# Budokai T3 combos — three drills beyond button mashing

Learn short strings, directional finishers and knockback pursuit, with a character-specific example and a clear practice method.

<h2 id="learn-the-notation">Learn the notation and choose one fighter</h2>

`J → J → I` means tap J, release it, tap J again, then press I in the attack sequence. `↑ + I` means press up and I together. **Hold J, then release** means a charged smash, not repeated taps. A plus sign is not a pause; an arrow is not simultaneous input.

Use the original edition and a stationary, normal-sized opponent. Start with one fighter, then repeat the exercise with another to see the difference. Range, facing, character properties and the point in a rush string all affect the result. A sequence written here is a drill to learn a branch, not a guarantee that an opponent cannot defend or escape.

<h2 id="drill-short-string">Drill 1: connect a short string and change the finisher</h2>

First connect `J → J → J` at melee range. Then test `J → I`, reset, and test `J → J → I`. Do not mash I repeatedly before seeing the first finisher. Record which attack appears for your character at each point.

For an explicit original-edition example, **Ultimate Gohan** has Flying Kick at `J → I`, Kiai Cannon at `J → J → I`, Rolling Hammer at `J → J → J → I`, and Heavy Finish at four J taps followed by I. These labels do not apply universally: another fighter may place the same technique at a different point or have another branch there.

Practice goal: deliberately produce two different finishers five times each. If a string ends before I registers, try entering the branch earlier in the next attempt instead of pressing faster at random.

<h2 id="drill-directional">Drill 2: choose upward or downward</h2>

During a connected rush, try `↑ + I` for Lift Strike. Reset and try `↓ + I` for Ground Slash. Use the arrow keys for these first attempts so the direction is unambiguous. Do not hold the charge key 7: adding it changes the input toward a special-move recipe.

Watch whether the target rises or drops. A giant or an opponent resisting stagger is a poor first training target. If the directional attack misses, check height and position before adding a follow-up. Once the two branches are reliable, choose them deliberately rather than always ending a string in the same way.

<h2 id="drill-pursuit">Drill 3: full-charge smash into pursuit</h2>

At close range, hold J until the smash is fully charged, then release and confirm that it sends the opponent flying. After a qualifying hit, press K to chase and J to strike. This is the Dragon Smash pursuit branch; follow-up count differs by fighter and state. Do not treat every ordinary knockback as the same opening.

The full-charge knockback also has other pursuit options, including a Triangle/I vanishing-attack branch and a Circle/L finishing branch. Learn one at a time. Pressing I while the opponent is still standing beside you may simply select a different attack instead of a pursuit.

Practice goal: perform **one** clean smash-and-chase before trying repeated pursuit or MAX POWER routes. Advanced sequences add state and timing requirements; more buttons do not make a failed opening valid.

<h2 id="add-a-special">Add a special after you understand the opening</h2>

Prepare enough Ki and try a successful knockback followed by `7 + I` at a suitable distance. Watch recovery and the opponent's movement: this is a setup exercise, not an automatic true combo. A rushing special and a beam behave differently. In MAX POWER, a connected rush can also be extended and lead to special Blast Combo finishers, but those routes need a character-specific lesson.

If the opponent blocks, your training task is to identify the gap. If they recover before a slow special starts, shorten the setup, change the finisher or try a different distance. If a branch keeps failing, return to the preceding hit and verify it in isolation.

<h2 id="combo-checklist">Use a repeatable practice checklist</h2>

- Same fighter, form and control layout each attempt.
- Same starting range and opponent behavior.
- Enough Ki, and MAX POWER only when the route requires it.
- Separate taps clearly; confirm the starter connects.
- Test against a defending opponent after the stationary drill works.

Next, learn [defense and counters](/guides/defense/). A long string against a motionless training target is useful practice, but winning an exchange also requires handling the opponent's response.

## Build a route from confirmed hits

The next input depends on the previous hit connecting. An arrow means next; a plus sign means together.

1. **Charge a smash** — Hold J. Start close, with your fighter free to attack.
2. **Confirm knockback** — Release J. Release at full charge and confirm that the target is sent flying.
3. **Chase** — K. Select pursuit after the qualifying hit.
4. **Strike and observe** — J. Connect one follow-up before attempting additional branches.

## Questions while practicing

### Why does the same J/I sequence look different with another fighter?

Rush-chain branches are character-specific. The input position that selects Heavy Finish, Rolling Hammer or another technique can differ.

### Is a knockback followed by a beam guaranteed damage?

No. Startup, recovery, range, the opponent’s response and the particular move matter. Practice it as a setup and check whether the target can escape.

### Why does my launch turn into a special?

Check whether 7 is still held. Up + I during a rush is different from the special command 7 + Up + I.

## References

- [Original battle and pursuit reference](https://gamefaqs.gamespot.com/ps2/939644-dragon-ball-z-budokai-tenkaichi-3/faqs/50979)
- [Ultimate Gohan branch reference](https://www.supercheats.com/playstation2/walkthroughs/dragonballzbudokaitenkaichi3-walkthrough19.txt)
- [Port keyboard bindings](https://github.com/stufno102/Tenkaichi3Decomp/blob/web-port/port/src/gs/gs_input.c)