Dragon Ball Z: Budokai 3 Competitive Tier List

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Dragon Ball Z: Budokai 3 Competitive Tier List

Post by DBZAOTA482 » Thu Jun 25, 2020 3:47 pm

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Top Tier
Cell – Cell has good reach, fast starters with his neutral P being the single fastest starter in B3, high damage potential, and ridiculous offensive pressure. Energy Field is short ranged but it's nearly impossible to counter (even negating teleport counters) and he has three permanent transformations pretty much out the gate which increases his ki baseline up to 5. He also has a juggle throw.

Omega Shenron – This one is as clear as day. Omega Shenron has a maxed out ki baseline which gives him a considerable edge in teleport wars (as teleporting only requires 3 ki gauges) though it makes him vulnerable when low on ki, has an extremely varied and unique combo platform that requires considerable labbing time, and he can charge Dragon Thunder by stacking one on top of another.

Piccolo – Piccolo is the best zoner in B3 as he has insane range with his >P strings, he has good footsies, and has two permanent transformations. Light Grenade (only used when in Fuse With Kami form) requires only half a ki gauge but does the damage of a lvl. 2 death move fireball.

Dabura – Dabura has great zoning with his sword attacks and has similar pressure tools to Cell although his starters don't have as much speed. Evil Blast is also a very practical lvl. 2 move. It has short buffering time and is a fireball so it does a lot of damage.

Bardock – Bardock is the undisputed juggle king in B3 and has the highest damage potential. He’s great at bringing the pressure and has an infinite that ignores damage scaling (Heat Phalanx). His only weakness is a standard ki baseline of only 3 with no way of increasing it.

Upper Tier
Vegeta – Vegeta is a very easy-to-use character with a fast and varied combo platform. His reach is a bit stubby but he has good starters, decent offensive pressure (notably with his PPP>P cancel and his >P starter which is an overhead punch that can be charged), a juggle throw, and three transformations that increase his ki baseline up to 6 and his attack up to 40%. Final Shine Attack is also amongst the most damaging death moves and it only requires 1 ki gauge.

Super Buu – Super Buu is bested only by Omega Shenron in terms of mixups and his reach is also up there. His starters are very slow (with exception to his neutral P) but he has a very high ki baseline of 5 (which can be increased), III Ball Attack is an unguardable lvl. 2 death move, the fastest ground sidestep in base form, and Absorption consumes no ki and has good range making it useful against good players plus it can increase his already high damage potential depending on who he absorbs.

Majin Buu – This Buu is not as big on mixups but his starters are much faster and he still has incredible reach. Innocence Express is unguardable like III Ball Attack but it’s a bit slower. He also has a good ki baseline of 4.

Android #18 - #18 has a very strong defensive combo platform and she’s one of the best jugglers in B3. Her <P starter is one of the few that negates physical attacks and her <P<P chain is an easy infinite. She also has a good ki baseline of 4.

Trunks – Trunks takes bit after his father but lacks the variety, the insane boosts from transformations, and juggle throw. However, he can bring the pressure quite well as his PPP>P has a better cancel window than Vegeta's and he has some range with his sword combos which can put in some nasty frametraps. He also has two fireballs for his death moves making them pretty safe on neutral.

Goku – Goku is a solid all-rounder with beginner-friendly combos (>PKK and KKKK are safe, easy cancels) but his more advanced combos require quite a bit of labbing (notably his PPP>P cancel). He is very transformation happy as he has five transformations in total with a similar boost to Vegeta (including 10x Kamehameha which as much damage as Final Shine Attack) and Dragon Fist is highly versatile. His offensive pressure is somewhat lacking, though.

Teen Gohan – Teen Gohan is quite small which gives him high combo resistance, but his reach suffers for it. He has good offensive pressure along with some range due to Piccolo's training, can rack up a lot of damage, has a juggle throw, and Soaring Dragon Strike (only used when in Super Saiyan 2 form) is the best death move bar none. The range is not that long but It negates physical attacks, it breaks guard, does a lot of damage, and is safe even if the opponent counters it.

Kid Buu – Just like the other Buus, he has crazy mixups and long reach but the latter is somewhat diminished due to his smaller size. He is also plagued by slow starters but he has tons of chargeable attacks, has great damage potential and Vanishing Ball is a fireball but it does more raw damage compared to Innocence Express or lll Ball Attack. His ki baseline is incredibly high with 6 gauges.

Middle Tier
Yamcha – Yamcha’s <P starter is one of if not the best pokes in the game as it negates physical attacks, is decently fast, and can be viably canceled halfway making it very safe on neutral. He has both the K<K and KKKK axe kick cancels which can throw opponents' defensive game for a lop. He also breaks tradition by having two lvl. 1 death moves one being the old fashioned Kamehameha while the other is Wolf Fang Fist which is good for wakeups and is a decent combo extender.

Krillin – Krillin is around the same size as Teen Gohan so he has the same strength and weakness. His neutral P is a bit slower than average but has better range with solid strings and his K+G is one of the best pokes in B3 as he can slide under most attacks and can be canceled halfway, making him a solid character for defensive players. He also has a transformation out the gate that increases his ki baseline up to 4.

Broly – Broly is something of a bulldozer with his great reach, high amount of chargeable and guard breaking attacks, and high raw damage. However, he’s a HUGE target (much larger than everyone in his Legendary Super Saiyan form) with a slow and predictable combo platform. He also has a great ki baseline starting with 4 and increasing to 5 with Legendary Super Saiyan form.

Gohan – Gohan takes quite a bit more from his father here but he lacks the more elaborate combos and his transformations aren’t as useful. He still mixes it up with moves from Piccolo so he has somewhat better range and Soaring Dragon Strike is still the best death move in the game (albeit it's a more simple here).

Goten – Due to his training with Gohan, Goten has inherited some moves of his father but he adds his own flavor to it including the great PPPK pressure tool. His ground dash is slow and he lacks the multiple Super Saiyan transformations that his father has but he’s a small target (even smaller than Krillin or Teen Gohan) and his lvl. 2 death move Charge is unguardable, tracks sidestepping opponents, and can allow him to dodge projectiles completely.

Kid Goku – Kid Goku is pretty much Goku but miniature size and no transformations. Rock-Scissors-Paper is not as versatile as Dragon Fist but it only costs 1 ki gauge and it has multi-ended extensions. He also has considerable range for his size due to his Power Pole strings though they leave him very much open to attack so they're good mostly for pokes.

Gt. Saiyaman – Gt. Saiyaman is fresh off the heels from 7 years of not training so his offensive pressure is not as good as it was before and he uses none of his transformations, but his bigger size gives him better reach than Teen Gohan. His >K+G is the same as Krillin’s K+G only it puts the opponent in a juggle state rather than a stun and he has two lvl. 1 death moves that break an opponent’s guard, though they still don’t hold a candle to Soaring Dragon Strike.

Kid Trunks – Kid Trunks is like a little slitting-image of his father (minus the multiple Super Saiyan forms) but just like Goten, he mixes it up with his own stuff including his >K+G which has great range and a good cancel window. Final Cannon is mostly useless, however.

Cooler – Cooler has decent mixups and two death moves that are hard to counter especially Sauzer Blade. His starters are a bit on the slow side but he has good reach in Final Form and a good ki baseline of 4 (5 permanently when in Final Form).

Android #16 - #16 is a big guy with great reach and solid defensive combo platform that also allows for some good mixups. He only has one death move but it’s much stronger than the average lvl. 1 death move.

Tien – Tien has a very basic combo platform. His <P starter is like Yamcha’s only it can’t be cancelled but its follow-ups are slightly better particularly his <PP cancel. Dodonpa has very little buffer time so it can be used as a spacing tool. Ki Blast Cannon has great range on top of doing a lot of damage but has a long buffering time.

Supreme Kai – Supreme Kai's combo platform is decent both offensively and defensively though his starters are pretty stubby. His neutral P starter is chargeable but it comes out fairly slow and you wont get too much range with it. Supernatural Abilities can be effective in many ways, but it’s also random in which object he throws.

Frieza – Just like Cooler, Frieza has decent mixups but he has slightly better reach due to his tail strings which are good pokes. He also has a chargable P starter but death moves are easier to counter. Death Beam is like Dodonpa but it's a bit slower and can start a beam clash. He also has 4 permanent transformations (some that make him larger) that increase his attack up to 20% and his ki baseline up to 4.

Android #17 - #17 has a defensive and juggling game similar to his sister but it’s not as effective. He's slightly more efficient offensively as he has a better <P starter, his PKPK mixups, and Energy Field.

Low Tier
Kid Gohan – Kid Gohan has very limited offensive options including having only one death move (Masenko, which admittedly has good buffering). On the other hand, he is small in size, his <P starter negates physical attacks and is a juggle starter, and he has a transformation out the gate like Krillin.

Dr. Gero - Dr. Gero has a defensive combo platform much like the android twins but little of the juggle ability. His strength lies on Ki Blast Absorption which absorbs any ki-based projectile.

Captain Ginyu – Captain Ginyu has some solid defensive options like having a chargeable <K starter and good range with his >K starter. However, it is hard to perform damaging combos with him and his offensive game is pretty bad. He has a chargeable and unguardable physical lvl. 2 death move, though.

Raditz – Raditz is basically a weaker version of Bardock. He lacks the juggle ability and his offensive pressure isn't nearly as strong. Raditz has better range namely with his death moves including Saturday Crush which does more raw damage than Heat Phalanx and is a fireball.

Nappa – Nappa is a big target that’s a little slow on the ground mainly due to his sidestep. His neutral P starter is among the slowest but it has considerable reach while on the ground, his >P starter is a solid offensive tool like Vegeta's along with his follow-ups, and his >P+K has good reach and damage. However, Break Cannon is a lvl. 2 beam so it can start a beam clash.

Recoome – Recoome is of a similar size to Nappa (though he has better reach) but he’s not much for offensive pressure. He does have some decent defensive options like a chargeable <K starter like Ginyu or his >P+K being a relatively safe poke and he also has a chargeable, unguardable physical lvl. 2 death move.

Uub – Uub has a similar mixup game to his Boo incarnations but lacks the reach (though with faster starters) and he lacks ranged attacks in general. His only ranged attack is Ki Cannon which is one of the few projectiles that negate Ki Blast Absorption. He also can’t teleport which let leaves him vulnerable to juggles but he has a high ki baseline of 5 and Fierce Flurry is a good combo extender.

Bottom Tier
Videl – Just like Uub, Videl can’t teleport and she has no ranged attacks so she’s a very fragile character especially from a distance. Her only merit is her <P which has good reach and can be charged, and Hawk Arrow is a decent lvl. 1 death move that breaks guard.

Cell Jr. – Cell Jr. is another small character you can’t do much with but he’s more limited than Kid Gohan due to having next-to-no combo ability and only one death move with no transformation. The only good thing about him is the reach he has with his neutral P starter and having a juggle throw.

Saibamen – Saibamen is even more limited than Kid Gohan or Cell Jr. in just about every way. He has the Saibamen Bomb which instantly K.O's Yamcha but the command grab for it is so slow that it’s nearly impossible to land.

Hercule – Hercule is just like Videl only with worse options and a low ki baseline of 2 which can only increase to 3 with High Tension (which requires 4 ki gauges). Though, he has slightly better neutral P and >P strings.
Last edited by DBZAOTA482 on Wed Sep 09, 2020 9:48 am, edited 31 times in total.
fadeddreams5 wrote:
DBZGTKOSDH wrote:... Haven't we already gotten these in GT? Goku dies, the DBs go away, and the Namekian DBs most likely won't be used again because of the Evil Dragons.
Goku didn't die in GT. The show sucked him off so much, it was impossible to keep him in the world of the living, so he ascended beyond mortality.
jjgp1112 wrote: Sat Jul 18, 2020 6:31 am I'm just about done with the concept of reboots and making shows that were products of their time and impactful "new and sexy" and in line with modern tastes and sensibilities. Let stuff stay in their era and give today's kids their own shit to watch.

I always side eye the people who say "Now my kids/today's kids can experience what I did as a child!" Nigga, who gives a fuck about your childhood? You're an adult now and it was at least 15 years ago. Let the kids have their own experience instead of picking at a corpse.

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Re: Dragon Ball Z: Budokai 3 Competitive Tier List

Post by BlazingFiddlesticks » Mon Jun 29, 2020 8:59 pm

I do appreciate Budokai breakdowns, as I always found the games so stiff (until Shin Budokai, at least) and all the characters being built from a handful of skeletons so obvious that I couldn't find meaningful ways to compare them.
JulieYBM wrote:
Pannaliciour wrote:Reading all the comments and interviews, my conclusion is: nobody knows what the hell is going on.
Just like Dragon Ball since Chapter #4.
son veku wrote:
Metalwario64 wrote:
BlazingFiddlesticks wrote:Kingdom Piccolo
Where is that located?
Canada

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Re: Dragon Ball Z: Budokai 3 Competitive Tier List

Post by DBZAOTA482 » Tue Jul 14, 2020 7:34 am

BlazingFiddlesticks wrote: Mon Jun 29, 2020 8:59 pm I do appreciate Budokai breakdowns, as I always found the games so stiff (until Shin Budokai, at least) and all the characters being built from a handful of skeletons so obvious that I couldn't find meaningful ways to compare them.
The two first Budokai games are certainly filled with clone characters, but in B3, Dimps started to dabble in giving characters their own individualized combo platform and unique moves. It's not as fleshed out as in its spiritual successors but it's there.
fadeddreams5 wrote:
DBZGTKOSDH wrote:... Haven't we already gotten these in GT? Goku dies, the DBs go away, and the Namekian DBs most likely won't be used again because of the Evil Dragons.
Goku didn't die in GT. The show sucked him off so much, it was impossible to keep him in the world of the living, so he ascended beyond mortality.
jjgp1112 wrote: Sat Jul 18, 2020 6:31 am I'm just about done with the concept of reboots and making shows that were products of their time and impactful "new and sexy" and in line with modern tastes and sensibilities. Let stuff stay in their era and give today's kids their own shit to watch.

I always side eye the people who say "Now my kids/today's kids can experience what I did as a child!" Nigga, who gives a fuck about your childhood? You're an adult now and it was at least 15 years ago. Let the kids have their own experience instead of picking at a corpse.

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Re: Dragon Ball Z: Budokai 3 Competitive Tier List

Post by 90sDBZ » Tue Jul 14, 2020 8:01 am

DBZAOTA482 wrote: Tue Jul 14, 2020 7:34 am
BlazingFiddlesticks wrote: Mon Jun 29, 2020 8:59 pm I do appreciate Budokai breakdowns, as I always found the games so stiff (until Shin Budokai, at least) and all the characters being built from a handful of skeletons so obvious that I couldn't find meaningful ways to compare them.
The two first Budokai games are certainly filled with clone characters, but in B3, Dimps started to dabble in giving characters their own individualized combo platform and unique moves. It's not as fleshed out as in its spiritual successors but it's there.
Agreed. The difference between Budokai 2 and 3 is night and day, and it's clear they were making a concious effort to differentiate characters. The Greatest Hits version went as far as having a full list of strings for all characters, which even highlighted which ones could be cancelled.

It's a shame they never re-released Budokai 3 or Infinite World with online.

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Re: Dragon Ball Z: Budokai 3 Competitive Tier List

Post by DBZAOTA482 » Tue Jun 21, 2022 10:29 pm

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S+ Tier (These characters are obviously overpowered. Some may say even broken.)

Cell - Cell's pressure game is insane and he makes for a ridiculously good rushdown character with his fast starters (his neutral P is the fastest starter in the game), plethora of way opening the opponent up for combos (including a grab that is a launcher), great dash speed on the ground, and a lvl. 2 death move that is short ranged but is unescapable up close (Energy Field). Being one of the tallest characters, his reach is also good and he also has three permanent transformations pretty much out the gate that increase his ki baseline up to 5.

Omega Shenron - This one is obvious. Omega Shenron has a maxed-out ki baseline but not only that, his mixups game is brutal as he has many chargeable strings with nullifying and homing properties. He can also hold and stack Dragon Thunder unless he gets hit. His combo platform is a bit unorthodox (he doesn't have the universal PPPPE chain) so he requires more execution than most characters.

S Tier (These characters are really good but not as good as the S+ Tier characters. They still rule the game but in way that feels fair.)

Super Buu - Super Buu is a character with a strong mixup game due to many strings being chargeable and having nullifying properties, and his base form has the fastest sidestep on the ground. He also has an unblockable physical lvl. 2 death move (III Ball Attack). Due to his stretchy limbs, he has great reach but his starters are generally pretty slow besides his neutral P and he starts off with a good ki baseline of 5 which can increased to 6 with absorption.

Speaking of Absorption, it's one of the few Ultimate moves that doesn't cost ki and the setup has a lot of range so it's useful against even good players.

Piccolo - Piccolo is the best zoner in the game as he has incredible reach with his mystic attack and he can poke at a distance with his >P strings while opening the opponent up for combos. He also has two permanent transformations and Light Grenade does the damage of a lvl. 2 fireball but only costs half a ki gauge.

Dabura - Dabura has good zoning due the great reach with his sword and he controls space quite well with his <P strings. He can also transform out the gate, has great pressure with his PP>PPPP cancels like Cell, and his neutral K hits low so it's good for okizeme. Evil Blast is a lvl. 2 fireball and comes out pretty fast.

Vegeta - Vegeta is a well-rounded character with an emphasis on rushdown. He has various ways of opening the opponent up for combos, his >P is slow but chargeable and homes in on the opponent, and many fast cancels. Super Saiyan 4 increases his ki baseline up to 6 and Galick Gun becomes Final Shine Attack which does a ridiculous amount of damage (but slower buffering).

Bardock - Bardock has amazing pressure game and has the highest damage potential mainly due to his Heat Phalanx juggles. His range is rather lacking as his ki blasts are slow and he has a ki baseline of only 3 with no way of increasing it but he has various ways of getting past the opponent's defenses with his neutral P strings, his >P is chargeable and homes on the opponent like Vegeta's (only his is faster) and its strings are good, and he can mixup K<K and >KKK>K cancels with <KKK and >KK<KK.

Teen Gohan - Teen Gohan is all about being aggressive and getting in the opponent's face. PPKKKK is a fast, easy cancel with long blockstrings along other cancels such as PP<PP, KKKK, and >KKKK and he has many combo routes including an easy infinite with >KPP. With his small size, it's harder to land certain combos on him but his reach suffers a bit as a result. Soaring Dragon Strike is an unblockable physical lvl. 2 death move that does a lot of damage and can be used to extend combos, but he can only use it as Super Saiyan 2.

Goku - As expected, Goku is an all-purpose that is good for all levels of play. He has many beginner-friendly cancels such as KKKK and >PKK while his more advanced combos such as PPP>P, >KPP, and <P<P are strict in timing and require a lot of mechanical understanding. Dragon Fist is a physical lvl, 2 death move that can used for extending combos and Super Saiyan 4 increases his ki baseline up to 6 just like Vegeta. Kamehameha also changes to Kamehameha x10 which deals tons of damage but even slower buffer time.

Gohan - Just like Teen Gohan, Gohan is a very offensive character with his super fast PPKK and KKPP cancels but he also has more defensive tools like Goku's PPP>P and >PKK cancel so he's a bit more balanced. He has three transformations that increase his ki baseline up to 5 and he can do his own version of Soaring Dragon Strike in any form but it doesn't do as much damage as Teen Gohan's.

Kid Buu - Kid Buu has solid mixups due to many strings being chargeable and he starts off with a ki baseline of 6 which gives him an edge in teleport wars. Although he is small, he has good reach due to his stretchy limbs like Super Buu and his sidestep on the ground is pretty fast but he is plagued by slow starters so he's much more efficient at mid or long-range. His Kamehameha is easily the fastest in the game.

A Tier (These characters are pretty good but have a few notable weaknesses.)

Cooler - Cooler has a great defensive game as his >P+K has great reach and has a lot of pushback on block plus his reach increases greatly with Final Form (which increases his ki baseline up to 5). His mixup game is also pretty good as the third K in his KKKK combo is chargeable and homes in on the opponent unlike other characters. Sauzer Blade is an unblockable physical lvl. 2 death move that can be charged and it deals a lot of damage.

Android 18 - Android 18 is another great defensive character as her <P has nullifiers and you can follow up with either >P (which also has nullifying properties) to bait TC or launch the opponent with <P then repeat for easy infinites. She has various ways of launching the opponent including her PPPPK fast cancel (which is an easy infinite cancel) and her damaging >KKKKK string. Her range somewhat suffers as her ki blasts are rather slow and she has a decent ki baseline of 4.

Trunks - Trunks is a character with great pressure due his very fast cancels and he has good reach with his sword combos which allows him to control the distance somewhat. His gameplan is on the predictable side so mastering the timing of cancels such as PPP>P (which is almost as fast as Gohan's PPKK) and >KKPP is essential to playing efficiently with him. Finish Buster is also a lvl. 2 fireball which combined with his two transformations can do lots of damage.

Android 16 - Android 16 is a character that excels at range with strings such as his >P+K, K+G, and <P. He also has good mixups as his <P strings can serves various purposes and he can do >P>K strings in place of the >PK>K cancel to get past his opponents defenses as >K nullifies and has pushback. Rocket Punch also comes out fast and is slightly stronger than most lvl. 1 death moves but it's his only death move. Just like Android 18, he starts off with a ki baseline of 4.

Krillin - Krillin is a character that can play both an offensive and defensive game well. He can get in with his PPPPP cancels and can poke at mid-range with K+G which slides under most attacks. He can transform pretty much out the gate (increasing his ki baseline to 4) and with his small size, some combos don't work on him. He also has a lot of pushback with his >P+K which is decently fast for a charge attack. His damage potential is lower than average, though.

Yamcha - Yamcha holds the title for having the best starter in the game being <P as it's double-hitting and is a fast cancel. He can bully the opponent up close with it then keep it going with other cancels like K<K, KKKK, and >PPPPP. He also breaks tradition by having two lvl. 1 death moves one being the old-fashioned Kamehameha and Wolf Fang Fist which can used to extend combos or for wakeups as various parts of it can be charged or have nullifying properties.

However, he only has 3 ki baselines and just like Krillin, his damage potential is low.

Great Saiyaman - Just like the Gohan characters, Gt. Saiyaman is an offensive character but his defense is decent as well. He has good pokes with PP and his >K+G is like Krillin's only it launches. His >P+K is pretty fast and has considerable pushback on block. He also two unblockable physical lvl. 1 death moves. However, he only has 3 ki baselines.

Goten - Goten has several of Goku's strings including his PPP>P, KKKK, and >PKK but with his small size, his reach is obviously not as good. He also has his stuff to mix things up including PPPK which is chargeable with K and has nullifying properties along with long hitstun. He also has Charge which is an unblockable physical lvl. 2 death move which homes in on the opponent and can dodge most death moves completely. However, his dash speed on the ground is very slow.

Majin Buu - Just like the other Buus, he has great reach due to his stretchy limbs. He is not as big on mixups but his starters are much faster. Innocence Cannon is an unique lvl. 1 death move that is multi-hitting and Innocence Express is an unblockable physical lvl. 2 death move. He also has a ki baseline of 4.

B Tier (These characters are average. They have a number of both strengths and weaknesses.)

Kid Goku - Naturally, Kid Goku plays very much like Goku only he's smaller so most of his attacks have less reach but he has incredible reach with the power pole (his P+K rivals Piccolo's in reach) and certain moves like >P+K lack pushback on block. He also lacks transformations so his ki baseline is stuck at 3 and Rock-Scissors-Paper is a physical lvl. 1 death move with little combo potential but it's unblockable and it has different strings. On the other hand, he has the fastest regular ki blast.

Frieza - Frieza is a decent character for zoning as he can poke at mid-range with his >P+K strings and his death moves come out pretty fast with Death Wave behaving like a lvl. 2 fireball and having a long radius. His reach increases greatly with his Second and Third Forms, and he has four transformations pretty much out the gate that are permanent (though his ki baseline only increases to 4). He also has a considerable amount of chargeable strings including his neutral P and a grab that is a launcher.

Broly - Broly is a character with a good number of chargeable strings that have nullifying properties, pushback on block, and/or break guard including his >>E. He also great reach especially as Legendary Super Saiyan where his attack increases greatly, his ki baseline goes up to 5, and he has more options in general (including Gigantic Press which is an unblockable physical lvl. 2 death move) but with his massive size, he's more vulnerable to certain combos. His starters are among the slowest in the game and he has large gaps in-between strings which really hurts his defensive game. His regular ki blast is also pretty slow.

Recoome - Recoome has considerable reach with strings like his >P+K and he has some decent pressure tools including PP>PP (which is chargeable and has nullifying properties with >P and the third P) and his >P strings. Recoome Kick is an unblockable physical lvl. 2 death move which has great range and can be charged. His regular ki blasts are also pretty fast.

However, he only has 3 ki baseline and his damage potential is mediocre at best.

Android 17 - Android 17 is similar to Android 18 in that he has a defense-oriented juggle combo platform however, he lacks any fast cancels. He has okay mixup options with PKPK, his <P has good range (it's also chargeable), and he has Energy Field just like Cell. He also starts with a ki baseline of 4.

Raditz - Raditz has several of Bardock's strings like >KK<KK and <KKK but with minor differences. However, he has different P strings including PP>P which is a decent cancel and Saturday Crush is a lvl. 2 fireball which we know do a lot of damage but he lacks Bardock's potential for doing damage. Just like Bardock, he too has a ki baseline of only 3 and his >P isn't chargeable like Bardock (on top of having mostly useless strings).

Tien - Tien is a standard character. He doesn't specialize offensively or defensively. KK<KK is a decent combo cancel that has nullifying properties with <K and the third K and his <P is similar to Yamcha's only it's not chargeable but he can follow up with P (which also has nullifying properties) to cancel. Dodompa comes out very fast and Ki Blast Cannon is a lvl. 2 fireball that is wide in radius.

Again.. a ki baseline of 3.

Uub - Just like the Buu characters, Uub is about mixups many chargeable strings and with tradition, his starters are also on the slow side besides his neutral P and <K and he doesn't have stretchy limps so his reach is lacking given his size. He is also lacking in range due to having no regular ki blasts and he can't properly teleport so he's helpless against infinites. On the other hand, Ki Cannon comes very fast and Fierce Flurry can be used to extend combos on top of giving him nullifying properties. Uub also has a ki baseline of 5.

Supreme Kai - Supreme Kai has an okay offensive game. His neutral P is chargeable and PPP>P is a decent fast cancel. Neutral K hits low so it's good for okizeme and he has the KKKK combo cancel. He also has Goku's >PKK and he can mixup with >P>KK which is faster (though lacks nullifying properties and is not as easy to combo into). Shockwave comes out pretty fast though Supernatural Abilities has to be angled a certain way and is random, but it has varying effects including one that causes fatigue. He also starts off with a ki baseline of 4 (which can be increased to 5 with Kibitoshin along a major attack increase).

Kid Gohan - Unlike other Gohans, he is not fast. While he has decent speed with cancels like KKKK and >PPKKK, he can't really keep the pressure going. His <P is chargeable, has nullifying properties, and is a launcher and he can transform pretty much out the gate. He has only one death move being Masenko but it comes out pretty fast and again his small size makes it harder to land certain combos.

Captain Ginyu - Captain Ginyu is a defensive characters including a long-reaching >K that hits low and a chargeable <K with long hitstun and nullifying properties (like multiple others). His >PKK is much faster than Goku's so it's better for pressure. Just like Recoome, he has an unblockable physical lvl. 2 death move that is chargeable but it doesn't have that much range.

C Tier (These characters aren't completely terrible but are at a disadvantage in most situations.)

Nappa - Nappa is a character with great reach particularly with his neutral P on the ground which is rather slow though low-hitting and >P+K has a lot of pushback on block. His >P is also similar to Bardock's and he has similar strings but he lacks any fast cancels. Break Cannon is a lvl. 2 beam so it can trigger a beam struggle. Of course, he suffers with only 3 ki baselines.

Dr. Gero - Dr. Gero is a defensive characters like the other androids with a <P similar to Android 17 and 16's but he doesn't have any useful infinites. He can absorb all ki blasts with Ki Blast Absorption. Low damage potential and only has a ki baseline of 3.

Kid Trunks - Kid Trunks is a character that struggles both offensively and defensively. While his PPP>P is a good fast cancel, strings like >PP>PPK suffer due to not having nullifying properties and his <KK cancel is slower than others. Of course being a small character, he's harder to combo against but his reach suffers and while Final Cannon is a lvl. 2 physical death move that can be charged, it's range is not that good.

Videl - Videl is a character that can hang both offensively and defensively. PPKKK is a decent, easy combo cancel and her <P is chargeable but her range is lacking due to not having any projectiles and she can't properly teleport either so she's helpless against infinites. Hawk Arrow is a physical lvl. 1 death move which can be charged and breaks guard, but it's range is not that good. Only 3 ki baseline.

D Tier (Trash characters. Should only be used as a joke.)

Hercule - Hercule is like Videl but with worse options. His death moves can't be charged like hers though Rolling Hercule Punch has nullifying properties and he has good pokes with PP or >PP. He also struggles with a ki baseline of only 2 so he can't even escape combos out the gate and has to transform (which requires 4 ki gauges) in order to reach a baseline of 3.

Cell jr. - Cell jr. is a small character so he's hard to combo on but that's pretty much all the positives for him. He does have good range with his neutral P but he has virtually no options besides that. He does have a grab that is a launcher.

Saibaman - Saibaman is like Cell jr. only with less options. He can cancel with PPPPP but his ground sidestep is slow, Acid has to be angled a certain way, and <P is chargeable and has long hitstun but it's slow and lacks nullifying properties.
fadeddreams5 wrote:
DBZGTKOSDH wrote:... Haven't we already gotten these in GT? Goku dies, the DBs go away, and the Namekian DBs most likely won't be used again because of the Evil Dragons.
Goku didn't die in GT. The show sucked him off so much, it was impossible to keep him in the world of the living, so he ascended beyond mortality.
jjgp1112 wrote: Sat Jul 18, 2020 6:31 am I'm just about done with the concept of reboots and making shows that were products of their time and impactful "new and sexy" and in line with modern tastes and sensibilities. Let stuff stay in their era and give today's kids their own shit to watch.

I always side eye the people who say "Now my kids/today's kids can experience what I did as a child!" Nigga, who gives a fuck about your childhood? You're an adult now and it was at least 15 years ago. Let the kids have their own experience instead of picking at a corpse.

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