DRAGON BALL XENOVERSE 2

DRAGON BALL XENOVERSE 2

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MightyBardin Sep 16, 2019 @ 1:48am
Whats a good strike ultimate that would complement my moveset
Currently I have deadly dance, raid blast, angry blast and ultimate charge for my supers.
Instant severance and darkness rush (melee) for my ultimates
future ssj for my transformation
And time skip/ tremor pulse for my evasive skill.

Unfortunately I’m still new to the whole strike build stuff so I don’t have a whole lot of strike options and as it currently stands I find darkness rush (melee) to be somewhat lacking in terms of damage especially for how often I land it. What would be a decent complement to my current skill set and where should I look for it?
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Showing 1-4 of 4 comments
76561198053951010 Sep 16, 2019 @ 7:22am 
Swap out Future SSJ for SSJ3 and you're golden, honestly.
Also for ultimates, swap Darkness Rush for Dragon Fist.
Dominemesis Sep 17, 2019 @ 5:22pm 
If you want damage for ults, you build in meditation or bump to 10 ki, and grab both Dragon Fist and Power Rush for massive damage ultimates. Also snag FU's super soul and go SSGSS for max damage without ki drain.
Trooper2142 Sep 17, 2019 @ 6:34pm 
A new strike build user? Welcome! I'll go ahead and lay out my whole strike build to give you some ideas of the playstyle.

Race: Maijin, use what you want, but for strike builds a maijin (ideally female) is best for their neutrals and strike super bonuses, but you just play who you want.

Supers:

Deadly Dance - You seem to already use it, but just remember, aside from great damage, the enemy can't vanish and it can combo into itself forever. I like to mix it with Critical Upper to keep things fresh.

Critical Upper - Good to have a super that can combo easily and catch opponents above you, I mostly just use it to mix things up, but it still dishes out great damage and throws your opponents off.

Variant Drive: I think its very important to have a super that can chase an opponent during a knock away and such, this is that move. Respectable damage, but most importantly it keeps you close to your opponent for more punching. Use twice for an extra kick.

All Clear - I also think its important to have a guard or "clear" super to counter aggression and give you time to breath. This move is a great hybrid, can be used out of a guard, and does impressive damage all while tossing your opponent away. The range is nothing to sneeze at either, so if they are just dodging instead of hitting you, use it. Even dodging to the side won't save them.

Ultimates:

Justice Combination - My main ultimate, easy to land and does amazing damage. Just make sure to either stamina break or keep their stamina low, the last most damaging hit of the move can be vanished if they are quick. I like to string some heavy or Deadly Dance attacks and use this move for the finisher if I have around 4-5 ki bars.

Burning Strike - Your ultimate for when your enemy has been blown away, usually after an ultimate, heavy combo, or stamina break. Charge for a second and then vanish right in front or behind your enemy for extreme punching (or kicking) damage. If I have 6-7 ki bars I prefer to have this ultimate follow Justice Combination. A string of these two ultimates almost always kills.

Potential Unleashed - I use a Maijin, so no SS option, but that's okay as PU is the best balanced option for strike builds. SS3 is another good option, but it reduces ki generation so know how ki hungry you are before choosing. A combo of my two ultimates with PU is pretty much a guaranteed kill.

Hyper Movement - I honestly think an evasive should be what you are most comfortable with and to counter moves you have a hard time dodging. I like Hyper Movement because it reliably gets me behind my opponent when they pull off a big ultimate and I can punish immediately rather than just wait it out.

SuperSoul: Champa's "You're Just Pieces in a Game"
XL boost to strike supers soon after the match starts, and really any SS that boosts your strike super damage will work.

Stats: Obviously Strike Super damage is maxed, but beyond that its up to you, and depending on the QQ bang you can get. Try to aim for at least 6-7 ki bars, you could manage 5, but you want 6-7 to keep it comfortable for you to chain both of your ultimates. (I also never use a charge move, when your ultimates only cost 3 bars and your supers are easy to combo, you don't need to bother with risky moves like that, just punch them more). The rest I dump into health and stamina, how much you want is up to you and how you feel you best use stamina.

Summary: Strike builds are both fun and extremely effective, while ki blast builds are flashy, there's nothing cooler than destroying full bars of health with flashy kicks. Just focus on having easily combo-able supers and ultimates that are simple to land/finish. Beyond that, keep it fun, there's nothing wrong with just having moves that look cool or mix up your combo.
MightyBardin Sep 18, 2019 @ 2:52pm 
Thank you for the welcome Trooper 2142, I've been having fun with the strike build! So i'm going to borrow your format Trooper 2142 as this will make it look a little better and perhaps give you some insight to how I like to play.

Race: I am using a Female Saiyan that's skinny and short.

I realize this is really under cuts my overall potental here, but asides the fact i'm familiar and used to this particular race, gender, and stature, I've dabbled a little in the other races and the way they flow is different to what I'm used to, and I find their transformations dissapointing at best. Seriously, why does purification turn you into a pallet swapped kid buu with his moves? Really hoping that the rest of the races get a better transformation that requires only three bars to activate and has some of the perks the ssj line does.

Supers:

Deadly Dance - as Trooper 2142 mentioned its a very solid move and combos really well. It remains as one of my go to options whenever I'm pressed against a wall, which is often in pvp as players are simply better at blocking than I am, but hey its still fun to pvp every now and again.

Critical Upper - Funny enough I discovered the day after I had started this thread. I got to agree with you this move is a fantastic combo starter, even if you don't have a second ki bar you can just punch the daylights out of them for a few seconds. Doesn't always land in PvP but it does help ALOT when it does.

Angry Hit - This is my least favorite move on my current rooster. It's a fantastic follow up to the Critical upper followed by Deadly dance combo about 65% of the time in PvE. With players I have to have the perfect timing down to the second otherwise they'll easily roll out of the way, assuming I even teleport in the right direction in the first place. However when it lands it does make some nice numbers when combined with the other two supers.
(since you mentioned all clear, and how effective it is as a back off kind of move I'll have to look into that, and more than likely switch to that.)

Ultimate charge - I find that this particular charge is just the best overall. It's not so great for PvP but even when I try to use burst charge it's rarely enough charge for my liking. So I stick with Ultimate. The Ai is more than often kind enough to allow me to charge, and When I PvP I just have to hope I'm squaring off with someone who's willing to let the both of us charge...which sadly isn't often, but ki usually isn't my problem in those circumstances. It's the fact people have the blocking timing down perfectly and I've yet to figure it out.

Ultimates:

Instant Severance - My main ultimate at the moment. It's one of the five or six strike ultimates that I currently own. It's slow but it looks great, hits hard, and has great range. it's one that you definitely have to get the timing for but when it works it works great.

Unrelenting Barrage - This is more of a fall back placement holder kind of Ultimate for me. I tried the dragon fist ultimate, but it wastes massive amount of ki, has a huge vulnerability after you land it, and in general I had troubles landing it. Unrelenting barrage does deal out reasonable damage but it's not quite what i'm looking for in terms of style, efficiency, and quick damage.

SSJ 3 - It's power is great and has three different levels. More often than not I don't make it to ssj 3 in pvp, but I can at least get to ssj if I can get a small enough breather during the fight. I'm considering just switching back to Future Ssj as it would allow me to gather ki with punches much quicker and recover stamina a little quicker. I realize I would be losing some numbers but I'm still debating which would be more advantageous for me. I could theoretically use more supers if I use Future, or I can use a little less supers and hit harder if I managed to get up to ssj 2 or 3.

Either time skip/ tremor pulse or spirit explosion - Well both of these have a major flaw that makes it a little hard for me to chose between the two until I find a better evasive.Time skip doesn't cancel out ultimate and instead just moves you and potentially punishes anyone whom dares to get close. Which is fine if your close to the opponent but take any move like the super black kamehameha and it's next to useless. Spirit explosion works similarly to my favorite ki evasion, "super explosive wave", but the blow back is not nearly as far or as effective as super explosive wave, the smaller blow back sometimes forces me to have to use the move twice just to get away, which is alot of stamina to use up.

SuperSoul: Krillin's "Power! A lotta power! It's great!"
XXL boost in ki and stamina.Which for me is fantastic and allows me more uses of my attacks and with the extra stamina I'll be able to get away a little more, but not as much as I'd like.

(honestly if the whole stamina system was scrapped I'd be ok with that, the fact that you can stamina break yourself because you tried boosting to catch up to someone is a little frustrating, I understand it's a punishment mechanic, but being stamina broken by my rival does happen to me alot in PvP, because most players at this point play this game much more than I do and have a better understanding of mechanics. It's just, the inability to perform even a normal block or stop falling after the Ai doesn't chase you down to punish can be frustrating... and a long time to fall on Kami's lookout level, but hey that's just my own personal gripe and stamina has a purpose.)

Stats: of course these aren't final as I still have four more levels to go before I'm max level but here are my stats as of the moment I am writing this reply.

Health:85
Ki: 69
Stamina:42
Basic Atk: 84
Stike supers:85
Ki based supers: 0

QQ bang: A one star qq bang that doesn't give any negatives, nothing too fancy and works fine. I may make a new one that's a little better, but I doubt I'll ever get around to it.

Health:
Ki: >
Stamina:
Basic Atk:
Stike supers:
Ki based supers:

Summary: I feel I've made a fun character and is very deadly when I'm at the top of my game. She is easily my second favorite character I've made. It's not the best build obviously but I really do feel like it's got the sense of my style or at least a variation of it. I think my ki build is better, but this is a great change of pace and a fun way to throw people off if I rematch someone after having used the ki build or vise versa. Asides my evasive and secondary ultimate I am very satisfied with how this one turned out.
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Date Posted: Sep 16, 2019 @ 1:48am
Posts: 4