’ll usually be combo enders with varying oppurtinites for mix after. Cooler probably has one of the best DP’s in the game for being so versatile. You get a knockdown, can follow up with supers or assists very easily, and can choose what side they land on every single time.
Smart players will super dash more often when you’re in the air so 2h isn’t really an option a lot of the time, unless your playing super shitty players
I mean… Yeah. As the person on offense, you’re probably more likely to super dash because their defensive options are much more limited in the air than they are grounded.
Just seems like a lot of effort to go through when you could probably just jump a little less and play a little more defensively. But hey, if you’re out here doing mid-air DP’s and catching every stray superdash, more power to ya. I just can’t fathom agonizing over one of the worst combo starters in the game in such a niche scenario.
I would also say a common mistake a lot of people make is constantly holding up-back to stay in the air for this exact reason. People stay on defense without even realizing it. Up-back is a decent answer to avoid low/high mix, avoid most fireballs and avoid being pressured by super dash. I get it. But it’s also a great way to open yourself up to better players. Jumping in this game can be crazy unsafe considering the startup frames on it.
So again, in pretty much every situation, 2H is gonna be the best answer to super dashers. If they’re using super dash too close or only when you’re in the air, cool, either respect it with a block or jab them out if you’re already jumping. Not like they’ll get anything significant off it anyway without assists or meter.
It’s nothing super serious, just a fun team I want to try out. Haven’t really played this game since season 1, but there are a couple teams I want to try out and basically have to learn all 3 characters over again no matter what team i pick.
-Gogeta/UI goku/ssj vegeta for team dp
-Ui goku/piccolo/trunks
-vegito/piccolo/frieza
These are the teams I’m thinking about trying out