DRAGON BALL FighterZ

DRAGON BALL FighterZ

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Hadjar 11 ABR 2019 a las 7:22 p. m.
Whats the point of the game if u cant hit the enemy
The title say it.. some guys do some infinity combos anda i cant block.. those are some no life guys.. i am pink and i always let the other a chance to attack always .. but thise no life guys are doing some endless is so boring to play like this .. get a life loosers.
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Mostrando 16-30 de 35 comentarios
Thundercracker 13 ABR 2019 a las 2:06 p. m. 
Publicado originalmente por Ivay:
Publicado originalmente por Dr Gori:
a TOD is any combo that can kill from full health. an infinite is a loop you can repeat forever.

Ok dude, right here you said it yourself. What TOD combo in DBFZ right now consists of infinite/looping the same inputs over and over until the opponent character is dead? I can't think of one. You used the word "loop" yourself there guy.

A TOD is definitely not one loop over and over again in this context.
most of the 100% combos i see go something like ground autocombo into soft launch, air autocombo x2, assist extender, air autocombo x2, sparking extender, air autocombo, level 1 super, super tag cancel to level 1, super tag cancel to level 3.

there have been loops for grow-han, cell, kid buu, bardock, and base vegeta, off the top of my head.

so again,you're being pendantic, one is a subset of the other.
Goofy Oomfie 13 ABR 2019 a las 2:49 p. m. 
Publicado originalmente por Aceptame lauti:
anda i cant block..
There's your problem.
Fluffal Kyurem 13 ABR 2019 a las 4:26 p. m. 
Publicado originalmente por Ivay:
There are no "infinity combos" lol.
RECOOME :fscared:
Kate the Sibyl 13 ABR 2019 a las 11:09 p. m. 
Publicado originalmente por Dr Gori:
Publicado originalmente por Ivay:

Ok dude, right here you said it yourself. What TOD combo in DBFZ right now consists of infinite/looping the same inputs over and over until the opponent character is dead? I can't think of one. You used the word "loop" yourself there guy.

A TOD is definitely not one loop over and over again in this context.
most of the 100% combos i see go something like ground autocombo into soft launch, air autocombo x2, assist extender, air autocombo x2, sparking extender, air autocombo, level 1 super, super tag cancel to level 1, super tag cancel to level 3.

there have been loops for grow-han, cell, kid buu, bardock, and base vegeta, off the top of my head.

so again,you're being pendantic, one is a subset of the other.

I can 100% promise you there is not a single TOD in the game that starts with autocombo, nor one that repeats it in the air, because:
  • The proration on Light attacks is trash. An autocombo launcher will cause the combo to do 33% (if not more) less damage than 2M launcher, and 2M launcher sparking combos still only barely get the kill.
  • The limiting factor to any combo in this game is the stunblock timer decaying with every hit. Every serious combo is limited by this, that’s why infinite loops do not exist and why TODs use mediums and specials in combination mostly instead of the ♥♥♥♥♥♥ autocombo.
  • Air autocombo can’t be assist extended very well or won’t get sliding knockdown.

Yes as you said loops exist, but if you’ve ever actually seen one the looped attacks are repeated maybe 3-5 times in the entire combo. The ‘infinite combos’ the op is wailing about do not exist, and I don’t believe he’s ever actually received a TOD at his rank / with his disillusion that Vegito is op.
Fluffal Kyurem 13 ABR 2019 a las 11:39 p. m. 
Publicado originalmente por lit69:
Publicado originalmente por Dr Gori:
most of the 100% combos i see go something like ground autocombo into soft launch, air autocombo x2, assist extender, air autocombo x2, sparking extender, air autocombo, level 1 super, super tag cancel to level 1, super tag cancel to level 3.

there have been loops for grow-han, cell, kid buu, bardock, and base vegeta, off the top of my head.

so again,you're being pendantic, one is a subset of the other.

I can 100% promise you there is not a single TOD in the game that starts with autocombo, nor one that repeats it in the air, because:
  • The proration on Light attacks is trash. An autocombo launcher will cause the combo to do 33% (if not more) less damage than 2M launcher, and 2M launcher sparking combos still only barely get the kill.
  • The limiting factor to any combo in this game is the stunblock timer decaying with every hit. Every serious combo is limited by this, that’s why infinite loops do not exist and why TODs use mediums and specials in combination mostly instead of the ♥♥♥♥♥♥ autocombo.
  • Air autocombo can’t be assist extended very well or won’t get sliding knockdown.

Yes as you said loops exist, but if you’ve ever actually seen one the looped attacks are repeated maybe 3-5 times in the entire combo. The ‘infinite combos’ the op is wailing about do not exist, and I don’t believe he’s ever actually received a TOD at his rank / with his disillusion that Vegito is op.
There were actually infinites at one point. https://www.youtube.com/watch?v=tKsdahGFyG4
Kate the Sibyl 13 ABR 2019 a las 11:45 p. m. 
Ok? That was a bug a year ago. That doesn’t change what I said.
Fluffal Kyurem 13 ABR 2019 a las 11:55 p. m. 
Publicado originalmente por lit69:
Ok? That was a bug a year ago. That doesn’t change what I said.
https://youtu.be/hw_WyaiWhxw
NorseiTenshi 13 ABR 2019 a las 11:56 p. m. 
Publicado originalmente por Black Kyurem:
Publicado originalmente por lit69:

I can 100% promise you there is not a single TOD in the game that starts with autocombo, nor one that repeats it in the air, because:
  • The proration on Light attacks is trash. An autocombo launcher will cause the combo to do 33% (if not more) less damage than 2M launcher, and 2M launcher sparking combos still only barely get the kill.
  • The limiting factor to any combo in this game is the stunblock timer decaying with every hit. Every serious combo is limited by this, that’s why infinite loops do not exist and why TODs use mediums and specials in combination mostly instead of the ♥♥♥♥♥♥ autocombo.
  • Air autocombo can’t be assist extended very well or won’t get sliding knockdown.

Yes as you said loops exist, but if you’ve ever actually seen one the looped attacks are repeated maybe 3-5 times in the entire combo. The ‘infinite combos’ the op is wailing about do not exist, and I don’t believe he’s ever actually received a TOD at his rank / with his disillusion that Vegito is op.
There were actually infinites at one point. https://www.youtube.com/watch?v=tKsdahGFyG4
thats called bugs. And this was one year ago. i still think it is possible but way less then before and like. he says there are a 100% life combo it is possible but it is hard to pull out.
Fluffal Kyurem 14 ABR 2019 a las 12:07 a. m. 
Publicado originalmente por NorseiTenshi (廼留嗜 天使):
Publicado originalmente por Black Kyurem:
There were actually infinites at one point. https://www.youtube.com/watch?v=tKsdahGFyG4
thats called bugs. And this was one year ago. i still think it is possible but way less then before and like. he says there are a 100% life combo it is possible but it is hard to pull out.
Sure, it takes a lot of skill to do a TOD, but they aren't always resource heavy or impractical. https://www.youtube.com/watch?v=4nziEF5ejys
wspdogg 14 ABR 2019 a las 4:13 a. m. 
nice game)
Thundercracker 14 ABR 2019 a las 4:47 a. m. 
Publicado originalmente por lit69:
Publicado originalmente por Dr Gori:
most of the 100% combos i see go something like ground autocombo into soft launch, air autocombo x2, assist extender, air autocombo x2, sparking extender, air autocombo, level 1 super, super tag cancel to level 1, super tag cancel to level 3.

there have been loops for grow-han, cell, kid buu, bardock, and base vegeta, off the top of my head.

so again,you're being pendantic, one is a subset of the other.

I can 100% promise you there is not a single TOD in the game that starts with autocombo, nor one that repeats it in the air, because:
  • The proration on Light attacks is trash. An autocombo launcher will cause the combo to do 33% (if not more) less damage than 2M launcher, and 2M launcher sparking combos still only barely get the kill.
  • The limiting factor to any combo in this game is the stunblock timer decaying with every hit. Every serious combo is limited by this, that’s why infinite loops do not exist and why TODs use mediums and specials in combination mostly instead of the ♥♥♥♥♥♥ autocombo.
  • Air autocombo can’t be assist extended very well or won’t get sliding knockdown.

Yes as you said loops exist, but if you’ve ever actually seen one the looped attacks are repeated maybe 3-5 times in the entire combo. The ‘infinite combos’ the op is wailing about do not exist, and I don’t believe he’s ever actually received a TOD at his rank / with his disillusion that Vegito is op.
to get technical, the idea was to whiff the first light, which made the scaling suck less. i think that was patched the start of season 2, though.

sparking resets stun.

you use air autocombo because doing the actual inputs changes timings such that you cannot jumpcancel to catch an air 2H.

but anyway:
https://www.youtube.com/watch?v=sydMc6VIfvY
https://www.youtube.com/watch?v=BjOb9QvF8eg
and here are recent videos:
https://www.youtube.com/watch?v=VFx6aqMxqYM
https://www.youtube.com/watch?v=X27loD0x3Pw
https://www.youtube.com/watch?v=q5YD46m9xfk
https://www.youtube.com/watch?v=2dJkkkkycqg
Zay Did It 14 ABR 2019 a las 9:58 p. m. 
I got hit with a 100 percent combo in my 2nd ever casual match lol. I was so thrown off.
Suntorias 15 ABR 2019 a las 7:04 a. m. 
Publicado originalmente por Dr Gori:
Publicado originalmente por Ivay:

Ok dude, right here you said it yourself. What TOD combo in DBFZ right now consists of infinite/looping the same inputs over and over until the opponent character is dead? I can't think of one. You used the word "loop" yourself there guy.

A TOD is definitely not one loop over and over again in this context.
most of the 100% combos i see go something like ground autocombo into soft launch, air autocombo x2, assist extender, air autocombo x2, sparking extender, air autocombo, level 1 super, super tag cancel to level 1, super tag cancel to level 3.

there have been loops for grow-han, cell, kid buu, bardock, and base vegeta, off the top of my head.

so again,you're being pendantic, one is a subset of the other.

A what? Decide what you're gonna say, and say that, because what you are currently saying are 2 separate things that would be halfway correct on their own, and completely impossible together. The only launch you ever get from auto-combo is a full "hard" launch that consumes your Smash, and if you do a full air combo afterwards, there's no way to actually go for the standard re-jump assist extender, which you seem to apply is happening here, as you say another 2 auto-combos happen in a row after that. On paper, this list of moves supports your idea, but it's something that doesn't ever actually happen ingame, AND is impossible.

There are certain loops, but as others correctly pointed out, those are at best repeated 3-5 times, mostly because it's literally impossible to do more of them in 1 combo.

There exist loops, which do good damage usually, and there exist TODs, which kill a character from full health. Those are 2 separate groups that sometimes intersect. You can have TODs without any kind of loops - actually most of the videos you posted as "proof" - (and if you dare call anything where a character uses air normals, then more air normals after a relaunch a "loop", imma smack you cause that's just a lazy redefining of what "loop" means within the context of fighting games to suit your point - that's not a "loop", that's a "standard combo route"), and you can have combos that HAVE loops, but aren't TODs.

Loops: Self-sustaining short combo route repeats without expending any special move property to do standard combo routes over and over, more than what the standard rules would allow.

What ARE loops:

* Gohan leg loop

* Blueku tackle loop

* Base Vegeta disk loop

* Cell j.S loop

* Gajillion IAD loops in Sparking only.

What are NOT loops:

* Standard combo routes

* Combo routes > assist extension > same combo routes again

The above loops you will see basically every time the conditions are met regardless of whether it's a TOD or not, and you'll see TODs with characters who don't have loops of any kind(at least besides some simple Sparking only IAD loop, which ends up not being used in the TOD).

Publicado originalmente por Dr Gori:
to get technical, the idea was to whiff the first light, which made the scaling suck less. i think that was patched the start of season 2, though.

sparking resets stun.

If you're going to be technical, please be correct.

Sparking doesn't reset hitstun scaling. If it would, everyone would use it to do a full combo, as long as they possibly could, THEN Spark and get another full length combo on top of it.
Thundercracker 15 ABR 2019 a las 3:47 p. m. 
i had to generalize, because the actual routes vary per character, and i didnt want to take the time to write out a full combo in correct notation.

as for sparking, that is indeed how it works, most of the time with most characters. as with almost everything else in this nutty game, the exception list is almost as long as the actual case list.
Suntorias 15 ABR 2019 a las 3:52 p. m. 
Publicado originalmente por Dr Gori:
i had to generalize, because the actual routes vary per character, and i didnt want to take the time to write out a full combo in correct notation.

as for sparking, that is indeed how it works, most of the time with most characters. as with almost everything else in this nutty game, the exception list is almost as long as the actual case list.

Just because you want to generalize doesn't mean things that aren't loops in common fighting game lingo suddenly become loops.

If that is indeed how it works, show me ONE video as proof where the combo bypasses the standard hitstun decay duration(or to be more exact, since the aerial version is referred to as "untechable time", I want to see the decay of that bypassed). If you are right, this should be very simple.

Here are the threshold your proof needs to break: http://www.dustloop.com/wiki/index.php?title=DBFZ/Damage#Hitstun_Decay
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Publicado el: 11 ABR 2019 a las 7:22 p. m.
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