2010 Infinite World Tier List
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2010 Infinite World Tier List
Top
Yamcha
Goku/GT Goku
Pikkon
Dabura
High
GT Vegeta
Syn Shenron
Super Buu
Cell
Gohan
Janemba
Teen Gohan
Fusion Vegeta
Upper
Kid Buu
Fat Buu
Goten
Frieza
Super Baby
Bardok
Broly
Vegeta
Kid Trunks
Mid
Android 20 [In the air]
Cooler
Fusion Goku
Android 16
Krillian
Videl
Trunks
Reccome
Kid Gohan
Raditz
Ginyu
Nappa
Android 20 [Grounded]
low
Great Saiyaman
Great Saiyaman 2
Piccalo
Pan
Super 17
Tien
Android 18
Android 17
Reccome/Nappa
Saibaman
Mr.Satan
Discuss
Yamcha
Goku/GT Goku
Pikkon
Dabura
High
GT Vegeta
Syn Shenron
Super Buu
Cell
Gohan
Janemba
Teen Gohan
Fusion Vegeta
Upper
Kid Buu
Fat Buu
Goten
Frieza
Super Baby
Bardok
Broly
Vegeta
Kid Trunks
Mid
Android 20 [In the air]
Cooler
Fusion Goku
Android 16
Krillian
Videl
Trunks
Reccome
Kid Gohan
Raditz
Ginyu
Nappa
Android 20 [Grounded]
low
Great Saiyaman
Great Saiyaman 2
Piccalo
Pan
Super 17
Tien
Android 18
Android 17
Reccome/Nappa
Saibaman
Mr.Satan
Discuss
Last edited by TrollCapAmerica on Wed May 19, 2010 8:57 pm; edited 2 times in total
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Re: 2010 Infinite World Tier List
what exactly is stopping kid boo to be higher in the tiers? he seems to be hella solid and seems to have extremely good rushdown capabilities, plus a high base ki so he can bully you at the start.
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Re: 2010 Infinite World Tier List
Cross wrote:what exactly is stopping kid boo to be higher in the tiers? he seems to be hella solid and seems to have extremely good rushdown capabilities, plus a high base ki so he can bully you at the start.
Kid Buus best features are his reach high baseline and assault Rain.He basically pokes his way back and forth inside tries for occasional guard breaks and uses assult rain when he can get away with it since he cant charge 2 bars before it ends.What separates him from the couple guys right above him is
A] His rushdown is slow.While not as slow as in B3 his attacks are a notch slower than alot of characters with Similar or better reach like Fat Buu Janemba or Shenron.You simply get beaten to the punch by most high tiers as well as some lower ranked ones with good P combos like Goten Broly or Fat Buu
B] He cant really tun a match on its head in an instant like alot of the upper tiers can.His best damage dealer is assault Rain and its best used to cover mistakes or AFTER fatigue.Guys like T.Gohan F.Vegeta Super BuuGohan or Shenron can dish out much more damage in a shorter amount of time
TrollCapAmerica- Saiyan Moderator
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Re: 2010 Infinite World Tier List
MysticFog wrote:hmm where does 18 go?
Ah accidentally erased her while editing the list last time.Fixed
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Re: 2010 Infinite World Tier List
Ok now that everyones had a chance to look around ill give a few explanations on the changes made since the previous list
1] After much thought the gap between Goku and GT Goku really isnt big enough to say ones above the other.
Goku goku has transformations ate every bar starting from baseline[technically at 2 bars though] and continuing every bar up the scale.He has an easier DF infinite since his size lets him start the juggles earlier than GT Goku could.Generally speaking he has an easier time getting to SSJ4 which lets him cause full fatigue alot quicker with DF better Ki regen so he can land reps without worry of losing too much Ki and he gets 10X for mistake punishing fatiguing state punishing ending DF combos quicker etc.They both have the elbow which is the most important factor and makes them basically equal but Goku also has the spear kick {>P+K] that gives him an extra fast knockback attack for breathing room to cause guard breaks and hit an opponent that would normally TC safely.What GT Goku gets is a little better combo resistance in kid mode along with a non-struggle ultimate with 12-1500 damage that lets him hurt you alot in short combos or punishing off air resets A ground reset off P that can turn uncomboable situations around and an un-TCable DM which you can use to punish fatigued opponents with a fully charged HS from behind into..He basically has better utility while regular Goku goes for all out damage
2] Cell/Janemba slide Super Buu and Gohan rise
Cell and Janemba are good.Damn good even but they were slightly overrated.Cells P is as fast as ever but the mechanics dont really allow it to be as dominate as before.Spamming P even with him isnt unstoppable anymore and thats even before you factor in his weaker approach ability.Janemba is the weakest upper tier character in forms of damage and the only moves he has with serviceable speed are >P thats unsafe on dodge/AG and Px4- that leads into nothing but a hard to maintain infinite that gets harder since it causes screen scroll.Super Buu packs a top flight speed big range P with a good multi-hitting cancelable ender that can break negation fast infinites a fast taunt to drain ki while they are fatigued high hit for hit damage and Ill Ball both a mix-up damage dealer remarkably safe thanks to instant recovery.Oh yeah and he can fatigue with 1 bar combos after absorption.Buu saga Gohan packing the games second best DM infinite in SDS which is already capable of full fatigue in base form in a few reps while 2 will do it in Mystic good fast starters with reach multiple transformations and one of the best lv1 DMs in Spirit Shot[Lets call it that].Hes basically better Bardok that can kill you anytime and fast
3] Where did Fat Buu come from?
NOBODY but me seemed to give Fat buu the time of day and he used to be ranked in the lower/bottom tier.A friggan year and nobody noticed he has a super fast long range P starter with 2 combo starting variations both of which have multiple cancel points AND a third variation into a juggle and some of the games highest damage DMs.This makes me worry about how many other characters were left unexplored and are actually good
::pops in 17 and promptly quits:: Umm never mind.Anyways Fats Buus P is fast enough to break Pikkons negation IN CERTAIN SITUATIONS.The fact that he can do that alone is worth a look.Hes faster than everyone up to the bottom of the next tier and even outranges a few of the guys near him in speed.The only reason hes not higher is while he has HIGHER than normal damage he cant instantly break out 2K damage for fatigue like alot of other upper tiers can
more to come
1] After much thought the gap between Goku and GT Goku really isnt big enough to say ones above the other.
Goku goku has transformations ate every bar starting from baseline[technically at 2 bars though] and continuing every bar up the scale.He has an easier DF infinite since his size lets him start the juggles earlier than GT Goku could.Generally speaking he has an easier time getting to SSJ4 which lets him cause full fatigue alot quicker with DF better Ki regen so he can land reps without worry of losing too much Ki and he gets 10X for mistake punishing fatiguing state punishing ending DF combos quicker etc.They both have the elbow which is the most important factor and makes them basically equal but Goku also has the spear kick {>P+K] that gives him an extra fast knockback attack for breathing room to cause guard breaks and hit an opponent that would normally TC safely.What GT Goku gets is a little better combo resistance in kid mode along with a non-struggle ultimate with 12-1500 damage that lets him hurt you alot in short combos or punishing off air resets A ground reset off P that can turn uncomboable situations around and an un-TCable DM which you can use to punish fatigued opponents with a fully charged HS from behind into..He basically has better utility while regular Goku goes for all out damage
2] Cell/Janemba slide Super Buu and Gohan rise
Cell and Janemba are good.Damn good even but they were slightly overrated.Cells P is as fast as ever but the mechanics dont really allow it to be as dominate as before.Spamming P even with him isnt unstoppable anymore and thats even before you factor in his weaker approach ability.Janemba is the weakest upper tier character in forms of damage and the only moves he has with serviceable speed are >P thats unsafe on dodge/AG and Px4- that leads into nothing but a hard to maintain infinite that gets harder since it causes screen scroll.Super Buu packs a top flight speed big range P with a good multi-hitting cancelable ender that can break negation fast infinites a fast taunt to drain ki while they are fatigued high hit for hit damage and Ill Ball both a mix-up damage dealer remarkably safe thanks to instant recovery.Oh yeah and he can fatigue with 1 bar combos after absorption.Buu saga Gohan packing the games second best DM infinite in SDS which is already capable of full fatigue in base form in a few reps while 2 will do it in Mystic good fast starters with reach multiple transformations and one of the best lv1 DMs in Spirit Shot[Lets call it that].Hes basically better Bardok that can kill you anytime and fast
3] Where did Fat Buu come from?
NOBODY but me seemed to give Fat buu the time of day and he used to be ranked in the lower/bottom tier.A friggan year and nobody noticed he has a super fast long range P starter with 2 combo starting variations both of which have multiple cancel points AND a third variation into a juggle and some of the games highest damage DMs.This makes me worry about how many other characters were left unexplored and are actually good
::pops in 17 and promptly quits:: Umm never mind.Anyways Fats Buus P is fast enough to break Pikkons negation IN CERTAIN SITUATIONS.The fact that he can do that alone is worth a look.Hes faster than everyone up to the bottom of the next tier and even outranges a few of the guys near him in speed.The only reason hes not higher is while he has HIGHER than normal damage he cant instantly break out 2K damage for fatigue like alot of other upper tiers can
more to come
Last edited by TrollCapAmerica on Wed May 19, 2010 8:59 pm; edited 2 times in total
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Re: 2010 Infinite World Tier List
4] Videl to mid
and I say why not?Between her Px5 and a >P that reaches halfway across the planet theres no reason for her to be lower than mid.Honestly her starters are upper tier quality its just that is all they gave her to work with.Her TC problem is only a big deal in certain match-ups and who cares if she loses to Bardok for free anyways?Her real problem is low end damage needing to hit a HS from behind then full charge Hawk Arrow for reasonable damage.Even comboing into her ultimate and winning the power struggle wont yield more than 1200 damage on average.Still cares when you can out punch like 2/3rds of the cast?
Ginyu to mid
Now he wasent as vastly underrated as some other guys but he still has the old >P,K,K starter of the son family which is STILL a serviceable starter even if its relegated to combo filler for most characters.His Kx4 infinite pushes his damage from horrid to mediocre.Hes not spectacular but solid enough all around and WAY to good for the bottom of the low tier where characters stop having starters altogether
Great Saiyaman 2 and Pan up a bit Androids down
Simple fact.The Androids DONT have serviceable combo starters.17s essentially just suck and 18 doesnt have them at all while having good DM's.GS2 and Pan at LEAST have some quality starters with good speed and most importantly recovery.GS2 is a litte iffy but shes got an axe kick starter and good >p reach.Pan can even obnoxiously spam that hard to do kneelift infinite as starter or an infinite and if Maiden burst fatigues its technically safe now.I think ill take starters over not being able to teleport certain attacks anyday
and I say why not?Between her Px5 and a >P that reaches halfway across the planet theres no reason for her to be lower than mid.Honestly her starters are upper tier quality its just that is all they gave her to work with.Her TC problem is only a big deal in certain match-ups and who cares if she loses to Bardok for free anyways?Her real problem is low end damage needing to hit a HS from behind then full charge Hawk Arrow for reasonable damage.Even comboing into her ultimate and winning the power struggle wont yield more than 1200 damage on average.Still cares when you can out punch like 2/3rds of the cast?
Ginyu to mid
Now he wasent as vastly underrated as some other guys but he still has the old >P,K,K starter of the son family which is STILL a serviceable starter even if its relegated to combo filler for most characters.His Kx4 infinite pushes his damage from horrid to mediocre.Hes not spectacular but solid enough all around and WAY to good for the bottom of the low tier where characters stop having starters altogether
Great Saiyaman 2 and Pan up a bit Androids down
Simple fact.The Androids DONT have serviceable combo starters.17s essentially just suck and 18 doesnt have them at all while having good DM's.GS2 and Pan at LEAST have some quality starters with good speed and most importantly recovery.GS2 is a litte iffy but shes got an axe kick starter and good >p reach.Pan can even obnoxiously spam that hard to do kneelift infinite as starter or an infinite and if Maiden burst fatigues its technically safe now.I think ill take starters over not being able to teleport certain attacks anyday
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Re: 2010 Infinite World Tier List
Yamcha
Pros
His Px4 cancel is basically unbeatable can be comboed off of and has multiple cancel points.It makes you pretty much invincible
Wolf Fang Fist can be used as an infinite and only costs 1 bar
Cons
Despite being an infinite WFF takes SO long to end you cant link enough of them together to fatigue and the damage is low
3 baseline is a 2 TC disadvantage against 5 or higher baseline opponents
Starters
P,P,P-,P-
K,K,K,K,K-
Heavy Slam
A flipping heel kick.It takes you off the ground is pretty fast with good stun time.No real downsides
Death Move
Kamehameha-A 300 damage lv1 DM.The beam travels fairly quick but the recovery is ABSOLUTE garbage.If Yamcha didnt need the quick damage id say forget it
Wolf Fang Fist-A 450/560 damage physical death move with 2 cancelable points that can be comboed out of.There are juggle infinites with it which could push your damage into the stratosphere but its such a slow move its hard to cause full fatigue before they can TC out
Ultimate
Spirit Ball-A 4 bar struggle ultimate.It....well.........it sucks bad.If you win the power struggle you only get 1050 damage and if you lose then you take about 500 damage.Never ever use this
Practicality-4-Yamcha can sore damage pretty easily all the time because of his godlike priority.The thing is he doesnt have much going on beyond smashing the opponent in the face until they die and WFF takes so long to score damage its often better to use Kamehameha ASAP.
Potential-4-Yamcha doesnt have a great variety of chains or tricks to score inane damage but if the opponent gets fatigued he can WFF infinite as much as he wants.The juggle is a little harder than most to land though
Pros
His Px4 cancel is basically unbeatable can be comboed off of and has multiple cancel points.It makes you pretty much invincible
Wolf Fang Fist can be used as an infinite and only costs 1 bar
Cons
Despite being an infinite WFF takes SO long to end you cant link enough of them together to fatigue and the damage is low
3 baseline is a 2 TC disadvantage against 5 or higher baseline opponents
Starters
P,P,P-,P-
K,K,K,K,K-
Heavy Slam
A flipping heel kick.It takes you off the ground is pretty fast with good stun time.No real downsides
Death Move
Kamehameha-A 300 damage lv1 DM.The beam travels fairly quick but the recovery is ABSOLUTE garbage.If Yamcha didnt need the quick damage id say forget it
Wolf Fang Fist-A 450/560 damage physical death move with 2 cancelable points that can be comboed out of.There are juggle infinites with it which could push your damage into the stratosphere but its such a slow move its hard to cause full fatigue before they can TC out
Ultimate
Spirit Ball-A 4 bar struggle ultimate.It....well.........it sucks bad.If you win the power struggle you only get 1050 damage and if you lose then you take about 500 damage.Never ever use this
Practicality-4-Yamcha can sore damage pretty easily all the time because of his godlike priority.The thing is he doesnt have much going on beyond smashing the opponent in the face until they die and WFF takes so long to score damage its often better to use Kamehameha ASAP.
Potential-4-Yamcha doesnt have a great variety of chains or tricks to score inane damage but if the opponent gets fatigued he can WFF infinite as much as he wants.The juggle is a little harder than most to land though
Last edited by TrollCapAmerica on Fri May 21, 2010 6:37 pm; edited 1 time in total
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Re: 2010 Infinite World Tier List
Goku
Pros
The Goku Elbow is one of the best combo starters in the game is super fast covers a huge distance and negates
You have transformations at nearly every ki bar and your first is available at 2 baseline and the start of the match
Super Dragon Fist infinite gives you awesome damage potential and 10X kamehameha gives you great combo shortening and punishing ability
Cons
The 2 ki cost of SDF and the time it takes to end may limit its use before SSJ3/4
Combo starters
<P+K,P+K-
>P,K,K-
Heavy Slam
A jumping overhead hammerfist.Most of these have sad short stun time that keeps you from landing much after them but Gokus has the advantage of not pushing him very far making comboing easier
Death moves
Kamehameha-Its 1 bar 300 damage with horrible recovery just like Yamchas.The only thing that Goku has going for him with it is in SSJ4 it turns into 10 times Kamehameha which has even worse recovery but does 735 damage
Super Dragon Fist-2 Ki bar physical death move with 644/802 damage and requires Kaioken or higher to use.It can be canceled at a couple points and its easy to juggle into for an infinite.The damage is also pretty solid for its 2 bar cost.It takes alot longer to get through and score all its damage than some PDMs but its not as bad as WFF.You usually can only cover the high ki cost for the infinite in SS3 or better due to the higher ki regen rate
Ultimate
Spirit Bomb-5 bars for very complicated move.In base or KK it does 1200 on a lose at base and 1230 in KK while a win turns you SSJ and does 2310.In SSJ or higher it turns into Dragon Fist which scores a base 495 damage on a loss and 1650/1720/1875/2100 on a win.Not worth its Ki cost as Dragon Fist but the Spirit Bomb versions are worthwhile
Practicality-4-With his great starters and multiple guard breaks Goku can score damage at almost any time he pleases.His only downside is the length of time and Ki cost of SDF which is mitigated by the high regen rates in SSJ 3 and 4.When gets to SSJ4 the ability to punish fatigue end combos early and score good damage even off guard breaks pushes his SSJ4 up higher its just getting max Ki takes some work
Potential-5-While he cant score the damage needed to fatigue as quick as Gohan and Bardok he still should be able to score a huge damage DM infinite at virtually anytime.Kiss your rear end goodbye if your juggled by SSJ3 or 4 he has high ki and you dont
Pros
The Goku Elbow is one of the best combo starters in the game is super fast covers a huge distance and negates
You have transformations at nearly every ki bar and your first is available at 2 baseline and the start of the match
Super Dragon Fist infinite gives you awesome damage potential and 10X kamehameha gives you great combo shortening and punishing ability
Cons
The 2 ki cost of SDF and the time it takes to end may limit its use before SSJ3/4
Combo starters
<P+K,P+K-
>P,K,K-
Heavy Slam
A jumping overhead hammerfist.Most of these have sad short stun time that keeps you from landing much after them but Gokus has the advantage of not pushing him very far making comboing easier
Death moves
Kamehameha-Its 1 bar 300 damage with horrible recovery just like Yamchas.The only thing that Goku has going for him with it is in SSJ4 it turns into 10 times Kamehameha which has even worse recovery but does 735 damage
Super Dragon Fist-2 Ki bar physical death move with 644/802 damage and requires Kaioken or higher to use.It can be canceled at a couple points and its easy to juggle into for an infinite.The damage is also pretty solid for its 2 bar cost.It takes alot longer to get through and score all its damage than some PDMs but its not as bad as WFF.You usually can only cover the high ki cost for the infinite in SS3 or better due to the higher ki regen rate
Ultimate
Spirit Bomb-5 bars for very complicated move.In base or KK it does 1200 on a lose at base and 1230 in KK while a win turns you SSJ and does 2310.In SSJ or higher it turns into Dragon Fist which scores a base 495 damage on a loss and 1650/1720/1875/2100 on a win.Not worth its Ki cost as Dragon Fist but the Spirit Bomb versions are worthwhile
Practicality-4-With his great starters and multiple guard breaks Goku can score damage at almost any time he pleases.His only downside is the length of time and Ki cost of SDF which is mitigated by the high regen rates in SSJ 3 and 4.When gets to SSJ4 the ability to punish fatigue end combos early and score good damage even off guard breaks pushes his SSJ4 up higher its just getting max Ki takes some work
Potential-5-While he cant score the damage needed to fatigue as quick as Gohan and Bardok he still should be able to score a huge damage DM infinite at virtually anytime.Kiss your rear end goodbye if your juggled by SSJ3 or 4 he has high ki and you dont
Last edited by TrollCapAmerica on Fri May 21, 2010 6:40 pm; edited 1 time in total
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Re: 2010 Infinite World Tier List
GT Goku
Pros
The Goku Elbow is one of the best combo starters in the game is super fast covers a huge distance and negates
Super Dragon Fist infinite gives you awesome damage potential and Ki blast cannon is an un-TCable DM with good damage for a lv1
Before going SSJ4 your size is a nice advantage and the elbow means you dont need range much.If you want that range just go SSJ4
Cons
His size is a two edged sword when it comes to comboing.The lesser range compared to regular Goku makes it a little harder to maintain the SDF infinite.
Going SSJ4 really doesnt offer any significant advantages compared to regular Gokus version and throws away your unique abilities
KBC cannot fatigue unless they hit a wall
Combo starters
<P+K,P+K-
P,P,P-gr,
>P,K,K-
Heavy Slam
A short range headbutt.It starts fairly quick and the stun is good but the range is pretty bad compared to other HS'es
Death moves
Kamehameha-Its 1 bar 300 damage with horrible recovery just like Yamchas.The only thing that GT Goku has going for him with it is in SSJ4 it turns into 10 times Kamehameha which has even worse recovery but
does 735 damage.Not really worth it considering the way GT Goku works though
Ki Blast Cannon-A 375 damage Radial attack that cannot cause full fatigue.Fatigue is the only thing it doesnt have over Kamehameha as it scores better damage recovers faster and cannot be TCed.A mere 210 damage difference between this and 10X in SSJ4 puts the advantage in this moves favor especially since you want to be in SSJ3 as GT Goku
Super Dragon Fist-This move is exactly the same as Gokus SDF it just sets the minimal form to SSJ1.Your little limbs make things a bit tougher to maintain but generally it shouldnt miss very much in most combos
Ultimate
Spirit Bomb-Same name as Gokus Spirit Bomb but its the same in name only.A struggle ultimate that does 900/1500 in base on a loss/win which I could only imagine is Gokus Spirit Bomb if you try using it before getting SSJ[Will test and edit later because its stupid].Becomes exactly like Gokus Dragon Fist super after going SSJ or higher
Super Kamehameha-A 4 ki no struggle ultimate that does 1200 damage in base form.Pretty solid for its Ki cost and is automatic so its worth using in certain situations.Id take this everytime over Spirit Bomb without hesitation.It doesnt work in SSJ4 which is another reason to stay in SSJ3 as GT Goku where it scores a solid 1500 damage
Practicality-5-While similar to Goku and lacking the guard break ablity his un-TCable DM and very practical low cost no struggle ultimate pushes him ahead in practicality.He also has a ground reset with Px3 wich lets him combo on the ground and build ki when goku couldnt or when comboing might be awkward for him
Potential-4-Yes you have the SDF and yes your damage is more practical but you lose potential going SSJ4 just got that 10X extra damage.Your shorter reach may mess up your infinite in situations when Goku wouldnt have even noticed a difference
Pros
The Goku Elbow is one of the best combo starters in the game is super fast covers a huge distance and negates
Super Dragon Fist infinite gives you awesome damage potential and Ki blast cannon is an un-TCable DM with good damage for a lv1
Before going SSJ4 your size is a nice advantage and the elbow means you dont need range much.If you want that range just go SSJ4
Cons
His size is a two edged sword when it comes to comboing.The lesser range compared to regular Goku makes it a little harder to maintain the SDF infinite.
Going SSJ4 really doesnt offer any significant advantages compared to regular Gokus version and throws away your unique abilities
KBC cannot fatigue unless they hit a wall
Combo starters
<P+K,P+K-
P,P,P-gr,
>P,K,K-
Heavy Slam
A short range headbutt.It starts fairly quick and the stun is good but the range is pretty bad compared to other HS'es
Death moves
Kamehameha-Its 1 bar 300 damage with horrible recovery just like Yamchas.The only thing that GT Goku has going for him with it is in SSJ4 it turns into 10 times Kamehameha which has even worse recovery but
does 735 damage.Not really worth it considering the way GT Goku works though
Ki Blast Cannon-A 375 damage Radial attack that cannot cause full fatigue.Fatigue is the only thing it doesnt have over Kamehameha as it scores better damage recovers faster and cannot be TCed.A mere 210 damage difference between this and 10X in SSJ4 puts the advantage in this moves favor especially since you want to be in SSJ3 as GT Goku
Super Dragon Fist-This move is exactly the same as Gokus SDF it just sets the minimal form to SSJ1.Your little limbs make things a bit tougher to maintain but generally it shouldnt miss very much in most combos
Ultimate
Spirit Bomb-Same name as Gokus Spirit Bomb but its the same in name only.A struggle ultimate that does 900/1500 in base on a loss/win which I could only imagine is Gokus Spirit Bomb if you try using it before getting SSJ[Will test and edit later because its stupid].Becomes exactly like Gokus Dragon Fist super after going SSJ or higher
Super Kamehameha-A 4 ki no struggle ultimate that does 1200 damage in base form.Pretty solid for its Ki cost and is automatic so its worth using in certain situations.Id take this everytime over Spirit Bomb without hesitation.It doesnt work in SSJ4 which is another reason to stay in SSJ3 as GT Goku where it scores a solid 1500 damage
Practicality-5-While similar to Goku and lacking the guard break ablity his un-TCable DM and very practical low cost no struggle ultimate pushes him ahead in practicality.He also has a ground reset with Px3 wich lets him combo on the ground and build ki when goku couldnt or when comboing might be awkward for him
Potential-4-Yes you have the SDF and yes your damage is more practical but you lose potential going SSJ4 just got that 10X extra damage.Your shorter reach may mess up your infinite in situations when Goku wouldnt have even noticed a difference
Last edited by TrollCapAmerica on Fri May 21, 2010 6:44 pm; edited 1 time in total
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Re: 2010 Infinite World Tier List
good stuff man, i really like gt goku quite fun to play with him. though i dont really ply much with him only when im in the mood to mess around and just ply and not concentrate on combos and shit.
Re: 2010 Infinite World Tier List
Dabura
Pros
With your Spear and sword chains as well as your spear throw you can zone out almost the entire cast safely and that includes the nearly unbeatable Yamcha
With a transformation at baseline a juggle throw some nice guard breaks an ultimate that doesnt get damage buffered and what may be the best HS in the game you can create alot of openings easily
Your close range game is also surprisingly fast and solid even if they break through your zoning
Cons
Probably the second least damaging upper tier above only Janemba
Generic projectile death moves that serve no function other than combo filler
Maintaining your zoning distance can be difficult
Combo starters
<P,P,K-
K,K,K,K-
K,K,P- [Front only]
P+G [Juggle throw]
Heavy Slam
Dabura does a spinning strike with his sword at.It comes out almost instantaneously has moderately good range thanks to the sword swing and good stun time.The sheer speed of this move makes it worthy of starter status and the opponent may be in stun before they realize you did a HS
Death Moves
Hell Blitz-A lv1 300 damage projectile DM.Its simple with no special frills attached and has better recovery than something like Kamehameha
Evil Blast-A 525 lv2 DM thats about the same speed as HB.The only noticeable difference is its slightly bigger cosmetically and does a little more damage for one bar
Hell Blade Rush-A 4 Ki struggle ultimate with 900/1500 damage.Besides looking awesome it isnt subject to damage buffering for some reason
Practicality-5-Zone them all to death.Only a few characters can break your zoning scheme your the only character that can hit from across screen at no ki cost you have more ways to break guard than many characters have starters and your close range game is solid enough to either win most confrontations or at least get back to neutral
Potential-3-Ok not much damage going around here.Your basically just going to do a basic combo into EB for 13-1500 damage.Not special nothing deficient
Pros
With your Spear and sword chains as well as your spear throw you can zone out almost the entire cast safely and that includes the nearly unbeatable Yamcha
With a transformation at baseline a juggle throw some nice guard breaks an ultimate that doesnt get damage buffered and what may be the best HS in the game you can create alot of openings easily
Your close range game is also surprisingly fast and solid even if they break through your zoning
Cons
Probably the second least damaging upper tier above only Janemba
Generic projectile death moves that serve no function other than combo filler
Maintaining your zoning distance can be difficult
Combo starters
<P,P,K-
K,K,K,K-
K,K,P- [Front only]
P+G [Juggle throw]
Heavy Slam
Dabura does a spinning strike with his sword at.It comes out almost instantaneously has moderately good range thanks to the sword swing and good stun time.The sheer speed of this move makes it worthy of starter status and the opponent may be in stun before they realize you did a HS
Death Moves
Hell Blitz-A lv1 300 damage projectile DM.Its simple with no special frills attached and has better recovery than something like Kamehameha
Evil Blast-A 525 lv2 DM thats about the same speed as HB.The only noticeable difference is its slightly bigger cosmetically and does a little more damage for one bar
Hell Blade Rush-A 4 Ki struggle ultimate with 900/1500 damage.Besides looking awesome it isnt subject to damage buffering for some reason
Practicality-5-Zone them all to death.Only a few characters can break your zoning scheme your the only character that can hit from across screen at no ki cost you have more ways to break guard than many characters have starters and your close range game is solid enough to either win most confrontations or at least get back to neutral
Potential-3-Ok not much damage going around here.Your basically just going to do a basic combo into EB for 13-1500 damage.Not special nothing deficient
Last edited by TrollCapAmerica on Fri May 21, 2010 6:46 pm; edited 1 time in total
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Re: 2010 Infinite World Tier List
Pikkon
Pros
Your priority with your starters is second only to Yamcha and a perfectly played GTV
Pretty good damage on your DMs and a no struggle ultimate that does 1850 damage
Guard breaks juggle throws and sick priority and NONE of it requires tons of work
Cons
In some situations your DMs can be unsafe on hit
Combo starters
P,P,P,P-
>K,P,K,K-
K,P,K-
P+G [Juggle throw]
>P+K-
P+K- [Air only]
Heavy Slam
Pikkon slides forward low to the ground then does a high angled kick.Its pretty good all around but the high angle on the actual attack can miss short characters or more importantly characters that lean over when fatigued.Sometimes wont miss if not fully charged
Death Moves
Blazing shoot-A physical death move costing 1 bar and 630/757 damage.The move hits 3 times at first and requires you to press the E button again for a 4th and final hit which seems rather pointless when the move could just hit 4 times.The move is fast and does damage on par with a lv2 DM making it your primary damage dealer.Beware of using it in the air close to walls because hitting it certain ways wont send them flying and lets the opponent recover before you do
Hyper Tornado-A 525 damage lv2 radial attack that can cause full fatigue unlike most Radial DMs.Its a good thing too because this move is really unsafe even on hit.If ht on the ground it launches the enemy up into the air and they recover quickly enough to punish with a DM at the very least.It still has its uses but BS is your main move
Ultimate
Shin Thunder Flash-A no struggle 1860 damage cut-scene ultimate.Probably the best cut-scene ultimate in the game.Pikkons launcher isnt bad it scores 360 damage in the animation of hitting and 1500 from the flame attack at the end making ti the strongest no struggle ultimate in the game.Great off air resets
Practicality-5-Pikkon doesnt beat every character like Yamcha does but he beats ALMOST everyone and without much effort.He has nothing he needs to do that is particularly hard to hit and your not likely to ever miss a combo.Even the dangers of using his DM sometimes doesnt hinder how effective they are in so many situations.His Ultimate is also free 2 bars or so of damage if you have an opening and the Kii.Finally we have guard breaks a juggle throw and some infinites to round things out
Potential-4-Pikkon generally does do anything that spectacular in his combos but Blazing Shoot does alot of damage for a lv1 and he can score 1500 damage alot quiicker than most.With his high damage no struggle ultimate Pikkons average damage hovers around 15-1800 which is above average if you hit BS from behind
Pros
Your priority with your starters is second only to Yamcha and a perfectly played GTV
Pretty good damage on your DMs and a no struggle ultimate that does 1850 damage
Guard breaks juggle throws and sick priority and NONE of it requires tons of work
Cons
In some situations your DMs can be unsafe on hit
Combo starters
P,P,P,P-
>K,P,K,K-
K,P,K-
P+G [Juggle throw]
>P+K-
P+K- [Air only]
Heavy Slam
Pikkon slides forward low to the ground then does a high angled kick.Its pretty good all around but the high angle on the actual attack can miss short characters or more importantly characters that lean over when fatigued.Sometimes wont miss if not fully charged
Death Moves
Blazing shoot-A physical death move costing 1 bar and 630/757 damage.The move hits 3 times at first and requires you to press the E button again for a 4th and final hit which seems rather pointless when the move could just hit 4 times.The move is fast and does damage on par with a lv2 DM making it your primary damage dealer.Beware of using it in the air close to walls because hitting it certain ways wont send them flying and lets the opponent recover before you do
Hyper Tornado-A 525 damage lv2 radial attack that can cause full fatigue unlike most Radial DMs.Its a good thing too because this move is really unsafe even on hit.If ht on the ground it launches the enemy up into the air and they recover quickly enough to punish with a DM at the very least.It still has its uses but BS is your main move
Ultimate
Shin Thunder Flash-A no struggle 1860 damage cut-scene ultimate.Probably the best cut-scene ultimate in the game.Pikkons launcher isnt bad it scores 360 damage in the animation of hitting and 1500 from the flame attack at the end making ti the strongest no struggle ultimate in the game.Great off air resets
Practicality-5-Pikkon doesnt beat every character like Yamcha does but he beats ALMOST everyone and without much effort.He has nothing he needs to do that is particularly hard to hit and your not likely to ever miss a combo.Even the dangers of using his DM sometimes doesnt hinder how effective they are in so many situations.His Ultimate is also free 2 bars or so of damage if you have an opening and the Kii.Finally we have guard breaks a juggle throw and some infinites to round things out
Potential-4-Pikkon generally does do anything that spectacular in his combos but Blazing Shoot does alot of damage for a lv1 and he can score 1500 damage alot quiicker than most.With his high damage no struggle ultimate Pikkons average damage hovers around 15-1800 which is above average if you hit BS from behind
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Re: 2010 Infinite World Tier List
GT Vegeta
Pros
You have priority up there with Yamcha and Pikkon and a lunging starter up there with Goku and a juggle throw.Generally you beat Dabura and Pikkon
Your P+K is only beatable by Yamcha and can be comboed off of if canceled quickly enough
SSJ4 gives you a 6 baseline and a 735 damage DM tagged onto all that priority
Cons
Absolutely NO margin for the tiniest error in any combo.All of his chains are hard to land even for the best players
Low damage before SSJ4 especially since Shining Rage only connects properly on the ground and FF sucks hardcore
Combo starters
P,P,P,P-
K,K,K,K-
>P+K,P+K-
P+K-
P+G Juggle throw
Heavy Slam
A lunging kick to the opponents mid-section.This thing reminds of Daburas and while it doesnt have the extra reach his sword provides its SERIOUSLY fast.Its one of the better HSes in the game
Death Moves
Final Flash-A 1 bar 300 damage burst style death move.This move seems like Baby Vegetas but its nowhere near as fast and takes longer to recover makingi it even unsafe on hit.You only have this move so it can turn into
Final Shine-A lv1 735 damage beam move only usable when SSJ4 and replaces Final Flash.It still doesnt have great rtecovery but its slightly faster than SSJ4 Gokus move and it recovers fast enough to avoid being punished like with FF.A very good DM with alot of applications besides combos
Shining Rage Attack-A lv2 physical DM.This is your primary damage dealer before yu get to SSJ4 and even afterwards it deals more damage from behind than FS.It travels low to the ground and is very fast sop its fairly safe but doesnt connect off the ground.Its can actually be charged and canceled if needed making some noncomboable moves comoable or it can be charged to guard break and score more damage.A great SSJ4 punishing trick is to land a fully charged HS from behind into a fully charged SRA for around 1500 damage for 2 bars in about a second
Ultimate
Big Bang Attack-Its a 5 bar struggle cut-scene ultimate requiring you to be in SSJ1 or higher.It scores 990/1815 in SSJ and 1260/2310 in SSJ4.Thats a pretty wide margin since alot of ultimates are in the either then 900-1500 or 12-1800 range.Its use is questionable especially since GTV doesnt have alot of long stuns that would help him land it.HS into SRA als outdamages all but an attack win iN SSJ4 as well for less meter
Practicality-4-GTV has some of the best starters in the game with close range attacks that can beat Pikkon a lunging shoulder thrust starter that is also as good as Gokus a couple transformations high damage DMs and a juggle throw.The problem is nothing he can land thats worth using is easy to land.Nothing he has worth using is moderately difficult to land.Everything you NEED to do with GTV is a struggle and before SSJ4 its not even worth your effort.Not only is it hard and his transformations spread out but the little mistakes can also leave you vulernable.If LT Commander Data plays him and is incapable of making a mistake its a 5 but in any human hands no matter how perfect hes a 4
Potential-3-Despite all GTV strengths and even with SSJ4 its very hard for him to get 1500 damage.Even a perfectly executed combo with all his possible fast chains into Kx4- infinite ended with FS will probably score damage only in the 15-1600 range
Pros
You have priority up there with Yamcha and Pikkon and a lunging starter up there with Goku and a juggle throw.Generally you beat Dabura and Pikkon
Your P+K is only beatable by Yamcha and can be comboed off of if canceled quickly enough
SSJ4 gives you a 6 baseline and a 735 damage DM tagged onto all that priority
Cons
Absolutely NO margin for the tiniest error in any combo.All of his chains are hard to land even for the best players
Low damage before SSJ4 especially since Shining Rage only connects properly on the ground and FF sucks hardcore
Combo starters
P,P,P,P-
K,K,K,K-
>P+K,P+K-
P+K-
P+G Juggle throw
Heavy Slam
A lunging kick to the opponents mid-section.This thing reminds of Daburas and while it doesnt have the extra reach his sword provides its SERIOUSLY fast.Its one of the better HSes in the game
Death Moves
Final Flash-A 1 bar 300 damage burst style death move.This move seems like Baby Vegetas but its nowhere near as fast and takes longer to recover makingi it even unsafe on hit.You only have this move so it can turn into
Final Shine-A lv1 735 damage beam move only usable when SSJ4 and replaces Final Flash.It still doesnt have great rtecovery but its slightly faster than SSJ4 Gokus move and it recovers fast enough to avoid being punished like with FF.A very good DM with alot of applications besides combos
Shining Rage Attack-A lv2 physical DM.This is your primary damage dealer before yu get to SSJ4 and even afterwards it deals more damage from behind than FS.It travels low to the ground and is very fast sop its fairly safe but doesnt connect off the ground.Its can actually be charged and canceled if needed making some noncomboable moves comoable or it can be charged to guard break and score more damage.A great SSJ4 punishing trick is to land a fully charged HS from behind into a fully charged SRA for around 1500 damage for 2 bars in about a second
Ultimate
Big Bang Attack-Its a 5 bar struggle cut-scene ultimate requiring you to be in SSJ1 or higher.It scores 990/1815 in SSJ and 1260/2310 in SSJ4.Thats a pretty wide margin since alot of ultimates are in the either then 900-1500 or 12-1800 range.Its use is questionable especially since GTV doesnt have alot of long stuns that would help him land it.HS into SRA als outdamages all but an attack win iN SSJ4 as well for less meter
Practicality-4-GTV has some of the best starters in the game with close range attacks that can beat Pikkon a lunging shoulder thrust starter that is also as good as Gokus a couple transformations high damage DMs and a juggle throw.The problem is nothing he can land thats worth using is easy to land.Nothing he has worth using is moderately difficult to land.Everything you NEED to do with GTV is a struggle and before SSJ4 its not even worth your effort.Not only is it hard and his transformations spread out but the little mistakes can also leave you vulernable.If LT Commander Data plays him and is incapable of making a mistake its a 5 but in any human hands no matter how perfect hes a 4
Potential-3-Despite all GTV strengths and even with SSJ4 its very hard for him to get 1500 damage.Even a perfectly executed combo with all his possible fast chains into Kx4- infinite ended with FS will probably score damage only in the 15-1600 range
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Re: 2010 Infinite World Tier List
Syn Shenron
Strengths
Huge reach combined with moderately good speed
Massive damage in even in short 1 or 2 bar combos
Maxed out baseline when transformed
Weaknesses
Most of your moves have situational limitations
Cant juggle to save his life
Your most damaging combos wont fatigue until the last possible second
Absolute crap for damage until you max out Ki and transform
Primary starters
>P,P,P,K,K-
>P,P,K-
P,K,K,K-
Heavy Slam-A step-in thrust punch similar to Cells.Shenrons isnt asgood since he turns at an awkward angle to deliver the punch and has only about half the range
Death Moves-Note all require you to be transformed into Omega Shenron
Whirlwind Slash-1 Ki bar-A sonic boom style 495 damage projectile.Its moderately quick and passes through weaker projectiles but loses to stronger ones like Victory Cannon or the SSJ4 beams.This will be your primary combo ender
Dragon Thunder-1 Ki bar-Shenron poses for a second than calls down a lightning bolt on top of the opponent and does 577 damage while juggling them.This move cannot cause a dizzy but it generates alot of fatigue.You can hold E down to store the DT and release it later as well leading to some devastating combos just dont get hit or you lose the charge.This move should not be throw out randomly as its easy to see coming and dodge.Using this move and storing it off a HS will allow you to connect multiple moves together for an almost assured fatigue combo
Ultimate
Minus Energy Ball-5 KI bars-A medium range dashing uppercut launcher into a struggle ultimate.It does 1350 on a loss and 2145 on a win.Essentially its a basic 12-1900 damage ultimate just adjusted for his 10% attack boost.The good part is Shenron has easier ways to connect it at high fatigue than most characters making it more useful
Practicality-3-Maybe a 3.5.Shenrons starters are great but his huge size can make me even miss normal sized characters with some hits in a combo and his >P sends character flying backwards if they arent touching the ground.Needing to be at full ki to transform and access your DMs can slow youi down alot early in the battle.Compared to his B3 version he has less mix-ups but more reach and damage
Potential-5-Shenron can score around 1700 damage with just a HS into double DT and WS and with his baseline he wont even notice the Ki cost.Since fatigue happens at 2000 damage you can fatigue in a one bar combo on most opponents and taunt afterwards to start it up again.henron may niot be landing a juggle infinite but it sure feels like it.Oh yeah and with high enough ki you can connect his ultimate of DTs doing about 3 bars and leaving them on the ground probably with full or near full fatigue
Strengths
Huge reach combined with moderately good speed
Massive damage in even in short 1 or 2 bar combos
Maxed out baseline when transformed
Weaknesses
Most of your moves have situational limitations
Cant juggle to save his life
Your most damaging combos wont fatigue until the last possible second
Absolute crap for damage until you max out Ki and transform
Primary starters
>P,P,P,K,K-
>P,P,K-
P,K,K,K-
Heavy Slam-A step-in thrust punch similar to Cells.Shenrons isnt asgood since he turns at an awkward angle to deliver the punch and has only about half the range
Death Moves-Note all require you to be transformed into Omega Shenron
Whirlwind Slash-1 Ki bar-A sonic boom style 495 damage projectile.Its moderately quick and passes through weaker projectiles but loses to stronger ones like Victory Cannon or the SSJ4 beams.This will be your primary combo ender
Dragon Thunder-1 Ki bar-Shenron poses for a second than calls down a lightning bolt on top of the opponent and does 577 damage while juggling them.This move cannot cause a dizzy but it generates alot of fatigue.You can hold E down to store the DT and release it later as well leading to some devastating combos just dont get hit or you lose the charge.This move should not be throw out randomly as its easy to see coming and dodge.Using this move and storing it off a HS will allow you to connect multiple moves together for an almost assured fatigue combo
Ultimate
Minus Energy Ball-5 KI bars-A medium range dashing uppercut launcher into a struggle ultimate.It does 1350 on a loss and 2145 on a win.Essentially its a basic 12-1900 damage ultimate just adjusted for his 10% attack boost.The good part is Shenron has easier ways to connect it at high fatigue than most characters making it more useful
Practicality-3-Maybe a 3.5.Shenrons starters are great but his huge size can make me even miss normal sized characters with some hits in a combo and his >P sends character flying backwards if they arent touching the ground.Needing to be at full ki to transform and access your DMs can slow youi down alot early in the battle.Compared to his B3 version he has less mix-ups but more reach and damage
Potential-5-Shenron can score around 1700 damage with just a HS into double DT and WS and with his baseline he wont even notice the Ki cost.Since fatigue happens at 2000 damage you can fatigue in a one bar combo on most opponents and taunt afterwards to start it up again.henron may niot be landing a juggle infinite but it sure feels like it.Oh yeah and with high enough ki you can connect his ultimate of DTs doing about 3 bars and leaving them on the ground probably with full or near full fatigue
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Re: 2010 Infinite World Tier List
Super Buu
Pros
Fast long reaching P starter that basically does everything well
High baseline of 5 giving quicker Ki regeneration and 6 in Gotenks/Gohan forms
Probably the highest Damage/Fatigue causing of any conventional character thanks to the versatile Ill Ball
Insane damage in Gotenks/Gohan forms and possible Re-dizzy combos
A faster than normal taunt and in base form an extra fast sidestep
Cons
While Ill Ball is a great move it can miss some of its 4 hits in juggles if you dont position them perfectly or if too far away
Loses juggle potential in the air
Primary Starter
P,P,K-
Heavy Slam-An overhead hopping hammer punch that has way shorter stun time than most Heavy Slams
Death Moves
Ill Flash-1 Ki Base Buu only-A basic 300 damage low fatigue lv1 DM.Its a tad bit faster than something like Kamehameha and easy to use in juggles.It pales in comparison to Ill Ball but if you need a long range counter or they are about to TC out and your in a high juggle it has its uses
Ill Ball-2 Ki Base Gotenks and Gohan Buu only-In base form 570 damage up front 711 from behind.Its also unblockable fast has high priority tracks sidesteppers and makes Julian fries.It can be used in your mix-up game forcing them to take damage when they expect another P,P,K- as well as in combos..Just remember in juggles try and hit low so you get all the hits and dont use it from too
far away.Another note is the recovery on this move is unbelievably fast
your in neutral state as soon as the last hit lands.Besides follow-ups
you can do crazy crap like combo off it near a wall or [also near a
wall] taunt twice and fully charge a HS from behind.In Gotenks/Gohan form you have one bar fatigue combos with this move
Destructive Wave-1 Ki Piccalo Buu only-Exactly the same as Piccalos just 330 damage.Its not much different from Ill Flash in function but is only SLIGHTLY faster than LG and not enough to merit using it
Light Grenade-1 Ki Piccalo Buu only-A 577 damage "Ball" Projectile.It comes out a little slower than DW but its not significant enough a difference to matter.It doesnt do as much damage as Ill Ball from behind but it ALWAYS gets full damage does better damage up front punishes fatigued opponents connects off guard breaks and is great for punishing whiffs.This should be your main damage dealer as Piccalo Buu
Victory Cannon-1 Ki Gotenks Buu only-A fast 750 damage 1 bar projectile.Its basically a better faster version of the SSJ4s beefed up projectiles.It better than Gotenks forms Ill Ball from the front but not
from behind [IB does 771/898 in this form].It has its advantages since it always scores max damage costs less Ki can punish a dizzy character connects off guard breaks and is great for punishing whiffs.This move
alone makes Gotenks Buu competitive with the stronger Gohan Buu form
Kamehameha-1 Ki Gohan Buu only-This functions EXACTLY like every other Kamehameha in the game.Its a slow 300 damage Beam with bad recovery its just pumped up to 420 damage by Buus high attack boost.Considering Ill Ball does 798/996 depending on where you hit it this move isnt very good
Ultimates
Absorption-3 Ki Base Buu only-Get either Piccalo Gotenks or Gohan Buu.Super Buus launcher is the same in all forms.Its fast and has an extremely and deceptively long reach
Super Ghost Kamekaze Attack-5 Meter Gotenks form only-1875 on a win about 600 damage to you on a loss.Never bother using this move as you have better options in Gotenks form
Super Kamehameha-5 Meter 1260 on a loss to 2560 on attack win.Sorta worth using if your going to win against a high fatigue opponent but Ill Ball does 1K from behind and beats a loss easy.
Practicality-4-Ok Super Buu doesnt QUITE have Shenron/Dabura reach or super negating attacks and only REALLY makes use of one main starter BUT its a starter with enough hits reach and speed to compete with just about anyone.While it takes a little work to absob someone you always improve significantly and not just in damage but in practicality thanks to baseline boosts shorter combos with single hit damaging beams and 1 bar fatigue combo potential
Potential-4-Super Buu scores higher than normal hit for hit damage already his basic Ill Ball combos could average 15-1700 and that damage skyrockets when he has an absorption.Hes like a 4.5 in Picclo form and a 5 in Gotenks/Gohan forms
Pros
Fast long reaching P starter that basically does everything well
High baseline of 5 giving quicker Ki regeneration and 6 in Gotenks/Gohan forms
Probably the highest Damage/Fatigue causing of any conventional character thanks to the versatile Ill Ball
Insane damage in Gotenks/Gohan forms and possible Re-dizzy combos
A faster than normal taunt and in base form an extra fast sidestep
Cons
While Ill Ball is a great move it can miss some of its 4 hits in juggles if you dont position them perfectly or if too far away
Loses juggle potential in the air
Primary Starter
P,P,K-
Heavy Slam-An overhead hopping hammer punch that has way shorter stun time than most Heavy Slams
Death Moves
Ill Flash-1 Ki Base Buu only-A basic 300 damage low fatigue lv1 DM.Its a tad bit faster than something like Kamehameha and easy to use in juggles.It pales in comparison to Ill Ball but if you need a long range counter or they are about to TC out and your in a high juggle it has its uses
Ill Ball-2 Ki Base Gotenks and Gohan Buu only-In base form 570 damage up front 711 from behind.Its also unblockable fast has high priority tracks sidesteppers and makes Julian fries.It can be used in your mix-up game forcing them to take damage when they expect another P,P,K- as well as in combos..Just remember in juggles try and hit low so you get all the hits and dont use it from too
far away.Another note is the recovery on this move is unbelievably fast
your in neutral state as soon as the last hit lands.Besides follow-ups
you can do crazy crap like combo off it near a wall or [also near a
wall] taunt twice and fully charge a HS from behind.In Gotenks/Gohan form you have one bar fatigue combos with this move
Destructive Wave-1 Ki Piccalo Buu only-Exactly the same as Piccalos just 330 damage.Its not much different from Ill Flash in function but is only SLIGHTLY faster than LG and not enough to merit using it
Light Grenade-1 Ki Piccalo Buu only-A 577 damage "Ball" Projectile.It comes out a little slower than DW but its not significant enough a difference to matter.It doesnt do as much damage as Ill Ball from behind but it ALWAYS gets full damage does better damage up front punishes fatigued opponents connects off guard breaks and is great for punishing whiffs.This should be your main damage dealer as Piccalo Buu
Victory Cannon-1 Ki Gotenks Buu only-A fast 750 damage 1 bar projectile.Its basically a better faster version of the SSJ4s beefed up projectiles.It better than Gotenks forms Ill Ball from the front but not
from behind [IB does 771/898 in this form].It has its advantages since it always scores max damage costs less Ki can punish a dizzy character connects off guard breaks and is great for punishing whiffs.This move
alone makes Gotenks Buu competitive with the stronger Gohan Buu form
Kamehameha-1 Ki Gohan Buu only-This functions EXACTLY like every other Kamehameha in the game.Its a slow 300 damage Beam with bad recovery its just pumped up to 420 damage by Buus high attack boost.Considering Ill Ball does 798/996 depending on where you hit it this move isnt very good
Ultimates
Absorption-3 Ki Base Buu only-Get either Piccalo Gotenks or Gohan Buu.Super Buus launcher is the same in all forms.Its fast and has an extremely and deceptively long reach
Super Ghost Kamekaze Attack-5 Meter Gotenks form only-1875 on a win about 600 damage to you on a loss.Never bother using this move as you have better options in Gotenks form
Super Kamehameha-5 Meter 1260 on a loss to 2560 on attack win.Sorta worth using if your going to win against a high fatigue opponent but Ill Ball does 1K from behind and beats a loss easy.
Practicality-4-Ok Super Buu doesnt QUITE have Shenron/Dabura reach or super negating attacks and only REALLY makes use of one main starter BUT its a starter with enough hits reach and speed to compete with just about anyone.While it takes a little work to absob someone you always improve significantly and not just in damage but in practicality thanks to baseline boosts shorter combos with single hit damaging beams and 1 bar fatigue combo potential
Potential-4-Super Buu scores higher than normal hit for hit damage already his basic Ill Ball combos could average 15-1700 and that damage skyrockets when he has an absorption.Hes like a 4.5 in Picclo form and a 5 in Gotenks/Gohan forms
TrollCapAmerica- Saiyan Moderator
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Re: 2010 Infinite World Tier List
Good job Cap i've read most of the stuff but not Dabura since I never played with him.
About Yamcha, I think you forgot to mention he has the FPPPP infinite, it really changes his game, I made a video to show it.
https://www.youtube.com/watch?v=EUBBIcCu47o
About Yamcha, I think you forgot to mention he has the FPPPP infinite, it really changes his game, I made a video to show it.
https://www.youtube.com/watch?v=EUBBIcCu47o
Thalès76- Saiyan Elite
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Re: 2010 Infinite World Tier List
Thalès76 wrote:Good job Cap i've read most of the stuff but not Dabura since I never played with him.
About Yamcha, I think you forgot to mention he has the FPPPP infinite, it really changes his game, I made a video to show it.
https://www.youtube.com/watch?v=EUBBIcCu47o
Hmm you think you can connect that infinite into his WFF infinite too?.Because while it wont be useable all the time if you catch an opponent thats already got high fatigue then you can have your way with that WFF.This isnt too unlikely either people are going to accumulate alot of fatigue teleporting against yamcha constantly
Neat stuff too eh there really arent a whole lot Yamcha vids out there despite him being the man in this game
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Re: 2010 Infinite World Tier List
No it can't connect, although it can connect with K, so it's good to fill up Ki to continue with the WFF infinite. Also KPP is a reset, which is important. Other than that I didn't even need to teleport most of time I could've just spam PPPP.
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Re: 2010 Infinite World Tier List
Thalès76 wrote:No it can't connect, although it can connect with K, so it's good to fill up Ki to continue with the WFF infinite. Also KPP is a reset, which is important. Other than that I didn't even need to teleport most of time I could've just spam PPPP.
KPP is his infinite with WFF.That looks like a typo or something.Anyways if you can connect a K off it then it can infinite with WFF
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Re: 2010 Infinite World Tier List
Cell
Pros
Ridiculously fast Neutral P
3 transformations with the first available at 3 baseline and a juggle throw for breaking guard
An UN-TCable lv2 DM
More juggles that you can shake a 10 foot pole at
Cons
Cell isnt very good at closing the gap into P range and P spam isnt as good as in B3
His ground combos kinda bite and his damage is mediocre
Starters
P
>P,P,P,P,P-
P+G [Juggle throw]
Heavy Slam-A lunging thrust punch.This one is somewhat fast and Cell covers a HUGE distance with it.So much so that using it and canceling over and over can be better than dashing normally depending on where you are onscreen
Death moves
Kamehameha-A 1 bar 300 damage DM with sucktacular recovery time.You dont have much choice but to use this now and then and at least it comes out fast and can cause full fatigue
Energy Field-A 2 bar 485 damage Radial DM that cant be TCered but cant cause full fatigue.Its a pretty solid move but the damage is a little lower than you would ideally like for a LV2 DM.With Cells P speed this move can sometimes be a free half a lifebar of damage just because you blinked at the wrong time so be careful
Ultimate
Spirit Bomb-5 meter 1035 on a loss in perfect form and 1950 on
attack win in Super Perfect form.The launcher is this goofy flip kick
that sometimes misses after a HS for no good god damn reason.Probably not worth using since the only way to hit it is off fatigue and HS into EF is much more efficient
Practicality-4-Cells got a couple good guard breaks some one use transformations juggle throw and the fastest P in the game all that work well with the free damage he gets from EF.Hes juggle dependant which may run the risk of letting the opponent drop out of combo oppertunities btu generally his juggles arent hard maintain and anytime you can combo into EF for respectable damage.All in all Cells ability to score damage at anytime and off the blink of a P aura dash guard break or transformation gives him a few more points thanhis bad mid-range game takes away
Potential-3-You should be able to score about 14-1500 every regular combo you land especially in higher transformaed states/The thing is dont expect anymore.EveR.Cell simply doesnt have any particularly grand tricks in the damage range especially since most of his combos just end in juggles into EF which a lower end damage lv2
Pros
Ridiculously fast Neutral P
3 transformations with the first available at 3 baseline and a juggle throw for breaking guard
An UN-TCable lv2 DM
More juggles that you can shake a 10 foot pole at
Cons
Cell isnt very good at closing the gap into P range and P spam isnt as good as in B3
His ground combos kinda bite and his damage is mediocre
Starters
P
>P,P,P,P,P-
P+G [Juggle throw]
Heavy Slam-A lunging thrust punch.This one is somewhat fast and Cell covers a HUGE distance with it.So much so that using it and canceling over and over can be better than dashing normally depending on where you are onscreen
Death moves
Kamehameha-A 1 bar 300 damage DM with sucktacular recovery time.You dont have much choice but to use this now and then and at least it comes out fast and can cause full fatigue
Energy Field-A 2 bar 485 damage Radial DM that cant be TCered but cant cause full fatigue.Its a pretty solid move but the damage is a little lower than you would ideally like for a LV2 DM.With Cells P speed this move can sometimes be a free half a lifebar of damage just because you blinked at the wrong time so be careful
Ultimate
Spirit Bomb-5 meter 1035 on a loss in perfect form and 1950 on
attack win in Super Perfect form.The launcher is this goofy flip kick
that sometimes misses after a HS for no good god damn reason.Probably not worth using since the only way to hit it is off fatigue and HS into EF is much more efficient
Practicality-4-Cells got a couple good guard breaks some one use transformations juggle throw and the fastest P in the game all that work well with the free damage he gets from EF.Hes juggle dependant which may run the risk of letting the opponent drop out of combo oppertunities btu generally his juggles arent hard maintain and anytime you can combo into EF for respectable damage.All in all Cells ability to score damage at anytime and off the blink of a P aura dash guard break or transformation gives him a few more points thanhis bad mid-range game takes away
Potential-3-You should be able to score about 14-1500 every regular combo you land especially in higher transformaed states/The thing is dont expect anymore.EveR.Cell simply doesnt have any particularly grand tricks in the damage range especially since most of his combos just end in juggles into EF which a lower end damage lv2
Last edited by TrollCapAmerica on Mon Jun 07, 2010 6:08 pm; edited 1 time in total
TrollCapAmerica- Saiyan Moderator
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Re: 2010 Infinite World Tier List
Gohan
Pros
3 transformations that he can reuse after getting fatigued and end with a reasonable baseline and Mystic Gohan has a slightly higher than normal attack boost than other 5-6 baseline transformations
Soaring Dragon Strike is available in base form is cancelable mid-way through and can infinite for huge damage
Excellent close range game with his transformations and fast starters
A "Spirit Shot" style lv1 death move which is arguably the best lv1 projectile in the game
Cons
Very low starting baseline of 3 and unlike Goku/Frieza/Cell his first transformation is at 4
BAD Heavy Slam
Doesnt quite have the insane abilities of those above him like Anti-TC moves 6+ Baselines easy infinites Juggle throws or being Yamcha
Primary starters
P,P,P,P,P*- [Chargable stun]
<P,P*gr,P-
Heavy Slam-The overhead hammerfist several characters have.It sucks pretty bad but its a little more tolerable with Gohan because of his <P,P*
Death moves
Kamehameha-A 1 bar 300 damage beam death move.If you have seen references to Kamehamehas in other threads you should know how it goes by now.It sucks hardcore because it takes too long to recover limiting your ability to follow up on it
Ki Blast Cannon-A 270 damage invisible "burst" shot that cant fatigue.This is one of the BEST lv1 projectiles in the game up there with Janembas Hells Gate Fat Buus Innocence cannon or Gotenks Buus VC.Sure its damage isnt great but its invisible while it both fires and recovers near instantaneously.This is actually fast enough to replace a E counter towards upper tier characters negating chains
Soaring Dragon Strike-A lv2 physical Death Move.Since its Physical it does more damage from behind getting 600/749 respectively and 390/487 canceled on the third hit.While you have to cancel somewhat fast and use a quick attack afterward SDS can comboed into and out of for an infinite,This does 1000+ damage from behind as Mystic Gohan meaning 2 in one combo will probably cause full fatigue.SDS can also be used as a combo starter but you should only try this when you have a Ki advantage and only against the nullfying bad ass upper tiers you cant beat otherwise
Ultimate
Super Kamehameha-A 5 bar Struggle ultimate.You must be in SSJ or higher to use it and on Attack lose/win it does 1320/1980 in SSJ 1380/2070 in SSJ2 and Mystic form gets 1560/2340.Its a little iffy considering 2 SDS tends to be about as damaging and more cost efficient but at least Mystic Gohans does solid damage and might be good for finishing a match
Practicality-4-A fast ground reset a negating starter multiple transformations a uber-fast lv1 projectile and pretty good overall speed combined with the second fastest DM infinite means Gohan is always a threat to score damage.Matter of fact with Mystic form and SDS fatiguing in 2 reps hes almost always a threat to end the match.Its not perfect though outside of fully charged Px5 and transformation he lacks in guard breaks geting to Mystic takes a little work and his SDS infinite is medium difficulty
Potential-5-Gohan can cause full fatigue in base form with 4 reps of SDS.Now that takes alot of Ki for a 3 baseline guy but he CAN do it.A SDS infinite is always a threat to end a match and its much faster than Gokus SDF.Once Gohan gets into Mystic form a SDS fatigue infinite is almost inevitable
Pros
3 transformations that he can reuse after getting fatigued and end with a reasonable baseline and Mystic Gohan has a slightly higher than normal attack boost than other 5-6 baseline transformations
Soaring Dragon Strike is available in base form is cancelable mid-way through and can infinite for huge damage
Excellent close range game with his transformations and fast starters
A "Spirit Shot" style lv1 death move which is arguably the best lv1 projectile in the game
Cons
Very low starting baseline of 3 and unlike Goku/Frieza/Cell his first transformation is at 4
BAD Heavy Slam
Doesnt quite have the insane abilities of those above him like Anti-TC moves 6+ Baselines easy infinites Juggle throws or being Yamcha
Primary starters
P,P,P,P,P*- [Chargable stun]
<P,P*gr,P-
Heavy Slam-The overhead hammerfist several characters have.It sucks pretty bad but its a little more tolerable with Gohan because of his <P,P*
Death moves
Kamehameha-A 1 bar 300 damage beam death move.If you have seen references to Kamehamehas in other threads you should know how it goes by now.It sucks hardcore because it takes too long to recover limiting your ability to follow up on it
Ki Blast Cannon-A 270 damage invisible "burst" shot that cant fatigue.This is one of the BEST lv1 projectiles in the game up there with Janembas Hells Gate Fat Buus Innocence cannon or Gotenks Buus VC.Sure its damage isnt great but its invisible while it both fires and recovers near instantaneously.This is actually fast enough to replace a E counter towards upper tier characters negating chains
Soaring Dragon Strike-A lv2 physical Death Move.Since its Physical it does more damage from behind getting 600/749 respectively and 390/487 canceled on the third hit.While you have to cancel somewhat fast and use a quick attack afterward SDS can comboed into and out of for an infinite,This does 1000+ damage from behind as Mystic Gohan meaning 2 in one combo will probably cause full fatigue.SDS can also be used as a combo starter but you should only try this when you have a Ki advantage and only against the nullfying bad ass upper tiers you cant beat otherwise
Ultimate
Super Kamehameha-A 5 bar Struggle ultimate.You must be in SSJ or higher to use it and on Attack lose/win it does 1320/1980 in SSJ 1380/2070 in SSJ2 and Mystic form gets 1560/2340.Its a little iffy considering 2 SDS tends to be about as damaging and more cost efficient but at least Mystic Gohans does solid damage and might be good for finishing a match
Practicality-4-A fast ground reset a negating starter multiple transformations a uber-fast lv1 projectile and pretty good overall speed combined with the second fastest DM infinite means Gohan is always a threat to score damage.Matter of fact with Mystic form and SDS fatiguing in 2 reps hes almost always a threat to end the match.Its not perfect though outside of fully charged Px5 and transformation he lacks in guard breaks geting to Mystic takes a little work and his SDS infinite is medium difficulty
Potential-5-Gohan can cause full fatigue in base form with 4 reps of SDS.Now that takes alot of Ki for a 3 baseline guy but he CAN do it.A SDS infinite is always a threat to end a match and its much faster than Gokus SDF.Once Gohan gets into Mystic form a SDS fatigue infinite is almost inevitable
TrollCapAmerica- Saiyan Moderator
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Re: 2010 Infinite World Tier List
Janemba
Pros
A good variety of starters with a combination of reach and speed plus a sword starter thats not part of his hit box
A 6 baseline and the games fastest lv1 DM Hells gate and a weird body hitbox that can ruin certain juggles
A fair amount of zoning and knockdown ability with his dive kick or sword chains
A 1500 damage no struggle ultimate
Cons
The lowest average damage output in the upper tier even if you use his lv2 PDM from behind
While his starters have a good combination of strengths they tend to have as many failings some too vulnerable to dodge some too slow or his zoning lacking cancels and thus the safety that Daburas scheme has
Starters
<P,P,K-
>P,P,P*
>K,K,P*-
P,P,P,P- [Low juggle infinite]
Heavy Slam-A short dash into a high angled jumping sidekick.Despite the angle the hopping and animation being similar to Pikkons it doesnt miss short and crouching characters as much.Since it goes slightly off the ground counter hits will turn it into a low juggle
Death Moves
Hells Gate-A 300 damage lv1 "beam" style Death move.It is basically one of the "burst" style projectile moves but thinner and far faster basically "bursting" its full length almost instantly.Its fast and one hit so teleporting it can be hard and and sidestepping it is impossible for everyone except base Super Buu.This is one of the games best moves for its utility punishing whiffs or opennings ending combos superfast stopping runaway not costing a 6 baseline guy much Ki and maybe getting lucky and hitting so fast the opponent doesnt think to TC in time
Rakshasha Claw-A lv2 450 damage physical death move where Janemba takes up to 3 huge sword strokes each doing.This is a nice addition to Janembas arsenal giving him more damaging options especially from behind but this move has some serious drawbacks that make it situational.For one thing each individual hit particularly weak and take a while to come out so its hard to fit it into a long combo and get all the damage you would like.A 2 bar cost for under 500 damage is also weak for a LV2 DM and a few of these are pretty noticeable even with hsi baseline.Finally since its 3 individual slow hits it cant be used to punish fatigue from behind like alot of great lv2 PDMs can.This move has its uses but only from behind and when you have enough time
Ultimate
Ultimate-Spike Hell-A 5 meter 1500 damage ultimate with no struggle.Its worth using with resets off combos ending in
Practicality-4-I give give him a 4 but under protest.While Janemba has alot of strengths like Hells gate huge baseline and good reach alot of his strats have exploitable weaknesses if you know your match-up.His best axe kick starter has good reach but noticable start-up time hs Sword zoning moves dont have cancels and can be ruined by aurablock or dodging.His fastest move is neutral P but that doesnt lead into anything but iverly strictly timed juggles that get worse because the animation of the attack moves him into the background slightly and eventually causes the screen to start spinning and screwing with your timing.Janemba moves ahead by the ability to catch you off guard to teleport alot forcing you to keep up and sometimes just hitting a random >P+K or Hells Gate to fatigue then hitting his ultimate for about 2 bars of life
Potential-3-Like ive said this whole post Janemba is the weakest damage high tier character.While he still stands above alot of characters most of his practical combos are going to just end with Hells Gate for 300 damage and many times his short combos wont even score 1 bar.Still his comboable ultimate and the possibility of his lv2 hitting in full from behind raises it above a 2.
Pros
A good variety of starters with a combination of reach and speed plus a sword starter thats not part of his hit box
A 6 baseline and the games fastest lv1 DM Hells gate and a weird body hitbox that can ruin certain juggles
A fair amount of zoning and knockdown ability with his dive kick or sword chains
A 1500 damage no struggle ultimate
Cons
The lowest average damage output in the upper tier even if you use his lv2 PDM from behind
While his starters have a good combination of strengths they tend to have as many failings some too vulnerable to dodge some too slow or his zoning lacking cancels and thus the safety that Daburas scheme has
Starters
<P,P,K-
>P,P,P*
>K,K,P*-
P,P,P,P- [Low juggle infinite]
Heavy Slam-A short dash into a high angled jumping sidekick.Despite the angle the hopping and animation being similar to Pikkons it doesnt miss short and crouching characters as much.Since it goes slightly off the ground counter hits will turn it into a low juggle
Death Moves
Hells Gate-A 300 damage lv1 "beam" style Death move.It is basically one of the "burst" style projectile moves but thinner and far faster basically "bursting" its full length almost instantly.Its fast and one hit so teleporting it can be hard and and sidestepping it is impossible for everyone except base Super Buu.This is one of the games best moves for its utility punishing whiffs or opennings ending combos superfast stopping runaway not costing a 6 baseline guy much Ki and maybe getting lucky and hitting so fast the opponent doesnt think to TC in time
Rakshasha Claw-A lv2 450 damage physical death move where Janemba takes up to 3 huge sword strokes each doing.This is a nice addition to Janembas arsenal giving him more damaging options especially from behind but this move has some serious drawbacks that make it situational.For one thing each individual hit particularly weak and take a while to come out so its hard to fit it into a long combo and get all the damage you would like.A 2 bar cost for under 500 damage is also weak for a LV2 DM and a few of these are pretty noticeable even with hsi baseline.Finally since its 3 individual slow hits it cant be used to punish fatigue from behind like alot of great lv2 PDMs can.This move has its uses but only from behind and when you have enough time
Ultimate
Ultimate-Spike Hell-A 5 meter 1500 damage ultimate with no struggle.Its worth using with resets off combos ending in
Practicality-4-I give give him a 4 but under protest.While Janemba has alot of strengths like Hells gate huge baseline and good reach alot of his strats have exploitable weaknesses if you know your match-up.His best axe kick starter has good reach but noticable start-up time hs Sword zoning moves dont have cancels and can be ruined by aurablock or dodging.His fastest move is neutral P but that doesnt lead into anything but iverly strictly timed juggles that get worse because the animation of the attack moves him into the background slightly and eventually causes the screen to start spinning and screwing with your timing.Janemba moves ahead by the ability to catch you off guard to teleport alot forcing you to keep up and sometimes just hitting a random >P+K or Hells Gate to fatigue then hitting his ultimate for about 2 bars of life
Potential-3-Like ive said this whole post Janemba is the weakest damage high tier character.While he still stands above alot of characters most of his practical combos are going to just end with Hells Gate for 300 damage and many times his short combos wont even score 1 bar.Still his comboable ultimate and the possibility of his lv2 hitting in full from behind raises it above a 2.
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