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Does anyone know any good female saiyan stamina break combos that work in pvp, both light and heavy. The double kick can be step cancelled, allowing combo to continue, but if it performed against an enemy in a juggle state, the double kick will be replaced with a quadruple kick, which will lock you in an animation for a moment and prevent the usual follow up from being used. Same animation as 5L3H ending. Their low basic damage modifier is strained even further, as the vast majority of their damage is in the heavy flip kick from 5L3H combo or their light string ended with heavy combo, being at the end of their longest combos in an attack that has considerable recovery time is pretty much a vanish bait. Official Husband of Caster of the Fate/Extra boards | PSN: VirusChris. Their health is the same as HuMs', standing above the saiyans, but below Namekians and Male Majins. Human Female, also known as Earthling Female or HuF from the in-game code, is one of the playable races in Dragon Ball Xenoverse 2. Third has the user jump a little kick enemy several times in place. Their uppercut attack appears similar to Krillin's, and their light break is identical to his as well. However unlike the light string version, it will most likely not cause a hard knockdown, as it puts user way higher, though if you manage to get the launcher to launch enemy downwards, or have enemy land on an elevated terrain, it willl cause a hard knockdown. LHH: The first heavy attack is a palm strike done with both hands, the second is a double kick upwards. It can be followed up with a burst dash, dash attack or a fast super, if it's done near or on the ground. Which is why I see it as "slow". Fourth is a backflip kick which causes a long knockback and can be step cancelled.
Heavy String(5H): series of alterating kicks, fourth kick will put enemy in a juggle state. Their combos are notably faster than SyFs' and slightly more reliable online. Most of their combos end in knockbacks which can land a lot of skills, as well as include teleports which work to land even more skills, as guard cancel infinites or natural stamina break combos. Their combos have no step cancels that can be used on a blocking enemy, making them unsafe on block, and very little tracking/distance travelled they have on their basic attacks make for a terrible neutral game, even worse than saiyan females, despite what their initial reach advantage would imply. Finally, they have two different unvanishable break combos, command knockback + follow around + charged attack, and at the ceiling, LHH + step forward + charged attack. Invoke... VIRAKIN SOUL!!! " Heavy Break: Does a front flip and kicks opponent down. You're browsing the GameFAQs Message Boards as a guest. Much like human males, they have a racial bonus which gives them 5% bonus damage at max ki, as well as gives them passive ki regeneration. I havea few that work against super strong ai, but they never work at all in pvp, looking for some advice on good combos for female saiyan to improve my pvp game. From my Virakins manga project. Their stamina breaks are also really fast, being able to land in a lot of cases mid combo. Replacing the second heavy attack with a light attack will make the character perform light attack launcher instead, which can be continued like regular light string.
The most important thing to remember is that basic attack attribute is a complete dump stat on them. Power Pole Pro: Human only. Fifth is a chase attack which circles around the flying opponent and kicks them with both legs in the back, knocking them away again. Their basic attack damage is some of the worst of all races, and they have the lowest strike supers modifier out of all races. The last attack has them chase the flying opponent to kick them away. Sign Up for free (or Log In if you already have an account) to be able to post messages, change how messages are displayed, and view media in posts. Light Break: Strikes forward with both palms. Their grab is possible to follow up when close enough to the ground with certain supers for lots of unavoidable damage, or with a burst dash to start a combo. In terms of stats and combos, human females lend themselves the most towards pure Ki blast builds, but their good ability to combo into moves makes strike and mixed builds work good as well. Their idle pose is taken from Videl, their heavy string kicks are taken from Videl's light string, while their light string punches come from Videl's heavy string. Sixth attack is a double hit done with both hands held together. However their ki blast supers modifier is second only to saiyan females.
The ninth or eight attack can be replaced with a heavy attack instead of light, which will cause a more damaging flip kick capable of causing a hard knockdown. It should also be noted that the second teleport in the light string ended with heavy attack is prone to issues online if done too fast, teleporting user in wrong place. In order to overcome those issues, human females need to use lots of ki blast cancels, backhit ki blast cancels and various supers to patch up their neutral game. I tried to use it on some of the Mentor Lessons and the Mentor manages to side-step away, without wasting Stamina, to dodge it. Their backhit is visually similar to Android 18's. Their backhit is also very quick, though not outstanding in reach. It's just that the Stamina Break move's speed is the same whether you use it in a combo or not which is a shame as a Stamina Break combo should be a bit faster than using Stamina Break by itself. Their animations are taken from several characters, mostly Videl. That is where the positives end, as Human Females are plagued with numerous weaknesses. This change was made to remove the infinite combo form this attack that HuFs could perform in Xenoverse 1. Seventh attack is a launcher done with both hands in a similar fashion as the previous attack, it can be step cancelled. Their health stat being in upper half also makes health a worthwhile investment. If you use a light attack in place of last heavy attack, you will perform the teleport attack from the light string, which will then allow you to either finish it with light attack chase or heavy attack teleport flipkick.
Well it's nice to see tutorial videos, but I have been using the command. The biggest strength of HuFs, much like of their saiyan equivalent is to combo into various Supers. Any tool that can help them make an approach, like Feint Shot, or Handy Canon, or something that can deal with blocking enemies, like Shockwave or Spirit Stab is going to help them close the gap. To differentiate them from Saiyan females, remember that their idle animation is bouncing more than the saiyan's, and that they keep their hands lower and more open. Similarily as with alternating string, instead of the last heavy attack you can perform the light string teleport attack. Light String (9L): first five mostly singular hits with punches. Alternating String(HLHLH): First attack is kick from the heavy string or dashing/step vanish light attack. Second is the double hit done with both arms.
Strengths and Weaknesses. Grab: Punches opponent with right arm, then left arm, then teleports behind them to kick them away and to the ground. One very interesting aspect of their combos is their ability to switch up the combo, as both HLHL and 5L2H launches can cancel into their light string teleport instead. The last attack is the same flip kick as the heavy ending of a light string. Due to this, basic damage investments are very inefficient on human females, and it is heavily adviced against investing in them, even on strikers, as they will land super attacks way more than said basic attack. Their heavy break gets its hitbox quite late, and is incapable of landing at the ceiling.
Burning Slash: Human and Saiyan only. Next attack teleports user in the path of the flying opponent, rebounding them with an uppercut punch, this attack can be directly cancelled into a light or heavy break, or guard cancelled to return to the beginning of combo.