Is not about the damage only. Is about using loops at the right moment to take some advantage at the game state. Example: If your opponent sparks, those large in time combos make useless the sparking. Another example: Gaining some time until your assist are back or even gaining a lot of bars.
TLDR: DBFZ has a system by which moves stun the opponent for less time the longer the combo goes on until they stun the opponent for zero time. Specifics: In the background, there are 2 timers that we will call the hitstun and combo timers. A move hitting will set the hitstun timer by a certain amount the opponent can flip/tech out of the combo if you can't hit the opponent again before the time it empties(you can see thing in training mode under one of the option if you turn on frame data). The combo timer counts up while the combo is going on and moves begin to fill the hitstun timer less by a specific amount as the combo timer reaches specific thresholds.
Imagine needing to do difficult loops to get just under 4000 damage.
This post was made by the GogetaBlue JS > J2S Spam Gang.
Well these are pretty outdated and aren't the optimal loops for Base Vegeta. There are easier loops out there lol.
@@spawnxxiv2811 I know.
Is not about the damage only. Is about using loops at the right moment to take some advantage at the game state.
Example: If your opponent sparks, those large in time combos make useless the sparking.
Another example: Gaining some time until your assist are back or even gaining a lot of bars.
From a new player, why can’t you do this forever?
TLDR: DBFZ has a system by which moves stun the opponent for less time the longer the combo goes on until they stun the opponent for zero time.
Specifics: In the background, there are 2 timers that we will call the hitstun and combo timers. A move hitting will set the hitstun timer by a certain amount the opponent can flip/tech out of the combo if you can't hit the opponent again before the time it empties(you can see thing in training mode under one of the option if you turn on frame data). The combo timer counts up while the combo is going on and moves begin to fill the hitstun timer less by a specific amount as the combo timer reaches specific thresholds.
Oooh. That explains me doing a tod combo with gotenks but after many hits with his spinny things the opponent teched out without me dropping the combo
@@lostinaseaofdreams Thanks for the detailed response! I wouldnt have been able to explain it so thoroughly
Its a form of hit detoriation
@@lostinaseaofdreams why is there a bar in your comment?
This route is weak
Not really
@@commentcop4503
Hook’s and dekillsage route’s are stronger
@@vegeta7026 so? SonicFoxs loops are still huge damage
@@commentcop4503
But the other one is easier and stronger i see no reason to use this route
@@vegeta7026 I think this one looks cooler but I think pretty much the only reason I would use it would be to style on someone