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Goku 
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Joined: Tue Jan 27, 2009 11:32 am
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Discuss Goku specific gameplay here.


Fri Jul 25, 2014 6:32 am
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Is it me, or was Kamehameha nerfed again?
It used to do damage based on distance, but now it only does 17% regardless of distance at max charge. And there doesn't seem to be a charge cap anymore.
Even the aura he gets when transforming into a Super Saiyan does more damage.


Fri Jul 25, 2014 10:32 am
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The lower levels are stronger and the higher levels are weaker. You can also turn around when firing now.

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Fri Jul 25, 2014 10:45 am
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[TSON] wrote:
The lower levels are stronger and the higher levels are weaker. You can also turn around when firing now.


So now it's a tradeoff between range and power?


Fri Jul 25, 2014 10:49 am
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They're all roughly the same strength. The range increase is the main benefit of charging it more, but the damage increase will make the knockback a bit better as well.

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Fri Jul 25, 2014 11:05 am
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Ah ok.

Also, it's still nigh impossible to pull off a full charged Kamehameha in Kaio-ken mode.


Fri Jul 25, 2014 11:09 am
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I'm loving the Reverse Kamehameha, but getting weaker as it charges just doesn't seem to have any logic to it.

Does it make balance sense? I guess so. Does it make common sense? It really doesn't.

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Fri Jul 25, 2014 3:55 pm
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This character has the coolest movement tech. Down air edge cancel "wavelands" are super sexy and allow for really precise travel distances with different spacing. This alone makes me want to play the character.

Aerial Ki Blasts are sweet. They hit confirm into grab, among other things. Lovely move.

I'm sad that Instant Transmission lost the carry kick; that was a really unique tool. It's a decent KO move now, which is nice, but the old version definitely wins in terms of coolness.

I look forward to exploring Goku this time around. He looks to be challenging to play well but quite effective when he gets into his rhythm.

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Fri Jul 25, 2014 4:19 pm
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Saikyoshi wrote:
I'm loving the Reverse Kamehameha, but getting weaker as it charges just doesn't seem to have any logic to it.

Does it make balance sense? I guess so. Does it make common sense? It really doesn't.

Sorry, I should clarify - that was in comparison to v0.9a. Overall, more charge = more damage/power still.

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Fri Jul 25, 2014 5:26 pm
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*Sigh, have to relearn Goku from scratch...

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Fri Jul 25, 2014 5:27 pm
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He's played basically the same tbh. Kamehameha is just useful now, and upB can KO, and fair is a little different.

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Fri Jul 25, 2014 5:43 pm
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[TSON] wrote:
Saikyoshi wrote:
I'm loving the Reverse Kamehameha, but getting weaker as it charges just doesn't seem to have any logic to it.

Does it make balance sense? I guess so. Does it make common sense? It really doesn't.

Sorry, I should clarify - that was in comparison to v0.9a. Overall, more charge = more damage/power still.

Okay, good. That would just be silly if that was the case... :P

Uh... Keep up the good work.

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Fri Jul 25, 2014 5:50 pm
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Can Goku in Kaioken do a fully charged Kamehameha ? if not it would be cool if you guys added that but to make it fair goku should take a huge amount of damage if it succeeds.

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Fri Jul 25, 2014 6:56 pm
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It's possible but very difficult.

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Fri Jul 25, 2014 6:57 pm
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I managed to get to the last tier, but I haven't fully charged it.


Fri Jul 25, 2014 6:58 pm
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