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2010 Infinite World Tier List

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2010 Infinite World Tier List - Page 2 Empty Re: 2010 Infinite World Tier List

Post by TrollCapAmerica Tue Jun 08, 2010 6:43 am

Teen Gohan

Pros

2 transformations a juggle throw smaller than normal size and a starter with a chargeable stun
A LV2 DM infinite thats fast and does pretty good damage fast
Apparently I hear he has a good RTU in Super Kamehameha

Cons

His starters are a notch below comfortable levels in speed and movement range with stubby limbs
Many of his best combos need special set-ups and wont work out if you landed a random hit

Starters

>P,P,P,P*P-
>K,K,K,K- [2 hit Chargeable stun]
P+G [Juggle throw]
<E- Soaring Dragon Strike

Heavy Slam-Look carefully.Its Janembas exact same attack just scaled to T.Gohans size.Pretty much the same but short range and much lower to the ground

Death moves

Kamehameha-A 300 damage lv1 DM with bad recovery.Teen Gohan has no reason to use this at all when he has Masenko and SK

Masenko-A lv1 Burst style projectile that cant be sidestepped and does 375 damage.The much better recovery and damage push this way up over Kamehameha even before the side-step thing.If you need to punish somethign at long ranges use your ultimate

Soaring Dragon Strike-A lv2 PDM that can only be used in SSJ2.This WOULD be your primary damage move if not for SK.The way it stands now is SDS is your situational move to hit from behind on an opponent with High fatigue ten possiblly going into a SDS infinite to end the match.In most other combo situations its ineffcient to use this over SK.Its still great to have it as an option though

Ultimate

Father/Son Kamehameha-This move is 5 bars of complete donkey ass.It barely scores 100 more damage than SK assuming you win the power struggle only and its fruity launcher is basically impossible to make use of.If you use this move people will point and laugh at your unrelenting stupidity

Super Kamehameha-A 4 bar very fast un-sidesteppable un-TCable 2200 damage Real time ultimate useable in SSJ1 or 2.Basically if your opponent isnt punching you in the face blocking or already sidedashing right before its fierd they are getting hit and fatigued.This move is just as much a combo starter as it is an ender because of the huge fatigue and it alone makes Gohan an upper tier character

Practicality-4In theory Gohan is a 3 when you consider his oerall moveset.He doesnt really set-up his juggle throw too well with his starters which are serviceable but not grand.His stubby limbs are only slightly compensated by how far he moves while attacking and his speed isnt top notch either.His SDS can actually be used to counter negation because its hits come out fast but using 2 bars to counterhit Yamcha or Pikkon isnt a long term strategy.Gohan goes up because at any time you might eat a SK.He might transform into a SSJ right in front of you and SK he might backdash as you whiff a hit and SK you might toss a Ki blast and he SKs through you might get hit by a random CH Ki blast and get SK'ed he might get 7 bars wait to TC anything you throw then SK from behind.All this in addition to comboing into it or using it after he fatigued you normally btu FIRST breaking your fatigue with a fully charged HS thus leaving you dizzy and open for MORE damage again

Potential-5-Its very possible to combo into fatigue [either from SK or SDS from behind or even a 1 bar combo into Masenko on an opponent with some fatigue already] then combo into SK before they get 3 bars then if they hav anything left kill them off that fatigue state with whatever you feel like.Landing 2 SKs in a combo should end any match your in
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Post by TrollCapAmerica Tue Jun 08, 2010 7:05 am

Fusion Vegeta-Veggetto

Pros

Getting back some of B3 Vegetas comboable chains making him a faster more versatile Vegeta
A juggle throw comboing with those fast chains
Turning into Veggetto gives you an insane attack 6 baseline a transformation that maxes baseline extra combo options and a new set of death moves with high speed and utterly insane damage

Cons

You have one shot to hit an ultimate just to start using Veggetto and theres a 1/4 chance it wont work
Veggettos ultimate is utter crap.It does so little damage you might as well not have it at all

Starters

>P,K,K-]2 hit Chargable stun]
>K,K,K,K-
>K,K-
P+G [Juggle throw]

Heavy Slam-The "Vegeta Kick" that all forms of Vegeta and Super Baby
have.Its a jumping kick where Vegeta kicks vertically.Its pretty
average in most aspects but it starters pretty fast and the hop can get
him over certain chains that hit low like the famous Son family
>P,K,K.This si also his ultimate launcher animation which again ALL
these Vegetas share

Death Moves

Galic Gun-Your lv1 300 damage DM as Vegeta.Its completely generic and only slightly less terrible recovery as Kamehameha.Its just basically a placeholder for Veggettos moves

Final Kamerhameha-A 900 damage ;v1 DM with fast start-up a little recovery time and makes you hop off the ground and go into a low juggle if hit during it.This move is one of the most energy efficient for its cost in the game and should see some use in your combos however you also have......

Spirit Cannon-A lv2 DM with extremely fast start-up and near instant recovery that does 1300 damage all by itself.While FK is more cost efficient SC is faster and way more damaging making it almost impossible for Veggetto not to cause full fatigue in combos

Ultimate

Spirit Sword-This move is 5 Ki and requires Super Veggetto while having a power struggle.It has the same launcher as Vegeta does in base form.SS does 1522 damage on a lose and 2178 when you win the struggle.Considering Super Veggettos 145% attack boost this ultimate has pretty bad damage.For the cost it does less damage than combing into SC especially since anY SC combo will fatigue and let you land around for 25. to 3 bars so this ultimate is basically worthless,The closest to a use it has is the opponent is left floating and you can get an unrollable OTG SC for half damage afterwards but your better off saving your ki for full damage SC combos

Practicality-3-Its hard to say since Vegetas starters are pretty good even in base with nice speed and reach also setting up his ultimate.The problem with his fusion isnt the fail chance its having to combo into that specific launcher first off which means draining the opponents Ki and forcing an opening before you can get to your real damage.Once you get to Veggetto however you basically have a 2 bar RTU at your command and a huge baseline poissblly maxed when you make it too SSJ.The extra starters are a nice bonus and add to your mix-up game a bit too

Potential-5-He has a lv2 RTU.I shouldnt need to explain that.Even before you hit his great DMs his 135-145% attack pushes every hit he lands so far up in damage its hard not to cause the other 700 damage you need to fatigue with SC.Obviously in Base Vegeta gets only a 2 since he lacks pretty much all damage causing ability besides damage buffered infinite in GG


Last edited by TrollCapAmerica on Wed Jun 09, 2010 5:12 am; edited 2 times in total
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Post by TrollCapAmerica Tue Jun 08, 2010 7:29 am

Fusion Vegeta-SSJ4 Gogeta

Pros

Getting back some of B3 Vegetas comboable chains making him a faster more versatile Vegeta
A juggle throw comboing with those fast chains
Getting a SSJ4 transformation at max Ki for high baseline and a big damage Galic Gun upgrade

Cons

Getting from a 3 baseline to a 7 with no transformations inbetween is tough especially against an aggressive opponent

Starters

>P,K,K-]2 hit Chargable stun]
>K,K,K,K-
<K,K
P+G [Juggle throw]

Heavy Slam-The "Vegeta Kick" that all forms of Vegeta and Super Baby
have.Its a jumping kick where Vegeta kicks vertically.Its pretty
average in most aspects but it starters pretty fast and the hop can get
him over certain chains that hit low like the famous Son family
>P,K,K.This si also his ultimate launcher animation which again ALL
these Vegetas share

Death moves

Galic Gun-Your lv1 300 damage DM as Vegeta.Its completely generic and only slightly less terrible recovery as Kamehameha.Its just basically a placeholder for your SSJ4 move

Final Shine-A SSJ4 only Galic Gun replacement that does 735 damage while starting up a little bit faster.The speed is the most underrated aspect since it lets you lay that awesome extra damage in easier

Big Bang Kamehameha-Gogetas damaging beam move that does over 1500 damage in theory.Its basically like Fat Buus IC projectile and is a multi-hitting wave move that cant cause full fatigue which utterly ruins the move forcing you to use a pursuit to actually take advantage of its high damage.Its hits can also miss in some situations and do around 300 damage or so

Bluff Kamehameha-A short range "Burst" projectile of confetti.It doesnt do any damage at all and cant hit from behind but up front it removes all the opponents Ki instantly.In theory this enables Gogeta to prevent the opponent from TCing while he has infinite bars but in actually the bad recovery and limited ways to hit the move means you will be defusing quicker than you get another opening

Ultimates

SSJ4 Gogeta Fusion-Do NOT under any circumstance use this move.The 15 seconds you get SSJ4 Gogeta is not even enough time to get through an opponents guard and land a combo.The move upgrades are all highly impractical when it comes to landing hit in 15 seconds.Hell Vegetas normal 2 bar combos cant even finish in the time it takes for you to defuse and the seconds your stunned after it with no bars basically says "I have up the moment I hit that launcher"

100X Big Bang Kamehameha-A struggle ultimate which assumes you somehow broke through the opponents defenses and ;handed the hopkick launcher on an opponent before your timer ran out.Congratulations you now get 2.5-3.5 lifebars in damage and a fairly cool attack animation.Of course assuming the miracle of landing this move happens you should know that if you dont win the power struggle this Ultimate CANNOT kill the opponent.Does everyone of Gogetas moves have to come with a crippling side effect basically saying "Dont even use me to have fun and screw around"?

Practicality-4-Honestly getting 7 Ki bars takes less set-up and effort than hitting a launcher and although you can be knocked out of SSJ4 you can still get back into it.The transformation also means a guard break addined to your game which makes the SSJ4 fusion more versatile than the Veggetto fusion.The merits of a 735 damage DM are hard to overlook too for its help with short combos punishing ability both on fatigue and whiffs and low cost to a 6 baseline guy compared to the opponents cost of teleporting

Potential-4-More practical than Veggetto but nowhere near the the damage capability.Even if you compared the fusion on an even playing field and hypothetical max baselines Veggetto is much better than SSJ4 Gogeta since his moves actually CAN hit somebody.Final Shine is nice and all though and it pushes his damage easily into the 14-1500 range with short combos 17-1800 range for 2 bars and thats a good bit above average
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Post by Brohan Thu Jun 10, 2010 4:43 pm

Good stuff, but just one question, how much better could Fusion Goku and Vegeta be if they had thier transformations and deathmoves?
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Post by TrollCapAmerica Thu Jun 10, 2010 6:43 pm

ViewtifulBrohan wrote:Good stuff, but just one question, how much better could Fusion Goku and Vegeta be if they had thier transformations and deathmoves?

They would be better sure but not THAT much better.Remember its always the starters that matter most with the resulting damage being secondary.Giving their moves and transformations only contributes so much.F.Vegeta in both styles would basically just gain a few hundred damage with FI and would be less screwed if he missed the Veggetto fusion.Goku would gain starters because of the transformation but would still be dependant on >P,K,K- and >K,K,P*
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Post by TrollCapAmerica Tue Aug 17, 2010 3:43 pm

Kid Buu

Pros

Great reach letting him attack from outside alot of characters effective range
Huge Baseline of 6 with no need for transformations
Assault Rain may be the best single move in the game
Some really good chargable stuns and some usable infinites leading to moderately good combos

Cons

Speed problems especially up close
TERRIBLE heavy slam
His best combo ending move cant fatigue and his other option is a generic kamehameha
His combo filler chains can be a tad slow so you cant use ALL his chains in most combos

Primary starter

P.P.K.P*-
>P,K,P*-
>P,K,K-
>P+K*

Heavy Slam-A overhead hopping hammer punch that has way shorter stun time than most Heavy Slams pushes you far away making it hard to combo and for a meager 150 damage

Death Moves

Vanishing Ball-2 Ki bars-A 2 Ki 525 damage Ball projectile.Its fairly quick and wide making regularly dodging it a little more difficult.Its major failing is its inability to cause full fatigue which limits Kid Buus combos a bit.It can fill fatigue by slamming the opponent into a wall though so if you know the shape of the different stages well it has its uses

Kamehameha-1 Ki bar-A slow 1 bar 300 damage generic ki blast.It starts up slightly faster than VB but outside of connecting it off long range AR combos it wont matter much.It has terrible recovery but it can cause full fatigue.Use this if your playing in a place like the ROSAT

Assault Rain-2 Ki Bars-A 600 damage collection of Ki blasts that are shot into the air then crash down a second later tracking the opponent.This is technically the Human Genocide attack Super Buu does in the series but it was given to Kid Buu instead.This move is so good it deserves its own section but dont over-use it.Even with a 6 baseline you cant recover the amount of Ki you spent before a blocking opponent recovers

Warp Kamehameha-5 Ki Bars-A deceptively long range launcher into a struggle ultimate.It does 1050 on a loss and 1950 on a win.While it does nice damage and you have a good baseline you wont have many
chances to use it since Assault rain is so good.You can connect it unbuffered a few ways so its worth having as an option.Unlike alot of ultimates the amount of time the opponent is stuck on the ground after
the cut-scene ends is pretty short and even you cant build alot of Ki

Practicality-3-Kids got some upsides with the huge baseline giving him an early 2 TC advantage over some characters and some great guard breaks like >P+K or dashing P+K.You have to spend Ki to dodge or AG alot of his tricks and that creates more of a gulf in Ki between the two of you which is almost as good as forcing a TC.Assault Rain is all 600 automatic damage after fatigue and allows for follow-ups.Not bad overall but he hurts from his lack of overall speed against alot of the cast which can keep form from starting the mind games he needs to stay ahead on Ki.Assault Rains cost is still notable and while it allows follow-ups remember that if they can TC its JUST 600 damage.You cant land anything before a AR hits and afterwardS they can TC

Potential-4-Kid Buus taunt isnt fast but depending on how you fatigued them you can JUST fit in a taunt+AR and use it to start a new combo.This pushes his damage up a good bit higher into the 17-2000 range.Good but since you cant guarantee that situation will come up your usually gonna be doing 13-1500.Your choice of Kamehameha or Vanishing Ball will determine how your going to try and ed combos
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Post by TrollCapAmerica Tue Aug 17, 2010 3:50 pm

Fat Buu

Pros

Really good reach
A good couple of chargable stuns with multiple hits giving good damage even with short combos
A high damage lv1 "wave" style Death move and an unblockable physical DM with huge priority
Due to high DM damage and large hit count on alot of his chains he gets high damage from front or back
Infinites that only requires moderate timing to pull off

Cons

Very awkward timing with combos with certain chains only working on certain sides
His death moves will score drastically reduced damage if you used too high in juggles thus limiting his ability to shorten combos for Ki differences
Counter hits sometimes ruin his combos
The worst voice in the history of dubbed anime.Avoid at all costs

Starters

P,P,K,P-.P-
P,P,P,P,P*-
>P+K
<P,P,P*-

Heavy Slam-The Buus same hopping overhead punch with a limited stun time.

Death Moves

Innocence cannon-A lv1 DM which does 486.Its an interesting move that comes out like a wave in a straight line.It looks like one continuous blast but its only the Crest portion that travels down the line actually hits.This move tends to knock the opponent upward so it can lose most of its damage in a high juggle or if it lands on a counter hit.This move powers through almost every other projectile because of its much higher than normal damage

Innocence Express-A lv2 Physical DM where Fat buu runs and then ends with a butt stomp.Its unblockable has huge priority has an energy shield at the end negating some projectiles and guard breaks at the end.The move does 585/729 depending on where you hit it from tends to knock opponents upwards need to landed in a low juggle and has terrible recovery if Aura Blocked

Angry Explosion-A 4 Ki cut-scene struggle ultimate with a fairly quick jumping kneelift launcher with solid range.Since it only cost 4 bars it has reduced damage of 900 on a lose and 1500 on a win.Unlike most ultimates it re-sets damage buffering which can help make up for its somewhat low damage.An important thing to note is that.if you lose the struggle the opponent will be in a standing position and instantly able to move unlike most ultimates where they are ground letting you recover some Ki

Practicality-4-Great speed immense reach all the Guard Breaks Kid Buu has but faster and with better reach and really good DMs.Theres really not much Fat Buu lacks in this department and his P chains start u fast enough to beat negation up to Pikkons if used right.His closet thing to weaknesses in this department are his DMs being multi-hitting so no fatigue punishing a bad HS and average baseline

Potential-The guy really has good damage but no way to cause more.Fat Buu is about as good as it gets for regular lv1 and lv2 DM damage.Hit for hit his damage s higher than normal and his DMs are high in damage but your probably only going to be doing in the 1500 range in damage.On the plus side unlike other 3 rated characters you tend to be at the higher end of the "3" range because of naturally higher damage so maybe Fat Buus a 3.5
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Post by TrollCapAmerica Tue Aug 17, 2010 4:50 pm

Goten

Pros

Pretty good speed with the familiar Son family chains just beefed up and with some negation
A RTU with good damage easy combaility and an extra bit of protection from TCers
Extra small Size that can ruin certain chains and limit the damage an opponent can inflict

Cons

Very little actual reach with his attacks
Needs SSJ for his RTU or his combos are very limited
Extremely slow dash speed slow taunt along with a slow starting Heavy Slam makes follow-ups to his RTU difficult

Starters

>P,K,K-
P,P,P,K*-

Heavy Slam-Strangely enough the Vegeta Kick.Its slow starting up and Gotens has even more limited range

Death Moves

Kamehameha-A lv1 300 damage projectile DM with bad recoverytime.Perfect for a character with a slow taunt slow dash and slow.There may still be some times its useful though so you might as well keep it in your movelist

Tokugeki/Charge-A lv2 450 damage Physical DM.Like all PDM it gets bonus damage hitting from behind which is a plus because its a lower end damage PDM.Goten jumps up to a rediculous height before crashing down at an angle so you MAY be able to avoid certain attacks with this thing but dont bet on it.THis is kind of a secondary situational move since it has trouble hittng sometimes with the angle espcially in juggles which is where you need this mot as your RTU couldnt hit in full.In theory yur safe from reprisals if the move is TCed but an opponent with the Ki advantage could fire a quick DM and punish

Ultimate

Gotenks Fusion-If you use it your an idiot.Gotenks lasts about 30 seconds and you lose time off that clock for every transformation.

Full power consecutive Ki blasts-A 4 bar real time ultimate consisting of 8 individual Ki blasts with the final one doing 495 damage for a.Adjusted for SSJ attack boosts its 150 per hit and 450 for the last shot doing 1500 even.Thats 3/4ths fatigue full with one maneuver leaving only 350 damage needed from comboing to full fatigue.Gotens hitbox is also also so smal that the blasts form ontop of him so if the opponent TCs they might get hit if they try and attack him while hes doing it.A great move but certainly with its drawbacks.For one it wont connect fully off juggles and doesnt even do any damage against blocking opponents until the last hit.The fact that its 4 bars and can be TCed at all also hurts

Practicality-3-Goten has a very narrow range of effectiveness based around simple combos into his RTU then trying to chain fatigue and end the match Two chains+HS+RTU will fatigue from either side but its barely a 1 bar combo against low baseline opponents and not easy to loop as some other characters.Your also virtually required to get into SSJ as quickly as possible for both Ki regen and use of your RTU.Otherside of his RTU Gotens alot more average but still has a couple of chargable stuns and a transformation to get through guards.The negation in the middle of his son family >P,K,K chain is also a plus and makes it a very viable starter.Tokugeki is also a fine fatigue punisher form behind

Potential-5-Ok maybe 4 is more appropriate but Goten still has a good chance of ending the match by looping a full fatigue combo and either way CCB does alot of damage.The real limitation of your damage doesnt come form Gotens abilities really but from the speed of your opponents Ki regen rate.If you can land CCB then your scoring a 4 everytime if your looping it your a 5 and can end the match in one shot,Without SSJ and his RTU Gotens barely a 2 with low hit for hit and DM damage overall.Even then only barely a 2
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Post by TrollCapAmerica Tue Aug 17, 2010 5:25 pm

Frieza

Pros

Pretty good reach without speed problems
Insane reach in 2nd and 3rd forms
At least one combo starter on every chain a special starter and juggle throw giving hordes of attack options
An UN-TCable lv2 Death move in 3rd form or higher
Can transform at 3 baseline even at the start of a match and 4 transformations total

Cons
His LV2 DM cant cause full fatigue without walls
His large forms can whiff attacks on either on smaller characters or in ground combos with Death beam
Cant reuse transformations after fatigue which means each time you transform is a one shot combo starter
Despite having 4 transformation his baseline never goes above 4
Loses a great deal of comboability in the air

Primary starters

>P,P,P,K,K-
<P,P,P,P-
<P+K.K.K*
P+G ]Juggle throw]

Heavy Slam-A dashing Thrust Punch.Its one of the best HSs in the game having huge reach even without the way he slides forward during it along with good speed.You can actually cancel this over and over again to wavedash extremely fast across the screen

Death moves

Death Beam-A lv1 300 damage basic Ki blast.Its fairly fast and has good recovery making it a little harder to counter if throw out alone.Be careful in your large forms though since it comes out at shoulder/neck level it can sometimes whiff right over an opponents head in those forms depending on their stun animation

Death Wave-A lv2 "Burst" right in front of Frieza that cant be teleport-countered[despite it not saying that in the movelist].This move can only be used in 3rd form or higher and while it cant cause full fatigue it sends them flying so they could hit a wall and that ill fatigue them.It is actually 2 hits that causes 247 each totaling 494 in 3rd form and is your primary source for damage.Damage is technically a tad bit low but its still not TCable

Death Ball-Requires 5 Ki and Final form or higher.A crouch into a leaping headbutt launcher.Fairly quick but Crap range and sometimes passes through the enemy for no reason after a HS.Causes 1035/1080
damage on a lose in Final form and 100% Final form and 1725/1800 in those forms on a win.Considering Friezas comparatively low baseline inconsistent launcher and for mediocre damage its probably not worth
using

Ultimate

Practicality-4-Friezas got a starter on every chain sometimes more than one and a few that nobody else has like a chain on a P+K move.Hes also got a juggle throw a Ground reset and alot of guard breaks that include chargable stuns off his myriad starters.Hes definitely the games most versatile comboer and the size changes off transformations are a nice bonus as long as you avoid using the wrong one for the match-up.A fully charged Heavy Slam into DM also scores a pretty significant amount of damage.His down side comes from losing alot of his combos in the air which seriously shortens his combos and his low baseline.Getting those higher transformations can be difficult when your baseline is only 3

Potential-3-Well almost a 2.Friezas actually gets most of his damage off physical hits since he has hordes of attacks he can link together but his overall DM damage is pretty weak.Alot of his DB combos will end up in the range of a 2 rating but getting hits from behind and/or DW combos will actually push his damage over 1500.A full 2 bar fatigue combo should do over 1700 damage which is a bit above average.Overlall id say Freiza earns a 3 when you average it out
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Post by TrollCapAmerica Tue Aug 17, 2010 5:39 pm

Super Baby

Pros

An extremely fast P starter with moderate range
One of the games best non-DM infinites
A juggle throw that works great with his close range game
Several high priority large reach moves
A great set of 3 moves to spend Ki and useful in different situations one of which is a no struggle ultimate
A somewhat tall bit very thin hit box making a semi-large character with reach into a medium sized one

Cons

Outside of his infinite his combos can be awkward and prone to resets often making spamming his infinite the best bet
His damage is a bit limited and you need a few infinite reps to score 1500 damage
His only 2 useful cancels share the same animations so you need to cut his P chains short if you want to use his <K in a combo

Primary starter

P,P,K*,K-

Heavy Slam-A leaping overhead punch with a tiny bit of start-up but fair speed movement range and reach.Hopping slightly off the guard means you get low juggled on counter hits and could even go over certain low attacks

Death Moves

Big Bang Attack 1 Ki-Baby puts a hand forward and creates a large energy ball that he then fires across the screen.It does slightly higher than normal damage for a lv1 DM at 375 it starts up almost instantly making a great shield travels across screen fast and is so wide its a pain to try and side-step.

Final Flash 2 Ki-A very wide "burst" projectile that cant be side-stepped and is much faster and safer than GT Vegetas version of the move Good damage at 525 and easily comboed from his infinite if you cancel fast enough.Its worth using even though you only get 150 more damage than BBA for an extra Ki bar cost

Ultimate

Revenge Death Ball 5 Ki bars-A no struggle 1590 damage ultimate.Since it costs the same as his baseline you shouldnt have much trouble covering the 5 Ki cost.It can be comboed off his axe kick cancel to avoid damage buffering but you need to pause a fraction of a second to make it work.It scores a solid 1500 damage when the ball hits but as a bonus Baby hits twice before launching it giving you an extra 90 damage unbuffered

Practicality3-Repeat after me.I love my infinite and my infinite loves me.Baby has a tiny assortment of comboable chains hat are worth using but in the end after chaining 2-4 of them your going into your infinite and using as many chains of it as quickly as possible then ending with your moderately high damage DMs.Thats really it.There isnt much to playing Baby you try and outspeed the opponent with your P and outrage them if you can or have to because they have better starters.Enjoy your high baseline and try and combo into your ultimate for quick damage when you can avoid buffering.Your limited in tricks combos off guard breaks and the like but you have enough basic ability to score consistent damage against most of the games characters.Your DMs are also good fatigue punishers since they are quick and cause alot of damage

Potential-3-Gentleman behold this might be the most average guy in the game here.Average but with upsides but really doesnt radically stand out in any way.Baby Vegetas going to score just under 1500 damage most of the time and barely 1500 before damage buffering kicks in on his infinite.His ultimate unbuffered scores.........about 1500 damage
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2010 Infinite World Tier List - Page 2 Empty Re: 2010 Infinite World Tier List

Post by TrollCapAmerica Tue Aug 17, 2010 6:38 pm

Bardok

Pros

A mix-up with a few fast chains a chargable stun starter and a juggle throw
Did you hear he is the games best DM chainer and can end the match in one combo anytime he gets an opening?


Cons

Low baseline of 3 combined with being a DM chainer with a DM that costs 2 bars
Main starters are a tad bit slow
Bad Heavy Slam
Weird weakness.Can only shot 3 ki blasts at a time

Starters

>P,P,K,K-'
P+G^ [Juggle throw]
K,P*,P,P-[Faster recovery not comboable cancel]


Heavy Slam-That hideous overhead axehandle smash that pushes you too far away to do much with

Death moves

Riot Javalin-A basic 300 damage DM with average start-up and fairly good but not awesome recovery.Use for no DM infintie combos or when you dont have time/ki for HP

Heat Phalanx-A fast 1 hit juggle starting physical DM doing 525/656.Getting all its damage in one very fast hit ensure this is the best chainable DM in the entire game.Just connect it off normals as quickly as possible in juggles and change-up to a <P,P juggle infinite to generate more Ki and this can end the match anytime you fatigueBardoks entire game revolves around this one move

Saiyan Spirit-A 4 bar struggle ultimate doing 975 damage on a loss and 1350 on a win.Its a strange ultimate as the difference between a lose and win is lower than the usual 900/1500 difference.Its not really worth using since you have HP infinites but hey if you fatigued them in the air and they have under a life bar but ehough health that HP wont kill them and they can TC.........yah then you can use it to win a match

Practicality-2-Bardok is a tempting 3 considering how almost any landed hit is a major threat and hos fast HP actually is but hes got a few glaring weaknesses.First obviously theres his low baseline and the high cost of his DM to be considered.When people have a 2 TC advantage over you at the start of the match its going to be hard to DM them to death off the bat.Bardoks got some guard breaks for sure but they are a tiny bit too slow and his dashing moves only guard break off AD or dashing P+K in the air.Really your best mix-ups are changing up >P,P,K,K*- or jab poking which isnt bad but could be better

Potential-5-ORLY?Yes if your opponent ever gets fatigued or comboed with under 2 bars they are almost certainly dead.3 chained from behind should be enough to fatigue.Its an easy infinite so unlikely to ever fail as long as you watch how far away they get pushed ever couple HPes.The tough part isnt performing it though the tough part is landing it


Last edited by TrollCapAmerica on Fri Oct 08, 2010 5:14 pm; edited 1 time in total
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2010 Infinite World Tier List - Page 2 Empty Re: 2010 Infinite World Tier List

Post by TrollCapAmerica Fri Oct 08, 2010 4:22 pm

Broly

Pros

A 4 meter Physical RTU that does more damage from behind
Huge reach great baseline and extra high attack% in LSSJ
Good damage in general and gets a little more punch from his DMs than most characters
Some surprising guard breaks and negating attacks which combines with that reach well

Cons

Very VERY awkward character with goofy mechanics to alot of attacks and reused animations
His RTU is punishable vs most characters if it doesnt fatigue and in some situations cant
Because of his size he constantly misses attacks on small characters and even sometime son medium ones

Starters

P,K-/P,P,P,K-/>P,K,K Broly stomp chains
K,K,P*'P*'/K,K,K,K-

Heavy Slam-EVIL LUNGE PUNCH.Only the most diabolically EVIL character sin the game have the lunging punch heavy slam!.The only problem is brolys EVIL PUNCH is more like Shenrons version where he twists awkwardly and loses out on the range of Cell/Friezas EVIL PUNCH

Death moves

Buster Shell-A base 375 damage lv1 ball projectile.Because of a sorta goofy underhand softball pitch animation its got some start-up and recovery time but the extra damage and wide projectile makes it well worth using.Its a little easier to hit in juggles than Gigantic press as well

Gigantic Press-A lv2 PDM that does 630/787 and only usable in LSSJ.There are a few one hit PDMs with similar properties to this move.High priority unblockable one hit making a good fatigue punisher and fairly safe on TC.Unlike the others Broly is left floating right after using it which makes it harder to punish him on Auraguard/whiff.Im not saying whip it out all the time but it might be helpful to toss it out as a surprise if you have a good amount of Ki built up

Ultimates

Gigantic Slam-A 4 Ki bar LSSJ only HALF PHYSICAL HALF ENERGY RTU.Some people wondered why this thing didnt fatigue back in the old days but now we know.The first hit as Broly rises is a physical attack doing 180 damage and when Broly hits the ground it causes a "burst" style radial energy attack similar to Death Wave that cant cause fatigue.Its has horrible recovery and is punishable on hit but how punishable depends on how you hit it.Much like Pikkons HT this move tends to launch opponents diagonally upward in the air and is just barely punishable depending on the character.In the air it launches different pending on wether your above or below the opponent.Too far below and the second hit is avoidable by breakfalling right next to you unscathed and begging for punishment.Hit from equal or above and it functions like the grounded version.If you hit it from behind on the ground they can also breakfall right next to you for easy punishment.The safest way to hit this move is either make sure the first hit fatigues or try a high juggle and hit it as SOON as possible so they get knocked away farther

Practicality-3-Probably closer to 3.5 its just that Broly has too many weird quirks to play around with.Tons of starters and range but half of them cant be used together a few infinites but has an awkward time juggling huge damage but meter hogging and sometimes punishable

Potential-Brolys damage is huge especially in LSSJ.Its going to be hard to do under 1400 damage with him and you may easily average around 15-2200 damage depending on the meter your spending.He wont make a 5 though because he actually really cant chain fatigue too well and his RTU is TCable punishable and the 1440 damage second hit CANT fatigue


Last edited by TrollCapAmerica on Fri Oct 08, 2010 11:31 pm; edited 1 time in total
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2010 Infinite World Tier List - Page 2 Empty Re: 2010 Infinite World Tier List

Post by TrollCapAmerica Fri Oct 08, 2010 4:31 pm

Vegeta [IW version]

Pros

3 transformations ending with SSJ4 which gives high attack baseline and a huge Galic Gun upgrade
Some pretty good chains from mid-range letting you get in and stun with transformations or mix-up with a juggle throw.
While its not a chainable DM Final impact is as strong as FS stronger from behind and can be comboed out of

Cons

A weaker close range game than you would like which limits the mix-ups into his juggle throw
Final Impact can miss hits and valuable damage if you dont know all its quirks

Starters

>P,K,K-]2 hit Chargable stun]
>K,K,K,K-^
<K,K.K-
P+G [Juggle throw]

Heavy Slam-The "Vegeta Kick" that all forms of Vegeta and Super Baby have.Its a jumping kick where Vegeta kicks vertically.Its pretty average in most aspects but it starters pretty fast and the hop can get him over certain chains that hit low like the famous Son family >P,K,K.This si also his ultimate launcher animation

Death Moves

Galic Gun-Your lv1 300 damage DM as Vegeta.Its completely generic and only slightly less terrible recovery as Kamehameha.Its just basically a placeholder for your SSJ4 move

Final Impact-A lv PDM that doest 525 damage up front.Statistically this move does the same damage as Final Shine before factoring in the SSJ4 stat bonuses.This move makes up for it by stunning on the second hit and also being able to do more damage from behind as a PDM.Being able to use this helps set Vegeta apart from his Fusion versions and keeps him from being completely worthless.Watch out if you try and hit it from behind after a full charged HS because a hit will miss on most characters and all of it on short ones.Instead charge it for a split second then release to help it hit in full or dont charge the HS

Final Shine-A SSJ4 only Galic Gun replacement that does 735 damage while starting up a little bit faster.The speed is the most underrated aspect since it lets you lay that awesome extra damage in easier.This is the move you really want to get to when using Vegeta

Atomic Blast-A 656 damage 1 KI DM only available in Majin Vegeta form The only advantage this has over Final Shine is it recovers slightly faster

Ultimates

Big Bang Attack-A 5 Ki bar struggle ultimate that does 990 from attack loss in SSJ to 2310 in SSJ4 on
attack win.Its a pretty average damage ultimate but that SSJ4 attack boost pushes it into pretty respectable damage territory especially off re-sets.Otherwise if I wanted to score 990 damage id use Final impact from behind and spend less meter

Final Explosion-A 5 ki bar 1125/2062 damage struggle ultimate available in Majin form only.Once again its inferior to the move you would have instead in SSJ4

Practicality-3-Hello Mr.average how are you doing today?Vegeta has a few tricks but not too many.He needs to get to SSJ4 and does have 3 transformations and a juggle throw but his close range speed is a little lacking to really take advantage of them

Potential-3-Assuming you get to SSJ4 then your in pretty solid shape.FS is low ki cost and high damage while FI does heafty damage from behind.For 3 bars FI comboed into FS is reasonably strong as well and his ultimate becomes fairly worthwhile as well.Before that Vegetas is terrible but the pros and cons of spending 2 meter on FI vs getting to SSJ4 are something to consider


Last edited by TrollCapAmerica on Sat Oct 09, 2010 11:20 am; edited 1 time in total
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2010 Infinite World Tier List - Page 2 Empty Re: 2010 Infinite World Tier List

Post by TrollCapAmerica Fri Oct 08, 2010 5:10 pm

Kid Trunks

Pros

A somewhat confusing rushdown game with things like his dive kick HS and juggle throw
A RTU with good damage easy combaility and an extra bit of protection from TCers
Extra small Size that can ruin certain chains and limit the damage an opponent can inflict

Cons

Terrible reach.His stubby limbs barely go with most attacks
Can only combo into his RTU off one chain
Absolutely ruined in the air and can barely combo into anything

Starters

K,K,P,P-
>P,P,P,P*P-

Heavy Slam-A flying side kick that has a little start-up but sends Trunks FLYYYYIING across the screen a huge distance.While slow its reach opens up an otherwise very short range character up to alot of confusing flying around.Trying to make your opponent guess if your trying to tag them with this thing move into close range or charge it to guard break is central to Kid Trunks game

Death Moves

Double Buster-A lv1 300 damage beam DM.Its pretty generic but its your only good juggle combo ender since your other DMs miss in juggles.Juggles arent a big source of damage for Trunks but they do build alot of meter for him so this move is worth keeping around

Final Cannon-A 486/605 lv2 PDM.Trunks can use this in base form but the damage is a little low for a lv2
and being multi-hit it isnt a good fatigue punisher and it misses the last hit in juggles 99% of the time.Its not that bad though any longer combo your using can usually can b ground reset with >K,K,P,P and that should have mitigated the meter spent pretty easily.

Ultimates

Gotenks Fusion-If you use it your an idiot.Gotenks lasts about 30 seconds and you lose time off that clock for every transformation.

Full power consecutive Ki blasts-A 4 bar real time ultimate consisting of 8 individual Ki blasts with the final one doing 495 damage for a.Adjusted for SSJ attack boosts its 150 per hit and 450 for the last shot doing 1500 even.Thats 3/4ths fatigue full with one maneuver leaving only 350 damage needed from comboing to full fatigue.Gote......err Trunks hitbox is also also so small that the blasts form ontop of him so if the opponent TCs they might get hit if they try and attack him while hes doing it.A great move but certainly with its drawbacks.For one it wont connect fully off juggles and doesnt even do any damage against blocking opponents until the last hit.The fact that its 4 bars and can be TCed at all also hurts

Practicality-3-Trunks could be a 4 but alot of it depends on keeping the opponent off guard with dive kicks canceled dive kicks canceled Px4 juggles as well as his primary starters.Hes really a pain in the ass to predict can break guard fairly well and can lay a hefty hit on you almost anytime and even TCing his RTU may not work out in your favor,The problem is his reach is garbage outside of the dive kick and in the air not only does he lose a primary starter but his lack of reach can screw up combos off his HS

Potential-4-That RTU hurts and isnt really consistently counterable.His damage is comparable to Gotens but while Goten is better at comboing into his RTU Kid Trunks can only combo off of one somewhat short ranged chain and that limits his options.More importantly it limits his meter building ability to fuel a RTU chaining explosion.He is better at following it up however and when hes up on Ki can end a match quicker thanks to his Dive Kick closing range faster than gotens.Outside of his RTU his combo options are still pretty solid and when juggling he builds a good amount of meter
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2010 Infinite World Tier List - Page 2 Empty Re: 2010 Infinite World Tier List

Post by AquaTeamV3 Sat Apr 07, 2012 7:59 pm

Lots of good stuff here. Just curious, are you still doing these character/tier writeups? In particular I wanted to see your take on Future Trunks, 16, and Recoome.
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