Dragon Ball Competitive
Welcome to Dragon Ball Competitive, your source for your DBZ metagaming!

You are currently not logged in to the forums. To post on the forums, you must login to an existing account. If you have not registered an account yet, please do so. It's very simple and only takes a few minutes!

Enjoy your stay!

Gt. Saiyaman is weird.

Go down

Gt. Saiyaman is weird. Empty Gt. Saiyaman is weird.

Post by MegaSobi on Tue Jun 19, 2012 12:28 am

On the one hand, using Justice Punch and cancelling in the middle of certain things (almost instant startup) can make his combos pretty extensive. On the other hand, I can't break 1000 damage even with a stylish 23-hit combo consisting of aforementioned JP Roman Cancels.

PPPKK-, <PPP<E-, heavyslam, >KKK<E-, KKKK-, >PPPPP<E

Not sure if this is general knowledge but, and don't hold me accountable for this, but on top of this, I think Justice Punch can be FalseRomanCancelled too if you hit the guard button at the right time (like, the instant it's possible to cancel it).
This might just be a glitch, but there would be times where midchain, I'd cancel the JPcharge almost immediately and the move would still be buffered and I'd still get the cancel chain, but I wouldn't lost the Ki I'd normally do for activating a deathmove. Not even the little "vrrrriiiing" sound you hear when you start up a DM or capsule. Just a completely silent and free cancel.

I don't have any video equipment, so I'll show footage of it the next time I see Aqua.
Training mode is an interesting, interesting place.
Saiyan Noob
Saiyan Noob

Posts : 9
Battle Power : 14
Join date : 2012-06-14

View user profile

Back to top Go down

Back to top

- Similar topics

Permissions in this forum:
You cannot reply to topics in this forum