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Dragonball fighterZ goku infinite, and some other tidbits.. Read info

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Published on Jan 13, 2018

Why the hell everytime I tell people to read the info, no one bothers to? Why do I type all this everytime?

Not sure why the quality got messed up but for now thats not important...

So basically if you have been reading SRK you probably know I blew up this game already and most of the stuff gameplay wise, mechanics, loops etc were explained by me right when it was announced but now that we are getting closer to a actual release heres part 1 of what will probably be a lot of videos, I plan on doing combo videos for potentially everyone and a lot of bug sorta videos but with health will see how that goes...

Anyway first thing is showing how auto combos in the air actually give you more momentum allowing you to do combos that are normally not possible. Normally assuming you have used a smash if were to then manually jump after are 2hard to air combo after the light the medium would miss. But if you do the auto combo version this will not miss allowing you to do longer combos...

2. Goku infinite iad loop whatever you want to call it I talked about this when the game was first announced basically but heres a quick example. Pretty darn simple. You get the idea so not gonna waste time when I got a lot of combo videos for the real game eventually. Couldnt tell ya how long it goes on for till a real training mode

3. Shows off how fireballs as I talked about before are currently counting as something like guilty gears dusts. Why is this potentially worth noting? Well besides the obvious recovery that we must override, if the game ends up working like guilty gear we also have some although not super realistic, theoretically there "unblockable" loops if you will. But I need another person to test this version of the game currently does not have a real training mode

4. showing off again what I talked about before of the idea that although you can not deflect in the air, you can indeed just like guilty gear jump into a attack and then cancel that when you hit the ground. Since fireballs count as something you can deflect out of, if you block one in the air and are still in stun when you hit the ground naturally you can cancel this...


For some of those other bugs that I have alluded to like how you can make your attacks unblockable, make yourself invincible etc currently I have not been able to test that in this current build of the game at time of making this. But surely I plan on soon....


Other than that not a lot of promises for videos with this current build as I did just get out of the hospital recently and health has been kicking my ass quite a bit.

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