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The zoning Academia (Dragon Ball fighterz Editon).

neveradestroyer

Kombatant
Welcome Y'all. It was time to create this tread. Because a lot of people seems to be unaware of the zoning condition of the game. I get it... Super dash FTW. I am right?.:DOGE

Wrong!. Zoning exists in this game, and It's created when You reach the point of punishing every super-dash namely with 5H or 2H.

But but but... doing Kamehameha like beams almost don't do chip damage!. That why You use assist to make Your turn true.

The truth is that the one on offense gains more meter.. so if a single 5S or 236S hits... Then is vanish time into a full combo into a corner Carry.

Boring numerical notations ( I hate them but They are needed for understanding the game:mad:)


With out further to add...
Let me introduce You the best zoner in the game.

His 5H and 2H are exceptionally good against forward super dashers and everything on his path that is not invincible nor a 236S. His 5S is fast and his own 236S catches super dashes for breakfast. his 5S is fast and special Cancel-able, It leads to combos into corner carry.

At last but not least his disk setups. Those are insane and lead into stupid damage on hit... (Hit LMAO):DOGE.

Edit. A lot of people are already figuring this out Loool.

TLDR... In short... Zoning here causes combo damage and pressure to the opponent. Later I will talk about the second best zoner in the game (Goku Black).:coffee:
 
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BurdaA

Frost-Byte
Welcome Y'all. It was time to create this tread. Because a lot of people seems to be unaware of the zoning condition of the game. I get it... Super dash FTW. I am right?.:DOGE

Wrong!. Zoning exists in this game, and It's created when You reach the point of punishing every super-dash namely with 5H or 2H.

But but but... doing Kamehameha like beans almost don't do chip damage!. That why You use assist to make Your turn true.

The truth is that the one on offense gains more meter.. so if a single 5S or 236S hits... Then is vanish time into a full combo into a corner Carry.

Boring numerical notations ( I hate them but They are needed for understanding the game:mad:)


With out further to add.
Let me introduce You the best zoner in the game.

His 5H and 2H are exceptionally good against forward super dashers and everything non his path that is not invincible nor a 236S. His 5S is fast and his own 236s catches super dashes for breakfast. his 5S is fast and special Cancel-able, It leads to combos into corner carry.

At least but at last his disk setups. Those are insane and lead into stupid damage on hit... (Hit LMAO):DOGE.

Edit. A lot of people are already figuring this out Loool.

TLDR... In short... Zoning here causes combo damage and pressure to the opponent. Later I will talk about the second best zoner in the game (Goku Black).:coffee:
Been labbing disc pressure quite a bit but cancelling disc into golden looks super good! Kind of a once per match mix... but even so I’ll definitely be stealing that!
 

BurdaA

Frost-Byte
@BurdaA This combo video may interest You. It uses your team to support Vegeta in his combos. Ironic isn't it. :DOGE
Great find dude, thanks! I’ve been meaning to look into extending Vegeta combos with assists, but it fell to the back as he rarely has assists available (I run him kinda hard anchor). It does happen though so will definitely learn these later. Thanks again :)