DBZ Shin Budokai Rebalanced

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Brohan
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Joined: Sun Sep 19, 2010 6:40 pm

DBZ Shin Budokai Rebalanced

Post by Brohan » Mon Jan 17, 2011 1:31 pm

Something I saw on the Shi shi rendan boards inpspired me to start this, I think it was Naruto UNH 3 rebalanced or somthing like that, one of the members went into the game and messed with the coding to rebalance it. For now, I'm focusing on this project, I'm taking pre calc right now and some other advanced math to try to build a nice base toward learning code ect. In the end you'll obviously need CFW to play it, preferably on a PSP 1000.

Now for a good week, me and my Budokai boys have been discusing how we can rebalance the characters, and here's what we've come up with so far.

Goku----

Invincibility on the 2nd and 3rd "S" of >RSS, range increased to a 2 step starter

RRRRR ki building increased by .1 per hit.

Natural Ki regen up 10%

Damage Distribution on SDF changed, does 5% more damage if canceled, but does the same damage overall.

Teen Gohan----

Second hit of SDS damage increased by 15%

Hit stun of first SDS hit increased, uncharged SDS, Fully charged SDS or Aura Burst SDS is possible now

Throw damage increased to 350

Defense % remains at a static 120% in all forms

Gohan----

Hittable box on his neutral stance in Mystic form reduced

Vegeta----

Final Flash base damage nerfed to 700 damage

Final Flash now costs 3 ki bars

Sword Trunks----

Knock back on each hit of SSS increased, no longer comboable

Priority on <SS nerfed

Hitbox on Shining slash nerfed, doesn't hit toward the tip anymore

Armor Trunks---

Evasive Kick damage nerfed by 10%, no longer cancelable

Natural Ki regen reduced by !0%

Pikkon----

Natural ki regen up 3%

Hyper tornado priority reduced

Thunder Flash does 10% more damage but has 3 more hits

Future Gohan----

Evasive Kick Damage up 5%

Spirit Shot recovery increased

>S causes Bound on a low juggle.

Android 18----

Accel Dance Damage down 5%

Destructo Disk startup/recovery reduced

<S<S safe on block

Fat Buu----

Angry Explosion startup massively buffed, comboable of of even moderate hitstun

Innocence Express damage up 20%

Super Buu----

No buffs/nerfs, he's perfectly balanced

Freeza----

Death Saucer startup/recovery reduced, damage increased by 3%

Target Combo-The final tail sweep of RRRRR recovers instantaneously on block or hit, giving you enough frame advantage to instantly followup with \/S for a juggle into his Death Chaser

Neutral R is now a 2 frame jab

Dabura----

Startup and recovery on >S massivley buffed, Dabura has a full screen projectile similar to Sagat's

Gogeta----

SRS knocks the opponent into Bound status on the last "S"

\/S hits bound on a low juggle as well as the last hit on <E

Natural Ki regen up 10%

Bardock----

Saiyan Spirit Damage down 10% crumple time is shorter

Base attack % reduced to 100

Cell----

Hit box on SSSS buffed, will combo from maximum range

Tail shoot hitbox nerfed, has to hit about have a step closer to work

Vegetto----

RRRS causes bound status in a low juggle

Spirit Sword damage reduced by 15%

>S propels him farther, and casues more knockback on block, in other words, it's safe on block
[In other words his kara throw is waaaybetter now]

RRRRS is a comboable cancel now, hitstun was increased

Piccolo----

S attacks were nerfed in priority across the board

SSS hitbox nerfed, you have to hit it more meaty now, range decreased from a 4 step poke to a 2.5 step poke.

Hellzone grenade startup increased

Maou Shot hits off a juggle

\/S faster startup

Broly----

LSSJ defensive% reduced to 50%, because of this and some nasty Broly only combos, it's advised to start off matches in Base form and secure a life/ki lead before using LSSJ

Base broly's baseline reduced to 3 Ki bars

[his overall pokes and approach tactics are the same, but his new stamina makes him a glass cannon]

Krillin----

Combos that use the Krillin slide animation more than once will hit the opponentinto a low juggle

Destructo Disk faster startup/ not armor breaking anymore

Gotenks----
All axe kick cancels have invincibility on them.

Neutral R is a 2 frame jab

Defense% remains at a static 100% in all forms

Cooler----

Startup on all Specials/Ultimates decreased

All axe kick cancels have invincibility on them.

After a throw, all moves that juggle after it hit the opponent into a bound state

Sauzer Blade damage up 10%, doesnt count toward damage scaling

Janenmba----

Hell Gate Startup reduced, comparable to IW Hell Gate

[For those not familiar with the lingo used here, check out the link in my sig]

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Brohan
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Posts: 52
Joined: Sun Sep 19, 2010 6:40 pm

Re: DBZ Shin Budokai Rebalanced

Post by Brohan » Mon Jan 17, 2011 4:57 pm

No love for black Gohan??? :( Suggestions for buffs/nerfs you'd like to see?

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