Tiamat Posted September 13, 2006 Posted September 13, 2006 Yeah that's what I do with Vegeta. His shots beat out almost anyone else's. If you do his qcf+H in the air he can shoot 6 instead of 4...and that beats like everything. Galick Gun is great too...cause it's safe on block and you can direct it...and mash for 2 more hits. And the thing he says when he does it rhymes so it must be good. If you get Big Bang that can stop supers and stuff. I played a lot more today and I finally did some unfly combos with the air heavy into ff+H. Also used 18 and her skill tree is a lot different than 17s....her kick super looks the same but it launches. 0_0 After Trunks LLHH I've seen someone in a vid land L+B after into a combo but I can't seem to get it. Any tips? I got his japanese sword btw...H hits from starting position lol.
Darkhonor90 Posted September 13, 2006 Posted September 13, 2006 Can anyone post some Friza Unfly combos?
PozerWolf Posted September 19, 2006 Posted September 19, 2006 Can anyone post some Friza Unfly combos? Unfly combos? The only one I know is: Homing H. Seriously ;( At times I find 18 better than 17, but 18 can either choice to have her weight increase (which is a need) or wall smash, which allows the opponent to get dizzy once hit against the wall as long as there lifted (no need for Homing H). Wall smash is a very good skill that 17 has, and it does work wonders with his 214 x 2 L/H special.
Darkhonor90 Posted September 19, 2006 Posted September 19, 2006 wtf is homing H ;_; Well anyone have any video unfly combos >_> Is there any place where I can learn these combos from? Any fourm or w/e?
PozerWolf Posted September 19, 2006 Posted September 19, 2006 wtf is homing H ;_; Well anyone have any video unfly combos >_> Is there any place where I can learn these combos from? Any fourm or w/e? Homing H = Block + Heavy. You home to your opponent with an heavy attack, dur ;P And erm, there isn't a specific place you can actually learn combos from. Well, not that I know of =/ And I forget that one jap site that had a bunch of Super DBZ vids...
Darkhonor90 Posted September 19, 2006 Posted September 19, 2006 Homing H = Block + Heavy. You home to your opponent with an heavy attack, dur ;P And erm, there isn't a specific place you can actually learn combos from. Well, not that I know of =/ And I forget that one jap site that had a bunch of Super DBZ vids... Sorry I just got into this game and I don't know all the terminalogy btw I saw some japs play this game and there fucking sick =O So much moving!! I saw some unfly combos in that video for friza. How was it done?
PozerWolf Posted September 19, 2006 Posted September 19, 2006 Showing me the video would make thing easier >_>
PozerWolf Posted September 19, 2006 Posted September 19, 2006 Gah... I was kind of worried about this. So yeah, it seems that you actually can learn moves from the hidden characters in this game. If this is the case, shouldn't the moves you can only learn from them be tournament banned? Not to mention you can wish for certain moves that are not around on the Arcade version. If possible, I'd like a list of moves that should be tournament banned from the game.
CrimsonDisaster Posted September 19, 2006 Posted September 19, 2006 If possible, I'd like a list of moves that should be tournament banned from the game. Every move should be banned, you can only win by the sheer willpower to do absolutely nothing.
Tiamat Posted September 19, 2006 Posted September 19, 2006 I've been wondering about that kind of thing for a while...I know in Japan on the arcades they use their upgraded characters(at least from the vids I've seen) but some of the stuff you can get seems kinda broke IMO. What if you just ran tournies with the standard cast(no cards)? It would be kinda lame cause characters would be missing moves but wouldn't that take care of the problem? Of course lightweights would be vulnerable to big combos because they wouldn't be able to get a wieght increase. On a side note why is 17 the only character with a level 3 super move off the bat...?
furix Posted September 19, 2006 Posted September 19, 2006 In the arcades I believe most moves you can get are not that broken. In the PS2 version I think they added a few more moves and well since there's secret characters, their moves. I am not too sure on this though. D:
Tiamat Posted September 19, 2006 Posted September 19, 2006 Well not so much the moves I'm talking more about the abilities really. For example... Guard Cancel Guarded Dash(whatever it is that gives you super armor for one hit while dashing)...it just feels kinda dumb when I get hit while doing ff+L/H and I launch them anyway for big damage Super cancel(haven't experimented much with this yet) etc... I just think a lot of the higher level skills seem kinda broke. Maybe it's just me though.
furix Posted September 19, 2006 Posted September 19, 2006 But weren't they at the arcades anyway? I don't remember hearing any moves being banned from the arcades.
Tiamat Posted September 19, 2006 Posted September 19, 2006 I'm pretty sure they were allowed but I still think these abilities are kinda crazy. It's not like I'll ever be entering a tourney for this game anyway ('cept maybe at an anime con or something). If I were making rules for a tourney for this game I really don't know what I would do cause it seems so complicated. Also...should the secret characters really be banned? It seems like a waste. They don't seem to be broken or anything...
PozerWolf Posted September 20, 2006 Posted September 20, 2006 Well not so much the moves I'm talking more about the abilities really. For example... Guard Cancel Guarded Dash(whatever it is that gives you super armor for one hit while dashing)...it just feels kinda dumb when I get hit while doing ff+L/H and I launch them anyway for big damage Super cancel(haven't experimented much with this yet) etc... I just think a lot of the higher level skills seem kinda broke. Maybe it's just me though. I actually don't see anythin wrong with thos abilites >_> Sure they are good, but they are not godly. Not to mention the console version did reduce the number of abilites you can have from 8 to 7.
Tiamat Posted September 20, 2006 Posted September 20, 2006 I suppose. It's funner with abilities and extra moves anyway so I guess it's fine. I'm glad I got some other opinions on it so now I won't feel dumb for practicing with my custom characters. My 17 has 6 action gauge bars which makes it easier to do long combos in actual matches. Just kinda reminds me of Alpha 3 for the Dreamcast you could get like "auto guarding" and I thought that was really unfair. Granted people didn't use world tour mode characters in tournies but I did just for fun with my bro sometimes and it totally destroyed crossups. btw what inherited move do you guys think is the best? I noticed in japanese vids A LOT of characters had inherited Freiza's projectile where he shoots 3 pink shots so I assume that one is really good. It probably depends on the character you are using which move is the best though. Unless there's some move that is just uber awsome no matter who is using it...not sure what that would be yet.
PozerWolf Posted September 20, 2006 Posted September 20, 2006 The only reason I made a character card for Freiza was because of his move, haha. Not to mention, Goku has that move where he you can't interupted his launchers unless you hit them twice.
furix Posted September 20, 2006 Posted September 20, 2006 Those moves are good, also it's a good idea to give a character something they lack.
Tiamat Posted September 20, 2006 Posted September 20, 2006 hmmm cool which move do you think would be best for 17? the frieza one? come to think of it he could use that move since characters with stronger projectiles just plow through his...next time I play I'm gonna try that freiza move to see why it's so good... at the moment I have the Trunks move on cause it goes through energy blasts and it's like a win button against the computer lol
PozerWolf Posted September 20, 2006 Posted September 20, 2006 which move do you think would be best for 17? Thats up to you to choice ;P Also, a possible inf from Cell: http://www.youtube.com/watch?v=Yc63Y2e7s6Y&NR I was kind of worried about this, seeing as how the input time for 214+H/L (that rock move) can be delayed, you can neg edge the kick then cancel right into the move. Tho, they call it a "loop" for some reason, it does look like an inf. I guess its because of the pushback that he can no longer continue it.
Darkhonor90 Posted September 20, 2006 Posted September 20, 2006 Showing me the video would make thing easier >_> It's like 2-3 pages back yo. That short combo video (no not urs)
PozerWolf Posted September 20, 2006 Posted September 20, 2006 It's like 2-3 pages back yo. That short combo video (no not urs) Too lazy to check at the moment ;( Tho it seems like Cell's inf is nothing more than a training mode combo and can only be done in training mode due to it's corner (kind of like Goku's cannon loop). Or maybe they found another way to continue it!! =o
Tiamat Posted September 20, 2006 Posted September 20, 2006 Thats up to you to choice ;P Also, a possible inf from Cell: http://www.youtube.com/watch?v=Yc63Y2e7s6Y&NR Man I'd take that if I could lol
PozerWolf Posted September 20, 2006 Posted September 20, 2006 Watching the old jap vids on Super DBZ, I notice that almost everyone has the 8 slot missing, even at max levels (in other words, they could've filled that 8th slot anytime they wanted too). I wonder if the japs made a tourny ban on having 8 slots, and when it hit consoles they only allowed 7. Seems to make sense... By any chance, would anyone have any new jap vids? Where can they be found? =(
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