@@cyberdragon5449 if my calculations are not completely wrong, the timing is 300bpm exactly, but i set it to 290 so that i have headroom and not pressing too quickly
@@LoatheSome On the flip-side, however, that 2 bar super has been awesome. Especially after landing a descending knockback on opponent when close to the ground.
bro you're an actual genius. I recorded a video last week like this but I couldn't perfect it, i could kind of count it in my head and I couldn't prove it. Great move using a metronome wowww. Shoutout to you bro im actually amazed that someone perfected it, i really thought i was the only one that caught onto this lol. Every single word you said is the truth and its how I climbed without revenge countering at all
Raging blast 2 had a good system of using “super counters” against heavy attacks only. And obviously it wasn’t something that was just spammed all the time. Idk what the devs were thinking here.
This is a FANTASTIC video. And the pros need to see it (like GrandmasterHawk and the like). I'm in the top 15 for playing Burter and aiming for T10. I can SC and I find that it needs a tweak too.
I agree that they need to make it harder to use. I once had a match online where the person consistently managed to use a Super Counter on me almost every time I started a combo. Usually at the beginning of the combo, on the second [] input. I managed to beat that guy, but only through a combination of counters, ki blast spam and the occasional Super, while playing defensively otherwise. Even now I'm a bit surprised I won that fight, because most of my combo strings ended prematurely due to how often he was pulling off Super Counters. XD Aside from making it harder to use, they could also make it work exactly as it did in BT3. In that game, if you/your opponent used a Z Counter 2 and entered a vanishing war, two things would happen: 1) Each vanish cost 1 bar of ki. 2) If both players kept vanishing each other until one runs out of ki, the person who ran out of ki would teleport behind the opponent and then NOT attempt to smash the opponent away. Instead, the person who ran out of ki would return to a neutral state, which would allow them to continue comboing their opponent. What was cool about this was that if you were attacking someone and they used the ZC2, having less ki than them meant that you had a chance to continue comboing them, provided you won the vanishing war that ensued. Back in the day, when the Wii version of BT3 still had the online mode, I had gotten particularly good at managing my ki. By keeping it slightly below my opponent's ki level, I was able to shut down the ZC2 consistently. Not all the time, but often enough that my opponents would have to resort to other defensive techniques instead, despite some of them being very good with the ZC2 mechanic itself. It didn't make the ZC2 mechanic worthless by any means though. Keeping your ki at lower levels could be detrimental if your opponent decided to aim for guard crushes. And comboing recovered your ki pretty fast, so you had to shed ki mid-combo to keep your reserves lower than your opponents (especially if they kept pulling off the ZC2, as they would eventually start running low on ki themselves). It made fights against skilled players more intense and fun, at least in my opinion. ... That said, the only change I think we might see in Sparking Zero is them making the Super Counter harder to use. Which isn't a bad thing, but I think it would be better if it worked as it did in BT3.
Nice vid! An interesting finding as well! I do agree suoer counters don't feel fun in either side. Even when I get them, I don't feel skilled, more like, I feel like I put 3 minutes a day in training and can repeat a pattern that rewards more than it can be punished. I wish a balance could be struck. On one side I like the current meta of shorter combo chains and constant mind games. On the other hand it feels terrible to go into long winded z-vanish chains.
i feel people don't understand how fast matches will end if you literally combo your opponent behind with an even harder escape.. if most people find it to be easy already I don't see why people just don't counter their opponents super counter back but instead complain it needs rework. by all means devs can make it harder but how is that justifying anything if most people are complaining about it being a get out of jail free card if you can't beat your opponents super counter in the first place lol. The people complaining are going to be the 1's that's gonna get cooked even faster lol.
Super counter cost no ki because it’s used to stop vanish wars. Vanish wars would always be won with the player with the most ki but then super counter can be used to prevent that.
Every counter is an answer to something. So the winner is normally determined on who’s offense has the better mix up or defense. If the game was to easy n linear it wouldn’t be fun
They should absolutely not nerf the only counter to back shots that would be stupid as hell. Maybe only have them cost ki or skills from the front and cost nothing from the back.
Super counters should only be possible on block, on first hit, or on combo extenders. Like actual proper fighting games, you should have to spend something to get out of a combo, meaning revenge counters should be possible front and back. A free spammable combo breaker is crazy. Only during a sparking mode infinite combo should super counters be possible at anytime
Starting with headphones, I had a really good feeling someone would bring up how useful the audio on hit/block for defense is, or can be. It's super good, even without all this stuff, theres a lot of chars with combos you can genuinely listen to and you can start to hear when when you can counter or even Sway. I am more consistent with sways because of listening lol. Vegeta base (the one in ranked training) has a really easy to see/hear rush combo and you can really build your ears for the slower attacking chars off of this. His second and third attack in his rush chain are free to me now. You share all the same things I thought about the system, I had a suspicion the current lockout had to be short since we were day one mashing inputs and getting counters off. 😂 I saw you post somewhere else hre that if Revenge could counter behind you, and SC's were gone, it would improve the neutral. I thought the same fucking thing on my second day playing when I learned it *didn't* do that, like why even have the word "REVENGE" in your name?! Great video dude.
bud, you had to do all that to master super counter, dont worry, maybe 0,1% of the players are going to have a metronome in their room while playing , take your win but dont start saying they are to easy. Recognize your W man
@@lovej8359a metronome is used in music to count the bpm beats per minute if you ever heard in hip hop music about this beat being 144bpm in a metronome can allow you to catch those beats to be more on time
dunno the definition but a metronome's purpose is to repeat a combination of sound queues so as to memorize a rythm with your muscles. Drummers typicaly use it to learn rythms or know if they are playing on/off beat.
Super counter removes almost all depth from melee . A zero cost spammable combo breaker almost ruins the game entirely for me. I hate the instant sparking, the unblockable moves. But sweet lord in heaven do I absolute hate super counter on so many levels.. Did you open up your opponent via mix up? Too bad. You just got super countered. Did you manage to win neutral and get behind your opponent? Too bad. You just got super countered. Whyyyyyy are we getting punished for winning neutral ???? 😭😭🫠🫠 thank you for making a much more in depth video on this. I spent like an hour in lab just messing with super counter before I jumped in online. This mechanic needs adjustments or removal .
Just super counter their super counter all this fails to take in consideration that you still have to absolute time it perfectly when you get in a vanish war for example
There’s no need to nerf or rework the super counter. Even if you get the super counter off it’s less difficult for the opponent to just vanish the super counter even though I takes some ki the time window is not as hard to hit. Or you can just super counter the super counter. As there are some options for countering the super counter it shouldn’t be changed.
@ It’s not really for free I get that you pointed out even if you spam it you can eventually pull off a super counter, but if there’s some delay or lag in the online match it most likely wouldn’t register in time. Most people like myself can’t consistently hit the super counter on command and that’s why it’s not broken. I think the way you showed how you hit the timing consistently is really cool tho but most people aren’t hitting it. And you say the vanish loop isn’t fun but it isn’t broken as well whoever has more ki and can lands the timing wins. That takes skill and game awareness to have enough ki at all times and even if you think it’s not fun it’s part of the game and has been since bt3 and I feel like it’s satisfying to see who wins the vanish off
@@six8433your way of thinking is wrong. You're judging the system based on someone who isn't great at the game as opposed to how the game plays at the highest level. This is backwards thinking
@@TheDarkGBJ not really. The game should be balanced for the majority not the minority. Majority of people are not good at super counters. Tailoring the game for just high level people is a recipe for disaster. You’ll lose majority of your players that way
@@TheDarkGBJeven at the highest level, his points hold true. There will always be preferences tho, like some finding it not fun with the mechanic... but that's in any case. Personally I like the way it is, it will encourage people to change up their playstyles.. or to be able to adapt in-match, which is another skill that can be mastered.. the whole strategy aspect - one can mix up short combos, with ki blasts or alter the speed of their punches, Tele behind, Super counter back, mix close and far battle etc.. one can switch to revenge counter or vanishing if they got more ki and good timing like he said Also in terms of super counter battles (back and forth), one who improves their precises timing of it may have better chance of doing it more consistently than the one mashing. It's same with vanishing except that has bigger window for timing. But these mechanics imply that focus is another factor along side reflexes, adaptability and overall mental health.. someone getting riled up frustrated might mess up. Anyways thats just my opinion. happy gaming yall!
By the way, a reason you failed combo 6 was likely because you had your back facing your opponent. I find it a bit harder to land super counters with your back facing the opponent.
Im not gonna say your wrong but in terms of priority I dont think super counters are the things that need to be touched up as of right now. I think revenge counters, vanish battles, and perception kinda needs to be looked at first before we touch all of that. I feel like touching up super counters this early might cause some people to get a lil heated with the balancing but I jst dont see the point in having super counters prioritized rn (In My Opinion).
Ya know I actually agree with you, you make a good ass point. Ig my hope is that everything would be touched up at the same time but that does seem unrealistic
sound is always more reaction-able than visual just for those who might not know. great vid, i've been trying to put together a frame table for all the characters. got any tips for what to use to frame count?
I understand how it could feel too easy because you’re doing a timed spam, but I think super counters are in an alright place. Not perfect, but definitely not broken. For the average player, super counters are pretty difficult to land. They are also the only way to get out of a back shot combo. Safe combos like the five square step in and repeat unstoppable except for super counter, and you can just get pummeled by combos if you can’t hit your super counters that fight. I like the system because it feels like it’s a little bit harder to build momentum than it was in BT3. In sparking zero, the fights feel more back-and-forth like you’re fighting for your life, because you can’t quite build up enough momentum to take a character in one combo like how it felt you could in BT3. In BT3, it was like once you got some momentum rolling there was very little the opponent could do to escape, and you could just take down like 2 or 3 bars of health.
Rank update and im im around high S and we basicly all spam super counter at each other at this point its sparking counter cuz if u cant spam it atleast 5 times in a row ur doomed
I dunno, personally I think competitive players may ruin this game. And yes it’s a lot of you people even if you are great people outside of the game. When I was a kid this game was laggy af to play online, so its only real appeal was offline play on the couch with friends. Made a lot of memories with it. Broly is unbalanced? Perfect he’s badass as he should be Super counters? We don’t land them much since we just play for fun I dunno about you guys but I doubt most people playing take this game so seriously. Most of us old fans are grown ass adults now and we have shit to do. We’ll hop on from time to time, and I rather have OP characters still be OP and super counters be easy-ish to pull off for the casual gamer. Don’t need to make this shit a single frame just because we have maniacs spending hours in training trying to perfect the timing to destroy others in ranked.
I think they should make super counter easier and cost resources (so beginners can use them too) and give Z counters the ability to protect against backshots instead. This gives more utility to each one while not taking anything away. Right now this is just super spammy and broken in how it costs no resources.
@@victorvondoom435 nothing fun about learning to super counter at frame perfection tbh, that's some robotic type of nonsense. It's only fun for those who grind it out in the lab to show off how much time they wasted learning exactly how to do one move consistently. It's lame dude.
We genuinely need a way out of incredibly long combos though Mastering the super counter is tricky enough plus you went out of your way to use an extra appliance to practice something everyone else is also practicing and happened to find it’s actually not as difficult as it seems. You should just enjoy the find because nerfing it will ruin the game since there are already few opportunities to get out of a combo. You shouldn’t be able to keep anyone in a blender for 3 or 4 healthbars straight without some major strat imo We do a lot of dmg and the super counter isn’t as consistent as it seems
It's can work either way is the issue. The gap between skill and mashing is kinda indistinguishable because of the lockout being so short. It makes revenge damn near useless, since if you are reading well you would probably consider perception/vanish/sway before even thinking revenge.
Yeah dude super counters need to be changed and make this game even more complicated to play😂😂 u created a metronome to figure out the perfect timing to abuse the games mechanics and u think that means super counters need a nerf? Like cmon man that’s delusional lol.
@ by far the hardest thing to do in the game consistently needs to be harder to do is what you’re saying. Even at the highest level you don’t see people super countering often they’re usually doing super perception or z counters because they’re much easier to pull off even tho the cost is higher
nah people need to get better, the super counter can be avoided by mixing up your attack timing, vanishes, their own super counter, dashes in attacks to mix up the timing even more, plus if you think one super counter will help you, you're not very good, the accumulated damage that someone gets off before someone lands a few super counters is more than worth it, ive tried spamming once and i literally just got dumpstered with no counter coming out
I do agree super countering a super counter is probably the only thing anyone should take from this whole thing. Just think to super counter the super counters, no one is doing that yet as their strat around it. I can't time it yet but that's my goal.
Now i have to play sparking zero at the same time as listening to a 5/4 290 bpm metronome. Either I reach Z rank or I go crazy
😭😭anything for a W…
o_o wait is this the actual timing of the metronome he used in the video?
@@cyberdragon5449 if my calculations are not completely wrong, the timing is 300bpm exactly, but i set it to 290 so that i have headroom and not pressing too quickly
@@cyberdragon5449get that down...!!! Now!!!
Yes@@cyberdragon5449
2:29 bro unlocked ultra instinct 🤣
no thats mr. popos training right there
5:48 As a Gohan main, I've made that mistake more times than i'd like to admit
😭yeah I felt kinda bad seeing it LOL
@@LoatheSome On the flip-side, however, that 2 bar super has been awesome. Especially after landing a descending knockback on opponent when close to the ground.
This is insane knowledge. Thank you for working hard on this video!
Thank you so much!!
bro you're an actual genius. I recorded a video last week like this but I couldn't perfect it, i could kind of count it in my head and I couldn't prove it. Great move using a metronome wowww. Shoutout to you bro im actually amazed that someone perfected it, i really thought i was the only one that caught onto this lol. Every single word you said is the truth and its how I climbed without revenge countering at all
That thumbnail made me want a dragonball turn based rpg
If you're ok with retro games, I recommend DragonBall Z Legendary Super Warriors on the GameBoy Color.
That sounds boring asl
Could be fun, we do get a lot of different DB games so maybe one day
Dragon Ball Fusions for 3DS and Attack of the Saiyans for DS are exactly that and they’re amazing!
Dragon Ball + Persona = Dragona?
I also want to see some tactics where battles contain more than two fighters lol.
thanks for putting this together! validating my "delete super counter" stance lol
Maybe not delete, but changed.
Yeah I’m slowly agreeing with that stance lmao
Raging blast 2 had a good system of using “super counters” against heavy attacks only. And obviously it wasn’t something that was just spammed all the time. Idk what the devs were thinking here.
This is a FANTASTIC video. And the pros need to see it (like GrandmasterHawk and the like). I'm in the top 15 for playing Burter and aiming for T10. I can SC and I find that it needs a tweak too.
Damn good on you and thanks a ton!
I agree that they need to make it harder to use. I once had a match online where the person consistently managed to use a Super Counter on me almost every time I started a combo. Usually at the beginning of the combo, on the second [] input. I managed to beat that guy, but only through a combination of counters, ki blast spam and the occasional Super, while playing defensively otherwise. Even now I'm a bit surprised I won that fight, because most of my combo strings ended prematurely due to how often he was pulling off Super Counters. XD
Aside from making it harder to use, they could also make it work exactly as it did in BT3. In that game, if you/your opponent used a Z Counter 2 and entered a vanishing war, two things would happen:
1) Each vanish cost 1 bar of ki.
2) If both players kept vanishing each other until one runs out of ki, the person who ran out of ki would teleport behind the opponent and then NOT attempt to smash the opponent away. Instead, the person who ran out of ki would return to a neutral state, which would allow them to continue comboing their opponent.
What was cool about this was that if you were attacking someone and they used the ZC2, having less ki than them meant that you had a chance to continue comboing them, provided you won the vanishing war that ensued. Back in the day, when the Wii version of BT3 still had the online mode, I had gotten particularly good at managing my ki. By keeping it slightly below my opponent's ki level, I was able to shut down the ZC2 consistently. Not all the time, but often enough that my opponents would have to resort to other defensive techniques instead, despite some of them being very good with the ZC2 mechanic itself.
It didn't make the ZC2 mechanic worthless by any means though. Keeping your ki at lower levels could be detrimental if your opponent decided to aim for guard crushes. And comboing recovered your ki pretty fast, so you had to shed ki mid-combo to keep your reserves lower than your opponents (especially if they kept pulling off the ZC2, as they would eventually start running low on ki themselves). It made fights against skilled players more intense and fun, at least in my opinion.
... That said, the only change I think we might see in Sparking Zero is them making the Super Counter harder to use. Which isn't a bad thing, but I think it would be better if it worked as it did in BT3.
Fully agree, they should just take BT3s super counters and add them in here lol
Important to note that you can z counter and super counter out of a super counter.
Yeah that just leads into a vanish loop
Nice vid! An interesting finding as well! I do agree suoer counters don't feel fun in either side. Even when I get them, I don't feel skilled, more like, I feel like I put 3 minutes a day in training and can repeat a pattern that rewards more than it can be punished. I wish a balance could be struck. On one side I like the current meta of shorter combo chains and constant mind games. On the other hand it feels terrible to go into long winded z-vanish chains.
Agreed, I couldn’t have said it better myself lol
Just make it so super counters cost ki (1 bar seems normal) or make it so you return to neutral instead of doing a smash after a counter
make super counters cost 1 whole ki bar imo, or at least half a ki bar. if vanishing costs ki why should superr counters be free
Exactly, this thing is mad broken rn lol
Make it half a key bar but after landing it both characters go back to a reset position so we can avoid snap wars
i feel people don't understand how fast matches will end if you literally combo your opponent behind with an even harder escape.. if most people find it to be easy already I don't see why people just don't counter their opponents super counter back but instead complain it needs rework. by all means devs can make it harder but how is that justifying anything if most people are complaining about it being a get out of jail free card if you can't beat your opponents super counter in the first place lol. The people complaining are going to be the 1's that's gonna get cooked even faster lol.
Super counter cost no ki because it’s used to stop vanish wars. Vanish wars would always be won with the player with the most ki but then super counter can be used to prevent that.
Every counter is an answer to something. So the winner is normally determined on who’s offense has the better mix up or defense. If the game was to easy n linear it wouldn’t be fun
That thumbnail is GODLIKE
😭thank you it took a long time to make LOL
They should absolutely not nerf the only counter to back shots that would be stupid as hell. Maybe only have them cost ki or skills from the front and cost nothing from the back.
I think revenge counters need to be able to block from the back as well, that’ll help with that problem
Super counters should only be possible on block, on first hit, or on combo extenders. Like actual proper fighting games, you should have to spend something to get out of a combo, meaning revenge counters should be possible front and back. A free spammable combo breaker is crazy. Only during a sparking mode infinite combo should super counters be possible at anytime
@@LoatheSome
I wholeheartedly agree that Revenge counter stop back shots while they're at it give us the ability to vanish out of it to like bt3 did
if we want to keep them maybe whenever we land a successful super counter, we have a cooldown until we can use another
Oh I really like that idea! I haven’t heard anyone recommend it
Starting with headphones, I had a really good feeling someone would bring up how useful the audio on hit/block for defense is, or can be.
It's super good, even without all this stuff, theres a lot of chars with combos you can genuinely listen to and you can start to hear when when you can counter or even Sway. I am more consistent with sways because of listening lol.
Vegeta base (the one in ranked training) has a really easy to see/hear rush combo and you can really build your ears for the slower attacking chars off of this. His second and third attack in his rush chain are free to me now.
You share all the same things I thought about the system, I had a suspicion the current lockout had to be short since we were day one mashing inputs and getting counters off. 😂
I saw you post somewhere else hre that if Revenge could counter behind you, and SC's were gone, it would improve the neutral. I thought the same fucking thing on my second day playing when I learned it *didn't* do that, like why even have the word "REVENGE" in your name?! Great video dude.
Thank you so much! And yeah revenge counters are like the most useless thing ever it kinda makes me sad lol
bud, you had to do all that to master super counter, dont worry, maybe 0,1% of the players are going to have a metronome in their room while playing , take your win but dont start saying they are to easy. Recognize your W man
I mean hey if Im a master of them I think I have a pretty large say in how broken they are lol
@@LoatheSomewhat does metronome mean?
@@lovej8359its a tool that plays a set beat
@@lovej8359a metronome is used in music to count the bpm beats per minute if you ever heard in hip hop music about this beat being 144bpm in a metronome can allow you to catch those beats to be more on time
dunno the definition but a metronome's purpose is to repeat a combination of sound queues so as to memorize a rythm with your muscles. Drummers typicaly use it to learn rythms or know if they are playing on/off beat.
Super counter removes almost all depth from melee . A zero cost spammable combo breaker almost ruins the game entirely for me. I hate the instant sparking, the unblockable moves. But sweet lord in heaven do I absolute hate super counter on so many levels..
Did you open up your opponent via mix up? Too bad. You just got super countered.
Did you manage to win neutral and get behind your opponent? Too bad. You just got super countered.
Whyyyyyy are we getting punished for winning neutral ???? 😭😭🫠🫠 thank you for making a much more in depth video on this. I spent like an hour in lab just messing with super counter before I jumped in online. This mechanic needs adjustments or removal .
Fully agreed, if they got rid of this and made it so revenge counter works when you’re hit from behind I think neutral would be awesome
Preach !!!
Just super counter their super counter all this fails to take in consideration that you still have to absolute time it perfectly when you get in a vanish war for example
@@m-tay5687you don’t have to time anything if you’re mid combo. Its a free spammable combo breaker. Thats the point of the comment
get good
There’s no need to nerf or rework the super counter. Even if you get the super counter off it’s less difficult for the opponent to just vanish the super counter even though I takes some ki the time window is not as hard to hit. Or you can just super counter the super counter. As there are some options for countering the super counter it shouldn’t be changed.
The problem is it’s punishing people for winning. The fact you can get out of a combo for free and go into a vanish war is just not very fun
@ It’s not really for free I get that you pointed out even if you spam it you can eventually pull off a super counter, but if there’s some delay or lag in the online match it most likely wouldn’t register in time. Most people like myself can’t consistently hit the super counter on command and that’s why it’s not broken. I think the way you showed how you hit the timing consistently is really cool tho but most people aren’t hitting it. And you say the vanish loop isn’t fun but it isn’t broken as well whoever has more ki and can lands the timing wins. That takes skill and game awareness to have enough ki at all times and even if you think it’s not fun it’s part of the game and has been since bt3 and I feel like it’s satisfying to see who wins the vanish off
@@six8433your way of thinking is wrong. You're judging the system based on someone who isn't great at the game as opposed to how the game plays at the highest level. This is backwards thinking
@@TheDarkGBJ not really. The game should be balanced for the majority not the minority. Majority of people are not good at super counters. Tailoring the game for just high level people is a recipe for disaster. You’ll lose majority of your players that way
@@TheDarkGBJeven at the highest level, his points hold true. There will always be preferences tho, like some finding it not fun with the mechanic... but that's in any case.
Personally I like the way it is, it will encourage people to change up their playstyles.. or to be able to adapt in-match, which is another skill that can be mastered.. the whole strategy aspect - one can mix up short combos, with ki blasts or alter the speed of their punches, Tele behind, Super counter back, mix close and far battle etc.. one can switch to revenge counter or vanishing if they got more ki and good timing like he said
Also in terms of super counter battles (back and forth), one who improves their precises timing of it may have better chance of doing it more consistently than the one mashing. It's same with vanishing except that has bigger window for timing. But these mechanics imply that focus is another factor along side reflexes, adaptability and overall mental health.. someone getting riled up frustrated might mess up.
Anyways thats just my opinion. happy gaming yall!
I swear to god I can't super counter kid buu...
It’s never been this serious…..
By the way, a reason you failed combo 6 was likely because you had your back facing your opponent. I find it a bit harder to land super counters with your back facing the opponent.
Ya know I’ve felt the same way but I didn’t know if it was true or not
@@LoatheSome I also heard there's a damage buff for hitting your opponent from the back, but only from a DotoDoya video.
@@king_of_frauds this is true in bt3. not sure abt sz
@@ItsOver9000Productions Oh yeah, cause DotoDoya used to make BT3 videos. But SZ carried over a lot of features so it might be in there too.
Im not gonna say your wrong but in terms of priority I dont think super counters are the things that need to be touched up as of right now. I think revenge counters, vanish battles, and perception kinda needs to be looked at first before we touch all of that. I feel like touching up super counters this early might cause some people to get a lil heated with the balancing but I jst dont see the point in having super counters prioritized rn (In My Opinion).
Ya know I actually agree with you, you make a good ass point. Ig my hope is that everything would be touched up at the same time but that does seem unrealistic
sound is always more reaction-able than visual just for those who might not know. great vid, i've been trying to put together a frame table for all the characters. got any tips for what to use to frame count?
I understand how it could feel too easy because you’re doing a timed spam, but I think super counters are in an alright place. Not perfect, but definitely not broken. For the average player, super counters are pretty difficult to land. They are also the only way to get out of a back shot combo. Safe combos like the five square step in and repeat unstoppable except for super counter, and you can just get pummeled by combos if you can’t hit your super counters that fight. I like the system because it feels like it’s a little bit harder to build momentum than it was in BT3. In sparking zero, the fights feel more back-and-forth like you’re fighting for your life, because you can’t quite build up enough momentum to take a character in one combo like how it felt you could in BT3. In BT3, it was like once you got some momentum rolling there was very little the opponent could do to escape, and you could just take down like 2 or 3 bars of health.
Am I in the RUclips region that claims Super Counters are too easy? Shit I was trying to learn them 😢
Rank update and im im around high S and we basicly all spam super counter at each other at this point its sparking counter cuz if u cant spam it atleast 5 times in a row ur doomed
Honestly super counter should be frame perfect and have double the cooldown...
You’re so real that would make it a lot better LOL
I dunno, personally I think competitive players may ruin this game. And yes it’s a lot of you people even if you are great people outside of the game.
When I was a kid this game was laggy af to play online, so its only real appeal was offline play on the couch with friends. Made a lot of memories with it.
Broly is unbalanced? Perfect he’s badass as he should be
Super counters? We don’t land them much since we just play for fun
I dunno about you guys but I doubt most people playing take this game so seriously. Most of us old fans are grown ass adults now and we have shit to do. We’ll hop on from time to time, and I rather have OP characters still be OP and super counters be easy-ish to pull off for the casual gamer.
Don’t need to make this shit a single frame just because we have maniacs spending hours in training trying to perfect the timing to destroy others in ranked.
I think they should make super counter easier and cost resources (so beginners can use them too) and give Z counters the ability to protect against backshots instead. This gives more utility to each one while not taking anything away.
Right now this is just super spammy and broken in how it costs no resources.
Nah fighting games are already getting way to accessible and easy. Just do work in the lab
@@victorvondoom435 nothing fun about learning to super counter at frame perfection tbh, that's some robotic type of nonsense.
It's only fun for those who grind it out in the lab to show off how much time they wasted learning exactly how to do one move consistently. It's lame dude.
Eh making super counters easier would be a really bad choice icl
its already hard to do, im pretty good at it but its hard , im maybe 65 percent with it.
If I’m trynna time it I can get around 70% accurate on a good day, tho with the spamming I’ve got like 70-80% consistently
@LoatheSome I can't do it while spamming it but I'm about to try right now. You on pc?
But when I spam it… it nevers work 🤣
We genuinely need a way out of incredibly long combos though
Mastering the super counter is tricky enough plus you went out of your way to use an extra appliance to practice something everyone else is also practicing and happened to find it’s actually not as difficult as it seems. You should just enjoy the find because nerfing it will ruin the game since there are already few opportunities to get out of a combo.
You shouldn’t be able to keep anyone in a blender for 3 or 4 healthbars straight without some major strat imo
We do a lot of dmg and the super counter isn’t as consistent as it seems
lol I ki blast spam his ass I bet he learn that super counter don’t work on me
Super counter could be easier and cost 1 tech point. Its the farest way to fix this ballshit and let it go.
Hey, so I don’t really get it. What exactly is the purpose of the metronome ?
It basically told me exactly when I could super counter again, making it so I could spam the button and get the counter off constantly
would it still work if your opponent slows their attack inputs, i like to change up my rush attacks so it’s more of a guess game for my opponent
no
Prolly not, but if you do that you do open yourself up to other defensive mechanics
Hey man, I turned your metronome into a python script. I’d be willing to share it with you
HUH
@@LoatheSomeLol, yeah! I recreated your evil! I’m also going to gatekeep it 😅😅😂😂😂 Got discord g?
@@SoarenBeats Ya know what yeah I do, Im curious about this script lol. My user is: K4lm
@@LoatheSome@itsSoaren
@@LoatheSomeadded
Meh super counters are pure skills and luck..timing them is better than mashing them
It's can work either way is the issue. The gap between skill and mashing is kinda indistinguishable because of the lockout being so short. It makes revenge damn near useless, since if you are reading well you would probably consider perception/vanish/sway before even thinking revenge.
This
Wait so what speed is the metronome?
I’ll never tell 😁
@ tragic I’m getting cooked out here
Yeah dude super counters need to be changed and make this game even more complicated to play😂😂 u created a metronome to figure out the perfect timing to abuse the games mechanics and u think that means super counters need a nerf? Like cmon man that’s delusional lol.
Someone didn’t understand what I meant imo
@ I understand exactly what you meant and you sound dumb
@ by far the hardest thing to do in the game consistently needs to be harder to do is what you’re saying. Even at the highest level you don’t see people super countering often they’re usually doing super perception or z counters because they’re much easier to pull off even tho the cost is higher
this is the firrst time I can ever comment first no way
nah people need to get better, the super counter can be avoided by mixing up your attack timing, vanishes, their own super counter, dashes in attacks to mix up the timing even more, plus if you think one super counter will help you, you're not very good, the accumulated damage that someone gets off before someone lands a few super counters is more than worth it, ive tried spamming once and i literally just got dumpstered with no counter coming out
I do agree super countering a super counter is probably the only thing anyone should take from this whole thing. Just think to super counter the super counters, no one is doing that yet as their strat around it. I can't time it yet but that's my goal.
Whats this cringe bro
Idk stop looking in a mirror maybe ?