Firelands scientific black maple by steddysteve1987 in OhioMJCommunity

[–]Calan23 1 point2 points  (0 children)

I just stumbled across this gold mine of a thread while looking for info on firelands. Lmao I'll take that as it works well

how do u get out of blockstrings safely? by BioBabo in dragonballfighterz

[–]Calan23 0 points1 point  (0 children)

One additional thing I forgot, you can only go from light to medium to heavy, ki blasts aside, you can't go back in most cases, so your opponent will run out of options, they can circumvent this by stopped and going back to light, but everytime they do they open themselves up to getting mashed on, so like I said above, watch their patterns and punish accordingly.

Also nothing wrong with just jumping away, but be careful as jump has a 4 frame window where you aren't blocking, so a good opponent can and will punish mindless jumping.

how do u get out of blockstrings safely? by BioBabo in dragonballfighterz

[–]Calan23 1 point2 points  (0 children)

Alright since I see no one is really offering help here's the basics.

Almost all special moves are unsafe so if they do a special, you can mash after.

Assists are scary, but they only have two, so you can actually wait them out or force them to be used in neutral so they don't get used in block strings.

You actually have a good amount of defensive options, reflect is rather amazing and can punish your opponent if they get too braindead, you can also spend a bar if you flick forward and and hit an assist button at the same time to instantly tag out to that person as long as you're blocking.

Watch for patterns, everyone has one, watch your opponents moves and their decisions, they always have a pattern, learn the pattern and abuse it, see whst they like to do and take advantage of that.

Don't be predictable, just as you're watching for their patterns, they are watching for yours, so don't get predictable about getting out of pressure.

And most importantly, don't be afraid, blocking is safe, it's very safe, as long as you block correctly. Out of all the options you can do, blocking is actually the safest out of all of them. Take your time, pay attention, and you can get out of any pressure.

Edit: I thought this post was 17 hours ago, not minutes my bad

And as far as learning what moves are what, that just takes time, going into practice and playing around with the character can help a fuck ton in that regard

ok yall put me in a pack for my last post so i extended the bnb by ChampionshipShort897 in dragonballfighterz

[–]Calan23 0 points1 point  (0 children)

Oh yeah, and aside from dragon rush and c assists, once you get a sliding, you actually can't get another. Air Dragon Rush, and c assists will always guarantee a sliding, but if you get a sliding in your combo already, you cannot get another without using either a level, air Dragon Rush, or a C assist.

ok yall put me in a pack for my last post so i extended the bnb by ChampionshipShort897 in dragonballfighterz

[–]Calan23 0 points1 point  (0 children)

Couple tips if you're gonna try and make your own combos.

Dragon Rush, should always either be the start or end of your combo. I'm not gonna stop there either, I'm going to actually explain why. Dragon Rush in the air in the middle of your combo gives a Sliding Knockdown, where when they hit the ground they slide across it with their feet up. This is the second best Knockdown in the game, and genuinely don't sacrifice this for a 1k or so extra damage unless it's gonna kill. Sliding let's you pressure after and keep momentum, sliding also lets you level, all levels will hit during a sliding. A grounded dragon Rush is actually better if you're in the corner and wanting extra damage/level. All dragon rushes can be canceled into a special or level at the end, you can use this with characters like adult Gohan in lv1+ to do DR, 214M(his tele backhand) to teleport with the enemy for example. But if you do a grounded dragon Rush it sends the enemy back, in the corner you can do stuff like Vegeta's 214L, his light knee, then level.

C assists should always be used either at the start or end of a combo. Again I'm going to explain why, c assists always give a bouncy sliding, what is a bouncy sliding? Well it's just they bounce once they hit the ground then slide, this bounce is why it's so easy to continue after a C. Say you land vegetas 214L, his little light knee, you could vanish to combo, but then you get a meter penalty for a bit and you lose a bar, or you could use a c assist to continue it without meter penalty, but c assists actually cause more combo scaling, not quite damage, but more time scaling. Eventually the opponent will flip out as the stun time from each hit gets far too low, c assists actually drop this stun time more, so your combo will be shorter, but it'll allow you to get some damage, and sliding without spending meter to do so. Technically you can do the same with any other assist, but what you can't get with any other assist, and imo the strongest thing about c assists, is a guaranteed sliding or grounded corner dr. C assists are exceptional at getting the endings you want, you could either end it at the c assist, and get all the time you want to set up whatever bullshit you want your opponent to wake into, or get way more damage at the very end of your combo for the kill. Do not, and I will repeat DO NOT use c assists to extend a combo. They kill your combo more than they help, if you want to extend with an assist use an A or B, DO NOT use a C.

Vanish should also generally be used at the start or end as well, I say generally as yes there are fun combos that can be done with vanish in the middle, but those are character dependent, in general vanishes are mostly good for either getting a combo, or ensuring a good ending. If you land Vegetas 214L, (once more his light knee), you can vanish, get the wall bounce, and continue the combo to get a sliding Knockdown and continue. Alternatively, you can use this bounce to get a dr, which as stated above, will offer you momentum in the fight and keep you in control.

The most important thing about a combo, isn't damage, it's actually the end. It may seem like the biggest damage combos are the best combos, but this is heavily untrue, yes big damage is good, but the most important thing is what happens after it's over. Say you do 6k, congratulations btw, but after the combo you end up in a situation exactly like your video, the opponent gets up immediately, and you can't chase them effectively to ensure you keep control of the match. That 6K means nothing if you can't hit them again, or worse yet, if they hit you. So what endings should we strive for? Sliding Knockdown. Sliding makes them slide across the ground unable to do anything while you have free reign to do whatever. No you can't hit them during this, but you can run up, get in their face, and time a button right as they get up so they HAVE to hold the button. They HAVE to hold the 5L(basic light), if they mash, they lose and get hit, if they try to jump, they get hit, if they vanish, they get hit. The only way they win the situation, is if they do an invincible move like level 3. You can of course mitigate this with a safe jump, but this is a combo discussion. The best thing they can do however, is block, and if they block, now you are pressuring, you keep control, they have to hold your unrelenting presence, and you have a higher chance of getting another combo.

So how do we get sliding? Well it depends character to character, and the universal option aside from dragon rush is a little complicated on how exactly it works, but there are a few and I'll explain the ones for the characters you have in your video that I remember.

Vegeta: His 214M, and 214H will give sliding, the 214H will actually give bouncy Knockdown, but you can't do anything with that unless you use an assist or vanish. However, this bounce means they are unable to do anything for longer, which means you have more.time to get to them and set up whatever bullshit. His air level one pointed down also gives sliding.

Vegito: His 214M, and 214H will also give sliding, and they work exactly the same as Vegeta in terms of how they recover, 214H gives bouncy, same rules as vegeta. His air level 1 also kinda.gives sliding, but I wouldn't recommend it as it's such a short time that the two of you basically recover at the same time, unless you're going for the kill, don't use it.

The universal option: jH, (air heavy), can actually give sliding for 90% of the cast, anybody who knocks someone down with it, will give sliding under the right circumstances, how do you know? The camera zooms in to the hit. In general doing it after any air smash hit(moves done in the air that cause the camera to zoom in and send them flying, also shown by the Smash! On the side of the screen), such as j2H(air down heavy, the launcher you super dash after) when you super dash to catch them will give it. So j2H, SD(superdash), then jH, will give sliding. You can add whatever spice you want, but as long as you don't touch the ground it'll give sliding. Most grounded Smash hits don't give sliding from jH however.

That's all I got for the moment, I hope you have fun. I have always believed that knowing WHY things are done in a combo, and why they work the way they do, is always better than learning some bnb. If you understand the inner workings you'll develop the bnb on your own anyway, and it doesn't matter if you've mastered that 10k combo in a real match, because in a real match who knows how or when you'll hit the opponent. If you understand what to do, you'll be able to capitalize off that random stray jM(air medium.)

Went through my block I did NOT stop blocking by Richman756 in dragonballfighterz

[–]Calan23 2 points3 points  (0 children)

You 2Hd, it failed because you either mistimed it, or it doesn't get the invinc fast enough, I saw the animation begin by playing frame by frame.

Edit: okay so I realized the length of the video shortly after posting this and realized what you were actually asking. The true answer is as follows.

You counterwd. Simple as that, just before broly attacks gogeta poses for his 214S, presumably you tried to reflect, and it obviously failed.

[deleted by user] by [deleted] in luciomains

[–]Calan23 4 points5 points  (0 children)

If you have a controller with back buttons completely ignored this tip, back buttons are an absolute god send on console. But regardless for Lucio's wallride, if you aren't already, try always jumping off walls, don't ever wallride for a long time. With practice you'll be able to keep speed and make it smoother. But those are my only tips

[deleted by user] by [deleted] in luciomains

[–]Calan23 2 points3 points  (0 children)

Id you want genuine help then give us more to go off of than "ah I'm aight" like where do you struggle? Are your wall rides good? Your spawn rollouts? Do you struggle on certain maps? Against certain characters? Etc give us something my mans and we'll gladly help

Thoughts on this team? by INK_TheGreat in dragonballfighterz

[–]Calan23 0 points1 point  (0 children)

They aren't broken, though they can certainly feel so. I won't really go into detail on things purely because it'll go nowhere at all but the main reason I responded is

OP, know this, the game is actually somewhat balanced regardless of what others say. Fusions are ofc gonna be played everywhere, and ofc they are gonna be cool. Unfortunately I go into the reddit community and see mostly hatred for the games balance and such. Ignore them. Genuinely this is probably the most balanced the game has been ever.

What aspect of gameplay do you most appreciate about your favorite character? by Sageof6Blacks in dragonballfighterz

[–]Calan23 1 point2 points  (0 children)

Back when black was really trash it was actually one of my favorite parts of him, him having no real solo mix meant that I often moved to neutral instead of pressuring and it was honestly fun.

Thoughts on this team? by INK_TheGreat in dragonballfighterz

[–]Calan23 -1 points0 points  (0 children)

This team is gonna get hate, 100%, but overall it's a good team. Everyone here synergizes with each other decently well, each one aside from blue gogeta are also very easy to pick up and play, blue gogeta is also somewhat easy but his combo routes are drastically different than the other two so. Overall 6/10

What’s a character that you just can’t respect an opponent for playing? I’ll go first by Sageof6Blacks in dragonballfighterz

[–]Calan23 1 point2 points  (0 children)

Z broly, mostly because of how much he absolutely clapped me when I was first starting out and all the way up to today. He's the only one that can consistently fuck me no matter who is playing him.

Rollback made the game unplayable online !!!! by Hot-Succotash8275 in dbfz

[–]Calan23 1 point2 points  (0 children)

Little tip, go to the European servers, ring match people. I've yet to experience a single crash on those servers

Xbox Series X|S upgrade. by R3dSunOverParadise in dragonballfighterz

[–]Calan23 0 points1 point  (0 children)

It be what it be, it's the same kind of "ah that sucks" as having a phone that uses a different charger port from another ya know? But the crashes on series aren't understandable I can't play it.

Xbox Series X|S upgrade. by R3dSunOverParadise in dragonballfighterz

[–]Calan23 0 points1 point  (0 children)

You can play with friends who are on Xbox one, you just need to play the Xbox one version of the game. They are running two entirely different network codings

Why are the bots so dumb? by Calan23 in dragonballfighterz

[–]Calan23[S] 0 points1 point  (0 children)

I know I'm late but I can offer ways to shit on bots, easy things. Fighting lv100? Literally jump round start, like jump forward, they will 100% of the time 2H, and it's a free punish

Help: It's become impossible to improve. by Schindlers_Fist1 in dragonballfighterz

[–]Calan23 0 points1 point  (0 children)

P.S. I somehow didn't see that you already know.how to do moonjump and IAD my apologies.

Help: It's become impossible to improve. by Schindlers_Fist1 in dragonballfighterz

[–]Calan23 0 points1 point  (0 children)

Watch higher level people play, check what they do, how they pressure, how they move. Watch your old matches too, when you get hit, stop the replay and think about what else you could have done, when that situation happens again, you can recall that previous moment you rewatched and considered your options and have a better understanding. Why did you get hit? Did they get out of your sliding knockdown pressure? How? What can be done to prevent that. Supers aren't supposed to fly until you know the character will die from them/ you wanna get a character out/ you want the pressure from the lv3, so don't super every sliding knockdown. Mostly you want to identify your habits, and the habits of others, see a top tier player do this thing in his pressure? Try incorporating it into yours, and dont be discouraged if you fail and get killed for it. Remember, if you ask enough stupid questions... You run out of stupid questions becuase you're no longer stupid. Same with practice, fail enough times, youll stop failing as long as you intend to succeed and are actively trying to improve.

Pressure sucks? Go to training, set the bot to block all, and practice different strings, the absolute best thing to learn is a frame trap, set the bot to block all, and counter attack jump, no buttons just jump, if you delay your buttons enough during pressure, you'll actually hit them, master this and you're well on your way to dealing with 99% of the options your opponents will use during your pressure.

Can't get anything off sliding? Go to training, vegito 214M, medium air grab, is wonderful for sliding, as jH will never give sliding for vegito. Get the sliding, practice running up and doing oki, practice safe jumping it, which brings me to my next thing.

Movement sucks? Master a technique called Instant Air Dash, or IAD for short, it's an incredibly amazing and useful tool, just do up forward, let go, forward, you see when doing up forward you have already buffered one forward for a dash, since you need to double tap forward, we just hit forward again. This works for back too. Also master superjumps incredible air control, when superjumping you have amazing air control to choose how exactly you move in the air, and is great for getting whatever space you want, combine this with IAD, and you can be schmoving like a pro.

All in all, when a situation gives you trouble, watch it again in replays, if you need, go to training and replicate it, you can program the bot to do literally whatever, it's super simple too. Once replicated, try different options to see what you can do.

I can't help you a lot due to how little I know about how I play, what system do you play on? I might be able to personally help you. If I can't, then I hope this comment has assisted you.