System Skill List (Sprawlers-G'Faqs): System Skills
System skills add more to the basic/advanced mechanics, so I’ll explain them here:
Energy Drain You gain a small amount of super for each ki blast that you parry. Useful in conjunction with the switch guard skill.
Omega Charge When health drops below 35%, atk power rises by 40%, def power by 30%, but guard is disabled. I strongly advise you do not get this skill. There are much better choices available. Plus, losing your ability to guard is suicide, since most characters can easily deal high damage if they land any of their starters. This skill is the same as Assault Style.
Dragon Heart Action gauge recovery increases. Good when developing your character, but once you can inherit skills, don’t bother with this. This skill is the same as Rapid Movement Recovery.
Dragon Frenzy Super gauge rises faster than usual when your hits are blocked or if they connect. Good when developing your character, but once you can inherit, forget about this. A version of Ultimate Gauge Upgrade grants the same bonuses.
Dragon Rage When hit by attacks, your ultimate gauge rises faster than normal. Good to have when you’re developing your character, but leave this in the dust when you can inherit. A version of Ultimate Gauge Upgrade yields the same effects.
Dragon Vitality Start with an additional bar of action. This actually can be useful enough to be used over skills you can inherit, but I wouldn’t count on it. This skill is analogous to Movement Up.
Dragon Soul Start with an additional bar of super gauge when the match begins. Not worth it. There is a version of Ultimate Gauge Upgrade with the same effects.
Super Cancel A useful skill, you can cancel a special move into a super, and a super into a different super. This is certainly one of the best system skills available.
Guard Cancel A skill that allows you to use a special move (for a cost of one super bar) or a super move (for a cost of two super bars, level 3 supers can not be used) while guarding. Don’t expect to guard cancel a single attack. Guard cancels come in handy when someone is trying to combo you.
Impact Up Attacks that send people back send them farther than usual. For characters who do best at far ranges, this can be a very useful skill. For characters who excel more at melee, this skill is more detrimental than helpful.
ATK up Attacks deal an additional point of damage. Certainly a skill worth having.
DEF up Attacks deal 1 point lower damage. Useful skill.
Switch Guard While blocking ki attacks, you can actually perform the ki blast parry. Very useful in conjunction with the energy drain skill.
Armor Strike While performing the dash attack, your character can withstand one hit without getting knocked down. This is a solid skill, putting you in an offencive and defencive position.
Shield Sprint While performing any of the homing dash attacks, your character can withstand one ki blast without getting knocked down. I do not find this skill all too useful, since people who fight with projectiles usually use projectiles that deal a minimum of two hits.
Wall Smash Basically, any move that knocks your opponent off of their feet (no longer has to be a heavy homing dash attack) can lead into a wall stun. This is also one of the top skills of the game.
Weight Increase Your character becomes heavier. This has two effects: -Your character drops down faster (thus making it harder to get hit by aerial combos) -Your character’s sidestepping/flying speed decreases (thus making it easier to get hit by projectiles and any moves that have tracking) Now, it does say its harder to do aerial based combos. However, I’ve actually found it easier to connect combos on weight increased characters. Be careful with this system skill.
Ground Speed Up Your speed while moving on the ground (not dashing) increases. This system skill is very useful, because you can sidestep projectiles and attacks with tracking much more easily. For example, with my ground speed upped Trunks, I can sidestep plainly and still avoid #17, #18 and Videl’s command throws. Definitely make use of this.
Enhanced Force When health drops to 35% or below, your character’s atk and def beef up by 10%. There usually are betters skills to select.
Senzu Bean When all health is gone, your character will recover. The amount of health recovered depends on the super gauge built. I don’t recommend this. Even though it is a second chance, your opponent easily has time to set up a throw or a cross-up.
Infinite Rage When health drops below 35%, super gauge builds much faster. I think this is a good skill, but its usually passed up by others skills that will stay handy for the whole fight.