DBFZ Unconventional Movement v1.0
Focus Dealing with Unconventional Movement
The intention of this form of the bot is to help players learn to track various forms of unconventional movement, mostly from the defense perspective. Rather than defend from direct in-your-face pressure, one must learn to identify opportunities presented by characters using weird moves, so that one neither panics nor freezes up. This can be learned 'per character' by any team, but learning 'how to watch for it' is probably best achieved against this trio.
The characters in question are Trunks, Gotenks, and either Kid Buu or Yamcha, in that order.
Yamcha will take fewer actions in the air, and has slightly different combos than some of the rest of the cast. Kid Buu does not do certain things "correctly", but you still need to understand him, overall, and he is a good candidate for learning that opponents can violate your expectations. You can use this to decide which to use for this practice.
- #1: 100%
- #2: 100%
- #3: 50%
- #4: 100%
- #5: 100%
- #6: 100%
- #7: 50%
- #8: 0% or 50%
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 - 0-1.
Completing each action gives 1 point. Try to get to 10 points without having your whole team defeated and without defeating the opposing team.
- A - Hit Gotenks with your standing Heavy attack from Neutral (no previous hits, not right after blocking)
- B - Hit Kid Buu or Yamcha with your crouching Heavy attack (any non-combo situation)
- C - Hit any opposing character from more than half-screen with a Super Dash attack
- D - Hit any opposing character with an Assist attack while your point character is airborne
- Easy - Points given for ABCD
- Medium - Points given for BCD only
- Hard - Points given for B and D only, OR B and C only, whichever is easier
- Extreme - Points given for B and D only, OR B and C only, whichever is harder
This team's tendency to utilize movement both toward and away from the opponent, without a clear indicator of which is going to happen, combined with their longer range, allows them to make the player more hesitant about strongly committed options like Heavy attacks or Super Dash. Learning to track these feelings and increase awareness should help get better damage in the long run.