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Dakkon

Member
Oct 27, 2017
4,191
Guldo 236S: Amazing tool for oki in the corner, especially combined with a good assist. It's BIG and active and will catch people teching forcing them to block. You can combo into it with assists (Vegeta) or after a 236H in the corner and it locks the opponent in place so you can do whatever if it connects.
.

Of note is since it doesn't do any damage, if you time it after Vegeta's done you can combo into bodyswap. :)

Easily the best setup to land bodyswap too!
 
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TheKeyPit

The Fallen
Oct 27, 2017
5,865
Germany
I don't get it. Why is "Light, Light, DownMedium, Medium,..." a weaker combo than "DownMedium, Medium,..." ?
(Damage Numbers)
 

Deleted member 34197

User requested account closure
Banned
Nov 23, 2017
235
So, with this kind of aggressive scaling, is it really worth it to put all these extra lights in your combos? Most of the time you can do j. LML or just j. LL/M.
Also, always regarding scaling, is it better to use your assists near the beginning or near the end of a combo?
 

FSLink

Member
Oct 25, 2017
3,261
So, with this kind of aggressive scaling, is it really worth it to put all these extra lights in your combos? Most of the time you can do j. LML or just j. LL/M.
Also, always regarding scaling, is it better to use your assists near the beginning or near the end of a combo?
Not sure on all of the specifics but starting a combo with a light or an assist will scale the combo much harder.
 

zappa

Member
Dec 25, 2017
31
Is Edge not going to review this game? I mean, they talked quite a bit about the game before, wouldn't make sense to then completely disregard it review-wise.
 

Whales

Member
Oct 25, 2017
3,175
You could actually tag in a second character after an aerial launcher. The air dash limit is one per character, not one per combo.

Generally, the hard knockdown occurs when you use it a second time in a combo. It's usually after you launch them in the air or to the side of the screen.

So the main rule in the game that a character can only have 1 Super dash per combo (note the emphasis on character).

If you start a combo with Super Dash then your Super Dash is already used up and you can just do a very basic combo (usually it's something like j.L j.M jc j.L j.M Special or a j.H).

If you do a combo that starts with a grounded heavy which knocks them across the screen and follow up with a super dash, then your super dash is used up and you can't launch them in the air.

If you start a combo with a Dragon Rush then that counts as doing a launcher and a super dash.

Now here's the key part... a hard knock down state only happens if you smash them down after a LAUNCHER (down + H) OR if you finish your combo with a select few special moves (like say Goku's rush punch special). So if you start a combo with standing LMH super dash LMH, then this will not create a hard knockdown but rather a soft knockdown. But instead if you did standing LMH d+H super dash LMH, this final H will knock them down into a hard knock down.

Note that using a Dragon Rush counts as a launcher and a super dash so it will use up your single super dash but your combo should end in a hard knockdown (I think at least).


Now the ways you can extend the combos after you have use a super dash are the following:

*Assists. You can find a way to knock the opponent into an assist and then you can get another jump loop going.

*Vanish. This is the main way people people extend combos after their super dash is used up but you can't get a beefy combo unless you are low to the ground. If you do it when high in the air then most characters can only get a Dragon Rush into character force out (press Assist during it).

*Offensive Tag. This is a great way to extend combos after your super dash is used up. By using Offensive Tag, you can get your partner in who comes in with a super dash to follow up after your combo. So you do a jump loop after your super dash then offensive tag. Their super dash is used up too but this is an extension.


Because of this most auto combos aren't too good because they smash them to the side disallowing you to do a hard knock down without using a special.

thanks a lot guys!!! this is soo helpful
 

MechaX

Member
Oct 27, 2017
5,043
Fighting Android 16 is probably the scariest thing in this game so far.

Holy hell the pressure is usually on and I don't want to get dunked.
 

Jintor

Saw the truth behind the copied door
Member
Oct 25, 2017
32,420
finally went online for the very first time. with 0 wins 0 losses got tossed up against a 58 matches 24 wins player in namekian league. lol

playing against a human is so much more intense than cpu, lol. This guy had no combos but because I wasn't used to pressure he just destroyed me. Every time I'd touch him I'd eat his life, but I'd never touch him! A long snake way lies ahead for me of getting the crap beaten out of me...

Probably should work out some team synergy, I like 18 but she's probably not going to be good for my garbage lame ass play style. lmao
 

Jadusable

Banned
Oct 27, 2017
1,020
Am I mishearing it or does SSJ Goku say "I'll be sure to visit your grave" when he does his kamehameha?

Wtf, lmao.
 

Dog

Cat
Member
Oct 25, 2017
12,072
orsct62h


Glad my fave db character Cell is fun to play, can't wait to learn more about him. Best combo I have atm.
 

Run Goku

Member
Oct 25, 2017
1,142
finally went online for the very first time. with 0 wins 0 losses got tossed up against a 58 matches 24 wins player in namekian league. lol

playing against a human is so much more intense than cpu, lol. This guy had no combos but because I wasn't used to pressure he just destroyed me. Every time I'd touch him I'd eat his life, but I'd never touch him! A long snake way lies ahead for me of getting the crap beaten out of me...

Probably should work out some team synergy, I like 18 but she's probably not going to be good for my garbage lame ass play style. lmao

I know the feeling. It took me literally hours before I won even one match.
However, even consistently losing is fun due to the sheer spectacle of it all.
 

Jimnymebob

Member
Oct 26, 2017
19,628
Does anyone have the notations for a decent Ginyu corner combo that I could use as a stepping stone to figure my own stuff out?

I know you can use the Ginyu Force for corner combos, but I'm not sure where to start. I've seen that Ginyu combo vid, but it didn't have any inputs on.
 
OP
OP
donkey

donkey

Sumo Digital Dev
Verified
Oct 24, 2017
4,853
16 going straight to the Sprite Slam Dunk contest with this performance from last night.




As a 16 main, I approve.

o4Zw4.gif
 

DarkOxygen

Member
Oct 30, 2017
312
What tournament was everyone getting hype about a couple of pages ago, with SonicFox's play? Wednesday Night Fights, or something else?
 

Rutger

Member
Oct 25, 2017
9,297

ffvorax

Member
Oct 27, 2017
3,855
For some reason I usually find quickly the first match, but after that I have to wait a lot to find another one... is this a common issue?

That said I already have 37h in the game... mostly SP though. Still loving it.

My main team for now online:
Goku Black
C18
Hit
 

Sephzilla

Herald of Stoptimus Crime
Member
Oct 25, 2017
17,493

Astral

Member
Oct 27, 2017
28,092
I still feel like Dragon Rush has too much range. My I'm just to slow to react to it. I'm still not 100% sure how to tech it. Don't you just have to press a button? Every time I tech it, it's by accident. When I actually try I fail.
 

DaveB

Banned
Oct 25, 2017
4,513
New Hampshire, USA
The interactions are fun, but it's such a slooooooooooooog
That's fair. I did get sick of fighting the same clones over and over, but on the bright side, it provided practice playing the game. I think more variety in the stakes/types of battles could have helped shake it up a bit. The thing that frequently threw me off was a few chapters ending when I still had other fights left on the board. Maybe I just didn't understand what kinds of battles progress to the next map. It felt kind of random in that regard. And still seeing tutorial ones late in the game seemed odd, especially duplicates of ones I'd completed earlier.
 

FSLink

Member
Oct 25, 2017
3,261
I still feel like Dragon Rush has too much range. My I'm just to slow to react to it. I'm still not 100% sure how to tech it. Don't you just have to press a button? Every time I tech it, it's by accident. When I actually try I fail.

I'm still practicing it myself, but you actually have to "tech" during the part where they're rushing up to you, before the flurry of attacks. I find it more reliable with "teching" with the actual Dragon Rush input (L+M). Not sure if it's because the game is more lenient when you do that and/or it counts as two inputs?

Hmm I didn't know that everyone has the same health. Don't like that.
Yeah it's weird that this basically makes the big bodies have "less" health in a way since they're much easier to hit, or in some cases like 16 have more damaging combos on them due to their body.
 

Astral

Member
Oct 27, 2017
28,092
I'm still practicing it myself, but you actually have to "tech" during the part where they're rushing up to you, before the flurry of attacks. I find it more reliable with "teching" with the actual Dragon Rush input (L+M). Not sure if it's because the game is more lenient when you do that and/or it counts as two inputs?


Yeah it's weird that this basically makes the big bodies have "less" health in a way since they're much easier to hit, or in some cases like 16 have more damaging combos on them due to their body.

Yeah I'm gonna go into training mode today and find a reliable way to tech it. So far I've just been trying to jump on reaction and punishing. I'm trying to think of it as this game's Dust attack from Guilty Gear. In GG, a red flash meant they were doing a Dust attack so your immediate reaction is to block high. Here the tell is a green light. I've been a lot slower to react to it than Dust attacks though. And big bodies seriously have the same health as other characters? That doesn't seem fair considering how easy they are to hit.
 

Avis

The Fallen
Oct 25, 2017
3,224
I play Ginyu/Vegeta. Vegeta's assist is FANTASTIC for him, and really helps him out. He's extremely dangerous with the assist IMO, I think he's very solid.

Generally, midscreen, I'll just go for the generic air combo everyone has. Then on knockdowns, I'll call out the Ginyu Force members depending on what the rotation is, positioning, etc. His pressure game is also really strong since you can input a Ginyu Force assist during his 236L/M/H and he'll immediately followup with the call so you can continue going in. With Vegeta's assist, you can keep them locked down even further. So you can do stuff like 2LM > 5M > 5H > 236L~S(Guldo) + Vegeta assist > IAD j.H etc. for blockstrings.

For how I use the assists:
Guldo S: Decentish projectile for neutral. OK for ending blockstrings and you can continue combos off it in certain situations (like 236M~S with 21 assist then superdash into it)
Guldo 236S: Amazing tool for oki in the corner, especially combined with a good assist. It's BIG and active and will catch people teching forcing them to block. You can combo into it with assists (Vegeta) or after a 236H in the corner and it locks the opponent in place so you can do whatever if it connects.

Recoome S: I don't use this much, but it's solid for blockstrings/pressure game
Recoome 236S: Very strong for neutral since it gives you a built in beam assist. You can easily tag someone with a Vanish into this and pick them up for an air combo. Also good as an oki tool.
Recoome 236S(hold): I don't really use this, but I know with a corner setup, you can use this to link two supers together

Burter S: Good for combos, pressure, and oki.
Burter 236S: AMAZING neutral move. Basically guards the skies and keeps your opponents down. Adds some nice damage if you manage to have an air combo going with him flying around.

Jeice S: Solid fireball, good for blockstrings/neutral
Jeice 236S: Obnoxious as hell. One of the best oki moves in the game. Easy to combo off with a superdash and is basically free damage. Note that activating this will cancel Burter out entirely

And since Ginyu being hit doesn't nullify his assists, people will learn to hate Recoome, Burter, and Jeice. I've had many situations where I'll be caught in an air combo and one of them will knock the enemy out. Then I just convert to my own combo to knockdown, and begin setups all over again.
Just wanted to say thanks for this post, I think I'll be putting ginyu on my second team as I'm really interested by his gameplay, and will be using this.
 

Durden

Avenger
Oct 25, 2017
12,511
You guys really think so? I can totally picture Goku saying it to someone who really pissed him off.

There are very few characters, if any, that Goku actually wants dead. He fights to fight, not to kill. I mean hell when he killed the greatest threat the universe had ever known at the time (Kid Buu) that massacred his family and friends, he went on a monologue about he wish he didn't have to kill him and he hoped he would come back ao they could fight again.

So nah, I mean Goku kills if he really needs to, but he's never psyched to see their fucking grave. Especially if you're playing someone like 18 or some shit and he still says it lol.
 

ElFly

Member
Oct 27, 2017
2,735
adult Goku seems to have grown a conscience about killing; he will kill if needed but avoids it if necessary. it was probably the training at god's that changed him

except for that alien in Babidi's ship. he just went "eh, fuck it, you explodey now"

I guess he assumed the babidi possession meant they were dead anyway
 

Deleted member 1849

User requested account closure
Banned
Oct 25, 2017
6,986
I like the Japanese voices, but play in English just to hear Piccolo shouting "SPECIAL BEAM CANNON".

Wish you could switch the language per character.
 

Sephzilla

Herald of Stoptimus Crime
Member
Oct 25, 2017
17,493
If we could select japanese/english per character I'd probably keep everyone in English except for Goku Black and maybe Frieza
 

Sephzilla

Herald of Stoptimus Crime
Member
Oct 25, 2017
17,493
So, like, what would be the best resource to keep tabs on any tournaments that might pop up? I sort of want to get into this game competitively but the FGC in the Midwest seems like a mess.
 

Cow Pow

Member
Oct 25, 2017
170
"I'll be sure to visit your grave" feels like a Black line that somehow got in the normal Goku folder.
 

Magnet_Man

One Winged Slayer
Member
Oct 27, 2017
3,035
Hmm I didn't know that everyone has the same health. Don't like that.
This is common for ASW games I believe.

http://shoryuken.com/2016/12/10/chart-shows-exact-hp-values-for-the-guilty-gear-xrd-revelator-cast/

While characters have the same total health, there is a different damage scaling modifier for characters that kick in the lower their health gets is my understanding. I don't know if we've gotten confirmation that it's in DBFZ but it would make sense to be in this if beefcakes like 16 and Nappa have the same amount of health as Krillin and Yamcha.
 
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