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Level 1 projectiles have a special property: their blockstun can be cancelled with Z Reflect and Super Dash. This means Ki blasts are generally risky to throw out and aren't recommended to be used in a blockstring. | Level 1 projectiles have a special property: their blockstun can be cancelled with Z Reflect and Super Dash. This means Ki blasts are generally risky to throw out and aren't recommended to be used in a blockstring. | ||
However, this won't be the case if the projectile is blocked during X frames after the previous blockstun ends. For example, if you block Super Saiyan Goku 5M > 5S at point blank, you can reflect out of 5S' blockstun. | However, this won't be the case if the projectile is blocked during X frames after the previous blockstun ends. For example, if you block Super Saiyan Goku 5M > 5S at point blank, you can reflect out of 5S' blockstun. But if he does 5L > 5S, then 5S can't be reflect out of, since there's a small gap between 5L and 5S. | ||
==Breaking Dragon Rush== | ==Breaking Dragon Rush== |
Revision as of 08:53, 6 May 2019
Blocking
Blocking is an integral action to keep yourself alive. Knowing how to use which block in which situation will improve your game immeasurably. Not only will you be able to defend better and survive longer, but in some cases you will be able to resume your offense faster.
Ground Block
Basic ground blocking is the most common defensive option. To guard against high attacks, simply hold Template:4. To guard against mid attacks, hold Template:4 or Template:1. To guard against low attacks, hold Template:1. If you guard incorrectly, a "Guard Break!" message appears on the side of the screen.
After blocking S Normal attacks, you can immediately cancel into Homing Dash and Z Reflect. This is also true for some moves that can be super dashed through, such as Beerus's Cataclysmic Orbs and Piccolo's Homing Energy Blast.
Remember, you cannot block Dragon Rushes and throws!
Air Block
Basic air blocking is even easier; simply hold any backwards direction while airborne. Air blocking does not have high/low blocking, but instead come with the restriction that you suffer more blockstun than ground blocking (6 more frames to be precise), which will likely force you to the ground while giving the opponent even more frame advantage.
Also remember that after you air block (any kind), your jump options are restored! This means that you can do something like double jump to block an aerial projectile, then double jump again, or airdash afterwards, if you're not too close to ground.
As with ground blocking, you also can't air block against air Dragon Rush and air throws.
Crossup Protection
Z Reflect
Z Reflect is a defensive tool that puts the character in a defensive stance that will block both highs and lows, and lose to Dragon Rush and throws. On a successful reflect, you will recover sooner than normal. If you reflect a physical strike, then you will stay in place while pushing the opponent away. Reflecting a projectile will keep you in place.
Note: Videl does not have Z Reflect, but rather, a unique command dodge.
Z Reflect Cancel
Level 1 projectiles have a special property: their blockstun can be cancelled with Z Reflect and Super Dash. This means Ki blasts are generally risky to throw out and aren't recommended to be used in a blockstring.
However, this won't be the case if the projectile is blocked during X frames after the previous blockstun ends. For example, if you block Super Saiyan Goku 5M > 5S at point blank, you can reflect out of 5S' blockstun. But if he does 5L > 5S, then 5S can't be reflect out of, since there's a small gap between 5L and 5S.
Breaking Dragon Rush
When the opponent catches you with a Dragon Rush, press L/M/H between 4 frames before the hit until 4 frames after the hit to break the rush (total 9F: 4F before + the frame it hits + 4F after). If two Dragon Rushes meet each other, both are automatically broken.
On Dragon Rush break, both players break away from each other and recover full screen away. While you can act while airborne, ground Dragon Rush Breaks remove your air options until you touch the ground. Air Dragon Rush Break does not restore your air options.
Z Change
Hold A1/A2 to swap out your point character with another on your team, an alternative quick Z Change can be enabled and performed by pressing Template:6+A1/A2 or Template:2+A1/A2. After using a Z Change, you cannot use your teammates for anything else for a short time. Following that, there's a cooldown on using the character that was called back for a Z Assist or another Z Change. Cooldown will not commence while the opponent is in stun, but will continue if it has already commenced.
You can perform Z Change while in a neutral state or any time you could perform a special cancel. Players often cancel into Z Change after hitting the opponent with 5H or 2H since that allows players to safely change in a new character while extending the combo.
You can not perform Z Change while blocking or while in proximity block animation.
Guard Cancel Change / Guard Cancel
When you're in blockstun and on the ground, press Template:6+A1/A2 at any point to swap out your point character with another on your team at the cost of 1 Ki Gauge. On hit, the opponent is knocked away about half screen, resetting the game back to neutral. On block, you cannot act and are fully punishable. As with a Z Change, you are locked out of using the character you tagged out for a short period of time. If you are down to one character, you will cancel into an attack that teleports behind the opponent instead, similar to a Vanish, only much slower and with some forward movement after the teleport.