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Darkness Rush: cant be blocked, great against pose K, marbling drop users if timed right, after back hit stagger, and in some raids to get damage in uninterrupted.
Victory rush: accurate if chained to a knockback and useful against most raid bosses as long a super armor isnt a factor.
Instant severance: useful in mid range combos and ground level combos.
Those are to name a few
Spirit Sword: 400 KI. Stuns the opponent and does two devastating ticks of damage.
Burning Strike:300 KI. Warps to the opponent, kicks them in the face, delivers good damage. It's pretty much like Super God Fist as an Ultimate but instead of a Fist there's a kick.
Divine Lasso: 300 KI. The only thing I hate about this move is how your opponent drops out of it at random sometimes; but generally.. if you activate it right after a knock down combo; you'll usually get the 5 needle attacks in and then do the final blow to get the heavy damage output.
Dragon Fist: 500 KI. Arguably, if your looking for sheer damage output; look no further than this move. The only downside about Dragon Fist is that it has an incredibly weak range; and like with Divine Lasso; your opponent can sometimes randomly drop out of the move.
Justice Combination: This one is my least favorite and that's just because of how cheap of a move it is. It can be easily chained into any kind of combo that you come up with, and once your opponent is hit by the first strike; they can't escape the move without using an evasive skill. If your going to use this in PVP, use it after a Stamina break to keep things fair.
Death Meteor is all right, too, as they greatly enhanced its tracking. Kind of strange considering it's a ranged attack, though strike-classified.
This is the combo I use, stamina break; full charged Sledgehammer into the second variation of divine retribution. Then bam, into spirit sword or dragon fist. This at least can be a near death combo for me with my level 99 earthling.
Another Combo I use: Stamina Break Critical Upper into kamehameha boost, give chase and continue the combo string , and then bam into the justice combination.
Alternatively, if your opponent has a lot of stamina, you can use Super Dragon Fist instead of Sledgehammer and it will still do a knockdown.
There's other combos, but those setups are the ones I've been rocking on my earthling.
I like justice rush, final blow, meteor crash, divine retribution, super god fist. Lots of others but I can't think of them off the top of my head rn.
It's basically completely random. I've done extensive testing on it. What generally matters is that the last 'needle' successfully hits. After that, there is some unknown % chance it'll activate or not.
super attack:
deadlydance (you can combo after last hit )
if you are a saiyan Super Mad Dance has the best damage
arm crash when you are behind an ennemy doing an ultimate
ultimate :
spirit sword , no need to combo : vanish do it , ennemy gets close do it ( and it can damage other ennemies around )
Instant Severance so fun when ennemies are flying too much
Oh another one is final cannon.
Some counter-attack supers are good too like Gohan's idr what its name is. The yellow one. Also super god shock flash.