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Dragon Ball FighterZ Discussion Thread (Game)

You serious ?Question mark? This game is very easy to pick up and learn compared to ....ALL fighters out right now.
I played a little injustice and thats 10 times easyer manual combos jus wont happen soon as you get em up in the air they seem to fall better i get the bext hit in


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JBeezYBabY

Mr. Righteous
I played a little injustice and thats 10 times easyer manual combos jus wont happen soon as you get em up in the air they seem to fall better i get the bext hit in


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I feel what you mean. Its most definitely a waaaaaay faster pace. You just gotta learn the inputs one by one and practice until you get your muscle memory down. I know it seems hard at first, cuz im still learning myself, but once you get it down, then the motions become second nature. And the combo challenges are a very GREAT way in understanding how each character's combo basics are. Just practice :)
 
I feel what you mean. Its most definitely a waaaaaay faster pace. You just gotta learn the inputs one by one and practice until you get your muscle memory down. I know it seems hard at first, cuz im still learning myself, but once you get it down, then the motions become second nature. And the combo challenges are a very GREAT way in understanding how each character's combo basics are. Just practice :)
Ye i know what you mean practice makes perfect but half hour in training and not being able to get one combo out is quite offputting playing casual matches i may aswell jus put the controller down lol [emoji23]


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TheJaquio

Kombatant
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.
Okay, this was my experience as well. To me, medium stance seems like a decent tool to use after heavy conditioning, but it is always risky because the followups are easy to stuff. But I kept reading stuff everywhere about Hit has "easy mode 50/50s on block" and such, which are primarily tied to medium stance, and I wanted to check to see if I am just crazy that it doesn't really work that way in practice. One thing I noticed is that it seems 236LL is neutral at worst on block, so combined with 214S, he has the tools to keep himself safe after any blockstring, which I hope opens the door for medium stance shenanigans.

I also agree about him being reliant on the right assists. It seems necessary to always run him on point, so that Goku Black or whoever can lock the opponent down and make his stance options safer to use.
 

BurdaA

Frost-Byte
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.
From memory, you can jump backwards the dash forward with that method, easier than 766 too. Not sure how useful it is, but I’d imagine a little, for air attacks with less advancement....
 

Sultani

Warrior
@Sultani

Hey.. What kinda BnBs are you running on 16? Solo stuff primarily?
Theres some videos on page like 41.

I just posted some new stuff i found in the android 16 thread. Kinda trying to maximize damage so i can see where gaps are and whatnot. I have tons of ways to break 8k. Heres the same ones i just posted though. Second one here is really theoretical. You can do something very similar, but it wont work against people who know about air recovery. Lol


 

EntropicByDesign

It's all so very confusing.
Okay, this was my experience as well. To me, medium stance seems like a decent tool to use after heavy conditioning, but it is always risky because the followups are easy to stuff. But I kept reading stuff everywhere about Hit has "easy mode 50/50s on block" and such, which are primarily tied to medium stance, and I wanted to check to see if I am just crazy that it doesn't really work that way in practice. One thing I noticed is that it seems 236LL is neutral at worst on block, so combined with 214S, he has the tools to keep himself safe after any blockstring, which I hope opens the door for medium stance shenanigans.

I also agree about him being reliant on the right assists. It seems necessary to always run him on point, so that Goku Black or whoever can lock the opponent down and make his stance options safer to use.
Block strings into his command backdash can be strong too, drop back and activate stance, it buys some time if they arent expecting.. etc.
 

villainous monk

Terrible times breed terrible things, my lord.
This game is ridiculously hard cant do combo challenges at all buttons have to be pressed way to fast :/


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I won't say it's hard as it's new. I haven't played a anime game since marvel vs capcom. That was back on 2000! I've never liked team games too much and played a few here and there and dropped it but this fighter is different.

You have to practice your inputs and seldom mash. Mashing will only get you so far. Learning your own combo's and experimenting with the lab is the very first thing you should do. Work out bad habits and easy to learn things and focus on clean inputs in a very short set. Like 2m,m 9, mmm 2h that's it. And just break it down in sections. 2mm. Then 2m,m,9. Then add 2m,m, 9mmm break it downn.

Spend more then 30 minutes. Spend 3 hours if you could. Use all the characters to try out such combo, sometimes what doesn't work for one character works for another. Practice and familerize your self with the game. Don't focus on doing the combos but executing the motions properly until you feel comfortable going faster or doing more like adding the full combo or special move.

But you got to spend time in the lab. Lots of time. I2 is a slower game then this and even I myself am a bit overwhelmed at times but my execution and timing is far better now because I force myself to pay attention to my inputs and execution.

Keep practicing. You'll get there of you keep at it.
 

Jaku2011

Filled with determination
Why is it that sometimes after a blocked super dash the opponent is close enough to mash l And hit me out of 2H and sometimes they aren't?
 

ProudDisciple

Average at Best
Maybe I just don't notice then, are you sure it can only be done in sparking?
I believe that after a blocked super dash the opponent is able to use their air movement options like air dash or double jump, so they might be air dashing forward afterward. But yes to confirm Sparking keeps them closer to you after they super dash.
 
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Well frame data definitely isn’t as important in this game, to be fair.
I disagree so intensely. Frieza superdash followed on block by ki blast on block. What moves punish and what moves gets beat? Have to test with each and every character... wheareas I could say "oh, any 8 frame normal will win"

There's no reason not to include frame data in fighting games. They say Tekken doesn't include frame data because it wouldn't help that much yet the best players are intimately aware of their frames.
 
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Sultani

Warrior
Block and then punish isnt really a thing in anime games. I mean.. theres some stuff thats obviously going to be punishable but typically your defense is your movement.

If you're blocking two moves like you just described, you're probably going to have to reflect to get away. Waiting for "your turn" to counter or throw out a move when the attacker is at disadvantage isnt really a thing.
 
Block and then punish isnt really a thing in anime games. I mean.. theres some stuff thats obviously going to be punishable but typically your defense is your movement.

If you're blocking two moves like you just described, you're probably going to have to reflect to get away. Waiting for "your turn" to counter or throw out a move when the attacker is at disadvantage isnt really a thing.
It's not always punishing. In the case I listed above it was actually another player being bold enough to try and put out a quick move when negative assuming that me, knowing they were negative, was comfortable throwing out something a bit slower.

To put it bluntly:

Anytime one move being faster than another can determine an outcome, frame data fucking matters.

That's the whole irony of it. People will openly admit startup speed matters, but assert frame data doesn't. Just to defend a developer that does have room for improvement.
 
Can someone explain to me what makes a good "point character" and otherwise?

I feel like I just make my point character the one who most badly needs assists
 

ProudDisciple

Average at Best
Can someone explain to me what makes a good "point character" and otherwise?

I feel like I just make my point character the one who most badly needs assists
Sometimes meter build is a determining factor in this.

In this game forward momentum builds you meter so I would say anyone who can keep constant pressure on the opponent. Possibly Cell, Adult Gohan, 18, etc
 

God Confirm

We're all from Earthrealm. If not, cool pic brah.
Can someone explain to me what makes a good "point character" and otherwise?

I feel like I just make my point character the one who most badly needs assists
thats exactly what you should do, along with taking into consideration how much meter they have. Expect to have more opportunities for meter by the end of the game and far less on round start, obviously
 
I won't say it's hard as it's new. I haven't played a anime game since marvel vs capcom. That was back on 2000! I've never liked team games too much and played a few here and there and dropped it but this fighter is different.

You have to practice your inputs and seldom mash. Mashing will only get you so far. Learning your own combo's and experimenting with the lab is the very first thing you should do. Work out bad habits and easy to learn things and focus on clean inputs in a very short set. Like 2m,m 9, mmm 2h that's it. And just break it down in sections. 2mm. Then 2m,m,9. Then add 2m,m, 9mmm break it downn.

Spend more then 30 minutes. Spend 3 hours if you could. Use all the characters to try out such combo, sometimes what doesn't work for one character works for another. Practice and familerize your self with the game. Don't focus on doing the combos but executing the motions properly until you feel comfortable going faster or doing more like adding the full combo or special move.

But you got to spend time in the lab. Lots of time. I2 is a slower game then this and even I myself am a bit overwhelmed at times but my execution and timing is far better now because I force myself to pay attention to my inputs and execution.

Keep practicing. You'll get there of you keep at it.
Ye its just geting the inputs tight in the rright times i tried labbjng android 16 last nite and i did ok i jus couldnt do the 10th combo


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God Confirm

We're all from Earthrealm. If not, cool pic brah.
Grinded out max damage for my team with Goku Blue out.



ITS OVER 9000

no sparking used, and just 5 bars, and you build almost 2 bars while doing it, like a single tick off, so I can pretty much do it off 3 bars.

Took some very creative execution to get that j.H into j.S to connect against the wall as well I must say.

6k meterless, 6.7k for a bar, so its quite good even if I don't hit the big wombo dhc combo








Could only get 8.9k midscreen, here's what that looked like for anyone wondering.



Just wanted to find my optimized damage routes (that don't take RIDICULOUS execution) so it was good to grind it out.