Vegito few patch change examples.. Dragonball fighter Z.. Lacking big D energy notes..
-All the optimal, max damage combos from mid screen, corner , blah blah whatever are still the best combos that I can see. None of the new stuff does anymore damage.
-For sassy kick changes compared to older videos.. Basically mid screen now instead of air dashing after it, you would jump. Now of course it does travel farther as well, which in one way you might think is good cuz farther corner carry.. but since it travels farther as well, this doesnt change the one problem of the time buffer for teching in that.. If you are actually trying to get max corner carry in the first place, getting max damage from this sorta route(Which is not optimal in the first place again refer to my videos for comparisons)changes depending on how far you are and might not even work. Just being a smidge farther away will make the combo a little bit slower on the clock making it not work. You can as shown hit a hard to sassy kick mid screen, but again damage wise is it that much different if you are going for max damage off this idea/route whatever you want to call it? well unfortuntely its not that much different damage wise because again its taking more time so again ... can you go farther with this idea of the combo? Sure.. but if you are going farther youre also taking more time off the clock soooooo its pretty damn similar to what you got before.. and well fuck its not as good as the other more optimal stuff I posted in other videos anyway..
Besides that in the corner now you can get some air dash stuff to ground which again though, doesnt do as much damage as other stuff ive shown..
Besides that sassy kick doing less stun, can make timing the super less lenient in long combos although still works. I was hoping that it traveling further as well might mean some links possible liking maybe it hits longer while traveling farther cuz there are some set ups to hit a late sassy kick which will actually put you at more of a advantage but his light is still to slow to connect...
-Final kamehameha still not fixed, still lame hands.. still lame beam. Still disapointted in how they handeled this move and his asthetics in general..
And finally I guess worth showing, his air throw(only ground sadly ..and stupidly)has anti air properties which occur pretty fast and ex seems to be instant . Which is pretty awesome if you were to think about stuff like well if its a DP and being annoying with it as say you see the dude in the air you throw it out there, whatever they do even if it missed you just run away and be annoying with it.. especially with covering with assists etc.. But then theres a problem. IF you are in a situation where where lets say you try to air throw and calling a assit to cover your ass, potentially get something off it as well, be annoying whatever.. Well. If the opponent hits your assist while doing this and the attack could still potentially hit you. THEN you will get hit. The game in this situation isnt programed to allow you to still go through the attack and youll get hit and no longer be invincible. lol Anywho so ya I actually do think this is a awesome change and potentially really fun change.. but doesnt work in the air sadly, and if you are trying to be annoying with assists while doing this, you can potentially even get hit.
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Clayton chapman (SaishuuKessen) presently has 8,868,171 views for Dragon Ball FighterZ across 934 videos, with the game making up over 5 days of published video on his channel. This makes up 29.29% of Dragon Ball FighterZ content that Clayton chapman (SaishuuKessen) has uploaded to YouTube.