DRAGON BALL XENOVERSE 2

DRAGON BALL XENOVERSE 2

View Stats:
West Dragon Mar 25, 2018 @ 12:46am
Any Good Strike Ult?
Other than the king of ALL ultimates, JUSTICE COMBINATION?

I've tried many and have yet to find any to my liking.

Dragon Fist: I don't use this one because of the cost added to the fact enemies can block or vanish out of it. Also, when I do land it, I'm stuck staring at my CaC posing for a few seconds before I can continue the fight and usually without having KO'd the original target!

Spirit Sword: It lands often enough to warrant its use, but the first hit almost always knocks enemies out of the path of the second hit. Its average damage does not merit its cost at all.

Sword of Hope: This one is just awkward to use and the damage feels inconsistent.

Instant Severance: Almost never lands and usually carries me far past my target....Terribly designed for melee CaC's.

Divine Lasso: Inconsistent in landing the entire attack, easily broken out of it, and the damage is bugged.

Brave Sword Attack: Inconsistent accuracy and easily avoided. Can't be used from too far away because its range is limited and it can't be used from too close without a stamina break.

Power Rush: The setup for this one and its cost just do not warrant its use in my opinion. It generally requires a stamina break for it to even function, adding even more to the setup just to land it. By the time an enemy is vulnerable to it and you've the necessary 10 bars of ki, you're likely to KO them with something else.
< >
Showing 1-9 of 9 comments
SuitUpHewgz Mar 25, 2018 @ 1:34am 
Huh that's weird. I've shared some of your experience with some of these, but for some others I couldn't have had more opposite descriptions.

Instant Severance - Almost always hits for me, contrary to what your experience seems to have been, great range, great damage. I recommend activating it right after a launching hit at the end of a combo.

Divine Lasso - I agree it's definitely bugged. But for me, it seems to activate fully 90% of the time when on an online match rather than offline solo play. And my opponents never break out of it either, contrary to what your experience has been.

Power Rush - I agree the setup is like one extra step, but it's nothing remotely difficult. Also, idk what you're doing to get to 10 ki bars, but it should not take more than a few seconds. As for the landing it, I have pretty much as easy a time landing this one as I do with justice combination.

So like everything else in the game, it's just all experimentation. Lots of tireless practice and testing to see what works best and in what situations.
Last edited by SuitUpHewgz; Mar 25, 2018 @ 1:54am
SuitUpHewgz Mar 25, 2018 @ 1:53am 
As a side note, Death Meteor is a strong ult with excellent tracking.

It's a bit odd as a strike ult, though, since it launches more like a ki ult.
Dnkk Mar 25, 2018 @ 5:55am 
I like using Victory Rush after sending an enemy flying.
Null_User Mar 25, 2018 @ 8:45am 
JC and death Meteor are usually the easiest to connect with. The rest have lesser hit ratios and sometimes just derp for the sake of derping. They work better, of course, when fighting solo or with players who know not to mess with your targets.

Here's my rundown on them assuming you have AI allies or not so considerate players around.


Dragon Fist. Breaks every other update. When broken, enemies can recover before the dragon reaches them.

Unrelenting barrage. low damage, enemies can be moved out of it easily.

Paralysis. ...ugh. that pose... Low damage overall.

Blue hurricane. Nerfed and useless for even fighting apes. Glad ape stamina bars are not what they were in XV1 at least.

Victory Rush. I've missed several hits with this one due to enemy placement and enemy movement. It's damage tanks thanks to this. Otherwise decent ult.

Spirit Sword. Very low hit ratio. Can phase through enemies easily.

Burning Spin. hard to control. locks your camera and you can't move it at all. Will most likely do only one hit because it also kicks opponents back instead of pulling them into a combo of death.

Super Elite combo. Joke ult from a joke character. Style points whenever you can connect it.

Darkness rush. last hit almost always misses.

Time Ski Molotov. Coolest ult, but pathetic damage unless used by Hit.

Burning Strike. Pathetic damage, prone to miss a lot.

Sword of hope. Power pole 2.

Secret Poison. Poison is useful but there's also Innocence bullet that does more or less the same for less.

Impulse Slash. Low hit ratio, average damage, can usually miss the ki blasts part. Cool looking though.

Instant Severance. When the second hit just doesn't hit for the sake of not hitting, an ally can and will move your enemy off it and make you miss. Damage isn't great but it's a quick ult.

Divine Lasso. Low hit ratio and meh damage. Buffed by ki blast points in some parts of the game.

Brave Sword. Low hit ratio. Slow start.

Power rush. Lots of damage, good hit ratio, but needs long setup and has no tracking.

Most strike ults suffer from lower hit ratios because they need your enemy to be targeting you, and no AI allies targeting them. So if you fight fully solo or with player allies who know what they are doing, their hit ratios will increase.
CaptainLagbeard Mar 25, 2018 @ 9:59am 
Paralysis is a good setup for some attacks, but needs a load of Ki to use a second Ult right after...

But as standalone strike Ults, Justice Combination, Instant Severance and Victory Rush are really the best bets.
West Dragon Mar 25, 2018 @ 10:14am 
Originally posted by SuitUpHewgz:
Huh that's weird. I've shared some of your experience with some of these, but for some others I couldn't have had more opposite descriptions.

Instant Severance - Almost always hits for me, contrary to what your experience seems to have been, great range, great damage. I recommend activating it right after a launching hit at the end of a combo.

Divine Lasso - I agree it's definitely bugged. But for me, it seems to activate fully 90% of the time when on an online match rather than offline solo play. And my opponents never break out of it either, contrary to what your experience has been.

Power Rush - I agree the setup is like one extra step, but it's nothing remotely difficult. Also, idk what you're doing to get to 10 ki bars, but it should not take more than a few seconds. As for the landing it, I have pretty much as easy a time landing this one as I do with justice combination.

So like everything else in the game, it's just all experimentation. Lots of tireless practice and testing to see what works best and in what situations.


One of the best ways to set up Power Rush is just to have 10 ki bars from stats and QQ bang and activate Divinity Unleashed so you can easily reach 10 full bars from normal combos. Since DU doesn't last that long anyway, the fact PR ends whatever Reinforcement skill you've active isn't as much of a hindrance in this situation.

Major downside is the fact you have to invest so much in ki, which detracts from other stats you can use on a melee build such as STA or ATK...or even HEA if you're playing a saiyan since a higher health value allows for easier activation of your Zenkai (Bonus damage for reaching critical health or being ko'd and revived...an effect that stacks infinitely).

With that said, I will practice with Instance Severance since that seems to be a popular option here. Edit: Despite me being able to land it more often now, its damage is mediocre compared to Justice Combination...so, no thanks.

As for Death Meteor....it's damage is mediocre and I rarely connect all of the projectiles on a target. I even compared its effectiveness against ki blast ults (specifically Supernova Cooler) and discovered that a ki blast ult is more reliable even on a Strike build. And having a ranged move just feels like me giving up on playing melee.
Last edited by West Dragon; Mar 25, 2018 @ 10:27am
Null_User Mar 25, 2018 @ 11:04am 
Originally posted by Old Kid John:
One of the best ways to set up Power Rush is just to have 10 ki bars from stats and QQ bang and activate Divinity Unleashed so you can easily reach 10 full bars from normal combos. Since DU doesn't last that long anyway, the fact PR ends whatever Reinforcement skill you've active isn't as much of a hindrance in this situation.

Major downside is the fact you have to invest so much in ki, which detracts from other stats you can use on a melee build such as STA or ATK...or even HEA if you're playing a saiyan since a higher health value allows for easier activation of your Zenkai (Bonus damage for reaching critical health or being ko'd and revived...an effect that stacks infinitely).
I was experimenting with a setup on my melee frieza cac that used 10 ki bars from stats and QQ bang, but instead of going the classic ki charge setup. I actually replaced that with meditation to keep 3 slots for other supers. Now, what happens is, I use meditation when possible (start of PQ and when in between breaks) for the rather fast ki regen it gives, and I fight normally meanwhile. SInce the build has strong basic attack, I wouldn't need the help of ki based attacks so often. By the time I feel the need to use anything that needs ki, I'm already at or near full anyway.

I loaded Power Rush into the build and I feel I'm not pressed into setting it up. I can use it at my will whenever I feel like it with no pressure at all, knowing that if I miss it it's not much of a problem.
brawler Mar 25, 2018 @ 11:47am 
Spirit Sword Is best used when you're right next to the opponent, and it deals insane damage.
Instant severance works rather well after a knockback, same with Brave Sword Attack.
Power Rush is a OHKO if you manage to get a stamina break. Divine Lasso does nicely after a knockdown. Dragon Fist is a nice finisher I find.
Originally posted by Old Kid John:
Other than the king of ALL ultimates, JUSTICE COMBINATION?

I've tried many and have yet to find any to my liking.

Dragon Fist: I don't use this one because of the cost added to the fact enemies can block or vanish out of it. Also, when I do land it, I'm stuck staring at my CaC posing for a few seconds before I can continue the fight and usually without having KO'd the original target!

Spirit Sword: It lands often enough to warrant its use, but the first hit almost always knocks enemies out of the path of the second hit. Its average damage does not merit its cost at all.

Sword of Hope: This one is just awkward to use and the damage feels inconsistent.

Instant Severance: Almost never lands and usually carries me far past my target....Terribly designed for melee CaC's.

Divine Lasso: Inconsistent in landing the entire attack, easily broken out of it, and the damage is bugged.

Brave Sword Attack: Inconsistent accuracy and easily avoided. Can't be used from too far away because its range is limited and it can't be used from too close without a stamina break.

Power Rush: The setup for this one and its cost just do not warrant its use in my opinion. It generally requires a stamina break for it to even function, adding even more to the setup just to land it. By the time an enemy is vulnerable to it and you've the necessary 10 bars of ki, you're likely to KO them with something else.
power rush
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Mar 25, 2018 @ 12:46am
Posts: 9