Nice video, honestly high level play is gunna come down to who’s got better timing on defense since there arnt no safe combos you can really only limit them by getting behind them
0:03 THANK YOU... the combo notation literally shows after Squarex5, X, hold DOWN+Square. So you can follow up with Squarex5, X, NEUTRAL Square, into combo. I kept seeing people perform to what my eyes looked like a 2 string combo repeat, and every time I tried it I would knock the CPU away. But really it's ever so slightly different. I was leaving so much damage on the table not understanding this. Kuwanger is saving the people yet again.
I think the game should allow combos from the front too. Moves like rolling hammer make no sense now lol Why would the opponent not be blocking?? And what is the point of having a mix up after the rush string into the step in attack, if the opponent can just block the next string regardless of if they guessed correctly or not?
The mix up is in predicting how your opponent will react to you and altering that perception therefore screwing up their minds which then screws up their defensive capabilities.
Bro, greetings from Argentina! Please keep making Sparking Zero videos, you're the only one I've found who uploads this kind of content... I haven't found anyone else doing videos like this in Spanish. You're amazing!
Rolling Hammer is extremely important and you should pick characters that have it, preferably those that have X X Y input (the quickest string to Rolling Hammer) as it will *always* win in Rush clashes (where you're both attacking at once without doing damage to each other). It is by far the most useful tool during quick scrambles where the opponent either forgets to Guard or is doing another option during the half second you can execute Roling Hammer. It is relatively safe too, since they either guard the turnover kick and go back to neutral. Like every frontal attack, it is susceptible to counters, but a quick Rolling Hammer string will give you enough time to react to your opponent's next move when it finishes. You can also charge Rolling Hammer to break the opponent's guard or knock their guard/perception timing off. The move is just insane if you know how to use it, and you should always be aware of using it when you're, for some reason, attacking your opponent from the front without caring of getting countered.
One thing I’ve not seen people do is after the first step in rush chain is to do a full power rolling hammer, which can either break their guard, turn them to their backs or if they’re facing back already, it resets them as they’re turning back and you can continue to give back shots.
Please keep telling yourself that. I love playing against all the players who don’t know that Super Counter is a thing and keep trying to combo me with back shots. 😂
This is great, but all remember that as you progress in ranked, super counter gets used by a lot more people and it's pretty easy to get it by just mashing it, so do have some tools to mix things up too.
@whatsupgamers139 mash both forward and square at the same time, since attacks are pretty fast, you have a pretty great chance to get it by mashing. Timing it seems more consistent if you can somewhat get the timing, and windows for super counter vary depending on the attack you're trying to super counter.
@@Otto17 Yes, but do not mash. The timing is a one frame input of both Up and X or square, depending on your controller 1) You cannot hold up and mash. You have to flick it with the button press. 2) There is a 12 frame delay before you can use it again, as well. So mashing is extremely unreliable and I would not recommend.
@gogeta667 it still works well enough since everyone spams fast attacks, the timing is such a pain to get on some attacks that I'd rather spam it for now and train the timing in training
Do the old old cell infinites still work in this game? And looking at this looks like you can do that vanish to etc to always counter stuff as long as you arent behind or something? in the old games, there was like a half charge you could do with your attacks that allowed you to link things that were normally not possible. Where if you pressed combo regularly the dude could eventually block, and if you did charge attacks, you could link but then that would also trigger the games code or whatever that would allow you to also technically vanish out of the entire combo. But there was this middle ground of like half charge of it made moves do more stun, but didnt trigger the game into allowing the other person to vanish out of anything. Say example from certain rushes like vegito spirit sword, even after it hits, if you dash in and hit, it doesnt do enough stun to allow you to link after. If you dash in and charge the attack, you can then combo after it, but the dude can technically vanish then durning the hits/combo.. but if you do a slight charge, it allowed you to do a full combo after words then and the dude would not be allowed to vanish out of it. From seeing this im guessing this is not the case anymore? Dont have the game so its greek to me.
I'm not familiar with infinites in this type of games so i'm not sure, we lost a decent amount of old tech compared to BT3 so it might not work anymore For the charge thing it might be possible but the issue is that this game feels more restricted for this type of things compared to BT3
Glad to finally see someone covering safe combos for this game. They're so crucial in BT3. I really hope that Super Counter gets some kind of nerf, though; like only being able to use it while facing your opponent. Being able to use it while getting attacked from behind makes fighting the CPUs so frustrating. It's like flanking them doesn't even matter because they can break out of any combo whenever they feel like it.
No sir we need super counter cuz people love going behind u into online matches and it’s either super counter or z vanish I’m tired of getting backshots
@@Sarnatuile It shouldn’t be gone. But it definitely needs a nerf. This thing beats everything in the game and costs NOTHING. Not to mention the fact that it is magnitudes easier in this game than in BT3. In this game 5 hour Andy’s are mashing it and getting it.
You can reset rush chain combos by sweeping, step-in with specifically a half charged light attack, and continue the rush chain from there. There’s also a way to reset the rush with a full charged ki blast after a heavy finisher if I recall correctly but I’m not sure, and while the heavy finisher is vanishable, the ki blast is neither vanishable nor super counterable.
The issue is that super counter is spammable, I think it needs a rework, but keep it at 4-frame window, because other than having characters with explosive wave, there’s almost nothing you can do if you don’t get those frame perfect super counters off.
the stupid thing about the online is the delay of the buttons, i mean, hittins square offline is not the same as online even if you have connection at 5, the only thing that has no delay is the guard/evade button (circle), offline the z counter I do and dragon rush cancel works perfectly, almost always, but online, oh dude :c and then people online spamming jiren or goku UI attacks, :c overall good guide my dude, better than those ¨do this/you re doing wrong/mostg op thing to do¨ clickbait videos. sorry, im a sweaty bt3 player haahaha
Jamás tuve el privilegio de tener por cuenta propia el Budokai Tenkaichi 3, Pero tenía amigos y familiares quienes me invitaban a jugar, ahora q yo tengo el sparkin zero me alegra poder ir aprendiendo por mi cuenta
In short, if the opponent has his back turned there is little they can do, so your best bet is getting behind them However they can always counter with the forward + attack counter move.
This is sick. Thank you so much. Come from an FGC background but trying to lab this game on your own is... hard, let's say. Forgive the long post and hope you don't mind me asking but - I've found some strange tech where I think you can buffer the charge of smash attacks in a couple of different rush chain actions. This would, with your DDC, give a lot of options from guard break. Problem is I suck at this so maybe you could try it? An interesting part would be what happens if they actually HSE out of the guard break but you have the buffer..... Anyway, thanks again and hope to see more from you!
I swear I had people use perception/sonic sway in the middle of getting hit by a rush chain/combo. Like they'll get hit by the first square attack then sonic sway the next. I thought the only way to get out of that would be super counter.
That's because Perception and Sonic Sway beat Rush combos from the front, but here i'm behind the opponent and those doesn't work if you're getting hit from behind
Appreciate your videos, so much to learn! I got one question: if I go to your sparking zero playlist, I can only see 6 videos even though there should be 14. is it because I am watching from Germany or is it because they are still hidden? Best regards
It's the same video i kept deleting due to issues with the rendering, i kept adding it to the playlist each time but forgot that deleting it while it's not published doesn't remove it from the playlist that's why
I been doing the rush chains into high kicks and ki blast like you said but on standard controls think I’m confusing myself. It’s auto combo > step in high or low? I wasn’t sure if it was just auto combo > step in rush chain. Don’t mean to be confusing but I guess I’m asking if the highs or lows matter? Overthinking here lol
If you don’t do high/low, for a lot of character the regular mid step in will push them so far away that the third rush combo will miss its first few hits, which can either allow them to turn around and block or miss some damage but still hit them (like it happens with ki blast cannon)
Correct me if Im wrong but from behind, some characters can also do XXXX then ki blast 3-4 times (yyyy) then xx ki wave xxx kicks xxxx or some. I have tested against super difficulty cpu and online oponents and it always lands. And also I would like to add: FCK SUPER COUNTER, that thing needs adjustments. Is not even hard to do, Im mashing it and super countering oponents a lot, it wasnt this easy in BT3
You are probably right since i think rush reset combos may be in the game too, in this video i only did simple rush attacks but some characters are probably able to do rush reset or add ki blast to optimize the combo without letting them turn around, i will look into that as well
@@KuwangerKRT Yeah some characters if you mash their ki blast after XXXX and then mash X they won't be able to turn around, but this seems to eat one of the XXXX blow backs. So instead of XXXX Dash X, XXXX Dash X, XX ki Wave XXX kicks XXXX, You would just do XXXX-4 ki blasts, XX ki Wave XXX kicks XXXX which is a little less dmg but also a safe combo to consider if your oponent is super countering a lot. Do notice that not all characters can do this one since their ki blasts arent fast enought or are shot in an angle that misses in close distance, for example, one of my mains C17 from súper cannot do it, but my Kefla can do it with a high consistency, missing sometimes in angled terrains in ground combos, and another of my mains Kale SSJ1, she can do it 100% anywhere. So it needs a little more testing but something to consider.
Can you still combo into ascending ki-blast barrage from behind in this game? And if possible does is also set up unavoidable supers (like -1 set ups in bt3) or do true combos into super not exist in this game?
Man i'm " struggling " to fight C16 cause each time i just land 1 knuckle on him he just counter me so hard i cant even do a proper combo or anything like that lol
they either need to get rid of super counter or make it so you cant counter someone when your getting hit from behind cus at this point combos are useless and your better off just spamming supers and waiting for time to go out
Yeah the most you can do is limit their defensive options. If you wanna get good at fighting Super difficulty CPU, get good at Z Counters and Super Counters. You will rarely get off a good combo against Super difficulty since they Super Counter pretty much everything.
Yes but it’s vanishable so it can’t be part of a safe combo (and can be blocked even if they are already in hitstun if they are facing you) Reminder that if you don’t have to stick to fully safe combos if your opponent isn’t even aware or good enough to vanish everything he can
You can easily avoid all of this combo with perception super perception and vanish good timing Defense is awfull we need to have less damage but better combo When you press a button on a wrong timing you should be punish like bt3 …..
You can’t perception/super perception/revenge counter when your back is turned You can’t high-speed evasion (vanish) the default 5 rush attacks, and you can’t high speed evasion flying kicks/ki blast cannon/blaster wave If you believe you can do anything here but super counter when your back is turned, then record yourself doing it and post it
@@KuwangerKRT I’ve maybe talk about a down or up triangle and not this combo you’re right I think But for a backstab it is so awfull sometimes cause the man can just turn the stick on the right or the left and will turn himself safe during a vanish or whatever
A tip for fancy and smart combos: Press dash after the last hit from the first and third square. He is safe If u dash after the second or fourth square( from behind too U change the Timing for counters and it looks not like spaming square 😀 Look at the hit display, Gogeta4' square 1-4 always has 2 hits after the 2 and 6 hit you press dash, important is that you press square 2 times in the dash animation otherwise you don't get the timing done.
@@lonewolfxdash4738 it depends on what you get revenge countered on i believe, one time it happened really early on a rush combo and i was able to hit them again before they even stopped glowing
If you mean combos like in DBFZ or other fighting games, these aren't a thing in games of this series, you can be super countered on the very first hit of your combo
Super counter shouldn’t exist imo. It doesn’t spend any resources and can break combos even from behind. Literally free combo breaker at any point as long as you time it right.
I disagree, I do think that super counter is a bit too strong, but breaking combos is a nessesity in this game since you can easily do 3-4 health bars if your sparking in 1 combo I do agree that it needs to be a bit toned down tho, like being able to use it once every 3-4 hits or sum
edit: once every 3-4 as in attempts, say you don't properly time it , you should be locked out of it for a while, to prevent someone from not timing and just mashing it out
@@caeluse I agree that breaking combos is a necessity in this game, but a counter that is literally free and can be done at any point as many times as you want is too much. The game already has plenty of other defensive options. I’m fine with everything else staying the way it is, but super counter is too much imo.
Bro im starting to not like this game because I simply cannot get a grasp on the compat its too fast I often tomes just cant move the timings are crazy stupid and everyone can always parry what im doing and camp and spam super attavks
And I love dragon ball and fighting games I have thousands of hour on fighters z and Im really good at those type of games, but I think this just isnt for me
Go into training mode. Practice. Rest. Repeat. Play. Analyse your gameplay. Rest. Repeat until you are satisfied. By hour 50 you will be able to stomp every B-D ranker. If not, evaluate your practice methods and mindset. The problem I can only assume you are having is not being able to understand what’s happening on your screen. Just keep playing to figure it out. If you want to expedite this process and minimise the pain, commit to practice.
Practice & patience brother. Rome wasn’t built in a day and the game was specifically sped up because it was far too slow at first. If you don’t hit that training room, you won’t ever get used to it. Play Training + Online and adjust your gameplay as you play.
@@ssjnamitoxo5609 the ONLY thing I have played is training ive spent hours just trying to understand the game and combos and counters but the counters never work only in training mode cause when i moved to online I either got cheased or the inputs didnt work (I play on PC with ps4 controler) I think im just gonna play ofline . And mind you I love fighting games I love practacing combos and defense like on mortal Kombat MarvelvsCapcom and more notably FighterZ but this just isnt making sense to me
@@Bebolife12345 yes also that it happensa top fast and I cant distinguish the atacks most of the Times like in 2 you cant clearly se and react here a smash atacks looks like a normal string
It’s not about the combos, it’s about the execution. The counter play. The strategy. Simple minded people like you can’t think that far ahead and learn how to apply simple concepts to complex scenarios.
A lot of people fight the same in dragon ball, it’s just the way it is 😂😂 yo lame ass thought there was gonna be different combos for 150 niggas. that’s not possible 👎🏾
ngl the PvP has soo much other flaws and the combat just feels very poor compared to BT3, vertical movement being useless in melee range when they upgraded this while transitioning from BT2 to BT3, The spammable ZCounter, the vanishes being super easy, after image no being able to disable the Zcounter stun, no being able to delay combos to bait Z counters, unable to really punish Sonic sways against people who spam it, the guard that re aligns (you press Guard release and press it back) itself when back then you have to react release guard press up and then put the guard again, which make flanks and vanish useless not to mention that you deal less damage from the back now, losing sight on opponent when they switch character and can't even lock or look for them by pressing L1, the short dash xD (too slow for the amount of ki it consumes), and the flaws in the DP system and the team compositions, you can easily beat your opponents through time by avoiding playing the game
I haven't even gone online yet. I still trying to learn the game. It's alot more to take in than I thought which is a little bit of a turn off but it's only been a few days let's still give the game a chance.❤
I think I'm gonna get a phd faster than learning all the defensive mechanics in this game, but as always kuwanger to the rescue
I stg its so much i gotta learn but im with the grind 😂😂
Just perfect super counters and vanishing against supers, everything else will fall into place.
Bro's gonna validate IGN's score with these videos lmao
Been trying to find guides and this is easily the best and most succinct I have found, thanks!
This is great information and presented in a very digestible format. Thanks for sharing!
Nice video, honestly high level play is gunna come down to who’s got better timing on defense since there arnt no safe combos you can really only limit them by getting behind them
0:03 THANK YOU... the combo notation literally shows after Squarex5, X, hold DOWN+Square. So you can follow up with Squarex5, X, NEUTRAL Square, into combo.
I kept seeing people perform to what my eyes looked like a 2 string combo repeat, and every time I tried it I would knock the CPU away. But really it's ever so slightly different. I was leaving so much damage on the table not understanding this. Kuwanger is saving the people yet again.
I think the game should allow combos from the front too. Moves like rolling hammer make no sense now lol Why would the opponent not be blocking??
And what is the point of having a mix up after the rush string into the step in attack, if the opponent can just block the next string regardless of if they guessed correctly or not?
My biggest gripe with the game right now
@@mdg5972 same. I think the game has great potential if they change this and make supercounters cost some resources.
The mix up is in predicting how your opponent will react to you and altering that perception therefore screwing up their minds which then screws up their defensive capabilities.
Bro, greetings from Argentina! Please keep making Sparking Zero videos, you're the only one I've found who uploads this kind of content... I haven't found anyone else doing videos like this in Spanish. You're amazing!
Rolling Hammer is extremely important and you should pick characters that have it, preferably those that have X X Y input (the quickest string to Rolling Hammer) as it will *always* win in Rush clashes (where you're both attacking at once without doing damage to each other).
It is by far the most useful tool during quick scrambles where the opponent either forgets to Guard or is doing another option during the half second you can execute Roling Hammer. It is relatively safe too, since they either guard the turnover kick and go back to neutral. Like every frontal attack, it is susceptible to counters, but a quick Rolling Hammer string will give you enough time to react to your opponent's next move when it finishes.
You can also charge Rolling Hammer to break the opponent's guard or knock their guard/perception timing off. The move is just insane if you know how to use it, and you should always be aware of using it when you're, for some reason, attacking your opponent from the front without caring of getting countered.
Recoome and Jiren full power has rolling hammer in there step in attack × then triangle that's may rank squad including teen Gohan.
One thing I’ve not seen people do is after the first step in rush chain is to do a full power rolling hammer, which can either break their guard, turn them to their backs or if they’re facing back already, it resets them as they’re turning back and you can continue to give back shots.
In rush clashes I input a super counter then press perception right after, if the super counter doesn't come out at least perception does.
this game is legit pissing me off; gotta take a min away. These tuts help fill the void of rage
Backshots are the way
Please keep telling yourself that. I love playing against all the players who don’t know that Super Counter is a thing and keep trying to combo me with back shots. 😂
@@TheSCPStudiowell it’s still safer than frontshots 🤷🏽
@TheSCPStudio anyone that played the story knows that super counter is a thing
Please don't stop making content for this game
This is great, but all remember that as you progress in ranked, super counter gets used by a lot more people and it's pretty easy to get it by just mashing it, so do have some tools to mix things up too.
Wait... You can mash super counter? I've been trying it but I don't often succeed. So I just try to time it now
@whatsupgamers139 mash both forward and square at the same time, since attacks are pretty fast, you have a pretty great chance to get it by mashing. Timing it seems more consistent if you can somewhat get the timing, and windows for super counter vary depending on the attack you're trying to super counter.
@@el-low6663 is up and square for classic controls too ?
@@Otto17 Yes, but do not mash. The timing is a one frame input of both Up and X or square, depending on your controller
1) You cannot hold up and mash. You have to flick it with the button press.
2) There is a 12 frame delay before you can use it again, as well. So mashing is extremely unreliable and I would not recommend.
@gogeta667 it still works well enough since everyone spams fast attacks, the timing is such a pain to get on some attacks that I'd rather spam it for now and train the timing in training
Kuwanger my goat
Do the old old cell infinites still work in this game? And looking at this looks like you can do that vanish to etc to always counter stuff as long as you arent behind or something? in the old games, there was like a half charge you could do with your attacks that allowed you to link things that were normally not possible. Where if you pressed combo regularly the dude could eventually block, and if you did charge attacks, you could link but then that would also trigger the games code or whatever that would allow you to also technically vanish out of the entire combo. But there was this middle ground of like half charge of it made moves do more stun, but didnt trigger the game into allowing the other person to vanish out of anything. Say example from certain rushes like vegito spirit sword, even after it hits, if you dash in and hit, it doesnt do enough stun to allow you to link after. If you dash in and charge the attack, you can then combo after it, but the dude can technically vanish then durning the hits/combo.. but if you do a slight charge, it allowed you to do a full combo after words then and the dude would not be allowed to vanish out of it. From seeing this im guessing this is not the case anymore? Dont have the game so its greek to me.
I'm not familiar with infinites in this type of games so i'm not sure, we lost a decent amount of old tech compared to BT3 so it might not work anymore
For the charge thing it might be possible but the issue is that this game feels more restricted for this type of things compared to BT3
Glad to finally see someone covering safe combos for this game. They're so crucial in BT3.
I really hope that Super Counter gets some kind of nerf, though; like only being able to use it while facing your opponent. Being able to use it while getting attacked from behind makes fighting the CPUs so frustrating. It's like flanking them doesn't even matter because they can break out of any combo whenever they feel like it.
It's not really safe, just the safest.
No sir we need super counter cuz people love going behind u into online matches and it’s either super counter or z vanish I’m tired of getting backshots
@@guywithnohouse.6808 I’m aware
Super counter is your only option out of a combo when being hit from the back and you want it gone? Are you for real?
@@Sarnatuile
It shouldn’t be gone. But it definitely needs a nerf. This thing beats everything in the game and costs NOTHING. Not to mention the fact that it is magnitudes easier in this game than in BT3. In this game 5 hour Andy’s are mashing it and getting it.
You can reset rush chain combos by sweeping, step-in with specifically a half charged light attack, and continue the rush chain from there.
There’s also a way to reset the rush with a full charged ki blast after a heavy finisher if I recall correctly but I’m not sure, and while the heavy finisher is vanishable, the ki blast is neither vanishable nor super counterable.
Cooler can do a full charge ki stun which is a similiar effect to the gut punch. it is OP enough that you can get safe combos upfront with it.
The tuto goat
Thanks brother 👍
Bro youre a legend if i seen this video 2days ago it would have saved me many hours in training ceep em up❤️
"Luckily Super Counter is not that easy to perform for most players" that aged well
The issue is that super counter is spammable, I think it needs a rework, but keep it at 4-frame window, because other than having characters with explosive wave, there’s almost nothing you can do if you don’t get those frame perfect super counters off.
it aged good what are you saying
You just had to be there for the BT games to know
What's the input for Gogeta's combo at 2:27 ?
My goat man
the stupid thing about the online is the delay of the buttons, i mean, hittins square offline is not the same as online even if you have connection at 5, the only thing that has no delay is the guard/evade button (circle), offline the z counter I do and dragon rush cancel works perfectly, almost always, but online, oh dude :c
and then people online spamming jiren or goku UI attacks, :c
overall good guide my dude, better than those ¨do this/you re doing wrong/mostg op thing to do¨ clickbait videos.
sorry, im a sweaty bt3 player haahaha
Jamás tuve el privilegio de tener por cuenta propia el Budokai Tenkaichi 3, Pero tenía amigos y familiares quienes me invitaban a jugar, ahora q yo tengo el sparkin zero me alegra poder ir aprendiendo por mi cuenta
i tried this combo with base gogeta (the 1st one), is not working after the step in and the following rush chain, the enemy gets thrown away too far
In short, if the opponent has his back turned there is little they can do, so your best bet is getting behind them
However they can always counter with the forward + attack counter move.
Ok this is huge.
Didnt know all 3 of these were unavoidable!
I already knew how to do all these when BT3 came out 10+ years ago.
How do you do 2 square rush attack and the combo don’t drop in the beginning?
Amazing guide🔥
Oh yeah thats safe...until the AI spams super guard.
This is sick. Thank you so much. Come from an FGC background but trying to lab this game on your own is... hard, let's say. Forgive the long post and hope you don't mind me asking but - I've found some strange tech where I think you can buffer the charge of smash attacks in a couple of different rush chain actions. This would, with your DDC, give a lot of options from guard break. Problem is I suck at this so maybe you could try it? An interesting part would be what happens if they actually HSE out of the guard break but you have the buffer..... Anyway, thanks again and hope to see more from you!
🙏🏾 you always deliver
What i learnt from this video is that sparking zero backshots are cursed
I swear I had people use perception/sonic sway in the middle of getting hit by a rush chain/combo. Like they'll get hit by the first square attack then sonic sway the next. I thought the only way to get out of that would be super counter.
That's because Perception and Sonic Sway beat Rush combos from the front, but here i'm behind the opponent and those doesn't work if you're getting hit from behind
I need this song back in the game
Appreciate your videos, so much to learn!
I got one question: if I go to your sparking zero playlist, I can only see 6 videos even though there should be 14.
is it because I am watching from Germany or is it because they are still hidden?
Best regards
It's the same video i kept deleting due to issues with the rendering, i kept adding it to the playlist each time but forgot that deleting it while it's not published doesn't remove it from the playlist that's why
Damn need combo con all controllers but this is great im practicing
I been doing the rush chains into high kicks and ki blast like you said but on standard controls think I’m confusing myself. It’s auto combo > step in high or low? I wasn’t sure if it was just auto combo > step in rush chain. Don’t mean to be confusing but I guess I’m asking if the highs or lows matter? Overthinking here lol
If you don’t do high/low, for a lot of character the regular mid step in will push them so far away that the third rush combo will miss its first few hits, which can either allow them to turn around and block or miss some damage but still hit them (like it happens with ki blast cannon)
how do you show what inputs are being pushed while playing, or did you just edit that in?
I edit those in, the game itself doesn’t have any form of « Command history » display sadly
Correct me if Im wrong but from behind, some characters can also do XXXX then ki blast 3-4 times (yyyy) then xx ki wave xxx kicks xxxx or some. I have tested against super difficulty cpu and online oponents and it always lands.
And also I would like to add: FCK SUPER COUNTER, that thing needs adjustments. Is not even hard to do, Im mashing it and super countering oponents a lot, it wasnt this easy in BT3
You are probably right since i think rush reset combos may be in the game too, in this video i only did simple rush attacks but some characters are probably able to do rush reset or add ki blast to optimize the combo without letting them turn around, i will look into that as well
@@KuwangerKRT Yeah some characters if you mash their ki blast after XXXX and then mash X they won't be able to turn around, but this seems to eat one of the XXXX blow backs. So instead of XXXX Dash X, XXXX Dash X, XX ki Wave XXX kicks XXXX, You would just do XXXX-4 ki blasts, XX ki Wave XXX kicks XXXX which is a little less dmg but also a safe combo to consider if your oponent is super countering a lot.
Do notice that not all characters can do this one since their ki blasts arent fast enought or are shot in an angle that misses in close distance, for example, one of my mains C17 from súper cannot do it, but my Kefla can do it with a high consistency, missing sometimes in angled terrains in ground combos, and another of my mains Kale SSJ1, she can do it 100% anywhere.
So it needs a little more testing but something to consider.
So for the Yajirobe example was that literally just squarex5, three times over?
Can you still combo into ascending ki-blast barrage from behind in this game? And if possible does is also set up unavoidable supers (like -1 set ups in bt3) or do true combos into super not exist in this game?
whenever i try to attack after doing the first dash step my opponent is always able to block, am i not doing the fast enough ?
What do you do after you guard break someone I feel like they recover way to fast
Now what’s the format to that for Xbox players
Man i'm " struggling " to fight C16 cause each time i just land 1 knuckle on him he just counter me so hard i cant even do a proper combo or anything like that lol
Good fucking tutorial gang
they either need to get rid of super counter or make it so you cant counter someone when your getting hit from behind cus at this point combos are useless and your better off just spamming supers and waiting for time to go out
Nice Video, but sadly i can counter if i get hit the back
does this work well vs Super CPUs? I'm willing to learn anything that can give me an edge against them xd
super cpu's tend to super counter every possible chance they get
Yeah the most you can do is limit their defensive options. If you wanna get good at fighting Super difficulty CPU, get good at Z Counters and Super Counters. You will rarely get off a good combo against Super difficulty since they Super Counter pretty much everything.
@@Enryul219They super counter everything fr
What's this song name?? It goes so hard
High and Scream from DBZ:BT3
@@unistar4483 thanks fam, you dah best ✌️
My combo drop a 11hit my my enemy falls to the ground i don’t understand
Quick question, do gut punches in the third rush string still extend the combo?
Yes but it’s vanishable so it can’t be part of a safe combo (and can be blocked even if they are already in hitstun if they are facing you)
Reminder that if you don’t have to stick to fully safe combos if your opponent isn’t even aware or good enough to vanish everything he can
And one reviewer said from a big company this game has one combo😂😂😂 those people never played for real a game
You are quite literally pressing three different buttons and one direction multiple times in one combo…they weren’t far fetched lmfao
I mean, they're not really wrong. Pretty much every character plays the same with the same exact combo routes barring minor variation.
RB2 till to this day has the deepest combo routes in any DB arena fighter. Dont @ me.
@@will_9910 This is straight up facts
You can easily avoid all of this combo with perception super perception and vanish good timing
Defense is awfull we need to have less damage but better combo
When you press a button on a wrong timing you should be punish like bt3 …..
You can’t perception/super perception/revenge counter when your back is turned
You can’t high-speed evasion (vanish) the default 5 rush attacks, and you can’t high speed evasion flying kicks/ki blast cannon/blaster wave
If you believe you can do anything here but super counter when your back is turned, then record yourself doing it and post it
@@KuwangerKRT you can vanish 2 Times on a good timing when you are turned this is why when u play against a good player combo are weird
Just record yourself vanishing this exact combo when your back is turned 🚶♂️, you’re not talking about rush attacks
@@KuwangerKRT I’ve maybe talk about a down or up triangle and not this combo you’re right I think
But for a backstab it is so awfull sometimes cause the man can just turn the stick on the right or the left and will turn himself safe during a vanish or whatever
@Dalkion it depends on the move used but yes they can easily turn around on some combos
What if you're fighting against a super counter god that super counters everything
make sure u have more ki ig
Finally a fucking video with the japanese dub. I can't find the interactions or anything else, only in English.
You rly care about the dub being used in a video tutorial? Get real 😂
sparking zero combos be like A A A A A A A A A A
wtf is this game
A tip for fancy and smart combos:
Press dash after the last hit from the first and third square.
He is safe If u dash after the second or fourth square( from behind too
U change the Timing for counters and it looks not like spaming square 😀
Look at the hit display, Gogeta4' square 1-4 always has 2 hits after the 2 and 6 hit you press dash, important is that you press square 2 times in the dash animation otherwise you don't get the timing done.
Sry Gogeta fourth Square has 3 hits,
1-3 2hits, 4 3hits and 5 1hit.
Schizo
@@ITZBROKENhotDOG12 🤨?
No such thing as safe combos, everything is counterable.
I heard that even if you get revenge countered. You’re still plus. Is this true?
@@lonewolfxdash4738 it depends on what you get revenge countered on i believe, one time it happened really early on a rush combo and i was able to hit them again before they even stopped glowing
can you a combo video of both ssj4 goku and vegeta in the future?
Exist TRUE combos in this game?
If you mean combos like in DBFZ or other fighting games, these aren't a thing in games of this series, you can be super countered on the very first hit of your combo
There's no way of make a safe combo? @@KuwangerKRT
We have a not comboooo
This on classic or standard controls
so combo string wise Gogetas > Vegito ?
For safe combos yes, for combos in general i'm not sure
Super counter shouldn’t exist imo. It doesn’t spend any resources and can break combos even from behind. Literally free combo breaker at any point as long as you time it right.
I disagree, I do think that super counter is a bit too strong, but breaking combos is a nessesity in this game since you can easily do 3-4 health bars if your sparking in 1 combo
I do agree that it needs to be a bit toned down tho, like being able to use it once every 3-4 hits or sum
edit: once every 3-4 as in attempts, say you don't properly time it , you should be locked out of it for a while, to prevent someone from not timing and just mashing it out
@@caeluse I agree that breaking combos is a necessity in this game, but a counter that is literally free and can be done at any point as many times as you want is too much. The game already has plenty of other defensive options.
I’m fine with everything else staying the way it is, but super counter is too much imo.
maybe super counter costing 1 skill point would be a good update? harder than revenge counter so it costs less
I think the issue is how much easier it seems to be in Sparking Zero compared to BT3
Bro im starting to not like this game because I simply cannot get a grasp on the compat its too fast I often tomes just cant move the timings are crazy stupid and everyone can always parry what im doing and camp and spam super attavks
And I love dragon ball and fighting games I have thousands of hour on fighters z and Im really good at those type of games, but I think this just isnt for me
Go into training mode. Practice. Rest. Repeat. Play. Analyse your gameplay. Rest. Repeat until you are satisfied.
By hour 50 you will be able to stomp every B-D ranker. If not, evaluate your practice methods and mindset.
The problem I can only assume you are having is not being able to understand what’s happening on your screen. Just keep playing to figure it out. If you want to expedite this process and minimise the pain, commit to practice.
Practice & patience brother. Rome wasn’t built in a day and the game was specifically sped up because it was far too slow at first. If you don’t hit that training room, you won’t ever get used to it. Play Training + Online and adjust your gameplay as you play.
@@ssjnamitoxo5609 the ONLY thing I have played is training ive spent hours just trying to understand the game and combos and counters but the counters never work only in training mode cause when i moved to online I either got cheased or the inputs didnt work (I play on PC with ps4 controler) I think im just gonna play ofline . And mind you I love fighting games I love practacing combos and defense like on mortal Kombat MarvelvsCapcom and more notably FighterZ but this just isnt making sense to me
@@Bebolife12345 yes also that it happensa top fast and I cant distinguish the atacks most of the Times like in 2 you cant clearly se and react here a smash atacks looks like a normal string
God this game is so sexy
I love the low standards of this community, combos are identical for all these clones and no one bats an eye lol
Lol i remember ready the exact same comment when dbfz first dropped and everyone was doing saying bnb's
It’s not about the combos, it’s about the execution. The counter play. The strategy. Simple minded people like you can’t think that far ahead and learn how to apply simple concepts to complex scenarios.
A lot of people fight the same in dragon ball, it’s just the way it is 😂😂 yo lame ass thought there was gonna be different combos for 150 niggas. that’s not possible 👎🏾
I hate jiren
All can be super counter 🤡😭
ngl the PvP has soo much other flaws and the combat just feels very poor compared to BT3, vertical movement being useless in melee range when they upgraded this while transitioning from BT2 to BT3, The spammable ZCounter, the vanishes being super easy, after image no being able to disable the Zcounter stun, no being able to delay combos to bait Z counters, unable to really punish Sonic sways against people who spam it, the guard that re aligns (you press Guard release and press it back) itself when back then you have to react release guard press up and then put the guard again, which make flanks and vanish useless not to mention that you deal less damage from the back now, losing sight on opponent when they switch character and can't even lock or look for them by pressing L1, the short dash xD (too slow for the amount of ki it consumes), and the flaws in the DP system and the team compositions, you can easily beat your opponents through time by avoiding playing the game
rolling hammer is so useless lol
That's all we got to get a forced back turned without a flanking of some sort 😭
@@KuwangerKRT it doesnt even serve that purpose since its blockable
@@hokori7082You eat ki if you block it, though.
This combo is going to get forward + square/X countered like 3 hits in 💀
Brother everything is going to get forward square x countered 3 hits in, it fucking beats everything. This is the best we got.
Noob
fighting games shouldnt be about being safe, you’re ruining this game
This is why I stopped playing sparking zero, too many sweats
😂
The game came out yesterday 😂 get a grip lil bro
maybe you should consider not playing any game were there is pvp then
Just don't play online then ._.
It's not like there's 5 other modes other than online
I haven't even gone online yet. I still trying to learn the game. It's alot more to take in than I thought which is a little bit of a turn off but it's only been a few days let's still give the game a chance.❤
Do people actually enjoy playing this way? Like bruh just play the game nobody cares how you can exploit a combo forever
I need this song back in the game