Dragon Ball Z: Infinite World Walkthrough :
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Walkthrough - Broly FAQ
INTRODUCTION Since you bought the game, chances are you know who Broly is so there is no need to waste any time retelling the 8th movie. This guide is to help you get better with Broly, I'll be covering strictly combat tactics and techniques. If you want a capsule list or a copy of the move list that can be found in the pause menu you won't find it here. If you want the battle system explained, ways to counter real time ultimates, combo cancels explained, and tactics that will earn you victory after victory read on. ------------------------------------------------------------------------------ UPDATE HISTORY 1/30/09 - Finished and submitted first draft, will expand combo section in future updates. ------------------------------------------------------------------------------ TABLE OF CONTENTS Simply search the IW number with ctrl+Z to quickly jump to the desired section SECTION IW01: Broly's Advantages SECTION IW02: Broly's Disadvantages SECTION IW03: Basic Techniques SECTION IW04: General Strategy SECTION IW05: Charge Cancels SECTION IW06: Broly's Main Strategy SECTION IW07: Combo Section SECTION IW08: Broly's Special Move Ratings SECTION IW09: Frequently Asked Questions SECTION IW10: Contact Information SECTION IW11: Special Thanks SECTOIN IW12: Legal Info ------------------------------------------------------------------------------ SECTION IW01: ADVANTAGES - Broly has a very user friendly combo platform to work with. Broly has a good deal of stunning strings and no quick cancels which makes him very easy to learn. - Broly has amazing range. His >PKK allows him to start a combo outside of most character's jabbing range and his neutal and forward slams are ideal of playing defensively. Broly can easily zone a good deal of the cast. - Broly has an amazing attack boost from his LSSJ transformation. In one transformation Broly achieves an attack rating that is normally reserved for characters who transform twice or more yet Broly has access to it for a fraction of the ki cost. The best part about LSSJ is that it is permanent, once transformed Broly keeps it even if he is fatigued. - Broly's Gigantic Press is an amazing death move, being both unblockable and causing over 30% fatigue on impact. - Broly's >KKK string guard breaks making it difficult for the opponent to turtle against him. Broly is a very solid character. He has a great transformation, great death moves, lots of reach, and he is very easy to learn. So long as you make the most out of Broly's strengths, it isn't hard to win with him at all. ------------------------------------------------------------------------------ SECTION IW02: DISADVANTAGES - Broly needs his LSSJ to be useful. In his base form Broly doesn't gain the strength or the range he needs to overcome his sluggish strings. Since Broly can't use Gigantic Slam or any ultimates while in base form, his damage potential is cut in half. Broly is simply too limited without his transformation. If the opponent manages to keep him from transforming Broly is easily overpowered. - Broly's Gigantic Slam real time ultimate has horrible recovery time and the second hit can miss if the first doesn't connect properly. While powerful, the move is unsafe and easily punished. That isn't to say that Gigantic Slam should never be used, just that it should ONLY be used as a finishing blow. - Broly has relatively low ki building which means that against an aggressive opponent, he has a difficult time gaining ki. Should the opponent gain the ki advantage, Broly has a tough time fighting back. Broly isn't without his weaknesses. He is a large and sluggish character who simply can't compete without his LSSJ form. Transforming should be your top priority with Broly. While it only takes a bar above Broly's base ki to turn LSSJ, he gains ki at a slow rate so it isn't that difficult for an opponent to prevent him from transforming. Even when in LSSJ, Broly's speed doesn't increase so speedy opponents can still dismantle him if they close in. ------------------------------------------------------------------------------ SECTION IW03: BASIC TECHNIQUES Since there is no clear explanation of the battle system in the instruction booklet or even in the game itself, I'll briefly go over all of the basic techniques. Charge Ki (L1) This is pretty self explanitory, press L1 to charge your ki. Throw (punch + guard or ki + guard) Again self explanatory, the punch version of throw is your standard throw while the ki version has more range but leaves you open to attack afterwards. Aura Dash (R1) Aura dash is a quick burst of movement. Aura dash can move freely to and from the opponent but it doesn't allow you to ascend or descend. Aura dash is the best way to create some distance between you and the opponent but it can also be used to launch a quick sneak attack or even get behind the opponent. Blow Back Attack/Heavy Slam (punch + kick or R2) Blow back attacks nullify one attack so they will connect even if the opponent is still attacking. When blow back attacks are fully charged they become unblockable and can nullify more attacks. When done from an aura dash, blow back attacks turn into heavy slams which leave the opponent stunned for a prolonged period of time. Unlike blow back attacks, heavy slams do not nullify incoming attacks. One key attribute of heavy slams is that they are the only attack that allow you to continue a combo from a transformation stun. This means that for characters with multiple transformations, heavy slams guarantee as many free combos as they have transformations. Aura Guard (guard + L1) Perfect guard blocks all attacks, except for throws, at the expense of ki. This means that fully charged attacks, ki blasts, death moves, transformation stuns, and even ultimate attacks will bounce right off of you while in aura guard but the longer you use it, the more ki it costs. Best to guard normally then quickly tap L1 when you see any of the aforementioned attacks heading your way to conserve ki. Remember, throws still break through aura guard so it is by no means invincible. Pursuing Teleports (L1) After you knock the opponent away, press L1 to teleport after and attack. You can do up to 3 pursuit teleports in a row but each one costs 1 ki bar. Unlike previous games where the opponent would gain back a full ki bar for each pursuit teleport, in Infinite world they only gain half of a ki bar so ending a combo with three pursuit teleports isn't as stupid as it use to be. Pursuing teleports also raise your fatigue so using too many in a match can max out your fatigue bar meaning that you'll get dizzy very easily. For the most part, I would advise against using pursuing teleports unless it will either fatigue or kill the opponent. Teleport Counters (forward + guard or back + guard) Press either forward or back together with guard right before you get hit to teleport counter. Pressing forward with guard will result in an aggressive teleport counter, you will automatically follow up with a blow back attack after the teleport. Pressing back with guard will result in a passive teleport counter, you will just teleport and be free to follow up with what ever you want. Since aggressive teleport counters can be teleport countered back, it is always best to go with a passive teleport counter. Regardless of which one you use, teleport counters cost 3 ki bars so use them wisely. Ki Burn (L2) Ki burn drains all of you ki at a fixed rate but it gives you hyper armor and temporary suspends all ki costs. This means that even if you trigger ki burn when you only have 2 ki bars, you can perform as many pursuing teleports and teleport counters as you want even though normally you wouldn't have enough ki for it. While in ki burn, you are free to rampage without fear of counter attack. While this may sound horrendously broken, it is actually a really terrible technique. Ki burn is easily beaten by aura dash, what good is the mode if you can't catch the opponent. Since ki burn allows infinite teleport counters, it's suicide to attack anyone while they have it active. Just dash away and when the mode ends, dash back in and pulverize the opponent knowing that they have no ki to defend with. ------------------------------------------------------------------------------ SECTION IW04: GENERAL STRATEGY *Ki management* Since everything worthwhile in the game costs ki, managing it can make or break a battle. You want to have at least 3 ki bars at all times so you can teleport counter when needed, never drop below 3 ki bars unless it is an emergency. Since most characters start with a 3 ki bars as their base line, it is relatively easy to stay at or above 3. You want to make sure that you always have more ki than your opponent, if you gain 3 more ki bars than they do you have a huge advantage since you can teleport counter one more time than they can. Ki builds the fastest when you are attacking with melee strings so stay on the offense to keep your ki reserves high. If you find your self at the ki disadvantage, you can regain it by either running away and charging ki (which does not work the vast majority of the time), or you can trick the opponent into teleporting countering an attack that they can't hit you from. This is called baiting a teleport counter, what you do is use an attack that lunges you forward (Goku's P+K for example) so if they teleport counter it, they are in no position to attack you. For characters that don't have lunging attacks, you will have to combo cancel a two hit charge attack but I'll cover that in a different section. Oh and just as a reminder, Ki Burn is a VERY stupid technique to use since you are giving the opponent the ki advantage for free. Even if the opponent triggers Ki Burn, all you have to do is run away until it wears off then rush in and kick their ass. *Fatigue management* See that little half circle bar under your character's picture, that is the fatgiue bar. When that bar maxes out, you will become fatigued at the next attack reguardless of how weak it is. Fatigue raises as you get hit but it also raises when you use teleporting techniques. This means that if you teleport too much, even if the opponent is getting hit more, you might risk raising your fatigue bar faster than theirs which is not a good thing. The fatigue guage SLOWLY decreases over time, there is nothing else you can do to lower it. With that in mind, the only real way to manage your fatigue is to make sure that the opponent's is raising faster than yours. Pummel them senseless, go on the offense, bait teleport counters, and take them out. Fatigues do reset transformations, and while that sounds pretty bad for you, it can actually work in your favor. Transformations guard break when done at point blank range so even if you get fatigued and are sent back to base form, at least you have an extra guard break. For characters like Goku, Frieza, and Cell who have multiple transformations, fatique actually works in their favor since thats another 4 or 5 guard breaks the opponent has to worry about. Since Heavy Slams can guarantee a combo after a guard break, a single transformation stun can turn the match around. *Dealing with Real Time Ultimates* Real Time Ultimates are hands down the most over rated attacks in the game. While they are powerful, they are nowhere near as game breaking as people make them out to be. Each one is blockable, and thanks to aura dash, they are easy to dodge even at close range. Real time ultimates may be scary the first time you encounter them, but once you see their weaknesses, you realize that they aren't anything special. There are only a few Real Time Ultimates in the game so lets take a closer look at them. Broly's Gigantic Slam This is the easiest real time ultimate to get around, it is close range only and the second attack can miss if the first doesn't connect properly. This ultimate isn't too damaging nor does it hit for that much fatigue so even if you do get caught by this one, it isn't a big deal. Just aura guard or dash away if you feel that this one is coming. In any case, this attack is only slightly better than Broly's normal death moves. Goten, Kid Trunks, and Cooler's Rapid Ki Barrage High damage, massive fatigue build, and harder to dodge due to the number of hits but each ki blast from this ultimate can be teleport countered. So unless you have less than 3 ki bars and utterly ignored everything I said about ki management earlier, this attack should never pose a huge threat. Piccolo's Special Beam Cannon Good damage, decent fatigue, and it is the quickest ki blast in the game so what is it's down fall? It came at a huge trade off to Piccolo, Piccolo has NO good combo starters or combo cancels. This means that Piccolo has poor ki building and trouble fighting at close range, which is where you should stay at all times. This isn't so much a flaw of the Real Time Ultimate as it is the character, SBC is the only good attack Piccolo has on him. Considering that most characters can get over 1000 damage easy off of a combo cancel, Piccolo's lack of good cancels far offsets any benefits he gains from having a real time ultimate. Unless Piccolo ends a combo cancel in SBC, he isn't going to get any real high numbers for damage. Even then, he has to waste 4 ki bars to get in an area of damage that most other characters can reach in just 2. Teen Gohan's Super Kamehameha Scary damage, 100% fatigue, very fast, and only 4 ki bars, this is the ONLY real time ultimate worth a look at. Unlike Piccolo, Teen Gohan has amazing combo cancels and even a physical death move on par with Goku's Dragon Fist making him an extremely dangerous character to go up against. So how do you avoid it? Well thats it, you just dodge it. Aura Dash is fast enough to dodge Super Kamehameha unless it is done at point blank range in which case you just block it. Even if Teen Gohan tries to land Super Kamehameha through a transformation stun, you can aura guard the stun making a follow up Super Kamehameha pointless. The only way Teen Gohan can land a guaranteed Super Kamehameha is if he combos into it and you can teleport counter the strikes before the Super Kamehameha connects. Super Kamehameha is just a really powerful blast, there is nothing really game breaking about it. If you were to take Super Kamehameha away from Teen Gohan, he would still be able to pulverize you and take away well over 2 bars of health in a single combo since his Soaring Dragon Strike can be looped into an infinite much like Goku's Dragon Fist can. ------------------------------------------------------------------------------ SECTION IW05: CHARGE CANCELS Charge cancels are what separates the novices from the experts, once you know how to charge cancel you will be able to stomp the A.I. senseless without any stat boosting capsules or recovery items even on Z difficulty. Charge cancels can chain together combos that do well over 2 health bars of life, easily surpassing ultimates in terms of damage and ki costs. Charge cancels are the pivot point of which all advance tactics in the Budokai series stem from, they add tremendous amounts of depth to the fighting engine. Okay so how do you charge cancel? Just charge an attack in a melee string and then guard. Only a few attacks can be held down and charged up so be sure to check through the command list to find them. When you combo cancel you return the character to their neutral state which means that they can follow up with any attack that they want. Once an attack is charging, it can be canceled at any point, even at the beginning of the charge so an immediate follow up is possible when you get fast enough. This is important for several reasons. First, the vast majority of melee strings in the game are unsafe on block meaning that you are open to attack immediately afterwards. By canceling an attack before the combo ends, you remove the recovery time and make it so that the opponent can no longer punish you. Take Goku's KKKK for example. Normally if the opponent blocks Goku's KKKK they can land a free combo once the final K ends. By canceling it at the forth K, Goku can block any counter attack that he would have normally be hit by. Even a teleport counter at the third K will be blocked by a cancel at the forth K. Second, charge cancels allow you to string multiple melee strings. When a charge cancel is used strictly to chain combos together, it is referred to as a combo cancel. Aside from damage, combo cancels build ki at a phenominal rate. It isn't hard to max out all 7 ki bars from just combo canceling. Since blocking adds to the fatigue bar, combo canceling also ramps up the opponent's fatigue. Combo cancels are invaluable to ki and fatigue management. Finally, combo cancels give you a guaranteed way to connect death moves and ultimate attacks. Given the cost of death moves and ultimates, it is too risky to use them on their own against a skilled opponent unless they happen to be fatigued at the the time. With combo cancels, any punch can lead into any death move or ultimate. Nothing sucks more than to go for an ultimate only to have the opponent avoid it and see 5 of your ki bars go down the drain. ------------------------------------------------------------------------------ SECTION IW06: MAIN STRATEGY *Zoning* Broly's >P is his main tool for zoning. The attack has amazing range even in Broly's base form and can be fully charged or continued into a combo. In base form, Broly's best combo starter is >PK* but when he transforms the string changes into a stomp at the end allowing Broly to cancel with >PKK-. In order to fight effectively with Broly you have to keep the opponent at arm's reach away, never let anyone close in on Broly. Broly, in both his base form and his LSSJ form, is very sluggish which makes him easy prey to anyone with a quick melee string. If the opponent has a string that can overwhelm Broly's >P, Broly's neutral P+K and his >P+K can knock the opponent away or even poke at mid range to ensure that Broly has enough room to zone. If you have the ki advantage, Gigantic Press makes for a good unblockable pot shot but the move can still be aura dashed so don't be predictable with it. Finally, Broly's KKKK- string can be used to build up his ki reserves but it isn't a safe string to use unless done at mid range further emphasizing the importance of ranging with Broly. *Rush down and defending* As stated earlier, Broly is very sluggish so he can't mount a good rush down game unless he is at mid range. At close range Broly has trouble competing and is easily overwhelmed especially by short speed demons like Kid Trunks or Teen Gohan. The only moves Broly has that can reliably create space between him and the opponent are his P+K slams and his throws. Basically Broly has no choice but to play defensively at close range. Until you find an opening and push the opponent back out to mid range, Broly can't go back on the offense. Keep the opponent at mid range to avoid being forced into any unfavorable situations. *What to do when the opponent has the Ki advantage* Depending on who you are fighting, regaining the ki advantage can be either very easy or mind numbling difficult with Broly. If the opponent doesn't have any strings that can lock Broly down, it just becomes a matter of range. However, if the opponent has any sort of speed to their melee strings and has a reliable way to close in, Broly has a terrible time regaining the ki advantage. Broly's ki building is really low and due to his attacking speed. His P can be used to safely poke at the opponent and lead to some short combos but even then it is going to take a little time before you regain the ki advantage. ------------------------------------------------------------------------------ SECIONT IW07: COMBO SECTION *Super Quick Guide to Combo Canceling* All combo cancels are done by holding down punch or kick in a regular combo string then tapping guard to cancel the animation. When done fast enough, the character returns to their neutral state and can immediately start another combo string. Once mastered, the charge on the attack doesn't show and the full combo looks fluid without any noticeable breaks or pauses. Side Step canceling can be done by tapping down or up with guard but only works with certain combo strings. The advantage to side step canceling is that if done properly, the combo continues from the opponent's back where damage is greater. Since heavy slams also connect from the opponent's back when done close enough, a side step cancel could simply be replaced by a point blank heavy slam from a cancel. *The Golden Rule of Combo Canceling* NEVER under any circumstances attempt a combo that puts the opponent in ki advantage. That means that no combo should EVER go over 2.5 bars worth of ki gain for the opponent since it leaves you open for a teleport counter (which can be canceled into a combo). That also means that no combo should end in an attack that can be recovered from quickly leaving endless possibilities for a counter attack. The only time the Golden Rule doesn't apply is if the opponent is a fatigue infinite that you can continue looping until they die. Legend: P = Punch K = Kick E = Energy Button HS = Heavy Slam > = Towards opponent < = Away from opponent ^ = Up on the D-pad v = Down on the D-pad > > = Dash - = Cancel * = Stun ~ = Side Step Cancel ' = Fully charge upcoming move Best Combo Starters: >PK* (Base Form) >PKK- (LSSJ) Stuns: PPP* >PP* >PK* KP* Cancels: PPPK- >PKK- E [Blaster Shell] 4 Hits, 536 damage 2) >KK>E [Blaster Shell] L1, L1, L1 6 Hits, 810 damage 3) KK*, PPP*, PK>E [Blaster Shell] 9 Hits, 747 damage 4) >PP*, E [Blaster Shell] 12 Hits, 835 damage 5) >PK*, PPP*, E [Blaster Shell] 12 Hits, 854 damage Intermediate Section No quick cancels needed All combos performed in LSSJ form 1) PP*,
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