I kind of wonder if it isn’t treating hits from it after the first as DHCs when the game calculates scaling changes.
As far as I know, scaling just doesn’t kick in at all til the point character gets hit.
Loving that Zamasu/Vegetto dramatic intro
Sheeeeeiitt ss ease of use. Looks like we getting another unga. Dunno why i expected any different
Coming out within the next 2 weeks hypee
I really hope he has a good assist, I’ve been wanting to replace goku black for a while now.
He’s a blue character which means like the other ones he’ll most likely be centered around point play. Which means sub par assist for the neutral and maybe just decent at combo extension. Zamasu being very point driven with fancy air dash stuff likely won’t have a great neutral assist either.
It will be interesting to see if ASW sticks to their existing patterns anyway. Not sure the game needs another point with an awful assist.
Nah. Either Excalibur for space Control or the kicks for blockstun i think his Assist is gonna be pretty good.
I have no clube what zamasu’s assist is gonna be, they only showed one special move.
ease of use doesnt mean anything though… Look at vegeta and goku they are SS as well… They could still have tons of cool stuff. I mean look at the vegeta staircase ive done, all the goku tiger knee combos, the kamehameha skips, the super skips and links. Hell ive never seen a single person even do the staircase in a video yet period, nor gokus super skip. So the ease of use is iffy at best he could still have some wacky fun stuff for me to find I think.
Anyway hoping hes fun as he is the one of the main reasons I got the game. Interested to see if he has some better spirit sword stuff that is more of the SSJ lure of the move. And I hope air version of final kamehameha is cool. Cough fixes beam cough nerd complaint cough
Yeah, I think those letter ratings are mostly just fluff. The same way some of the old manuals packed in with fighting games would list the characters’ blood types.
Neither Vegito nor Zamasu have shown anything resembling an assist move anyways. Zamasu showed almost no specials in his trailer other than Fly and his Lightning. Vegito showed his sword (which had a changed camera shot making me think it’s not an assist) and his kicks which also had a camera shot. It’s not like they CAN’T make assists out of those moves (Hi Broly), but both characters I got the impression they had a lot more moves to show and I’d wager one of them is the assist
Dont forget Beerus has S ranks all around…It’s more of a “canon” powerrating.
I must say that GF between GO1 and Dogura yesterday was some of the best DBFZ I’ve seen. Too bad Dogura couldn’t take it in the end.
Just watched some of the go1 dogura match. I like how dogura would jump SD during pressure. It made go1 have trouble reacting to mixups just because he added an extra layer.
It’s how 16s would open me up after a hard knockdown. If I saw 16 go in the air i would block in the opposite direction immediately for the iad cross up. This way I could look for low/throw a lot easier. When they would jump SD, it would catch me every time lol.
Definitely seems go1 looks for something similar when he is playing patient defense
Vegetto confirmed for the 31st in Japan so probably the 30th for the US
Besides having great reactions, he’s using a bunch of various fuzzy guard option selects. I’m nowhere near as good as him but I do the same thing, and if even I can do it… well yeah. I remember the first time I played against a very hardcore OS based defense in skullgirls, my playing partner of 2 years eventually was able to block my poke into: throw, crossup,overhead,low… all on reaction using various option select fuzzy timings. Didn’t matter what pokes or confirms I used, didn’t matter if I did an option 3 times in a row rotated between all of them, the on,y thing that had any kind of success was when u purposely added hyper delays to my overheads and lows. As an example, painwheel has a fly overhead that hits in about 24 frames… but that’s one of the fastest overheads she has, so against my friend specifically I would use an overhead that specifically 37 frames but it looked like it was going to hit the ground… this one tended to get him but was super unsafe because of the huge startup.
Bla bla bla, idk… but I think in general mixups should be fast and cheap and one off. So like 17 frame overheads, but that’s all you get. No, further mixups after you get blocked or teched.
I’m really bad at tag games so if anyone has advice in general drop it my way, but there’s like one thing that I’m really ass against atm and it’s chasing backjumps
If someone retreats from close range to fullscreen doing backjump, idk how to close down that space. If I IAD in sometimes it becomes a messy scenario where they can land a cheeky super-dash as I’m attempting to close down space, same for grounded dash, if I spend assists to try and close the gap, they can jump over em anyways.
I’m just kinda befuddled at how to lock someone down if they stay in the air a lot and are moving backwards.