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Generic <KK- for eating your opponent's pokes. | Generic <KK- for eating your opponent's pokes. | ||
Generic >P+K nullifies and knocks down. It moves you forward if canceled. | Generic >P+K nullifies and knocks down. It moves you forward if canceled. | ||
<P is 16's with less range. You have to walk forward a little to score unblockables against rising sidesteps. <P<P^ is chargeable and leads to infinites. It seems he can't infinite wakeup backdashers, so just <PPPP for another knockdown. | <P is 16's with less range. You have to walk forward a little to score unblockables against rising sidesteps. <P<P^ is chargeable and leads to infinites. It seems he can't infinite wakeup backdashers, so just <PPPP for another knockdown. | ||
>P is your fastest move. >P>P is chargeable and nullifies while active. >P>PPK^ is an infinite. | >P is your fastest move. >P>P is chargeable and nullifies while active. >P>PPK^ is an infinite. | ||
K<K is a chargeable nullifying tracking knockdown. This is useful for 17 because knockdowns obviously lead to unblockables. KK<K^ is an infinite. | K<K is a chargeable nullifying tracking knockdown. This is useful for 17 because knockdowns obviously lead to unblockables. KK<K^ is an infinite. | ||
Energy Field punishes sidesteps if you're quick. It can't be teleported. It moves you back a little bit which may make attacks whiff | |||
Energy Field punishes sidesteps if you're quick. It can't be teleported. It moves you back a little bit which may make attacks whiff. If you connect Energy Field low enough to make your opponent slide, you have time for an unblockable. | |||
[http://www.youtube.com/watch?v=pxd-oSFEHTk combo demo] | [http://www.youtube.com/watch?v=pxd-oSFEHTk combo demo] | ||
--[[User:Crazymasterhand|Crazymasterhand]] | --[[User:Crazymasterhand|Crazymasterhand]] 21:47, 10 September 2007 (UTC) | ||
[[Category:Dragon Ball Z: Budokai 3]] |
Latest revision as of 17:47, 10 September 2007
Generic <KK- for eating your opponent's pokes.
Generic >P+K nullifies and knocks down. It moves you forward if canceled.
<P is 16's with less range. You have to walk forward a little to score unblockables against rising sidesteps. <P<P^ is chargeable and leads to infinites. It seems he can't infinite wakeup backdashers, so just <PPPP for another knockdown.
>P is your fastest move. >P>P is chargeable and nullifies while active. >P>PPK^ is an infinite.
K<K is a chargeable nullifying tracking knockdown. This is useful for 17 because knockdowns obviously lead to unblockables. KK<K^ is an infinite.
Energy Field punishes sidesteps if you're quick. It can't be teleported. It moves you back a little bit which may make attacks whiff. If you connect Energy Field low enough to make your opponent slide, you have time for an unblockable.
--Crazymasterhand 21:47, 10 September 2007 (UTC)