OFFICIAL DRAGONBALL FIGHTERZ THREAD.........master roshi release in sept

Will you be buying???

  • yes

  • no

  • maybe........on a discount


Results are only viewable after voting.
I feel like when it’s down to 1v1 the game becomes much better. IMO the combo system is too strong. TOD should never be in a game. A simple addition to damage scaling would fix all of that. Mvc3 suffered from this. That game devolved into 1 of 3 unreachable mixup into training room TOD combo repeated 3 times per match. She is nearly as bad but you get the point
 
I will say that the character roster is fairly balanced but the problem that comes up with this game espicially competitive play, the top characters run it because they do everything better than the rest of the roster. There’s a reason nearly every pro player has Cell on his team or Kid Buu, because those two have nearly everything in their toolkit while providing great assists without any deficiencies. I liked watching competitive DBFZ but it does get very bland when you see the same 5 characters constantly being played

And a balance patch is coming soon. Arcsys is gonna be providing changes to all of the roster besides SSJ Goku, Adult Gohan, SSJ Vegeta, and Goku Black because those 4 are considered the golden standard and what the devs want to focus the building characters around them because they definitely are the most balanced characters in the game. Cell, Bardock, and Kid Buu are def gonna be getting some nerfs
i dont think my boy frieza getting a patch
 
i dont think my boy frieza getting a patch
He’s supposed to be getting changes with the rest of the roster but idk what they will change with him

Edit: the balance patch is supposed to be mostly buffs so maybe Freiza will get a buff. I don’t see anything that can nerf on him but we’ll have to wait and see

I feel like when it’s down to 1v1 the game becomes much better. IMO the combo system is too strong. TOD should never be in a game. A simple addition to damage scaling would fix all of that. Mvc3 suffered from this. That game devolved into 1 of 3 unreachable mixup into training room TOD combo repeated 3 times per match. She is nearly as bad but you get the point
Yeah I feel like damage scaling can be tweaked slightly in the game because it’s so pressure heavy. Once you get exposed while blocking you can say good buy to a decent amount of your health. Two optimal combos can pretty much kill a character in this game and they aren’t that bad to pull off as long as you have the meter to burn as well
 
When we play agaim ill beat you with him then you can copy me like u did with black
im not ever playing u again though
u have had numerous opportunities
but been ghost
i know u been offline practicing
after me and @floodarea gave u those *** whoopings
u talked all that smack
then been missing
so
im not playing against u ever again
so even if u could beat me now
u will never know
or get a chance to find out
so you'll just be left wondering u bum
also tell ur wife i said hi :wink:
 
im not ever playing u again though
u have had numerous opportunities
but been ghost
i know u been offline practicing
after me and @floodarea gave u those *** whoopings
u talked all that smack
then been missing
so
im not playing against u ever again
so even if u could beat me now
u will never know
or get a chance to find out
so you'll just be left wondering u bum
also tell ur wife i said hi :wink:
The comedy in this is that my record against you is like 75%-25% lol this effects me in no way if you wanna stop playing having the ultimate loss count
 
the patch is live
notes
from another site


some changes:

yamcha - wall bounce on 236H,
bardock - rebellion spear into vanish no longer a string
kid buu - massive damage nerf on 2M and 5M combos
cell - damage nerf; rolling crush no longer crosses up
broly - no armor when hit by vanish
nappa - low 5L
majin buu - 5L now hits crouching characters regardless of their size
beerus - 5L hitbox increased

no official patch notes released atm.
 
more notes






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

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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