METEOR needs
Blast Combo's Reintroduced from private playtest in late 2024
Wall Binds (Bounces) Reintroduced from private playtest in late 2024
Less Ki intake in movement
A brief speed increase in Dragon Dash startup
more Recovery frames in Step-in
Full second Error SC Cooldown.
#dbrevelation
The success of Dragon Ball could not be fully understood without considering Kazuhiko Torishima.
Confucius, Nietzsche, Pascal, French Literature and Erotica, Torishima entered accidentally Shueisha with the brain of a European literary critic creating an unicum.
REMINDER, since i know some people ain't read all this.
I'm putting together a doc that I'll relay to Bandai for adjustments on XV3. I have a bunch of things from my hands on experience too
Share your thoughts (either to this post, or the quoted post) - and I'll compile them
So what I have to say about models v. models.
S!0 vs XV3..
The Idea of one being better than the other honestly, in my eyes, laughable, both of them have pros and errors and MANY errors they both share, they either go to far out onto opposite sides of the spectrum..
Get along.
been in the lab ever since i got on "this version"of the Sparking Collection ..... and mannn this the most fluid i felt on bt3 Still struggling on vortex dash... but im getting close
DRAGONBALL Sparking! Collection Discord Server is OPEN!!
『ドラゴンボール スパークリング!コレクション』Discordサーバーがオープンしました!!
¡¡Ya está abierto el servidor de Discord de «Dragon Ball Sparkling! Collection»!!
https://t.co/Az4X8ZIK7l
All right- I'm gonna set my stream up
https://t.co/espCBIUUuI
Runtime will be around an hour or so-
Pre-Alpha showcase
-Tenkaichi Terminology
-Ranked Match
-Version Variation
-Buffer Training
-Account Creation feature
-Leaderboards
-button configuration and presets
-Roadmap
All right- I'm gonna set my stream up
https://t.co/espCBIUUuI
Runtime will be around an hour or so-
Pre-Alpha showcase
-Tenkaichi Terminology
-Ranked Match
-Version Variation
-Buffer Training
-Account Creation feature
-Leaderboards
-button configuration and presets
-Roadmap
@blargface1992 NTSC-U has actual mechanical issues based on where you are on the map. Ki bombardment is non existent which is neither here or there maybe, along with unsolved PS2/NTSC-U build issues that seem stuck.
@blargface1992 Don't take offense either because I don't blame you or newcomers or returnees, there is atleast 40-50ms alone. every mechanic down to perfect smashes timing is screwed, network traffic is allegedly open, 114% on NTSC-U doesn't make sense because its only should be 120 on PAL etc
@blargface1992 recomp runs worse because of that and its not even real 240 your at a disadvantage due to frameskipping and input delay due to that
60 interpolation alone is atleast over a few frames of delay over there, it multiplies every single time you go up there. also the build is broken