Rumpelstilzchen's ESF Characters & Newbie Guide

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[align=center]Rumpelstilzchen’s (In)Complete ESF Characters, Special Weapons And Tactics Guide[/align]


Intro:
This in-depth combat guide is made for all these people who think that you don’t need tactics and those who think that this game is boring because they
always get annihilated and don’t know why.
It might as well give you some info that will improve your fighting as it did mine
(if you don’t know everything already).

All the knowledge used in this guide is acquired mainly by reading through the forums
and playing with bots. My online experience is quite limited as I’m playing with a modem
(those things from the last century) and it’s quite annoying to guess
where your opponent might be. So I can’t really determine my skill.
I just can say that I developed from a 7.0 mouse sensitivity to 17.5
and have no problem fighting several bots at the highest level
(or one of the Superbots).

It is strongly recommended that you read the original manual from the ESF homepage
before you read this guide. And you should also have a look in the forums (especially before you start insulting me)
as you can find most of the information there.
Also do read the Stickies, you might find some more advanced tactics in there.

If I got anything wrong, and I mean also typos, vocabulary or grammatical errors
or if you have something to add or want to be taken out, PLEASE tell me so.
(pm me). I will correct it instantly.
And I will also be pleased if you can give me some tips to improve my English (because I’m studying English in Germany).

And now enjoy reading (until your eyes get tired, exactly 15 A4 pages).





I. Basic Information and Abilities: Char Info, Basic Abilities, Team-Fighting


1 Character Information

Values taken from the 1.1 Manual (also some beam/blast abilities),
some abilities taken from grOOvy’s ESF Beta 1.1 Proper Melee Guide (my respect for this pro)

(+): gain after trans (-): lose after trans

[You may also lose a disadvantage (e.g. ‘no big beams’) as your weak attacks become
potent when having a high PowerLevel (PL) advantage]


Good:

Goku (Kamehameha, Spirit Bomb (-), Kame Torpedos)
LF 110 Speed 216 StartPL 0,75M
LF 120 Speed 280 TransPL 1,75M(x2) PerfPL 5,0M
Special: Solar Flare, Tele while charging Kame (+), quick blocking anim
Pro: good speed, powerful beam, most powerful blast (-), best homing blast, blinding attack, 2x PL (+)
Con: low health

Krillin (Kamehameha, Destructo Disc, Scatter Beam)
LF 100 Speed 180 StartPL 0,6M
LF 150 Speed 350 TransPL 3,0M (x2)
Special: Solar Flare, stays transed, the only human
Pro: speed #1 (+), good health (+), disc, powerful beam, homing blast, blinding attack, 2x PL (+)
Con: slow (-), low health (-), low starting PL, trans very far away

Gohan (Kamehameha (+), Shield Attack, Masenko)
LF 100 Speed 180 StartPL 0,6M
LF 120 Speed 280 TransPL 1,0M (x2) PerfPL 3,5M
Special: Shield
Pro: good speed (+), early trans, 2x PL (+), powerful beam (+)
Con: slow (-), no big beams (-), no big blasts, low health, low starting PL

Trunks (Burning Attack, Finishing Buster (+))
LF 110 Speed 180 StartPL 0,65M
LF 130 Speed 250 TransPL 1,0M (x2) PerfPL 3,0M
Special: Sword gibs victim at 20% LF if he hits with a strong melee attack
Pro: earliest trans, powerful blast (+), blinding attack, 2x PL (+)
Con: slow, low health (-), no big beams, no big blasts (-)

Piccolo (Scatter Shot, Eye Laser, Special Beam Cannon, Masenko)
LF 120 Speed 180 StartPL 0,65M
LF 140 Speed 250 TransPL 1,65M (x1,5) PerfPL 3,975M
Pro: good health, laser, fast blast
Con: slow, no big beams


Evil:

Buu (Candy Attack, Mouth Blast)
LF 160 Speed 220 StartPL 1,5M
LF 180 Speed 320 TransPL 3,0M (x1,5)
Special: Regeneration, Candies (PL and/or Health inc), stays transed
Pro: speed #1/#2, starting PL #1, LF #1, fast and powerful beam, laser
Con: no big blasts, cannot use senzu beans, late trans, ugly demon ;)

Cell (Kamehameha (-), Freeza Disc, Gallit Gun (+), Special Beam Cannon)
LF 120 Speed 220 StartPL 0,9M
LF 140 Speed 290 TransPL 1,9M (x1,5)
Special: no Ki burn while flying (+), Solar Flare, fast animations, stays transed
Pro: very fast, good health, starting PL #2, powerful beam, controllable disc, blinding attack
[Note: Model not aligned while being thrown]

Vegeta (Gallit Gun, Big Bang (+), Final Flash (+))
LF 110 Speed 216 StartPL 0,7M
LF 130 Speed 280 TransPL 2,0M (x2) PerfPL 5,0M
Special: quickest close melee button reaction, can fire several of weak #2 Ki blasts after charging
Pro: good speed, most powerful beam (+), powerful blast (+), 2x PL (+)
Con: low health (-), no big beams (-), no big blasts (-)

Freeza (Freeza Disc, Finger Laser, Telekinesis, Death Ball (+))
LF 150 Speed 180 StartPL 0,8M
LF 170 Speed 275 TransPL 1,8M (x1,5) PerfPL 2,5M
Special: no Ki burn while flying (+), Telekinesis (hardly detectable)
Pro: #2 LF, good speed (+), laser, controllable disc, powerful blast
Con: slow (-), no big beams, no big blasts (-), big model (adjust camera!)


Addition to the Manual:

Ki is your energy but it’s like stamina, if it’s empty you are defenceless and immobile.
(and you fall to the ground).
You should always keep a bit of your Ki left for emergency purposes or low Ki counterattacks.
If you put more Ki in your attack, then it will get more powerful and bigger.

LF is your health. With high LF you survive longer and die less often but your enemy
can get more PL for killing you (e.g. with instant-killers).
High LF is a must on catch-up servers as dying is awful there.

CF (change form) (it is only possible to transform once in 1.2!)
When you Ascend your speed and PL increase.
So you have more Ki to play around with and do more damage.
Ascend if you have the time and think that you are in need to gain an advantage.
During Ascension you are invulnerable to Melee only.
It is short sighted to Ascend too early if you don’t need the boost,
as you gain less PL for doing damage
(and your opponents’ PL rises faster and they might catch-up to your PL and trans too).
It could also lead to a whopping PL loss when playing on a catch-up server.
You can descend at anytime with most characters.
Do that if you think you have no problems and want to gain PL faster.
You can also descend after firing a Beam or while being in an Adv Melee Fight.
If you run out of Ki you will descend automatically.



2 Basic Abilities: Run, Jump, Fly, Teleport, Swoop, Float, Turbo, Block

Running:
- should be avoided as you are easy prey for splash damage
- use Turbo to be faster (but makes you very visible)

Jumping:
- low Ki cost, more if you jump higher (hold Jump longer)
- quickly propels you of ground to prevent damage (and you are harder to hit)
- can be done on walls (WallJumping)
- hold jump to land on your hands and knees if knocked to the ground
- you do not lose your velocity if floating before jumping
. (you can travel fast with very low Ki cost)
- you can BeamJump (see Beams section)

Flying:
- press F to avoid falling to the ground (and disengage floating)
- low Ki cost (no cost for some Characters)
- use Turbo to be faster (but makes you very visible)

Teleporting:
- high Ki cost
- very quick movement and best evasive manoeuvre
- link simple melee to combos (TeleMelee)
- gain advantage in a close quarter fight (positioning)
- fool your opponent with the after-image

Swooping:
- common form of movement
- moderate Ki cost (use float to save Ki)
- fast movement (evasion easy if opponent (or attack)
. is slow or has no decent Melee skill)
- 360° swooping (up/down/side/back since 1.2)
- makes you very visible (all close opponents will assume a Melee attack)
- link to another swoop (Foreverswooping if different direction)
- only possibility to attack someone with prepunches (and switch to Adv Melee)
- combine with Teleports to fool your opponent
- can be used for simple melee and head-ons

Floating:
- disengage Flying to slowly regain Ki (advantage in a dogfight) and lose altitude without losing velocity
- combine with swoop (you have to wait about one button press after swooping)
- combine with BeamJump (release Jump to float at very high speed)
- combine with Jump to regain altitude and not loose velocity after hitting the ground
- use to fall down while charging an attack to evade downwards
- you can charge attacks and block while floating (you won't lose velocity)

Turbo:
- quickly burns your Ki
- increases your PL to(!) 125%
- increases your attack power/size/damage (as a result of the PL)
- makes you a lot faster when flying or running (not when swooping)
- you will gain less PL (as a result of the increased PL) and your foes will gain more

Blocking:
- decreases the damage you are receiving (splash damage??)
- no Ki cost (only defence when low or out of Ki, or use to save Ki)
- if you block prepunches, no Throwing will be possible and Combo Time
. will be much shorter
- if you block beams or blasts, they will be swatted away (if they are weak) or
. a struggle meter will appear (BlockStruggle).
. to win the BS you should hold LMB, estimate your point of death
. and then use Turbo wisely (see PS).
. Always keep the attack in your FOV or it will detonate instantly.
. The attack will be fired as a blast (with your Ki added to the power) where you are pointing.
. Don’t BS or quit early if you are sure that you will lose (when low at Ki or PL)
. to prevent instant killing with weak attacks
- you can not block splash damage, prepunches (or block breakers), discs or lasers
. or anything outside your FOV


3 Team-Fighting

General:
- try not to damage your team mates until they are going to take
. more damage otherwise, you will gain PL but it may cost you a frag
. and you will get your mates pissed (esp. on catch-up servers where death may decrease PL)
. (if you hit him with prepunches click RMB asap, if you hit him head-on don’t press
. any buttons to get a tie, if you hit him with Adv Melee release LMB)
- try to work with the special abilities of your mates
- create a nuke with friendly PS or BS
- get in a melee fight to save each other from explosion damage
- you can throw your team mate (hopefully not resisting) at an enemy
. (who is hopefully not charging something)
- throw the enemy to a wall or to your mates to give them an easy target
- I guess you can even throw or kick him to your swooping friend
. for an endless team combo
- distract the enemy to give your mates time (for recharge/charge an attack)
- Multi-PS a stronger opponent (this may not work in TDM so you have
. to team up with someone else instead
- simply team up against a stronger opponent


Real Good/Evil Teams abilities:

Good:
- earlier transformations (except Krillin!)
- powerful after trans (except Piccolo)
- slow before trans (except Goku), Piccolo and Trunks are slow after trans, too
- low health
- homing blasts
- lack discs (except Krillin) and lasers (except Piccolo)
- blinding attack

Evil:
- lack some good beams (except Buu/Cell) and blasts (except Cell) early on
- lack of PL later on (except Vegeta)
- strong early on (except Vegeta)
- fast early (except Freeza) and later
- good health (except Vegeta early)
- later transes
- controllable discs and lasers
- ugly ;-)




II. Attacks: Melee, Blasts, Beams, Discs, Lasers, Other Attacks

Important: Your choice of attacks should be determined for the actual situation and the enemy’s
behaviour/tactics/choice of attack.
But you should pick the lesser used attacks from time to time, too,
because it may piss people off when they get beaten by one attack every time
(there is nothing more annoying than flaming/whining people), otherwise it’s obviously a skill difference.
This will help you to combine attacks and develop your own tactics and combos.
Don’t spoil anyone’s game by flaming/whining if you are humiliated, but ask for help
and training, which will please the majority of players who will happily
pass their knowledge to you if you don’t annoy them.

Be ready for your opponents counterattacks! Surprise him with your counterattacks!
Try to predict your Opponents Moves! Try to be unpredictable yourself!
Make your opponent run out of Ki! Try to save Ki (if you don’t use it for damage)!



1 MELEE: The essence of close quarter Fighting

What can you do with Melee? You can…
- hit someone (RMB) and send him flying
. (while tumbling through the air you can hit him again and again).
. Can be done with swoop, too, but enemy might retaliate with Simple Melee
. or prepunches when used head-on
- swoop at someone engaging Advanced Melee prepunches, you will both be blown back
. (and everyone else standing nearby) if you click RMB, run out of Ki or hit 12x
- engage combo mode while prepunching (hold LMB),
. to create custom combos during your combo time
. (best after 5 prepunches), hold both buttons for kicks
. (release LMB first if you want to finish with a kick)
- throw (hold RMB while prepunching) your opponent at a person/wall/attack

+ good damage (with proper skill, mouse speed and/or PL only), easy to use basics,
. you are very mobile and hard to hit, invulnerable in Adv Melee or Head-on, against other attacks
. some variations for different situations (low-high cost, very weak-strong damage),
. forces the opponent to use weak attacks and/or melee,
. forces opponent to deplete his Ki for evasion/counters, high damage with high PL advantage

- extremely hard to master (hard to get even a decent skill), highly dependable on skill,
. easy detectable (as everyone is expecting it), low damage for your Ki, needs recharging
. frequently (easy target),
. easy target after quitting Melee (not very long), you can damage
. your team mates in a fast battle (but not very much),
. only effective at very close to medium range (but costs a lot of Ki for moving then),
. can be blocked (prepunches will hit, combo time will be shorter),
. very low damage (min 12) with high PL disadvantage

Strong VS: Melee (if your skill and/or PL is higher), Head-on Melee (if PL is higher),
. Beams and Blasts (if u are fast or evade in time, no Head-ons!, no Simple Melee),
. Melee outside close range (quick beams), slow or immobile (e.g. charging) people
. (or not much space to evade), people with low Ki, people you can surprise, slow chars

Weak VS: quick/fast/weak attacks (if you have no proper skill),
. Melee (if your skill is lower), all attacks if using Head-on,
. very powerful attacks, remote explosion of beams, Shield, Lasers,
. people with high Ki and/or higher PL, fast chars, transforming people, blocking
. (less effective vs advanced melee, be aware of counter if you hit a block!)

Variants:
Simple Melee (weak, low Ki cost, can be started and/or chained with TeleMelee,
. can be chained with more simple melee hits (Simple Melee combo),
. can hit enemy in a wall inflicting extra damage and make him immobile),
. you stay mobile, you will hit even in a head-on with low health, you don’t lose health with proper skill)
Prepunches (very weak, high Ki cost, not block able (well, you deal damage), up to 12 automatic hits)
Combos (weak, low Ki cost, 15-35% (+/- PL bonus) random hit (with 25% block chance if unpredictable,
. high damage if lucky, with high PL or good skill (Special Combos/Block Stun) or if enemy fumbles,
. enemy has option to retaliate (if not hit by strong attack at the end)
. and may inflict more damage than you have done to him (esp. if his PL is higher and/or he blocks better))
Throwing (weak (does damage if you can hit something only), high Ki cost
. (especially if enemy has high PL and resists or you do too much prepunches)),
. may run out of Ki before able to throw (and get hit if you don’t stop before),
. throw to a wall or enemy or attack to do extra damage), you can quit at any time,
. you don’t lose health)

Special Techniques: Tele Melee, Special Combos, Block Breaker
Tele Melee: Simple Melee someone after teleporting to melee range,
. you can even chain more hits together to do a Simple Combo
. (these are very hard to pull off during a fast fight). This will cost a lot of Ki for the teleports.
. To do a Telecombo pick a immobile target (e.g. s.o. who missed with his beam),
. Teleport into him while holding RMB, repeat again while he's flying, switch to another attack
. (e.g. KiBlasts/laser) and hit him again (he might also hit a wall for extra damage).
. With better skill you can even hit moving targets or chain combos when he bounces off surfaces
. or after you hit him upwards.
Special Combos: series of punches and kicks during combo time,
. if one of the hits connect you get extra damage.
. These combos are secret at the moment but you can learn them as soon as
. an enemy uses them against you (get hints from the forums),
. they lose their effectiveness if the enemy knows them and does not fumble
Block Breaker: If a strong attack connects during combo time the next medium
. or 2 weak attacks will connect,
. if a medium attack connects the next weak attack will hit (these hits do not count
. for special combos) because of Block Stun

Tactics:
- try to hit your opponent in the back
- hit/throw someone to a wall/floor/ceiling to get extra damage,
. if he bounces off, you can hit again for a combo or with any other attack
- teleport to get a better offensive/defensive position or to irritate your foe
. with the after-image
- try to swoop-hit the enemy in the side/head/back (dogfight)
- trail the enemy until he runs out of ki first and hit him when he recharges
. or even when his swoop stops (with good timing)
- use other attacks to assist and do extra damage to weaken your foe
. or make him waste Ki for evasion
- use float/drop/jump/walljump/beamjump to save Ki while moving
- use Simple Melee or prepunches and/or throw to hit your enemy if suffering a great PL disadvantage
- use advanced melee (or even head-on) when having a PL advantage, the increased possibility
. of random arrows will make your Block Breakers count and may even deceive
. your special combos, inflicting impressive amounts of damage
- use strong attacks at the end of your turn to take your enemy his chance to retaliate
. and to inflict more damage if kicking him into a wall
- you can neglect a PL disadvantage by pure skilland you can get nearly invulnerable
. by using teleporting and swooping techniques like Telecombos, Side-hitting, Foreverswooping, Floating (to save Ki)
- you can use other attacks to give you an advantage in melee
- use TeleMelee to surprise those beam/blastspammers (before overcharging or after firing)

Melee Counter:
- get out of range
- move/evade/teleport very fast
- use fast attacks (and beam remote explosion) or melee, too



2 BLASTS: Fire and Forget

What can you do with blasts? You can…
- charge (LMB) to send some Ki into the Blast to increase its force (for BS), its size (inc hit chance) and damage.
. (These variables depend on your PL (except Spirit Bomb)
- fall by pressing F while charging (or when you run out of Ki) or jump (press after! you hit the ground)
- use Turbo while charging (but you cannot reengage it)
- overcharge the Blast (over minimal charge) to quickly press Ki into the Blast (for power/size/damage)
. but this will waste Ki (Turbo increases this effect)
- stop/hold charge (RMB) and continue charging (release RMB) (you eventually burn some Ki while stopping because of flying).
. The Blast will not fire if you release LMB while holding RMB, only if you release both buttons
- disarm the Blast by switching weapons during charge
- fire the Blast (release LMB) and it will fly in the direction you have pointed

Note: The Blast will explode if it hits something (if it’s not blocked or hits another attack).
You can change a Blasts speed/direction and damage by shooting Beams or Blasts at it
(very funny if someone is in a PS with the Blast).

+ high damage even at low charge (up to nuking map! often instagib), very versatile, easy to use,
. multiplies damage inside a Ki Blob (bursts), can slow down or stop/deflect beams and blasts,
. good melee assistance, slows down enemy attacks,
. lot of variations for different situations
. (medium-very fast travel, slow-fast charge, small-very impressive size, very weak-very strong),
. you aren’t easily tracked back (because fire and forget),

- needs some skill (for timing, safe use and for sniping), loud, easy detectable,
. high Ki cost (variates), cannot move while charging (except weak blasts),
. you can damage or even kill yourself and/or your team mates,
. good at any range (speed/power/size/homing for extra range),
. can be slowed, deflected or destroyed by attacks,
. can be swatted away, can be blocked (BS) and thrown back stronger than before,
. blast can limit your FOV while charging or after firing


Strong VS: Beams, Blasts (only if a lot weaker or they will slow down and bring each other off course),
. Melee (esp. quick blasts) if you can lead your target properly, slow or immobile
. (transing, charging or stuck to floor or walls)
. or unaware people (or with not much space to evade),
. People out of Ki, people using adv melee (afterwards)

Weak VS: Melee close range (if you can’t evade properly), Blasts, Discs (while charging),
. People with high Ki, moving people, fast Chars, Blocking

Variants:
Big Bang Attack: (large blast, good damage, good speed, immobile until firing, late access)
Death Ball (large blast, good damage, excellent speed, late access)
Finishing Buster (large blast, good damage, good speed, immobile)
Generic Ki Blast (special colour) (small, weak, fast charge, good speed, many uses)
Ki Blast (very small, very weak, high ROF, high speed, #2 Ki Blasts higher ROF but weaker
. and don’t fly directly to the point where they coincide)
Scatter Shot (like alternate Ki Blasts but you can specify where they coincide with RMB)
Scatter Beam (good damage, long charge, extreme Ki cost, fast, splits in homing Blasts)
Special Beam Cannon (fast, large blast, excellent damage, reveals position after firing)
Spirit Bomb (most powerful Blast, no cost, very long charge, very large blast, immobile, easy spot able,
. damage is calculated from server’s average PL (I guess))
Small Spirit Bomb (large blast, good damage, immobile
Shield Attack (small, immobile charging (shield), good damage (especially if shield is hit)

Tactics:
- move after firing a strong Blast, you were immobile long enough
. (or block if someone closes in head-on and you can’t tele in time)
- throw another blast (or a strong beam for a PS) at someone who is in a PS with a blast
- use the splash damage
- blow up a Kiblob (increased damage and blast radius)
- blow yourself up if you have very low LF and can inflict a lot more damage to your opponents
. (you can gain a lot of PL if you are losing PL constantly)
- you are harder to detect if you are above or below your opponent
- don’t spam attacks too much or you will get people pissed

Blast Counter:
- move/swoop out of the way (easy at longer distances)
- Tele away if it is close and you have enough Ki left
- block (BS) if you have no time or Ki for teleporting or enough space for braking
. or when you can swat away (or even swat back) the beam when it’s too weak
. (the enemy will drain his Ki faster)
- throw a blast at the blast to slow it down or deflect it
- hit your foe before he releases the blast
- move close to him to deny him save use (but he might choose to suicide)
- use your shield if you are Gohan
- PS it if you wasted a lot of energy in charging a beam and the blast is too close to recharge+evade



3 BEAMS: Remote Controlled Missiles

What can you do with beams? You can…
- charge (LMB) to send some Ki into the Beam to increase its force
. (for PowerStruggles (PS) or BlockStruggles (BS)), its size (inc hit chance) and damage.
. (These variables depend on your PL)
- fall by pressing F while charging (or when you run out of Ki) or jump (press after! you hit the ground)
- use Turbo while charging (but you cannot reengage it)
- overcharge the Beam (over minimal charge) to quickly press Ki into the Beam (for power/size/damage)
. but this will waste Ki (Turbo increases this effect)
- stop/hold charge (RMB) and continue charging (release RMB) (you eventually
. burn some Ki while stopping because of flying).
. The Beam will not fire if you release LMB while holding RMB
- disarm the beam by switching weapons during charge
- fire the Beam (release LMB) and it will try to fly where you are pointing.
- descend after shooting the Beam will not lose it.
- detonate it after shooting by pressing RMB or switching weapons
. (This will cause any swoop to stop and anyone else to drop if hit)
- push more energy into the Beam after firing by pressing LMB (and use Turbo as you please,
. but Turbo will waste Ki)

Note: The Beam will explode if it hits something (if you don’t press Jump and if it’s not blocked
or hit by another attack). It will transform to a blast if the beamer is killed
or the beam is blocked and thrown back.

+ high damage (up to nuking map! often instagib), very versatile, easy to use,
. controllable, remote explosion, multiplies damage inside a Ki Blob (bursts),
. can slow down or stop/deflect beams and blasts, good melee assistance,
. lot of variations for different situations (slow-fast travel, slow-fast charge,
. small-big head size, weak-very strong)

- need skill (for timing, safe use against moving targets and for sniping), loud, easy detectable,
. high Ki cost (variates), cannot move after firing (and sometimes during charge), you can damage
. or even kill yourself and/or your team mates, bad at very close range, can be swatted away,
. can be blocked (BS) and thrown back stronger than before (as a ball),
. Beam may be in your field of view while charging or after firing

Strong VS: Beams (if used correctly) or very weak Blasts,
. Melee outside close range (esp. quick beams),
. slow or immobile people (transing, charging or stuck to floor or walls, or not much space to evade),
. people with low Ki, people using adv melee (afterwards), people who are dogfighting (or other unaware people)

Weak VS: Beams (if not used correctly), Melee close range, TeleMelee, Blasts,
. Discs, Shield, People with high Ki, fast Chars, Blocking

Variants:
Burning Attack (very weak, small, low range, very fast, fast charge, blinds, immobile charging)
Final Flash (very powerful, large blast, extreme cost, slow, immobile charging, late access)
. [Note: Aura is not showing if Turbo-overcharging (WON)]
Generic KI Beam(special colour) (small, weak, fast charge, very good speed, many uses)
Gallit Gun (medium, short charge, medium speed, powerful with high PL,
. aura limits FOV and makes you easy detectable while being slow)
Kamehameha (Powerful, large blast, medium speed, good for PS, good balanced)
Masenko (weak, small blast, good damage, good melee assistance, immobile charging)
Mouth Blast (fast, powerful, good damage, pink ;-))

Special Techniques: BeamJump, PowerStruggle
BeamJump:
Take a fast chargeable Beam that has fast speed (often Generic Beam).
Charge to the minimum, aim for an obstacle or wall, fire away, hold Jump.
+ easy, cheap and fast evasion (or just moving) esp. when fighting w/ weak Beams near walls
. can be used with every Beam as a last second evasion when it’s not possible
. to get an advantage by firing (or if in danger of blowing yourself up)
. or as a trap (you leave your surprised enemy in a corner
. of the map with a nuke and you are safe).
. you drift with very high velocity when you release Jump
. you can charge the beam while floating
- you have to hit a wall fast, you can be hit, you are easy detectable while travelling

PowerStruggle (PS):
It’s a Ki Duel when two or more Beams about the same power collide. You can get
an advantage when you start first, when your PL is higher, when you start with more Ki
and when your character has a good PS Beam for your purpose.
You can use a PS for offensive (try to get the Beam to the opponent) or defensive use
(try to push the enemy Beam to a save distance).


There are two strategies to win:

a)You try to overpower your opponent with brutal force.
This also happens when you try to kill someone with a powerful Beam and accidentally
get into a PS or your Beam is hit by a Blast. Try to overwhelm him directly with your starting boon.
You spend too much Ki in charging and in Beam size, so try to push the Beam
quickly into your opponent
before he could gain the stamina advantage.
Use Turbo as much as possible to increase chances of success.
If you spend all your Ki, your only hope is that the Beam is powerful enough to reach him
or a wall close to him. If it stops, get ready to be nuked.
This works best when you start first with a strong beam
and when you are not too far away from your opponent.
If the conditions are to your advantage you can also start later if you guess
you can get the damaging part of your Beam to him.
But usually you want the Beam to get as far as possible as fast as possible before being slowed down.

b)You try to overpower your opponent with your stamina and economic Ki usage.
This also happens when you try to damage/kill someone with a weak or medium beam
and accidentally get into a PS with a stronger beam or a Blast (w/ a Blast this technique may create a nuke).
You should aim and position yourself well (perfectly if you can hit your enemy directly
but his beam misses you slightly).
Try to overwhelm him after you slowed down his beam. If the Beam misses you,
you get extra time until it hits a wall or something else.
Try to use your Turbo only if you think the Beam is too fast and you will loose.
Turbo burns a lot of Ki and if your enemy runs out of it you can overwhelm his Beam a lot easier.
If you want to start a stamina PS, try to have some braking distance and try to start first to slow the Beam early.


Tactics:
- use remote explosion if you don’t want the beam to be blocked or if you can’t hit directly
. (or to stop melee attacks, use block if your foe is not stopped)
- move after firing a strong beam, you were immobile long enough
- PS someone who is in a PS with a blast
- you are harder to detect if you are above or below your opponent
- blow yourself up if you have very low LF and can inflict a lot more damage to your opponents
. (e.g. your PL is draining because of very low LF, you charged a strong bean and have no Ki left,
. the enemy is closing in for Melee). That will even give you a PL boon due to low PL
. If you are near a wall you should BeamJump
- don’t spam attacks too much or you will get people pissed


Beam Counter:
- move/swoop out of the way (easy at longer distances and with an opponent
. that is unable to hit you with remote explosion)
- tele away if it is close and you have enough Ki left (but the remote explosion may hit you)
- BS if you have no time or Ki for teleporting (hopefully the enemy does not detonate it
. right before it reached you). You should ensure to have enough space for braking!
. Maybe you can swat away the beam if it’s too weak
- throw a blast at the beam to slow it down or deflect it catching your foe in a PS trap
- hit your foe before he releases the beam or after with TeleMelee or any attack (after evasion).
- move close to him to deny him save use (but he might choose to suicide)
- use your shield if you are Gohan
- PS it if you wasted a lot of energy in charging a beam and the beam is too close to recharge+evade
. or if you have a good chance to win
- use a blast or disc to kill him (or make him stop attacking) before the beam can reach you



4 DISCS: Stealthy Instant Killers

What can you do with discs? You can…
- charge (LMB) to send some Ki into the disc to increase its size
. (inc hit chance) and damage (for telekinesis only).
- fall by pressing F while charging (or when out of Ki)or jump (press after! you hit the ground)
- use Turbo while charging (but you cannot reengage it) to increase movement speed
. while charging (or damage for telekinesis)
- overcharge the disc (over minimal charge) to quickly press Ki into the disc
. (for size/and damage for telekinesis) but this will waste Ki (Turbo increases this effect)
- stop/hold charge (RMB) and continue charging (release RMB)
. (you eventually burn some Ki while stopping because of flying).
. The disc will not fire if you release LMB while holding RMB, only if you release both buttons
- disarm the disc by switching weapons during charge (have to see that, yet)
- fire the disc (release LMB) and it will fly in the direction you have pointed or where you are pointing
. (with controllable disc)

+ instant killer (not telekinesis), very easy to use, very fast, hard to detect (nearly 2-dimensional),
. unblockable, not stopped by shield, good at nearly any range if you can hit
. (charge takes too long for close quarters)
. (speed/size/controllable for extra range), you aren’t easily tracked back (because fire and forget),
. good for getting people’s attention ;)

- need basic skill (for timing and sniping), loud at close range, high Ki cost (if fully charged),
. slow while charging and holding (or even immobile for telekinesis), can be evaded easily
. you gain not much PL for an instant kill, does not stop other attacks,
. Disc can be in your FOV while charging or holding (esp. if foe is above or below)
. no splash damage

Strong VS: Beams (if fast enough), Melee (esp. head-on, no splash damage),
. very slow or immobile (transing, using shield, charging or stuck to floor or walls) or unaware people,
. people out of Ki, people using adv melee (afterwards and with good angle)

Weak VS: Melee close range, Blasts, Beams (if not fast enough to kill the beamer),
. People with high Ki, moving people at any distance, people being aware of you

Variants:
Destructo Disc (instant kill, turns (harder to evade but you can see it better, too)
Freeza Disc (instant kill, controllable until you switch weapons, can return (RMB))
Telekinesis (good damage, hard to detect (even while charging), almost no Ki cost, fast charge)
. [Note: I count it to the discs as I’m pretty sure that it is unblockable and will pierce shields]

Tactics:
- move after firing! You were immobile long enough
- throw at a beamer if it is fast enough to kill him before the explosion can reach you
- throw at Head-on Melee people (you can even kill them with returning disc ;)
. but you have to move to change the disc’s direction)
- throw at immobile or very slow (for Freeza disc) people
- funny to use it if someone is thrown at you as you might kill both (this happened
. to me once, I was very shocked :shocked: )
- use against opponents with higher PL and LF
- if your opponent fires a huge blast or beam he may not spot your disc in time
- you are harder to spot if above or below your opponent (but the disc will be in your FOV)
- don't spam attacks too much or you will get people pissed


Disc Counter:
- move out of the way fast (easy) or move unpredictable when using melee
- Tele away if it is close
- throw a blast at your foe to make him evade, too (don’t give him time to charge again something nasty)
- hit your foe before he releases the disc (could be hard as he might release it
. everytime after minimal charge inflicting maximum damage)



5 LASERS: Instant Hitters

What can you do with lasers? You can…
- fire (LMB) to hit your enemy instantly
- fall by pressing F (or when out of Ki) while charging or jump (press after! you hit the ground)
- use Turbo before firing to increase movement speed and damage

+ instant hit (100% hitting chance if aiming is proper), instant firing, medium damage,
. very easy to use, unblockable, pierces shield, good melee assistance, you stay mobile

- need basic aiming skill, high Ki cost, lasers do not stop other attacks, attack stun after firing,
. no splash damage

Strong VS: Melee (with proper movement/aiming skill), shield, blocking, defenceless enemies

Weak VS: Melee Head-on, Melee if you lose too much Ki, Blasts, Beams, Discs, people at long range

Variants:
Finger Laser (medium damage, one instant hit, double ROF (RMB))
Eye Laser (medium damage, burst)
Cookie Attack (constant low damage, LF and/or PL gain if foe is killed, low range)

Tactics:
- move while firing! The enemy might hit you
- use if enemy is immobile to increase hitting chance (if your aiming sucks)
- use to finish up enemies (esp. with Cookie Attack :laff: )
- use when enemy can't evade to get multiple hits (e.g. when he's flying)

Laser Counter:
- move very fast and unpredictable
- get out of range (hard to hit at long range with high mouse sens)
- attack (melee is best choice)



6 Other Attacks

Ki Shield (invulnerable to Melee, damage from blasts/beams goes to Ki, stores energy,
. you can fire a blast with the stored energy (RMB charging, release both for firing),
. does not shield you from splash damage, pierced by lasers/discs)
Solar Flare (no charge, extreme Ki cost, blinds yourself (very short) and enemies in close range)



Master of Disaster Strategies for various combat situations

Situation: ThrowStruggling Couple VS Beamer

Beamer
You can try to hit the Punching bag. But that’s not a very good idea because
when you aim
where he will land then you need a very good timing with your Beam Speed,
when you are trying to hit or splash your opponent you need a good aiming
and a very good timing and you can get caught by the Thrower before the Beam explodes
if he regains Ki quick enough to attack you or after the explosion if you lost to much Ki.

It’s better to hit the Punching bag when he is thrown to you because you
can hit him very easily if you have the timing:
Your beam has to be powerful enough to kill at least the Punching bag or he will hit you
(if you can’t tele away) and your Beam has to be released early enough to ensure
that you are not hit before you release and blow you both up after he smashed in your face
or be caught in your own explosion after you release the Beam.

When you hit them with a Killer Beam very early then you can get the Couple
or at least the Punching bag.
So it’s better to aim at the Thrower to deal with him if he throws in your direction.
Either you Hit them both or the Punching bag (see above) or the Thrower (if the Punching bag
is not flying in your direction) because he lost too much Ki to evade.
If he quits throwing, decide for the more exhausted one.

Thrower
You can throw the Punching bag towards something damaging that is not too far away and try to evade
or block the beam (risk of Splash)
or BeamCounter if you have enough Ki left (not likely).
You can also throw to the Beamer, but you have to hit him early
to ensure that you hit him, too
and let him explode his Beam in his hands (if early enough)
or let the Beamer kill the Punching bag (hopefully already badly Injured)
forcing the Ki-lacking Beamer to switch to Defensive.
The last possibility is to quit Throwing (what will irritate the Beamer) and fly in a better defensive position.
The Beamer has to decide for one and is vulnerable for the other one who normally has some Ki left.
Running out of Ki is really dangerous.

Punching Bag :laff:
Either try to resist if you see the chance of the thrower running low (and releasing
for saving Ki for evasion) or out of Ki to draw the Beam to the Thrower
or don’t resist for hitting the Beamer when he’s not ready
if you are flying towards a wall than you hopefully have enough Ki left to evade
(if the Beamer decides for killing you cliff-hanging). Out of Ki you are easy prey.


Situation: ThrowStruggling Couple VS Blaster

Blaster
Aim for the Punching Bag (the Thrower can move out of the way,
he is usually not close to a wall to hit with splash-damage).
If he’s thrown your way you can hit him (similar to Beams). Timing is crucial!
If you are fast enough you can kill both. If you are too slow you die.
If he’s flying towards a wall aim for his landing point,
he hasn’t much of a chance even if he’s jumping off the wall.

Thrower
If you’re fast enough you can throw in the Blast similar to Beams to save your life.
Beware! Blasts are damn fast and very powerful even if not fully charged.
Save Ki! The Blast is always first aimed in your direction
so spend some Ki for the emergency Teles.
If you want some Ki left for BlastCounter, throw just a short distance or quit.

Punchingbag
Similar to Beams.


Situation: ThrowStruggling Couple VS Disc
(works when they quit adv. Melee, too. But you need good positioning)

Similar to Beams but timing is not so important


…hmm I can’t think about more combat situations, if you can, PLZ tell me!



Outro:
Wow! This was quit a bit of work but I think it was worth every minute,
as it will help those newbs
that much and improve your skill (I hope so).

O boy! This is such a great game. But why do I play this if I usually only play plane simulations?
I’m not such a great fan of DB or DBZ either (I’ve only seen some parts of the TV series).
Well because this game is reminding me of plane simulations.
Yes, because you are flying, you need to manage your energy (what also will be altitude,
but as the chars train with 100G this can be obviously neglected), you can dogfight
with your enemy, it’s highly dependant on skill (turning rate, positioning, aiming) so you can always
learn new things, the attacks are quite similar to fighter weapons (heat seeking missiles = beams,
cannons/unguided missiles you have to lead target = blasts, teleporting = flares),
you can sit in the enemie’s neck and spread havoc. Oh yes and I like that dealing damage
will give you experience (PL).
Well you might not agree but I hope you will enjoy this game as much as I do.


I’m looking forward to get some tips or tactics from you or just your opinion about my guide.
If you disagree at any point PLZ tell me so (pm me)!

Thanks a lot for reading.



Credits:

Thx to:
Me, yes me, because spending so much time for this guide in my spare time although
it was very funny to do and I think I can be proud of the work.

Special Thx to:
grOOvy, and all of those people I took information from but can’t remember the names
darknavigator for pointing out that trunks has earliest trans
[Your Name Here?]

Very Special Thx to:
The ESF Team for creating such a great game in their spare time for free
 
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dude you have to much time on your hands...

but i suppose there is somone out there that appreciates it...






maybe


kiding


maybe...
 
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Well, it took me about two evenings, it was work but it didn't take so long as I'm very fast in typing.
Most of the work was collecting the infos.

It was just annoying for me to read through all of the posts where people ask the same questions
again and again. I think you find answers to nearly every in-game-system question in this guide.
 

Hsu

New Member
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Well I am just going to close and sticky this. If you fell you have anything else to add to your guide pm me and I will open it so you can.
 

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