A couple of important details I forgot to include. The Z Counter has a cooldown of 25 frames; if you press up+punch during the cooldown it will reset. And always try to press both buttons at the same time, don't hold up & then press your punch button, it won't work. EDIT: Burter is the other character I forgot can ZC Sonic Sway, alongside Demon King Piccolo since his Rush Ender is the same as Piccolo End's. EDIT 2: I've discovered that Videl/Great Saiyawoman, GT Kid/Ssj/Ssj3 Goku, Saibamen & Garlic Jr. can also ZC the Sonic Sway. EDIT 3: I think I forgot to include him but Super Garlic Jr. also has a unique grab. You can see me ZC'ing it here: ua-cam.com/video/f6HVU7mNiAg/v-deo.html EDIT 4: Courtesy of mafiaguy8886; Kid Gohan can also Z Counter Android/Super 17's & Ssj Vegeta's Sonic Sways. Clip here: ua-cam.com/video/rwqEMFdzHbM/v-deo.html
Very interesting. I just tested it out myself & you're correct, he indeed can ZC Ssj Vegeta's & Android/Super 17's Sonic Sways. Only those two though, more than likely. Thank you! I'll add it to my pinned comment.
@@THEGrandMasterHawk ua-cam.com/video/r20gv9MXNd4/v-deo.html Hello, I appreciate your video and the work you have done. I come to tell you that I have a project on PS2 that also works for the PCSX2 emulator, it is a new ISO with increased difficulty, I hope you can try it please. Later I will be working on a Wii version with the same characteristics as my project. Greetings and thank you very much for your attention.
It's basically a critical hit. Rare. For me it's very inconsistent but i get what he means. Pretty good anime so check it out. And if you have any more tips for z counter, please teach me. @warhawk059377
Someone is getting ready for Sparking Zero. I hope this is included in the incoming game and properly balanced since it puts you in disadvantage when you Z counter (Up + Square/A/Y) an opponent with NO Ki since it will vanish behind you, a really bad spot for the player who did the Z Counter.
For anyone who watches this video & posts a new comment from the time THIS comment was posted; I just wanted to inform you that UA-cam is not informing me of newly posted comments, as I have missed at least 6 of them until I decided to check on how well this guide was doing. If you're someone who has questions / wants help, I'd advise joining my Discord server which is in the description. Otherwise I will try to check here periodically.
Tip for those watching on the computer: you can watch the video frame by frame if you pause the video and click the "," or "." buttons, which rewind the video and fast forward it, respectively.
Assuming we are all playing on emulators, the easiest way to get up 2x - 3x better with your z-counters is to bind it to 1 button. You ever notice how easy it is to vanish attacks as opposed to z-countering them? That because its 2 buttons, but a vanish is only one button. For my z-counters I binded up+square (z-counter for ps2) to L3 button so now I'm countering pretty easy now.
Hey, love your videos, i want to know if I fail to do my first z counter, how much do I have to wait for to my second try? For example, if i fail the first combo, can I get the second combo? I see that u put that 25 frames cooldown but like how many seconds is that?
Just found your channel and I'm trying to improve in this game. I have some questions. Around 12:06, what is it that you do with gohan before attacking? Is it a feint? How can I do that, seems that you skip the light attack and go straight into heavy attacks
It's called a Step-in & sway out. It's done by pressing your dash button (in this case it was X, for PS2 scheme) in close quarters, & then your block button. Not all characters have it though. If you do dash button and then guard button you'll step-in then sway out, but in this case I did dash button then ki button, which gave me Ultimate Gohan's Heavy Finish. When you do a step-in you have the option to do Lift Strike (Ki button + up), Ground Slash (Ki button + down) & neutral. But neutral is different for every character. Some examples of which characters have what from a step-in neutral attack; - Ultimate Gohan = Heavy Finish - Kid Gohan = Flying Kick - Ssj Goku Mid / Ssj4 Goku = Kiai Cannon - Super Vegetto = Rush Ki Wave - Base Trunks = Blaster Wave these are all the Rushing Techniques that are accessible from step-ins. If you have any more questions, feel free to ask.
Sonic sway can ZC is new to me, and cancel ZC without ZC is new to me too. Like ki blast, flanking, punch, else than that I already know even giant throw and different frame when dragon smash. Nice tutorial, vid and explanation Master Hawk. What make me hilarious is down smash and I can’t ZC punch enemy cause enemy already at the ground 😂
Hey Hawk, I have a question about learning the Z Counter with the characters you mentioned (Burter, Buu, Gogeta etc…) I’m currently trying to learn the timing for the input by watching the exact frame you should click it and then memorising a still image of the character’s body. E.g. For Burters first punch you click it right after he does a small leap animation into the air. I’ve been experimenting with this using Perfect Cell and so far I’m consistent with it as I have rough images of the correct frames. I’m questioning whether this is a good idea to do because rather than honing my instinct and understanding general timings for Z Counters, I am just reacting to character model changes that I remember. By doing that, it might not apply to the rest of the characters in the game and I’m simply limiting myself to just Z Countering a few characters. Would this also be a bad idea for Sparking Zero because it looks like the camera angles have changed so it’d be harder for me to Z Counter by frame memorising rather than reflex. Oh and one other random question I’ve got is how should you beat someone that is holding neutral guard a lot. Doing several punches with Square just lead to getting Sonic Swayed, Lift Strike and Ground Slash are vanishable so I’m thinking maybe utilising grabs more is the way to go? Fully Charged Up/Down Smash could work too but maybe it’ll take too long and they can vanish that too.
As I said in the beginning of this guide, everyone learns differently. If it works for you, use it for the characters that work. For the characters that don't, just try to adapt. If you are able to, you can record your footage & watch it back in 0.25 speed to see when the hits you're having trouble with, connect. Then, you can go from there. Where there's a will, there's a way. No, it won't be a bad idea for SZ because the ZC is easier there than it was in Tenkaichi 3. Vanishable attacks aren't a bad option just because they're vanishable, sometimes it's necessary to take risks. Depending on your character, you can do a semi flank (ascend & then descend around your opponent), shoot a ki blast, do a side-step, or do a Body Strike (level 1 charge attack). There are a couple of advanced options you can do as well but we'll start with these if you're just getting into it.
@@THEGrandMasterHawk Yes exactly, we all have different learning styles. You actually gave me a really good tip before about using save states to practice Perfect Smashes but now I use them for practicing ZCs against different characters. I’m actually going a step further than recording and watching on 0.25x, I set my Dolphin temporarily to very slow speeds to see each frame so that I know exactly when to input. After I just try to translate that information on 120%. I hope by learning it for the variety of characters you provided, it should hopefully carry over to most characters in game but if not I’ll just adapt. I truly do believe it’s more important for me to focus on having a strong defence first to win fights, rather than learning the fancy tech for attack. Btw how often can you go for another ZC consecutively as I know there’s a cool-down to prevent spamming. I tend to click it every 2-3 punches but I don’t know if that’s too slow/fast. Oh I didn’t know it’s easier in SZ, hopefully my practice here can pay off then but one thing I don’t like is that you don’t teleport behind anymore which is pretty useful for back turned damage and setups. I fully get that you need to take risks with vanishable attacks at some points. I’ve been trying to learn the Semi Flank and I saw you can confirm if you’re doing it correctly with A17 but i haven’t got the combo string to continue once, Im probably doing it too slow/too much R2/R1 input. Do you have any tips for doing it? I’ll definitely look into implementing Ki Blasts, Side Steps and Body Strikes too. Just out of curiosity, could you tell me some of the advanced options you mentioned. After working on ZCs and Vanishing im going to improve my attacking options. I often approach using a Dash Attack but I know that’s a bad choice because it’s vanishable so I need to expand my options there.
Good stuff. Defense generally is much more important than offense. A good defense is the best offense, is something that I've always lived by. And I'm grateful that I have one of the best defenses in the world in Tenkaichi 3, especially considering how difficult it is. The cooldown is 25 frames, IIRC. It should payoff well. Don't worry. My own semi-flanking is still a gamble (I'm not good or bad at it, but I also have BARELY worked on it), but if you're not getting it to combo it could mean you're using too much R2/R1. Since you're using R2 for the second half of it, you want to be holding forward (up) on your left stick / d-pad & let go of R2 so that once you start punching, you'll already be aligned & it should connect. Close-quarters free dash from a side/back-step, Magnet Break which has a similar timing to close-quarters free dash, and a few others.
@@THEGrandMasterHawk Yep Defense is very difficult but it’s so rewarding. Reminds me of a Pokémon episode where Ash used that exact same line in a gym fight (can’t remember who against). For the semi Flanking Part do you mean the sequence should be holding forward on left stick, R1 to fly over, R2 to descend then let go and immediately click square, all while still holding forward? How far down should you descend with R2 before letting go, im assuming it’s not that much. Still haven’t gotten the hang of it but I’m practicing other things at the same time rather than tunnel visioning it. I’ve seen a few of those advanced techniques in your coaching videos, they look neat to pull off for sure. Do you have any tips for how to approach enemies at mid-long range? I tend to just use a Dragon Homing and Dash attack but I know this is bad because it’s easily vanishable. I’ve tried using the Charged Ki Blast Semi Flank from Paige’s tutorial as an approach but mine is way slower than his and not clean. It feels like once I get into the step in barrier and land the blast, ascending and descending is so much slower.
Regarding semi flank, it depends on you & your situation; you are not forced to go left or right, but let's say you happen to be punching your opponent from the left side & you're not completely aligned, you would want semi flank to the left. Conversely, if you're against the wall, depending on which side of the wall you're against, you'd semi flank to the opposite side, naturally. Your inputs though, yes, that is correct; R1, immediately R2, all while holding forward, and if you do it fast enough you'll get the combo to continue or at least not allow your opponent to escape. How far down you go with R2 is completely dependent on your character & the opponent's character; the reason why that matters is for both height, and wherever your first punch lands on the character model. There are multiple ways you can go about approaching at mid/long range; ki poking, dash boosting, Dragon Dashing in and just not pressing anything. Depending on how much ki the opponent has & your capabilities, I'd recommend dash boosting, otherwise you can do what I usually do for the heck of it & just Dragon Dash in to close the distance & be ready to vanish or cancel your dash somewhere in case a Super comes in. The CKB semi flank is also a great option but I wouldn't use that to approach unless your opponent is not moving. And even when they're not moving it's still a gamble. I would say the CKB semi flank is more of a judgement call; if the opponent can't punish you for it, then go for it. Apologies for the late response, I'm no longer receiving responses to comments.
Timing that just to a few frames without audio cues or anything seems impossible. Even at .5x speed in the emulator lol. I heard someone say it has to do with your character flinching i have no idea what that is, my character's face looks blank.
Mixing things up. That is totally your preference as the player. If you're practicing ZC'ing to improve your skills, I'd suggest trying to ZC. If you're in a real battle & want to mix things up, by all means go for the vanish. It's completely up to you.
Cant wait to play ranked games on Day 1 in Sparking Zero. Just imagine you have an easy chance to get an OG BT3 god player like him and beat you with Mr. Satan while you play as Gogeta Ssjb.
Is there any way to efficiently learn how to Z Counter? Training against the CPUs for purely defensive purposes is a nightmare. Typical fighting games have a way to make the CPUs focus on just one form of attack to practice the defensive tech.
If you play people locally or play people online, your process may speed up. For offline training you could try using the purple potaras to make the CPU do specific moves.
I have my thumb on block & index finger curling around my triangle button to my square button to ZC while blocking. It's apparently called the "claw grip".
@@THEGrandMasterHawk ok makes sense that’s what I was assuming. Out of curiosity , do u play tenchaichi in claw the whole match or only when attempting to z counter?
Me gusta tu método yo entrenaba con personajes muy propensos al Z counter como respuesta, controlar todos los personajes por tiempos tomaba mucho trabajo
Okay, cool! That makes it a lot easier for me since I recorded this tutorial on that ISO & in that exact speed. The best thing I can tell you to do is watch the the video at a slower playback speed so you can see the timings. After that, you may have to try timing the ZC two frames before the attack actually comes out. To give you an idea of how that will feel you can try doing what I did if you like; have yourself as P1 with whatever controller you're using, and have P2 with keyboard controls. Bind your up button to either W, E or R, and bind your punch button to A, S or D (I did A & W and I have long fingers, so I used my left ring finger & middle finger for this setup when I got most of the clips by myself during my method section), then all you have to do is punch with your P1 and try to ZC with your P2 keyboard binds. I promise it's a LOT simpler than I'm making it sound. For me I got all my clips done within 10 minutes. Let me know if that works for you and if it doesn't, I'll think of something else in the meantime!
Hi, i've been trying for years to reproduce a dodge i did when i was a kid, some character threw a, lets say, kamehameha and my character started dodging it while going forward. Do you anything about this? owuld really appreciate some hints. Thanks!
It would depend on whether or not you had Afterimage Strike on. "Started dodging it while going forward" is very vague so I can only assume you had probably used a Blast 1; Afterimage, etc.
@@THEGrandMasterHawk Don't really know how to explain it. I have only done it once, and i've seen the CPU do it a few times. It's an automatic response after pressing something, it starts going trough the kamehameha doing teleports from left to right until it arrives at your enemy.
How do you do the grab counter if they are on the ground you grab they're leg and swing them in the air then if they punch you dodge the attack then hit them
What you just described sounds like the Giant Throw, in which case it is in the guide. Is the move you're referring to in the video? Point it out & I can try to help you.
do you have access to the source code of the game I would like to develop an AI here is my idea. 1. **Réactions Ultra-Rapides** : Une IA pourrait théoriquement réagir à des vitesses bien supérieures à celles des humains, permettant de parer, esquiver ou contre-attaquer presque instantanément face à des attaques adverses. 2. **Optimisation des Combos** : L'IA pourrait maîtriser parfaitement les séquences de combos, en sélectionnant toujours les combinaisons de coups qui maximisent les dégâts en fonction de la distance, de la position de l'adversaire et du ki disponible. 3. **Gestion Parfaite du Ki** : L'IA pourrait gérer son énergie (ki) de manière optimale, en sachant exactement quand l'utiliser pour des attaques spéciales ou la conservation pour des esquives et contre-attaques, assurant ainsi une efficacité maximale tout au long du combat. 4. **Prédiction des Mouvements de l'Adversaire** : En utilisant des techniques d'apprentissage profond, une IA pourrait prédire les actions de l'adversaire avec une grande précision, se préparant à contrer les stratégies adverses avant même qu'elles ne se manifeste pas. 5. **Utilisation Stratégique des Transformations et Fusions** : L'IA pourrait choisir le moment optimal pour utiliser des transformations ou des fusions, tirant parti des boosters de stats spécifiques au meilleur moment possible. 6. **Utilisation de Toutes les Fonctionnalités du Terrain** : L'IA pourrait exploiter de manière experte les caractéristiques de chaque arène, en utilisant des obstacles ou des particularités du terrain à son avantage stratégique. 7. **Adaptation Dynamique en Temps Réel** : L'IA pourrait s'adapter en temps réel à la stratégie de jeu de l'adversaire, changeant ses tactiques de combat en fonction de l'évolution de la partie pour toujours conserver un avantage. 8. **Stratégies de Feinte et de Diversion** : Utiliser des stratégies complexes incluant feintes et diversions pour désorienter l'adversaire humain, par exemple, en lançant une attaque puissante pour ensuite rapidement enchaîner avec une esquive et une contre-attaque inattendue. Ces capacités mettront en valeur non seulement la puissance brute de l'IA en termes de calcul et de traitement de l'information mais aussi son habileté à "comprendre" profondément les mécanismes du jeu et à les exploiter de façon créative. Cela pourrait offrir un aperçu fascinant de jusqu'où la technologie peut aller dans la compréhension et la maîtrise des jeux vidéo complexes.
Hello first of all thank you for this video I would like to know how you did configure the emulator please, could you redirect me to a video or maybe talk about it in a future one ?
I have a 4k texture pack installed which is only visible outside of 1p Vs 2p. You would have to join Discord to get it, I'm not even the one that has it. My friend does.
@@THEGrandMasterHawk hmmmm ok what about the speed and everything? cuz when you do attacks n etc its so fast and no input delay at all i barely have any input delay but it could be faster if ykwim?
@@THEGrandMasterHawk understood 💯 if it’s cool can i have the discord id like to have the graphics and everything i currently play on a mac so i’m not sure if it’s possible tho
@@THEGrandMasterHawk so i downloaded bt3 on my pc and plugged my ps5 Controller, are there the same mechanics, i want to be better since the first match hahaha
Awesome guide, but I've never managed to master the counter even though I manage to do it several times during a fight, but to deliberately plan this counter... never.
A couple of important details I forgot to include.
The Z Counter has a cooldown of 25 frames; if you press up+punch during the cooldown it will reset.
And always try to press both buttons at the same time, don't hold up & then press your punch button, it won't work.
EDIT: Burter is the other character I forgot can ZC Sonic Sway, alongside Demon King Piccolo since his Rush Ender is the same as Piccolo End's.
EDIT 2: I've discovered that Videl/Great Saiyawoman, GT Kid/Ssj/Ssj3 Goku, Saibamen & Garlic Jr. can also ZC the Sonic Sway.
EDIT 3: I think I forgot to include him but Super Garlic Jr. also has a unique grab. You can see me ZC'ing it here: ua-cam.com/video/f6HVU7mNiAg/v-deo.html
EDIT 4: Courtesy of mafiaguy8886; Kid Gohan can also Z Counter Android/Super 17's & Ssj Vegeta's Sonic Sways. Clip here: ua-cam.com/video/rwqEMFdzHbM/v-deo.html
Kid gohan also
Very interesting. I just tested it out myself & you're correct, he indeed can ZC Ssj Vegeta's & Android/Super 17's Sonic Sways. Only those two though, more than likely. Thank you! I'll add it to my pinned comment.
@@THEGrandMasterHawk
ua-cam.com/video/r20gv9MXNd4/v-deo.html
Hello, I appreciate your video and the work you have done.
I come to tell you that I have a project on PS2 that also works for the PCSX2 emulator, it is a new ISO with increased difficulty, I hope you can try it please.
Later I will be working on a Wii version with the same characteristics as my project.
Greetings and thank you very much for your attention.
What buttons to a press to z counter
@@shadowjester5513 up+square (X if Xbox)
Playing back then I never actually realized how in depth the fighting mechanics are!!!!!
They're too in depth. Why is everything so simplified for a game so complicated?
Z counter is DBZ BT3's equivalent of JJK's Black Flash
JJK has some sort of parry?
It's basically a critical hit. Rare. For me it's very inconsistent but i get what he means. Pretty good anime so check it out. And if you have any more tips for z counter, please teach me. @warhawk059377
@@THEGrandMasterHawkit’s more complicated
@@THEGrandMasterHawkbasically like an attack you can launch when you’re in the flow state
except cursed clashed sucks balls
Bro thats crazy that the tenkaichi devs had you up there at the battle hour! That gives me hope BT4 will be good
🙏💙
did the comment age well?
Someone is getting ready for Sparking Zero. I hope this is included in the incoming game and properly balanced since it puts you in disadvantage when you Z counter (Up + Square/A/Y) an opponent with NO Ki since it will vanish behind you, a really bad spot for the player who did the Z Counter.
Actually no,Z Counter takes no ki at all,the one that takes ki is teleporting AFTER Z Counter using circle , O
I know this is kinda late, but I saw the Z counter in the recent trailer so we’re good
@@therealpat_ there was? Do you have the timestamp of it?
@@Betabrawler Sparking Zero gameplay showcase minute 4:46
Also they changed the name to super counter in sparking zero.
The depth of the mechanics is why this game is still top tier 17 years later
Absolutely!
I'm impressed with the work that you put into this, super completed and detailed,
Playing this game on a slim ps2 with a ps5 controller. Loving it for the most part. But learning this move has been tough.
Tf how?
For anyone who watches this video & posts a new comment from the time THIS comment was posted; I just wanted to inform you that UA-cam is not informing me of newly posted comments, as I have missed at least 6 of them until I decided to check on how well this guide was doing. If you're someone who has questions / wants help, I'd advise joining my Discord server which is in the description. Otherwise I will try to check here periodically.
You can check all comments in UA-cam studio
Tip for those watching on the computer: you can watch the video frame by frame if you pause the video and click the "," or "." buttons, which rewind the video and fast forward it, respectively.
This is that stuff, looking forward to seeing you in sparking zero!
Appreciate your hard work Hawk
Assuming we are all playing on emulators, the easiest way to get up 2x - 3x better with your z-counters is to bind it to 1 button. You ever notice how easy it is to vanish attacks as opposed to z-countering them? That because its 2 buttons, but a vanish is only one button. For my z-counters I binded up+square (z-counter for ps2) to L3 button so now I'm countering pretty easy now.
Thanks it helped me ZC 1000x against a certain player I just fought hehe
😒😒😒😒
I hope some characters can Z-Counter sonic sway.. adds a bit of personality & uniqueness
Edit: in SZ of course
Hey, love your videos, i want to know if I fail to do my first z counter, how much do I have to wait for to my second try? For example, if i fail the first combo, can I get the second combo? I see that u put that 25 frames cooldown but like how many seconds is that?
I'm not sure as I haven't timed it before but I would assume it's one whole second.
Great stuff!😆i can tell this took a lot of effort to organize
Just found your channel and I'm trying to improve in this game. I have some questions. Around 12:06, what is it that you do with gohan before attacking? Is it a feint? How can I do that, seems that you skip the light attack and go straight into heavy attacks
It's called a Step-in & sway out. It's done by pressing your dash button (in this case it was X, for PS2 scheme) in close quarters, & then your block button. Not all characters have it though. If you do dash button and then guard button you'll step-in then sway out, but in this case I did dash button then ki button, which gave me Ultimate Gohan's Heavy Finish. When you do a step-in you have the option to do Lift Strike (Ki button + up), Ground Slash (Ki button + down) & neutral. But neutral is different for every character. Some examples of which characters have what from a step-in neutral attack;
- Ultimate Gohan = Heavy Finish
- Kid Gohan = Flying Kick
- Ssj Goku Mid / Ssj4 Goku = Kiai Cannon
- Super Vegetto = Rush Ki Wave
- Base Trunks = Blaster Wave
these are all the Rushing Techniques that are accessible from step-ins.
If you have any more questions, feel free to ask.
Nevermind, already found it. In DBZ Tenkaichi 4 mod, it's on the move list. A heavy attack after a step-in.
Enjoy.
Watching this and hitting the lab after seeing goku and vegeta hitting this in the latest trailer lol.
Sonic sway can ZC is new to me, and cancel ZC without ZC is new to me too. Like ki blast, flanking, punch, else than that I already know even giant throw and different frame when dragon smash. Nice tutorial, vid and explanation Master Hawk.
What make me hilarious is down smash and I can’t ZC punch enemy cause enemy already at the ground 😂
Hey Hawk, I have a question about learning the Z Counter with the characters you mentioned (Burter, Buu, Gogeta etc…)
I’m currently trying to learn the timing for the input by watching the exact frame you should click it and then memorising a still image of the character’s body. E.g. For Burters first punch you click it right after he does a small leap animation into the air.
I’ve been experimenting with this using Perfect Cell and so far I’m consistent with it as I have rough images of the correct frames.
I’m questioning whether this is a good idea to do because rather than honing my instinct and understanding general timings for Z Counters, I am just reacting to character model changes that I remember.
By doing that, it might not apply to the rest of the characters in the game and I’m simply limiting myself to just Z Countering a few characters.
Would this also be a bad idea for Sparking Zero because it looks like the camera angles have changed so it’d be harder for me to Z Counter by frame memorising rather than reflex.
Oh and one other random question I’ve got is how should you beat someone that is holding neutral guard a lot. Doing several punches with Square just lead to getting Sonic Swayed, Lift Strike and Ground Slash are vanishable so I’m thinking maybe utilising grabs more is the way to go? Fully Charged Up/Down Smash could work too but maybe it’ll take too long and they can vanish that too.
As I said in the beginning of this guide, everyone learns differently. If it works for you, use it for the characters that work. For the characters that don't, just try to adapt. If you are able to, you can record your footage & watch it back in 0.25 speed to see when the hits you're having trouble with, connect. Then, you can go from there. Where there's a will, there's a way.
No, it won't be a bad idea for SZ because the ZC is easier there than it was in Tenkaichi 3.
Vanishable attacks aren't a bad option just because they're vanishable, sometimes it's necessary to take risks. Depending on your character, you can do a semi flank (ascend & then descend around your opponent), shoot a ki blast, do a side-step, or do a Body Strike (level 1 charge attack). There are a couple of advanced options you can do as well but we'll start with these if you're just getting into it.
@@THEGrandMasterHawk Yes exactly, we all have different learning styles. You actually gave me a really good tip before about using save states to practice Perfect Smashes but now I use them for practicing ZCs against different characters.
I’m actually going a step further than recording and watching on 0.25x, I set my Dolphin temporarily to very slow speeds to see each frame so that I know exactly when to input.
After I just try to translate that information on 120%. I hope by learning it for the variety of characters you provided, it should hopefully carry over to most characters in game but if not I’ll just adapt.
I truly do believe it’s more important for me to focus on having a strong defence first to win fights, rather than learning the fancy tech for attack.
Btw how often can you go for another ZC consecutively as I know there’s a cool-down to prevent spamming. I tend to click it every 2-3 punches but I don’t know if that’s too slow/fast.
Oh I didn’t know it’s easier in SZ, hopefully my practice here can pay off then but one thing I don’t like is that you don’t teleport behind anymore which is pretty useful for back turned damage and setups.
I fully get that you need to take risks with vanishable attacks at some points. I’ve been trying to learn the Semi Flank and I saw you can confirm if you’re doing it correctly with A17 but i haven’t got the combo string to continue once, Im probably doing it too slow/too much R2/R1 input. Do you have any tips for doing it?
I’ll definitely look into implementing Ki Blasts, Side Steps and Body Strikes too. Just out of curiosity, could you tell me some of the advanced options you mentioned.
After working on ZCs and Vanishing im going to improve my attacking options. I often approach using a Dash Attack but I know that’s a bad choice because it’s vanishable so I need to expand my options there.
Good stuff.
Defense generally is much more important than offense. A good defense is the best offense, is something that I've always lived by. And I'm grateful that I have one of the best defenses in the world in Tenkaichi 3, especially considering how difficult it is.
The cooldown is 25 frames, IIRC.
It should payoff well. Don't worry.
My own semi-flanking is still a gamble (I'm not good or bad at it, but I also have BARELY worked on it), but if you're not getting it to combo it could mean you're using too much R2/R1. Since you're using R2 for the second half of it, you want to be holding forward (up) on your left stick / d-pad & let go of R2 so that once you start punching, you'll already be aligned & it should connect.
Close-quarters free dash from a side/back-step, Magnet Break which has a similar timing to close-quarters free dash, and a few others.
@@THEGrandMasterHawk Yep Defense is very difficult but it’s so rewarding. Reminds me of a Pokémon episode where Ash used that exact same line in a gym fight (can’t remember who against).
For the semi Flanking Part do you mean the sequence should be holding forward on left stick, R1 to fly over, R2 to descend then let go and immediately click square, all while still holding forward?
How far down should you descend with R2 before letting go, im assuming it’s not that much.
Still haven’t gotten the hang of it but I’m practicing other things at the same time rather than tunnel visioning it.
I’ve seen a few of those advanced techniques in your coaching videos, they look neat to pull off for sure.
Do you have any tips for how to approach enemies at mid-long range? I tend to just use a Dragon Homing and Dash attack but I know this is bad because it’s easily vanishable.
I’ve tried using the Charged Ki Blast Semi Flank from Paige’s tutorial as an approach but mine is way slower than his and not clean. It feels like once I get into the step in barrier and land the blast, ascending and descending is so much slower.
Regarding semi flank, it depends on you & your situation; you are not forced to go left or right, but let's say you happen to be punching your opponent from the left side & you're not completely aligned, you would want semi flank to the left. Conversely, if you're against the wall, depending on which side of the wall you're against, you'd semi flank to the opposite side, naturally. Your inputs though, yes, that is correct; R1, immediately R2, all while holding forward, and if you do it fast enough you'll get the combo to continue or at least not allow your opponent to escape.
How far down you go with R2 is completely dependent on your character & the opponent's character; the reason why that matters is for both height, and wherever your first punch lands on the character model.
There are multiple ways you can go about approaching at mid/long range; ki poking, dash boosting, Dragon Dashing in and just not pressing anything. Depending on how much ki the opponent has & your capabilities, I'd recommend dash boosting, otherwise you can do what I usually do for the heck of it & just Dragon Dash in to close the distance & be ready to vanish or cancel your dash somewhere in case a Super comes in.
The CKB semi flank is also a great option but I wouldn't use that to approach unless your opponent is not moving. And even when they're not moving it's still a gamble. I would say the CKB semi flank is more of a judgement call; if the opponent can't punish you for it, then go for it.
Apologies for the late response, I'm no longer receiving responses to comments.
Just got through the first week of the semester. Also passing through. Hope all is well. :3
Let's gooooo.
Amazing video bro. Good job🖤👍🏾
Timing that just to a few frames without audio cues or anything seems impossible. Even at .5x speed in the emulator lol. I heard someone say it has to do with your character flinching i have no idea what that is, my character's face looks blank.
Flinching means when your character starts taking a punch. Without audio cues it is definitely possible. You can still do everything visually.
thanks Hawk much appreciated!
I just wanna be good enough to fight the ai for sparking zero this is really gonna help that you.
should you always try to z counter attacks that you could dodge using the block button vanish or is that just a matter of mixing things up?
Mixing things up. That is totally your preference as the player. If you're practicing ZC'ing to improve your skills, I'd suggest trying to ZC. If you're in a real battle & want to mix things up, by all means go for the vanish. It's completely up to you.
Cant wait to play ranked games on Day 1 in Sparking Zero.
Just imagine you have an easy chance to get an OG BT3 god player like him and beat you with Mr. Satan while you play as Gogeta Ssjb.
Hello I have a question, is it more difficult (maybe impossible) to Z counter on the PAL version which is on 25 fps ?
Definitely not impossible. Maybe more difficult.
what are your emulator settings to look that sharp and clear
I have a 4k texture pack installed.
My main right there
Is there any way to efficiently learn how to Z Counter? Training against the CPUs for purely defensive purposes is a nightmare. Typical fighting games have a way to make the CPUs focus on just one form of attack to practice the defensive tech.
If you play people locally or play people online, your process may speed up. For offline training you could try using the purple potaras to make the CPU do specific moves.
Why does your game look a lot faster than mine? As if you speeded the game up a bit, can I do that on my pc too?
Due to netplay reasons, my game is running at 120% speed. Yes, you can do the same.
Thank you, will do that right away, keep up the good work mate
🤗
Top!
How are you z countering without letting go of block ?
I have my thumb on block & index finger curling around my triangle button to my square button to ZC while blocking. It's apparently called the "claw grip".
@@THEGrandMasterHawk ok makes sense that’s what I was assuming. Out of curiosity , do u play tenchaichi in claw the whole match or only when attempting to z counter?
Only when attempting to ZC.
Me gusta tu método yo entrenaba con personajes muy propensos al Z counter como respuesta, controlar todos los personajes por tiempos tomaba mucho trabajo
Si te funcionó estoy contento.
Hey Master hawk, how do you time it so perfectly. I just can't do it during rush attack
What system are you playing on?
@@THEGrandMasterHawk Dolphin, DBZBT3 (PAL) 120% Windows 10 Intel i3 10th gen 8gb rM
Okay, cool! That makes it a lot easier for me since I recorded this tutorial on that ISO & in that exact speed.
The best thing I can tell you to do is watch the the video at a slower playback speed so you can see the timings. After that, you may have to try timing the ZC two frames before the attack actually comes out. To give you an idea of how that will feel you can try doing what I did if you like; have yourself as P1 with whatever controller you're using, and have P2 with keyboard controls. Bind your up button to either W, E or R, and bind your punch button to A, S or D (I did A & W and I have long fingers, so I used my left ring finger & middle finger for this setup when I got most of the clips by myself during my method section), then all you have to do is punch with your P1 and try to ZC with your P2 keyboard binds. I promise it's a LOT simpler than I'm making it sound. For me I got all my clips done within 10 minutes.
Let me know if that works for you and if it doesn't, I'll think of something else in the meantime!
@@THEGrandMasterHawk thanks a lot
this is in tenkaichi 2 right? i did it once on accident but you dont teleport behind them i think, i never did it again tho
In Tenkaichi 2 it is called a Combo Breaker & you automatically attack again upon executing it.
couldn’t u spam up square to trigger the counter too?
There's a 25 frame cooldown after your first input.
For UP should I use the analog or the UP button
Whatever you as the player are most comfortable with.
Hi, i've been trying for years to reproduce a dodge i did when i was a kid, some character threw a, lets say, kamehameha and my character started dodging it while going forward. Do you anything about this? owuld really appreciate some hints. Thanks!
It would depend on whether or not you had Afterimage Strike on. "Started dodging it while going forward" is very vague so I can only assume you had probably used a Blast 1; Afterimage, etc.
@@THEGrandMasterHawk Don't really know how to explain it. I have only done it once, and i've seen the CPU do it a few times. It's an automatic response after pressing something, it starts going trough the kamehameha doing teleports from left to right until it arrives at your enemy.
Something like this, perhaps? ua-cam.com/video/gAWbFEOJhd0/v-deo.html
@@kaiselkamish9904 hold r2 and doubletap X
while holding the dpad left,right, or up
I see why the crowd ran
How do you do the grab counter if they are on the ground you grab they're leg and swing them in the air then if they punch you dodge the attack then hit them
What you just described sounds like the Giant Throw, in which case it is in the guide. Is the move you're referring to in the video? Point it out & I can try to help you.
hello, i want to ask how you make it look HD?
@@bo8o796 I'm running it in 4k & I have a 4k texture pack installed.
How do you do that stomp finisher in 0:07
Block button after a full power smash. It's called Lightning Attack.
cool man
what does foward square do? I be seeing the bots duck on my attacks how do i do that
Forward+Square is Z Counter. What you're describing is likely the step-in.
You can dodge movements with fast movement?
I don't know what you're referring to but yes.
lol@@THEGrandMasterHawk
@@THEGrandMasterHawk teleportation
That would be Z Counter 1, the vanishing counter, yes.
@@THEGrandMasterHawk Go into the game files to learn all the intricacies of the game or program the computer to use more precise movements.
do you have access to the source code of the game I would like to develop an AI here is my idea. 1. **Réactions Ultra-Rapides** : Une IA pourrait théoriquement réagir à des vitesses bien supérieures à celles des humains, permettant de parer, esquiver ou contre-attaquer presque instantanément face à des attaques adverses.
2. **Optimisation des Combos** : L'IA pourrait maîtriser parfaitement les séquences de combos, en sélectionnant toujours les combinaisons de coups qui maximisent les dégâts en fonction de la distance, de la position de l'adversaire et du ki disponible.
3. **Gestion Parfaite du Ki** : L'IA pourrait gérer son énergie (ki) de manière optimale, en sachant exactement quand l'utiliser pour des attaques spéciales ou la conservation pour des esquives et contre-attaques, assurant ainsi une efficacité maximale tout au long du combat.
4. **Prédiction des Mouvements de l'Adversaire** : En utilisant des techniques d'apprentissage profond, une IA pourrait prédire les actions de l'adversaire avec une grande précision, se préparant à contrer les stratégies adverses avant même qu'elles ne se manifeste pas.
5. **Utilisation Stratégique des Transformations et Fusions** : L'IA pourrait choisir le moment optimal pour utiliser des transformations ou des fusions, tirant parti des boosters de stats spécifiques au meilleur moment possible.
6. **Utilisation de Toutes les Fonctionnalités du Terrain** : L'IA pourrait exploiter de manière experte les caractéristiques de chaque arène, en utilisant des obstacles ou des particularités du terrain à son avantage stratégique.
7. **Adaptation Dynamique en Temps Réel** : L'IA pourrait s'adapter en temps réel à la stratégie de jeu de l'adversaire, changeant ses tactiques de combat en fonction de l'évolution de la partie pour toujours conserver un avantage.
8. **Stratégies de Feinte et de Diversion** : Utiliser des stratégies complexes incluant feintes et diversions pour désorienter l'adversaire humain, par exemple, en lançant une attaque puissante pour ensuite rapidement enchaîner avec une esquive et une contre-attaque inattendue.
Ces capacités mettront en valeur non seulement la puissance brute de l'IA en termes de calcul et de traitement de l'information mais aussi son habileté à "comprendre" profondément les mécanismes du jeu et à les exploiter de façon créative. Cela pourrait offrir un aperçu fascinant de jusqu'où la technologie peut aller dans la compréhension et la maîtrise des jeux vidéo complexes.
can u only play 60 fps on this game?
30. You can't play 60.
@@THEGrandMasterHawkwdym PAL runs at 50 ans NTSC runs at 60
@@THEGrandMasterHawk you can play 6 using a cheat to unlock it bro.
In character selection, why do some characters look like AI? Like Goten and Kid Trunks? Am I tripping? XD
Hard to do in PCSX2 😢 i have a pretty bad computer so I cant get dolphin emulator
Hello first of all thank you for this video
I would like to know how you did configure the emulator please, could you redirect me to a video or maybe talk about it in a future one ?
You're welcome.
Configure the emulator as in everything up?
@@THEGrandMasterHawk I've already got the game on Dolphin but the graphics don't look as pretty as yours! Sorry my question wasn't very clear
I have a 4k texture pack installed, that's likely why. If you join Discord we have a link for it.
@@THEGrandMasterHawk amazing thank you
@@THEGrandMasterHawk im already on the discord, where should i check? also, im on ps2, i dont know if the mod is for the ps2
mod textures aniversary?
I have no idea when they were released.
how do i get my game to look like this? the zoom out and graphics how do i get it like thisv
I have a 4k texture pack installed which is only visible outside of 1p Vs 2p. You would have to join Discord to get it, I'm not even the one that has it. My friend does.
@@THEGrandMasterHawk hmmmm ok what about the speed and everything? cuz when you do attacks n etc its so fast and no input delay at all i barely have any input delay but it could be faster if ykwim?
Because of online PvP & using PAL, we all use 120% speed, that's why the game looks faster. :)
@@THEGrandMasterHawk understood 💯 if it’s cool can i have the discord id like to have the graphics and everything i currently play on a mac so i’m not sure if it’s possible tho
The link to my server is in the description! I JUST updated my server with the 4k pack but it's for Windows, I would have to check for Mac.
cand find the timmi,g its ok woth 0 but for coute z is so difficult
What buttons you use to do this? On a ps2
All clips were recorded on dolphin emulator, via PC. PS2 controls are what everyone is most familiar with so I did use them a few times in the video.
You press the up joystick and square at the same time.
tem que deixar encostar no personagem?
Yes. It is as the strike lands on you.
@@THEGrandMasterHawk tem que deixar atinger e depois apertar os botões?
Pulsa los botones en el momento preciso.
@@THEGrandMasterHawk é muito difícil mas muito obrigado pela atenção e ajuda
Sólo practica. Llegará con el tiempo.
yeah but also why does your game look so crisp
I have a 4k texture pack installed. 😊
@@THEGrandMasterHawkmind linking it in the description?
@@yousefeno I'll do it later with instructions on how to install.
HACKERRRRR
wrong vid
Can u use this in sparking zero
Yes.
@@THEGrandMasterHawk perfect, my friends are the biggest trashtalkers of all time, ive bought a ps5 Only to beat them
Hahahaaaaa. Best of luck! Get in that training.
@@THEGrandMasterHawk so i downloaded bt3 on my pc and plugged my ps5 Controller, are there the same mechanics, i want to be better since the first match hahaha
Yes there is.
How is he playing wide screen with that quality? What is he using?
Everything was recorded on dolphin emulator via PC & with a 4k texture pack installed.
@@THEGrandMasterHawk Thank for the response. So this is the wii version? I've always played on pcsx2 and never been able to get that quality
@@rickland1810 Correct, this is the Wii version!
Awesome guide, but I've never managed to master the counter even though I manage to do it several times during a fight, but to deliberately plan this counter... never.
It just takes practice, and the attitude to never give up. You got this.