"Dragon Ball FighterZ" Official Discussion Thread
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Re: "Dragon Ball FighterZ" Official Discussion Thread
To be honest, I would rather have a sequel that focuses on reworking the combat and adding new mechanics instead of just a new season of characters that will most likely be added into the next game anyway.
They're not working from scratch like they were with this game, it wouldn't take much time, like a year and a half at the most. As much as I enjoy the game, it does get pretty repetitive after awhile and another full year of the same exact combat system with just new faces wouldn't keep me invested like it was for season 1.
Cute little events like they did with Halloween and adding stages/balance patches would be good while waiting for the sequel would be good enough for me.
They're not working from scratch like they were with this game, it wouldn't take much time, like a year and a half at the most. As much as I enjoy the game, it does get pretty repetitive after awhile and another full year of the same exact combat system with just new faces wouldn't keep me invested like it was for season 1.
Cute little events like they did with Halloween and adding stages/balance patches would be good while waiting for the sequel would be good enough for me.
"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."
Combat is craft. What matters most is not raw power, but the skill by which you hone it."
Re: "Dragon Ball FighterZ" Official Discussion Thread
The benefit of doing a season 2 is that it keeps interest really high right now while the game is still hot. I think it would be more sensible to do season 2 and maybe even 3 while the casuals are still interested, rather than just give them nothing for a year or 2 until a sequel could be released. Also doing it this way doesn't force fans to pay for a new disc too soon. They can just pick and choose what DLC they want.Logania wrote:To be honest, I would rather have a sequel that focuses on reworking the combat and adding new mechanics instead of just a new season of characters that will most likely be added into the next game anyway.
They're not working from scratch like they were with this game, it wouldn't take much time, like a year and a half at the most. As much as I enjoy the game, it does get pretty repetitive after awhile and another full year of the same exact combat system with just new faces wouldn't keep me invested like it was for season 1.
Cute little events like they did with Halloween and adding stages/balance patches would be good while waiting for the sequel would be good enough for me.
Re: "Dragon Ball FighterZ" Official Discussion Thread
A lot of the casuals already left after the release of the game. In terms of fighting games it's still fairly up there with Street Fighter V and now Soul Calibur 6, but 2 more seasons with no real noticeable changes to the actual gameplay and just more characters wouldn't keep casuals actually committed. They'd play with them for a week, take a break for a month for the next batch of new DLC, rinse and repeat just like a lot of people did for Season 1.90sDBZ wrote:The benefit of doing a season 2 is that it keeps interest really high right now while the game is still hot. I think it would be more sensible to do season 2 and maybe even 3 while the casuals are still interested, rather than just give them nothing for a year or 2 until a sequel could be released. Also doing it this way doesn't force fans to pay for a new disc too soon. They can just pick and choose what DLC they want.
It's already been about 2 months since the last of the DLC came out with no mention of Season 2 in sight but numbers are still pretty good involving the playerbase. With little updates and events every 1-2 months it will still keep the people committed to the game until a sequel could come out.
If not a sequel, then a big update to the game like SFV Arcade Edition would also be greatly welcomed.
"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."
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
What's the date for the next soundtrack dlc?
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Re: "Dragon Ball FighterZ" Official Discussion Thread
Criticizing is very different than straight up bashing or complaining.Majin Buu wrote:You answered your own question, because fun differs from person to person. People aren't going to (and shouldn't be expected to) give both games credit if they genuinely find one of them to be boring or otherwise not fun to play.Hyena_Yamcha wrote:Why can't people give both games credit.
I don't see any reason for being biased against a game , that's just a childish behaviour.
Also the fun differs for a person to another , many people are having a blast with it and many people see it as the best dragon ball game ever. (including me)
You might as well be asking "Why do people have to criticize things they don't like? Why can't people just like everything?"
Many people hate the game because its not a budokai tenkaichi clone.
Which isn't the game's fault by any mean.
My English is poor .
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Re: "Dragon Ball FighterZ" Official Discussion Thread
Xenoverse 2 kept on getting DLC for the last two years. I don't see why can't Fighterz get more DLC.
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Re: "Dragon Ball FighterZ" Official Discussion Thread
They're completely different games, so they're not gonna be treated in the same manner. Not saying there won't be DLC, they're already adding the ToP theme song in after allHellspawn28 wrote:Xenoverse 2 kept on getting DLC for the last two years. I don't see why can't Fighterz get more DLC.
Re: "Dragon Ball FighterZ" Official Discussion Thread
Complaints are a major part of criticism. When you lay-out the faults of something and elaborate on them, you're basically working off of your complaints about it.Hyena_Yamcha wrote:Criticizing is very different than straight up bashing or complaining
In contrast, bashing is hating on something just for the sake of hating on it (though many people often misconstrue criticism for bashing).
Many people have valid reasons for disliking Xenoverse and aren't mindlessly bashing it.
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Re: "Dragon Ball FighterZ" Official Discussion Thread
November 2018 Patch Notes
Source: https://dba.bn-ent.net/?p=604
Translation by @GREATFERNMAN
New Modes:
"Fighterz Tenkaichi Budoukai" added
Initial exhibition dates will be announced in the future
"Christmas Capsules" added
Available 12/5 to 12/31
"Z Trophy Room" added
System Mechanics:
Super Dash:
Fixed a bug where your characters position (left or right) affected the trajectory of super dash
Fixed super dash not ending immediately when it clashes with other moves
Fixed super dash's trajectory acting strange when the opponent vanishes
Super Dash, Z Change, Guard Cancel Change:
Fixed a bug where the character immediately landed after hitting an opponent near the ground
Z Change, Guard Cancel Change:
Made hitstop on block the same as super dash
Guard Cancel Change:
Takes smash on hit
Increased recovery on hit
Increased untech time on hit
Z Assist:
You can no longer call a Z Assist in the same situations where you cannot Z Change (e.g: after blocking or taking damage)
Air Dragon Rush:
Added Head property
Vanish:
Fixed Z Change's trajectory becoming weird when vanished against
Ground Dash:
Special moves can be done during the startup of dash now
Dragon Balls:
When a character is KOed, the game will now show how many dragon balls there are
Special Move Inputs:
Made it so special moves have input priority over Z Reflect when inputted at a specific timing (probably to make inputs easier)
K.O Cinematic:
Fixed a bug where the animation continued when killing an opponent with a cinematic move
Characters:
SSJ Goku:
236L/M (Ground): Removed Head property
(A move having Head property means that Head invulnerable moves (2H, etc) will be invulnerable to it. This means that Goku's 236L/M now cannot be invuled through with 2H)
SSJ Vegeta:
j.2H: Added more horizontal travel distance
Piccolo:
2S: Decreased startup. Increased hitbox
Assist: The orb no longer disappears during cinematics as long as Piccolo is still on screen
236L (Ground): Wall bounces on hit now
j.236L/H: Decreased startup. Changed the falling speed on hit. Increased untech time
3/6S: Increased hitbox. Knocks opponent back on hit. Changed effect on hit
3S: Decreased startup
Teen Gohan:
5LL: Changed the amount of vertical distance gained. Increased untech time. Added landing recovery
5LLL: Changed the movement speed. Changed the effect on hit. Increased untech time. Made the move Head property.
2S/j.S: Fixed a bug where the ki blast would not explode when hitting things like barriers
Frieza:
5LLL: Fixed a bug where the cinematic would play out in an odd way
214S: Changed the effect on hit if it hits on the way back
OTG lvl3: Changed the situations and timings during which the super can be done. Increased startup. Increased damage
Ginyu:
5LL: Decreased startup
5LLL: Made it possible to cancel into S moves during the Z Combo
Trunks:
236L/H (Ground): Removed Head property
Lvl3: Increased grab range
Cell:
2S: Made the initial hitbox larger. Blows opponent back on hit
Android 18:
Assist, j.214S: Barrier size increased
22S/j.22S: Can now protect allied Z Assists
Gotenks:
2H: Increased the hitbox on the bottom of the move in the initial frames (probably fixes antiairing teen gohan, kid buu, etc)
214S: Fixed a bug where the move would act strangely when it hit an assist
Lvl3: Recovery until landing on hit
Krillin:
j.2S: Fixed a bug where the ki blast would not explode when hitting things like barriers
236X/j.236X: Increased untech time
214S: Reduced recovery on whiff or block
Kid Buu:
236L (Ground): Increased startup
j.236LM (Air lvl1): Increased untech time if it hits on the way down. Made it cross up less often after hitting
Fat Buu:
5M: Push back reduced
5H: Decreased startup. Changed movement speed. Upper hitbox reduced
Nappa:
214L/M (Saibamen): Total duration decreased (Nappa recovers faster from plant)
214S: 2nd hit startup decreased
Android 16:
Z Assist: Blockstun decreased
214S: Made it a multi hit move
236S: Decreased startup. Recovery on whiff decreased
Lvl3: Fixed a bug where the last hits could be blocked when Ultimate Z Changing at a specific timing. Changed opponent's distance after hit
Yamcha:
214X/j.214x: Untech time increased
All Wolf Fang Fist moves: Made it easier to combo airborne opponents
Tien:
214X/j.214X: Reduced landing recovery
Lvl3: Altered the damage distribution of the followups
Adult Gohan:
5H: Increase push back on block. Removes momentum
2H: Reduced the amount Gohan moves (probably doesn't rise as high)
236HS: Increased damage when charged
Lvl3: Fixed a bug where the opponent would appear in the cinematic
Hit:
236LM/j.236LM: Changed the timing where Ultimate Z Changes are doable. Increased damage and changed the effect on hit when the cinematic does not play
236LM (Ground): Hitbox increased above
j.236LM: Changed effect on hit
Lvl3: Fixed a bug where Z Changed could be done at the same time as supers after this move hit the opponent
Goku Blue:
214M/H: Now teleports before attacking. Increased startup
236L/M: Reflects ki blasts earlier now
Vegeta Blue:
j.2H: Increased horizontal movement
214X/j.214X: Reflects ki blasts earlier now
Beerus:
214X/j.214X: Decreased startup. Increased movement speed
236S: Decreased startup. Decreased total duration
214S: Decreased startup. Added armor property during the middle of the move
Lvl3: Recovery on hit decreased
Goku Black:
236LM/j.236LM: Increased damage
236HS/j.236HS: Changed effect on hit
Android 21:
5M: Push back decreased
214S (Green) (Barrier): Can now protect allied Z Assists
Air Lvl3: Recovery on hit decreased. Blows opponent back on hit
Bardock:
214X/j.214X: Increased untech time
Lvl3: Increased recovery on hit. Changed distance from opponent on hit
Broly:
2H: Increased the hitbox on the bottom of the move (probably fixes antiairing teen gohan, kid buu, etc)
Various Special Moves: Armor starts earlier now
Vegeto Blue:
j.2H: Jump cancelable
j.236LM: Minimum damage increased
Zamasu (Fused):
5M: Increased movement speed
236S/j.236S: Made it easier to follow up into 236X/j.236X after
Lvl3: Fixed a bug where the hit effects would look weird in certain situations
Base Goku:
236LM (Kaioken): Increased buffer time on the follow ups
Kaioken (M follow up): Added invulnerability during the spin
Kaioken (S/2S follow up): Decreased start up
Base Vegeta:
2S/j.2S: Decreased recovery
j.2H: Decreased recovery. Decreased active frames. Decreased horizontal movement
Android 17:
236LM: Fixed a bug where the hit effects would look weird in certain situations
Cooler:
Assist: Fixed a bug where Cooler would not push the opponent back
j.236LM: Fixed a bug where the cinematic would look weird when this move killed
Source: https://dba.bn-ent.net/?p=604
Translation by @GREATFERNMAN
New Modes:
"Fighterz Tenkaichi Budoukai" added
Initial exhibition dates will be announced in the future
"Christmas Capsules" added
Available 12/5 to 12/31
"Z Trophy Room" added
System Mechanics:
Super Dash:
Fixed a bug where your characters position (left or right) affected the trajectory of super dash
Fixed super dash not ending immediately when it clashes with other moves
Fixed super dash's trajectory acting strange when the opponent vanishes
Super Dash, Z Change, Guard Cancel Change:
Fixed a bug where the character immediately landed after hitting an opponent near the ground
Z Change, Guard Cancel Change:
Made hitstop on block the same as super dash
Guard Cancel Change:
Takes smash on hit
Increased recovery on hit
Increased untech time on hit
Z Assist:
You can no longer call a Z Assist in the same situations where you cannot Z Change (e.g: after blocking or taking damage)
Air Dragon Rush:
Added Head property
Vanish:
Fixed Z Change's trajectory becoming weird when vanished against
Ground Dash:
Special moves can be done during the startup of dash now
Dragon Balls:
When a character is KOed, the game will now show how many dragon balls there are
Special Move Inputs:
Made it so special moves have input priority over Z Reflect when inputted at a specific timing (probably to make inputs easier)
K.O Cinematic:
Fixed a bug where the animation continued when killing an opponent with a cinematic move
Characters:
SSJ Goku:
236L/M (Ground): Removed Head property
(A move having Head property means that Head invulnerable moves (2H, etc) will be invulnerable to it. This means that Goku's 236L/M now cannot be invuled through with 2H)
SSJ Vegeta:
j.2H: Added more horizontal travel distance
Piccolo:
2S: Decreased startup. Increased hitbox
Assist: The orb no longer disappears during cinematics as long as Piccolo is still on screen
236L (Ground): Wall bounces on hit now
j.236L/H: Decreased startup. Changed the falling speed on hit. Increased untech time
3/6S: Increased hitbox. Knocks opponent back on hit. Changed effect on hit
3S: Decreased startup
Teen Gohan:
5LL: Changed the amount of vertical distance gained. Increased untech time. Added landing recovery
5LLL: Changed the movement speed. Changed the effect on hit. Increased untech time. Made the move Head property.
2S/j.S: Fixed a bug where the ki blast would not explode when hitting things like barriers
Frieza:
5LLL: Fixed a bug where the cinematic would play out in an odd way
214S: Changed the effect on hit if it hits on the way back
OTG lvl3: Changed the situations and timings during which the super can be done. Increased startup. Increased damage
Ginyu:
5LL: Decreased startup
5LLL: Made it possible to cancel into S moves during the Z Combo
Trunks:
236L/H (Ground): Removed Head property
Lvl3: Increased grab range
Cell:
2S: Made the initial hitbox larger. Blows opponent back on hit
Android 18:
Assist, j.214S: Barrier size increased
22S/j.22S: Can now protect allied Z Assists
Gotenks:
2H: Increased the hitbox on the bottom of the move in the initial frames (probably fixes antiairing teen gohan, kid buu, etc)
214S: Fixed a bug where the move would act strangely when it hit an assist
Lvl3: Recovery until landing on hit
Krillin:
j.2S: Fixed a bug where the ki blast would not explode when hitting things like barriers
236X/j.236X: Increased untech time
214S: Reduced recovery on whiff or block
Kid Buu:
236L (Ground): Increased startup
j.236LM (Air lvl1): Increased untech time if it hits on the way down. Made it cross up less often after hitting
Fat Buu:
5M: Push back reduced
5H: Decreased startup. Changed movement speed. Upper hitbox reduced
Nappa:
214L/M (Saibamen): Total duration decreased (Nappa recovers faster from plant)
214S: 2nd hit startup decreased
Android 16:
Z Assist: Blockstun decreased
214S: Made it a multi hit move
236S: Decreased startup. Recovery on whiff decreased
Lvl3: Fixed a bug where the last hits could be blocked when Ultimate Z Changing at a specific timing. Changed opponent's distance after hit
Yamcha:
214X/j.214x: Untech time increased
All Wolf Fang Fist moves: Made it easier to combo airborne opponents
Tien:
214X/j.214X: Reduced landing recovery
Lvl3: Altered the damage distribution of the followups
Adult Gohan:
5H: Increase push back on block. Removes momentum
2H: Reduced the amount Gohan moves (probably doesn't rise as high)
236HS: Increased damage when charged
Lvl3: Fixed a bug where the opponent would appear in the cinematic
Hit:
236LM/j.236LM: Changed the timing where Ultimate Z Changes are doable. Increased damage and changed the effect on hit when the cinematic does not play
236LM (Ground): Hitbox increased above
j.236LM: Changed effect on hit
Lvl3: Fixed a bug where Z Changed could be done at the same time as supers after this move hit the opponent
Goku Blue:
214M/H: Now teleports before attacking. Increased startup
236L/M: Reflects ki blasts earlier now
Vegeta Blue:
j.2H: Increased horizontal movement
214X/j.214X: Reflects ki blasts earlier now
Beerus:
214X/j.214X: Decreased startup. Increased movement speed
236S: Decreased startup. Decreased total duration
214S: Decreased startup. Added armor property during the middle of the move
Lvl3: Recovery on hit decreased
Goku Black:
236LM/j.236LM: Increased damage
236HS/j.236HS: Changed effect on hit
Android 21:
5M: Push back decreased
214S (Green) (Barrier): Can now protect allied Z Assists
Air Lvl3: Recovery on hit decreased. Blows opponent back on hit
Bardock:
214X/j.214X: Increased untech time
Lvl3: Increased recovery on hit. Changed distance from opponent on hit
Broly:
2H: Increased the hitbox on the bottom of the move (probably fixes antiairing teen gohan, kid buu, etc)
Various Special Moves: Armor starts earlier now
Vegeto Blue:
j.2H: Jump cancelable
j.236LM: Minimum damage increased
Zamasu (Fused):
5M: Increased movement speed
236S/j.236S: Made it easier to follow up into 236X/j.236X after
Lvl3: Fixed a bug where the hit effects would look weird in certain situations
Base Goku:
236LM (Kaioken): Increased buffer time on the follow ups
Kaioken (M follow up): Added invulnerability during the spin
Kaioken (S/2S follow up): Decreased start up
Base Vegeta:
2S/j.2S: Decreased recovery
j.2H: Decreased recovery. Decreased active frames. Decreased horizontal movement
Android 17:
236LM: Fixed a bug where the hit effects would look weird in certain situations
Cooler:
Assist: Fixed a bug where Cooler would not push the opponent back
j.236LM: Fixed a bug where the cinematic would look weird when this move killed
Dragon Ball was always a kid series and fans should stop being in denial.
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Re: "Dragon Ball FighterZ" Official Discussion Thread
Dragon Ball was always a kid series and fans should stop being in denial.
Re: "Dragon Ball FighterZ" Official Discussion Thread
i like this free updates, but having to spend 1M Zeni for one of those special rooms is a joke.
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Re: "Dragon Ball FighterZ" Official Discussion Thread
Beerus actually feels like a Hakaishin now 

"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
Sonic Fox is thinking about maining Frieza? Holy crap.
Re: "Dragon Ball FighterZ" Official Discussion Thread
just won game of the year for the fighting game. good job arc and bandai.
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Re: "Dragon Ball FighterZ" Official Discussion Thread
Yall. Say what you will about this game. But a Dragonball fighter just won fighting game of the year.
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Re: "Dragon Ball FighterZ" Official Discussion Thread
I wanna post something about my hype for MK11!! buuuuut I can't. So yaaaay Dragon Ball 

It's not too late. One day, it will be.
Peace And Power MF DOOM!
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Peace And Power MF DOOM!
Peace and Power Kevin Samuels
Re: "Dragon Ball FighterZ" Official Discussion Thread
Good that it won Best Fighting Game, but at the same time there was basically no other choice.
You got
BlazBlue Cross Tag (no way in hell)
FighterZ (good contender)
Soul Calibur 6 (just came out, noooope)
Street Fighter V Arcade Edition (Add-on)
If it wouldn't have won, that would actually be a surprise. Kind of like how Mortal Kombat 11 is no doubt gonna win next year (so excited it's finally announced!)
You got
BlazBlue Cross Tag (no way in hell)
FighterZ (good contender)
Soul Calibur 6 (just came out, noooope)
Street Fighter V Arcade Edition (Add-on)
If it wouldn't have won, that would actually be a surprise. Kind of like how Mortal Kombat 11 is no doubt gonna win next year (so excited it's finally announced!)
"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."
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
Congratulations Dragon Ball FighterZ!
It was well deserved and it's good to see this game doing so well, because it's been a decade since I invested so much time in a DB game.
It's still soon for a sequel, so season 2 DLC when?!
Even though I will never like that side switch at EVO 2018, SonicFox winning Best Esports Player category was also well deserved.
No doubt he's incredible and currently the best player in this game, with Kazunoko in second place.

It was well deserved and it's good to see this game doing so well, because it's been a decade since I invested so much time in a DB game.
It's still soon for a sequel, so season 2 DLC when?!
Even though I will never like that side switch at EVO 2018, SonicFox winning Best Esports Player category was also well deserved.
No doubt he's incredible and currently the best player in this game, with Kazunoko in second place.
A world without Dragon Ball is just boring.
Favourite old DB Animators: Masaki Sato and Tadayoshi Yamamuro
Favourite new DB Animators: Yuya Takahashi and Chikashi Kubota
Favourite old DB Animators: Masaki Sato and Tadayoshi Yamamuro
Favourite new DB Animators: Yuya Takahashi and Chikashi Kubota
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Re: "Dragon Ball FighterZ" Official Discussion Thread
Go1 has fallen from MainEventer to top 8-er since EVO huh.
It's not too late. One day, it will be.
Peace And Power MF DOOM!
Peace and Power Kevin Samuels
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Peace and Power Kevin Samuels
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Re: "Dragon Ball FighterZ" Official Discussion Thread
If it isn't announced on the Dragon World Tour Finals, I will be disappointed.FortuneSSJ wrote:It's still soon for a sequel, so season 2 DLC when?!