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Dragon Ball FighterZ Discussion Thread (Game)

EntropicByDesign

It's all so very confusing.
@JBeezYBabY

A couple things.. you don't want to play this game defensively, anime fighters, and team fighters in general just don't work that way. If you're online trying to purposefully play defensive then that is def gonna be a source of frustration. There is defense here but it's more in your movement and in your use of offense than in a typical hold back to block and then punish sense. There isn't a whole lot that's going to be super punishable in the first place, not that a decent player will throw out, unless it's tied to something extremely powerful in the first place. If you want to play defensive, work on using your movement to stay evasive and maintain certain ranges. You can react to super dash effectively from a little range, and whack 'em with a 2h into pain, etc.

Additionally and I *don't* mean this to sound shitty or anything, but if you're facing opponents that are just down-backing vs you and that's giving you real trouble, then you need to lab your offense some more and work on your mix and how your assists play into.it, because in this entire game, outside of actually being in a combo and being hit, there's no place more dangerous or terrifying than sitting on the ground and downbacking vs someone. This game - like most anime fighters - is mix heavy.. extremely. You just have to find your mix options based on your team and learn your pressure into those options. There's also the throw to open people up, plus universal OHs and if you aren't Hit, solid, fast lows, tons and tons of specials are actually OHs as well and many characters like Beerus, Hit, Yamcha, Adult Gohan, Goku Blaxk, and on and on, have built in crossup specials that are hard to react to, and remember that assists don't need to do anything in some cases except clutter the screen, throwing out a flashy assist can make a reactable move harder to react to, due to the shit flying all around the screen, it takes longer for the brain to decipher all that visual mess.

Dumb shit works well.. like, as Kid, I've gotten way more mileage than I should out of jump M (the stretchy leg kick), into another j.m into my little ball splat special where he slams himself into the ground and bounces. I set up pressure and then use that kick to pull myself to safety - which they can beat, but it's difficult with Kids pressure, but once they've seen it once or twice, and decide to punish, I throw out the ball special (may be better follow ups this was just something I started messing with in a match last night kinda on the fly) and it catches them trying to pursue me... It's just a dumb example of how anime games are sort of based around creative mix and pressure.

Just some thoughts I had. There's no way you're hitting a wall this early man, you just gotta get the mindset of an anime fighter is all.

And one last piece of advice if I may.. you say often you play but feel, and I've played against you before. I think you have natural talent, but in fighting games, playing by feel only goes so far. Frame data and the technical side of things means that in a lot of situations it won't matter how you feel or what you want to do, or what your instincts tell, because the other guy knows a definite answer to the situation. If you throw out a move that's negative enough it doesn't matter what comes after if the other guy knows an option that beats any follow ups. I'm the opposite, I forget to play by feel and try to play by research and numbers - so believe me I'm not claiming anything special at all - but I feel like if you took you instincts and your feel for a fight and how it all.plays out and such, and added in the technical knowledge side of things, you'd level up hugely. People ask sometimes what makes a truly great FG player, and aside from being Asian, I think a large part of it is playing with extreme confidence that you know how to feel out the match and your opponent and have the technical understanding to make the best choices available.

Just some thoughts. I'm nothing special as a player or anything but I have some experience in anime and the mindset behind it, and you sound like.you might be getting a little.frustrated so.. hopefully something I said helps, or feel free to tell me to shut the hell.up and mind my business. Lol
 

BurdaA

Frost-Byte
Been working on my team Synergy.

Created some practical assist combos for my team. These are 1-2 bar combos for ~5k+ damage off of regular starters. This game is so fun.

Nice dude. One recommendation (and/or thought for everyone)

If we set our meter to 6 bars and a bar is built mid combo (often the case with decent combos). Should we post the cost as net/gross?
 

TakeAChance

TYM White Knight
Nice dude. One recommendation (and/or thought for everyone)

If we set our meter to 6 bars and a bar is built mid combo (often the case with decent combos). Should we post the cost as net/gross?
I would still put the gross cost. If you build a bar back great, but it would suck saying this is a one bar combo and expect it to be practical in a 0 bar situation (when in fact it's a 2 bar combo)
 

EntropicByDesign

It's all so very confusing.
So..

I like the lobby system, but it needs better implementation for sure. We should be able to invite friends directly to matches and the lobby we're in. Further, they need to work on the system that puts you in a lobby to start with. I am frequently told lobby's are full and to choose on from a list.. only to find the list full of lobby's with room. Just put me in one dammit.

Additionally there needs to be some work done when the game starts, in terms of a "play now" button that just cuts the crap and takes me immediately into a lobby. We need a friend's list with the ability to teleport to a lobby they're currently in if it's not full. Ranked matches need s much smaller confirm window, getting in and out of matches of any kind quickly and efficiently should be one of the most important aspects in a FGs design.

But these are minor . I know some of you guys are having connection issues and such, but I have never had so much as a hiccup there, rock solid all the way, so I don't know.. but right now, aside from me wishing the story wasnt terrible and the tutorial was like GGs (a lot of the game just isn't explained and that's a big deal to new players), the only thing I really don't like are the hoops the lobby system makes me jump through.

Oh and one other thing, when I hit L2 or whatever to pull up the quick-port menu, teleport me, and also talk to the guy for me, so his menu pulls up. I hate that I have to teleport then talk to him.
 

TheJaquio

Kombatant
So what are everyone's thoughts on Hit? I've been playing him a lot, but I'm struggling with getting specials stuffed out of his medium stance. As soon as you press a button you lose the iframes, and all options have long startups. Plus, as near as I can tell, his crossup M isn't actually a teleport, but an invisible dash with an active hurtbox the whole way through (after "teleporting," the opponent mashing L will hit me out of it and I appear in front of them instead of behind). Is it better to not go for this stance on block, except sparingly?
 

JBeezYBabY

Mr. Righteous
@EntropicByDesign I think thats what i needs to do. Have much of a better understanding and lab the fuck out of a team that i really really clique with. Ive been winging it for this long and got me....actually....pretty damn good. So i cant be frustrated at that. Im kinda hard on myself at times with my expectations, so i try to just take the good out of the bad.

AT LEAST NOW I know the timing on 2H better
AT LEAST NOW I know how to iAD
AT LEAST NOW i know how to extend my combo to the highest peak, instead of spending 1 bar on dragon rush like i used to do. So now im gaining more meter.

So....i guess its time for Uncle JBeezY to up his game in ALL FIGHTING GAMES and really look at frame data. If anybody has that information for the basics of the game, id greatly appreciate it. Thanks Entropic :)
 

BigMacMcLovin

B2s and Birdarangs
Can someone refresh my memory on the requirements to get a HKD, please?

I'm trying to pull together a Beerus combo but can't seem to get that HKD at the end
 

EntropicByDesign

It's all so very confusing.
@EntropicByDesign I think thats what i needs to do. Have much of a better understanding and lab the fuck out of a team that i really really clique with. Ive been winging it for this long and got me....actually....pretty damn good. So i cant be frustrated at that. Im kinda hard on myself at times with my expectations, so i try to just take the good out of the bad.

AT LEAST NOW I know the timing on 2H better
AT LEAST NOW I know how to iAD
AT LEAST NOW i know how to extend my combo to the highest peak, instead of spending 1 bar on dragon rush like i used to do. So now im gaining more meter.

So....i guess its time for Uncle JBeezY to up his game in ALL FIGHTING GAMES and really look at frame data. If anybody has that information for the basics of the game, id greatly appreciate it. Thanks Entropic :)
A trick to iAD, this was posted by someone here.. @Juggs maybe? I want to give credit but I cant remember who posted or where I read it lol. Anyway..

You can iAD by typing up+forward the forward again, and that's the typical method. Works the same way dashing backward. But in DBFz you can also iAD - and for me this is actually quite a bit faster and more consistent in the thick of things -by tapping just up then hitting forward+Super Dash. You dont get the super dash, just a regular iAD. Its a nice little trick. Its not superior to the normal way of doing things at all, but if you're like me (god help you if you're like me) it just feels easier and crisper. Cant iAD backwards with this method as far as I know though.
 

JBeezYBabY

Mr. Righteous
A trick to iAD, this was posted by someone here.. @Juggs maybe? I want to give credit but I cant remember who posted or where I read it lol. Anyway..

You can iAD by typing up+forward the forward again, and that's the typical method. Works the same way dashing backward. But in DBFz you can also iAD - and for me this is actually quite a bit faster and more consistent in the thick of things -by tapping just up then hitting forward+Super Dash. You dont get the super dash, just a regular iAD. Its a nice little trick. Its not superior to the normal way of doing things at all, but if you're like me (god help you if you're like me) it just feels easier and crisper. Cant iAD backwards with this method as far as I know though.
Yeah, i tried both methods. I actually use the dash buttom to iAD because its easier for me. However, you can't use that method going backwards. U can only instant air dash backwards with UpBack-Back method.
 

EntropicByDesign

It's all so very confusing.
Can someone refresh my memory on the requirements to get a HKD, please?

I'm trying to pull together a Beerus combo but can't seem to get that HKD at the end
A second j.H in an air juggle gives a weird sliding knockdown state as well - I dont think it works for every character but it works for most I believe. So if you do something along the lines of:

2m 5m JumpCancel j.l-m-l JumpCancel j.m-2H~H Dash j.l-m-h

The last heavy there causes an extended knockdown.. they slam into the ground and kinda skid across it. Gives you time to land and do shit afterwards it seems like. I dont know the exact rules for causing the skid state, but I *THINK* its just hitting a H in an air juggle, after using a 2h + H auto dash. Dunno if this helps or not, because its not exactly a traditional HKD and I dont know if it works for Beerus for sure or not.
 

EntropicByDesign

It's all so very confusing.
So what are everyone's thoughts on Hit? I've been playing him a lot, but I'm struggling with getting specials stuffed out of his medium stance. As soon as you press a button you lose the iframes, and all options have long startups. Plus, as near as I can tell, his crossup M isn't actually a teleport, but an invisible dash with an active hurtbox the whole way through (after "teleporting," the opponent mashing L will hit me out of it and I appear in front of them instead of behind). Is it better to not go for this stance on block, except sparingly?

I think Hit is the hardest character in the game to use even moderately effectively.. Though i think he's very strong. If you care to read a wall of text and such about my general thoughts on him I posted it towards the end of the Hit general thread in his sub forum.

I think the stance is dangerous. I had a lot of trouble getting any real use out of it vs busy/mashing opponents. Really, with Hit I had trouble doing anything vs mashing, but the trick is, his counter is a powerful tool vs mashing and I think he's sort of meant to teach them NOT to be so busy, then he can run his offense more effectively. He thrives off the back of long lock down assists like Kid and GBlack and such.
 

BigMacMcLovin

B2s and Birdarangs
A second j.H in an air juggle gives a weird sliding knockdown state as well - I dont think it works for every character but it works for most I believe. So if you do something along the lines of:

2m 5m JumpCancel j.l-m-l JumpCancel j.m-2H~H Dash j.l-m-h

The last heavy there causes an extended knockdown.. they slam into the ground and kinda skid across it. Gives you time to land and do shit afterwards it seems like. I dont know the exact rules for causing the skid state, but I *THINK* its just hitting a H in an air juggle, after using a 2h + H auto dash. Dunno if this helps or not, because its not exactly a traditional HKD and I dont know if it works for Beerus for sure or not.
You are spot on but yeah Beerus doesn't follow that same formula and it's really bugging me. His air 2H is a wall bounce and not a launch so it doesn't work the same. Seems the only way for Beerus to get a HKD is by launching with 2H from the ground.

And as far as I can tell, a 2H launcher is null and void if you've used a vanish in the combo beforehand
 

JBeezYBabY

Mr. Righteous
I think Hit is the hardest character in the game to use even moderately effectively.. Though i think he's very strong. If you care to read a wall of text and such about my general thoughts on him I posted it towards the end of the Hit general thread in his sub forum.

I think the stance is dangerous. I had a lot of trouble getting any real use out of it vs busy/mashing opponents. Really, with Hit I had trouble doing anything vs mashing, but the trick is, his counter is a powerful tool vs mashing and I think he's sort of meant to teach them NOT to be so busy, then he can run his offense more effectively. He thrives off the back of long lock down assists like Kid and GBlack and such.
His LLL auto fuckin' ANTI-AIRS! Its insane! Im starting to HATE facing Hit players, so im trying to find ways to shut him down. And the only thing i can think of is get on his ass before he starts his setups. But easier said then done
 

EntropicByDesign

It's all so very confusing.
His LLL auto fuckin' ANTI-AIRS! Its insane! Im starting to HATE facing Hit players, so im trying to find ways to shut him down. And the only thing i can think of is get on his ass before he starts his setups. But easier said then done
Yeah, a good Hit player can really punish aggression. It seems like you have to kinda stay on him, but be smart about your offense so he doesnt just counter you. If he's using LLLLLLLLLL autocombo to AA, try just jumping and blocking and punish after the launcher portion, its super negative I believe. That's what I've been doing in general whenever I find someone mashing L autos.. I just let them do it.. Most people who are mindlessly mashing arent hit confirming, so they tend to go through the first three-four moves of the sequence and you can hurt them for it.
 
This game is ridiculously hard cant do combo challenges at all buttons have to be pressed way to fast :/


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JBeezYBabY

Mr. Righteous
This game is ridiculously hard cant do combo challenges at all buttons have to be pressed way to fast :/


Sent from my iPhone using Tapatalk
You serious ?Question mark? This game is very easy to pick up and learn compared to ....ALL fighters out right now.