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Dragon Ball FighterZ Discussion Thread (Game)

BurdaA

Frost-Byte
Aw ya gotenks is great for SSB vegeta I wish I liked him.

For me,

Kid Gohan / Bardock / SSJ Vegeta

Blue Vegeta / Trunks / Blue Goku (dat canon story arc team doe)

I’ve also been messing around with Adult Gohan / Bardock / Blue Goku and I’m honestly surprised at how well that’s working out. Lots of DHC, lots of rushdown, I’m basically cycling 3 point chars and 2 of them perform as decent anchors.


Sent from my iPhone using Test Your Might
Yeah Gotenks didn’t appeal to me immediately, but has definitely grown on me.
 

xQUANTUMx

Twitter: @xxQUANTUM
man, Kid Gohan has so many pressure options I find myself not knowing what I wanna do sometimes. Each option has a counter, but so many of them have their own counters I feel like he's the quintessential RPS char once he's in on you....
 

JBeezYBabY

Mr. Righteous
man, Kid Gohan has so many pressure options I find myself not knowing what I wanna do sometimes. Each option has a counter, but so many of them have their own counters I feel like he's the quintessential RPS char once he's in on you....
Apparently, his ban has been lifted from tournaments and I have a feeling they're gonna buff the shit outta lil GoGo. 3 more weeks!
 

xQUANTUMx

Twitter: @xxQUANTUM
Apparently, his ban has been lifted from tournaments and I have a feeling they're gonna buff the shit outta lil GoGo. 3 more weeks!
what was his ban for? I've been out of the loop (lol pun)


edit never mind: I remember this was a long standing meme just because you never see him. If people think TG needs to be banned they need to lay off the sauce.
 
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EntropicByDesign

It's all so very confusing.
Spend all the meter. Always all the time the meter should be spent always. Lots. Lots.

Vegito doesn't really build more meter than everyone else... Vegito's j.S builds more meter than anyone else, at least in a combo. Go do his double j.S BnBs and watch the meter gain off the S when you hit it. It's enormous.

I look forward to the patch.

I've restructured a lot the last couple of weeks. I've been testing teams and trying to find that combination of what I like and what works.. and I've decided I'm maining Vegito and Black, with the middle/last slot (Black goes anywhere) being fought for between 16, ssGoku and Tien. Leaning towards Tien because he's the interesting choice and 16 because he fits how I play (that is not a flattering admittance) like a glove, with ssGoku being kinda between the two in terms of fun vs fit.

As always tho I'll check out the dlc if it looks like it will fit into the roll I want filled. Which in this case is a strong solo character with a good assist and damage.

Vegito doesn't use assists to combo, just to mix and cover and play neutral...so playing him without two assists to back him up seems odd.
 

xQUANTUMx

Twitter: @xxQUANTUM
He makes for a decent anchor in that respect. He’s a neutral god that does stupid solo damage and if he’s already got a large meter dump, your combos will end up being meter positive. I disagree with you, if you compare bnbs for the same damage (say 5k no bar), I think can Vegito build up to 1+ bar more than anyone else. Hell, he builds a bar off of one dragon rush. His downfalls imo are a shitty assist (discount SSJ vegeta) sub par mix potential, and meh supers (from a utility standpoint) and that’s really not too bad. He hits like a goddamn train, especially with the right assists, you’re looking at 7+K with a level 3 into oki.
 

Icefyre

Shadows
Patch notes 8/8/18

Training Mode
  • Added the ability to change your online match team from within training mode
  • Added the ability to choose your character colors from within training mode
  • Added the ability to set your Ki Gauge to regenerate
  • Added new reset positions: Middle (Post KO) and Middle (Post Stage Transition)
  • Added the ability to change player sides, additionally, hitting reset while holding up will reset position and change player sides
  • Added the ability to select Gohan (Adult) levels
  • Added the ability to select Ginyu Force members
  • Training mode now has 8 recording slots in total
  • Added random playback for the 8 recording slots, and added the ability to adjust the probability of each slot
  • Reversal options added to the dummy; the dummy will perform set attacks as soon as possible after blockstun and hitstun
  • Added the ability to reset the damage information
World Match
  • Added the ability to show your own player information
  • Added the ability to select "Same rank", "Similar rank" and "Challenge" during the Ranked Match set up
  • No longer shows the network color on a matched opponent during Ranked Match
  • Added the ability to select "Same color", "Similar color", "Anything" during the Casual Match set up
Others
  • Added "Sorry" and "Don't worry" messages to Party Match
  • Added the ability to set input delay for Local Versus
  • During the VS screen in a Local Match, holding Assist 1 or Assist 2 allows you to swap that character with your first character
  • The cursor on character select moves faster
  • Followed players now have different colored names
  • Pressing the OPTIONS button during button setting saves the button settings and closes the menu
  • Added the ability to post Z stamps during the rematch menu for online matches
GAMEPLAY
System Mechanics

The recovery frames of a successful reflect are no longer counter hit state.
Piccolo
Homing Energy Blast (236S) + Assist:
  • Increased hitstop
  • Increased recovery
Teen Gohan
2S
  • Gohan can now use his air options after the move has recovered
  • Changed landing recovery to be the same as j.2S
  • The first hitbox has been increased in size
j.2S
  • The first hitbox has been increased in size
Assist
  • Gohan moves further forward while performing the uppercut
Frieza
5S
  • Startup decreased
Death Slash (236X) + Assist
  • Hitstop and untech time increased
L Death Slash
  • Startup decreased
Warp Smash (22S)
  • Frieza becomes invulnerable earlier
You Might Not Survive This Time (j.236S)
  • Landing recovery removed on whiff
Golden Frieza
  • Made it possible for Frieza to move immediately after the time freezing cinematic
  • If the opponent is not taking damage when you activate Golden Frieza, the startup before the cinematic is longer, but armor properties have been added to the startup.
  • During the install, the restrictions of the Z Combo system are removed (5L>5M>5L is possible) (reverse beats)
Ginyu
2H
  • Can cancel into 5S
5S (Jeice)
  • Hitstop and untech time increased
Assist
  • Hitstop and untech time increased
Strong Jersey (236X)
  • Blockstun decreased
M & H Strong Jersey
  • Increased untech time on cinematic hits (smash hits)
  • Launches enemy on hit
Air Strong Jersey (j.236X)
  • Startup decreased
Trunks
5S, j.S, Cyclone Buster (214X>S)
  • Made it possible to cancel into special moves when reflected
  • Fixed a bug where the move could not be cancelled when hitting on late active frames
Assist
  • Hitstop and untech time increased
H Shining Slash (236H)
  • Startup decreased
Cell
5L, 2L
  • Startup increased
Step In Low Kick (6H)
  • Added damage proration when used as the first hit of the combo
j.M
  • Startup increased
j.S
  • Damage proration increased
  • Ground bounces on the first hit
Ground M Rolling Crush (236M)
  • Added the ability to control the horizontal distance traveled while rolling by inputting 4/6
Ground H Rolling Crush (236H)
  • Startup decreased
  • Added the ability to control the horizontal distance traveled while rolling by inputting 4/6
Air L & M Rolling Crush (j.236L/M)
  • Does not hit opponents behind Cell
Android 18
5L, 2L
  • Added whiff cancels (use 4LL to whiff cancel into another 5L)
Support Attack (Barrier) (214S), Assist
  • Startup before invulnerability decreased
Barrier (22S)
  • Invulnerability starts up faster
  • When the barrier stops an attack, it can be cancelled into super with R1/R2, and into lvl3 with 4+R1/R2 (I don't know why they used pad button notation)
L Back Grab (236L)
  • Startup decreased
  • Combos into super on hit
M & H Back Grab (236M/H)
  • Increased the distance 18 moves
Gotenks
5S
  • Normalized the cancel timing of the followups to be the same as other characters
Assist
  • No longer uses smash on hit
Galactic Donut (214S)
  • Fixed a bug where the smash on the next combo is removed when donut hits an assist
Ground M Miracle Spinning Punch (236M)
  • Increased recovery when the button is not held
Ground H Great Special Rolling Kick (214H)
  • Recovery increased
  • Gotenks can airdash and double jump after the move has recovered
Air H Great Special Rolling Kick (j.214H)
  • Recovery decreased
Vengeful Shout (236S)
  • Increase landing recovery of the feint
Krillin
5S
  • Increased untech time
  • Added the ability to curve only the ki blast closer to Krillin on the follow up by inputting 4S
j.S
  • Increased untech time
  • Added the ability to curve only the top ki blast on the follow up by inputting 8S
Senzu Bean (214L), Assist
  • The rock no longer can be broken by the opponent's attacks
  • Damage proration decreased
Solar Flare (214S)
  • Added invulnerability to aerial attacks (like 2H)
Kid Buu
2/3M
  • Startup increased
  • Added damage proration when used as a combo starter
2S
  • Added landing recovery
  • Throws the ki blast towards the opponent when they are close to Kid Buu
j.S
  • Added landing recovery
Mystic Ball Attack (236X)
  • No longer can hit opponent's behind Kid Buu
Fat Buu
5L
  • Hits close crouching opponents
5LL
  • Startup decreased
Assist
  • Untech time increased
Nappa
5L, 2M
  • Now hit low
2H
  • Hitbox in front of Nappa increased
Assist
  • Hitstop increased
Blazing Storm (236S), Assist
  • Startup decreased (frame data on block is worse)
Too Bad (214S)
  • Invulnerability startup decreased (armor)
  • Total duration decreased
Saibaman Spit (214X)
  • Made it possible for the opponent to guard cancel reflect and super dash after blocking this
Android 16
5LLL
  • Startup decreased (can no longer tick throw off 5LL)
Ground Flying Powerbomb (214X)
  • Added invulnerability to aerial attacks
Ground Dynamite Driver (236X)
  • Increased damage
Yamcha
Neo Wolf Fang Fist (236H)
  • Wall bounces on hit
Spirit ball (Lvl 1 super)
  • Minimum damage increased
Tien
Assist
  • Untech time increased
Ground Volleyball Fist (236X)
  • Fixed a bug where the followups were still usable when blocked
M Ground Volleyball Fist (236M)
  • Armor starts up faster
H Ground Volleyball Fist Followups 2 & 3 (236HHH)
  • Added clones of Tien to aid in the attack
Tribeam (Lvl 1 super)
  • Increased the Z change window
Tribeam, Neo Tribeam (Lvl 1 and Lvl 3)
  • Reduced the amount of self damage while Tien is in sparking
Hit
5LLL
  • Hitbox above Hit increased in size
2L
  • Can cancel into 2L from 5LL
H Tides of Time (236H)
  • Invulnerability starts up faster
Death Blow (Lvl 3 super)
  • Cinematic hits will not play for the rest of the combo (it's phrased weirdly in japanese too, I believe it just means it consumes the smash but I'm leaving it as a direct translation just in case my assumption is incorrect)
Beerus
5L
  • Startup decreased
  • Hitbox increased in the front
2L
  • Startup decreased
Assist
  • Distance traveled increased
Sphere of Destruction (236X), Assist
  • Increased the untech time when it hits while the sphere is being set
  • Launches opponent on hit
Sphere of Destruction (236X)
  • When hit by a normal, that normal can be canceled into Specials, Z changes and Sparking.
H Ground Sphere of Destruction (236H)
  • Beerus floats upwards a little if 2 is inputted
Goku (SSGSS)
Super God Shock Flash (214X)
  • Startup decreased
  • Launches opponent on hit
L & H Super God Shock Flash (214L/H)
  • Damage on the punch when the grab whiffs increased
  • Damage proration added when used as a combo starter
Instant Transmission (214/236S)
  • Goku faces the opponent when the move ends
Extreme Speed Kamehameha (Lvl 1 super)
  • Increased the Z change window
Vegeta (SSGSS)
Big Bang Attack (236S), Assist
  • Damage increased
  • Hitstop and Blockstun increased
  • Launches opponent on hit
L Super Dash Kick Followup 2 (236XXL)
  • Startup increased when Vegeta is in front of the opponent
Ground Super Dash Kick (236X)
  • No longer counts as an aerial move (no more head property, 2Hs cannot invul through the attack)
Ground Super Dash Kick Followup 1 & 2 (236XXX)
  • Made frame advantage uniform
Galick Gun (236HS)
  • Damage increased
Niagara Pummel (236LM)
  • Increased distance travelled
  • Startup decreased
  • Damage proration decreased
Hold Niagara Pummel (236[LM])
  • Cinematic hits will not play for the rest of the combo (it's phrased weirdly in japanese too, I believe it just means it consumes the smash but I'm leaving it as a direct translation just in case my assumption is incorrect)
Android 21
2M
  • Reduced forward hitbox
3M
  • Added damage proration when used as the initial hit in a combo
  • Increased the hitbox on the inside of the tail (closer to 21)
Assist
  • Hitstop and untech time increased
  • Damage decreased
  • Recovery increased
Total Detonation Ball (236X)
  • Hitstop increased
  • 21 transitions into the move finishing animation when the ball explodes (this probably means the move is always the same on block and hit regardless of distance)
L & M Total Detonation Ball (236L/M)
  • Recovery increased
Homing Energy Blast (Purple 236S)
  • Hitstop increased
  • Recovery increased
Barrier (Green 214S)
  • Invulnerability starts up faster
  • When the barrier stops an attack, it can be cancelled into super with R1/R2, and into lvl3 with 4+R1/R2
Ground Aerial Connoisseur Cut (214S)
  • Added invulnerability to aerial attacks
Connoisseur Cut, Aerial Connoisseur Cut (236S/214S)
  • 21 turns towards the opponent after a whiffed grab
Bardock
L Rebellion Spear (236L)
  • Blockstun decreased
Ground M Rebellion Spear (236M)
  • Added invulnerability to aerial attacks
  • Landing recovery added
H Rebellion Spear (236H)
  • Active frames on the first attack increased
  • Damage on the followup increased
Saiyan Spirit (236HS)
  • Once Saiyan Spirit hits, cinematic hits will not play for the rest of the combo (it's phrased weirdly in japanese too, I believe it just means it consumes the smash but I'm leaving it as a direct translation just in case my assumption is incorrect)
Broly
Armor
  • The opponent's vanish breaks Broly's armor now
Assist
  • Initial hitbox increased
  • Untech time increased
Eraser Blow (236S)
  • Initial hitbox increased
Gigantic Strike (j.214X)
  • Made connecting vanish after this move easier
Vegito (SSGSS)
Barrier (214S)
  • Invulnerability starts up faster
Ground Atomic Buster (214X)
  • Added invulnerability to aerial attacks
Spiral Heel Shot (236X)
  • Blockstun on last hit decreased
  • Recovery decreased
Air Spiral Heel Shot (j.236X)
  • Reduced untech time on non-smash hit
Air L & M Spiral Heel Shot (j.236L/M)
  • Increased the distance Vegito travels
Zamasu (Fused)
j.L
  • Hitbox above Zamasu increased in size
Assist
  • Hurtbox decreased in the front
  • Startup decreased
  • Projectile speed increased
L & H Ground Eternal Justice (236L/H)
  • Startup decreased
H Air Eternal Justice (j.236H)
  • Startup decreased
Divine Order (236S)
  • Hurtbox decreased in the front
Held Divine Order (236)
  • Startup decreased
  • Projectile speed increased
 

BurdaA

Frost-Byte
So much to lab. Happy, love me some lab time.

Anyone else inordinately happy about this;
“Added the ability to post Z stamps during the rematch menu for online matches”
Time to troll...

What are people’s hot takes? Nappa having 3 lows including 5L will definitely help. 236S is maybe -1/-2 instead of 0, with pushback so no biggy, plus better startup soooo...

Also 2H now catches Gotenks SD (presuming other tiny bodies too)
 

BurdaA

Frost-Byte
Damn, anyone check out the chip damage on spirit bomb.... it’s like 20%. Now just force someone to block it...
 

BurdaA

Frost-Byte
Yep, in UK at least.

Goku can combo into spirit bomb from 214S (x2, 1 to charge, 1 to fire). I’m really liking both chars so far, I think Vegeta’s gonna be assist-dependent unfortunately, like all my other mains :(

Edit sorry @JBeezYBabY, meant to reply.
 
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JBeezYBabY

Mr. Righteous
Yep, in UK at least.

Goku can combo into spirit bomb from 214S (x2, 1 to charge, 1 to fire). I’m really liking both chars so far, I think Vegeta’s gonna be assist-dependent unfortunately, like all my other mains :(

Edit sorry @JBeezYBabY, meant to reply.
Oh i knew that was for lil ol' me ;)

So that means we should be getting the DLC either today or tomorrow ?Question mark?
 

BurdaA

Frost-Byte
they both have command g
Oh i knew that was for lil ol' me ;)

So that means we should be getting the DLC either today or tomorrow ?Question mark?
Possibly, is it not available in PS store for you? I had to go get it, couldn’t do it in game...
 

JBeezYBabY

Mr. Righteous
they both have command g

Possibly, is it not available in PS store for you? I had to go get it, couldn’t do it in game...
I havent really checked anything since ive came back yet, but i will check once i get home. So many games to lab! lol
 

BurdaA

Frost-Byte
I havent really checked anything since ive came back yet, but i will check once i get home. So many games to lab! lol
Ah I gotchu! Yeah not sure but hopefully they were released globally.

Lol never finished my command grab comment. Vegeta’s only grabs high blocking, but he has a special move overhead too. Not sure how decent the mindgame is yet, but seems ok at first glance. Only ticks in the corner after delaying the cancel too. It can pick up from knockdown, but I’ve only done it in the corner so far. Has the worst range in history, it’s kinda Ivy/Harley. Its badass tho - “I have no use for Saiyans that can’t move” (seems to only say it to Saiyans, which is good).
 

JBeezYBabY

Mr. Righteous
Ah I gotchu! Yeah not sure but hopefully they were released globally.

Lol never finished my command grab comment. Vegeta’s only grabs high blocking, but he has a special move overhead too. Not sure how decent the mindgame is yet, but seems ok at first glance. Only ticks in the corner after delaying the cancel too. It can pick up from knockdown, but I’ve only done it in the corner so far. Has the worst range in history, it’s kinda Ivy/Harley. Its badass tho - “I have no use for Saiyans that can’t move” (seems to only say it to Saiyans, which is good).
I did see that move. Its like a double knee crush. Reminds me of how A-Gohan's overhead attack is.
 

Juggs

Lose without excuses
Lead Moderator
Both the new characters are really fun and solid.
Messed around with both. Goku is really interesting, but doubt I will use him. Base Vegeta however, I knew I was gonna use him and so far he seems really good. Really really was hoping he got Galick Gun as a regular special, but instead he got a fucking destructo disc looking thing. But aside from that, he’s great.