Well dunno i this was documented before (must have been at some point anyway). If all hits but the first one of cell assist hit an airborn opp, he fall gently toward the ground allowing for some easy comboing.
Full beam to non-full beam here.
(for bardock i found a very consistent way to get the gentle fall is after the 5M jMjL jLL cancel into 214L before the 2nd hit + cell assist at the same time).
Kambo pretty un-optimized but it’s mostly to illustrate the usage of cell assist.
Anybody have a clear grasp on the changes to reflect? I tested it a little last night against Trunks and Cell and it seems like their 2m slides and auto strings no longer reach the opponent after reflecting a j.H
On top of that, you can no longer go straight into your block string after being reflected either, some buttons just straight up don’t come out.
I didn’t get to spend too much time with it though, curious what everyone else has found.
His 2L and his multi hitting specials are the biggest problem. After that, his corner combo and the range on angled air beam (compare it to gokus angled beam.
That stuff COMBINED with his big normals is the problem.
Mostly 2L though more than anything. Very little reason for him to have low 2L
Sounds right. Maybe the long-term philosophy for the game will be those with low hitting 2Ls will typically have lower damage output than others. Cell doesn’t fit that criteria at all, and Bardock is kind of in the same boat (his only problem being bad “projectile” zoning potential… but it’s not needed when you have Clothesline ready).
I’ll probably be on the opposite boat though wanting the majority of the cast with 2Ls with other cheap stuff to differentiate characters, since I feel that high/low mixups are essential to have in anime games barring cheap character exclusive tools (which is not really present yet in DBFZ… or at least now, since Vegeta assist isn’t as dominant as before). It wouldn’t have to be a thing if cross-up protection was gone though, but they seem firm on keeping that.
Kid Buu is a character I do not really have a good grasp on how he works, as I don’t even know what his typical “go-to” BnBs are along with what are his common pro strings to work with (primarily by himself). I just know that his mixups are one of the hardest things to anticipate/react at any position of the screen in the game.
Kid Buu’s goal is to maul you with an onslaught of moves, using his long reach to keep the pressure up at all times and getting openings using unusual movement options such as his Ki blast moves putting him in the air/stalling him out and Blanka Ball crossups
I get the style he tries to go for, but idk what is his approach other than the day 1 round start scrub killer 2M or insert assist and do stuff. I just never got around to seeing how he handles neutral by himself and how he can convert and make the most of it with or without meter at any position of the screen due to how unorthodox he is. Does not help sadly that the “Kid Buu” character thread in the forums here does not really add much insight other than mainly combo video stuff.
Like just as bulletpoint references atm what I know:
jM very low to the ground (cannot be done instantly from a jump) leads to a very hard to react mixup with whiffing jH → 2L or jL as a legit high/low mixup (can exchange jH → 2L to Dragon Rush or other shenanigans). Requires assist to make good use in most cases.
Air Blanka Ball (idk inputs, 236?) has cross-up potential, especially dangerous in the corner as you can follow-up on EX. Requires assist or meaty jumping attack to make proper use?
236S is a deceptive beam that seems bad, but is decent and can deal good damage especially in sparking.
2M is scrub killer button on round start, and can land from various ranges (1m = close; 2m = medium; 3m = far). Can convert to 214H with meter to decent damage. If no meter present, do 5M after the first hit PREEMPTIVELY and make it do the 2nd hit as well, jump cancel into jLLM(1)2H > SD > jLLM(1) > jLLH. Absolutely clueless on blockstring pressure by himself, I guess 2S is used more ONLY with assists in check?
Air 236LM superman super is a good sniping super with some form of invincibility (if not too early, it lasts for the duration of the active animation?)
Ground 236LM super opens up for multiple DHC super uses similar to Gotenks. May be inconsistent at times?
I’m really lacking on long term memory for what he has in check, but this is the only info ingrained on me.
There’s a way to make the enemy’s assist take unscaled damage during happy birthday situations. If you hit their assist with one of your own assists during sparking, that damage and all of the damage after it seems to be unscaled on their assist (and just their assist, their point takes normal damage).
I have Tien combos that are doing ~4900 damage to the point and killing a full health assist.
I bet people out there already know about this, but it’s entirely new to me and I haven’t seen anyone mention it.
Edit- there seems to a lesser but still increased effect if done outside of a sparking combo.
You mean you try to frametrap a 1-2F+ situation? There are still many options for the defensive side. I can reflect your frametrap again, I can lvl3 you, I can dp you, I can call assist and block your frametrap and watch you eat my assist… etc
being in spark seems to moderately reduce damage scaling on the assist character (reduced scaling meaning increased follow-up damage)
hitting the assist character with an assist of your own similarly reduces damage scaliing
hitting their assist with your own assist while also sparking makes any additional damage EXTREMELY high (can more than double total combo damage on their assist)
hitting with sparking blast activation does not seem to affect scaling (changes combo routes though, obvs)
hitting with sparking blast activation lowers the chance the enemy assist will drop from the happy birthday combo
horizontal smashes always cause the assist to drop out of the happy birthday
up and down smashes do not cause assists to drop out
Though happy birthdays are relatively uncommon in this game, the reward for having optimized happy birthday combos is huge. Very easy to ToD an assist even at the start of game if you are able to recognize when your point scores a happy birthday situation.
50$ says this patch is a bandaid patch. It’ll tide everyone over for a while by addressing the “big problems” with a more indepth patch coming later. Stuff that’s harder to pinpoint what to hit like Cell and Kid Buu will be addressed down the line
Tbh aside from the bug fixes, I think this patch has made the game worse. Maybe 16 and vegeta assist deserved to be toned down, but nerfing these without touching cell/kid buu/bardock (or buffing low tiers) has further reduced the tiny semblance of team variety this game has.
Additionally, the way they nerfed them is rather strange, and doesn’t have me very confident about future balance patches.
yeah this felt more of a "placating to whining " patch than a truly thought about balance patch. It was bound to happen early in the game life cycle, maybe the next patch will focus more on specific issue instead of broad strokes. (That’s what i get from the lack of meaningfull buff to low/mid tiers anyway).
Like 16 was already fading out of the tourney scene but he got hit the hardest with the patch xD.
Anyway, as i said before, it’s better not to get set on a definitive team before the season 1 DLC are all released anyway.
This just happened today. I used Piccolos counter hit medium version special. It blocked the enemies Goku Black’s attack. While Piccolo was sliding down the air Black was spamming punch and beat me out. Oh, and out of 4 people I played today all were using Goku Black, and out of 12 characters 11 were saiyans, with the only exception being a lone Cell. Also got pink square and now people just insta decline matches. This game is so fucking dumb.