20 June 2018 by VegettoEX
20 June 2018 by VegettoEX
20 June 2018 by VegettoEX
20 June 2018 by VegettoEX
The official Dragon Ball website’s eighty-third entry in “The Nearly Complete Works of Akira Toriyama” — an on-going series highlighting rare and important pieces of the author’s work over the years — is the color title page from the fifth Dr. Slump chapter (“Eeny, Meeny, Miny, Moe” or even simply “Which One Should I Choose?”; Viz adapted this as “Which Will it Be?” in their English translation), released 29 January 1980 in the 1980 No. 9 issue of Weekly Shōnen Jump:
Within the chapter, Arale tries to decide which school club to join. In his comment alongside the chapter, Toriyama appears to be conducting an open search for an assistant!
The first time Toriyama mentions his first assistant (Hisashi “Hiswashi” Tanaka) in a Jump comment comes alongside chapter ten just a few weeks later. Toriyama has mentioned in interviews that, when starting out, he had no idea about using assistants, among other things Japanese cartoonists generally treat as a given. Even after procuring an assistant, Toriyama never had more than one at a time, and preferred to work by himself on the shorter serials following Dragon Ball.
The official Dragon Ball website’s eighty-second entry in “The Nearly Complete Works of Akira Toriyama” — an on-going series highlighting rare and important pieces of the author’s work over the years — is the cover art for an orchestral CD put out as part of the Kiyosu Town Tourism Association’s 15th Anniversary Commemorative Project.
Kiyosu in Aichi Prefecture is where Japanese warlord Oda Nobunaga first consolidated power; it also happens to be Toriyama’s hometown where he still lives, though it is now a city. The website’s write-up notes that is a very Toriyama-esque Nobunaga, who, while comical, is also full of dignity.
The official Dragon Ball website’s eighty-first entry in “The Nearly Complete Works of Akira Toriyama” — an on-going series highlighting rare and important pieces of the author’s work over the years — is the character design for No. 21 in her untransformed state, originally from the video game Dragon Ball FighterZ released earlier this year:
In the second half of the Dragon Ball Official Site‘s “Artizans” interview with regarding Dragon Ball FighterZ, Bandai Namco producer Tomoko Hiroki and Arc System Works director and technical artist Junya C. Motomura spoke to the creation of No. 21:
Please tell us how the birth of the story’s central focus, Artificial Human No. 21, came about.
Motomura: At first, we were thinking of having an existing character be the one pulling the strings, but in the context of making it fit in with new elements such as the Link System, we thought it might be better to have an original character… except, at that stage, nothing was set, including Toriyama-sensei‘s supervision.
Hiroki: The first time the idea came out was when we went to Shueisha for consultation. With an entirely original character, or an entirely new concept, there might be those among the fans who would find it difficult to accept, so there became talk of wanting to come up with something using existing concepts. Then, starting from the place of, “What about using the Artificial Humans concept?” the thoughts of “Artificial Human No. 16 comes back to life” or “a new Artificial Human appears” arose, and there we had it. I believe that the power of Shueisha’s had a lot to do with No. 21’s birth.
In creating a new character, we imagine you must have struggled quite a bit with the design.
Hiroki: Yeeeeah, we really struggled. (laughs) This was also when we were talking with Shueisha, but in terms of really making a character with a strong image, they wanted us to have them transform. All the most powerful enemies in Dragon Ball — Freeza, Cell, Boo — transform, after all. But when it comes to an artificial human who transforms, there’s already the image of Cell, and when we tried to incorporate female elements, it just wouldn’t quite come together cleanly. And while we were consulting with Arc System Works on the design, we ended up having Toriyama-sensei put it all together.
Huge gatherings of Dragon Ball fans are always a treat, so tune in this week for all sorts of great stories from the first-ever “Kameha-con”!
Episode #0442! Mike brings on Ajay and Stacey to chat about “Kameha-con”, a brand-new convention held in Texas this month. From Ajay’s perspective, learn what it was like to both run panels and enjoy the weekend as a general attendee. Meanwhile, from Stacey’s perspective, learn what it was like to hang out with and interpret for Ryo Horikawa for an entire weekend! Be sure to stick around until the end for a quick tease of upcoming website material.
Our podcast available via iTunes and/or Google Play Music, or you can pop the direct RSS feed into the program of your choice. You can also listen to this episode by directly downloading the MP3 or by streaming it on SoundCloud or YouTube. We invite you to discuss this episode on our forum.
The official Dragon Ball website’s eightieth entry in “The Nearly Complete Works of Akira Toriyama” — an on-going series highlighting rare and important pieces of the author’s work over the years — is, in celebration of “Dog Day” (May 13) in Japan, the author’s “Me These Days” column from the Shenlong Times accompanying the fifth Daizenshuu in 1995. In it, Toriyama tells the story of losing their Siberian Husky “Mato” due to kidney issues, and gaining a new family member in the form of their Corgi “Toma”; the name is a reversal of syllables which Toriyama first used as a joke, but caught on with his children.
Since I passed on doing a “Me These Days” last time, and on top of that, my kids had their summer vacation, I naturally have a little to report. First off, at the end of July, I went to Kanazawa as a guest at a Jump event. Then, I immediately went on a family trip to one of those southern isles I like so much (this time, it was Guam), and in the middle of August, like we do every year, my sister’s family and mine went to Tokyo Disneyland. This year, it was ridiculously hot, and it seemed kind of crowded, but no matter how many times we go, my sister always consults a professional’s model, so I’m grateful. Naturally, I’ve been doing a variety of designs and such, as well. Also, for traveling, I used my spare time to get out here and there by car. Naturally, I’m happy to have a bit more leeway now that I’m not doing a weekly serial. I still haven’t drawn one iota of manga.
Incidentally, our family dog, a Siberian Husky named Mato who was with us for about 10 years, died of sickness this past March. For about half a year, I took her regularly to the animal hospital, and starting about a month before she died, I diligently went there every day for her intravenous treatments. (To be honest, it was a bit rough, right before deadlines…) But in spite of the vet’s and my best efforts, she unfortunately passed away. I felt down for a while, but it really is lonesome without a dog around. As a show of mourning, I waited just half a year, then rushed off to the pet store. I had already decided on the breed, called a Corgi, so I went around to a number of different places, and chose the pup that seemed the most energetic. Actually, when I got Mato, I was also looking to buy a Corgi, but at the pet store, I was told that they also had this sort of dog—a Siberian Husky, which was rare at the time—and I fell in love at first sight. And so, now, I’ve finally added a Corgi to my family.
(caption) ← Our dog is still a puppy, but when she grows up, she’ll look something like this. I like how, if you just look at the top half, it’s pretty cool, but the legs are short and stubby, like a gag!
Properly, it’s the Pembroke variety of Welsh Corgi, which is a mouthful of a name; it originated in the UK. It’s a smaller dog, with a weight of about 10 kilograms, but in spite of its appearance, it originally herded cattle on ranches, and guarded them. Our Corgi chases after the rabbits in the yard and gets scolded. Quite a few people have this dog, even in Japan, so a lot of people have probably seen one before.
Our Corgi is a female, and her name is Toma. I fretted for quite a while about what to name her, but when I said, as a joke, that we could reverse the syllables in “Mato” and make it “Toma”, my kids started calling her that…. It’s kind of artless, which is embarrassing…
• Actually, I’m thinking about maybe adding one more canine companion, so I’m reading up on what sort of dog would be best. Whether to go with another Corgi, or a Husky again, or maybe a new breed; a mutt might even be fine… every day, I entertain myself with this indecision.
She passed away, but Mato’s child[ren] live[s] at my sister’s house. It’s/They’re [a] male, so he’s/they’re huge.3
Even so, Huskies got hit with the backlash to a stupidly big boom, so now their popularity has fallen. Truly, this country’s love of fads is a problem. It’s disgraceful. That’s why I prefer animals to humans.
Be sure to read the full Shenlong Times translation!
Toriyama wrote about Mato many times during Dragon Ball‘s serialization. In his introduction to volume 11 of the collected manga, Toriyama shares a photo of himself and his son, Sasuke, while also wondering if he should share some pet photos in upcoming volumes:
This is the first time I’ve put up my photo in this section of a volume. This is me with my son, Sasuke. In putting up a picture of my son like this, it is of course true that I’m quite the doting parent, but it’s also a lifesaver, because it’s a bother always having to draw an illustration for this column. Maybe I’ll start doing this from now on, is my lazy idea. Next time, maybe I’ll use a photo of my cat Koge, or my dog Mato. Hmmm… This is nice and easy….
True to his word, Toriyama shared a photo of Mato in volume 13:
This is our family dog, Matryoshka. We took her name from the traditional Russian dolls. It’s a pain to call her “Matryoshka” all the time, though, so her nickname is “Mato”. Being a Siberian Husky, she’s quite good against the cold, so as someone sensitive to the cold, I absolutely envy her. Even though she’s female, she’s got lots and lots of energy, so my son is always crying from her pushing him around. No matter how busy I am, I play with her every day.
Toriyama shares the news of Mato’s passing alongside chapter 506:
My dear old dog finally lost the battle with her illness and went to Heaven. Please play with Goku in the afterlife.
… as well as in volume 40, released the following month:
Our nearly ten-year-old family dog Mato, whose photo was published in volume 13, has died. She had had kidney problems starting about half a year ago. Since then, I had continued taking her to the vet for her IV treatments, even on the day of my deadline, and even when I was miserable with a cold. Mato put up a good fight too, but in the end, there was really nothing we could do. Our saving grace was the kindly neighborhood vet, who devoted himself with such compassion. Thank you so very much.
The official Dragon Ball website’s seventy-ninth entry in “The Nearly Complete Works of Akira Toriyama” — an on-going series highlighting rare and important pieces of the author’s work over the years — is his illustration for the ’89 Jump Anime Carnival special Kosuke-sama Rikimaru-sama –Konpeitō no Ryū– (“Kosuke and Rikimaru: The Dragon of Konpei Island”), screened on tour beginning in 1988 and later released on home video:
Originally screened as a part of Jump‘s 20th anniversary celebration, The Dragon of Konpei Island tells the story of orphaned brothers Kosuke and Rikimaru protecting the world’s last dragon, Pochi, from having the “dragon stone” in his head stolen. Toriyama worked on all aspects of the film, which was directed by Toyo’o Ashida; Toriyama touches on Ashida’s influence in his first Daizenshuu interview:
The way that you paint colors has also changed quite a bit.
Yeah. For example, in the old days I shaded off the light portions on hair, but shading it off took a lot of time. When I made an anime called Kosuke-same Rikimaru-sama (screened at the ’89 Jump Anime Carnival, and later became a Jump Video), I looked at the pictures of the animator Toyo’o Ashida-san, and I thought that the anime-style way of applying light and shadow wasn’t bad. I made my pictures like that from then on.
The truth is, Ashida-san is someone that I’ve always respected.
In his weekly author comments accompanying Dragon Ball‘s serialization, Toriyama first mentions The Dragon of Konpei Island alongside chapter 184:
In his comment published alongside chapter 192, Toriyama announces his intention to view the film in Kagoshima later that month:
Two weeks later alongside chapter 194, Toriyama reports on the screening and urges fans to check other the forthcoming screening in Oita:
Another two weeks later alongside chapter 196, Toriyama continues to relish in the special’s success:
In his comment alongside chapter 231, Toriyama continues to urge fans to check out the special:
Finally, in his comment alongside chapter 239, Toriyama asks fans into the Kanto area to check out an upcoming television screening of the special:
Bandai Namco has issued a brief statement on social media regarding “hacking” in the console editions of Dragon Ball XENOVERSE 2 and potential account bans coming to offending players:
XV2 Players: We’re aware of hacking issues currently plaguing the console version. In order to preserve the integrity of the game as it was originally designed, action will be taken upon those who hack XV2; this may include the possibility of being banned from the game. Thank you
XV2 Players: We're aware of hacking issues currently plaguing the console version. In order to preserve the integrity of the game as it was originally designed, action will be taken upon those who hack XV2; this may include the possibility of being banned from the game. Thank you pic.twitter.com/OSsHbDicDW
— Bandai Namco US (@BandaiNamcoUS) May 11, 2018
This follows an “anti-cheat” update to the PC edition of the game announced last October. Specific “hacks” within the game have included assigning unobtainable special moves to personal characters (from raid bosses, non-playable characters, etc.), high-value “QQ bangs” (special accessories that increase stats over the base clothing), and other health/attack/defense modifiers.
Developed by Dimps for Bandai Namco, Dragon Ball XENOVERSE 2 is available worldwide for the PlayStation 4, Xbox One, PC (via Steam), and Switch. In North America, the game launched for consoles 25 October 2016 with a PC release following 28 October 2016. In Europe, the game launched across all platforms 28 October 2016. In Japan, the game launched on the PlayStation 4 console 02 November 2016. The Nintendo Switch port was released in Japan and internationally in September 2017.
Bandai Namco Holdings has posted a ¥54.109 billion (approximately $493 million) profit for the full fiscal year of 2018, compared to a ¥44.159 billion profit last year.
Dragon Ball came in as the company’s best-performing franchise for the year, pulling in ¥97.9 billion (yet another jump over last year’s ¥61.1 billion), significantly beating the company’s forecast of ¥75.7 billion. The company is projecting ¥80 billion for fiscal year 2019.
In terms of general toys and hobby merchandise (non-video games), the franchise also jumped from ¥12.4 billion last fiscal year to ¥14.2 billion this year. The company is forecasting roughly the same amount next year at ¥14.5 billion.
The official Dragon Ball website’s seventy-eighth entry in “The Nearly Complete Works of Akira Toriyama” — an on-going series highlighting rare and important pieces of the author’s work over the years — is a collection of rough sketches circa 1988 for character designs at the 23rd Tenka’ichi Budōkai.
The website’s commentary notes that this is the first design sketch for Ma Jr. (Piccolo Jr.). Also pictured are Son Goku, Kuririn, Yamcha, Tenshinhan, and Tao Paipai as a cyborg.
May 9th has always been a special day in the Dragon World, most significantly as the in-universe date in which the world was taken over by the Demon King Piccolo; the date then also serves as the birth date of Piccolo Jr. later in the story. May 9th is also an out-of-universe pun on “Goku”, where the date’s numbers, “five” and “nine”, can be pronounced as go and kū, respectively. May 9th was officially recognized as “Goku Day” in Japan back in 2015.
Bandai Namco has announced a forthcoming patch for Dragon Ball FighterZ set for release 09 May 2018 adding two new modes — “FighterZ Cup” and “Party Battle” — alongside a slew of character-specific gameplay tweaks.
More information will be revealed soon for the events linked to these new features
• FIGHTERZ CUP: a monthly competition where players can fight and collect points for their respective Z-Union
• PARTY BATTLE: Co-op fights where 3 players can join forces to defeat fearsome bosses
• REPLAY CHANNEL: To enable implementation of the below gameplay adjustments (see “GAMEPLAY” section), recorded data from Replay Channel will be erased
• COMBO CHALLENGE: Fixed an issue where there was a gap between when the timer starts counting and the game starts allowing some inputs when performing position reset in a combo challenge
• Fixed an issue where the training dummy doesn’t guard/unguard properly with Enemy Settings set to Guard First Only
• Fixed an issue where the training dummy doesn’t properly playback movements that are recorded in advance when using Ginyu’s Body Change after performing Dragon Rush (Forced Switch) and not resetting the positions in-between these two actions.
• Fixed an issue where the combo damage is not displayed when an attack is counteracted by an armor move . An adjustment has also been made to prevent immediate health recovery when an attack is counteracted by an armor move.
• Fixed an issue where “OK!” is displayed on the Assist character icons even when they are crossed out with Assist Cooldown Setting set to Quick Recovery
• Fixed an issue where the training dummy fails to recover its health with some specific unconnected strings of moves
• Fixed an issue where the training dummy fails to guard in some cases even when the Guard Follow-ups option is selected
• Self-damaging moves will no longer affect the Combo Damage displayed
• Fixed an issue where the training dummy fails to guard attacks with some specific strings when the Guard Settings is set to Guard Follow-ups
• Fixed an issue where the defense-up skills are taking effects only the half of what they are supposed to
GOKU (Super Saiyan):
• Fixed an issue where the dust effect displayed for Goku (Super Saiyan)’s Kamehameha and Warp Kamehameha continues to be displayed while the game is paused by an opponent’s Super Attack
• Fixed an issue where the Vegeta (SSGSS)’s Big Bang Attack does not explode when blocked by a Z Assist with an armor property (such as Android 18’s Z Assist)
• Fixed an issue where player cannot perform Vanish move when Vegeta (SSGSS)’s Big Bang Attack hits armor property objects (such as Broly’s Powered Shell)
• Modified the damage scaling of Vegeta(SSGSS) several Ki-Blast moves to match with a normal Ki Blast
• Modified the amount of the damage that’s done with the first attack of Vegeta(SSGSS)’s Niagara Pummel
• Adjusted Vegeta (SSGSS)’s On a Scale of One to Ten, I’ll Give You a Three! so that it’s easier now to grab an opponent and follow up with Z assists
• Fixed an issue where the move sometimes hits an opponent even after they’re K.O.-ed
• Fixed an issue where Vegeta (SSGSS)’s invincibility is disabled at the wrong timing when executing Final Flash Attack
• Fixed an issue where the energy ball goes up in the air when Broly’s Gigantic Meteor is clash canceled
• Fixed an issue where Broly’s Jumping Heavy Attack doesn’t clash cancel
• Fixed an issue where the Powered Shell effect appears for a split second when Broly gets K.O-ed
• Fixed an issue where an opponent wall bounces when a player hits the opponent with Broly’s Gigantic Strike with corner on the back
• Fixed an issue where hit count doesn’t increase when hitting an opponent with Broly’s Jump Heavy Attack, the medium and the heavy versions of Lariat Express
• Matched the number of times Broly’s Jumping Down Heavy attack can endure hits with other moves to allow an opponent to counter it with a Crouching Heavy attack
• Fixed an issue where Broly’s Powered Shell disappears when hit by certain ranged Special Moves
• Fixed an issue where Broly is able to cancel into his Super Attack at the moment he catches an opponent with his Eraser Blow the medium and the heavy versions of the Lariat Express, Gigantic Claw and Gigantic Strike
• Fixed an issue where Broly’s barrier effect is out of sync when canceling into Sparking Blast 1 frame after the start of a Super Dash
• Fixed an issue where Beerus’ Standing Unique Attack, Jumping Unique Attack and Sphere of Destruction disappear before they destroy what is in the background when reflected
• Fixed an issue where the lower energy ball of the two created by Beerus’s heavy version of Sphere of Destruction cannot be repelled by Beerus’ attacks when it bounced back without hitting an opponent
• Fixed an issue where Beerus is able to keep shooting Ki-blasts without an end after hitting an opponent with his Beerus Ball in a certain way
• Fixed an issue where Sphere of Destruction keeps flashing and making sounds when it takes hits during a pause
• Reduced the recovery frame of Beerus’ down medium attack to match with other moves
• Fixed an issue with character displays that’s observed when Tien hits an opponent who is positioned at the backside of Tien
• Now Krillin’s Z assist will always throw a rock unless a player is inputting left when he appears on the screen
• Increased the duration of hit stun and the time an opponent isn’t able to recover for Krillin’s Z Assist
• Adjusted the knock back distance of an opponent so that Nappa’s Jumping Down Heavy attack is more likely to hit twice
• Mitigated the damage scaling of Nappa’s Too Bad to balance out with other invincible moves
• Adjusted damage scaling of Saibaman’s explosive attacks
• Fixed an issue with appearances when a player defeats the last character of an opponent with Yamcha’s Ultimate Wolf Fang Fist
• Fixed an issue where the Z Assist Character is displayed while performing Ginyu’s Body Change
• Fixed an issue where Ginyu’s Jumping Heavy attack can put an opponent in the sliding knockdown state in a different timing than other characters
• Fixed an issue where Z assist characters remain on the screen in the case Hit’s I Keep Improving hits an opponent while the characters are in their hit stun
• Fixed an issue where Frieza’s Death Saucer doesn’t vanish after clashing with Broly’s Powered Shell
• Extended the inner part of the hit box for Frieza’s Crouching Heavy
• Fixed an issue where damage scaling isn’t properly processed when executing Frieza’s You might not survive this time and connecting it with following Death Ball.
• Fixed an issue where Frieza’s Death Saucer flies in a wrong path when clashed once
• Fixed an issue where Frieza’s You must Die by my Hand! cannot be executed when getting a hard knock-down by certain moves (Nappa’s Arm Break, etc.)
• Adjusted the damage and the damage scaling for Frieza’s You might not Survive this Time
• Fixed an issue where Piccolo’s Z Assist doesn’t fire the energy blast when used right after a Super Attack
• Fixed an issue where a player can’t block Piccolo’s Z Assist unless the player is inputting the direction away from an opponent when the opponent switches the positioning of the player’s main character and the opponent’s main character while Piccolo’s Z Assist Homing Energy Blast is still on the screen
• Modified the light version of Android 18’s Back Grapple’s so that the hit count increases when an opponent is smashed into the ground
• Also modified the damage value and the damage scaling in accordance with the above modification
• Now players will be able to recover from the ground when hit by Android 16’s Dynamite Driver
• Removed the invincibility to ranged attacks from Android 16’s Standing Heavy, Jumping Heavy and Crouching Heavy
VEGETA (Super Saiyan):
• Reduced the duration of block stun for Vegeta (Super Saiyan)’s Z assist
• Modified the property of Gohan (Adult)’s down light attack to match with other light attacks
• Modified Gohan (Adult)’s heavy version of mid-air Ultimate Back Attack so that opponents are now able to ground recover when hit
• Reduced the frame advantage of Gohan (Adult)’s heavy version of Machine Gun Kick when it’s blocked by an opponent
• Fixed an issue where Kid Buu’s Candy Beam sometimes hits an opponent for several times
• Made a modification to Kid Buu’s Pearl Flash so that the damage scaling of Super Attacks is now applied
• Fixed an issue where the move property of Android 21’s Solar Flare which becomes available after absorbing an opponent isn’t ranged attack
• Android 21’s Total Detonation Ball has been adjusted so that it now disappears when hit by Broly’s Powered Shell
• Fixed an issue where a sound effect isn’t played when Android 21 executes a mid-air version of her special move Sticky Energy Blast
• Fixed an issue where Android 21’s hurt box isn’t consistent depending on which mid-air damaged motion is triggered
• Fixed an issue where wrong down state is applied to a character when getting hit by the medium version of Gohan (Teen)’s Flying Kick high up in the air
• Fixed the timing when Gohan (Teen)’s 5-Hit Combo disappears
• Fixed an issue where the effect was out of synch during Son Gohan (Adult)’s Jet Upper and Z Assist
• Fixed an issue where characters’ appearances become strange while they’re falling when Son Gohan (Adult) hits an opponent high up in the air with his ground version of the Ultimate Back Attack (after Potential Unleashed)
• Fixed an issue where the hitbox of Gotenks’ Z Assist remains even after he has left the screen
• Fixed an issue where Gotenks’ Jumping Heavy can put an opponent in the sliding knockdown state in a different timing than other characters
• Fixed an issue where Gotenks’ Z Assist can forcibly put an already mid-air opponent’s position back to the ground
• Cell’s Psychokinesis Crash has been adjusted so that the attack no longer appears behind an opponent character
• Fixed an issue where Trunks sometimes doesn’t execute follow up attacks after hitting an opponent with his Shining Slash
• Made an adjustment so that Goku Black’s medium and heavy versions of the Fierce God Kick no longer locks down even a knocked out opponent
• Fixed an issue where some characters don’t instantly transition to their down motion but keeps performing their super armor moves until the end in the case the character loses all its health by an opponent’s move that has a property to lock down an enemy
• Fixed an issue where a character reacts and turns back to an opponent after the Vanish attack while they are performing certain Special Moves or Super Attacks such as Goku (Super Saiyan)’s Kamehameha
• Fixed an issue where a character floats in the air for a short period when getting a sliding knock down by particular moves such as Goku Black’s Holy Light Grenade
• Fixed an issue where Z Assist characters fly high up in the air when they are forced to leave the screen by certain moves such as Goku Black’s God Slicer Dance
• Fixed an issue where a player’s character loses its ability to move properly when the player performs Z reflect against some specific moves such as Android 16’s Hell Flash
• Fixed an issue where a player’s normal Jumping Heavy Attack works in the same way as an auto combo finisher when an opponent’s Z Assist character leaves the screen while the player is performing a combo
• Fixed an issue where scaling that should have been applied to non-recovery frame to prevent a combo loop isn’t applied when starting a combo with certain moves
• Fixed an issue where a character slides horizontally with facing downward when triggering Super Dash under specific conditions
• Fixed an issue where certain voices aren’t played in certain situations
• Fixed KO voices so that the appropriate voices that are corresponding to certain characters will be played
• Increased the duration of throw invincibility for both air and ground back dash
• Made some adjustments to make it harder to execute the Z reflect for the second time in succession
• Fixed an issue where the invincibility of Z assist characters aren’t properly disabled when leaving the screen due to the main character getting a hit
• Fixed an issue where a player’s main character is able to cancel moves to an another move even when they are whiffing in the case the player team’s fireballs got reflected by an opponent’s Z-reflect or Super dash.
The 3-on-3, “2.5D” fighting game is developed by Arc System Works for the PlayStation 4, Xbox One, and PC (via Steam). The game runs at a 1080p resolution and 60fps frame rate, with higher resolutions available on the PlayStation 4 Pro and Xbox One X consoles, as well as the PC. Dragon Ball FighterZ was released 26 January 2018 in North America and Europe, and 01 February 2018 in Japan. Alongside its Japanese release, Bandai Namco announced that they had shipped two million copies of the game, making it the fastest-shipping game in the franchise’s history.
Arc previously worked on Dragon Ball Z: Extreme Butōden for the Nintendo 3DS, as well as the Super Sonic Warriors games (Bukū Tōgeki and Bukū Ressen) on the Nintendo Game Boy Advance and Nintendo DS. The developer is otherwise known for their Guilty Gear and BlazBlue series of fighting games.