Don't forget that Saiyan Spirit is the easiest Super to extend, so if you have a beam assist or Vegeta's you can get a lot of damage. My a pretty meter heavy cornercombo that i like to do sometimes is this one: 2M, 5M, jL, M, Medium Rebellion Spear, Delay, 5LLL, SD, L, M, 2H, L, L, Medium Raging Meteor. After the hard knockdown you want to fall down, and as soon as you hit the ground, do: Goku Assist, Saiyan Spirit, Tyrant Lancer, Vegeta Assist, Saiyan Spirit, Tyrant Lancer, Revenge Assault. I first saw this one in Maximillian Dood's twitter and it's pretty damn cool.
Matwry I wish had the time to play that game. I've always got stuff to do. Right now I'm watching guys like you in amazement from how many combos you can learn.
If you're a casual I def recommend Bardock instead of Broly, I hope Arcsys keep making a pair of casual and pro characters each time, that way they can please both sides :)
Nothing Special true. I’m just hoping it’s Super Saiyan Vegito & not Super Saiyan Blue. I mean seeing Vegito SSJB was like the coolest thing in the Zamasu Arc but still; it would make more since to add SSJ.
Great video as always! I'm surprised no one's mentioned this, but Saiyan Spirit does _significantly_ less damage from afar. If you connect it from mid/close range, you get two hits in; effectively doubling the damage.
Tyrant Lancer is usually pretty easy to land when your opponent is in the corner and returning to the ground, or right when they recover from a knockdown. It should be noted that it cannot counter a super dash.
The ki blast is best during corner combos as you can sweep them, S then 5H and follow up with his 236S, call in an assist (Preferably beam assists) and as you do that, 236H+S and the super will almost stop time for the Beam to pick them up and then you can continue the combo. You can also do the air + S in the corner followed by his 236M to bring yourself down to the ground and pick up the opponent.
Nice summary of his character but there are some things I have to criticise. Only do the first two hits of his 5LLL autocombo since you can always follow up with 2M > 5M so the third hit is not needed, it'll optimise your corner combos for example. 214M/H don't cause a Hard Knockdown that's a misused term, those kind of knockdowns are called Slide Knockdowns, Hard Knockdowns are mostly caused by lvl3s but there are exceptions like A16 command grab. Saiyan's spirit is a invincible reversal. 236M is great for corner combos like this one ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-59_dXb3jWMM.html It also would've been great if you mentioned that you can combo after his saiyan's spirit with or even without assists (without is really tricky though)
Thank you so much for this. I haven't even played the character (or own him yet) but some stuff in this video just didn't sound right at all. One statement that bothered me is that 236S would be hard to hit without an assist, but to me it seems the charge/delay would be great for catching people trying to mash out of a blockstring. Am I correct in that assumption or is the startup too long to use in a blockstring anyway?
Thomakaze If it would catch people mashing it would be a frametrap but the startup looks too long for that, it reminds me of Blueku's 214Grab which you can beat by mashing. I'd only do it in a blockstring if I know that my opponent is going to block it because as far as I know even the uncharged version is plus on block (but not much though).
In the corner you can also mash light 3 times and since the 2nd hit is a vacuum hit, that's the only reason why it works. But you have to down a 2H right after your first 5LLL
You can only hit the medium version if you have your opponent in the corner. If you want a sliding knockdown from mid screen you have to use either the light or heavy version.
There is barely any variation between characters besides their special moves... Pretty much all characters can do the same combos.. can anyone change my mind? I want to like this game so badly