Dragon Ball Z: Budokai Tenkaichi 3/Miscellaneous

From SuperCombo Wiki

Health

Health is your most valuable resource, being indicated by the large gauge at the top of your screen as well as the six arrows above as shown in this image:
DBZBT3 Health Bar.png
Each bar of health represents 10000 units of health and each arrow represents a bar in reserve, so 50000 (five bars) for example is represented by four arrows and one full bar. Health can be drained either by performing an Emergency Blaster Wave or by taking damage from an opponent. Health can also be recovered during a match using the following methods:

  • Using Health Restoring B1s

Health can also be passively regenerated by in-active characters during team battles at a rate of 100 health per second. This method of health recovery is the only method that is not capable of recovering an arrow. This limitation can be bypassed in a way, as an example, if you have a character that can recover health by throwing, transforming, or a B1, and your health goes under 30000, then you can make your way back into the 30000s via any of the previously mentioned methods and tag out afterwards to regenerate all the way back up to the base of 40000. Lower health decreases your safety as well, as the lower your health gets, the slower you can recover from a knockdown. Lowered health also makes the vanishing window smaller, meaning vanishing an attack requires more accuracy in your timing.

Ki

Ki is the easiest resource to manage, indicated by the five bar gauge shown in the image below:
DBZBT3 Ki Bar.png
Ki can be drained in quite a few ways, listed here:

As well as recovered by:

Ki management is an important factor during gameplay, as it's required for using many of your best offensive, defensive, and movement techniques in the game, making it a required resource for gameplay as a whole. This is (much like health) recovered by in-active characters during team battles at a rate of around 0.043 Ki Bars per second (0.043 KiB/s).

Blast Stock

Blast Stock is indicated both by a number and gauge, as shown below:
DBZBT3 Blast Stock Bar.png
The number represents the amount of Blast Stock, with the gauge to the right of it showing how close you are to regenerating a Blast Stock. Blast Stock can only be used or drained in two ways, those being using a Blast 1, or activating Max Power Mode. Blast Stocks can be regenerated either by allowing them to be regenerated passively or by properly blocking an Up or Down directed Full Power (Level 3) Smash Attack.

Max Power Mode

Max Power Mode (often abbreviated to MPM) is a universal mechanic, being activated by charging while both having a full Ki gauge and at least one Blast Stock, indicated with a blue gauge that overlays the Ki gauge. Non-android characters will have a small explosion around them upon activation of Max Power Mode which can dissipate Blast 2s/Ultimate Blasts as well as stopping the opponent from approaching for a short period. Max Power Mode unlocks multiple new options to the user, which are as such:

Character Stats/Properties

Stat Sheet

Max Health - A character's base Health stat, this can be 30,000, 40,000, or 50,000.
Defense - The defense percentage of a character, influences how much damage they take from all sources.
1st Rush Attack Startup - The amount of time between the attack button being pressed and the attack doing damage, measured in frames (30th of a second in BT3)
Attack (Melee) - The amount of damage done by a character's Rush String 1, used to gather a basic understanding of how much damage a character can do with just melee attacks.
Attack (Ki) - The amount of damage done by a character's full Rush Blast barrage + a single Smash Blast.
Starting Ki Bars - The amount of Ki Bars a character has upon the match being started.
Auto-Generated Ki Bars - The amount of Ki Bars passively regenerated.
Fatigue Bars - The amount of Ki Bars needed to recover from Fatigue.
Ki Charging Speed - The speed a character charges Ki, measured in Ki Bars per Second (KiB/s).
Ki Regeneration Speed - The speed a character recovers Ki passively (KiB/s).
Blast Stock Fill Time - The amount of time in seconds it takes for one Blast Stock to be passively regenerated.
Switch Bar Fill Time - The amount of time in seconds it takes for the Switch Bar to regenerate.
Free Dash Speed - The speed of a character's Free Dash.
Water Dash Speed - The speed of a character's Free Dash while underwater.
Free Dragon Dash Speed - The speed of a character's Free Dragon Dash.

Misc. Properties


Flight - Whether or not a character can or cannot fly.
Rush Blast Amount (Standing) - The amount of Ki Blasts done during a full set of Rush Blasts.
Rush Blast Amount (Ascending) - The amount of Ki Blasts done during a single set of Ascending Blasts.
Rush Blast Amount (Dashing) - The amount of Ki Blasts done during a single set of Dash Blasts.
Smash Blast Amount (Standing) - The amount of Smash Blasts a character can have active at the same time.
Smash Blast Amount (Ascending) - The amount of Ascending Smash Blasts a character can have active at the same time.
Smash Blast Amount (Dashing) - The amount of Dashing Smash Blasts a character can have active at the same time.
Smash Blast Type (Standing) - The type of Smash Blast done by a character.
Smash Blast Type (Ascending) - The type of Ascending Smash Blast done by a character.
Smash Blast Type (Dashing) - The type of Dashing Smash Blast done by a character.

Character States


Neutral: Standing completely still, doing nothing.
Active: Currently in an animation that cannot be instantly interrupted by the player.
Falling: A falling animation characters are put in by walking off a ledge, using an Ascend Smash, or after jumping.
Drifting: Moving around by pressing any direction without Cross.png being pressed.
Dashing: Moving around either by pressing any direction, while holding Cross.png.
Neutral Dashing: Moving only by pressing Cross.png.
Ascending: Moving upward by holding R1.png.
Descending: Moving downward by holding R2.png.
Dragon Dashing: Moving by pressing L2.png + Cross.png.
Free Dragon Dashing: Moving by pressing L2.png + Cross.png + any direction.
Z-Burst Dashing: Moving by pressing Cross.png twice while holding L2.png, once to start a Dragon Dash, and another while in said Dragon Dash.
Dragon Ascending: Moving upward by holding L2.png + R1.png.
Dragon Descending: Moving downward by holding L2.png + R2.png.
Dragon Smashing: Pressing Cross.png after landing a Full Power Smash.
Hitstun: The stagger state a character is in after being hit by basic attacks such as a Rush Attack or Rush Blast.
Stun: The stagger state a character is in after being hit by either a Heavy Finish or Ground Slash.
Paralyzed: The paralysis state a character is in after being hit by either a paralysis Blast 1 or Smash Blast.
Soft Knockback: Being knocked backward at a slow speed and falling to the ground.


Examples:
  • Medium (Level 2) Smash Attacks
  • Air Combo 1 and 3


Hard Knockback: Being knocked backward at a high speed and later slowing down into Soft Knockback.


Examples:
  • Full Power (Level 3) Smash Attacks
  • Air Combo 2 and 4
  • The Energy Storm string


Knocked Down: Laying on the ground after Soft Knockback or a Ground Slash that wasn't recovered from.
Fatigue: The exhausted state a character is in after a Guard Crush drains the rest of your Ki.