I wish I could put all this knowledge to use; I'm still trying to acclimate to the insane pace (mostly play Street Fighter and the like). Now I know how Hercule felt watching Z-fighters during the Cell games. Awesome vids man, keep it up.
Lol no doubt bro, my gf and I play mkx and 11 and shell straight whoop me in it time to time ( Sindel and Jade lol) but when I introduced this game her eyes went wide and she was like, " omg chris...which one amm i?!" It was all to fast for her!😂😂😂 I'm an old-school fighter and db fan, so I love this came. Plus, I thought the story was good, but I'm just a Toriyama fan boy, lol😅😅😅 Awesome vid BTW man, keep it up. 💯💯💯😊😊😊
Another important thing to remember with snapback is that it makes the opponent unable to to switch for a while which gives you the opportunity to get the kill on that character if they have low health
There are several characters where you need to hold Light, Medium or Heavy for their special attacks to have maximum power. Gotenks machine gun punch, his spinning kick or Piccolos seeking orb. Gotenks can feint his beam when you hold the Special Button. There are probably even more character specific things with holding the buttons a little longer. Also some Heavy Attacks have wind up animations when you hold you Heavy button (like Gotenks and Cell).
The whole switching the lineup before the fight thing, was first done on X-Men vs Street Fighter, for the PS1. Only, in that game, you had to switch them that way because, when they ported the game to that console, they made the fights one on one, with assists only. You couldn't switch to your other characters during the fight. Honestly, a lot of games had a similar mechanic back in the day. For example, on Tekken 3, when you won, and held different attack buttons down before, and all the way through the replay, it would give you different win animations for your character.
@@brookswilliams3947 of manholes.lp make..p. K. .. M. L lol Please. .. Photos l..l .pll Lllioillollollll me....lp like lllilllolillllollkolliol I'm ....l.pll...l... Ppl.... L pm Pll.l I'm. I p.l..... Let Let..llll.l. Let.p mom Lp I Lllloololll. ...plp . .pl .lll.l Pl .p..l A l L I'm lame lillllllooilllilolloilllolllkllollloilllilllililllllolillllllllllililloiiklillilollllllolllllklllll.l Tom l .. My ppl..ll pm Let.. I.. Like llp. L.p.... Ok.l m MN ll L.Lp Lpl.. Nominalism Poonaml . Amazon..... Napoleonic Ll..like..l have in. .. Pppl poor...kp . .. pk..p p. Pp. Let. Pleaseolnk.k kpm kk .k
Sometimes in FGs the devs leave little things like this for us to find, sometimes it’s unintentional this is one part that makes fighting games fun for me.
Not a big fan of a game withholding information like this. Especially something like the dragon rush one, 100% could've mentioned it briefly in the tutorial as it's integral information for that button press. Sure it's just ~400 dmg and a grab's primary function isn't damage, but as we know it adds up and could be the difference between getting a kill and them barely tagging out. You can still have a complex game without hiding information. If they think it's too much information for a basic tutorial especially when there's so many people coming from outside the FG community, have a separate advanced tutorial. Glad we have an amazing community that figures all this out though. Even if I'd rather it be along the lines of utilizing pseudo-jumps from auto-combos rather than the more obviously intended functions that the devs simply chose not to mention.
Lucus Trainer I'm referring to the fact dragon rush(the grab) deals more dmg and gives a longer combo if you mash/hold a button during the animation. To my knowledge that isn't mentioned in a tutorial or required in combo challenge.
To each their own, I guess. They could've left out that you can power up some lvl3s to lvl5s or even higher and that Krillin can use all 7 bars on his destructo disc if he wants to. Would it make for a better game if that info was also hidden for the player to find out? I just prefer it if games tell me how the basic mechanics of the game work. Like if they introduce a mechanic that seems to do it's thing with one button press, I'd prefer they tell me fully how that mechanic functions and that there's actually more inputs required for the full effect. I'm not talking spoon feeding you stuff like how to do the basic aerial combo with jump cancels (though let's be real, if people don't know they're gonna look it up regardless.) DR is such a basic mechanic that I don't see it as hand holding to tell you fully how it works. There's PLENTY of depth left in the game after that figuring out how to combine these pieces of the puzzle into your gameplay, not to mention on different characters and against different opponents. On the note of MH, I love those games. Along with Dark Souls. They still tell you the extent of what buttons do though. You'll discover that different weapon might do different things, same goes for different characters in DBFZ. Every character's DR deals more damage when mashing, though.
By the time I picked the game up, the dojo mode where they actually teach you some of this stuff was a thing, but it's really cool that you were helping people out back in the early days of the game. Ooh, right off the bat looks like there'll be some stuff that's new to me here. Pre-match switching, how interesting...
Really? That's interesting, so you would have to learn the right timing to press the button for each of your characters with an extendable super or you risk missing the extension when you really need it...
Another example of moves that you have to properly time to get the Maximum amount of damage would be Beerus’ Level 1 Super. You have the option to explode to Energy Ball by pressing R1. If you blow it up too early or you let it explode on its own, you won’t get the max amount of Damage. You have to properly time it to right before the Energy Ball is about to explode on its own, then blow it up.
I'm not really a fan of fighting games, but I have gotten into them a bit more, initially with Injustice 2, and now FighterZ. These lists of yours have proven to be quite helpful, and I greatly appreciate them.
I know I’m like a minute late but Teen Gohan’s 5 Hit Combo with QCF and an attack button you can change the properties of the every one of the follow ups For example: if you start you with QCFL you can either follow up by mashing L OR you can follow up by inputting M or even interchange M and L
Another thing to mention about spark is when you combo while you spark up and it falls off in the middle of e combo the dmg still gets the spark amplification untill you finish or drop the combo so the dmg will be the same when u lose spark halfway during a combo or when you still have it at the end of the combo
Yamcha's Level 1 can be manually controlled, Can be used to chose the position of the opponents knock down (Far away, directly in front, behind you, at the highest point on the screen, etc) Can be used to combo into Yamcha's level 3. Can be used to bait Vanishes, mashing and dragon dash.
I knew most of that stuff mostly because it's a lot of the same tech from the MvC series. But I am becoming more and more of a fan of this channel because the tips you offer are very useful to a variety of players at all skill levels, I.E, I had no idea about mashing during dragon rush for more damage. So thanks for another great video, looking forward to seeing the next one.
Another thing is (possibly from a newer patch) is that if you try to switch in a character to chain super attacks (by pressing an assist button during a lvl1) if you press backwards while doing this, you'll chain into that assist character's lvl 3 super instead, super helpful for people like me who can't hit half circles to save my life.
quick note: you can pick which character you want the enemy to tag on after you dragon rush and force them to tag.. push A1 if you want their A1 to come back or A2 for the other guy. Pretty obvious stuff but I thought it would be good to mention it at least.
Duuuuuude. Your tips have been steller, and I'm not even a member of the FGC. I don't even have the game yet, but I'm looking forward to utilizing these tips when I play. You earned a sub man, great stuff.
Good tips yet again. In particular, I didn't know how some damage amounts can change depending on if you mash or not (and that you SHOULD mash - or hold a button - during a dragon rush, but you should be more careful to tap the buttons at the right time with Yamcha and Tien). Thanks, as always.
After Sparking blast , when you vanish attack behind opponent , hold down the vanish attack buttons and the hit won't come out. Your character will just land, it also puts u in a overhead attack state. Great for mixups and throw options.
im brand new to fighting games (always been an FPS/3PS player but i love DBZ n this game looked fun) n JMs vids are very helpful. its difficult but im learning!
If you try to snap the opponent when they’re on their last character, they’ll just move to the other side of the screen without a wall bounce or anything. You can combo into it with a super or ultimate if you want.
Just recently started seeing your vids after I was looking for vids on DBZ, mainly by maximilian... really liked the way you explain, clear voice and good videos. Subbed!
I just found our thinks to your tips that with Gotenks with his air combo light punch you can get multiple hits from it before continuing the chain with tour medium attack. Works each time you land a light attack in the air just makes the timing funky wirh your follow up
With Beerus' level 1 super, waiting until the last minute to use an extra bar means you get the most possible hits/damage before the projectile explodes.
When clashing (dragon rush counter) both characters jump back a little and while in the air you can charge fly into them (L2) and chain that into a big combo.
About chip damage, it's also impossible to kill someone with a dragon rush. Since it opens up for a combo it's pretty much impossible to survive anyway, but it's still good to know.
Gotenks when he uses his QCB special on the ground. Idk if it still works like this, but you used to be able to do it a second time in the air. If you wait for the special for a bit then do it again, it does more damage.
with the buttons mashing with krillin your main when doing the light medium combo if you let the medium hit play out there is two hits instead of just the 1 when you mash it down heavy
Beerus one super attack Where he shoots the ball and for an extra ki-line you can shoot a finger flash This has also be timed to make more dmg When you press second time directly you even deal less dmg than the ball himself Sry for english hooe you understand
Bro why didn't I find you earlier. Your precious video was really really really really really really helpful 😍. Hope your chamnel grow as fast as power of Goku 🤩
laharlie the amount of resources and technical skill you need to get a 100% combo is crazy. Most of the time its worthless and a waste of resources unless you're trying to style or make a dank ass comeback. OP dont know shit anyway mate.
If you use Ginyu and summon recoome while holding A (Or whatever button you use to summon them) Recoome will do his Bomber attack I forgot the name but it was super ultra recoome bomber or something like that.
Did anyone know that Krillin can charge his Kamehameha? By extension allowing him to handily change directions if people like to abuse vanish like my brother. (Or did you already tell them?)
I’m in PS4 and I changed my controls because I’m used to Xenoverse. I changed my heavy to X, my special to O, my medium to square, my light to triangle. I put my dragon rush to the R1. And idk but I just found that easier
Im not sure if this happens. But i know vegeta blue has a kick move with his quarter circle forward that can be chained together. And you can change the version too like yamcha. So id assume damage would be based on timing there too
again, the timing thing blew my mind, I knew my methodical presses were doing much better. I cannot air combo, so I can't vanish in the air, and I can't dragon rush in combos xD I see this happen against me ALL the time, I guess I have you to blame xD
The air dash cross up feels inconsistent and I was noticing Gohan push the opponent as opposed to pulling them in. Was hoping it would work like Bang's 2B in BlazBlue.
Dude! Your Cyborg 16 game is nasty! Your spark chain almost made me buy the game. But I'd much rather watch than own and play because I don't rock with skill gap compression. I don't like the neo-MVC style controls. Too many macros. I like the freedom to customize from the old MVC days. So much more freedom to build unique combos, especially in MVC2. But this is the most interesting fighting game to watch now. It might be the new ruler of hyper fighters.
9:16 i also punish vise versa when they think im gonna tag another character in for my blue life they get waaaayyyyy to offensive which is where i punish and i do 3 level ones to tag in another character
sparking blast duration:
3 characters left - 7 seconds
2 characters left - 14 seconds
1 character left - 21 seconds
I love you thank you so much
I love you
-Patrick Star
But his sparking lasted a lot longer than 7 seconds?
Perficio seconds last longer than you think
@@12x2is24 I'd agree to that notion but unless I'm counting 3 times faster then something smells fishy
I wish I could put all this knowledge to use; I'm still trying to acclimate to the insane pace (mostly play Street Fighter and the like). Now I know how Hercule felt watching Z-fighters during the Cell games. Awesome vids man, keep it up.
JankyToe what platform?
@@GHam-f9oi feel the same im on pc
Lol no doubt bro, my gf and I play mkx and 11 and shell straight whoop me in it time to time ( Sindel and Jade lol) but when I introduced this game her eyes went wide and she was like, " omg chris...which one amm i?!" It was all to fast for her!😂😂😂 I'm an old-school fighter and db fan, so I love this came. Plus, I thought the story was good, but I'm just a Toriyama fan boy, lol😅😅😅 Awesome vid BTW man, keep it up. 💯💯💯😊😊😊
Oh my god that old character selection screen looks like a wasteland compared to now
Lol
true
@Hezekiah Nathanael you're right, nobody cared
Ikr? There was like no characters at all and it just looked so empty lmao
Another important thing to remember with snapback is that it makes the opponent unable to to switch for a while which gives you the opportunity to get the kill on that character if they have low health
Unable to switch and use assists, which is also pretty good.
MrRLYWhite everyone knows that homie. Thats been around since MARVEL vs. CAPCOM. Same as the character switch at the load screen.
Thank god that died
If you get a USB DK bongo controller, everything is a one hit KO
Oh ko
Lmao can you really do this?
@@DevFromParaplegiance obviously not lmao but I wish
You also unlock Donkey Kong in Dragon Ball FighterZ exclusive to the bongo controller
There are several characters where you need to hold Light, Medium or Heavy for their special attacks to have maximum power. Gotenks machine gun punch, his spinning kick or Piccolos seeking orb. Gotenks can feint his beam when you hold the Special Button. There are probably even more character specific things with holding the buttons a little longer.
Also some Heavy Attacks have wind up animations when you hold you Heavy button (like Gotenks and Cell).
The whole switching the lineup before the fight thing, was first done on X-Men vs Street Fighter, for the PS1. Only, in that game, you had to switch them that way because, when they ported the game to that console, they made the fights one on one, with assists only. You couldn't switch to your other characters during the fight. Honestly, a lot of games had a similar mechanic back in the day. For example, on Tekken 3, when you won, and held different attack buttons down before, and all the way through the replay, it would give you different win animations for your character.
Shawnee Longbow Exactly
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Dude I forgot all about the tekken thing omg
@JAMESON DUNCAN Dude....I think I may have fallen asleep and rolled over on my phone. I don't even remember this.
The Tekken win thing also occurs in Smash Bros, I think.
These tips have been great. Awesome videos, not too much side bar and straight to the point. +1
Justin Jenkins
a fucking 10 min video without text or order or some kind of transition with no particular cuts or anything
@@lorenzosciuga8559 it's in order , he talks why text ? Low IQ? dfq there are transitions not many cuts because he explains
The Yamcha thing I already know. But the rest I’m like WTF this is so cryptic. Why wasn’t it on the tutorial
My guess is perception of gameplay complexity and the fostering of the community around this game. Not that it isn't complex, of course.
Sometimes in FGs the devs leave little things like this for us to find, sometimes it’s unintentional this is one part that makes fighting games fun for me.
Not a big fan of a game withholding information like this. Especially something like the dragon rush one, 100% could've mentioned it briefly in the tutorial as it's integral information for that button press. Sure it's just ~400 dmg and a grab's primary function isn't damage, but as we know it adds up and could be the difference between getting a kill and them barely tagging out. You can still have a complex game without hiding information. If they think it's too much information for a basic tutorial especially when there's so many people coming from outside the FG community, have a separate advanced tutorial.
Glad we have an amazing community that figures all this out though. Even if I'd rather it be along the lines of utilizing pseudo-jumps from auto-combos rather than the more obviously intended functions that the devs simply chose not to mention.
Lucus Trainer
I'm referring to the fact dragon rush(the grab) deals more dmg and gives a longer combo if you mash/hold a button during the animation. To my knowledge that isn't mentioned in a tutorial or required in combo challenge.
To each their own, I guess. They could've left out that you can power up some lvl3s to lvl5s or even higher and that Krillin can use all 7 bars on his destructo disc if he wants to. Would it make for a better game if that info was also hidden for the player to find out?
I just prefer it if games tell me how the basic mechanics of the game work. Like if they introduce a mechanic that seems to do it's thing with one button press, I'd prefer they tell me fully how that mechanic functions and that there's actually more inputs required for the full effect. I'm not talking spoon feeding you stuff like how to do the basic aerial combo with jump cancels (though let's be real, if people don't know they're gonna look it up regardless.) DR is such a basic mechanic that I don't see it as hand holding to tell you fully how it works. There's PLENTY of depth left in the game after that figuring out how to combine these pieces of the puzzle into your gameplay, not to mention on different characters and against different opponents.
On the note of MH, I love those games. Along with Dark Souls. They still tell you the extent of what buttons do though. You'll discover that different weapon might do different things, same goes for different characters in DBFZ. Every character's DR deals more damage when mashing, though.
Tien volleyball spike will do more damage if timed properly- he even flashes at the exact moment to time the attack.
By the time I picked the game up, the dojo mode where they actually teach you some of this stuff was a thing, but it's really cool that you were helping people out back in the early days of the game.
Ooh, right off the bat looks like there'll be some stuff that's new to me here. Pre-match switching, how interesting...
Beerus' lv 1 super does slightly more damage if you wait a bit before you choose to extend it
nice
literally any multihit special or super with an extension. just wait to get more of the hits out and it will do more damage.
Really? That's interesting, so you would have to learn the right timing to press the button for each of your characters with an extendable super or you risk missing the extension when you really need it...
The most it can hit is 16 times before you can extend and the amount you hit depends on if you extend and when you do so
Another example of moves that you have to properly time to get the Maximum amount of damage would be Beerus’ Level 1 Super. You have the option to explode to Energy Ball by pressing R1. If you blow it up too early or you let it explode on its own, you won’t get the max amount of Damage. You have to properly time it to right before the Energy Ball is about to explode on its own, then blow it up.
The turn around thing works like in Guilty Gear. You'll also turn around if you used a double jump.
I think not, in GG you can cross up with normal jumps, specially with air dust attacks
the topic is turning around, not doing crossups
mmm, do you even play and understand fighting games? ... seems to me that you don`t
he can be daigo for all I care, problem is that it seems we are talking about different parts of the video or this guy don`t know what a "topic" is
For the cross-Up when Your holding Back during in a air dash and Press a Button, Your character will turn around and hit the oppenent
I'm not really a fan of fighting games, but I have gotten into them a bit more, initially with Injustice 2, and now FighterZ.
These lists of yours have proven to be quite helpful, and I greatly appreciate them.
I know I’m like a minute late but Teen Gohan’s 5 Hit Combo with QCF and an attack button you can change the properties of the every one of the follow ups
For example: if you start you with QCFL you can either follow up by mashing L OR you can follow up by inputting M or even interchange M and L
Learning about the fact that Sparking lets you airdash-cancel has made my inner Fillia *very happy*
Just when you thought Filia was the only character that could do 4 overheads in a row
Skullgirls reference....
I approve
Another thing to mention about spark is when you combo while you spark up and it falls off in the middle of e combo the dmg still gets the spark amplification untill you finish or drop the combo so the dmg will be the same when u lose spark halfway during a combo or when you still have it at the end of the combo
Yamcha's Level 1 can be manually controlled, Can be used to chose the position of the opponents knock down (Far away, directly in front, behind you, at the highest point on the screen, etc) Can be used to combo into Yamcha's level 3. Can be used to bait Vanishes, mashing and dragon dash.
If you hold foward and press medium you'll do an overhead attack. Found this out yesterday and it really helped me at applying pressure.
I knew most of that stuff mostly because it's a lot of the same tech from the MvC series. But I am becoming more and more of a fan of this channel because the tips you offer are very useful to a variety of players at all skill levels, I.E, I had no idea about mashing during dragon rush for more damage. So thanks for another great video, looking forward to seeing the next one.
That snap back blue health tip is amazing, this is gonna help so much. Thanks for another great video my dude!
Another thing is (possibly from a newer patch) is that if you try to switch in a character to chain super attacks (by pressing an assist button during a lvl1) if you press backwards while doing this, you'll chain into that assist character's lvl 3 super instead, super helpful for people like me who can't hit half circles to save my life.
One of the Top 3 videos I've seen regarding DBFZ. Excellent stuff!
quick note: you can pick which character you want the enemy to tag on after you dragon rush and force them to tag.. push A1 if you want their A1 to come back or A2 for the other guy. Pretty obvious stuff but I thought it would be good to mention it at least.
GutsRage Sounds obvious but I hadn't thought about it.
Thanks
Fantastic list of tips! I had seen a few of these in use but had no idea how they were achieved. Now I know and will practice them!
Duuuuuude. Your tips have been steller, and I'm not even a member of the FGC. I don't even have the game yet, but I'm looking forward to utilizing these tips when I play. You earned a sub man, great stuff.
Good tips yet again. In particular, I didn't know how some damage amounts can change depending on if you mash or not (and that you SHOULD mash - or hold a button - during a dragon rush, but you should be more careful to tap the buttons at the right time with Yamcha and Tien). Thanks, as always.
The first video in this series you made was especially helpful. Keep up the good work. I've been destroying my friends lately with these tips.
After Sparking blast , when you vanish attack behind opponent , hold down the vanish attack buttons and the hit won't come out. Your character will just land, it also puts u in a overhead attack state. Great for mixups and throw options.
Yup I talked about that in the last list
im brand new to fighting games (always been an FPS/3PS player but i love DBZ n this game looked fun) n JMs vids are very helpful. its difficult but im learning!
0:34 this is actually very useful! sad it doesn’t work online though.
I cant get over the mechanics of this game. That dragon rush tip is insane.
If you try to snap the opponent when they’re on their last character, they’ll just move to the other side of the screen without a wall bounce or anything.
You can combo into it with a super or ultimate if you want.
Just recently started seeing your vids after I was looking for vids on DBZ, mainly by maximilian... really liked the way you explain, clear voice and good videos. Subbed!
Thanks for the tips. Now i can train for joining the tournament.
I just found our thinks to your tips that with Gotenks with his air combo light punch you can get multiple hits from it before continuing the chain with tour medium attack. Works each time you land a light attack in the air just makes the timing funky wirh your follow up
Those tips at the end with Dragon Rush is really useful, thanks!
Great vid, also another tip or quality of life tip, is that you can control the distance moved in dragon rush if both players clash
You obtained a sub; I really wanna get into this game, and these tips will really help me improve and maybe get good once I actually get the game
Bro these strats videos really help... Coming from a arcade kid growing up, this game is fun... Rage inducing but fun.
Loving these. They're soo informative. Really trying to be the best I can be in this game.
With Beerus' level 1 super, waiting until the last minute to use an extra bar means you get the most possible hits/damage before the projectile explodes.
The timing thing with yamcha and Tien is known as a"just frame input" at least in Tekken
These have been really useful for me trying to learn the game. Thank you!
When clashing (dragon rush counter) both characters jump back a little and while in the air you can charge fly into them (L2) and chain that into a big combo.
About chip damage, it's also impossible to kill someone with a dragon rush. Since it opens up for a combo it's pretty much impossible to survive anyway, but it's still good to know.
Videos are awesome :) DBFZ is my first non-platform fighter; and these videos are so helpful for a scrub like me!
Gotenks when he uses his QCB special on the ground. Idk if it still works like this, but you used to be able to do it a second time in the air. If you wait for the special for a bit then do it again, it does more damage.
with the buttons mashing with krillin your main when doing the light medium combo if you let the medium hit play out there is two hits instead of just the 1 when you mash it down heavy
Someone below commented that they hate your voice and I just wanted to add that your voice is pretty rad and this was a helpful video.
Beerus one super attack
Where he shoots the ball and for an extra ki-line you can shoot a finger flash
This has also be timed to make more dmg
When you press second time directly you even deal less dmg than the ball himself
Sry for english hooe you understand
shunjaa jija I don't understand that at all tbh no joke
Yeah me either I noticed Berrus ball exploded at 16 hits so I try to do the meter burn at 14 hits to get more damage
Et okie famelee
Broly's special can be speed up by pressing buttons after its launched. Its not every time but it does work.
Amazing tips.
I love this chanel .
I need more practice.
Greatness. I had no clue about any of this
Thank you so much for these tip. Less spammers and more skill for the win.
I love your tutorials and these tips theyre so useful when im fighting i always try to remember what u say while im fighting😂
I love these types of videos. Thanks for making them
You can also jump cancel your normals in the ground with sparking, instead of just only your standing medium
yup i covered that in the last one
Bro why didn't I find you earlier. Your precious video was really really really really really really helpful 😍.
Hope your chamnel grow as fast as power of Goku 🤩
Without a Burst there really shouldn't be any 100% kill combos.
David Bruno hi
QCB+H+S Android 16.
David Bruno lol android 16 says hi
laharlie the amount of resources and technical skill you need to get a 100% combo is crazy. Most of the time its worthless and a waste of resources unless you're trying to style or make a dank ass comeback. OP dont know shit anyway mate.
laharlie Well aren't we an edgy one
If you use Ginyu and summon recoome while holding A (Or whatever button you use to summon them) Recoome will do his Bomber attack I forgot the name but it was super ultra recoome bomber or something like that.
Very useful, but you can also cancel into specials after Dragon Rush as well.
You Earned a sub with these DBFZ tips keep up the awesome work
If u hold r2/r1 while doing vegeta blues level 3 it gives another animation and more damage after the final flash.
Wowo I never knew that teleport/dragon rush combo was so good! And for only 1 bar!
If you controlling teen gohan and do his ultimate while holding down the x button it will do a greater damage and land 100 hits
Did anyone know that Krillin can charge his Kamehameha? By extension allowing him to handily change directions if people like to abuse vanish like my brother.
(Or did you already tell them?)
Liked the video good for newcomers to fighting games, people who played guilty gear, and mvc already knows all this though
Memphis Memphiz not a chance
Finding these video’s really useful. Cheers!
the second type works for beerus's special level 1 when you want to press r2 for a special level 2
Wow this game is so more deep than i expected!
This is incredibly useful my guy thank you so much!!!
You also seem to push them more when you dragon rush and mash, even during clashes
If I ever get into this I'll rewatch your vids.
super sayian blue Vegeta's down quarter button, if you time it right you can switch directions
I’m in PS4 and I changed my controls because I’m used to Xenoverse. I changed my heavy to X, my special to O, my medium to square, my light to triangle. I put my dragon rush to the R1. And idk but I just found that easier
Im not sure if this happens. But i know vegeta blue has a kick move with his quarter circle forward that can be chained together. And you can change the version too like yamcha. So id assume damage would be based on timing there too
Vegitas flash kick buddy. You can time the flurry as you explained in this vid. Hit as well i beilieve.
CHIP WHOSE GOT THE DIP!
Me
I knew u could Cross Up in this game that Tipp tho thank you man great shit
Thanks for the tips man!
Great stuff! Thanks for posting this!
Sparking with less people increases blue life recovery as well
again, the timing thing blew my mind, I knew my methodical presses were doing much better. I cannot air combo, so I can't vanish in the air, and I can't dragon rush in combos xD I see this happen against me ALL the time, I guess I have you to blame xD
The air dash cross up feels inconsistent and I was noticing Gohan push the opponent as opposed to pulling them in. Was hoping it would work like Bang's 2B in BlazBlue.
Thank you for these videos, they help a lot :D
Thank you for these man. Very helpful. Subbed!
Dude! Your Cyborg 16 game is nasty! Your spark chain almost made me buy the game. But I'd much rather watch than own and play because I don't rock with skill gap compression. I don't like the neo-MVC style controls. Too many macros. I like the freedom to customize from the old MVC days. So much more freedom to build unique combos, especially in MVC2. But this is the most interesting fighting game to watch now. It might be the new ruler of hyper fighters.
Another extremely helpful videos from jmcrofts
Thank you for the tips on snap back
i love your goddamn channel dude, subbed and belled. keep em coming, you're my new coach whether you like it or not.
Android 18. If you hold the command throw button, her assist character doesn’t come out and hit them back to you. Maybe just for heavy, can’t remember
9:16 i also punish vise versa when they think im gonna tag another character in for my blue life they get waaaayyyyy to offensive which is where i punish and i do 3 level ones to tag in another character
changing up your starting guy can really piss off an oponent. nice
You can also do your own Dragon Rush to negate the enemy's Dragon Rush
Hey how do you use the thunder bolt to regenerate your health
Press all 4 attack buttons
Is there any difference between super dashing after a heavy by pressing heavy or special+heavy (super dash)
Great tips. Keep em coming.