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Hyper dragon ball z inputs
Hyper dragon ball z inputs




He will also not be able to use assists for 8 seconds. If you press A1 or A2 during Dragon Rush you will perform a snapback: the current opponent character will be sent off the screen and the character corresponding to the 1st or 2nd slot will come in his place and all of his remaining blue health will instantly be removed. Beware though, if a DR connects during an assist you will not get the launcher but a soft knockdown ender. This property is also shared by command grabs in the game (e.g. Unlike regular throws though you can actually use Dragon Rush in combos as if it was a normal hitting move. it will catch any opponent that is simply blocking. The startup this ability is pretty long (24 frames) but its amazing usefulness makes up for it.ĭR is the equivalent of throws in other fighting games, i.e. If a launcher was already used in the current combo then DR will instead smash the opponent to the ground with a soft (techable) knockdown. Your character will flash with a green aura then dash towards the opponent if it connects, the opponent will be launched and you can continue your combo in the air. Take this into account when building your combo.ĭragon Rush is performed by pressing L+M ( light attack + medium attack) or the dedicated button on your controller.

hyper dragon ball z inputs

Using a jump cancel won't allow you to use an air dash until you touch the ground and vice versa. Another exception to this is given by Sparling Blast report to the SB section for more info. j.M>jc>j.M) as long as you didn't already use a jump cancel or air dash.

hyper dragon ball z inputs

However you can jump cancel from air normals even on block (e.g. Unlike Guilty Gear or BlazBlue, in DBFZ you cannot cancel grounded normals into jumps or air dashes on block, only on hit, which means you'll usually need to use other tools like assists to prevent your opponent from just smashing you out of the air. Here's a typical combo working for almost every character that involves jump canceling:ĢM or sweep/slide will always put the opponent into an airborne state, while 5M is a universal jump cancelable normal that allows you to continue your combo.

hyper dragon ball z inputs

If you use both in the same combo it is called double jump canceling. Jump canceling also works if you hit someone in the air. It is performed by tapping (not holding) 9 or up-forward after the normal hit the opponent. Jump canceling is the ability to cancel normal attacks into jumps to extend combos or pressure.






Hyper dragon ball z inputs