Budokai Tenkaichi 3 Sparking! Reborn Megathread

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Yokumi24
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Budokai Tenkaichi 3 Sparking! Reborn Megathread

Post by Yokumi24 » Sat Feb 20, 2021 12:39 pm

Dragon Ball Z Budokai Tenkaichi 3 Sparking Reborn is a balance patch created by members of the competitive European Tenkaichi 3 community in collaboration with the various individuals within the North American community. Leading this patch is a long-time competitive player and the 1 ranked Italian player Paige. As well as top North American BT3 player Creatful Chaos.

The goal of this patch is to create a stronger emphasis on competitive play rather than focus on the cosmetic appeal most mods create.

This patch has been in development since June of 2020 with each version improving on various aspects of the game. Originally the goal was to nerf top tiers such as Perfect Cell, Legendary Super Saiyan Broly, Android 17, and Adult Trunks but this was later expanded upon with more people backing the project. With more people backing it meant that the already small 16 competitively viable character pool was expanded. An Example is the buffing of B-tier characters such as Tapion, Gotenks SSJ3/Base Form, and Android 13 Base Form as they're considered as characters with cool traits but not enough to win sets with.

The purpose of the patch is to fix the game's balancing issues such as there only being 16 competitively viable characters, fixing certain character inconsistencies, bug fixes, and further expand increase competitive playability of the game. This patch may seem weird as most people who are familiar with Tenkaichi 3 aren't aware of the game's competitive community as it isn't really known among dbz gaming circles so I hope this gives you people a better understanding and possibly participate in the community. Provided below are links to guides and discords relating to competitive bt3. Also is listed are the notable contributors to this project. If you want to play check out the discord below the notes.
Noteable contributors:
Paige
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https://www.youtube.com/user/OneHitPaige
Creatful Chaos
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https://www.youtube.com/channel/UC_frLj ... Xm5RwDp-5A
Asura
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Ninkazai
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Majin Xu
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https://www.youtube.com/channel/UC3xnRS ... Uhap9num2Q
Legend:

🟢 = Buff;
🔴 = Nerf;
🔧 = Bugfix;

Characters:

Adult Gohan
“Explosive Madan” damage decreased; Melee Damage decreased; Standard, Charge, Ascending & Dash Ki-Blast damage increased; “Full Power Energy Blast Volley” improved:

Adult Gohan is a very good character in the overall scenario but his Madan just does too much damage being such a low-risk move; we needed to align his stats a bit as shown below:
🔴 “Explosive Madan” damage: 1730 x4 = 6920 1495 x4 = 5960;
🔴 Full Melee Rush damage: -4% (5270 5070);
🟢 Standard Ki-Blast damage: 260 x5 = 1300 300 x5 = 1500;
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 590 1070 1550 620 1240 1860;
🟢 Ascending & Dash Ki-Blast damage: 280 x8 = 2190 (Scaled) 300 x8 = 2340 (Scaled);
🔧 “Full Power Energy Blast Volley”: Improved -1 Reach.

Adult Gohan (Super Saiyan)
“Full Power Energy Blast Volley” damage increased & “Explosive Madan” damage decreased; Standard, Charge, Ascending & Dash Ki-Blast damage increased; “Full Power Energy Blast Volley” improved:
We’re aligning SSJ Adult Gohan’s Madan damage correctly for all of his three forms, check Adult Gohan’s paragraph for additional info:
🟢 “Full Power Energy Blast Volley” damage: 730 x8 = 5840 750 x8 = 6000;
🔴 “Explosive Madan” damage: 1810 x4 = 7240 1570 x4 = 6280;
🔴 Full Melee Rush damage: -7.2% (5570 5180);
🟢 Throw damage: +3.2% (1230 1270);
🟢 Standard Ki-Blast damage: 320 x6 = 1910 (Scaled) 360 x6 = 2150 (Scaled);
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 740 1330 1930 770 1540 2310;
🟢 Ascending Ki-Blast damage: 350 x8 = 2740 (Scaled) 370 x8 = 2880 (Scaled);
🟢 Dash Ki-Blast damage: 460 x6 = 2750 (Scaled) 490 x6 = 2920 (Scaled);
🔧 “Full Power Energy Blast Volley”: Improved -1 Reach.

Adult Gohan (Super Saiyan 2)
“Super Explosive Madan” damage decreased; Standard, Charge, Ascending & Dash Ki-Blast damage increased; “Full Power Energy Barrage Wave” improved; Rushing Technique modifications; Throw Animation fixed:
Now the opponents will finally have more defensive chances, not risking their lives after being hit by a single Super Explosive Madan; enjoy the balancement:
🔴 “Super Explosive Madan” damage: 1890 x4 = 7560 1650 x4 = 6600;
🔴 Full Melee Rush damage: -3.5% (5480 5290);
🟢 Standard Ki-Blast damage: 340 x7 = 2350 (Scaled) 370 x7 = 2560 (Scaled);
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 780 1420 2060 810 1620 2440;
🟢 Ascending & Dash Ki-Blast damage: 370 x8 = 2900 (Scaled) 400 x8 = 3110 (Scaled);
🔧 “Full Power Energy Barrage Wave”: Improved -1 Reach;
🔧 “Kiai Cannon” Rushing Technique: Swapped with “Blaster Wave”;
🔧 Throw Animation fixed: now SSJ2 Adult Gohan will show every hit in the Combo Counter (like for the other Adult Gohan forms).

Arale
“Ping!” damage increased; “Ncha!” improved:

Arale is very strong already but we thought she needed a little buff in order to give her some alternative strategies to harass her opponents:
🟢 “Ping!” damage: +11% (9000 10000);
🟢 “Ncha!” cost: 3 Blast Stocks 2 Blast Stocks;
🟢 “Ncha!” duration: ~30 seconds Infinite (until a Blast-2 or a Character Switch);
🟢 “Ncha!” Attack damage: +5% +12.5%;
🟢 “Ncha!” Blast-2 damage: +5% +10%;

Android 13
Movement Speed increased:
Android 13 is a full rush character with just a few options for his combos: we thought that’s a big handicap already, he doesn’t deserve to be that slow movement-wise, so we made him a little faster; his transformation is slow already, right?
🟢 Movement Speed: Level 1 Level 3;

Android 13 (Fusion)
Movement Speed increased; “S.S. Deadly Bomber” damage decreased; Melee damage increased; “Android Barrier” cost decreased; Defense increased; Charge, Ascending & Dash Ki-Blast damage increased; Standard, Ascending & Dash Ki-Blast properties modified:
Fusion Android 13? Let’s give him what he deserves, very high damage Combos & Blast-2s at the price of being a huge hurtbox character with slow movement, a juggernaut just like LSSJ Broly and Final Form Cooler:
🟢 Movement Speed: Level 2 Level 3;
🔴 “S.S. Deadly Bomber” damage: 2140 x4 = 8560 1940 x4 = 7760;
🟢 Full Melee Rush damage: +13% (5940 6720);
🟢 “Android Barrier” cost: 2 Blast Stocks 1 Blast Stock;
🟢 Defense: 104% 105%;
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 450 810 1180 1510 1820 2140;
🟢 Ascending Ki-Blast Damage: 140 x18 = 2190 (Scaled) 290 x18 = 4400 (Scaled);
🟢 Dash Ki-Blast Damage: 210 x12 = 2380 (Scaled) 360 x12 = 4030 (Scaled);
🟢 Standard, Ascending & Dash Ki-Blast: Improved Stun.

Android 17
“Max Power Energy Ball” damage decreased; Ki Regen Speed decreased; Standard, Charge, Ascending & Dash Ki-Blast damage increased:
Android 17 is a Mid-Range Blast-2 type character, capable to punish every opponent's movement mistake with his Energy Ball, but the damage is just too high for such a low-risk Blast-2; so Max Power Energy Ball damage had to be reduced this way, along with his natural ability to escape from the melee scenario (we gave him some Ki Blast damage buffs, though, to give him more combo power):
🔴 “Max Power Energy Ball” damage: 4010 x2 = 8020 3300 x2 = 6600;
🔴 Ki Regen Speed: -33%;
🟢 Standard Ki-Blast damage: 200 x5 = 1000 300 x5 = 1500;
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 450 810 1180 490 980 1470;
🟢 Ascending & Dash Ki-Blast damage: 210 x8 = 1660 (Scaled) 270 x8 = 2130 (Scaled).

Android 18
“Destructo Disc” damage increased; “Infinity Bullet” damage decreased; Melee & Throw damage increased; Standard, Charge, Ascending & Dash Ki-Blast damage increased; Ki Consumption fixes:
Android 18 represents the real balance problem: we had to change a lot of stats and parameters in order to align her for a Top Tier comparison; hope you like the changes:
🟢 “Destructo Disc” damage: 3010 x2 = 6020 3300 x2 = 6600;
🔴 “Infinity Bullet” damage: 660 x10 = 6600 640 x10 = 6400;
🟢 Full Melee Rush damage: +11% (5050 5610);
🟢 Throw damage: +90% (710 1350);
🟢 Standard Ki-Blast damage: 180 x6 = 1080 260 x6 = 1560;
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 400 730 1050 450 900 1350;
🟢 Ascending & Dash Ki-Blast damage: 190 x8 = 1490 (Scaled) 270 x8 = 2110 (Scaled);
🟢 “Infinity Bullet”: Improved -1 Reach.

Bardock
Movement Speed increased; “Full Power Energy Wave” damage increased and “Final Revenger” damage decreased; Melee & Throw damage increased; Charge & Ascending Ki-Blast damage increased; Ki Consumption fixes:
Bringing Goku’s father into the competition! Hard to say it actually, but let’s see if these buffs will help him a bit:
🟢 Movement Speed: Level 3 Level 5;
🟢 "Full Power Energy Wave" damage: 1890 x4 = 7560 1940 x4 = 7760;
🔴 "Final Revenger" damage: -11% (8000 6600);
🟢 Full Melee Rush damage: +9.5% (5290 5790);
🟢 Throw damage: +17.8% (1150 1350);
🟢 Charge Ki Blast damage: 590 1070 1550 1070 1550 2030;
🟢 Ascending Ki Blast damage: 190 x24 = 3520 (Scaled) 210 x24 = 3950 (Scaled);
🟢 "Final Revenger" Ki Consumption: 3 Ki Bars 2 Ki Bars.

Broly (Legendary Super Saiyan)
“Eraser Cannon” and “Gigantic Hammer” damage decreased; Melee damage decreased; Defense decreased; Melee Armor changed; Instability issues fixed:
Broly is just too strong against some characters who should be better than him (story-wise of course): maybe these changes to his stats and armor properties will balance the green-haired colossus:
🔴 “Eraser Cannon” damage: 2140 x4 = 8560 1940 x4 = 7760;
🔴 “Gigantic Hammer” damage: -10% (9000 8180);
🔴 Full Melee Rush damage: -1.5% (6680 6580);
🔴 Defense: 110% 105%;
🔴 Melee Armor: REMOVED;
🔧 Instability issues fixed: now LSSJ Broly’s first Blaster-Waves won't float the enemy away.

Burter
Full Energy Power Ball damage increased; Melee & Throw damage increased; Defense increased:
Burter is surely one of the coolest characters to play due to his insane animation speed and the good moveset overall; we thought to give him some help so we can finally see him in the highest stages of the competition:
🟢 “Full Power Energy Ball” damage: 3260 x2 = 6520 3300 x2 = 6600;
🟢 Full Melee Rush damage: +9.8% (3770 4140);
🟢 Throw damage: +40% (950 1330);
🟢 Defense: +10%.

Cell (Perfect Form)
“Barrage Death Beam” damage decreased; Melee & Throw damage decreased; Blast Stock Charging Speed increased; Maximum Blast Stocks decreased; Ascending & Dash Ki-Blast damage decreased:
The most complete character in the game definitely needed a nerf for his overall damage, it’s just too high for such low risks; reducing some Ki and Barrage Death Beam damage will probably make him more balanced:
🔴 “Barrage Death Beam” damage: 710 x10 = 7100 600 x10 = 6000;
🔴 Full Melee Rush damage: -5.5% (5680 5370);
🔴 Throw damage: -3% (1330 1290);
🔴 Blast Stock Charging Speed: ~18 Seconds ~20 Seconds;
🔴 Maximum Blast Stocks: 5 Blast Stocks 3 Blast Stocks;
🔴 Ascending Ki-Blast damage: 230 x18 = 3570 (Scaled) 190 x18 = 2900 (Scaled);
🔴 Dash Ki-Blast damage: 460 x9 = 4020 (Scaled) 370 x9 = 3230 (Scaled).

Cooler (Final Form)
Movement Speed increased; “Death Beam” damage decreased; “Death Chaser” damage increased; Defense increased; Melee & Throw damage increased; “Psycho Barrier” cost decreased; Standard, Charge, Ascending & Dash Ki-Blast damage increased; Standard, Ascending & Dash Ki Blast properties modified; Maximum Ki Regen increased;
Cooler isn’t exactly the best character right now, even if he has some of the most annoying tools in his move set; we decided to give him a little sprint, making him a “juggernaut” character (like LSSJ Broly or Fusion Android 13) with different stats; hope you enjoy all the changes:
🟢 Movement Speed: Level 2 Level 3;
🔴 “Death Beam” damage: -6% (7000 6600);
🟢 “Death Chaser” damage: +11% (9000 10000);
🟢 Defense: 100% 105%;
🟢 Full Melee Rush damage: +2.5% (5950 6430);
🟢 Throw damage: +12.5% (1650 1850);
🟢 “Psycho Barrier” cost: 2 Blast Stocks 1 Blast Stock;
🟢 Standard Ki-Blast damage: 140 x5 = 700 280 x5 = 1400;
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 590 620 640 1000 1440 1880;
🟢 Ascending and Dash Ki-Blast damage: 200 x6 = 1200 320 x6 = 1910 (Scaled);
🟢 Standard, Ascending & Dash Ki-Blast: Improved Stun;
🟢 Maximum Ki Regen: 1 Ki Bar 2 Ki Bars.

Demon King Dabura
Movement Speed increased; “Evil Impulse” damage increased; “Evil Flame” damage decreased; Melee & Throw damage increased; Blast Stock Charging speed decreased; Ascending & Dash Ki-Blast damage increased; Ki consumption fixes; Evil Flame improved:
We wanted to try something different with Demon King Dabura, inverting his Blast-2s ki consumptions and changing his overall gameplan a lot; enjoy the buffs:
🟢 Movement Speed: Level 3 Level 5;
🟢 “Evil Impulse” damage: 1630 x4 = 6520 2010 x4 = 8040;
🔴 “Evil Flame” damage: 1420 x6 = 8520 1100 x6 = 6600;
🔴 Starting Ki Quantity: 3 Ki Bars 2 Ki Bars;
🟢 Full Melee Rush damage: +6.5% (5050 5380);
🟢 Throw damage: +18% (1100 1300);
🟢 Blast Stock Charging Speed: ~17 Seconds ~16 Seconds;
🔴 Maximum Blast Stocks: 5 Blast Stocks 4 Blast Stocks;
🟢 Ascending & Dash Ki-Blast damage: 390 x8 = 3060 (Scaled) 420 x8 = 3300 (Scaled);
🔴 “Evil Impulse” Ki Consumption: 2 Ki Bars 3 Ki Bars;
🟢 “Evil Flame” Ki Consumption: 3 Ki Bars 2 Ki Bars;
🔧 “Evil Flame”: 6 Hits 4 Hits.

Demon King Piccolo
“Soumasen” damage increased; Melee & Throw damage increased; Charge Ki-Blast damage increased; Blast Stocks Charging speed decreased; Ki consumption fixes:
Nothing really important to say here, we’re just trying to align Demon King Piccolo to better parameters, making him a more viable pick in team battles scenarios:
🟢 “Soumasen” damage: 3010 x2 = 6020 3190 x2 = 6380;
🟢 Full Melee Rush damage: +5% (5100 5390);
🟢 Throw damage: +28% (1050 1350);
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 930 1150 1360 1230 1550 1880;
🟢 Blast Stock Charging speed: ~16.5 Seconds ~14 Seconds;
🟢 “Your Name is Drum” Ki Consumption: 3 Ki Bars 2 Ki Bars.

Frieza (1st Form)
Movement Speed increased; “Death Beam” damage increased; Melee damage increased:
Buffing every Frieza form, not too much, in order to make him a competitive character, allowing players to have actual advantages when transforming him during the battle; this form will encourage fast and aggressive players: enjoy the buffs:
🟢 Movement Speed: Level 3 Level 5;
🟢 “Death Beam” damage: +10% (6000 6600);
🟢 Full Melee Rush damage: +5% (5070 5300).

Frieza (2nd Form)
Movement Speed increased; “Death Storm” damage increased; Defense increased; Melee & Throw damage increased; Ascending & Dash Ki Blasts damage increased:
As said for 1st form Frieza, we’re just buffing every Frieza form to make him a competitive character and allowing players to have actual advantages when transforming him during the battle; this form will be more of a “Juggernaut” form: enjoy the buffs:
🟢 Movement Speed: Level 2 Level 3;
🟢 “Death Storm” damage: 1170 x6 = 7020 1510 x6 = 9060;
🟢 Defense: 100% 102%;
🟢 Full Melee Rush damage: +12.5% (5790 6480);
🟢 Throw damage: +16% (1550 1800);
🟢 Ascending Ki-Blast damage: 300 x12 = 3390 (Scaled) 350 x12 = 3920 (Scaled);
🟢 Dash Ki-Blast damage: 600 x6 = 3590 (Scaled) 710 x6 = 4300 (Scaled).

Frieza (3rd Form)
“Death Beam” damage increased; Melee & Throw damage increased; Ascending Ki-Blasts stun improved; Ki Charging speed increased; Defense increased; Maximum Ki Regen increased:
Everything has already been saying for 1st form Frieza; this form will be more of a Zoning character, that strongly relies on movement and positioning; enjoy the buffs:
🟢 “Death Beam” damage: +1.5% (6510 6600);
🟢 Full Melee Rush damage: +10% (5000 5560);
🟢 Throw damage: +11.8% (1190 1330);
🟢 Ascending Ki-Blast: Improved Stun;
🟢 Ki Charging Speed: +25%;
🟢 Defense: 102% 103%;
🟢 Maximum Ki Regen: 1 Ki Bar 2 Ki Bars.

Frieza (Final Form)
Movement Speed increased; “Barrage Death Beam” & “I Might Die This Time” damage decreased; Melee damage increased; Charge Ki Blast damage increased: Ascending & Dash Ki Blast damage decreased; Maximum Ki Regen increased:
Here we have a very peculiar character with bad stats to make him viable; as for the other Frieza forms, we’re aligning him to better parameters, hope you enjoy the alignments:
🟢 Movement Speed: Level 4 Level 6;
🔴 “Death Beam” damage: 710 x10 = 7100 600 x10 = 6000;
🔴 “I Might Die This Time” damage: -9% (8510 7740);
🟢 Full Melee Rush damage: +8% (5200 5620);
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 1050 1090 1120 1050 1280 1540;
🔴 Ascending Ki-Blast damage: 350 x9 = 3570 (Scaled) 330 x18 = 2870 (Scaled);
🔴 Dash Ki-Blast damage: 400 x9 = 4020 (Scaled) 330 x9 = 2870 (Scaled);
🟢 Maximum Ki Regen: 1 Ki Bar 2 Ki Bars.

Frieza (Full Power)
Movement Speed increased; “Death Saucer” damage decreased; Melee & Throw damage increased; Charge Ki Blast damage increased: Ascending & Dash Ki Blast damage decreased; Maximum Ki Regen increased; “Giant Throw” added:
Here we have a very peculiar character with bad stats to make him viable; as for the other Frieza forms, we’re aligning him to better parameters, hope you enjoy the alignments:
🟢 Movement Speed: Level 4 Level 5;
🟢 “Death Saucer” damage: 3260 x2 = 6520 3300 x2 = 6600;
🟢 Full Melee Rush damage: +8% (5480 5900);
🟢 Throw damage: +18% (1400 1650);
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 640 1160 1680 1160 1680 2240;
🟢 Maximum Ki Regen: 1 Ki Bar 2 Ki Bars;
🟢 Standard, Ascending & Dash Ki-Blast: Improved Stun.

Future Gohan
Movement Speed increased:
This character was a viable pick already but we still decided to give him a small buff, since we’re actually aiming to do most of the work on his Super Saiyan form:
🟢 Movement Speed: Level 3 Level 4.

Future Gohan (Super Saiyan)
Movement Speed increased; “Gekiretsu Madan” damage decreased; Standard, Ascending & Dash Ki Blast damage increased; Minimum & Medium Charge Ki-Blast stun improved; High-Speed Movement added:
Here we have a very peculiar character with bad stats to make him viable; as for the other Frieza forms, we’re aligning him to better parameters, hope you enjoy the alignments:
🟢 Movement Speed: Level 5 Level 6;
🔴 “Gekiretsu Madan” damage: 2010 x4 = 8040 1760 x4 = 7040;
🟢 Standard Ki-Blast damage: 200 x7 = 1390 (Scaled) 360 x7 = 2490 (Scaled);
🟢 Ascending Ki-Blast damage: 210 x8 = 1660 (Scaled) 290 x8 = 2280 (Scaled);
🟢 Minimum & Medium Charge Ki-Blast: Improved Stun;
🟢 Dash Ki-Blast damage: 280 x9 = 2460 (Scaled) 330 x9 = 2870 (Scaled);
🔧 NEW: now Future Gohan (Super Saiyan) has access to High-Speed Movement maneuvers while in Max Power Mode.

Gogeta (Super Saiyan)
Melee damage increased; Standard, Ascending & Dash Ki-Blast stun improved; “Instantaneous Transmission” cost decreased:
This character definitely had to be buffed a bit due to his Vegetto fusion counterparts being also buffed; hope you enjoy:
🟢 Full Melee Rush damage: +2.5% (5560 5700);
🟢 Standard, Ascending & Dash Ki-Blast: Improved Stun;
🟢 “Instantaneous Transmission” cost: 3 Blast Stocks 2 Blast Stocks.

Gogeta (Super Saiyan 4)
Melee & Throw damage decreased; Ascending & Charged Ki Blast damage decreased; Instability issues fixed:
SSJ4 Gogeta is probably one of the most played characters in the game, but let's figure out the problem: being the highest instability character showed up that he needed some fix to allow beginner players to learn the Kiai-Cannon mechanics properly, and finally the advanced players will have at least one safe option for their combos:
🔴 Full Melee Rush damage: -2.5% (6200 6040);
🔴 Throw damage: 2000 1790;
🔴 Ascending Ki-Blast damage: 170 x10 (Scaled) = 1610 150 x10 = 1430 (Scaled);
🔴 Min. / Medium / Max. Charge Ki-Blast damage: 1650 2000 3000 1250 1700 2550;
🔧 Instability issues fixed: now SSJ4 Gogeta’s Kiai-Cannons won't float the enemy away.

Goku, Early
Movement Speed increased; “Kaioken Attack” damage decreased; “Kaioken” cost decreased; Blast Stock Charging speed increased; Ki Consumption fixes:

Another very unique character who just needed a big help in order to be viable (he already was viable actually), enjoy the buffs:
🟢 Movement Speed: Level 3 Level 5;
🟢 “Kaioken Attack” damage: (8000 7000);
🟢 “Kaioken” cost: 3 Blast Stocks 1 Blast Stock;
🔴 Blast Stock Charging speed: ~16.5 Seconds ~20 Seconds;
🟢 “Kaioken Attack” Ki Consumption: 3 Ki Bars 2 Ki Bars.

Goku, End
Movement Speed increased; Melee & Throw damage increased; “Kaioken Attack” damage decreased:

Aligning his parameters to be more similar to Early Goku’s ones, nothing more to be said:
🟢 Movement Speed: Level 3 Level 5;
🟢 Full Melee Rush damage: +1.5% (5180 5400);
🟢 Throw damage: +7.7% (1250 1400).

Goku, End (Super Saiyan)
Movement Speed increased; Melee damage increased; “Saiyan Soul” cost decreased; “Super Energy Wave Volley” damage increased; “Super Kamehameha” damage increased; “Instant Kamehameha” damage increased; Ki Consumption fixes; “Super Energy Wave Volley” improved:

We’re trying to bring this Goku form to the Top Tiers, so enjoy the enormous buffs for him:
🟢 Movement Speed: Level 4 Level 5;
🟢 Full Melee Rush damage: +3.5% (5370 5580);
🟢 “Saiyan Soul” cost: 3 Blast Stocks 2 Blast Stocks;
🟢 “Super Energy Wave Volley” damage: 550 x10 = 5500 640 x10 = 6400;
🟢 “Super Kamehameha” damage: 1230 x7 = 7380 1300 x6 = 7800;
🟢 “Instant Kamehameha” damage: 1720 x7 = 12040 2170 x7 = 15190;
🟢 “Super Energy Wave Volley” Ki Consumption: 3 Ki Bars 2 Ki Bars;
🔧 “Super Energy Wave Volley”: Improved -1 Reach.

Goku, GT
Melee damage increased; Defense increased; Ki Consumption fixes:

GT Goku is a very funny character to play, so we decided to give all of its forms some help, to be more viable and playable by stylish and competitive players:
🟢 Full Melee Rush damage: +3.8% (4770 4960);
🟢 Defense: +10%;
🟢 Get Up Dash and Backroll Ki Consumption: 2 Ki Bars 1 Ki Bar.

Goku, GT (Super Saiyan)
“Full Power Energy Blast Volley” & “Super Kamehameha” damage increased; Melee damage increased; Defense increased; Ki Consumption fixes; “Full Power Energy Blast Volley” improved:

As said for base form GT Goku, we decided to give all of its forms some help, making them more viable and playable:
🟢 “Full Power Energy Blast Volley” damage: 730 x8 = 5840 750 x8 = 6000;
🟢 “Super Kamehameha” damage: 1230 x7 = 7380 1300 x6 = 7800;
🟢 Full Melee Rush damage: +8.1% (4860 5290);
🟢 Defense: +10%;
🟢 “Full Power Energy Blast Volley” Ki Consumption: 3 Ki Bars 2 Ki Bars;
🟢 Get Up Dash and Backroll Ki Consumption: 2 Ki Bars 1 Ki Bar;
🔧 “Full Power Energy Blast Volley”: Improved -1 Reach.

Goku, GT (Super Saiyan 3)
“Full Power Energy Blast Volley” damage increased; Melee damage increased; Defense increased; “Saiyan Soul” cost decreased; Starting Ki Quantity increased; Ki Consumption fixes; “Full Power Energy Blast Volley” improved:

As said for base & SSJ GT Goku forms, we decided to give all of its forms some help, making them more viable and playable:
🔴 “Full Power Energy Blast Volley” damage: 820 x8 = 6560 800 x8 = 6400;
🟢 Full Melee Rush damage: +10.8% (5000 5610);
🟢 Defense: +10%;
🟢 “Saiyan Soul” cost: 3 Blast Stocks 2 Blast Stocks;
🟢 Starting Ki Quantity: 1 Ki Bar 2 Ki Bars;
🟢 “Full Power Energy Blast Volley” Ki Consumption: 3 Ki Bars 2 Ki Bars;
🟢 Get Up Dash and Backroll Ki Consumption: 2 Ki Bars 1 Ki Bar;
🔧 “Full Power Energy Blast Volley”: Improved -1 Reach.

Goku, GT (Super Saiyan 4)
“Kamehameha x10” and “Meteor Crash” damage decreased; Standard, Charge, Ascending & Dash Ki-Blast damage increased; “I’ll Beat You in 5 Seconds” Blast-1 reworked; “Kamehameha x10” improved:
We wanted to try something different with SSJ4 Goku, reworking a Blast-1 move for the first time; enjoy the buffs:
🔴"Kamehameha x10" damage: 1070 x8 = 8650 970 x8 = 7760;
🔴"Meteor Crash" damage: -11.7% (8510 7510);
🟢 Standard Ki-Blast damage: 390 x8 = 3060 (Scaled) 410 x8 = 3220 (Scaled);
🟢 Charge Ki-Blast damage: 880 1600 2310 960 1820 2640;
🟢 Ascending Ki-Blast damage: 420 x8 = 3270 (Scaled) 440 x8 = 3430 (Scaled);
🟢 Dash Ki-Blast damage: 330 x10 = 3150 (Scaled) 360 x10 = 3450 (Scaled);
🔴 "I'll Beat You in 5 Seconds" cost: 2 Blast Stocks 3 Blast Stocks;
🟢 "I'll Beat You in 5 Seconds": Gives Max Power Mode;
🟢 "I'll Beat You in 5 Seconds": Buffs Removed;
🔧"Kamehameha x10": 8 Hits 4 Hits;

Goku, Mid
Movement Speed increased; Melee & Throw damage increased; “Kaioken Attack” damage decreased; “Give me energy!” cost decreased:

As for End Goku, we’re aligning his parameters to be more similar to Early Goku’s ones, nothing more to be said:
🟢 Movement Speed: Level 3 Level 5;
🟢 Full Melee Rush damage: +0.5% (5360 5400);
🟢 Throw damage: +7.7% (1300 1400);
🟢 “Give me energy!” cost: 3 Blast Stocks 1 Blast Stock.

Goku, Mid (Super Saiyan)
Movement Speed increased; Throw damage decreased:

Aligning Mid SSJ Goku’s parameters to the new End SSJ Goku movement speed, so you’ll have two nice character choices, whether to go Stylish or Competitive:
🟢 Movement Speed: Level 4 Level 5;
🔴 Throw damage: -7% (1500 1400).

Gotenks
“Full Power Energy Wave” damage decreased; Melee & Throw damage increased; “False Courage” cost increased; “False Courage” improved; Blast Stock Charging speed increased; Charge Ki-Blast damage decreased:

We’re about to make small adjustments to all of the three Gotenks forms, to try to make him more competitive or, also, make him a better Stylish choice for Stylish players; enjoy the buffs:
🔴 “Full Power Energy Wave” damage: 1890 x4 = 7560 1790 x4 = 7160;
🟢 Full Melee Rush damage: +2% (5120 5250);
🟢 Throw damage: +26% (1150 1450);
🔴 “False Courage” cost: 1 Blast Stock 2 Blast Stocks;
🟢 “False Courage” Attack damage: -27.5% REMOVED;
🟢 “False Courage” Defense: +5% +10%;
🟢 “False Courage” Duration: ~6 Seconds ~10 Seconds;
🔴 Blast Stock Charging speed: ~16 Seconds ~20 Seconds;
🔴 Min. / Medium / Max. Charge Ki-Blast damage: 830 1510 2180 720 1310 1900.

Gotenks (Super Saiyan)
Melee & Throw damage increased; “False Courage” cost increased; “False Courage” improved; Blast Stock Charging speed increased; Charge, Ascending & Dash Ki-Blast damage increased:

As said in the Gotenks paragraph, SSJ Gotenks will also be included in the buffs & alignments to try to make him more competitive or better in terms of Stylish choices:
🔴 “Big Tree Cannon” damage: 1350 x6 = 8100 1240 x6 = 7440;
🟢 Full Melee Rush damage: +4.5% (5210 5470);
🟢 Throw damage: +42% (1090 1550);
🔴 “False Courage” cost: 1 Blast Stock 2 Blast Stocks;
🟢 “False Courage” Attack damage: -27.5% REMOVED;
🟢 “False Courage” Defense: +5% +10%;
🟢 “False Courage” Duration: ~6 Seconds ~10 Seconds;
🔴 Blast Stock Charging speed: ~16 Seconds ~20 Seconds;
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 640 1160 1680 840 1520 2200;
🟢 Ascending Ki-Blast damage: 180 x14 = 2230 (Scaled) 260 x14 = 3420 (Scaled);
🟢 Dash Ki-Blast damage: 300 x8 = 2370 (Scaled) 400 x8 = 3130 (Scaled).

Gotenks (Super Saiyan 3)
“DIE DIE Missile Barrage” & “Big Tree Cannon” damage decreased; Melee & Throw damage increased; “Finish Sign” cost decreased; Charge & Ascending Ki-Blast damage increased; Charge Ki Blast properties modified; Ki Consumption fixes; “DIE DIE Missile Barrage” improved:

SSJ3 Gotenks will get other buffs, other than overall stats buffs, in particular on his Blast-1 costs; we’re trying to bring him as higher as possible in the competitive scenery, otherwise, he’ll still be a very good Stylish pick:
🔴 “DIE DIE Missile Barrage” damage: 660 x10 = 6600 640 x10 = 6400;
🔴 “Big Tree Cannon” damage: 1420 x6 = 8520 1290 x6 = 7740;
🟢 Full Melee Rush damage: +10% (5310 5850);
🟢 Throw damage: +57% (1050 1650);
🟢 “Finish Sign” cost: 2 Blast Stocks 1 Blast Stock;
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 640 1160 1680 960 1740 2520;
🟢 Ascending Ki-Blast damage: 150 x16 = 2150 (Scaled) 260 x16 = 3760 (Scaled);
🟢 Minimum & Medium Charge Ki-Blast: Improved Stun;
🟢 Blast Stock Charging speed: ~16 Seconds ~14 Seconds;
🟢 “DIE DIE Missile Barrage” Ki Consumption: 3 Ki Bars 2 Ki Bars;
🔧 “DIE DIE Missile Barrage”: Improved -1 Reach.

Kid Buu
“Mystic Combination” damage decreased; “Instantaneous Transmission” cost decreased; Full Melee Rush damage decreased; Standard Ki-Blast damage increased & Ascending Ki-Blast damage decreased:

Kid Buu, the melee beast himself, already had some “shady buffs” due to his Top Tier friends being nerfed a bit; we thought that’s still not ok for him so we’re reducing his target rush damage and we’re lowering his Instantaneous Transmission cost to create more Character Switch situations:
🔴 “Mystic Combination” damage: -6.1% (8000 7510);
🟢 “Instantaneous Transmission” cost: 3 Blast Stocks 2 Blast Stocks;
🔴 Full Melee Rush damage: -3.9% (5930 5700);
🟢 Standard Ki-Blast damage: 280 x6 = 1680 (Scaled) 370 x6 = 2210 (Scaled);
🔴 Ascending Ki-Blast damage: 150 x16 = 2150 (Scaled) 130 x16 = 1870 (Scaled).

Kid Trunks
Throw Damage increased; Character Switch Charging speed decreased:

Aligning Kid Trunks’ parameters to better fit his Super Saiyan form buffs, be sure to check them out:
🟢 Throw damage: +23.5% (1020 1260);
🟢 Character Switch Charging speed: ~25 Seconds ~20 Seconds.

Kid Trunks (Super Saiyan)
“Full Power Energy Barrage Wave” damage increased; Melee & Throw damage increased; Character Switch Charging speed decreased; “Full Power Energy Barrage Wave” improved:
A bunch of buffs that should make SSJ Kid Trunks a beast, with good melee, good mobility, and dangerous blasts, as anticipated in the Kid Trunks paragraph:
🟢 “Full Power Energy Barrage Wave” damage: 590 x10 = 5900 640 x10 = 6400;
🔴 “High Speed Rush” damage: -3.7% (7800 7510);
🟢 Full Melee Rush damage: +6.5% (4970 5290);
🟢 Throw damage: +37.7% (980 1370);
🟢 Character Switch Charging speed: ~25 Seconds ~20 Seconds;
🔧 “Full Power Energy Barrage Wave”: Improved -1 Reach.

Majuub
“Chocolate Beam” & “Super Energy Wave Volley” damage decreased; Movement Speed increased; Melee & Throw damage increased; Charge Ki-Blast properties modified; Blast Stock Charging speed decreased:

A complete rework for Majuub; this will allow him to be as strong as his evil counterpart (talking about Kid Buu) with a less effective melee but a more complete moveset overall, hope you enjoy the buffs:
🔴 “Chocolate Beam” damage: -9% (8510 7730);
🔴 “Super Energy Wave Volley” damage: 660 x10 = 6600 640 x10 = 6400;
🟢 Movement Speed: Level 5 Level 6;
🟢 Full Melee Rush damage: +10% (5390 5920);
🟢 Throw damage: +20% (1350 1650);
🟢 Minimum & Medium Charge Ki-Blast: Improved Stun;
🟢 Blast Stock Charging speed: ~17 Seconds 14 Seconds;
🔧 “Super Energy Wave Volley”: Improved -1 Reach.

Nam
Movement Speed increased; “Shura Gekiretsuken” & “Cross Arm Attack” damage increased; Melee & Throw damage increased; Defense increased; Character Switch & Blast Stock Charging speed increased:
Nam has always been a very insidious character to play against, so we decided to limit his cheesy stuff a bit and to help his “solid” aspect stats to make him more viable:
🟢 Movement Speed: Level 3 Level 4;
🟢 “Shura Gekiretsuken” damage: +4.3% (7000 7300);
🟢 “Cross Arm Attack” damage: +17.5% (8510 10000);
🟢 Full Melee Rush damage: +6% (4970 5260);
🟢 Throw damage: +30% (1020 1320);
🟢 Defense: +10%;
🔴 Character Switch Charging speed: ~20 Seconds ~25 Seconds.
🔴 Blast Stock Charging speed: ~16.5 Seconds ~20 Seconds.

Nuova Shenron
“Burst Attack” damage decreased; “Burning Tornado” damage increased; Throw damage increased; “Instantaneous Transmission” cost decreased; Ascending & Dash Ki-Blast damage decreased:
Nuova Shenron is a fascinating character for the Top Players since he’s so unique and particular; he deals too much damage, though, so we definitely had to put our hands on and make him more balanced:
🔴 “Burst Attack” damage: 2140 x4 = 8560 1360 x4 = 7040;
🟢 “Burning Tornado” damage: +5% (9510 10000);
🟢 Throw damage: +24% (1330 1650);
🟢 ”Instantaneous Transmission” cost: 3 Blast Stocks 2 Blast Stocks;
🔴 Ascending & Dash Ki-Blast damage: 640 x9 = 5590 (Scaled) 520 x9 = 4520 (Scaled).

Omega Shenron
Movement Speed increased; Melee & Throw damage increased; Defense increased; Ascending & Dash Ki-Blast damage decreased; Standard, Ascending & Dash Ki-Blast properties modified:
Here we have a new Juggernaut character, with super high melee damage but limited mobility; hope you enjoy the buffs:
🟢 Movement Speed: Level 2 Level 3;
🟢 Full Melee Rush damage: +16.5% (5680 6620);
🟢 Throw damage: +59% (1160 1850);
🟢 Defense: 104% 105%;
🟢 Standard, Ascending & Dash Ki-Blast: Improved Stun.

Piccolo, End
Melee & Throw damage increased; “False Courage” improved; Ascending & Dash Ki-Blast Damage increased; High-Speed Movement added:

Piccolo (End) is a must for Stylish players, he’s always been a fascinating character for the competitive players too, but his stats are just too low in order to compete against the biggest Top Tiers; we hope these changes will help him out and we’re also giving him High-Speed Movement, which is fantastic for Stylish players; enjoy:
🟢 Full Melee Rush damage: +9% (5120 5580);
🟢 Throw Damage: +20% (1290 1550);
🟢 “False Courage” Defense: +5% +10%;
🟢 “False Courage” Duration: ~8 Seconds ~10 Seconds;
🟢 Ascending & Dash Ki-Blast damage: 300 x8 = 2370 (Scaled) 330 x8 = 2580 (Scaled);
🔧 NEW: now Piccolo (End) has access to High-Speed Movement maneuvers while in Max Power Mode.

Super 17
“Full Power Energy Wave” damage decreased; Melee & Throw damage increased; “Android Barrier” cost decreased; Standard & Charge Ki-Blast damage increased:
Giving Super 17 some buffs and alignments, since his melee was definitely too weak in order to compete against the other Top Tiers; he’ll also be affected by the Android Auto-Ki Regen changes:
🔴 “Full Power Energy Wave” damage: 2140 x4 = 8560 1940 x4 = 7760;
🟢 Full Melee Rush damage: +8% (5320 5740);
🟢 Throw damage: +15% (1250 1450);
🟢 “Android Barrier” cost: 2 Blast Stocks 1 Blast Stock;
🟢 Standard Ki-Blast damage: 280 x6 = 1680 330 x6 = 1970 (Scaled);
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 640 1160 1680 720 1300 1880.

Super Baby 2
Movement Speed increased; “Final Flash” damage decreased; “Full Power Energy Blast Volley” damage increased; Melee & Throw damage increased; Ascending & Dash Ki-Blast damage increased; Ki consumption fixes; “Full Power Energy Blast Volley” improved:
Giving a very little help to Super Baby 2, this should be enough to put him in the top tiers maybe; hope you all enjoy the changes:
🟢 Movement Speed: Level 3 Level 5;
🔴 “Final Flash” damage: 2140 x4 = 8560 1940 x4 = 7760;
🟢 “Full Power Energy Blast Volley” damage: 660 x10 = 6600 640 x10 = 6400;
🟢 Full Melee Rush damage: +2.5% (5560 5700);
🟢 Throw damage: +10% (1400 1550);
🟢 Ascending & Dash Ki-Blast damage: 330 x10 = 3150 (Scaled) 350 x10 = 3330 (Scaled);
🟢 “Full Power Energy Blast Volley” Ki Consumption: 3 Ki Bars 2 Ki Bars;
🔧 “Full Power Energy Blast Volley”: Improved -1 Reach.

Super Buu
Movement Speed increased:

Aligning Super Buu’s parameters to better fit his following forms buffs, be sure to check them out:
🟢 Movement Speed: Level 3 Level 5

Super Buu (Gotenks Adsorbed)
Movement Speed increased; “Galactic Donut Volley” damage decreased; Melee damage increased; Kiai Cannon fixed:
A solid Buutenks re-alignment, giving him more combo power and nerfing a bit his cheesy Blast-2; hope you also enjoy the extra mobility for him:
🟢 Movement Speed: Level 3 Level 5;
🔴 "Galactic Donut Volley" damage: -6.8% (7510 7000);
🟢 Full Melee Rush damage: +5.5% (5490 5790);
🔧 NEW: now Super Buu (Gotenks Absorbed) properly lands his Kiai Cannon.

Super Buu (Gohan Absorbed)
Movement Speed increased; Melee & Throw damage increased; Charge Ki-Blast damage increased & Stun improved; Kiai Cannon fixed:
Very huge modifications for Buuhan; we want him to be in the highest stage of the competition although it doesn’t seem that good even after the buffs, check him out:
🟢 Movement Speed: Level 3 Level 6;
🟢 Full Melee Rush damage: +5.3% (5650 5950); Throw damage: +15.3% (1430 1650);
🟢 Charge Ki-Blast damage: 740 1330 1930 1340 1930 2520;
🟢 Charge Ki-Blast stun: Improved (like Kid Buu);
🔧 NEW: now Super Buu (Gohan Absorbed) properly lands his Kiai Cannon.

Super Vegeta
Movement Speed increased; “Spirit Breaking Cannon” damage decreased; Melee & Throw damage increased; Standard, Charge, Ascending & Dash Ki-Blast damage increased; Maximum Ki Regen increased; Ki Consumption fixes:

This Vegeta form is fascinating but very weak in the current state; we decided to give him all-around buffs in order to see if it’s competition-worthy:
🟢 Movement Speed: Level 3 Level 5;
🔴 “Spirit Breaking Cannon” damage: -16.5% (8100 6750);
🟢 Full Melee Rush damage: +11% (5240 5810);
🟢 Throw damage: +17% (1200 1470);
🟢 Standard Ki-Blast damage: 320 x10 = 3080 (Scaled) 460 x10 = 4420 (Scaled);
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 740 1330 1930 1060 1910 2780;
🟢 Ascending Ki-Blast damage: 140 x10 = 1350 (Scaled) 200 x10 = 1910 (Scaled);
🟢 Dash Ki-Blast damage: 280 x10 = 2680 (Scaled) 390 x10 = 3730 (Scaled);
🟢 Maximum Ki Regen: 1 Ki Bar 2 Ki Bars;
🟢 “Spirit Breaking Cannon” Ki Consumption: 3 Ki Bars 2 Ki Bars.

Super Vegito
“Beam Sword Slash” damage decreased; Throw damage increased; Blast Stock Charging speed decreased; Maximum Blast Stocks decreased; “Finish Sign” cost decreased; Maximum Ki Regen increased; Standard, Ascending & Dash Ki-Blast properties modified; Ki Consumption fixes:
Super Vegito also needs something if we consider that his base form has been buffed a bit; we thought these changes could help him to become a stronger character, hope you enjoy the changes:
🔴 “Beam Sword Slash” damage: -25% (9000 7200);
🟢 Throw damage: +6% (1610 1700);
🟢 Blast Stock Charging Speed: ~17 Seconds ~16 Seconds;
🔴 Maximum Blast Stocks: 6 Blast Stocks 4 Blast Stocks;
🟢 “Finish Sign” cost: 2 Blast Stocks 1 Blast Stock;
🟢 Maximum Ki Regen: 1 Ki Bar 2 Ki Bars;
🟢 Standard, Ascending & Dash Ki-Blast: Improved Stun;
🟢 “Beam Sword Slash” Ki Consumption: 3 Ki Bars 2 Ki Bars.

Syn Shenron
Movement Speed increased; Melee & Throw damage increased; Blast Stock Charging speed increased; Ascending & Dash Ki-Blast damage decreased; Standard, Ascending & Dash Ki-Blast properties modified:
The idea behind this Syn Shenron’s buffs is that you may need to transform him during the battle depending on the situation; hope you all enjoy the changes:
🟢 Movement Speed: Level 1 Level 3;
🟢 Full Melee Rush damage: +9% (5560 6080);
🟢 Throw damage: +52% (1160 1760);
🔴 Blast Stock Charging speed: ~18.5 Seconds ~20 Seconds.
🟢 Standard, Ascending & Dash Ki-Blast: Improved Stun.

Tapion
“Brave Cannon” damage increased; “Brave Slash” damage decreased; Melee & Throw damage increased; Standard, Ascending & Dash Ki-Blast damage increased & improved stun:
Finally, after a long time, one of the most loved characters that ever existed in this game got some good buff & alignments in order to make him a viable pick:
🟢 “Brave Cannon” damage: +10% (6000 6600);
🔴 “Brave Slash” damage: 1510 x5 = 7550 1410 x5 = 7050;
🟢 Full Melee Rush damage: +20% (4370 5220);
🟢 Throw damage: +100% (790 1580);
🟢 Standard Ki-Blast damage: 220 x4 = 880 310 x4 = 1240;
🟢 Ascending & Dash Ki-Blast damage: 310 x6 = 1850 (Scaled) 350 x6 = 2080 (Scaled);
🟢 Standard, Ascending & Dash Ki-Blast: Improved Stun.

Teen Gohan
“Gekiretsu Madan” damage decreased; Melee & Throw damage decreased; Defense increased; Ki Consumption fixes; “Gekiretsu Madan” improved:
Teen Gohan is a weird character: his melee stats are so high when it comes to Super Saiyan form but then he gets to Super Saiyan 2 form with a huge downgrade of his melee stats! Teen Gohan needed this nerf to get, combined with the Teen Gohan SSJ2's buff, the right balance between all 3 forms:
🔴 “Gekiretsu Madan” damage: 590 x10 = 5900 550 x10 = 5500;
🔴 Full Melee Rush damage: -22% (5560 4530);
🔴 Throw damage: -22,5% (1420 1150);
🟢 Defense: +10%;
🔴 “Super Masenko” Ki Consumption: 2 Ki Bars 3 Ki Bars;
🟢 “Gekiretsu Madan” Ki Consumption: 3 Ki Bars 2 Ki Bars;
🟢 Get Up Dash and Backroll Ki Consumption: 2 Ki Bars 1 Ki Bar;
🔧 “Gekiretsu Madan”: Improved -1 Reach;

Teen Gohan (Super Saiyan)
Melee & Throw damage decreased; Defense increased; Ki Consumption fixes:
As said for Teen Gohan, we're just aligning Teen Gohan SSJ with the right melee parameters, making him more balanced and weaker in comparison to Teen Gohan SSJ2. Have you ever seen a Super Saiyan being stronger than a Super Saiyan 2?
🔴 Full Melee Rush damage: -20% (6100 5060);
🔴 Throw damage: -25% (1560 1250);
🟢 Defense: +10%;
🟢 Get Up Dash and Backroll Ki Consumption: 2 Ki Bars 1 Ki Bar.

Teen Gohan (Super Saiyan 2)
“Gekiretsu Madan” damage decreased; “Super Kamehameha” damage increased; Melee damage increased; Defense increased; Ki Consumption fixes:
A proper Melee-God like Teen Gohan SSJ2 needs better Stats since his dexterity in the close combat scenario hasn't ever been that rewarding; maybe Teen Gohan SSJ2 will be more competitive with these buffs & realignments, now helping his struggles against his God Tier friends:
🔴 “Gekiretsu Madan” damage: 650 x10 = 6500 640 x10 = 6400;
🟢 “Super Kamehameha” damage: 1280 x6 = 7680 1290 x10 = 7740;
🟢 Full Melee Rush damage: +3% (5530 5700);
🟢 Defense: +10%;
🔴 “Super Kamehameha” Ki Consumption: 2 Ki Bars 3 Ki Bars;
🟢 “Gekiretsu Madan” Ki Consumption: 3 Ki Bars 2 Ki Bars;
🟢 Get Up Dash and Backroll Ki Consumption: 2 Ki Bars 1 Ki Bar;
🔧 “Gekiretsu Madan”: Improved -1 Reach;

Trunks
“Burning Attack” damage increased; Melee damage decreased; Ascending & Dash Ki Blast damage decreased; Throw damage increased:
Just some little damage fixes for Trunks, the Melee God himself: he needs to have his combo damage nerfed a bit since he deals even more damage than his SSJ form (which was supposed to be more damaging at the price of risky melee choices) but we’re also adding some damage to his Throw, hoping that people will start to consider it an effective offensive option:
🟢 “Burning Attack” damage: 1890 x4 = 7560 2010 x4 = 8040;
🔴 Full Melee Rush damage: -10% (5670 5100);
🔴 Ascending & Dash Ki Blast damage: 260 x8 = 2030 (Scaled) 230 x8 = 1810 (Scaled);
🟢 Throw damage: +7% (1260 1350).

Trunks (Super Saiyan)
“Burning Attack” damage increased & “Burning Breaker” damage decreased; Ascending & Dash Ki Blast damage decreased:
What’s the problem with this guy? He hits with too many hits and hits-scaling kills him, so we needed to fix his basic damage, finally allowing him to deal more damage than his base form:
🟢 “Burning Attack” damage: 2010 x4 = 8040 2080 x4 = 8320;
🔴 “Burning Breaker” damage: -7.5% (8000 7360);
🔴 Ascending & Dash Ki Blast damage: 330 x8 = 2580 (Scaled) 270 x8 = 2100 (Scaled);

Ultimate Gohan
Movement Speed increased; High-Speed Movement added:
Nothing to say here: we’re giving Ultimate Gohan more movement possibilities and Stylish options for him, as it should be:
🟢 Movement Speed: Level 3 Level 5;
🔧 NEW: now Ultimate Gohan has access to High-Speed Movement maneuvers while in Max Power Mode.


Vegeta (Scouter)
Movement Speed increased; “Galick Gun” & “Final Galick Cannon” damage decreased; Melee & Throw damage increased; Standard, Charge, Ascending & Dash Ki-Blast Damage increased; “Saiyan Soul” cost decreased; Ki consumption fixes:

The very first Vegeta form to appear in the DBZ saga was way weaker than now, but the game just made him too weak; we’re trying to make Scouter Vegeta a more viable character, so enjoy the alignments:
🟢 Movement Speed: Level 3 Level 5;
🔴 “Galick Gun” damage: 2380 x4 = 9520 1940 x4 = 7760;
🔴 “Final Galick Cannon” damage: -6.5% (7510 7000);
🟢 Full Melee Rush damage: +2% (5210 5330);
🟢 Throw damage: +10.5% (1140 1260);
🟢 Standard Ki-Blast damage: 320 x10 = 3080 (Scaled) 420 x10 = 4030 (Scaled);
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 740 1330 1930 940 1760 2600;
🟢 Ascending Ki-Blast damage: 140 x10 = 1350 (Scaled) 170 x10 = 1640 (Scaled);
🟢 Dash Ki-Blast damage: 280 x10 = 2680 (Scaled) 350 x10 = 3350 (Scaled);
🟢 "High Tension" cost: 2 Blast Stocks 1 Blast Stock;
🟢 “Galick Gun” Ki Consumption: 4 Ki Bars 3 Ki Bars;
🟢 “Final Galick Cannon” Ki Consumption: 3 Ki Bars 2 Ki Bars.

Vegeta
Movement Speed increased; “Super Energy Wave Volley” damage increased; Melee & Throw damage increased; Standard, Charge, Ascending & Dash Ki-Blast Damage increased; “Super Energy Wave Volley” improved:

We decided to buff the base form to make Vegeta more competitive and allowing players not to “waste” a Blast Stock when transforming; now you have this form which is a classic melee + blast character and you can transform into SSJ Vegeta if you need more zoning due to the Target Rush Blast-2; enjoy:
🟢 Movement Speed: Level 3 Level 5;
🟢 “Super Energy Wave Volley” damage: 550 x10 = 5500 640 x10 = 6400;
🟢 Full Melee Rush damage: +12.5% (4800 5400);
🟢 Throw damage: +27.5% (990 1260);
🟢 Standard Ki-Blast damage: 360 x10 = 3450 (Scaled) 440 x10 = 4220 (Scaled);
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 830 1510 2180 1040 1870 2720;
🟢 Ascending Ki-Blast damage: 160 x10 = 1540 (Scaled) 180 x10 = 1730 (Scaled);
🟢 Dash Ki-Blast damage: 320 x10 = 3050 (Scaled) 370 x10 = 3510 (Scaled);
🔧 “Super Energy Wave Volley”: Improved -1 Reach.

Vegeta (Super Saiyan)
“Amazing Impact” damage decreased; Movement Speed increased; Melee & Throw damage increased; Standard, Charge, Ascending & Dash Ki-Blast Damage increased;

After his base form being super-buffed, we decided to give to the prince of all Saiyans help in order to compete in the Top Tier Olympus; enjoy the buffs:
🆕🔴 “Amazing Impact” damage: -3.7% (7800 7510);
🟢 Movement Speed: Level 3 Level 5;
🟢 Full Melee Rush damage: +12.5% (5070 5680);
🟢 Throw damage: +17% (1150 1350);
🟢 Standard Ki-Blast damage: 410 x10 = 3930 (Scaled) 450 x10 = 4320 (Scaled);
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 930 1680 2440 1050 1890 2750;
🟢 Ascending Ki-Blast damage: 180 x10 = 1710 (Scaled) 190 x10 = 1830 (Scaled);
🟢 Dash Ki-Blast damage: 350 x10 = 3350 (Scaled) 380 x10 = 3640 (Scaled).

Vegeta, 2nd Form (Super Saiyan 2)
Movement Speed increased; Melee & Throw damage increased; Standard, Charge, Ascending & Dash Ki-Blast damage increased; “Super Energy Wave Volley” improved:
Other than some buffs to his Melee, Throw, and Ki Blast damages we align his Blast-2s to new parameters; we also experienced another issue with the Instability scaling (Check SSJ4 Gogeta's paragraph for more details):
🟢 Movement Speed: Level 4 Level 5;
🟢 Full Melee Rush damage:+10.5% (5170 5710);
🟢 Throw Damage: +21% (1150 1400);
🟢 Standard Ki-Blast damage: 450 x10 = 4320 (Scaled) 480 x10 = 4600 (Scaled);
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 1020 1860 2690 1130 2050 2980;
🟢 Ascending Ki-Blast damage: 200 x10 = 1890 (Scaled) 210 x10 = 1990 (Scaled);
🟢 Dash Ki-Blast damage: 390 x10 = 3710 (Scaled) 410 x10 = 4090 (Scaled);
🔧 “Super Energy Wave Volley”: Improved -1 Reach.

Vegeta, 2nd Form (Super Saiyan 4)
“Spirit Breaking Cannon” and “Final Flash” damage decreased; Melee & Throw damage increased; Fusion cost decreased; Standard, Charge, Ascending & Dash Ki-Blast damage increased; Ki Consumption fixes:

Other than some buffs to his Melee, Throw, and Ki Blast damages we align his Blast-2s to new parameters; we also experienced another issue with the Instability scaling (Check SSJ4 Gogeta's paragraph for more details):
🔴 “Spirit Breaking Cannon” damage: -23% (8510 6750);
🔴 Final Flash damage: 2260 x4 = 9040 1940 x4 = 7760;
🟢 Full Melee Rush damage: +12% (5170 5780);
🟢 Throw damage: +8% (1250 1350);
🟢 “Fusion [Super Saiyan 4 Gogeta]” cost: 5 Blast Stocks 4 Blast Stocks;
🟢 Standard Ki-Blast damage: 490 x10 = 4700 (Scaled) 510 x10 = 4860 (Scaled);
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 1120 2030 2940 1210 2180 3160;
🟢 Ascending Ki-Blast damage: 210 x10 = 2030 (Scaled) 220 x10 = 2120 (Scaled);
🟢 Dash Ki-Blast damage: 420 x10 = 4030 (Scaled) 440 x10 = 4210 (Scaled);
🟢 “Spirit Breaking Cannon” Ki Consumption: 3 Ki Bars 2 Ki Bars;
🟢🔧 Instability scaling reduced: now SSJ4 Vegeta’s Kiai-Cannons won't float the enemy away.

Vegito
Movement Speed increased; “Scatter Finger Beams” damage reduced; Throw Damage decreased; “High Tension” cost decreased; Standard, Ascending & Dash Ki-Blast properties modified; Maximum Ki Regen increased; Kiai Cannon fixed:
As said for Ultimate Gohan, we're aligning Vegetto to his right parameters; now he will compete for the right way against his enemies also thanks to some stats buffs:
🟢 Movement Speed: Level 3 Level 4;
🔴 Scatter Finger Beams damage: 1310 x5 = 6550 1280 x5 = 6400;
🔴 Throw damage: -5% (1700 1610);
🟢 "High Tension" cost: 2 Blast Stocks 1 Blast Stock;
🟢 Standard, Ascending & Dash Ki-Blast: Improved Stun;
🟢 Maximum Ki Regen: 1 Ki Bar 2 Ki Bars;
🔧 NEW: now Vegito properly lands his Kiai Cannon.

Uub
Movement Speed increased; Melee damage increased; High-Speed Movement added:

Giving Uub some stylish tools, for our beloved stylish players:
🟢 Movement Speed: Level 1 Level 3;
🟢 Full Melee Rush damage: +9% (5560 6080);
🔧 NEW: now Uub has access to High-Speed Movement maneuvers while in Max Power Mode.

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Re: Budokai Tenkaichi 3 Sparking! Reborn A Tenkaichi 3 Balance Patch by Paige

Post by Yokumi24 » Sat Feb 20, 2021 12:45 pm

Here is the discord link to the competitive Tenkaichi 3 online servers where you can find and play the patch. We are hosting a 100$ tournament in celebration of the patches completion so be on the lookout. The community is growing more in more so fell free to join if you want to know more about the game beyond the surface level.

The Budokai Other World by Majin Xu:
https://discord.gg/H7HmmzATcB

Tenkaichi 3 Netplay
https://discord.gg/6vjz7fcBqK

BT3 Online
https://discord.gg/HwpM4bw

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Re: Budokai Tenkaichi 3 Sparking! Reborn A Tenkaichi 3 Balance Patch by Paige

Post by UltraInstinctRorikon » Tue Feb 23, 2021 2:10 am

Thank you for this information. Tenkaichi 3 is still the goated Dragon Ball game I wasn't aware there was an online scene for it.
We the ones

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Yokumi24
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Tenkaichi 3 Sparking! Reborn Android changes

Post by Yokumi24 » Sat Mar 06, 2021 6:38 pm

Instead of posting the whole document of character changes, I will post threads for specific characters. for this one, I am highlighting the various changes to the game's Android characters. More specifically the competitive Android characters meaning Android 8 and Android 16 have been excluded. This is because Android 8 is pretty bad with little that can be done to make him competitively viable and Android 16 being an already balanced character amongst the A-tier characters.
Arale
“Ping!” damage increased; “Ncha!” improved:

Arale is very strong already but we thought she needed a little buff in order to give her some alternative strategies to harass her opponents:
🟢 “Ping!” damage: +11% (9000 10000);
🟢 “Ncha!” cost: 3 Blast Stocks 2 Blast Stocks;
🟢 “Ncha!” duration: ~30 seconds Infinite (until a Blast-2 or a Character Switch);
🟢 “Ncha!” Attack damage: +5% +12.5%;
🟢 “Ncha!” Blast-2 damage: +5% +10%;

Android 13
Movement Speed increased:
Android 13 is a full rush character with just a few options for his combos: we thought that’s a big handicap already, he doesn’t deserve to be that slow movement-wise, so we made him a little faster; his transformation is slow already, right?
🟢 Movement Speed: Level 1 Level 3;

Android 13 (Fusion)
Movement Speed increased; “S.S. Deadly Bomber” damage decreased; Melee damage increased; “Android Barrier” cost decreased; Defense increased; Charge, Ascending & Dash Ki-Blast damage increased; Standard, Ascending & Dash Ki-Blast properties modified:
Fusion Android 13? Let’s give him what he deserves, very high damage Combos & Blast-2s at the price of being a huge hurtbox character with slow movement, a juggernaut just like LSSJ Broly and Final Form Cooler:
🟢 Movement Speed: Level 2 Level 3;
🔴 “S.S. Deadly Bomber” damage: 2140 x4 = 8560 1940 x4 = 7760;
🟢 Full Melee Rush damage: +13% (5940 6720);
🟢 “Android Barrier” cost: 2 Blast Stocks 1 Blast Stock;
🟢 Defense: 104% 105%;
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 450 810 1180 1510 1820 2140;
🟢 Ascending Ki-Blast Damage: 140 x18 = 2190 (Scaled) 290 x18 = 4400 (Scaled);
🟢 Dash Ki-Blast Damage: 210 x12 = 2380 (Scaled) 360 x12 = 4030 (Scaled);
🟢 Standard, Ascending & Dash Ki-Blast: Improved Stun.

Android 17
“Max Power Energy Ball” damage decreased; Ki Regen Speed decreased; Standard, Charge, Ascending & Dash Ki-Blast damage increased:
Android 17 is a Mid-Range Blast-2 type character, capable to punish every opponent's movement mistake with his Energy Ball, but the damage is just too high for such a low-risk Blast-2; so Max Power Energy Ball damage had to be reduced this way, along with his natural ability to escape from the melee scenario (we gave him some Ki Blast damage buffs, though, to give him more combo power):
🔴 “Max Power Energy Ball” damage: 4010 x2 = 8020 3300 x2 = 6600;
🔴 Ki Regen Speed: -33%;
🟢 Standard Ki-Blast damage: 200 x5 = 1000 300 x5 = 1500;
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 450 810 1180 490 980 1470;
🟢 Ascending & Dash Ki-Blast damage: 210 x8 = 1660 (Scaled) 270 x8 = 2130 (Scaled).

Android 18
“Destructo Disc” damage increased; “Infinity Bullet” damage decreased; Melee & Throw damage increased; Standard, Charge, Ascending & Dash Ki-Blast damage increased; Ki Consumption fixes:
Android 18 represents the real balance problem: we had to change a lot of stats and parameters in order to align her for a Top Tier comparison; hope you like the changes:
🟢 “Destructo Disc” damage: 3010 x2 = 6020 3300 x2 = 6600;
🔴 “Infinity Bullet” damage: 660 x10 = 6600 640 x10 = 6400;
🟢 Full Melee Rush damage: +11% (5050 5610);
🟢 Throw damage: +90% (710 1350);
🟢 Standard Ki-Blast damage: 180 x6 = 1080 260 x6 = 1560;
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 400 730 1050 450 900 1350;
🟢 Ascending & Dash Ki-Blast damage: 190 x8 = 1490 (Scaled) 270 x8 = 2110 (Scaled);
🟢 “Infinity Bullet”: Improved -1 Reach.

Super 17
“Full Power Energy Wave” damage decreased; Melee & Throw damage increased; “Android Barrier” cost decreased; Standard & Charge Ki-Blast damage increased:
Giving Super 17 some buffs and alignments, since his melee was definitely too weak in order to compete against the other Top Tiers; he’ll also be affected by the Android Auto-Ki Regen changes:
🔴 “Full Power Energy Wave” damage: 2140 x4 = 8560 1940 x4 = 7760;
🟢 Full Melee Rush damage: +8% (5320 5740);
🟢 Throw damage: +15% (1250 1450);
🟢 “Android Barrier” cost: 2 Blast Stocks 1 Blast Stock;
🟢 Standard Ki-Blast damage: 280 x6 = 1680 330 x6 = 1970 (Scaled);
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 640 1160 1680 720 1300 1880.
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Tenkaichi 3 Sparking! Reborn Frieza Changes

Post by Yokumi24 » Sat Mar 06, 2021 9:03 pm

Frieza (1st Form)
Movement Speed increased; “Death Beam” damage increased; Melee damage increased:
Buffing every Frieza form, not too much, in order to make him a competitive character, allowing players to have actual advantages when transforming him during the battle; this form will encourage fast and aggressive players: enjoy the buffs:
🟢 Movement Speed: Level 3 Level 5;
🟢 “Death Beam” damage: +10% (6000 6600);
🟢 Full Melee Rush damage: +5% (5070 5300).

Frieza (2nd Form)
Movement Speed increased; “Death Storm” damage increased; Defense increased; Melee & Throw damage increased; Ascending & Dash Ki Blasts damage increased:
As said for 1st form Frieza, we’re just buffing every Frieza form to make him a competitive character and allowing players to have actual advantages when transforming him during the battle; this form will be more of a “Juggernaut” form: enjoy the buffs:
🟢 Movement Speed: Level 2 Level 3;
🟢 “Death Storm” damage: 1170 x6 = 7020 1510 x6 = 9060;
🟢 Defense: 100% 102%;
🟢 Full Melee Rush damage: +12.5% (5790 6480);
🟢 Throw damage: +16% (1550 1800);
🟢 Ascending Ki-Blast damage: 300 x12 = 3390 (Scaled) 350 x12 = 3920 (Scaled);
🟢 Dash Ki-Blast damage: 600 x6 = 3590 (Scaled) 710 x6 = 4300 (Scaled).

Frieza (3rd Form)
“Death Beam” damage increased; Melee & Throw damage increased; Ascending Ki-Blasts stun improved; Ki Charging speed increased; Defense increased; Maximum Ki Regen increased:
Everything has already been said for 1st form Frieza; this form will be more of a Zoning character, that strongly relies on movement and positioning; enjoy the buffs:
🟢 “Death Beam” damage: +1.5% (6510 6600);
🟢 Full Melee Rush damage: +10% (5000 5560);
🟢 Throw damage: +11.8% (1190 1330);
🟢 Ascending Ki-Blast: Improved Stun;
🟢 Ki Charging Speed: +25%;
🟢 Defense: 102% 103%;
🟢 Maximum Ki Regen: 1 Ki Bar 2 Ki Bars.

Frieza (Final Form)
Movement Speed increased; “Barrage Death Beam” & “I Might Die This Time” damage decreased; Melee damage increased; Charge Ki Blast damage increased: Ascending & Dash Ki Blast damage decreased; Maximum Ki Regen increased:
Here we have a very peculiar character with bad stats to make him viable; as for the other Frieza forms, we’re aligning him to better parameters, hope you enjoy the alignments:
🟢 Movement Speed: Level 4 Level 6;
🔴 “Death Beam” damage: 710 x10 = 7100 600 x10 = 6000;
🔴 “I Might Die This Time” damage: -9% (8510 7740);
🟢 Full Melee Rush damage: +8% (5200 5620);
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 1050 1090 1120 1050 1280 1540;
🔴 Ascending Ki-Blast damage: 350 x9 = 3570 (Scaled) 330 x18 = 2870 (Scaled);
🔴 Dash Ki-Blast damage: 400 x9 = 4020 (Scaled) 330 x9 = 2870 (Scaled);
🟢 Maximum Ki Regen: 1 Ki Bar 2 Ki Bars.

Frieza (Full Power)
Movement Speed increased; “Death Saucer” damage decreased; Melee & Throw damage increased; Charge Ki Blast damage increased: Ascending & Dash Ki Blast damage decreased; Maximum Ki Regen increased; “Giant Throw” added:
Here we have a very peculiar character with bad stats to make him viable; as for the other Frieza forms, we’re aligning him to better parameters, hope you enjoy the alignments:
🟢 Movement Speed: Level 4 Level 5;
🟢 “Death Saucer” damage: 3260 x2 = 6520 3300 x2 = 6600;
🟢 Full Melee Rush damage: +8% (5480 5900);
🟢 Throw damage: +18% (1400 1650);
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 640 1160 1680 1160 1680 2240;
🟢 Maximum Ki Regen: 1 Ki Bar 2 Ki Bars;
🟢 Standard, Ascending & Dash Ki-Blast: Improved Stun.

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Tenkaichi 3 Sparking! Reborn Adult Gohan Changes

Post by Yokumi24 » Sat Mar 06, 2021 9:06 pm

Adult Gohan
“Explosive Madan” damage decreased; Melee Damage decreased; Standard, Charge, Ascending & Dash Ki-Blast damage increased; “Full Power Energy Blast Volley” improved:

Adult Gohan is a very good character in the overall scenario but his Madan just does too much damage being such a low risk move; we needed to align his stats a bit as shown below:
🔴 “Explosive Madan” damage: 1730 x4 = 6920 1495 x4 = 5960;
🔴 Full Melee Rush damage: -4% (5270 5070);
🟢 Standard Ki-Blast damage: 260 x5 = 1300 300 x5 = 1500;
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 590 1070 1550 620 1240 1860;
🟢 Ascending & Dash Ki-Blast damage: 280 x8 = 2190 (Scaled) 300 x8 = 2340 (Scaled);
🔧 “Full Power Energy Blast Volley”: Improved -1 Reach.

Adult Gohan (Super Saiyan)
“Full Power Energy Blast Volley” damage increased & “Explosive Madan” damage decreased; Standard, Charge, Ascending & Dash Ki-Blast damage increased; “Full Power Energy Blast Volley” improved:
We’re aligning SSJ Adult Gohan’s Madan damage correctly for all of his three forms, check Adult Gohan’s paragraph for additional info:
🟢 “Full Power Energy Blast Volley” damage: 730 x8 = 5840 750 x8 = 6000;
🔴 “Explosive Madan” damage: 1810 x4 = 7240 1570 x4 = 6280;
🔴 Full Melee Rush damage: -7.2% (5570 5180);
🟢 Throw damage: +3.2% (1230 1270);
🟢 Standard Ki-Blast damage: 320 x6 = 1910 (Scaled) 360 x6 = 2150 (Scaled);
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 740 1330 1930 770 1540 2310;
🟢 Ascending Ki-Blast damage: 350 x8 = 2740 (Scaled) 370 x8 = 2880 (Scaled);
🟢 Dash Ki-Blast damage: 460 x6 = 2750 (Scaled) 490 x6 = 2920 (Scaled);
🔧 “Full Power Energy Blast Volley”: Improved -1 Reach.

Adult Gohan (Super Saiyan 2)
“Super Explosive Madan” damage decreased; Standard, Charge, Ascending & Dash Ki-Blast damage increased; “Full Power Energy Barrage Wave” improved; Rushing Technique modifications; Throw Animation fixed:
Now the opponents will finally have more defensive chances, not risking their lives after being hit by a single Super Explosive Madan; enjoy the balancement:
🔴 “Super Explosive Madan” damage: 1890 x4 = 7560 1650 x4 = 6600;
🔴 Full Melee Rush damage: -3.5% (5480 5290);
🟢 Standard Ki-Blast damage: 340 x7 = 2350 (Scaled) 370 x7 = 2560 (Scaled);
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 780 1420 2060 810 1620 2440;
🟢 Ascending & Dash Ki-Blast damage: 370 x8 = 2900 (Scaled) 400 x8 = 3110 (Scaled);
🔧 “Full Power Energy Barrage Wave”: Improved -1 Reach;
🔧 “Kiai Cannon” Rushing Technique: Swapped with “Blaster Wave”;
🔧 Throw Animation fixed: now SSJ2 Adult Gohan will show every hit in the Combo Counter (like for the other Adult Gohan forms).

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Tenkaichi 3 Sparking! Reborn GT Goku Changes

Post by Yokumi24 » Sat Mar 06, 2021 9:16 pm

Goku, GT
Melee damage increased; Defense increased; Ki Consumption fixes:

GT Goku is a very funny character to play, so we decided to give to all of its forms some help, to be more viable and playable by stylish and competitive players:
🟢 Full Melee Rush damage: +3.8% (4770 4960);
🟢 Defense: +10%;
🟢 Get Up Dash and Backroll Ki Consumption: 2 Ki Bars 1 Ki Bar.

Goku, GT (Super Saiyan)
“Full Power Energy Blast Volley” & “Super Kamehameha” damage increased; Melee damage increased; Defense increased; Ki Consumption fixes; “Full Power Energy Blast Volley” improved:

As said for base form GT Goku, we decided to give to all of its forms some help, making them more viable and playable:
🟢 “Full Power Energy Blast Volley” damage: 730 x8 = 5840 750 x8 = 6000;
🟢 “Super Kamehameha” damage: 1230 x7 = 7380 1300 x6 = 7800;
🟢 Full Melee Rush damage: +8.1% (4860 5290);
🟢 Defense: +10%;
🟢 “Full Power Energy Blast Volley” Ki Consumption: 3 Ki Bars 2 Ki Bars;
🟢 Get Up Dash and Backroll Ki Consumption: 2 Ki Bars 1 Ki Bar;
🔧 “Full Power Energy Blast Volley”: Improved -1 Reach.

Goku, GT (Super Saiyan 3)
“Full Power Energy Blast Volley” damage increased; Melee damage increased; Defense increased; “Saiyan Soul” cost decreased; Starting Ki Quantity increased; Ki Consumption fixes; “Full Power Energy Blast Volley” improved:

As said for base & SSJ GT Goku forms, we decided to give to all of its forms some help, making them more viable and playable:
🔴 “Full Power Energy Blast Volley” damage: 820 x8 = 6560 800 x8 = 6400;
🟢 Full Melee Rush damage: +10.8% (5000 5610);
🟢 Defense: +10%;
🟢 “Saiyan Soul” cost: 3 Blast Stocks 2 Blast Stocks;
🟢 Starting Ki Quantity: 1 Ki Bar 2 Ki Bars;
🟢 “Full Power Energy Blast Volley” Ki Consumption: 3 Ki Bars 2 Ki Bars;
🟢 Get Up Dash and Backroll Ki Consumption: 2 Ki Bars 1 Ki Bar;
🔧 “Full Power Energy Blast Volley”: Improved -1 Reach.

Goku, GT (Super Saiyan 4)
“Kamehameha x10” and “Meteor Crash” damage decreased; Standard, Charge, Ascending & Dash Ki-Blast damage increased; “I’ll Beat You in 5 Seconds” Blast-1 reworked; “Kamehameha x10” improved:
We wanted to try something different with SSJ4 Goku, reworking a Blast-1 move for the first time; enjoy the buffs:
🔴"Kamehameha x10" damage: 1070 x8 = 8650 970 x8 = 7760;
🔴"Meteor Crash" damage: -11.7% (8510 7510);
🟢 Standard Ki-Blast damage: 390 x8 = 3060 (Scaled) 410 x8 = 3220 (Scaled);
🟢 Charge Ki-Blast damage: 880 1600 2310 960 1820 2640;
🟢 Ascending Ki-Blast damage: 420 x8 = 3270 (Scaled) 440 x8 = 3430 (Scaled);
🟢 Dash Ki-Blast damage: 330 x10 = 3150 (Scaled) 360 x10 = 3450 (Scaled);
🔴 "I'll Beat You in 5 Seconds" cost: 2 Blast Stocks 3 Blast Stocks;
🟢 "I'll Beat You in 5 Seconds": Gives Max Power Mode;
🟢 "I'll Beat You in 5 Seconds": Buffs Removed;
🔧"Kamehameha x10": 8 Hits 4 Hits;

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Tenkaichi 3 Sparking! Reborn Gotenks Changes

Post by Yokumi24 » Sat Mar 06, 2021 9:19 pm

Gotenks
“Full Power Energy Wave” damage decreased; Melee & Throw damage increased; “False Courage” cost increased; “False Courage” improved; Blast Stock Charging speed increased; Charge Ki-Blast damage decreased:

We’re about to make small adjustments to all of the three Gotenks forms, to try to make him more competitive or, also, make him a better Stylish choice for Stylish players; enjoy the buffs:
🔴 “Full Power Energy Wave” damage: 1890 x4 = 7560 1790 x4 = 7160;
🟢 Full Melee Rush damage: +2% (5120 5250);
🟢 Throw damage: +26% (1150 1450);
🔴 “False Courage” cost: 1 Blast Stock 2 Blast Stocks;
🟢 “False Courage” Attack damage: -27.5% REMOVED;
🟢 “False Courage” Defense: +5% +10%;
🟢 “False Courage” Duration: ~6 Seconds ~10 Seconds;
🔴 Blast Stock Charging speed: ~16 Seconds ~20 Seconds;
🔴 Min. / Medium / Max. Charge Ki-Blast damage: 830 1510 2180 720 1310 1900.

Gotenks (Super Saiyan)
Melee & Throw damage increased; “False Courage” cost increased; “False Courage” improved; Blast Stock Charging speed increased; Charge, Ascending & Dash Ki-Blast damage increased:

As said in the Gotenks paragraph, SSJ Gotenks will also be included in the buffs & alignments to try to make him more competitive or better in terms of Stylish choices:
🔴 “Big Tree Cannon” damage: 1350 x6 = 8100 1240 x6 = 7440;
🟢 Full Melee Rush damage: +4.5% (5210 5470);
🟢 Throw damage: +42% (1090 1550);
🔴 “False Courage” cost: 1 Blast Stock 2 Blast Stocks;
🟢 “False Courage” Attack damage: -27.5% REMOVED;
🟢 “False Courage” Defense: +5% +10%;
🟢 “False Courage” Duration: ~6 Seconds ~10 Seconds;
🔴 Blast Stock Charging speed: ~16 Seconds ~20 Seconds;
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 640 1160 1680 840 1520 2200;
🟢 Ascending Ki-Blast damage: 180 x14 = 2230 (Scaled) 260 x14 = 3420 (Scaled);
🟢 Dash Ki-Blast damage: 300 x8 = 2370 (Scaled) 400 x8 = 3130 (Scaled).

Gotenks (Super Saiyan 3)
“DIE DIE Missile Barrage” & “Big Tree Cannon” damage decreased; Melee & Throw damage increased; “Finish Sign” cost decreased; Charge & Ascending Ki-Blast damage increased; Charge Ki Blast properties modified; Ki Consumption fixes; “DIE DIE Missile Barrage” improved:

SSJ3 Gotenks will get other buffs, other than overall stats buffs, in particular on his Blast-1 costs; we’re trying to bring him as higher as possible in the competitive scenery, otherwise he’ll still be a very good Stylish pick:
🔴 “DIE DIE Missile Barrage” damage: 660 x10 = 6600 640 x10 = 6400;
🔴 “Big Tree Cannon” damage: 1420 x6 = 8520 1290 x6 = 7740;
🟢 Full Melee Rush damage: +10% (5310 5850);
🟢 Throw damage: +57% (1050 1650);
🟢 “Finish Sign” cost: 2 Blast Stocks 1 Blast Stock;
🟢 Min. / Medium / Max. Charge Ki-Blast damage: 640 1160 1680 960 1740 2520;
🟢 Ascending Ki-Blast damage: 150 x16 = 2150 (Scaled) 260 x16 = 3760 (Scaled);
🟢 Minimum & Medium Charge Ki-Blast: Improved Stun;
🟢 Blast Stock Charging speed: ~16 Seconds ~14 Seconds;
🟢 “DIE DIE Missile Barrage” Ki Consumption: 3 Ki Bars 2 Ki Bars;
🔧 “DIE DIE Missile Barrage”: Improved -1 Reach.

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Tenkaichi 3 Sparking! Reborn Uub and Majuub Changes

Post by Yokumi24 » Sat Mar 06, 2021 9:28 pm

Majuub
“Chocolate Beam” & “Super Energy Wave Volley” damage decreased; Movement Speed increased; Melee & Throw damage increased; Charge Ki-Blast properties modified; Blast Stock Charging speed decreased:

A complete rework for Majuub; this will allow him to be as strong as his evil counterpart (talking about Kid Buu) with a less effective melee but a more complete moveset overall, hope you enjoy the buffs:
🔴 “Chocolate Beam” damage: -9% (8510 7730);
🔴 “Super Energy Wave Volley” damage: 660 x10 = 6600 640 x10 = 6400;
🟢 Movement Speed: Level 5 Level 6;
🟢 Full Melee Rush damage: +10% (5390 5920);
🟢 Throw damage: +20% (1350 1650);
🟢 Minimum & Medium Charge Ki-Blast: Improved Stun;
🟢 Blast Stock Charging speed: ~17 Seconds 14 Seconds;
🔧 “Super Energy Wave Volley”: Improved -1 Reach.

Uub
Movement Speed increased; Melee damage increased; High-Speed Movement added:

Giving Uub some stylish tools, for our beloved stylish players:
🟢 Movement Speed: Level 1 Level 3;
🟢 Full Melee Rush damage: +9% (5560 6080);
🔧 NEW: now Uub has access to High-Speed Movement maneuvers while in Max Power Mode.

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Tenkaichi 3 Sparking! Reborn Teen Gohan Changes

Post by Yokumi24 » Sat Mar 06, 2021 9:31 pm

Teen Gohan
“Gekiretsu Madan” damage decreased; Melee & Throw damage decreased; Defense increased; Ki Consumption fixes; “Gekiretsu Madan” improved:
Teen Gohan is a weird character: his melee stats are so high when it comes to Super Saiyan form but then he gets to Super Saiyan 2 form with a huge downgrade of his melee stats! Teen Gohan needed this nerf to get, combined with the Teen Gohan SSJ2's buff, the right balance between all 3 forms:
🔴 “Gekiretsu Madan” damage: 590 x10 = 5900 550 x10 = 5500;
🔴 Full Melee Rush damage: -22% (5560 4530);
🔴 Throw damage: -22,5% (1420 1150);
🟢 Defense: +10%;
🔴 “Super Masenko” Ki Consumption: 2 Ki Bars 3 Ki Bars;
🟢 “Gekiretsu Madan” Ki Consumption: 3 Ki Bars 2 Ki Bars;
🟢 Get Up Dash and Backroll Ki Consumption: 2 Ki Bars 1 Ki Bar;
🔧 “Gekiretsu Madan”: Improved -1 Reach;

Teen Gohan (Super Saiyan)
Melee & Throw damage decreased; Defense increased; Ki Consumption fixes:
As said for Teen Gohan, we're just aligning Teen Gohan SSJ with the right melee parameters, making him more balanced and weaker in comparison to Teen Gohan SSJ2. Have you ever seen a Super Saiyan being stronger than a Super Saiyan 2?
🔴 Full Melee Rush damage: -20% (6100 5060);
🔴 Throw damage: -25% (1560 1250);
🟢 Defense: +10%;
🟢 Get Up Dash and Backroll Ki Consumption: 2 Ki Bars 1 Ki Bar.

Teen Gohan (Super Saiyan 2)
“Gekiretsu Madan” damage decreased; “Super Kamehameha” damage increased; Melee damage increased; Defense increased; Ki Consumption fixes:
A proper Melee-God like Teen Gohan SSJ2 needs better Stats since his dexterity in the close combat scenario hasn't ever been that rewarding; maybe Teen Gohan SSJ2 will be more competitive with these buffs & realignments, now helping his struggles against his God Tier friends:
🔴 “Gekiretsu Madan” damage: 650 x10 = 6500 640 x10 = 6400;
🟢 “Super Kamehameha” damage: 1280 x6 = 7680 1290 x10 = 7740;
🟢 Full Melee Rush damage: +3% (5530 5700);
🟢 Defense: +10%;
🔴 “Super Kamehameha” Ki Consumption: 2 Ki Bars 3 Ki Bars;
🟢 “Gekiretsu Madan” Ki Consumption: 3 Ki Bars 2 Ki Bars;
🟢 Get Up Dash and Backroll Ki Consumption: 2 Ki Bars 1 Ki Bar;
🔧 “Gekiretsu Madan”: Improved -1 Reach;

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Re: Budokai Tenkaichi 3 Sparking! Reborn Megathread

Post by VegettoEX » Sun Mar 07, 2021 3:51 pm

Consolidating these extensive separate threads into one. With no explanation or context in the other character-specific threads you made, it was completely incomprehensible. Please keep the discussion regarding whatever this is here. Thanks!
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Re: Budokai Tenkaichi 3 Sparking! Reborn Megathread

Post by Yokumi24 » Sun Mar 07, 2021 4:50 pm

Looking for artists to create the logo for Sparking Reborn. Contact me on discord at Majin Xu #3085

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