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Omega Shenron Strategy/Combo guide

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Omega Shenron Strategy/Combo guide Empty Omega Shenron Strategy/Combo guide

Post by TrollCapAmerica Tue Apr 27, 2010 7:58 am

This will be the third installment in the revival of the old
traditional character threads.This time we are covering GTs last
villain Shenron.Now he got toned down in some ways from his top tier B3
version but got majorly beefed up in others.Hes about as good as he was
before just different and in a game where tons of other characters are
buffed up as well.

Strengths

Huge reach combined with moderately good speed
Massive damage in even in short 1 or 2 bar combos
Maxed out baseline when transformed
Lots of starters and change-ups

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 as
good 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 even though 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.Ill cover the brutal combo potential of
this move later

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
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Omega Shenron Strategy/Combo guide Empty Re: Omega Shenron Strategy/Combo guide

Post by TrollCapAmerica Tue Apr 27, 2010 8:00 am

Strategy

Shenron is one of the best characters in the game bar none.You would
think that being a GT character with a pumped up baseline and high
damage moves he would be some sort of "n00b" character but hes far from
it.Playing Shenron at his maximum potential takes alot of careful
management in everything from Ki meter management to combo timing to
careful positioning.For everything hes got that looks like a huge
advantage there is usually an unexpected downside to it as well

The first we have to address is his transformation.This is by far your
biggest weakness.You have no access to any special moves until you max
out your Ki and transform into Omega.You are knocked out of this form
when fatigued which can be a major pain because the only visual
difference is the hard to see dragon balls in your chest and may find
yourself cursing at the screen wonder why your Dragon Thunder didnt
come out before you realize what happened.7 bar transformations are
rough because unlike other ones where you just reach the level needed
and can hit VE anythime you automatically do a roar and pose when you
hit 7 bars which slows you down.Since theres no going higher your Ki is
considered "Stopped" when your maxed out and it starts dropping about a
second afterwards.Because of this if you arent transforming instantly
you may find that your a fraction of a second late and are just
shooting a Ki blast because your Ki started dropping just before you ht
the button.One of the worst parts is the transformtion stun you
generate doesnt stagger the enemy for more than a fraction of a second
and you can BARELY hit a P off of it.

Since everyone knows you dont have any reasonable damage before you
transform expect to be attack aggressively.Its not like they will lose
much in the damage tradeoff and if the force you to TC thats even
farther away from 7 bars than you started at.If you get fatigued at low
bars it can be an uphill battle even with your natural 6 baseline just
because you pose NO damage threat whatsoever

Comboable chains

On the other hand your starters are excellent.The >P chain your
blessed with has ungodly long range and moves you inside almost
instantly while having 2 variations the second of which has 2 cancel
points as well.I dont think i need to explain the mix-up potential of
multiple starters with multiple cancel points off the same starting
input.Besides Dabura nobody else in the game can match your reach with
this chain and nobody can get in close better than you can
either.Either >P,P,K- or >P,P,P,K,K- can be used with the later
being preferable for bigger combos.In base form with the last hit
canceled >P.P,K- does 145/180 while the later does 255/313

Up close you also have the option of P,K,K,K- as well.This move starts
up rather fast and ends with an easy to use axe kick cancel.The
start-up and axe kick cancel are so fast that you can also compete with
almost anybody at close range as well.Remember this is also a close
range starter relative to Shenrons >P really it has solid range for
a P too/The damage in base for this chain 163/202

Dashing P,P,P- is an interesting move.its a moderate range set of
overhead swings the second hit is a chargeable stun and the third is a
cancelable haymaker with negation similar to >P+K.Its yet another
way to try and approach with Shenron and the knockdown shot can be nice
if you need to build Ki to transform.The damage on this chain is 106/132

K,K,K,P,P- >K,K,K,P,P- and <K,P,P- wouldnt be half bad starters
if the other moves were so good.They are pretty good all around they
have reach fair speed the second to the last hit is a stun ad the
cancelable part is just an option to make it recover quicker.Still
might be better relegated to combo filler or the occasional change-up
after the opponents gotten to used to the other moves.The damage for
these chains in order are 189/235 231/287 and 120/149

1 bar combo

>P,P,P,K,K- P,K,K,K- DHS <E^ >E

Anything like this for a short combo will cause big damage.The key is
an uncharged heavy slam counts as a regular attack and therefore a
special can be connected off of it.In this case a DT that juggles into
a Whirlwind Slash giving you a thousand damage for 2 bars.This gets
more fun in the bigger combos ahead

2 bar combo

>P,P,P,K,K- K,K,K,P* P,K,K,K- DHS <E [Hold] release <E^ >E

Remember that uncharged HS lets you connect a special move?Well that
includes a stored DT.The opponent will still stagger while you hold
your DT and go back to a neutral state which allows you to
move.Theoreticially you COULD hit them then release it later but we got
bigger plans.See since you went back to a neutral state the instant you
release that DT you can launch another one which will go off just as
the first one juggles them knocking them higher and letting you hit a
WS.This pushes your damage in the 2000s range and causes full fatigue
for 3 bars giving you enoguh time to taunt and land more DT combos.An
alternitive is using your ultimate in place of WS trading a dizzy and
meter for 2100+ damage if you win a power struggle against a full
fatigue opponent

Ridiculous large impractical combo with pre-charged DT

>>P,P,P- >P,P,P,K,K~ K,K,K,P* <K,P* >K,K,K,P* P,K,K,K- Release DT^ HS gr <E [hold] release <E^ >E

This combo takes advantage of a HS ground resetting an opponent juggled
a bit off the ground.You have to time it just right for the DT to hit a
split second before your HS then immediately go into the double DT
routine.This combo is somewhat theoretical since landing a starter on a
0 Ki opponent then finishing this before they get 3 is difficult but I
have landed it once in a match against the AI and it gave me this warm
fuzzy feeling all over
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Omega Shenron Strategy/Combo guide Empty Re: Omega Shenron Strategy/Combo guide

Post by TrollCapAmerica Tue Apr 27, 2010 8:02 am

Shenron odds and ends

Combo length

Hit for hit Shenrons damage is pretty good.The 10% attack boost also
goes a long way to helping you score 1K damage even with just normal
chains.Obviously though we want the big DT chaining damage and that
doesnt come easy.A 3 baseline opponent nearly regains a full bar in the
time it takes from the HS part to letting them stagger forward realsing
the DTs and throwing WS and it cant fatigue anytime before that or the
combo fails.Basically you want ot keep Shenrons combos somewhat short
even if he is capable of larger hit counts.You cant afford to max out
fatigue before your ready or let the opponent get over 2 bars before
releasing the WS.Always monitor the opponents bar carefully and go into
the double DT routine right before they hit 2 bars if possible

That goofy >P

Your >P is your best starter but its got a couple problems.For one
thing it comes out shoulder level on a large character so you have to
worry about it whiffing sometimes.Testing on Goku showed me that it
still combos but one of the hits whiffs from behind mid-way through
which lpwers your damage a wee bit.The first hit also has a different
effect on opponents that arent considered grounded [even in the air].If
you hit an opponent hopping or being juggled the >P sends them
flying backwards extremely far.Guys with chains letting them hop off
the ground like Janemba or Dabura can get really annoying since even if
you win the exchange you cant DO anything with it

Stalling for fun and profit

You just got fatigued at 2 and a half bars.It happens even to you but
now your opponent is all over you and its tough getting that 7th bar
filled when the opponents looking to crack your block and cause 4 times
the damage you can now.Shenron is gonna have to stall against an
opponent that dosent fear your damage.Running away can work but a good
opponent will always be on you and making sure you cant just dash
backwards all day.Watch those CH ki blasts and dont risk reflecting
them to a guy that might reflect them back again.Your best bet is to
try for a quick knockdown and charging Ki as quickly as possible.Your
primary starters cause knockdown up close so now is the time to change it
up to other things like K,K,K,P,P a Px5 or P,P,K.

Your best move in this however is >P+K.Its a fast haymaker punch
alot like Adult Gohans that has alot of reach craploads of negation and
sends the opponent sliding so they can breakfall.Its so quick and
negates so long that its not unheard of to land this on an opponent
before they think to TC.You can pretty easily regain 2 meter whenever
you hit this move on the ground.If the opponent starts anticipating it
charge it/cancel it and play mind games.Since your high baseline will
keep you regenerating every second you keep them guessing counts
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Omega Shenron Strategy/Combo guide Empty Re: Omega Shenron Strategy/Combo guide

Post by Overlordtico Thu Jan 20, 2011 1:32 pm

Cancels:

PKKK-
fPPP- [fast cancel]
fPPPK- [semi-fast cancel]
fPPPK*K-
fPPK-
ffPPP-
KKKPP-
fKP-
fKPP-
fKKK-
fKKKP-
fKKKK-
bKP-
bKPP-

Stuns:

fPPP*
fPPPK*
ffPP*
KKKP*
fK*
fKP*
fKK*
fKKKP*
bK*
bKP*
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Omega Shenron Strategy/Combo guide Empty Re: Omega Shenron Strategy/Combo guide

Post by Brohan Fri Jan 21, 2011 9:35 am

nice nice
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Post by Overlordtico Mon Feb 21, 2011 6:15 pm

quadruple DT ftw
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Post by Brohan Mon Feb 21, 2011 8:31 pm

Thats really excessive lol, they'd be stunned before that.
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Post by Overlordtico Wed Feb 23, 2011 12:19 pm

Nah, it's very easy as long as you don't miss the timing for the HS after double DT into ground reset :p

https://www.youtube.com/watch?v=VqWh580vfnk&feature=mfu_in_order&list=UL

go to 1:40 in this video
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