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Dragon Ball FighterZ Discussion Thread (Game)

Juggs

Lose without excuses
Lead Moderator
Actually I find 3f of delay and up is terrible for this game. 3f is okay, but definitely 4f and above is unplayable at any sort of reliable high level play. Trying to 2H a vanish for instance is nearly impossible, at least for me, in 4+ frames of delay. Like even if I predict and react to it, the timing on when you have to press 2H is so off that I can’t get used to it. Some people can adapt to delay/lag easily, I’m not one of those people, never have been never will be.

Even 2f of delay is a lot different from offline play. Don’t take my word for it, SonicFox said the same thing. Even ONE frame of delay matters in fighting games, unfortunately. I gotta start training in delay after playing offline before I go play someone online.
 

ProudDisciple

Average at Best
Damn, Im from EU, Lithuania.

Have u tried playing any Europeans yet and if you did - from what Country and what was the frame delay?
I've only played against someone in Europe and the delay stayed at a constant 4 to 5 frames of delay. Not the best but playable.
 

ProudDisciple

Average at Best
As A16 player what would u suggest? I think they should touch on this meterless resets after combos that you can basically get anywhere on the level, be it corner or not. It just gives him another 50/50 (or should I say 20/20/20/20/20 lol) since he can insta cross u for an overhead/low, stay same side and go for low/throw or staggering into more pressure etc.

Another thing - as a grapler he can get-in wayyyy to easy in neutral. Rocket-fist imo should be slowed down in terms of startup/recovery, or atleast make the projectile itself fly slower. He doesnt need to have everyrhing and he would still be solid asf.
Doesn't really make much sense for him to have a loop for a lack of resource. I feel that his overall speed should be adjusted and that his hard knockdown should cost him something.
 

Sultani

Warrior
A.Gohan? Sure. Now waiting explanation on a "ridiculous shit" from Teen Gohan (lol), Kid Buu (lol), The Blues (lmfao), Gotenks (usrs?), Trunks (?) and Yamcha.

Explain how these compare to ridiculiously long reaching normals, braindead-meter-free-armor, enormous damage, meterless resets into 50/50 (without even needing assists) after every combo that makes u guess whether he will insta cross you for an overhead/low or stay on the same side and go for a low/throw or stagger into whatever. Shit thats not even under free "50/50" category anymore lol.

Etc. I can go on but for start - lets settle atleast with this bs.

Oh and its not like A16 is considered broke by pretty much every pro in the game, or is being placed as top tier in the game. No no.
I said 16 is bullshit. I just think the idea that he's broken to the point of invalidating the rest of the cast entirely is absolutely ridiculous considering the dirt like every single cast member has.

I also suggested some nerfs to him.

So...... you prob missed that part. Or didnt.. whatever.

Probably should have stopped after you called something that requires meter "meterless." But whatever.

1. If 5H has armor, it should be hella minus. Either remove the armor or make it punishable. Maybe even a little less pushback.

2. Increased scaling on combos after a dunk. or

3. significantly reduced meter gain.

A big problem with him is that once the hkd setup happens once, the following combo builds enough meter to do it again. There's nothing wrong with hkd into cross over setups, but there is something wrong with being able to loop back into it forever. No net deficiency with meter gain is what causes this.

Calling things guesses and 50/50s incorrectly on tym again..... neat. Its only a guess if you picked blocking as your option.. which you dont have to. The iad cross over can be straight up hit out of the air unless 16 does it right away. So if you dont see it right away, that option cant beat you unless you react wrong.

If you have an issue with one wrong reaction looping you right back into the same situation, your problem isnt with 16. Its with anime games. 16s problem is that theres no end to it though and he can do it anywhere. While other strong oki doesnt really happen like that unless its in the corner.

That's why i would have no problem reducing his meter gain so that wasnt the case. And also maybe the damage because one reset is probably enough to kill most of the time.

I could only imagine how people here would have reacted to rev 1 raven, millia, or slayers command grabs.

Tl;dr - 16 is the best character in the game, and some of what he can do is too much. I just hope that if he's nerfed, they dont nerf him into sheeva tier.
 
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What's the best way to deal with up-tech? I've been doing jump-up and dragon rush but feel like this doesn't work. Not sure if it's my timing or just not doing the right thing.
 

Sutter Pain

Your mothers main.
What's the best way to deal with up-tech? I've been doing jump-up and dragon rush but feel like this doesn't work. Not sure if it's my timing or just not doing the right thing.
bring them down to the ground with normals ending in air.h and you will have massive frame advantage. I use like air.M,l,H and then they are grounded and I start whatever grounded block string.
 

EntropicByDesign

It's all so very confusing.
Ugh. I truly envy those of you that can just sit down and bang out combos consistently with smallish amounts of practice. I am still struggling with this bomb loop.

I've got the first part down really well now.. I get to the grounded 236.H without any trouble at all, super consistent (in the lab) on that first part in 0-3 frames of delay.. takes me a few reps to adjust when I make large jumps in the delay, but then it's solid. Fucking 236.h shows up though and that's all she wrote. I kick holy hell out of the air in front of the opponent's face.

I feel like I'm missing something. I kinda think it's a matter of speeding up the very first JC in the combo and slowing down the last juggle.. but when I do this sometimes it works and sometimes I really feel like my timings were good and I'm expecting the 236.h to land.. but it doesn't. And I can't imagine it's actually this finnicky since it's considered useable in real matches. I thought originally it was all in the SD but I don't think so now. I've hit the dash early and late on some successfull attempts. I don't think I'm just doing the 236.h too late either like I thought.. often I see the kick whiff in their face with more than enough time, they tech out well after the kick is over, they were just too far back for it to reach.

Meh. I'ma keep at it, just frustrated. I have at MINIMUM 5hrs into grinding this combo, and probably well over 6, spread across a few days. And I see people that are like "yeah man that was tough it took me like 15m to land the first one and I'm only landing it about 2/3rds of the time after 45m!" ... And I cry inside because I get the whole thing after 15~ attempts MAYBE and I've been at this for days.

Anyone else want to try this and see how they fair?

2MM j.MLL j.MS-2S SD j.MS-2S 236.H SD -> whatever air sequence you want.

You have to hesitate a little on the SD to get the j.ms portion to connect afterwards. If you're really fast the opponent will fall out after the j.m and the S will whiff. And the 236.h is grounded, so you have to let him land.
 

Sutter Pain

Your mothers main.
Here is a rough video on how to deal with up tech you first have to make the read on the up tech and I am pretty most the cast can do this starting from air.m and you can fill in the height with multiple air.L. Once you get this down you will hope people start up teching you lol.

 

Invincible Salads

Seeker of knowledge
Here is a rough video on how to deal with up tech you first have to make the read on the up tech and I am pretty most the cast can do this starting from air.m and you can fill in the height with multiple air.L. Once you get this down you will hope people start up teching you lol.

whats up teching?

and also i really need some easier players to play against :/
 

Sutter Pain

Your mothers main.
whats up teching?

and also i really need some easier players to play against :/
You just tap up when you can get off the ground from a knockdown and you flip backwards can also be done in the air.

Also join the dbfz discord there is plenty of people just learning and want matches. It took me a long time to get kinda good at this game and I still suck lol. You will start to pick up on scramble situations the more you play.
 

Invincible Salads

Seeker of knowledge
you mean like air recovery? if your waiting for an uptech can't you do a dragon rush on that too?

i can't get good at this game, its too hard, i just want to play players who won't clobber me just because :/
 

ShArp

Dedicated Broly main
Is there a video tutorial on youtube how the Fck you record AI in this game's practice mode?

I know it has to do something with R3 on PS4, but I can't set it right. Any help?
 

BurdaA

Frost-Byte
Is there a video tutorial on youtube how the Fck you record AI in this game's practice mode?

I know it has to do something with R3 on PS4, but I can't set it right. Any help?
Press L3 once to control player 2, press it again to start recording and a third time to stop. Then R3 to playback recording.
 

Sultani

Warrior
Ugh. I truly envy those of you that can just sit down and bang out combos consistently with smallish amounts of practice. I am still struggling with this bomb loop.

I've got the first part down really well now.. I get to the grounded 236.H without any trouble at all, super consistent (in the lab) on that first part in 0-3 frames of delay.. takes me a few reps to adjust when I make large jumps in the delay, but then it's solid. Fucking 236.h shows up though and that's all she wrote. I kick holy hell out of the air in front of the opponent's face.

I feel like I'm missing something. I kinda think it's a matter of speeding up the very first JC in the combo and slowing down the last juggle.. but when I do this sometimes it works and sometimes I really feel like my timings were good and I'm expecting the 236.h to land.. but it doesn't. And I can't imagine it's actually this finnicky since it's considered useable in real matches. I thought originally it was all in the SD but I don't think so now. I've hit the dash early and late on some successfull attempts. I don't think I'm just doing the 236.h too late either like I thought.. often I see the kick whiff in their face with more than enough time, they tech out well after the kick is over, they were just too far back for it to reach.

Meh. I'ma keep at it, just frustrated. I have at MINIMUM 5hrs into grinding this combo, and probably well over 6, spread across a few days. And I see people that are like "yeah man that was tough it took me like 15m to land the first one and I'm only landing it about 2/3rds of the time after 45m!" ... And I cry inside because I get the whole thing after 15~ attempts MAYBE and I've been at this for days.

Anyone else want to try this and see how they fair?

2MM j.MLL j.MS-2S SD j.MS-2S 236.H SD -> whatever air sequence you want.

You have to hesitate a little on the SD to get the j.ms portion to connect afterwards. If you're really fast the opponent will fall out after the j.m and the S will whiff. And the 236.h is grounded, so you have to let him land.

What character dis is? I'll give it a go in a few.
 

JBeezYBabY

Mr. Righteous
Om block this wont bring them.to the ground. Am I missing something?
I was dealing with this ALOT yesterday too! 3 ways to counter this. One, as mentioned above, is to jump H. Mostly it will work because they rarely expect it. Two, you can dragon rush but the timing must be on point otherwise it will whiff and you will get fucked up. LASTLY which is probably the best option, less risky option, is to 2H (down H). Either you will catch up on their way up-teching or you will catch em in the air. Either way, you will land a hit into a free combo :)
 

Sultani

Warrior
@EntropicByDesign

Ok i got it.

Edit... sigh i dunno. J.S wiffs if i try and delay that to get myself closer. About half of the time, this happens.


Compared to this one where it worked. I'm getting it about half the time now. Success seems to be determined by how long you delay the first SD.. at least thats the difference i see.

 
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JBeezYBabY

Mr. Righteous
But wait can't they block in the air? Why would 2h hit them?
Not while you're RIGHT up under them lol. If they can block that, then they would have to guess which side to, unless.....that got nerfed too with that universal corner crossup. That would be a good thing for you test in practice mode, then let me know what ya find out :)