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Dragon Ball FighterZ Discussion Thread (Game)

TakeAChance

TYM White Knight
Nope nothing here yet either. I understand it's a beta, but man if this is how it's going to be in 2 weeks, yeesh. Wish they would just update it and put in a training mode. I would be more than happy with this beta if we could at least train (outside of tutorial Goku)
 

SunsetBlvd

Proven Nappa GOD, 100% VERIFIED Best Nappa NA
i would grind the shit out of blazblue!
the mechanics of dbz are pretty.. simple. anyone that's interested in dbz that's already here from other fg's will most likely have a pretty easy time picking it up. i say this because i got guilty gear prior to dbz to check out anime fighters and that game is way more complex than dbz. wasn't really necessary.
 

TakeAChance

TYM White Knight
DBZ is really easy to pick up and mash, but it's deeper than people are letting on. There are counters to every mechanic. Z Rushes can be countered, throws can be countered, dial a combos are punishable on block. It's great....when you can play.
 

Juggs

Lose without excuses
Lead Moderator
DBZ is really easy to pick up and mash, but it's deeper than people are letting on. There are counters to every mechanic. Z Rushes can be countered, throws can be countered, dial a combos are punishable on block. It's great....when you can play.
Yeah. Basically auto combos are decent damage, you do about 30%, but they are far from optimal. An optimal will do about 50-60% and/or lead to a setup. Obviously people don’t really know optimals yet, so you’ll see A LOT of mashing and just random shit for awhile unless you face someone good.
 

SunsetBlvd

Proven Nappa GOD, 100% VERIFIED Best Nappa NA
DBZ is really easy to pick up and mash, but it's deeper than people are letting on. There are counters to every mechanic. Z Rushes can be countered, throws can be countered, dial a combos are punishable on block. It's great....when you can play.
hmm. i'm not so sure tbh. i played 20 hours yesterday and i was very hype going in. after a day, well..

there are counters to abusable mechanics, but super dash into assists and very easy 50/50 mixes thru specials and just the super dash mechanic in general... it's not great. there are very very straightforward ways to get mix from pretty much anywhere and mix is mix, guess wrong and it doesn't matter who you're playing against or how bad they are. and that's where auto combos that actually do decent damage and lead into super from hitting like 2 buttons a few times actually does factor in. put in brainless mix followed by 2 button semi-optimal combos..like what are we looking at here lol, lets not kid ourselves

i see lots of people saying "super dash is punishable just punish it" but only the ultra scrubs are just mashing it over and over. beyond ultra scrub level, the fact that it allows to you to close the gap that fast into block stun that can lead to almost anything when assists are factored in is a huge flaw imo. "i know it's still early and everything, etc etc" of course. but i knew this game was gonna be casual going into and yet this is.. like really casual.
 

True Grave

Giving The Gift Of Graves
They really should have let Arena fly like they did with the closed beta. At least then people could play more than just by search engine. My guess is this early/open beta is to test their matchmaking networks and fine tune them before release.
 

Tanno

The Fantasy is the Reality of the Mind
DBZ is really easy to pick up and mash, but it's deeper than people are letting on. There are counters to every mechanic. Z Rushes can be countered, throws can be countered, dial a combos are punishable on block. It's great....when you can play.
The key to this is the tactics. You'd need a good tactic to beat every player.
 

SunsetBlvd

Proven Nappa GOD, 100% VERIFIED Best Nappa NA
but i knew this game was gonna be casual going into and yet this is.. like really casual.
let me also just add for the record, i want the game to succeed. i was way hype before beta and i actually didn't expect it to play quite like it did. and when i went through some streams yesterday and saw a lot of pros echoing the same thing, idk. but i hope i'm wrong.
 

TakeAChance

TYM White Knight
Yeah. Basically auto combos are decent damage, you do about 30%, but they are far from optimal. An optimal will do about 50-60% and/or lead to a setup. Obviously people don’t really know optimals yet, so you’ll see A LOT of mashing and just random shit for awhile unless you face someone good.
Yep, the casuals are screaming that this game is easy...but when they play someone that's experienced the fgc they are going to say it's broken...because they can do 30 dial a combos, but a pro can do 45-60% into an oki setup manually.
 

TakeAChance

TYM White Knight
hmm. i'm not so sure tbh. i played 20 hours yesterday and i was very hype going in. after a day, well..

there are counters to abusable mechanics, but super dash into assists and very easy 50/50 mixes thru specials and just the super dash mechanic in general... it's not great. there are very very straightforward ways to get mix from pretty much anywhere and mix is mix, guess wrong and it doesn't matter who you're playing against or how bad they are. and that's where auto combos that actually do decent damage and lead into super from hitting like 2 buttons a few times actually does factor in. put in brainless mix followed by 2 button semi-optimal combos..like what are we looking at here lol, lets not kid ourselves

i see lots of people saying "super dash is punishable just punish it" but only the ultra scrubs are just mashing it over and over. beyond ultra scrub level, the fact that it allows to you to close the gap that fast into block stun that can lead to almost anything when assists are factored in is a huge flaw imo. "i know it's still early and everything, etc etc" of course. but i knew this game was gonna be casual going into and yet this is.. like really casual.
This is a standard in anime fighters tho. You have to drop the whole idea of NRS neutral. Anime fighters tend to be balls to the wall offense. That's how they are designed. Look at UmvC3, it was one of the most successful 2d fighters ever and it was stupidly offensive. DBZ is about openings and who capitalizes on them better. Thing is, the player that knows how to create one DEFENSIVE opening could very well win the match.

Right now, every open beta player for the most part is mashing medium auto combo.This does decent damage, but it's going to be nothing compared to a more damaging manual combo into an oki setup. That's the future. Tag assists into more pressure after a knockdown.
 

SunsetBlvd

Proven Nappa GOD, 100% VERIFIED Best Nappa NA
This is a standard in anime fighters tho. You have to drop the whole idea of NRS neutral. Anime fighters tend to be balls to the wall offense. That's how they are designed. Look at UmvC3, it was one of the most successful 2d fighters ever and it was stupidly offensive. DBZ is about openings and who capitalizes on them better. Thing is, the player that knows how to create one DEFENSIVE opening could very well win the match.

Right now, every open beta player for the most part is mashing medium auto combo.This does decent damage, but it's going to be nothing compared to a more damaging manual combo into an oki setup. That's the future. Tag assists into more pressure after a knockdown.
i'm not trying to be negative believe me. but i think i also went in depth to an extent in the post i wrote which your post doesn't really address. specifically the mechanics around super dash/assist/mix and how easy that is to achieve vs how hard it is to consistently defend when assists can last for a long time. if i'm wrong about that then i'll be happy believe me, but i haven't seen or heard anything to address this yet.
 

TakeAChance

TYM White Knight
this beta is fail , its hard to log in there and even if you do you cant find a match
Yep, right now the beta is fail.

I'm honestly hoping it's due to server loads because if so that's exactly what these things are for. A nice communications piece would do wonders.
 

TakeAChance

TYM White Knight
i'm not trying to be negative believe me. but i think i also went in depth to an extent in the post i wrote which your post doesn't really address. specifically the mechanics around super dash/assist/mix and how easy that is to achieve vs how hard it is to consistently defend when assists can last for a long time. if i'm wrong about that then i'll be happy believe me, but i haven't seen or heard anything to address this yet.
Well let me address it this way. Every single team in the game has access to these tools. Super Dash has counters, assists can lock you down but that's where variation comes in and it's not repeatable. Yes there is mix but from my limited experience, most of the mix is either negative or allows another turn (unless used with tag assists which I mean, that's the neutral in 2d fighters).

If you can counter any of these, it's your turn to go into hyper offense mode. If you can't you will probably get mixed to oblivion. That's usually how these fighters go.