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'''Ki'''<br> | '''Ki'''<br> | ||
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 here [http://www.shoryuken.com/wiki/index.php?title=Dragon_Ball_Z:_Budokai_3#Ki]. | This represents how much Ki you have. Ki is essential to perform many actions in B3. Every characters has a maximum total of 7 Ki bars. The longer bars represent a character's Baseline Ki. Ki is explained in greater detail in the Ki section here [http://www.shoryuken.com/wiki/index.php?title=Dragon_Ball_Z:_Budokai_3#Ki]. | ||
'''Fatigue'''<br> | '''Fatigue'''<br> | ||
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 in the Capsule section here [http://www.shoryuken.com/wiki/index.php?title=Dragon_Ball_Z:_Budokai_3#Capsule]). This also effects your time in Hyper Mode. The fatigue gauge is raised by excessive blocking and Dragon Rush attacks. | 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 in the Capsule section here [http://www.shoryuken.com/wiki/index.php?title=Dragon_Ball_Z:_Budokai_3#Capsule]). This also effects your time in Hyper Mode. The fatigue gauge is raised by excessive blocking and Dragon Rush attacks. If you are hit while | ||
== Basic Movement == | == Basic Movement == |
Revision as of 16:29, 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. Every characters has a maximum total of 7 Ki bars. The longer bars represent a character's Baseline Ki. Ki is explained in greater detail in the Ki section here [1].
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 in the Capsule section here [2]). This also effects your time in Hyper Mode. The fatigue gauge is raised by excessive blocking and Dragon Rush attacks. If you are hit while
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.
-note- 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 on the directional pad along with guard, simultaneously, while standing. Some attacks can track sidesteppers.
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 be a 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 here [3].
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 unsafe 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 here [4], 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 here [5]).
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. However, the only unblockables are fully charged attacks, some Death Moves and Ultimate 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 but your opponent cannot block or dodge fully charged attacks which is very useful if your charge attack nullifies. This leaves your opponent in a difficult situation to deal with.
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.
Stun
Some attacks in B3 have can leave your opponent temporarily stunned and unable to perform any action. These are as essential to combos as much as cancels. While some attacks have stun properties, sometimes cancels are needed to take full advantage of your stunned opponent. For example, in a situation where the attack that stuns has enough recovery frames, that you can't land a hit on your opponent before they recover from the stun. If the next attack in your string can be canceled then be sure to cancel.
Juggle
To Juggle is key to comboing with certain characters. Some characters have trouble comboing into Death Moves, so they need to launch their opponent to make this possible in lengthy combos. Juggling also helps to extend combos for characters that do not have a good number of ground strings for combos. Juggles are explained more in the Combos section here [6] and the Infinites section here [7].
Defending
Block
To block, simply press the guard button. In B3, all attacks cause block damage. The damage from blocked attacks are reduced by 50%. However, you cannot be K.O.'d while blocking, in other words, no chip/cheap death.
Teleport
Teleporting gets you out of sticky situations. EVERYTHING can be teleported BUT at the expense of 3 Ki bars, therefore you need at least 3 Ki bars in order to teleport. To teleport press forward and guard just before getting hit by any attack or throw. After you teleport, your character will perform an automatic attack to your opponents back which sends them flying. You may follow this up with the Pursue attack.
Deflect
Any Ki Blast Wave can be deflected to avoid block damage. Simply press guard at the moment the Ki Blast Wave comes close to you. It will be deflected away.
Deflect Back
Along with being able to deflect Ki Blast Waves, you can also deflect them back at your opponent. Performed the same way as Deflect, however, stricter timing is required to Deflect Back. Keep in mind that your opponent may choose to deflect it back again. This can be performed infinitely.
Advanced Defending
Dodge
To dodge, press guard at the moment an attack would have hit you. You can only dodge punches and kicks to avoid block damage and (and more importantly) counter your opponent. Dodging consumes Ki so use sparingly. You cannot dodge fully charged attacks.
Dodge+Counter
A very effective way to defend aggressive opponents. Most attack strings have moments in which the time between attacks within those strings allow an opponent to dodge then counter attack. Knowledge of attack strings and the holes within them is essential to utilizing this technique.
Dodge+Sidestep
Sometimes there are opportunities to dodge then perform a sidestep. These situations occur when there is not enough of a window to use dodge+counter. Again, knowledge of attack strings is essential because some strings contain attacks that will track sidesteppers. Attack accordingly after the dodge+sidestep if the opportunity presents itself.
Dodge+Back Dash
Similar to dodge+sidestep, however, dodge+back dash sets you to counter your opponents attack string with a defensive attack that nullifies, allowing you to combo then or knock them down. Of course you do not have to counter as some characters do not even have this option. More so, your opponent may use a cancel to prevent retaliation.
Teleport Cancel
You can cancel teleports by holding guard. This prevents the automatic kick and places you in a guard state. This can be used to teleport and perform a combo to an opponents back. This can also be used to run away or defend after your teleport to avoid a counter teleport from the opponent who has more Ki than you. You should pretty much ALWAYS cancel your teleport.
Nullify
Some attack in B3 nullify one attack from your opponent. Mostly, these are used defensively to counter an opponents offense and start a combo of your own. Some attacks have a different amount of frames of nullification. For example, Supreme Kai's <k. It nullifies on the first frame which allows it to be used to interrupt attack strings. However, nullifying attacks can be used offensively as well to place opponents in difficult defending situations. Also, two nullifying attacks that collide will activate Burst Zone.
Ki
Charging Ki
To charge your Ki manually, press and hold guard then double tap and hold backward. Once your Ki is maxed out in this manner, your character lets off a burst of energy and is invulnerable to all attacks.
Obtaining Ki
Charging Ki is not the only way to obtain it. All attacks, aside from Ki Blast, blast-type Death Moves and Hyper Mode exclusive attacks (such as Dragon Rush), add Ki when landed on an opponent, whether blocked or hit. ALL blocked attacks, aside from Hyper Mode exclusive attacks, give the opponent Ki.
Baseline Ki
The Ki gauge has a total of seven bars. The longer bars are a character's Baseline Ki. When your Ki is below Baseline, it recharges automatically at a decent rate. When your Ki is above Baseline, it automatically reduces until reaching your Baseline. Baseline Ki also effects your character's attack and guard. While at Baseline, all character's attack and guard ratings are 100%. Each Ki bar above Baseline that you obtain adds 2% to your attack. When your Ki is maxed you receive an additional 2% (Hercule receives 4%). For example, a character with a Baseline of 3 has an attack of 100%. When that character reaches five Ki bars, attack is 104%, and when maxed, attack is 110%. A character with a Baseline of 6 has an attack of 100%, but when maxed, has an attack of 104%. On the flip side, when your Ki is below Baseline, you lose 2% of your guard for each bar below Baseline. For example, a character with a Baseline of 3 has a guard of 100%. When that character has 2 Ki bars, guard is 98%, and when fully depleted, guard is 94%. A character with a Baseline of 6 has a guard of 100%, but when fully depleted, has a guard of 88%.
Taunt
To taunt, hold guard and double tap down on the directional pad. Taunting lowers your opponents Ki by one bar. However, you are very vulnerable in this state so try to perform taunts while your opponent is down.
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