Dragon Ball Z: Budokai Tenkaichi 3/Offense

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Mechanics

Alignment

Character alignment is one of the more important things to consider when talking about combos. While your opponent is facing towards you, they have the ability to make the best of gaps in your combo as not all options are fast enough to cleanly combo. These gaps can be pointed out by blocking, counter-attacking, Auto-Countering/Sonic Swaying, moving out of the way with a side step, or descending/ascending out of the way. When your opponent is facing away from you, the opposite is true. Things that may have left gaps in your attacks previously may not have gaps when your opponent is back turned, one of your most notable safe options on back turned is Flying Kick, which can open up routes involving Ki Blasts, which are also unsafe on fronturned opponents. In addition to all of these extra options that are opened up, you get an increase of approximately 20% more damage.

Combo Guide

Knowing how to make and optimize combos is very useful in having good offense, the best way to start is by evaluating all of your characters tools, I'll be using SSJ4 Goku as my example character in this section and I'll be demonstrating the process of creating his absolute maximum backturned safe combo, making use of all of his tools. <WIP>

Option Anti-Repetition System

The option anti-repetition system as I call it, is a system dedicated to ensuring that certain options are not repeated multiple times within a single combo, combo being defined as a string of attacks that don't drop the hit counter. Some things are not affected by this system such as:

  • Dragon Dash Smashes of any strength
  • Rush Blasts of any kind
  • Many characters' Smash Blasts
  • Full Power Smashes
  • Throws
  • The first four hits of both Rush Strings
  • The fifth hit of Rush String 2 will have an identical outcome to a repeated option if the combo previously included the fifth hit of Rush String 1
  • Blast 1s
  • Blast 2s/Ultimate Blasts

Melee

Mechanics

Momentum

Momentum is a hidden value that is filled up by attacking your opponent using Rush Attacks, and automatically drained over time. As your momentum value rises, your ability to combo into charged attacks will rise as well. The higher this value gets, the faster all charged melee attacks will charge as well as some of them being more viable options due to a faster start up. High momentum usually is beneficial, but it can also be a problem, using Super Saiyan 4 Goku as an example, due to his Kiai Cannon being the last Rushing Technique in his kit if you do a combo such as Rush String 1 > Rush-In Attack > Rush String 2 > Kiai Cannon, you'll likely run into a problem where his Kiai Cannon will charge to level two too quickly and end your combo. It should also be noted that upon crushing your opponent's guard your momentum value will instantly rise to the maximum.

Rush Attacks

Rush Attacks are your most basic offensive option. Tapping Square1.png will result in your character doing their Rush String. Most characters have two paths from their Rush String, Rush Finish and Rush In Attack. Rush Finish is the most common to see in (very) low-level play and is performed by tapping Square1.png seven times consecutively and will result in your character either launching your opponent either upward or downward on the sixth press, then following behind with a teleport, then smashing them forward into the distance. The final two hits of Rush Finish can be vanished. Rush In Attack is the better of the two paths, performed by tapping Square1.png five times, Cross.png once, and then pressing U.png/N.png/D.png while pressing Square1.png once more. Depending on if you press U.png, N.png, or D.png your character will hit the opponent with a Sweep, Mid, or Overhead type attack that cannot be vanished but can be guarded assuming the opponent guesses which attack you do properly. Assuming your Rush In Attack lands, you'll be allowed to continue hitting your opponent with another set of five Square1.png button taps, none of these attacks can be vanished, this set of attacks is called your Second Rush String or Rush String 2. If you land the final hit of Rush String 2 without landing the final hit of Rush String 1, the opponent will be pushed back near the edge of the Step-In Barrier, due to variances in character size this can result in the same combo giving a different distance. The aforementioned pushback can be used in a combo with certain characters, for example with Kid Buu you can do Rush String 1 > Kiai Cannon > Rush String 2 > Rush Blast (Square1.pngSquare1.pngSquare1.pngTriangle.pngSquare1.pngSquare1.pngSquare1.pngSquare1.pngSquare1.pngTriangle.png), getting the Rush Blast to connect is pretty tight, but it's still possible. Some characters have access to Violent Rush, which is a Max Power Mode exclusive combo done purely by pressing Square1.png repeatedly until the opponent does something to stop you, you decide to stop, or Max Power Mode drains, this string has a block gap if front turned.

Smash Attacks

Smash Attacks are rather simple in comparison to Rush Attacks, you have five different Smash Attacks, all of which can be vanished, and all (excluding Dash and Dragon Dash) have five variations with differences in strength and effect on the opponent. To perform a Smash Attack, hold the Square1.png button while pressing U.png/B.png/F.png/D.png/N.png.

Light Smash Attacks (Level 1)

The first level of charge will result in a quick attack that will start your Second Rush String if you aren't on it yet and reset it if you are. If your opponent is facing toward you, they will have a chance to block between your light Smash Attack and whatever follow-up you decide to use, if they're facing away from you they will not, if your character's momentum level is low enough and your animation is slow enough then your opponent will have a chance to realign.

Medium Smash Attacks (Level 2)

The second level of charge will result in a slower attack which will knock your opponent in the direction you held when charging the attack, leaving you with quite limited options to combo into.

Full Power (Level 3), Perfect, and Hyper Smash

There are three quite similar Smash Attacks which all give the same result, these being Full Power, Perfect, and Hyper Smash Attacks. The first is the most simple, being performed by reaching the third level of charge, indicated by your character flashing white. The second, Perfect Smash, is done by releasing the attack button at the exact moment your character reaches level three of charge, this will make your character vanish towards your opponent with a rather accurate level of tracking. Hyper Smashes are the least commonly seen of these three, being done by activating Max Power Mode and charging a smash attack to its absolute maximum, this move comes with a short cutscene-like animation before your character attacks. All three of these attacks will send your opponent flying into the distance, linking into Dragon Smash.

Dash, Ascend, and Dragon Dash Smash Attacks

During a dash, you can tap or start holding your attack button to begin charging a Dash Smash. The differences between levels of charge for Dash Smashes are mainly just damage and hitstun, with more differences (that are worth talking about) being based on your character. During a Dragon Dash, you can begin charging a Smash Attack, these smash attacks have three levels of charge, the first of which leaves a block gap if your opponent is facing you, but otherwise allows you to continue after it with a simple Rush String. The second and third levels are identical for the most part, except for the third doing more damage, both of them work the same as a standard Full Power smash. Ascend Smashes are typically one of your worse options, being done by pressing R1.png + Square1.png or by pressing Square1.png during a jump. When performed, your character will begin falling quickly towards the opponent while preparing an attack in a manner similar to that of a Dash Smash, both on hit and block you'll continue to fall once you're done doing the attack unless you press Square1.png to begin a Rush String or Triangle.png to begin the Spiral Slash string.

How Smash Attacks Interact With Defense

Dash and Dragon Dash Smash Attacks can always be blocked with any of your three guarding options, and all Smash Attacks can be vanished but cannot be Auto-Countered.

  • Neutral Smash
  • Any Guard on Level 1 Charge
  • Mid Guard on Levels 2&3
  • Crushes Low/High Guard on Levels 2&3
  • Up Smash
  • Any Guard on Level 1 Charge
  • Low/Mid Guard on Level 2 Charge
  • Crushes Mid Guard on Level 3 Charge
  • Unblockable against High Guard on any Level Charge
  • Down Smash
  • Any Guard on Level 1 Charge
  • Mid/High Guard on Level 2 Charge
  • Crushes Mid Guard on Level 3 Charge
  • Unblockable against Low Guard on any Level Charge
  • Left/Right Smash
  • Any Guard on Level 1 Charge
  • Crushes Low/High Guard on Level 2
  • Crushes Any Guard on Level 3
  • Perfect/Hyper Smash
  • Unblockable

Rushing Techniques

Rushing Techniques as a whole are the bread and butter of your combos in this game, being done by either tapping Triangle.png during a Rush String or a Step-In. Each character has its own set of four Rushing Techniques with individual use cases, used by tapping Triangle.png at four different points during your Rush String. All Rushing Techniques have their own unique properties, most of them opening up more combo routes as well as bypassing some defensive techniques like Auto-Counter.

Kiai Cannon/Blaster Wave

Kiai Cannon and Blaster Wave are for the most part interchangeable as their functions are rather similar, so much so in fact that they only share one character, that being Broly with BW as his second Rushing Technique and KC being his Step-In Rushing Technique. Both of these moves are typically your most reliable option for safe combos as neither of them can be vanished and don't leave gaps on frontturned if your momentum is high enough and your character's animation is fast enough. On the first level of charge they can be blocked with any type of guard, on hit they'll give you enough time to follow up with a Rush String. The second level of charge will Guard Crush on block and do Soft Knockback on hit, same for level three except it's unblockable. The main differences between Blaster Wave and Kiai Cannon are speed and size, Blaster Wave in general is more likely to come out fast enough to safely combo, as well as having a larger hitbox more similar to that of a Barrier or Explosive Wave.

Flying Kick

Flying Kick is one of the most useful Rushing Techniques to have in your toolkit, providing the user with a multitude of options to combo out of it, many of which being based around Ki Blasts. This move fills the role of Overhead pressure for essentially every character that has it and is extremely useful in pressuring people, especially since it will go through Auto-Counters. On hit Flying Kick will give the opponent an abnormally high (relative to normal melee attacks) amount of hitstun, giving you more than enough time go for options such as standing Rush Ki Blasts into your Rush String, with many characters being able to put a Level 1 Smash Ki Blast between those blasts and the Rush String. One of the most common things to see out of Flying Kick is Ascending Ki Blast Barrage. On front turned, Flying Kick can be blocked at any point during the move, but if at least the final hit lands you'll be able to safely continue with your Rush String or if you're a more advanced player, use the high hitstun of the move to safely perform a Semi-Flank.

Heavy Finish

Heavy Finish is a highly common Rushing Technique to have, but don't think that being common makes it a weak move as out of all of your Rushing Techniques Heavy Finish gives most freedom for combo routes. This is one of your most reliable ways to crush guards, it can only be blocked Mid and will crush any guard once a level three charge has been reached. On hit, all three levels of charge will put your opponent into a stagger animation and give you enough time to do essentially anything you want within reason, including a B1/B2/UB, repositioning out of the Step-In Barrier to go for Dash Ki Blasts, a Throw, or a Step-In Attack/Rushing Technique. This move isn't without flaws though, as it's one of the first things people learn how to defend against via vanishing as well as its stun being variable based on how quickly your opponent can mash to recover out of it.

Rolling Hammer

Rolling Hammer is one of the less useful Rushing Techniques, but that doesn't make it useless. This move works the same as Heavy Finish except for one rather major difference, instead of stunning your opponent, it'll rotate them 180 degrees making it one of the lowest-effort ways to get a backturned combo.

Rush Ki Wave

Rush Ki Wave is, in my opinion, the least useful of all Rushing Techniques, it's also a slightly uncommon one to have. Rush Ki Wave can be blocked with any type of guard and gives no combo routes excluding built-in strings. On hit it'll have a similar effect to a Level 2 Smash Attack. This move cannot be vanished and its knockback will vary based on the charge level.

Lift Strike/Ground Slash

Both of these Rushing Techniques are different from the others, as instead of taking up a slot in your character's Rushing Technique kit they'll be in their own dedicated slots, appearing on the majority of the cast except for typically Giant-type characters who'll either only have one or neither. Both of these moves are defended against identically, they can both be vanished and are blocked either Low or Mid on charge levels one and two, and must be blocked Low on level three. Lift Strike is the more common of the two and typically the more useful as well, done by pressing U.png + Triangle.png at any point during either Rush String or during a Step-In. After Lift Strike lands you can follow up by tapping Cross.png then either Triangle.png or Square1.png. If Triangle.png is pressed, the user will do a Heavy Finish and can follow up either as they wish using the freedom of a Heavy Finish, or by tapping Square1.png. Regardless of whether Triangle.png is pressed or not, pressing Square1.png will begin a melee combo very similar in function to your Rush String but with a cinematic look and a higher pace. At the end of this combo you can finish by pressing nothing to a Lift Strike Faint, continuing to press Square1.png which'll launch your opponent in a similar fashion to a Level 2 Neutral Smash, or tapping Triangle.png at any point during the combo to smash the opponent downward, similar to a Level 3 Down Smash. Both the Heavy Finish you can do at the beginning and the downward smash at the end can be vanished. Ground Slash is a much more simple move than Lift Strike, being done under the same conditions but with D.png + Triangle.png. On hit it'll knock your opponent down for a varying period of time based on your charge level, essentially functioning as an alternative version of Heavy Finish, but due to the animation causing your opponent to move backward, it's harder to combo into a Throw. Ground Slash can also set up Giant Throw, though it is not very reliable most of the time.

Step-In Options

Step-Ins are a rather situational option to go for, being done by tapping Cross.png while inside the Step-In Barrier. During your Step-In there's a small window where you have invulnerability, meaning you can use them to avoid Linear/Target Rush B2s as well as melee attacks. Step-ins have much more utility than just avoiding attacks as everyone with a Step-In (Giants can't Step-In) also has multiple offensive and defensive options, mainly offensive. For every character with a Step-In, pressing Cross.png then Triangle.png will perform a Step-In Rushing Technique which can be any of the four techniques in your character's kit, you can also press U.png or D.png + Triangle.png during a Step-In to do a Step-In Lift Strike or Ground Slash respectively. Each character will either do a normal Step-In or a Step-In Sway, which one they have can be determined either by checking the third page of the skill list (Signature Technique), this property of sway or no sway determines not only if they'll sway before doing their Step-In Rushing Techniques (incl. Lift Strike/Ground Slash) but also what will happen upon pressing Circle.png during a Step-In, for those without a sway it'll make you perform a Step-In Auto-Counter, with a sway it'll make you perform a sway with no follow-up attack. All of your sway options can be accessed after doing your first Rush String, as during the Step-In where you'd usually tap Square1.png + U.png/N.png/D.png you can also use any of your previously mentioned Step-In options.

Manual Rushing Techniques

Manual Rushing Techniques are rather rare to see, they exist only in the characters listed below:

The way this mechanic works is, instead of doing a Ki Blast or something similar upon pressing Triangle.png, you'll instantly go do the Rushing Technique assigned to your character. This Rushing Technique will function identically to how it would if you had done it normally, and cannot be stacked on top of the other version, for example with Arale, Triangle.pngSquare1.pngSquare1.pngSquare1.pngTriangle.png will result in her doing a Rolling Hammer once at the beginning and once at the end, the second one will drop the combo.

Defensive Offense

The only two things to go over here are Auto-Counter and Offensive Vanishing. During any point of either one of your Rush Strings, you can press Circle.png + N.png to stop attacking and go into your Auto-Counter stance, which will punish anyone who may be mashing Square1.png in an attempt to catch you during a gap. Offensive Vanishing is done by pressing Circle.png + U.png/B.png/F.png/D.png, depending on your direction you'll either teleport forward (essentially not moving at all), to the left/right of the opponent, or backwards away from the opponent. Each Offensive Vanish will use half a bar of Ki and can also be countered by your opponent tapping Circle.png right after you vanish, causing them to vanish behind you and potentially get a free punish, because of this you should be careful when using this tool as it's a rather easy counter to pull off.

Strings

Dragon Smash

DBZBT3 Dragon Smash VA LA.gif
Level 3 Smash Attack or Dragon Dash Smash > Cross.png > Square1.png > Triangle.png > Circle.png

  • Cross.png > Square1.png and Triangle.png order can be reversed.
  • Cross.png > Square1.png and Triangle.png can be directed, it's best to direct them upward to avoid your opponent landing on the ground and recovering.
  • Any attack in this string can be skipped.
  • During Max Power Mode, more hits using Cross.pngSquare1.png and Triangle.png are available with many characters, the amount of hits is also character dependant.

Sonic Impact

DBZBT3 Sonic Impact.gif
Dash Smash > Triangle.png > Square1.png

Raging Impact

DBZBT3 Raging Impact.gif
Dash Smash > D.png + Triangle.png > Square1.png

Spiral Slash

DBZBT3 Spiral Slash.gif
Ascend Smash > Triangle.png

Blaster Wave Combo

DBZBT3 Blaster Wave Combo.gif
Level 3 Blaster Wave > D.png + Triangle.png

Tri-Attack

DBZBT3 Tri-Attack.gif
Level 3 Kiai Cannon > Square1.png > Square1.png > Square1.png

Kiai Cannon Smash

DBZBT3 Kiai Cannon Smash.gif
Level 3 Kiai Cannon > Triangle.png

Heavy Crush

DBZBT3 Heavy Crush.gif
Heavy Finish > Triangle.png > Triangle.png > Square1.png

Delta Storm

DBZBT3 Delta Storm.gif
Heavy Finish > Triangle.png + U.png

Rolling Hurricane

DBZBT3 Rolling Hurricane.gif
Rolling Hammer > Triangle.png > Square1.png

Energy Storm

DBZBT3 Energy Storm.gif
Level 3 Rush Ki Wave > Square1.png > Triangle.png

Air Combo 1

DBZBT3 Air Combo 1.gif
Lift Strike > Cross.png > Square1.png > Square1.png > Square1.png > Square1.png > Square1.png

Air Combo 2

DBZBT3 Air Combo 2.gif
Lift Strike > Cross.pngSquare1.pngSquare1.pngSquare1.pngSquare1.png > Triangle.png

Air Combo 3

DBZBT3 Air Combo 3.gif
Lift Strike > Cross.png > Triangle.png > Square1.png > Square1.png > Square1.png > Square1.png > Square1.png

Air Combo 4

DBZBT3 Air Combo 4.gif
Lift Strike > Cross.png > Triangle.png > Square1.png > Square1.png > Square1.png > Square1.png > Triangle.png

Burst Meteor

DBZBT3 Burst Meteor.gif
Z-Burst Dash Attack > Triangle.png > Square1.png

Dragon Tornado

DBZBT3 Dragon Tornado.gif
Ground Slash > Triangle.png > Triangle.png > Square1.png

Aerial Barrage

DBZBT3 Aerial Barrage.gif
Ground Slash > U.png + Triangle.png > Square1.png

  • Works as a Level 3 Smash Attack, can string into Dragon Smash

Ranged

Ki Blasts

Ki Blasts are a nearly universal mechanic in some way or another, being done by tapping Triangle.png while either standing still/drifting, dashing, during a jump, or while ascending with the majority of the cast. Ki Blasts in any form can also be charged by holding the button, having three different levels of charge, all with different properties. Depending on your character Ki Blasts can vary in angle, accuracy, damage, speed, and hitstun. Some characters don't have standard Ki Blasts, instead using a different type of projectile:

Rush Ki Blasts

The term Rush Ki Blasts refers to any uncharged Ki Blast, done by tapping Triangle.png. Rush Ki Blasts, or Standing Blasts for short, are the most basic form of a Ki Blast, these can be used in combos as a reliable way to combo into a Smash Blast as well as being used in some more in-depth Ki Blast based combos. They're done by either standing still or drifting while tapping Triangle.png, doing this will result in your character beginning to do a barrage of Ki Blasts until their set max has been reached, at any point during these barrage you can stop firing and return to a neutral stance once the recovery animation has finished. Dash Rush Ki Blasts, or Dash Blasts for short, are typically used to approach the opponent more safely than with a Dash Smash, as well as being a good way to combo off of a Smash Blast of any sort that hit from a distance. They're done simply by tapping Triangle.png while dashing in any direction, and will often be divided into two halves meaning you can do the first half, then once it's done either stop and do something else, or continue to do the second half and then do something else, some characters have only one or up to four sets of Dash Blasts. Ascending Rush Ki Blasts, or Ascending Blasts for short, are typically a more common type of blast to see being done in a combo, being a very good option after Flying Kick for most of the characters capable of both. These are done by tapping Triangle.png either during a jump or while ascending, and will force you to do the entire barrage before returning to a neutral stance. Much like Dash Blasts, Ascending Blasts can have multiple sets of blasts, ranging from one set to four.

Smash Ki Blast

The term Smash Ki Blast refers to any charged Ki Blast, done by holding Triangle.png. The Standing Smash Blast, or Smash Blast for short, is a rather useful tool in many characters' combos, being done the same way as its rush counterpart, except charged, these can have many different effects such as normal hitstun, a knockdown, or paralysis, these can also be unlockables like Krillin's. The Dash Smash Blast is, for the most part, used identically to its rush counterpart, except charged, and can have the same effects as the Standing Smash Blast. The Ascending Smash Blast is the least useful of them all in my opinion, being done the same as the rush counterpart but charged, these can tend to miss and often have very little utilization in combos, with essentially no practical routes using them.

Blast 1s

Blast 1s, B1s for short, are typically a defensive or assisting type of move that drains your Blast Stock upon use, done by tapping Circle.png while holding L2.png, the only offensive Blast 1s in this game are paralysis/stun and some stat-boosting Blast 1s.

Paralysis/Stun

Paralysis Blast 1s are always unblockable and can vary in animation time and paralysis time and can be used in a few combo routes, leading to unavoidable resets or multiple safe B2s in a row. The only stun Blast 1 is Solar Flare, which blinds opponents that are looking at it and close enough, on hit it puts the one hit into hitstun, removes their lock on the user, and has a flash of light on the screen, making it a good setup for either a direct attack or a flank.

Stat-Boosting

Stat-Boosting Blast 1s are rather self-explanatory, they boost your stats by a percentage amount either for a certain amount of time or until certain conditions have been met. For example, Super Saiyan 2 Teen Gohan's "Unforgivable" Blast 1, which uses 3 Blast Stock in exchange for a quick Max Power Mode activation alongside a 7.5% increase in Attack and Super stats, as well as a 5% increase in Defense and Ki Power, these boosts in stats will go away upon Max Power Mode draining either naturally or by the use of a Blast 2 or Ultimate Blast, then lowering the Ki Power stat.

Blast 2s/Ultimate Blasts

Blasts 2s and Ultimate Blasts, B2s and UBs for short, are one of your strongest and easiest-to-use offensive tools, done by tapping (or holding) Triangle.png while holding L2.png. All Blast 2s and Ultimate Blasts use your Ki, Blast 2s can use anywhere from two to four bars, and Ultimate Blasts can use either four or five and requiring the user to be in Max Power Mode. There are quite a few different types of B2s/UBs all of which vary in usage, interaction with the opponent, and interaction with other B2s/UBs. These moves can also be boosted, approximately adding an extra 10% damage, typically done by pressing a button combination shown in the bottom left corner of your screen (bottom right if you're P2), with certain B2s having exceptions. The majority of B2s/UBs will perform a backstep before being done if activated within the Step-In Barrier, meaning to properly combo into them it's best to leave the Step-In Barrier, there are a few ways you can go about this such as Flying Kick > (Ascending Blasts) x2/3 > B2/UB, the more blasts you have in each barrage, the easier it gets to pull this off. Close readers will notice the requirement of a character capable of at least two consecutive barrages of Ascending Blasts in order to combo into a B2/UB like this, this fact does not mean characters without this property are incapable of performing combos like this however, using SSJ2 Vegeta as an example you can combo into a B2/UB as such: Flying Kick > full Rush Blasts barrage > Ascending Blasts > B2/UB. Both of the combo examples mentioned are demonstrated in the GIFs below.
DBZBT3 Double Asc Bl B2.gif
DBZBT3 Single Asc Bl B2.gif
Note while watching these GIFs that in the first GIF I was holding down while ascending before the first set of Ascending Blasts and before the second set as well. In the second GIF before the full Rush Blasts barrage I drifted backwards a small bit as well as holding back while ascending before doing the Ascending Blasts to build more distance between myself and my opponent to ensure that I would be outside of the Step-In Barrier before doing the B2.

Beams

Some Beams can be charged and some can't, indicated by the Triangle Hold.png in the skill list, meaning you can charge it. The criteria for a beam is a B2/UB's ability to enter a Beam Struggle.

Nonchargeable Beams

DBZBT3 Nonchargeable Beam.gif
Nonchargeable Beams are rather common and easy to utilize properly, as demonstrated in the two B2/UB example combos above, both of which being done with a Beam type B2. Just like any other ki-based attack (in-universe) they deal chip damage. Once you've activated the Beam, your character's orientation is locked, meaning the Beam will not track the opponent whatsoever and if you miss, your opponent can maneuver behind you and land a rather damaging punish.

Chargeable Beams

DBZBT3 Chargeable Beam.gif
Chargeable Beams are, just like their nonchargeable counterpart, rather common, but a bit harder to use to their fullest extent and are much more complex internally. This B2/UB type is actually never used for any Ultimate Blasts, being completely exclusive to Blast 2s. Unlike all other B2 types, Chargeable Beams have no cutscene upon activation, another interesting property unique to this B2 type is its ability to stagger opponents in a manner similar to the Solar Flare B1 upon your opponent colliding with you during your charging animation. While charging the Beam, your character's orientation will automatically change in accordance with the opponent's movement, however during the Beam being fired you'll be locked in place, meaning you can be hit with a painful punish if the opponent avoids the Beam and decides to punish. In-depth breakdown of Chargeable Beam damage

Rushes

Rush type B2s/UBs can be either a "Linear" or "Target" type, both types can can get into Rush Struggles if lined up properly. On guard, all Rush type B2s/UBs will crush the opponent's guard.

Linear Rushes

DBZBT3 Linear Rush.gif
Linear Rushes tend to be less Ki consuming than their Target counterpart, with the ones that do use a high amount of Ki such as SSJ4 Gogeta's "Ultimate Impact" doing an abnormally high amount of damage for a B2. These B2s/UBs can be rather easy to avoid if done without a proper setup, as well as being prone to missing due to their lack of tracking, hence the name "Linear Rush." Linear Rushes are typically a noticeable bit faster than Target Rushes as a way to compensate for the lack of tracking.

Target Rushes

DBZBT3 Target Rush.gif
Target Rushes are one of the more common and useful B2/UB types, they tend to cost three bars of Ki and unlike Linear Rushes, have highly accurate tracking and also allow the user to move as they wish as demonstrated in the GIF above, meaning they can maneuver around other B2s/UBs. As mentioned above, Target Rushes tend to be a bit slower than Linear Rushes, making them much easier avoid being hit by, but this is compensated for by the tracking, overall Target Rushes are more reliable and can tend to be better, but not by much.

Barrages

DBZBT3 Barrage.gif
Barrages are rather common and across all appearances can have very different properties and functions, all of them deal chip damage. This B2/UB type is hard to assign a value to, as it has high variability in its accuracy as well as projectile speed, meaning some will easily land all of their hits, such as Perfect Form Cell's Barrage Death Beam B2, which is by far one of the best B2s in the game in part due to it being a Barrage. On the other side however there are B2s such as SSJ2 Teen Gohan's Gekiretsu Madan, which is useless compared to his Super Kamehameha B2, being less reliable, costing more Ki, dealing less damage (6960 vs. 5900 with both unboosted), and being much easier to avoid as well as just failing even on hit sometimes as demonstrated in the GIFs below:
DBZBT3 Gekiretsu Madan Avoid.gif
DBZBT3 Gekiretsu Madan Fail.gif
Note while reading all of this that Gekiretsu Madan is one of the better Barrages, many of them are even less useful particularly when compared to the alternate options.

Shotgun Barrages

Similar to beam-based Barrages, but with all projectiles being sent forward at the same time, as demonstrated in the GIF below:
DBZBT3 Shotgun Barrage.gif

Projectiles

DBZBT3 Projectile.gif
Projectiles are similar to Barrages in a way, functioning almost like a Barrage mixed with a Laser, consisting of a single projectile launched towards the opponent, resulting in the accuracy issues of Barrages being entirely missing. These projectiles are also typically larger than those of a Barrage B2/UB, making them more likely to land, but not by much.

Rain

DBZBT3 Rain.gif
Rain type B2s/UBs are identified by their rain-like effect with projectiles falling on the opponent from above. This type of B2/UB is, in my opinion, the worst type of B2/UB, functioning similarly to a Barrage, but coming out later as well as having significantly lower accuracy on average, it's best to avoid usage of Rain type B2s/UBs when you can.

Explosive Waves

DBZBT3 Explosive Wave B2.gif
Explosive Waves are rather interesting, working essentially like an Explosive Wave B1 but much larger, dealing much more damage, having a very different use case, and can be vanished. This B2/UB type is best used as a counter to a Dragon Dash/Dragon Dash Smash, Z-Burst Dash, or to another B2, specifically Linear/Rush type B2s/UBs.

Blasts

DBZBT3 Blast.gif
Blast type B2s/UBs function similar to an Explosive Wave type B2/UB, but having a more focused hitbox as well as coming out sooner, generally these are much easier to combo and much harder to avoid than other B2/UB types, as even if you vanish the first hit it's both unlikely that you'll escape from that vanish as well as unlikely that you'll succeed to vanish enough times to actually escape.

Command Grabs

DBZBT3 Grab.gif
Grab type B2s are rather unique, they're completely unblockable and are the only type of B2 that will never backstep, so you can combo into them easily without leaving the Step-In Barrier. Hercule's Present Bomb B2 is not one of these, being classified as a Capture Type B2

Strikes

DBZBT3 Strike.gif
Strike B2s are pretty uncommon, they typically use four bars of Ki and do high damage, and they're all unblockable. This B2 type can also be directed similarly to Target Rushes but do not automatically home in on the opponent, meaning if they move you have to adjust manually.

Lasers

DBZBT3 Laser.gif
Lasers can be easily confused for Non-Chargeable Beams, with the biggest difference being their inability to activate a Beam Struggle.

Sweep Blasts

DBZBT3 Sweep Blast.gif
Sweep Blasts are named for their sweeping motion, with a single beam that moves from one side to the other, with some of them having a line of small explosions that move in a line rather than a beam.

Remote Explosions

DBZBT3 Remote Explosion.gif
Remote Explosions function as the name implies, your fighter remotely summons an explosion, similar to a Super Explosive Wave, but with much more start-up making it a bit unsafe.

Captures

DBZBT3 Capture.gif
Capture type B2s are similar to Command Grabs, but they both backstep and have significantly more range as some of them use projectiles, while others have an Area of Effect.
Projectile Example: SSJ Gotenks' Galatic Donuts B2
AoE Example: Majuub's Chocolate Beam B2