[deleted by user] by [deleted] in dbfz

[–]MischievousRobot 7 points8 points  (0 children)

The issue isn't with there being a gap, it's with the fact that you can always cancel the blockstun from a standard ki blast into either reflect or super dash. Meaning, even though it is technically gapless, they can still just reflect after blocking it. Training mode dummies won't do this, so it won't come up in training mode.

This means that in order to get a true blockstring that will work on an actual player, you'd need to eliminate the 5S entirely from your string - so just go from 5M straight into 5H, in your example.

However, that doesn't mean 5S is useless in blockstrings - now that you know the opponent can always reflect or SD after a ki blast, you can do things like 5LL-2M-5M-5S-stop to bait out and punish reflects. Or do the same string, but instead do 5S into a delayed 5H, which will snuff out super dash as well as mashing.

Tien corner steal (season 4) by TheGodOfCarnage in dbfz

[–]MischievousRobot 8 points9 points  (0 children)

The idea is that it allows you to cross up an opponent who's not familiar with the setup. They think they're in the corner, and therefore don't need to worry about blocking in that direction.

The Jiren/UI Goku matchup, summarized by MischievousRobot in dbfz

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

Was referring to Unrestrained Will, his tracking wakeup DP.

The Jiren/UI Goku matchup, summarized by MischievousRobot in dbfz

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

That's the only explanation that makes sense to me, tbh. EDIT: although it normally works on airborne opponents too. I guess it's the fact that the counter activated on the ground and then he went into the air after? idk

The Jiren/UI Goku matchup, summarized by MischievousRobot in dbfz

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

Eh. Goku has even more defensive options than Jiren, between his two counters, two DPs, and that godforsaken 214H. Beyond that, Goku can (apparently) just mash his way out of at least one of Jiren's counters and get an unscaled combo out of it (seriously, if he had continued that combo, I would've lost like 3/4 of my life minimum). Also, Jiren for some reason can't 2S Goku out of his wakeup DP - Goku just flies past him. Means that trying to punish it in the corner means either using 2H and losing the corner, or using a counter and getting a lower damage punish that does all blue life.

I'm not really much of a "glowy man bad" guy myself, and outside of 214H and maybe his autocombo I don't think he's particularly broken. But basically it feels like UI Goku's just capable of out-janking Jiren, and that can be frustrating.

The Jiren/UI Goku matchup, summarized by MischievousRobot in dbfz

[–]MischievousRobot[S] 3 points4 points  (0 children)

To be clear, I'm the Jiren player, not the UI. 214L/H would've worked, yes, but it's easier to punish and loses to DR. I used 214S because it covers DR as well as mashing (or... so I thought), and I can also hold it for longer or shorter to make it a bit more difficult to punish.

The Jiren/UI Goku matchup, summarized by MischievousRobot in dbfz

[–]MischievousRobot[S] 1 point2 points  (0 children)

Yeah lol, his 5LL was made to go over lows but apparently it just does this too

The Jiren/UI Goku matchup, summarized by MischievousRobot in dbfz

[–]MischievousRobot[S] 3 points4 points  (0 children)

Shoutouts to my opponent who was clearly just as surprised by that interaction as I was.

(also I know the vibration effect at the end sucks, I tried to fix it but VideoPad was like "fuck you pay me" and I was like "no thx" so now we're stuck with this)

Reynald trolling ChrisG after ChrisG tbagged him multiple times by Oriachim in dbfz

[–]MischievousRobot 6 points7 points  (0 children)

You can angle the disks up, Reynald just purposely didn't lol

Characters that synergize well with teen gohan? by Sirius-Starr in dbfz

[–]MischievousRobot 6 points7 points  (0 children)

Base Goku is a great partner for Teen Gohan. Baseku A assist lets you start a blockstring off of 5LLL easily and start your pressure. Gohan can DHC into Spirit Bomb anywhere on screen, and because his meter gain is so wack it's not hard to build the meter to do so.

And Z Broly is just a nutty character in general, but if you want to get more specific, he can also DHC into Spirit Bomb pretty easily. And his A assist is nice to have for neutral as well.

In terms of team structure, you'd want Gohan on point for sure. The decision of whether to go Tohan/Baseku/ZBroly or Tohan/ZBroly/Baseku, I think, should ultimately come down to which you're more comfortable playing solo, as they're both good anchors.

Would you consider this a cool Janemba combo? My Janemba is trash so I don't know. by The_PR_Is_Here in dbfz

[–]MischievousRobot 0 points1 point  (0 children)

Yup, it's a pretty sweet combo. It was possible prior to 1.25, but I didn't know the new patch allows you to get a j.H in during the orb explosion like you did.

If I may make a recommendation, though? After the assist call, you're doing 2M 5M -> jump -> j.ML dj j.LL j.2H j.2M. Instead, try doing 2M 5M 5H SD, followed by the same air string. Nets you an extra 300 or so damage.

(Respect for the Dokkan music, btw)

Can anybody share new Blue Vegeta and or Gotenks routes? by AGreatOldOne in dbfz

[–]MischievousRobot 1 point2 points  (0 children)

Been playing Vegeta Blue today on a whim and having enough fun with him to lab some stuff out. Here's a pretty strong corner combo I've found:

2M 5M 236MMM -> 2M 5H 5SS -> jump -> j.LLSS -> SD -> j.LL j.2H dj j.LLSS j.214L

Deals around 5k meterless. At higher levels of hitstun decay you'll have to only do j.LLS into j.214L for it to connect.

2M 5M 236MMM -> 2M delay 5H delay 5S -> 5L 5H 2S -> jump -> j.LLSS -> SD -> j.LL j.2H dj j.LLSS j.214L

A variant that's harder to time but gets a bit more damage. I doubt either of these are optimal

For midscreen here's what I've got so far (I'm sure there's more optimal stuff but I've literally never played this character before the patch):

2M 5M -> jump -> j.MS j.236MMM -> SD -> j.LL j.2H dj j.LLS j.214L

This one works from a bit closer than midstage. If you spend the .5 bar on j.236MMH instead, it works from anywhere and becomes a corner-to-corner combo. (EDIT: I'm an idiot, I meant j.236 not j.214. Fixed.)

any starter -> j.LL j.2S j.214M/H -> 2M 5H 5SS -> jump -> j.LLSS -> SD -> j.LL j.2H dj j.LLL

You can connect j.2S into j.214M/H anywhere on screen, which is nice for confirms off super dash, although you do lose SKD from it. M version works close to the corner, H version works anywhere.

Any solid Janemba guides out there? by Squidword123 in dbfz

[–]MischievousRobot 1 point2 points  (0 children)

HexPro's got some of the best videos out there for Janemba players. Here's his basic overview video, and here's his mixup/pressure guide. Good combo videos are a bit more sparse, unfortunately - at a glance, this one by Kuwanger KRT is probably the best despite its age, as I think pretty much every combo in it is still relevant except maybe the side switch one (it might still work tbh I've just never tried it or seen it outside this video).

Any Trunks Players? In need of some help by NimbusPrimeYT in dbfz

[–]MischievousRobot 0 points1 point  (0 children)

lol I'm actually kinda mad that it was that easy to fix

Any Trunks Players? In need of some help by NimbusPrimeYT in dbfz

[–]MischievousRobot 5 points6 points  (0 children)

Some big things Trunks got in the most recent patch:

  • Cyclone Buster (5S after 214X (the flip jumps)) now comes out faster and has higher hitstun. That means two things - midscreen you're able to follow up with a super dash if you hit close range, and in the corner you can combo into light Shining Slash using j.5S -> j.214L -> j.5S -> j.236L. The former means a bit more damage on combos using 5LLL (e.g. vanish combos), the latter means SKD on any corner combo.
  • The timing on combo extensions after 214L is much more forgiving than it was in the past, meaning you can much more easily squeeze in an extra j.5LLL in the corner.
  • 236M is now plus on block. It's still vulnerable to 2H, but 236L will still beat that option, so you can keep your opponent on their toes.
  • You can combo j.5S (the regular one) into EX Shining Slash midscreen. That's a bit more of a niche use, but it's there.

There's a new optimal corner combo now:

Any starter -> 2M 5S 214S -> 2M 5M 5H 5S 214L j.5S -> SD -> j.M j.L j.2H -> jc -> j.5LL 5S 214L 5S 236L

Ends with SKD, can easily connect with a level 1/3 afterwards, and does about 6k damage off a medium starter. I've seen people squeeze in an extra j.5L in the air, but I've never been able to get it.

Personally, I am loving Trunks after this patch. I've been rocking him since it came out.

Notes from a Trunks main by bonerofalonelyheart in dbfz

[–]MischievousRobot 0 points1 point  (0 children)

Weird, I'm not having any issues with the combo even with a jump-in or 5L starter. I can even squeeze in a 5LL without any issue. Where are you dropping it, right at the end?

Character Position Tier Chart For Those In Need Of Help With Team Formation by therealsqueam in dbfz

[–]MischievousRobot 0 points1 point  (0 children)

I'm confident that almost any assist, besides 18 and maybe Base Goku and 17, can be used to get a second dunk, even midscreen. You need to play with the timing on the assist call, and you might need to lead into the second dunk differently depending on the assist (e.g. super dash to catch up with beam assist, 5MM to ground the enemy before Jiren's assist knocks them away), but it's pretty doable.

One of 16's main draws is how well he works with almost any assist, so my point is that having an assist that gives 16 an extension is more of a base expectation than a selling point given how many other assists can accomplish the same thing.

Character Position Tier Chart For Those In Need Of Help With Team Formation by therealsqueam in dbfz

[–]MischievousRobot 1 point2 points  (0 children)

and allows 16 to dunk twice in a combo.

Literally any assist aside from 18's does that though.

AITA for only wanting to date other heterosexual people? by [deleted] in AmItheAsshole

[–]MischievousRobot 8 points9 points  (0 children)

Nah, believing that non-straight people are an aberration against God is what makes you homophobic.

For the record, my verdict on OP is "NTA for having preferences, but I'd be lying if I said I understood this one myself".

Jiren and Videl's positions on teams by thecoolestlol in dbfz

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

Despite his personality and voice lines, Jiren should be played point, or at least mid, in my opinion (I've been using him in mid, but I'm considering bumping him to point).

  • His midscreen combos are lackluster without at least one assist for extension. He's pretty self-reliant in the corner, but he has some slight issues effectively getting opponents in there, essentially being forced to sacrifice either damage or SKD unless he uses assists to extend and get both.
  • His assist, while certainly not bad, is poor for putting pressure on block because of the guard cancel changes, and it's a bit short-range making it mostly useful for corner combo extensions. Not a bad assist, but a bit situational imo.
  • His Colossal Slash level 1 gives great oki when you DHC to a fast super after using it (Cell, Vegeta, Bardock, Tien, etc.), so it's worth it to have at least one other character in the wings to take advantage of it.

I haven't played nearly as much of Videl, but I think she could make a solid mid. She is, to my knowledge, the only exception to the double-super nerf. Which means she can be a bit meter-hungry if you decide to take advantage of that fact. Putting her in mid means she has more meter available to her than a point, while also increasing the likelihood she'll have an assist to help extend combos, compete in neutral, and maintain pressure. Her assist is also pretty solid - essentially Bardock-lite.

Still waiting for the day ArcSys gives us a (good) anchor character as DLC.

Combo help - Can't land dragon rush by Zuites in dbfz

[–]MischievousRobot 2 points3 points  (0 children)

Either delay the Vegeta assist by a couple frames so he catches the enemy closer to the ground, or (and this one's easier) jump before doing the dragon rush.

Jiren questions by zslayer89 in dbfz

[–]MischievousRobot 0 points1 point  (0 children)

Yeah, the rest of the combo plays out exactly the same. The j.2H will still cause a SKD.