DBFZ Opening Up Opponents v1.0
Difficulty Beginner
Focus Opening Up Opponents
The intention of this bot is to help players learn to open up defensive opponents by improving their usage of approach tools from neutral situations.
The characters for this bot are Frieza, Zamasu (or Goku Black if DLC is not available, or just if you prefer him), and Krillin, in that order.
Krillin is likely to hop around and make it hard to target him. If your character doesn't have that issue, for some reason, reverse the order of the 2nd and 3rd characters for this practice.
Bot Settings
Action Chances:
- #1: 100%
- #2: 100%
- #3: 50%
- #4: 100%
- #5: 100%
- #6: 100%
- #7: 100%
- #8: 100%
Gauge Settings
Health Recovery should be set to 'No Recovery' and Assist Cooldown should be set to 'Normal'. Sparking Blast settings should also be normal.
Settings for 1P are Health - 100% (all characters), Ki Gauge - your preference.
Settings for 2P are Health - 100% (all characters), Ki Gauge - 1.
Goals
Completing each action gives 1 point. Try to get to 10 points without the opposing team losing more than 1 character or your own team being defeated completely. (Hint: Krillin's settings can affect this due to amount of Senzu Beans used).
- A - Use an aerial Dragon Rush and have it connect, without first doing any combo (i.e. do it directly)
- B - Use an air-to-ground Special attack that has some follow up (including the Vanish Attack). Point is only if the follow-up succeeds.
- C - Start a combo with an air-to-ground normal from a jump (neutral jump, well timed back jump, forward jump, all valid)
- D - Use your crouching Medium attack from neutral and successfully do a short jump-cancel combo from it
Difficulty Levels
- Easy - Points given for ABCD
- Medium - Points given for ACD only.
- Hard - Points given for BCD only
- Extreme - Points given for B and C only.
In-Depth
This team's strong capability to move out of the way of attacks while counterattacking pushes the player to improve their accuracy under various pressures. While it is possible for many characters with very long crouching Medium attacks to hit with them, the jump-cancel requirement of that point trains the player to confirm and space this as well.
Learning to present a credible threat to the opponent by doing combos in these situations, rather than just stray hits, makes them more likely to play defense in a way that gives the player more chances to attack and find an opening.
This section will be expanded further in the probably distant future.