Strategy (DBZ:B3)

From SuperCombo Wiki

Basic Strategy

Combos

Short Damage

Short damage indicates combos that allow the opponent to gain no more than one full ki bar through auto ki regeneration because of baseline ki. Combos are tested with Breakthrough equipped, in the lowest form possible, starting the combo at max ki, with the opponent at baseline. A separate test must be performed with the opponent at 0 ki to determine how much they can regenerate.

Short Damage List

Medium Damage

Medium damage indicates combos that allow the opponent to gain no more than two full ki bars through auto ki regeneration because of baseline ki. Combos are tested with Breakthrough equipped, in the lowest form possible, starting the combo at max ki, with the opponent at baseline. A separate test must be performed with the opponent at 0 ki to determine how much they can regenerate.

Medium Damage List

Max Damage

Max damage indicates combos that allow the opponent to gain no more than two and a half ki bars through auto ki regeneration because of baseline ki. Combos are tested with Breakthrough equipped, in the lowest form possible, starting the combo at max ki, with the opponent at baseline. A separate test must be performed with the opponent at 0 ki to determine how much they can regenerate.

Infinites

Capsule Set-ups

Advanced Strategy

Starter Reach

Starter Reach refers to the maximum range in which an attack can hit from. A point system is used to describe this. The amount of points are determined by the number of steps away Piccolo that can be hit. Piccolo is used because he has a very simple, easy to read, backwards walk. 10 points are given for each full step and 5 points for each half step. For example, 3 steps would be 30 points and 4.5 steps would be 45 points. Knowing the reach of your character's and opponent's starters is important to exploiting or avoiding certain advantages/disadvantages. For example, in the Kid Buu vs. Kid Goku match-up, Kid Goku's <P has 50 reach points, which is one of the longest reaching starters with combo options, while Kid Buu >K has 40 reach points so Kid Goku has a reach advantage over Kid Buu. Kid Goku also has a close range advantage over Kid Buu because of speed which results in Kid Buu having an advantage inside a "hot-zone" while being at a disadvantage from 20 points or less and 45 points or more. Kid Goku would like to exploit this. Character pages include individual reach information.

Starter Reach List

Starter Speed

Starter Speed refers to the ranking of the speed of starters. To my knowledge, there is no frame data so I found the information the best way I could. The rankings is basically a list of all starters from fastest (rank 1) to slowest (rank 17). Knowing the speed of your character's and opponent's starters is important to exploiting or avoiding certain advantages/disadvantages. For example, in the Kid Buu vs. Kid Goku match-up, Kid Goku's <P has 50 reach points but one of the slowest (rank 16) starters in B3 while Kid Buu >K has 40 reach points with a rank 7 speed, which is one of the fastest starters with more than 40 reach points. Kid Buu knows this and wants to stay at his max range and not Kid Goku's, where Kid Buu can use his speed advantage. Kid Goku has the close range advantage over Kid Buu because Kid Goku's P is rank 4 with 20 reach points while Kid Buu's fastest starter is rank 6 resulting in Kid Buu being one of the worst close range fighters in B3. Character pages include individual speed information.

Starter Speed List

Ki Management

Teleport Baiting

Zoning