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

https://www.youtube.com/user/OneHitPaige
Creatful Chaos

https://www.youtube.com/channel/UC_frLj ... Xm5RwDp-5A
Asura

Ninkazai

Majin Xu

https://www.youtube.com/channel/UC3xnRS ... Uhap9num2Q
Legend:
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:
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:
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:
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:
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?
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:
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):
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
Super Buu
Movement Speed increased:
Aligning Super Buu’s parameters to better fit his following forms buffs, be sure to check them out:
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:
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:
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:
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:
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:
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:
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:
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?
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:
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:
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:
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:
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:
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:
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:
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):
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):
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:
Uub
Movement Speed increased; Melee damage increased; High-Speed Movement added:
Giving Uub some stylish tools, for our beloved stylish players: