"Dragon Ball FighterZ" Official Discussion Thread

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LightBing
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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by LightBing » Tue Aug 07, 2018 11:02 pm

This looks amazing! What a sick combo and the damage is crazy! Base Goku is looking so cool!

https://twitter.com/TheDom275/status/10 ... 3184792576

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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by goku the krump dancer » Wed Aug 08, 2018 12:05 am

LightBing wrote:This looks amazing! What a sick combo and the damage is crazy! Base Goku is looking so cool!

https://twitter.com/TheDom275/status/10 ... 3184792576
HOLY GOD! Kaioken seems really interesting.. So it seems to be a mix of both an install and a rush down!.. Seeing Goku zip around the stage like that was all types of HYPE!.. can't wait.
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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by Nickolaidas » Wed Aug 08, 2018 12:24 am

Patch notes, in English.

https://www.evernote.com/shard/s296/sh/ ... fae37fbe71

Training Mode:

Made it possible to change the team you are using for online matches in training mode

Made it possible to change colors in training mode




TRAINING MODE AND WORLD MATCH STUFF TO DO LATER

HITTING CHARACTERS FIRST




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)
•Startup before invulnerability decreased

•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
•Startup decreased

Assist
•Increased the distance Hit travels

There's a typo in the patch notes here. I think they meant the notes to be for Beerus, but didn't write his name so it looks like changes to Hit
----------------------------------------------------------------
Beerus

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
----------------------------------------------------------------
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 mea

L & M Total Detonation Ball (236L/M)
•Recovery increased

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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by Super Saiyan Turlast x4 » Wed Aug 08, 2018 4:28 am

Golden Freeza is actually looking pretty legit now. I'm glad that install will actually be worthwhile.
"First I whip it out! Then I thrust it! With great force! Every angle...! It penetrates! Until...! With great strength...! I... ram it in! In the end... We are all satisfied... And you are set free...!" ~Dante~

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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by Logania » Wed Aug 08, 2018 5:00 am

Wow, Teen Gohan's buffs are gonna be pretty effective at pressure, especially in the corner with his ground 2S now being able to cancel into any move, now I gotta lab new potential blockstrings with him. It feels like his toolkit is actually better than Adult Gohan's now, too bad about the stubby normals.

His assist also carrying the opponent into the air instead of just punching him up into it makes landing it for carry combos a lot more effective.
"I can't increase my ability through some kind of noisy transformation the way Frost and you Saiyans do. If I wanna become more lethal, I don't have the luxury of cutting corners, I just have to do it the old-fashioned way.

Combat is craft. What matters most is not raw power, but the skill by which you hone it."

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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by Nickolaidas » Wed Aug 08, 2018 5:49 am

This is definitely a good balance patch. At the very least, a step in the right direction.

First video of the 'new' Golden Frieza in action.

https://www.youtube.com/watch?v=zw0uukWtU-U

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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by goku the krump dancer » Wed Aug 08, 2018 7:10 am

Nickolaidas wrote:This is definitely a good balance patch. At the very least, a step in the right direction.

First video of the 'TRUE' Golden Frieza in action.

https://www.youtube.com/watch?v=zw0uukWtU-U
Fixed that for ya! :)

lol Yeah that was awesome.. Hopefully now.. the matches will be more Diverse when watching pro play.. I mean Cell still looks like he's gotten more buffs than anything but still lol. I'm not the biggest Freeza mark but I was legit surprised that he turned out so low on the totem pole. And Beerus too, since I really want to main him.
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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by 90sDBZ » Wed Aug 08, 2018 9:29 am

Broly's armour not working on vanish should be a big buff for him as it was his biggest weakness. By absorbing the vanish hit he gave you a free combo, but not now.

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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by Super Saiyan Turlast x4 » Wed Aug 08, 2018 10:54 am

There'll definitely be less Kid Boo now. Most of his stuff is gone.

Bardock, on the otherhand, is still looking really strong.

Really happy with the Golden Freeza changes. Beerus still appears to be a non-factor.
"First I whip it out! Then I thrust it! With great force! Every angle...! It penetrates! Until...! With great strength...! I... ram it in! In the end... We are all satisfied... And you are set free...!" ~Dante~

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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by GTx10 » Wed Aug 08, 2018 5:41 pm

So I downloaded the newest dlc and guess what? My game now lags. The loading screens are even longer now (A little over a minute) and Their is visible lag on screen. The character's movements are slow.
Xbox One is the system and this is the only game that has ever shown any lag. (Off line single player mode lag people) So it's hard to say if it's the game, my Xbox, or both. Anyone else experience this issue?
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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by Logania » Wed Aug 08, 2018 6:14 pm

Not really a fan of what they did with Goku's 236LMH. He steps back then strikes for M/H which cant really connect with his neutral moves and has no wall bounce when hit into the corner unless it's H. They removed the mix-up options and utility it had in the SSJB form, and just isn't nearly as useful so far from what I've done with it in the lab.

But damn, his 2S is a lot of fun. Can aim multiple ki shots across any part of the screen and has a free overhead that teleports to the enemy for good pressure in the corner. Probably the best special he has imo.
"I can't increase my ability through some kind of noisy transformation the way Frost and you Saiyans do. If I wanna become more lethal, I don't have the luxury of cutting corners, I just have to do it the old-fashioned way.

Combat is craft. What matters most is not raw power, but the skill by which you hone it."

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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by Super Saiyan Turlast x4 » Wed Aug 08, 2018 6:54 pm

Base Vegeta is a lot more fun than expected. Really enjoying him so far.

Base Goku was pretty cool as well. Not really feeling Kaio-Ken's implementation, but I'll play around with it more to see if that will change.
"First I whip it out! Then I thrust it! With great force! Every angle...! It penetrates! Until...! With great strength...! I... ram it in! In the end... We are all satisfied... And you are set free...!" ~Dante~

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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by Logania » Thu Aug 09, 2018 5:27 am

I've tried to find other characters supers that can be DHC'd (or Ultimate Z Change is what they call it in this game I guess) into Goku's Super Spirit Bomb, and haven't really found any that are consistent except for SSJ Goku's Instant Transmission Kamehameha.

If you land a hard knockdown into IS Kamehameha then immediately DHC(UZC), it will land mid-screen and even when facing the corner every time, although when facing away from the corner, it will not land. Teen Gohan's LVL1 Super however can be DHC'd(UZC'd) away from the corner.

Seems Like Team Goku has it's own little perk. :thumbup:
"I can't increase my ability through some kind of noisy transformation the way Frost and you Saiyans do. If I wanna become more lethal, I don't have the luxury of cutting corners, I just have to do it the old-fashioned way.

Combat is craft. What matters most is not raw power, but the skill by which you hone it."

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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by Night Owl » Thu Aug 09, 2018 8:29 am

Where do people think the DLC characters released so far fall in terms of being Point/Middle/Anchor characters?
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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by LightBing » Thu Aug 09, 2018 10:29 am

Logania wrote:I've tried to find other characters supers that can be DHC'd (or Ultimate Z Change is what they call it in this game I guess) into Goku's Super Spirit Bomb, and haven't really found any that are consistent except for SSJ Goku's Instant Transmission Kamehameha.

If you land a hard knockdown into IS Kamehameha then immediately DHC(UZC), it will land mid-screen and even when facing the corner every time, although when facing away from the corner, it will not land. Teen Gohan's LVL1 Super however can be DHC'd(UZC'd) away from the corner.

Seems Like Team Goku has it's own little perk. :thumbup:
I've seen videos of Beerus lvl 1 and Gohan EX kicks working. I assume Pure Boo also works.

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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by KayDash » Thu Aug 09, 2018 12:22 pm

Hah! Never noticed this before! :D
https://www.youtube.com/watch?v=gBj05P9LTQU

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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by Jord » Fri Aug 10, 2018 3:12 am

KayDash wrote:Hah! Never noticed this before! :D
https://www.youtube.com/watch?v=gBj05P9LTQU
Doesn't surprise me, the English dub always gets the short end of the stick in DBZ games. From the Cell voice debacle in the Budokai games to the lackluster performance in the Goku->Vegeta dramatic finish.

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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by LightBing » Fri Aug 10, 2018 4:43 am

I have a feeling the next DLC might be next month already, if they are showing this stuff so soon.
Second color seems to be a reference to Freeza.

Image

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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by Logania » Fri Aug 10, 2018 4:58 am

Dang, I was hoping his color 6 would just straight up be his Golden Form colors. But his Freeza color looks really slick.
"I can't increase my ability through some kind of noisy transformation the way Frost and you Saiyans do. If I wanna become more lethal, I don't have the luxury of cutting corners, I just have to do it the old-fashioned way.

Combat is craft. What matters most is not raw power, but the skill by which you hone it."

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Re: "Dragon Ball FighterZ" Official Discussion Thread

Post by Xaroc » Fri Aug 10, 2018 6:10 am

That artwork or whatever it is on the right side looks absolutely badass and savage. Is there maybe a full picture without the rest?
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