Android 17 (DBZ:B3): Difference between revisions

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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. It's safe on block.  If you connect Energy Field low enough to make your opponent slide, you have time for an unblockable.
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]] 11:45, 23 December 2006 (UTC)
--[[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.


combo demo

--Crazymasterhand 21:47, 10 September 2007 (UTC)