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Dragon Ball FighterZ Discussion Thread (Game)

BurdaA

Frost-Byte
I haven't posted anything of value on TYM in a while besides shitposting so here have this, hot off the presses just finished uploading it.

Nice! Just checked and Nappa got dis i think... am I missing a gap or something?

I’ve got Yamcha on deck, so assist wise, I’m covered. Nappa Yamcha synergy is nuts.
 

BurdaA

Frost-Byte
Perhaps my swagggest Nappa combo yet:
Working on more optimal uses of the various links, but liked this enough to upload.

Nappa for real loves Yamcha. They were great together prepatch even, the more time I lab them, the more I find.
 

Invincible Salads

Seeker of knowledge
so bardocks lvl 3 is getting nerfed....damnit :T

and really? why does kidbuu need another nerf? at least one of his supers is getting a buff -_-
 

JBeezYBabY

Mr. Righteous
If you cannot load the page (like myself) here's the patch notes.

Thank you for your patronage of "Dragon Ball Fighters" all the time.

We will inform you about the update content scheduled to be distributed on November 28.
(After updating this update, please understand beforehand that old version of replay data can not be played with battle specification modification.)

=================== ========

【Mode Addition】
· "Fighters' Tensouchi Budo-kai" mode has been added.
 ※ First notice will be announced separately.
- "Season Hui Poi capsule Z (Christmas)" has been added.
 ※ The start date will be December 5th maintenance until the end of December 31st.
· "Z trophy room" mode has been added.

【Correction in battle】
◆ System common
▼ Super dash
· Fixed a phenomenon in which the behavior was changed depending on whether the position is on the left side or the right side.
- Fixed a phenomenon that super dashes might not end instantaneously when offsetting the attack of the opponent.
- Fixed a phenomenon that when you use Banish Move against a super dash, the behavior becomes strange.

▼ Ultra Dash, Z Change, Guard Cancel Change
· Fixed a phenomenon of landing immediately when you hit the opponent at a position close to the ground.

▼ Z change, change of guard cancellation
· The hit stop when guarded by the opponent has been changed to the same value as the super dash.

▼ Guard cancellation Changed
to prevent occurrence of camera effect by continuous technique after change · hit.
· Increased stiffness at hit.
· Increased passive time when hit.

▼ Z Assist
· Changed so that Z assist can not be issued at the timing when Z change can not be done such as guard or damage.

▼ Dragon rush in the
sky · Attack attribute in the air was added.


Fixed a phenomenon in which the behavior becomes strange when performing Z change at a specific timing for Banish Move / Banish Move.


I changed it so that it can give out a special technique at the beginning of the ground dash · dash.

▼ After Dragon Ball
· Character Down, we changed the number of current dragon balls to be displayed during the abduction effect.


Entry of Special Move - Changed to give priority to Special Mortal Armor when the Z Reflect and Special Movement input overlap at a specific timing.


Fixed a problem where the animation may advance when you defeat the opponent with the technique that KO directing / camera directing occurs.

◆ Son Goku (Super Saiyan)
▼ Ground Dragon Flash (Weak / Medium)
· Air Attack Attribute has been deleted.

◆ Vegeta (Super Saiyan)
▼ Jump ↓ Strong Attack
· The value of movement in the horizontal direction was increased.

◆ Piccolo
▼ Squatting
We changed so that special attacks and attacks occurred faster.
· I changed the attack judgment so that it becomes big.

▼ As long as Z Assist
Piccolo is in the screen, I changed it so that the bullet does not disappear by the production.

▼ Ground Magic Battle Hands (weak)
· When we hit, we changed to ground bound.

▼ Magical Magic Battle Hands (Weak / Strong)
· Changed so that the attack occurred faster.
· Adjusted the fall speed during hit.
· Increased passive disabled time.

▼ Magic Dengeki (Horizontal · diagonal)
· Attack judgment changed so that it becomes larger.
· I changed the opponent's blow-off at hit.
· Adjusted the effect at hit.

▼ Magical electric shock (diagonal)
· We changed so that the attack occurred faster.

◆ Son Gohan (childhood period)
▼ Standing weak attack · Addition 1
· We adjusted the amount of rise and behavior at attack.
· Increased passive disabled time.
- Landing stiffness was added.

▼ Storm weak attack · Addition 2
· Adjusted movement speed and behavior during attack.
· Adjusted the effect at hit.
· Increased passive disabled time.
- Air attack attribute added.

▼ Squatting special attack, in the air ↓ Special attacks
· Fixed a phenomenon that the explosion might not occur even if the bullet hits the "barrier" etc.

◆ Freeza
▼ Standing Weak Attack · Addition 2
· Fixed a phenomenon that the production is strange in certain situations.

▼ Death Saucer
· Adjusted the hit effect when returning from outside the screen.

▼ "Should I be killed by me!"
· Adjusted the timing and timing that can be issued.
· Changed so that the attack occurred later.
· Damage increased.

◆ Ginyu
▼ Standing weak attack · Addition 1
· Changed so that the attack occurred faster.

▼ Weak Strike · Added 2
· Changed to be able to issue special attack with Z combo.

◆ Trunks
▼ Ground Shining Slash (Weak / Strong)
· Air Attack Attribute has been deleted.

▼ Heat dome attack
· Attack judgment changed so that it becomes larger.

◆ Cell
▼ Squatting
Changed the attack judgment of special attack / outgoing part to increase.
· I changed the opponent's blow-off at hit.

◆ Android No. 18
▼ Z Assist, Aerial Support Attack (Special)
· We changed to protect the range to protect.

▼ Barrier
· Adjusted to be able to protect Z Assist of ally.

◆ Gotengs
▼ Squatting
We changed the attack judgment of the strong attack / outgoing part so that it becomes bigger in the downward direction.

▼ Galactica Donuts
- Fixed a phenomenon that the behavior would become strange if you let the opponent's assist hit.

▼ Crash Ultra Volleyball
· After hit, changed to not move until landing.

◆ Kuririn
▼ Jump ↓
Fixed a phenomenon that sometimes the explosion does not occur even if the special attack / air bullet hits the "barrier" etc.

▼ afterimage fist
· passive ineffective time increased.

▼ Solar Fist
- Reduced the rigidity of the character at the time of idling and being guarded.

◆ Majin Boo (pure)
▼ Ground Mystic Ball Attack (Weak)
· Changed so that the attack occurred later.

▼ Pearl Flash
· When you hit during the descent, you increased the incompetence time.
· When hit, I changed it so that it is hard to turn around the other side.

◆ Majin Boo (good)
▼ Standing offensive
· Hit back has been reduced.

▼ Strong Attack
· Changed so that the attack occurred faster.
· Increased moving speed.
· The attack judgment in the upward direction was changed to be smaller.

◆ Nappa
▼ Cultivation Man (Weak / Medium)
· The overall rigidity of the character has been reduced.

▼ "It was too bad"
- We changed it so that the attack on the 2nd stage occurred faster.

◆ Android No. 16
▼ Z Assist
· The opponent's guard stiffness has been reduced.

▼ Hell's Heat
· I changed it to multi-stage hit.

▼ Hell's Heat (Long Distance Version)
· Changed so that the attack occurred faster.
· We have reduced the rigidity of the character at the time of idle swing.

▼ Hells flash maximum output
· Fixed a phenomenon that the final stage is guarded if hit with Ultimate Z change in certain circumstances.
· Adjusted the distance to the opponent after the hit.

◆ Yamcha
▼ Wandering wind fist / whirlwind nail
· passive ineffective time increased.


Changed to make it easier for you to hit the opponent in the wandering breeze, the wondrous western fist, the new lavatory wind fist, the wandering breeze, consecration, the wandering wind fist, tightening .

◆ Tianjin Rice
▼ Flight crane attack
· Landing stiffness decreased.


We adjusted the damage distribution of new qigong artillery · additional input.

◆ Son Gohan (Adolescence)
▼ Standing Strong Attack
· Increased hitback at guard.
· I changed the inertia so that it disappears.

▼ Squatting Strong Attack
· Movement value decreased.

▼ Release of force (strong + special)
· The more you press and hold the button, the more damage is increased.

▼ Brothers Komehame Wave
- Fixed a phenomenon in which the opponent may be reflected during production.

◆ Hit
▼ Power to demonstrate
· Ultimate Z changeable timing changed.
· We increased damage increase and hit effect when we did not shift to production.

▼ The power to demonstrate on the ground
· The attack judgment in the upward direction was changed so as to increase.

▼ The power to demonstrate in the air
· The effect at hit was adjusted.

▼ "I keep growing"
· After hitting, I corrected the phenomenon that I can use the Z change at the same time as the triggering of the Meteor super decease technique.

◆ Son Goku (SSGSS)
▼ Super God Sifter (Medium · Strong)
· Changed to move instantly before attack.
· Changed so that the attack occurred later.

▼ We
changed the timing so that we can play the air shots (weak, medium) and air bullets faster.

◆ Vegeta (SSGSS)
▼ Jump ↓ Strong Attack
· The value of movement in the horizontal direction was increased.

▼ "If you add points, it's 30 places!"
- We changed the timing so that we can play the bullets faster.

◆ Billus
▼ Destroyed God's battle
· Changed so that attack occurred faster.
· Increased moving speed.

▼ Multiple Failure Ball
· Changed so that the attack occurred faster.
· The overall rigidity of the character has been reduced.

▼ Destroyed God's Inverse Scale
· Changed so that the attack occurred faster.
- Armor invincibility was added from the middle of the technique.

▼ Destruction of God Judgment
· Reduced the rigidity of characters after hit.

◆ Goku Black
▼ God nicknamed Maikira
· Increased damage.

▼ God split light bullet
· Adjusted the effect at hit.

◆ Android No. 21
▼ Standing offensive
· Hit back decreased.

▼ Barrier
· Adjusted to be able to protect Z Assist of ally.

▼ Excellent full course
· The stiffness of the character after the hit has been reduced.
· I changed the opponent's blow-off at hit.

◆ Bardack
▼ Raging meteor
· Increased passive disabled time.

▼ Revenger Assault
· Increased stiffness of characters after hit.
· Adjusted the distance to the opponent after the hit.

◆ Brolly
▼ Squat
down We changed the attack judgment of the strong attack downward to increase.

▼ Various Mortal
Armor · Armor changed so that timing becomes faster.

◆ Veget (SSGSS)
▼ Jump ↓ We
have changed so that we can make a strong attack · jump cancel.

▼ Omega Finish Blow
- Minimum guaranteed damage increased.

◆ Zamas (coalesced)
▼ Standing offensive
· Increased moving speed.

▼ God's order
· After the hit changed for easy pursuit with "Eternal Justice".

▼ Absolute lightning
- Fixed a phenomenon that the effect got strange when hit in certain circumstances.

◆ Son Goku
▼ Wang Fist
· During the dark during the triggering, the time for advance entry of additional attacks has been increased.

▼ King Ken (added middle attack)
· We changed to become invincible during rotation.

▼ King Ken (Special attack added, ↓ Special attack added)
· Changed so that the attack occurred faster.

◆ Vegeta
▼ Squatting Special Attack, Jump ↓ Special Attack
· Character Stiffness Decreased.

▼ Jump ↓ Strong Attack
· Character stiffness decreased.
· I reduced the attack duration.
· The movement value in the horizontal direction was reduced.

◆ Android No. 17
▼ End Game
· Fixed a phenomenon that the effect got strange when hit in certain circumstances.

◆ QULLA
▼ Z Assist
· Fixed a decrease that the opponent can not be pushed when QULLA returns home in the middle of Z Assist.


Fixed a phenomenon in which the camera director becomes strange at the time of Deathfall / KO.

=========================== From now on, thank you for

"Dragon Ball Fighters"
thank you.
 

DeftMonk

Warrior
Is this scene on this game dying out? I’ve always wanted to pick it up but busy with work. Not so much now? But if it’s dying already I’ll get sc6
 

xQUANTUMx

Twitter: @xxQUANTUM
yeah but you can do j5L after his LL or you can air dash and do it too, that doesnt help?
No because they made the recovery after 5LL so lacklustre its not a real mixup and you can get bodied for trying it. The whole point of 5LL was to be able to cancel into legs or complete the string and cancel into legs or go for a 2S. The height was low enough for all those options to be viable. Even tho they all had counters you could still condition your opponent. That’s all gone. Gohans have to go back to the drawing board and I personally don’t have the time or the inclination to start over with an already mediocre char...


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