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Dragon Ball FighterZ Discussion Thread (Game)

TamedLizard

Buff George
Green Goku’s shit looks the exact same as Goku Pink’s, I can’t believe any of you are hype over that buns-ass trailer.
All of the DLC trailers have been fairly lackluster thus far imo lol. But even though they look similar aesthetically, their play looks completely different. Zamasu seems to have something that Black lacks - air control. His normals also don't look nearly as impressive as Black's, but that may be because his strength will be focused on space control.

Also, possible flight stances/cancels :eek:
 

EntropicByDesign

It's all so very confusing.
I've heard Kid complained about quite a lot myself, and most top players are placing him in the same tier as Cell/AG/16. Even if you take the stance t.s not in that elite tier, I don't see how you can argue that he's not rriighht outside of it.. which would mean nerfing that tier would likely leave him far too strong in comparison to the cast.. but I don't think he's right outside that tier, I think he's in that tier and close to the top of it.

The issue isn't that Kid has one OP thing that defines his strength, and I think this is tied to why he isn't AS complained about. AG has his block pressure and mix, 16 has the the HKD stuff, Cell has the neutral and insane damage, and so on. You can look.at these characters and say "yeah that thing right there is insane".. with Kid, aside from his blockstun mix (tied for best in the game, if not THE best), it's a matter of him being a jack of all trades and master of every one of them.

Kid's assist is one of the best in the game right now, though definitely harder to set up and use properly than some.

Kid's neutral is absolute bonkers. His j/5m is simple insane and is the embodiment of control. His 2M is one of the best normals in the game, hands down.. And it let's him play neutral from 80% of the screen off an un-seeably fast, low with no risk tied to it outside using it improperly.. and if it lands, from anywhere, it converts big. Unseeable, safe, fast, almost full screen low that's easy to confirm and requires no commitment to do so, regardless of distance, and at distance, can simply be chained into itself, leading in to a combo that for a bar or an assist, does an easy 40% on the low end, with the option to take it higher as you see fit. His 2L is nothing Earth shattering, but a fast, machinegun low should never be underestimated. His j.H is.quite good..his 2H isn't great in general but from the right angle is quite strong. His 5/2S stuff is useable in neutral due to the way it works, allowing him access to air options very quickly during neutral play.

Kid can bang in a fireball war as well, with his Candy Beam and actual beam, both being amazing. His air beam has no height restrictions, so you can use it as a grounded beam as well if you want to - and there are solid reasons to do so. Candy Beam heals as well, which isn't huge but in a fireball war that kinda health swing can make a trading a little back and forth highl favor Kid. His regular ki blasts are better than they might seem.

He has a command grab that covers a large amount of screen space, and can make approaching him dangerous. Now, right now this isn't as relevant, because even though.Kid can play back some, there's just no reason to want to.. but if the game sees changes to pressure, and other playstyles become more viable, this option is going to stand out as a large strength. The right assists allow meterless conversions off the very fast L version, or burn a bar on H.amd follow up yourself off althe very fast H version.

Kid can mix like a Cuisinart and his blockstring pressure is very powerful, especially with 5SS and 2S allowing air options the way they do.

Ball pressure to end combos.

Tiny hurtbox.

Kid's air control is excellent as well. His ki blasts arresting, but partially retaining momentum makes him very hard to pin down in the air, with ball to just fuck off outa there if he wants, and his j.m letting him do some weird shit, like escape in odd situations, or even engage while backing up.

Etc.

Kid is very very very good absolutely everywhere.

As to what I think needs to be changed, that depends on what's changed with the game universally and with other characters. I very very much want him to keep his neutral and his pressure, so perhaps toning down his mix in some way, or tone down his pressure in some way and keep the neutral and mix. I hope we don't see it, but I partially expect a damage scaling nerf when multiple 2M are used. So if I 36M 2m 2m into a combo, i could see that not doing almost half your life. I don't know what's optimal here,but I've gotten 4400~ for a bar and about the same for an assist. I don't know if a character that does all of that should also have the assist he has. I hope he keeps the version he has now for himself, it's tricky and requires resources to set up - if they weaken his mix in some way.i especially hope he keeps it.. but when it's used as an assist, it might be too much.

I'm just spitballing here with vague ideas because we don't know what system changes there will be.

If we see blockstring/assist mix really weakened universally, then I can see Kid skating out almost entirely intact.. but he will still be on of the best characters in the game, simply because he can play anyway he wants, any range and any style, and he's never at a disadvantage.
 

Invincible Salads

Seeker of knowledge
I've heard Kid complained about quite a lot myself, and most top players are placing him in the same tier as Cell/AG/16. Even if you take the stance t.s not in that elite tier, I don't see how you can argue that he's not rriighht outside of it.. which would mean nerfing that tier would likely leave him far too strong in comparison to the cast.. but I don't think he's right outside that tier, I think he's in that tier and close to the top of it.

The issue isn't that Kid has one OP thing that defines his strength, and I think this is tied to why he isn't AS complained about. AG has his block pressure and mix, 16 has the the HKD stuff, Cell has the neutral and insane damage, and so on. You can look.at these characters and say "yeah that thing right there is insane".. with Kid, aside from his blockstun mix (tied for best in the game, if not THE best), it's a matter of him being a jack of all trades and master of every one of them.

Kid's assist is one of the best in the game right now, though definitely harder to set up and use properly than some.

Kid's neutral is absolute bonkers. His j/5m is simple insane and is the embodiment of control. His 2M is one of the best normals in the game, hands down.. And it let's him play neutral from 80% of the screen off an un-seeably fast, low with no risk tied to it outside using it improperly.. and if it lands, from anywhere, it converts big. Unseeable, safe, fast, almost full screen low that's easy to confirm and requires no commitment to do so, regardless of distance, and at distance, can simply be chained into itself, leading in to a combo that for a bar or an assist, does an easy 40% on the low end, with the option to take it higher as you see fit. His 2L is nothing Earth shattering, but a fast, machinegun low should never be underestimated. His j.H is.quite good..his 2H isn't great in general but from the right angle is quite strong. His 5/2S stuff is useable in neutral due to the way it works, allowing him access to air options very quickly during neutral play.

Kid can bang in a fireball war as well, with his Candy Beam and actual beam, both being amazing. His air beam has no height restrictions, so you can use it as a grounded beam as well if you want to - and there are solid reasons to do so. Candy Beam heals as well, which isn't huge but in a fireball war that kinda health swing can make a trading a little back and forth highl favor Kid. His regular ki blasts are better than they might seem.

He has a command grab that covers a large amount of screen space, and can make approaching him dangerous. Now, right now this isn't as relevant, because even though.Kid can play back some, there's just no reason to want to.. but if the game sees changes to pressure, and other playstyles become more viable, this option is going to stand out as a large strength. The right assists allow meterless conversions off the very fast L version, or burn a bar on H.amd follow up yourself off althe very fast H version.

Kid can mix like a Cuisinart and his blockstring pressure is very powerful, especially with 5SS and 2S allowing air options the way they do.

Ball pressure to end combos.

Tiny hurtbox.

Kid's air control is excellent as well. His ki blasts arresting, but partially retaining momentum makes him very hard to pin down in the air, with ball to just fuck off outa there if he wants, and his j.m letting him do some weird shit, like escape in odd situations, or even engage while backing up.

Etc.

Kid is very very very good absolutely everywhere.

As to what I think needs to be changed, that depends on what's changed with the game universally and with other characters. I very very much want him to keep his neutral and his pressure, so perhaps toning down his mix in some way, or tone down his pressure in some way and keep the neutral and mix. I hope we don't see it, but I partially expect a damage scaling nerf when multiple 2M are used. So if I 36M 2m 2m into a combo, i could see that not doing almost half your life. I don't know what's optimal here,but I've gotten 4400~ for a bar and about the same for an assist. I don't know if a character that does all of that should also have the assist he has. I hope he keeps the version he has now for himself, it's tricky and requires resources to set up - if they weaken his mix in some way.i especially hope he keeps it.. but when it's used as an assist, it might be too much.

I'm just spitballing here with vague ideas because we don't know what system changes there will be.

If we see blockstring/assist mix really weakened universally, then I can see Kid skating out almost entirely intact.. but he will still be on of the best characters in the game, simply because he can play anyway he wants, any range and any style, and he's never at a disadvantage.

i really hope they leave kid buu mostly alone and don't do something stupid, also what is his huge mix your talking about? what does he have besides 2M~Ball in the corner?
 
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Also sharing in some of the disappointment that we couldn't even get Zamasu without it having to be "Green Goku" version, especially since we're going to get "Regular Goku" and "Vegeta Goku".
 

Invincible Salads

Seeker of knowledge
i see, nice. well still hoping they don't do too much to him, he's my anchor after all :/ and im still behind a lot of poeple in the game too.
 
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TamedLizard

Buff George
I really don't think any character is going to be bombed, but I'm also new to Arcsys balancing so I guess anything is possible.

Tell you what though, I'm actually looking forward to normalizations to my man Chadhan. Gets old real fast when wins are discredited because hurrdurr top tier. Almost as bad as it was with Catwoman.
 

Invincible Salads

Seeker of knowledge
I really don't think any character is going to be bombed, but I'm also new to Arcsys balancing so I guess anything is possible.

Tell you what though, I'm actually looking forward to normalizations to my man Chadhan. Gets old real fast when wins are discredited because hurrdurr top tier. Almost as bad as it was with Catwoman.
chadhan?
 

BurdaA

Frost-Byte
Also sharing in some of the disappointment that we couldn't even get Zamasu without it having to be "Green Goku" version, especially since we're going to get "Regular Goku" and "Vegeta Goku".
I was planning on a Black/Zamasu team - but I don’t think my canon-fetish will allow it if they’re fused, then unfused, then fused.

Would agree about the multiple versions of the same char thing, but... this IS db. It’s gonna happen. As long as there’s variety in play style – and tbf there kinda is, combo-routes notwithstanding, and except maybe black/ss goku – I say fair play.

Plus Saiyan Saga Vegeta is just.... he’s just..... yes please.
 

BurdaA

Frost-Byte
i'm still learning my team, so i didnt know all that stuff, ill have to watch, but yeah, i hope he can still do most if not all that, thats kinda the point of kid buu isnt it? wild & crazy in ur face.
No worries, just remember @ShArp posting some filthy(!!!) stuff a few pages ago and thought it might be what you’re looking for.

What’s the team?
 

BurdaA

Frost-Byte
Also, hope they don’t change Frieza’s assist range (too much)! It’s one of a few that optimally extends 5H combos midscreen and corner, and provides meterless forced swaps from any 2H starter. Nappa likey.

Also curious why they’d bother with an infographic that ends with “etc.”. But glad my man Nappa made the cut. It MUST be a buff, surely... not that I even think he needs one.
 

neveradestroyer

Kombatant
Next wave of DLC be like... Kid Goku, Kid Goku GT, Adult pre-kid wished GT Goku, Heart disseased SSJ Goku, Ginyu body Swapped Goku, SSJ4 Goku, Fused SSj4 Gogeta, SSJG Goku, SSJ3 Goku, Ultra instinct Goku, Mastered Ultra instinct Goku, Baby Vegeta,Yellow big ape Vegeta, Base big ape Vegeta, Kid emperor Vegeta, Goo Clone Vegeta (See DBS filler episode), And Vegeta blue two (Tournament of power).:DOGE
 

Invincible Salads

Seeker of knowledge
Also, hope they don’t change Frieza’s assist range (too much)! It’s one of a few that optimally extends 5H combos midscreen and corner, and provides meterless forced swaps from any 2H starter. Nappa likey.

Also curious why they’d bother with an infographic that ends with “etc.”. But glad my man Nappa made the cut. It MUST be a buff, surely... not that I even think he needs one.
wait how does frieza assist provide forced swaps from 2h starters? and how does it optimally extend 5h combo's? ive got very few ways of using his assist for combo potential.
 

neveradestroyer

Kombatant
wait how does frieza assist provide forced swaps from 2h starters? and how does it optimally extend 5h combo's? ive got very few ways of using his assist for combo potential.
With an standard 2h or 2m combo.... Just extend the combo until the last hit... Then press the assist button at the same time as the heavy. the char will pop up and You can dragon rush after... This works with (Nappa, Trunks, Android 16, and Frieza assists) Sometimes Vegeta assist too.

I first saw this from this guy.
 
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Invincible Salads

Seeker of knowledge
With an standard 2h or 2m combo.... Just extend the combo until the last hit... Then press the assist button at the same time as the heavy. the char will pop up and You can dragon rush after... This works with (Nappa, Trunks, Android 16, and Frieza assists) Sometimes Vegeta assist too.

I first saw this from this guy.
i see, didnt think of using dragon rush like that, thx, how bout off a ground 5h tho?
 

neveradestroyer

Kombatant
how do you do it? do you still follow up with super dash or something else?
You cannot follow with super dash an already super dashed combo. Just finish it with dragon rush.
It's performed as You hit 5h heavy in the air and the assist button. In this case Frieza. I will give You the video at noon. I cannot do it right now.