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== Gauges == | == Gauges == | ||
'''Health''' | '''Health''' | ||
There are no rounds in B3. Each character has one health gauge which starts green then turns yellow, to orange, to red. When the health gauge is depleted, you get K.O.'d. You have the option to add on to the health gauge similar to handicaps in other fighting games. By default, you have three bars and you can add as many as four for a total of seven bars, or you may subtract bars for as little as one bar. | |||
'''Ki''' | '''Ki''' | ||
This represents how much Ki you have. Ki is essential to perform many actions in B3. The longer bars represent a character's Baseline Ki. Ki is explained in greater detail in the Ki section. | |||
'''Fatigue''' | '''Fatigue''' | ||
Represented by the small "person" looking icon below your health gauge. It starts off empty but as the color turns from yellow to red, your fatigue is raised. The more fatigue you have, the harder it is to win Ultimate attack struggles (explained later in the Capsule section). This also effects your time in Hyper Mode. The fatigue gauge is raised by excessive blocking and Dragon Rush attacks. | |||
== Basic Movement == | == Basic Movement == | ||
'''Walk'''<br> | '''Walk'''<br> |
Revision as of 14:00, 7 April 2006
Introduction
Game Mechanics
Notations
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-note- A * placed next to recovery notations, for example *NRR or *NRS means that the string can become non-recoverable with a delay of the last hit.
Gauges
Health There are no rounds in B3. Each character has one health gauge which starts green then turns yellow, to orange, to red. When the health gauge is depleted, you get K.O.'d. You have the option to add on to the health gauge similar to handicaps in other fighting games. By default, you have three bars and you can add as many as four for a total of seven bars, or you may subtract bars for as little as one bar.
Ki This represents how much Ki you have. Ki is essential to perform many actions in B3. The longer bars represent a character's Baseline Ki. Ki is explained in greater detail in the Ki section.
Fatigue Represented by the small "person" looking icon below your health gauge. It starts off empty but as the color turns from yellow to red, your fatigue is raised. The more fatigue you have, the harder it is to win Ultimate attack struggles (explained later in the Capsule section). This also effects your time in Hyper Mode. The fatigue gauge is raised by excessive blocking and Dragon Rush attacks.
Basic Movement
Walk
To walk, forward or backward, simply press and hold forward or back once on the directional pad.
Dash
Dashing is done by double tapping forward or back twice and holding the direction on the second input. Dashing can be canceled by tapping guard. If you only double tap, and do not hold the direction, you will perform a "hop". While dashing you may attack with p, k, p+k and e. (You can also attack with k+g, but it is the same attack as p+k)
Sidestep
Sidestepping is done by pressing up or down along with guard simultaneously.
Advanced Movement
Fly
In order to fly, start by dashing backward and press up on the directional pad. If your opponent is in the air while you are on the ground, then dashing forward automatically makes you fly. If you are in the air already and wish to take the fight back to the ground, simply dash back-wards while pressing down on the directional pad.
Recover
To recover or "break-fall", tap guard just as you hit the ground from any attack that allows ground recovery. Pressing up or down along with guard will cause you to recover to the left or right. Left and right recovery can also be performed while laying down. You can also perform recovery after getting hit while laying down.
Dash Buffer
To dash buffer, perform a forward or backward dash while charging any attack other than K+G, >K+G and <K+G. You would then cancel your charged attack and immediately perform the dash without the start-up. For forward dash buffers, you must certain distance from your opponent in order to allow the dash to happen. These dashes can be canceled just like ordinary dashes and can be used to space yourself and obtain a favorable position. You may also perform dashing attacks from forward dash buffers.
Attacking
Punch
To punch, simply press the punch button. p (punch) is usually a character's fastest attack and your average p (punch) is the fastest attack in B3 but lack range for most characters. You can alter you punches by pressing forward and backward. For most characters, >p (forward+punch) is of average speed and reach and mostly used to attack. <p (backward+punch) is normally among the slower attacks in B3, with exceptions of course. These attacks are commonly used defensively or to start juggle combos.
Kick
Kicks are generally stronger than punches and have longer reach. k (kick) is usually a character's fastest kick and often times have the longest reach. >k (forward+kick) are mostly knees or sliding sweeps, so the range from character to character differs greatly. <k (backward+kick) is, for the most of the characters, a defensive kick that nullifies attacks.
Energy (Ki Blast Wave)
Simply pressing e (energy) will cause your character to fire a single Ki Blast Wave. This can be done anywhere between three and five times for multiple Ki Blast Waves. Each Ki Blast Wave consumes a small amount of Ki. e (energy) can also be combined with forward (>e) and backward (<e). These are your Death Moves. This is where your damage will come from. Death Moves vary from character to character, as well as damage, type and Ki consumption. Explained in greater detail in the Capsule section.
Throw
All throws in B3 are performed by pressing p+g (punch+guard). Much like other fighting games, throws cannot be blocked and attacking opponents cannot be thrown. Some throws launch for juggle opportunities while others have so much lag that they are actually un-safe to use.
Simultaneous
p+k, p+g, k+g, p+k+g and p+k+g+e are your simultaneous inputs for B3. p+k is usually a single attack that can both be charged and nullifies as well as knock the opponent down. >P+K is much like p+k, while <P+K launches for juggle for all character's. p+g is, as explained in the previous section, to throw. k+g attacks vary from single hits to multiple hits to combo starters. Much like p+k, k+g may be altered with directional inputs (>k+g and <k+g). Not all characters have these, however. p+k+g is to transform, which is explained in it's own section. p+k+g+e also has it's own section, Hyper Mode.
Pursue
To Pursue, simply press e (energy) after knocking the opponent back in order to follow them into the air and attack. This can be done up to three times to create what is known as a "teleport tornado" or "TT". However, attacking using this method consumes Ki AND gives your opponent Ki. Be advised that this is best used to K.O. an opponent.
Beam Struggle
Beam Struggles are activated when two "blast-type" Death Moves collide. Once Beam Struggle is activated, you would rotate the analog sticks and/or mash buttons to win the struggle. The loser receives an extra bit of damage. However, not all blast-type Death Moves can be used in a Beam Struggle AND a stronger blast-type Death Move will "eat" a weaker one (explained in Capsule section).
Burst Zone
Burst Zone is activated when two nullifying attacks collide. Much like Beam Struggles, rotate the analog sticks and/or mash the buttons to win the struggle. The loser is sent flying away and vulnerable to Pursue attacks.
Advanced Attacking
Guard Break
Most dashing attacks in B3 have guard break properties. Once a guard break occurs, the opponent staggers backward. During this time, the opponent cannot do anything and is open to be attacked. Any punch or kick landed on an opponent after a guard break has it's damage reduced by roughly 4%. All guard breaks don't occur from dashing attacks though. Some attacks strings contain a single attack that guard break and some simultaneous attacks guard break as well. There is a unique guard break animation that only Teen Gohan and Omega Shenron have access to. Their guard break keeps the opponent stationary and in a stunned state.
Unblockable
Unblockables in B3 work just like most games. You can't block these attacks.
Counter Attack
The actual attack that counter-hit get a 25% attack bonus. Nothing, other than the small boost in damage, is very good about counter attacks in B3. In fact, some attacks launch the opponent into a low juggle on counter attack, which is hard to follow up on. All knees (usually >k and <k) cause a low juggle with very few exceptions (Uub's <K and Omega Shenron's >K are all I can think of at the moment). Ki Blast Waves also launch for a low juggle on counter attack.
Charge Attack
Some attacks in B3 can be charged. This works especially well in mind games. In order to charge an attack, simply hold the button input. Keep in mind that they cannot be charged forever. These attacks, when fully charged, are 50% stronger than their non-charged counterpart. While charging an attack, you can be thrown.
Cancel
To cancel an attack, all that is required is for that attack to be charging. While charging an attack, press guard and you will cancel the attack into your guard. You can press up or down along with guard to cancel into a sidestep. Cancels can be used for many things such as creating combo opportunities. Sometimes you need to cancel an attack to recover quick enough to follow up with another attack while you opponent is in a stunned or juggled state. Cancels can be used to attack safely as well. Canceling the lag from one attack by canceling the following attack in a string is very helpful in attacking safely...
Will add more later
Stun
Juggle
Defending
Block
Teleport
Deflect
Deflect Back
Advanced Defending
Dodge
Dodge+Counter
Dodge+Sidestep
Dodge+Back Dash
Teleport Cancel
Nullify
Ki
Charging Ki
Baseline Ki
Taunt
Transform
Hyper Mode
Dragon Rush
Capsules
Ability
Equipment
Item
Tier List
Top Tier:
Omega Shenron
Piccolo
Dabura
Cell
Upper Tier:
Vegeta
Teen Gohan
Frieza
Android #18
Kid Buu
Supreme Kai
Krillin
Goku
Bardock
Majin Buu
Kid Goku
Middle Tier:
Gohan
Trunks
Super Buu
Goten
Cooler
Yamcha
Tien
Kid Trunks
Android #16
Captain Ginyu
Lower Tier:
Broly
Android #17
Dr. Gero
Raditz
Nappa
Great Saiyaman
Recoome
Kid Gohan
Cell Jr.
Bottom Tier:
Uub
Videl
Saibamen
Hercule