Dragon ball Xenoverse 1 - Evasives top list

OP:------------------------------------------------

1:

Mach Dash (reinforcement)

Tags: reinforcement, long invincibility, changes placement, instant startup

Description: this evasive move has great utility, it it has lots of protection and invincibility frames, as well as moving you out of the way of the attack. Although note that if you’re at roof level or close to the foe, who’s up against the wall, you will pretty much just get close to the foe, rather than dashing over him, and grind against him until the evasive is over.

The evasive, being a reinforcement skill, has great utility in the shape of activating “reinforcement activated z-souls”, such as “guess we should fuse into vegito”. It also is quite handy for extending the duration of shorter duration poses, such as pose k (15 seconds), considering that mach dash lasts 25 seconds (being in the group of longest buffs in game), not even factoring in the male saiyans +25% duration on reinforcement skills, as well as the fact that you’re guaranteed to pull it off, since it has protection, unlike regular poses. It’s also quite handy in conjunction with “super drain” since it allows it to be pulled off more rapidly (although stamina doesn’t charge while dashing or attacking or mid skill or blocking, unless guard broken). Stamina also fills up automatically on all races, and a lot quicker than ki on humans. Used with the z-soul “aren’t I nice?!” its duration is doubled. Keep in mind how poses work: all “basic attack” poses gives +10% defence as well, poses speed to cast varies as well as duration and power, some poses affect all stats (like heroes pose), and pose k gives a debuff of -20% defence on top of the “no-stagger” super armor. There are also moves like recoome kick and final pose that boosts stats. The way it works is: the duration of all buffs/debuffs gets extended by the latest reinforcement skill’s timer when it’s cast, some “special effect” stats don’t stack (like pose j and pose f or a), the latest stat overwrites the previous, but doesn’t change the reinforcement buff/debuff to the others. So if you cast pose k then pose h, not only will you keep the super armor, but the defense buff overwrites the defense debuff of pose k. which is why mach dash is useful, it makes you be able to maintain a pose infinitely, if you are aggressive enough with super drain/hyper drain or rise to action.

Builds: any build, especially good on reinforcement/pose builds.

2:

Vanisher Guard (misc)

Tags: long invincibility, controllable, extendable, stationary, instant startup

Description: this evasive move is the most reliable and consistent of them all. If you don’t press a movement or action button, you will stay stationary and invincible for 6 seconds. You can cancel it prematurely at any time by simply moving around, allowing you to time getting out of the way with max control. Another handy feature with this evasive is also, that it’s the only evasive you can use skills (ultimate, super) straight out of, while still being in the invincibility frames, making it the perfect choice for blasters.

Builds: any, preferably blaster oriented.

3:

Angry Shout (strike)

Tags: ki gain, stagger foe, stationary, big reach, sphere field hitbox, instant startup

Description: this evasive is the only evasive in game that allows you to gain ki from using it. Already that is a feature of this evasive that would make it ideal in the meta-game selection of evasive, however on top of that, “angry shout” also starts up instantly, staggering the foe for long enough time to get them into a combo or use a drain move on them, considering it has no wind down animation, so you aren’t left vulnerable afterwards. The reach this evasive have of staggering the foe is rather large, about 2 meters in radius of a sphere emerging from your body. Since you don’t gain ki during super saiyan transformation when you punch or take damage, this evasive is a great way to extend any super saiyan transformation, considering maximum charge leaves you way too vulnerable.

Builds: mostly strike and blast based, something focuses on getting the enemy into combos up close, as well as super saiyan spam tactics.

4:

Absolute Zero(blast)

Tags: stun, can’t vanish, can’t evasive, short invincibility, VERY short reach

Description: this evasive move can be tricky to use in a regular match, but if certain circumstances are met, it is very overpowered. This evasive is particularly good against meleers.

When you use this move, you will get invincibility for 1 second, while this on its own would make it a very bad move, in the alley of “headshot” or “miracle kneel”, what makes it amazing is that if you use it when someone touches your character, they will be freeze stunned for 2 seconds. What is unique about this type of paralyzation is, that you can neither snap vanish or evasion move out of it. The only moves other than this that has this effect are all very hard or near impossible to pull off, and has so long wind down that you can’t take advantage of the effect. Ice field, ice beam, paralysis(if the ice javelin hits)(ultimate), ice cannon(ultimate).

Used against a blast, this evasive is rather useless, as blasts are usually multiple hits and lasts a while. However, if used against a strike character, or a particular a melee character it will completely disrupt their string of attacks, leaving them helpless, allowing you to go in and hyper drain them. (something that is only possible through stunning first, like solar flare, since hyper drain is blockable, but solar flare and super drain are not). Keep in mind, absolute zero is blockable, it’s best used as a counter to someone already up close and punching you.

Meaning you can potentially trap the foe in an infinite loop of stuns and a state of low ki and stamina while tearing away their health.

Builds: freeze drain build, countering melee characters that don’t have super armor or an anti stun z-soul.

5:

Dragon Burn(blast)

Tags: short duration, stun, long stun

Description: this twin to absolute zero has other and more versatile uses. While you are able to vanish and evasion move out of the stun of dragon burn, in contrast to absolute zero, the stun itself lasts 3 times longer, 6 seconds to be excact, meaning you can use it to force the opponent either into a combo or into wasting their stamina prematurely, thereby dooming them to be trapped in a combo or ultimate. Keep in mind, the evasive itself is very quick, casts quick, short invincibility, quick wind down, it’s not useful for evading stuff with super armor, anti stun or blasts of long durations.

Builds: any trick build or anti melee build.

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6:

Victory Cannon(blast)

Tags: damages foe, trolly move, elusive, decent damage, distancing, medium startup, long invincibility

Description: this often underestimated evasive move is really good in a number of ways. First of all, it isn’t very obvious that it activates, the startup just looks like someone backrolling, second of all, the damage it deals is really good, especially for an evasive move (assuming you got attribute points in the blast super stat), third of all, it puts distance between you and the enemy by both launching yourself backwards while also knocking the opponent over and flinging them. On top of that it has long invincibility frames.

Builds: any, preferably trickshot builds, anti melee/strike builds or troll builds

7:

Buu Buu Ball(strike)(majin race only)

Tags: distancing, knocks over, instant startup, long invincibility

Description: this majin race only move, due to its exclusivity is often overlooked (like with quick sleep, evil flight strike and explosive buu buu punch), however it is very effective at what it does: knocking the enemy over, putting distance between you and the foe, and having long invincibility. It’s a simple but effective move.

Builds: any majin.

8:

Armored Boost(misc)

Tags: long invincibility, instant startup, moving, controllable, sporadic, interruptable

Description: while sharing many common traits with its twin move “vanisher guard”, this move varies in a few ways. While vanisher guards force you to be stationary, Armored Boost forces you to move. You can control the directions of where you move with the direction controls (all side, back, forth, up and down directions), however it is very hard to control. Not only does the character move REALLY fast, but if you’re using keyboard and mouse, the controls will be very jerky, since the x and z axises would only amount to 8 straight directions. And on a ps3 controller that would be 16 directions instead. You would need an xbone or ps4 controller for it to feel smooth. And even so, you move so fast that it’s hard to see where you are before the move is over. That said, it is a very good move if you know how to use it, it has long invincibility and you can interrupt it by releasing the triggers and jumping, guarding, punching, pretty much any input. However, due to it working differently, “using an ultimate” out of armored boost is not possible, unlike with vanisher guard. It’s mostly for melee and strike characters. Armored boost lasts slightly shorter than vanisher guard.

Builds: any melee or strike

9:

Explosive Wave(blast)(stagger)

Tags: stagger, short range, sphere, medium startup

Description: this evasive move is like a poor mans “angry shout”. It is in no way a “bad” move, it is just slighted by all the other amazing evasive moves. It has relatively fast, although very telegraphed startup. It is easy to block or perfect block the hit from explosive wave unless you’re in the middle of meleeing. However, if it does hit, it sets up perfectly to continue combos, like angry shout does. It just has way smaller range, fewer hits, longer startup time and no ki regen.

If you’re in the middle of being hit by a blast and use an evasive like explosive wave, it will destroy the attack, no matter if it’s something like perfect kamehameha or super spirit bomb.

The move also provides full invincibility frames and a decently long duration.

Builds: any. Preferably melee.

10:

Break Strike(blast)

Tags: knock upwards, short range, sphere, medium startup

Description: break strike is exactly like explosive wave, except it knock the foe upwards. Still possible to melee with it, but it requires you to step dash first or be close to the roof.

Builds: Any. Preferably melee.

11:

Spirit Slash(strike)

Tags: sends foe spinning diagonally, medium range, elusive, medium startup

Description: another variation of “explosive wave”. This one doesn’t telegraph as obviously as the other variants and has longer range, and look way less conspicuous than its counterpart “super explosive wave”. If you are hit by the evasive, you will fly far away backwards in a spinning animation, making it hard to recover from (unlike spirit explosion). While it does not look like it has the same spherical area of effect, it actually does.

Builds: any

12:

Super Explosive Wave(blast)

Tags: sends foe spinning diagonally, medium range, medium startup

Description: the exact same as spirit slash, but more obvious that you’re using it.

Builds: any

13:

Spirit Explosion(strike)

Tags: knock straight backwards, short range, medium startup

Description: the exact same as break strike, except instead of knocking far upwards, it knocs far backwards. The main difference being that the target is knocked further away, but also not in a “backfall” animation like break strike or “spinning” animation from spirit slash or super explosive wave, meaning it is very fast to recover from, and can thereby be risky to use, as it leaves you open while the enemy has time to dash back to you.

Builds: any, preferably blasters.

14:

Psycho Escape(misc)

Tags: stun, put distance between you and foe, long invincibility, instant startup

Description: do a quick paralyzation “timestop” on the enemy in front of you that lasts as long as the evasive move. Once you stun the foe, you will start running away from them, and the paralyzation will wear off after your character has put enough distance between you and the foe. The biggest weakness of this move is that it loses a lot of functionality if the opponent has an anti stun z-soul or super armor. (making it very hard to use against majins)

Builds: any, preferably blasters

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15:

Turn Retreat(strike)

Tags: instant startup, staggers, puts distance between you and foe, medium invincibility

Description: this very standard “starter” evasive is simple and has some legitimacy, but far better alternative exist. You spin around with your arms flailing while jumping backwards, putting distance between you and the foe, staggering them it it hits them, being invincible the entire time.

Builds: any

16:

Super Back Jump(misc)

Tags: long invincibility, puts distance between you and foe

Description: a single but effective starter evasive that simply jumps backwards while somersaulting and being invincible for a while. Not controllable, does it at a set distance.

Builds: any

17:

Spread Shot Retreat(blast)

Tags: repellable mini kis, puts distance between you and foe, instant startup, short invincibility

Description a very “meh” evasive that you use if you have to, it doesn’t put you at a disadvantage, it just won’t ever give you an edge over the enemy by using it. You jump backwards while firing a bunch of scattering low damage standard mini kis (which can be repelled by walking through them, and won’t stagger much)

Build: any starter

18:

Maiden Burst(blast)

Tags: decent damage, puts you closer to enemy, medium invincibility, instant startup

Description: explodes in a burst of pink smoke while crashing into the enemy instantly, dealing damage and knocking them away. It’s like a poor man’s “victory cannon”.

Builds: any, preferably blast

19:

Instant Rise(misc)

Tags: very short invincibility, controllable, puts distance between you and enemy, instant startup, fiddly

Description: this evasive move is like an afterimage that you can activate with stamina. When you activate it while holding a specific direction (and up or down), you will instantly teleport there. However it can be difficult, depending on your control type preset. It is very fast though, and can often leave the opponent baffled, if you do pull it off. If not, the consequences can be severe.

BAD:------------------------------------------------------

20:

Psychic Move(strike)

Tags: teleport to enemy, knock away enemy, instant startup, medium invincibility

Description: this move can be very annoying if you do pull it off during regular circumstances, however, it is absolutely useless against ultimates, as most have super armor, and you will teleport directly into their trajectory. It does have full invincibility during the move, but the fact that you’re right in front of a potential attack when the move stops causes an array of problems.

Builds: no. preferably strike or melee.

21:

Final Pose(reinforcement)

Tags: reinforcement(defence and atk), short invincibility, knocks foe away

Description: an evasive move that’s like the poor man’s “mach dash”. It can be used to extend the duration of poses and remove pose k’s defence debuff, however, one major flaw in it is: it has very short invincibility. In fact its invincibility is so short, that if you attack someone pulling it off, you can interrupt it before they even activate their reinforcement effect. The only way you can use it is against someone meleeing you already (assuming they don’t have super armor), since the “knock away hit” it has is a single hit on the startup, and if you back slightly off, you can interrupt it before it activates the reinforcement, by simply punching the foe.

Builds: reinforcement pose builds

22:

Energy Field(blast)

Tags: medium startup, extendable, short invincibility, small reach, cancels ki waves

Description: an okay evasive move if you don’t have access to any other at the time, it has full invincibility and cancels ki attacks (regardless of size and priority), but it only lasts 1 second, unless you hold it down to use ki to extend it. You can use 4 ki bars in total for 4 seconds. Which is kinda a waste. The ki cancelling shield takes a split second to pull up, but you will still have full invincibility instantly before that. The evasive looks like a green convex lens.

Builds: any newbie build.

23:

Super Front Jump(misc)

Tags: doesn’t damage, puts distance between you and foe, gets you closer to foe, medium invincibility

Description: like a poor mans mach dash. While it can work if you really need to use it, it is not adviced that you use this evasive. It will propel you straight into the enemy if you’re unlucky, and straight behind them if you’re lucky. Especially bad if you’re at roof level.

Builds: no. only if you need to.

24:

Force Shield(blast)

Tags: medium startup, extendable, short invincibility, small reach, cancels ki waves

Description: This move is like a worse version of energy field (ironic, since it’s vegito’s evasive, and energy field is android 17 and super 17’s evasive). It deploys a sparking cyan and purple barrier around you and gives full invincibility, but only lasts 1 second. If a foe touches the barrier, they will fly diagonally up and back in a backfall animation (harder to recover from than normal being knocks through air, but easier than spinning animation).

Unlike energy field, force shield has a MUCH higher drain for extending it: 4 ki bars for 2 seconds. Not a good trade-off.

Builds: any, if you really need to.

WORST:----------------------------------------------------------------------------

25:

Rolling Bullet(blast)

Tags: repellable mini kis, short invincibility, ascends

Description: you really shouldn’t use this evasive. It only lasts about 2 seconds, and it doesn’t put any distance between you and the foe, nor does it cancel ki waves. You absolutely cannot evade supers or ultimates with this evasive, only melee attacks.

Builds: none. Preferably anti melee.

26:

Energy Barrier(strike)

Tags: instant startup, knocks away, medium range, VERY short invincibility, extendable with ki

Description: A very bad evasive move for a number of reasons. It releases a purple sphere around you that expands to a large sphere in a split second(the first 0,2 seconds where the sphere expands has invincibility, the kind where stuff passes through you, not the kind that absorbs hits with a “pomf”), knocking foes away. It can also be extended to 4 seconds for a cost of 1 ki bar every 1 seconds(max 4 ki bars), which is not worth it. (especially considering vanisher guard does it for free). The move offers no invincibility, only a sphere that cancels ki and knocks foes away on contact, so if someone does a large area of effect evasive after you, you will be knocked away. A lot of skills that has continues hits, like perfect kamehameha, will also penetrate, even if you hold it down. But sphere attacks that don’t “move” (like super spirit bomb) will be cancelled or fly straight through or stuck in mid air. Another weakness is, that moves that “appear” will bypass the shield, like “evil eyes”, “flash strike” or “giant storm” or things with multiple phases like “burning attack” “burst attack” and “father son kamehameha”.

Builds: no, preferably melee and anti melee

27:

Dimension Cannon(blast)

Tags: VERY short invincibility, decent damage, medium duration, stationary

Description: absolutely do NOT use this evasive. If “maidens burst” is a poor mans victory cannon, dimension cannon is a beggars maiden burst. The move lasts about 3 seconds, but only has invincibility the first split second, so you can easily interrupt it. It does decent damage, but only in a small reach straight in front of you and knocks away on last hit. Meaning that anyone hitting you from the back or using a ranged attack on you will essentially cancel any attempt you may have at performing an evasive. On top of that you are completely stationary, unlike rolling bullet that at least rose a little vertically.

Builds: none. Preferably anti melee.

28:

High Tension Turn(strike)

Tags: gets you closer to enemy, medium invincibility

Description: this move is like a beggars “psychic move”. You first go backwards shortly, to quickly thereafter charge at the enemy, having full invincility, except for the split second in the end where it’s supposed to knock the targeted foe away by charging at them. Meaning it is an absolutely useless evasive. You can both punch or super or ultimate to catch them before the evasive hit reaches you.

Builds: none. Least defenseless against full melee builds.

29:

Spinning Blade(strike)

Tags: VERY short invincibility, gets you close to foe

Description: a very quick and short “evasive” that acts more like an attack than an evasive. The same way that “sauzer blade” is inaccurate and useless, so is spinning blade, but on top of that, it has so short invincibility, that after you’ve done your fancy “spin around the back of enemy and hit them with blade to knock them away” (assuming you’re within the very small range), you will most likely just be left open and hit by punches or ultimates.

Builds: none. Ever.

30:

Blaster Meteor(blast)

Tags: sphere of damage, VERY short invincibility, instant startup, decent damage, stationary

Description: a very bad evasive move that does decent damage. It lasts 3 seconds, but the invincibility only lasts the first seconds, and before the damaging part of the evasive move starts, there’s 0,7 seconds of opening with no protection at all where the move can just be punched to interrupt it. And the rest of the move can still be interrupted by a blast or strike move with super armor.

Builds: none. Trolly blaster builds?

31:

Candy Beam(misc)

Tags: VERY short invincibility, turns foe into candy, debuff, doesn’t do damage, stationary

Description: a very bad and fiddly move, it has a slow startup before it even turns anyone into candy, and the move and sweeping is very obvious and short ranged. On top of that, the move doesn’t have full invincibility, there’s a 0,7 second time frame window where there isn’t invincibility OR candy effect. So you can just punch people before they complete it. On top of that, it lasts so shortly that it can’t be used to evade ultimates or supers. It’s stationary too.

32:

Headshot(strike)

Tags: VERY short duration, VERY short invincibility, knocks foe away, stationary

Description: Beerus “oh so fancy” move. It is REALLY bad, it lasts about 0,2 seconds, full invincibility, and knocks anyone far away if they’re 0,5 meters reach straight in front of him. Cannot be used to evade ANYTHING.

Builds: none. Trolly build? Challenge build?

33:

Miracle Kneel(misc)

Tags: short invincibility, short duration, doesn’t deal damage, staggers foe, stationary.

Description: like an EVEN worse version of “headshot”. It simply kneels and staggers foe for a split second. You have full invincibility for 0,2 seconds, the duration of the move. It doesn’t evade ANYTHING. On top of that, it doesn’t even knock foes away, and the stagger it does is so small, that the move is still leaving you open when they recover.