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Naeras · Terribad ·

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Naeras
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  • Re: Dragon Ball FighterZ General: DBZ Subforum Edition

    Froztey wrote: »
    wakalaka wrote: »
    Anyone familiar with Arcsys' style of balancing? Wondering how extreme they go with balance changes.

    Cell will probably lose some stuff, can't see them hitting other characters too hard. Way too early.

    16 is bound to lose some shit too.

    Also ArcSys balancing is... weird. They mostly made sensible changes throughout the first couple versions of Xrd, but then Rev2 happened where a lot of the changes seemed more to be for the sake of shaking up the meta rather than improve balance.
  • Re: Dragon Ball FighterZ General: DBZ Subforum Edition

    Cronopio wrote: »
    Naeras wrote: »
    This might be just me, but I get a bit confused when people say that "zoning isn't a thing in this game" and cite superdashes and vanishes as the reasons why. Those are not the approach options that scare me when I try to keep people out.

    You can pretty much vanish on reaction to beams, Kis are stuffed by homing, mashable parry that you can cancel into vanish to punish beams. Pretty hard to keep someone in a certain zone with projectiles when they have all those tools.
    Naeras wrote: »
    This might be just me, but I get a bit confused when people say that "zoning isn't a thing in this game" and cite superdashes and vanishes as the reasons why. Those are not the approach options that scare me when I try to keep people out.

    Outside of 18's disc, chip damage is crazy low in this game. A lot of good zoning tools (regular ki blasts, vegeta's and piccolo's orbs) can be super dashed through on reaction and super dash also gives full screen punishes for whiffed beams. Vanish will straight up punish projectiles on block.

    The combination of all of this makes zoning incredibly bad in this game as a whole and not worth going for especially when there is a (essentially) 1 button press to bypass it. They arent approach options but they punish zoning incredibly well and way too easy

    Okay, I think you misunderstand me. I'm not saying zoning is particularly good. However, I'm not agreeing on why that is the case. The typical style of ArcSys space control is still present; the point of zoning isn't actually to kill the opponent from fullscreen, it's to either restrict options or annoying the opponent into doing something stupid. The reason it's not particularly good is, in my opinion, mainly because of forward moving normals, lack of good options against IADs (2H is not a Guilty Gear 6P), low chip damage on specials along with no chip KO, and assists that pretty easily covers the opponent when they try to get in. Plus some character specific stuff that's occasionally infuriating. That stuff is problematic, and part of why the end goal of a zoner has to be to get in themselves, on their terms, rather than chipping the opponent out from afar.

    But ki blasts, vanishes and super dashes? Vanishes is actually one of the few saving graces of zoning, since it means you can convert a fullscreen beam into offense if they block on the ground, or a combo if it hits them. You can vanish my beams on reaction if you really want to, but do you really want to spend a single bar on getting 850 damage on me and sending me back fullscreen? I'm usually happy when my opponent does that, it's not a good use of meter in my opinion. I'm usually more scared if I block a vanish than if I get hit by one.
    Superdashes are strong, but they have a shitty risk-reward-ratio if they get called out 2H, and they're not all that hard to react to if people try to use them as an approach option. They're great at whiff punishing big stuff, but that still requires the opponent to whiff something big, and that's obviously not something they should do.

    Ki blasts though? Yeah, ki blasts suck, we agree there. It's to the point where they shouldn't even be used for anything but combos, and the odd case of baiting people into superdashing into a 2H at the end of a string, so I'm a bit puzzled as to why anyone would mention them in terms of zoning tools when they're very clearly not even a viable option for that.
  • Re: Dragon Ball FighterZ General: DBZ Subforum Edition

    So apparently this thing was made by Japanese tournament players:

    j6z4l7dhsff01.jpg

    I mean, it's probably correct-ish for week two, but I can't see the list staying this way.
  • Re: Dragon Ball FighterZ General: DBZ Subforum Edition

    Fuck Hit.

    Especially since everyone in Norway plays him. I'm gonna face like five Hit players next tournament.
  • Re: SSGSS(Blue) Vegeta Thread - The Power of a God

    He also ends in an airborne state after his grounded kick special, with his air actions intact. This means if you cover this with an assist, you can get a high-low mixup even midscreen. So he benefits massively from having an assist behind him.

    Example: 1:31and 1:50 in this video