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Dragon Ball Competitive > IW Tactical Discussion > IW cast: Starters & Ultimates


Title: IW cast: Starters & Ultimates


VT Aneila - May 1, 2009 12:38 PM (GMT)
Alrite, gonna get started on this for ya CAP, will update gradually over this weekend till mainly done. In order of character select screen...also all ultimate damage is based off a struggle win.

(Z) Goku notable starters-

>PPK-
KKKK-
<P+K <P+K-

Ultimates-

Spirit Bomb: Deals 2,310 damage, this move does not get buffer'd at ALL, scaling resets. You get 2 lifebars of damage + previous damaging combo + ending up in SSJ state afterwards. It's worth using, lol.

Dragon fist: Deals 1,650 damage to 2,100. Move will not get buffer'd off your combo. Downside is if you lose the struggle it hardly does any damage. Best if used when opponent has high fatigue and you don't. Again, no buffering, so it isn't bad.

(GT) Goku notable starters-

>PKK-
KKKK-
<P+K P+K-

Ultimates-

Super Kamehameha: Deals 1,200 to 1,500 damage. This move has no struggle, however it gets buffer'd. Still does decent damage after a few cancels but anything more and it isn't worth it. Plus side it's easily one of the coolest ultimates in-game.

Kid Gohan starters-

>PPPK- is all lol

Ultimates-

Ultimate Masenko: 1,732 damage, doesn't get buffer'd and it's a R/T. One of the only reasons he doesn't suck is because of this powerful move.

Full Power Consecutive Ki Blast: 1,571 damage, no buffering. Hits numerous times so more chances for opponent to TC, there is absolutely no reason to choose this over his UM.

Updates to come...

TrollCapAmerica - May 1, 2009 01:53 PM (GMT)
You are a Gentlewoman and a Scholar.I tip my stovepipe hat in your general direction m'lady

Edit.Might wanna include the attack loss data on Ultimates too.Its gonna take another mintue sure but some ultimates have a significant drop off in damage and people should know the risks involved

VT Aneila - May 4, 2009 11:17 PM (GMT)
Taking longer than planned, finals week so yea...

Btw CAP, about attack loss how would I go about doing that?

TrollCapAmerica - May 5, 2009 02:07 AM (GMT)
QUOTE (VT Aneila @ May 4 2009, 06:17 PM)
Taking longer than planned, finals week so yea...

Btw CAP, about attack loss how would I go about doing that?

Hit the ultimate pause set it to an AI controlled opponent then dont touch the buttons and let them win.

VT Aneila - May 5, 2009 04:09 AM (GMT)
Ohhh, yea I thought you ment like the damage loss after cancels and crap. Didn't know you ment the struggle loss.

TrollCapAmerica - May 19, 2009 12:42 AM (GMT)
Yamcha

Primary Starter

P P P-,P-

Heavy Slam-A flip kick with moderate range and pretty fast start-up

Ultimate-Spirit Ball-4 Ki-1050 damage on attack win about 500 damage to yourself on attack loss.Never use it

Dabura

Primary starter

<P,P,K-
P,P,P,P-
>P,P.P-/K^ ]>P.P.P stuns from behind]
>K,K,P [Front only]
K,K- K*,P-
P+G [Juggle t!hrow]
AD P [Behind]
Dashing P,P,P-

Heavy Slam-Dabura Dashes forward a bit then spins into a sword swing.It dashes forward a bit but has more range than it looks like due to the sword.One of the fastest HSs in the game as well

Ultimate-Hell Blade Rush-Does 900/1500 and 990/1650 transformed and has this slow short ranged flip kick starter .The damage isnt overwhelming but consider that its only a 4 cost ultimate on a character with a 4 starting baseline that can transform at 4 it isnt impossible to use.The best feature is that it totally avoids damage buffering

Pikkon

Primary starter

P,P,P-,P-
>K,K,P,K-
K,P,K-
P+G [Juggle Throw]
P+K- [Air only]

Heavy Slam-A steep angled upward kick.The start-up and stun time arent bad but the angle makes it miss short characters or people that knell when fatigued especially when fully charged

Ultimate-Shin Thunder Flash-1850 damage no struggle.The actually flame does 1500 damage but Pikkon does 350 damage in the starting animation of the move making it the most damaging no-struggle ultimate in the game.Its well worth using off re-sets or Air-re-set

GT Vegeta

Primary Starters

P,P,P,P-
K,K,K,K-
>P+K,P+K-
P+G [Juggle Throw]

Heavy Slam-A very fast moderate range side-kick.One of the fastest HSs ive seen so far

Ultimate-Big Bang Attack-990 from attack lose in SSJ to 2310 in SSJ4 on attack win.Probably not worth using outside of SSJ4 and in an air-reset

Omega Shenron

Primary Starters

>P,P,P,K,K-
P,K,K,K-

Heavy Slam-Generic gut punch.Lots of characters have it and it has a good amount of stun time

Ultimate-Minus Energy Ball-5 meter 1350 on a loss and 2145 on a win.Not bad if connected off DT but DTX2 into WS usually is better

Janemba

Primary starters

<P,P,P,P-
<P,P,K-
>P,P,P
>K,K,P,P-

Heavy Slam-An angled hop kick similar to Pikkons but not as steep and likely to miss

Ultimate-Spike Hell-5 meter 1500 damage no struggle.Worth using with resets especially since Janembas moves dont do much damage

Cell

P
P+G [juggle Throw]

Heavy Slam-A mid level thrust punch with a LOT of reach and pretty good speed

Ultimate-Spirit Bomb-5 meter 1035 on a loss in perfect form and 1950 on attack win in Super Perfect form.The launcher is this goofy flip kick that sometimes misses after a HS for no reason.Probably not worth using

Super Buu

Primary Starter

P,P,K-

Heavy Slam-An overhead hopping hammer punch but has way shorter stun time than most Heavy Slams

Ultimate-Absorption-Get either Piccalo Gotenks or Gohan Buu

Super Ghost Kamekaze Attack-5 Meter 1875 on a win about 600 damage to you on a loss.Never bother using this move

Super Kamehameha-5 Meter 1260 on a loss to 2560 on attack win.Sorta worth using if your going to win but Ill Ball does 1K from behind and beats a loss easy


Gohan

Primary Starter

P,P,P,P,P-
<P,P
>P,P,K

Heavy Slam-Overhead punch with crappy stun time

Super Kamehameha-5 Ki 1320 on attack loss in SSJ and 2340 on attack win in Mystic.Its worth using off a reset in Mystic form assuming you cant land a SDS infinite due to the opponents ki/fatigue levels

TrollCapAmerica - May 28, 2009 10:00 AM (GMT)
Teen Gohan

Primary starters

>K,K,K,K-
K,K,K,K-
>P,P,P,P
P+G [Juggle throw]

Heavy Slam-A moderate range mid level hopping kick.A little on the slowish and the reach could be better it causes a long stun time

Ultimate

Father/Son Kamehameha-5 ki requires SSJ2-Cut-scene ultimate with a very short ranged hop kick launcher.Does 1380 on a lost struggle and 2415 if you win.Never ever be retarded enough to equip this horrid move

Super Kamehameha-4 Ki requires SSJ1 or higher-A Real Time projectile ultimate that cannot be blocked or teleport countered.Does 2145 damage in SSJ1 and 2242 in SSJ2 while causing 100% fatigue.This is easily the best ultimate in the game

Fusion Vegeta

Primary Starters

>K,K,K,>K-
>P,K,K-
K,<K-
<K,K,K-
P+G [Juggle throw]
<P,P,K [Veggeto]
>P,>K,P [Veggetto]

Heavy Slam

Vegeta-A short run into a vertical kick.A tab bit of start-up but not as bad as others and good stun time.A neat bonis is it tends to leap over alot of low attacks like the classic >P,K,K

Veggetto-A step forward into a side thrust kick.The kick itself has good range bit he doesnt move too far and the second it takes him to cock the kick slows it down alot


Ultimate

Vegeta-Fusion-3 Bars-A launcher thats animated exactly like his Heavy Slam,Button guess struggle for Veggetto button pressing sequence for Gogeta and SSJ4 Gogeta is automatic Only Veggetto is worth using the timed fusions suck both because of the time limot and because of a sup-par move selection

Spirit Sword-5 Ki and requires Super Veggetto-The same launcher as Vegeta for a power struggle ultimate.Does 1522 on a lose and 2178.Considering Super Veggettos 145 attack boost these ultimates have pretty bad damage.The opponent is left floating and you can get an unrollable OTG SC for half damage but your better saving meter for regular SC combos

Kid Buu

Primary Starters

P,P,K,P-
>P,K,K-
K,K,K,K-
>P+K
>K,K,P,P,P

Heavy Slam0-Overhead axehandle smash.Same as the others short stun time

Ultimate-Warp Kamehameha-5 bars-Struggle ultimate with 1050 damage on a lose and 1950 on a win.A little iffy with how useful AR is and Kids Buus slow RD


Super Baby2

Primary Starters

P,P,K
P,P,K,K-
<K,K,K-

Heavy Slam-A hopping overhead punch.Good reach and starts up fast theres just a split second wind-up between when h moves and throws the punch.Can hop over certain attacks

Ultimate-Revenge Death Ball-Vegeta kick into a no-struggle Ultimate.Does 1590 damage because the attack animation has him hit them twice for 90 damage before the 1500 damage energy ball.Worth using with resets without if a fatigued opponents Ki is up+Low combo counter or if your in the air where juggling can be iffy


Frieza

Primary Starters

>P,P,P,K,K-
<P,P,P,P- [Can ground reset]
<P+K,K,K
>K,K,P-
P,P,P,P-
P+G [Juggle throw
K,K,K,P,K

Heavy Slam-The Mid level thrust punch.Very quick covers a good area and stuns a while

Ultimate-Death Ball-Requies 5 Ki and Final form or higher.A crouch into a leaping headbutt launcher.Fairly quick but Crap range and sometimes passes through the enemy for no reason after a HS.Causes 1035/1080 damage on a lose in Final form and 100% Final form and 1725/1800 in those forms on a win.Considering Friezas low comparatively low baseline inconsistent launcher and for mediocre damage its probably not worth using

Goten

>P,K,K-
K,K,K,K-
>K,K,P,P,P-
P,P,P,K-

Heavy Slam-The Vegeta hop kick just scaled to Gptens size.Dont expect to hop over stuff since your way lower to the ground

Ultimates

Gotenk Fusion-Requires 3 Ki-A somersault into a short ranged headbutt.A terrible launcher to get a slight variation on Goten just without a RTU.Gets a 120% attack in Base form and about 30 seconds 130% in SSJ and 20 seconds and 140 with about 15 seconds in SSJ3.Failing the button pressing sequence not only means you cant read but you get Fat Gotenks for about 15 seconds who has no DMs and reminds you that Veggetto is the only good fusion again

Super Ghost Kamekaze Attack-Gotenks Only-Available in each form of Gotenks and has the same launcher as base Goten.A lose does damage to you but a win causes 1725/1950/2100 damage

Continuous Ki Blasts-Requies 4 Ki and SSJ.A real time ultimate where Goten a barrage of super fast Ki blasts hitting for 1650 damage and about 90% Fatigue.Only the first hit cant be TCed it tracks side-steppers most of the damage comes on the last it can be blocked and most DMs eat through the blasts.It also doesnt juggle very well.Gotens so small that it seems like the Ki blasts form overlapping his body so it creates a hit box behind him that can stuff TCs or even juggle them back into the blasts.Totally worth using even with a few shortcomings

Heromaster111 - May 28, 2009 12:43 PM (GMT)
nice job




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