Dragon Ball FighterZ - Discussão geral

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  • Balance patch upcoming na 2a semana de Agosto praí. Vão fazer tweaks a tipo 90% do cast. A ver vamos o k sai daki =P
  • edited August 6




    EDIT: Era gameplay de Base Goku e Vegeta pelo Tyrant e Damascus, mas foram taken down.

    Algumas notas:
    - Assist do Goku é o 3º hit do autocombo e faz wallbounce
    - Não dá para fazer combo do lvl3 a partir de sliding knockdown
    - Meterless Genki dama faz combo para lvl3 e tira cerca de 75%
    - Assist do Vegeta é Kienzan
    - Confirma-se que o command grab e lvl3 do Vegeta são ataques separados
    - Command grab funciona OTG mas não pode ser extended por assists (funciona como um 2H que pode fazer SD para followup).
    - Ataque dos pontapés versão M e H fazem wallbounce

    EDIT2: Videos are back
  • O Vegeta tá mesmo fixe.
  • RozRoz
    edited August 8
    New patch balance notes: https://www.reddit.com/r/dragonballfighterz/comments/95htfn/confirmed_patch_note_changes_megathread/

    Full notes: https://www.evernote.com/shard/s296/sh/c3b049fe-9e8b-4128-b1d4-9f684d4f5169/92bc06a9c70f4a009bf80d2993e50261


    source: https://dba.bn-ent.net/?p=408
    translated by: @GREATFERNMAN

    Training Mode

    Added the ability to change your online match team from within training mode
    Added the ability to choose your character colors from within training mode
    Added the ability to set your Ki Gauge to regenerate
    Added new reset positions: Middle (Post KO) and Middle (Post Stage Transition)
    Added the ability to change player sides, additionally, hitting reset while holding up will reset position and change player sides
    Added the ability to select Gohan (Adult) levels
    Added the ability to select Ginyu Force members
    Training mode now has 8 recording slots in total
    Added random playback for the 8 recording slots, and added the ability to adjust the probability of each slot
    Reversal options added to the dummy; the dummy will perform set attacks as soon as possible after blockstun and hitstun
    Added the ability to reset the damage information


    World Match

    Added the ability to show your own player information
    Added the ability to select "Same rank", "Similar rank" and "Challenge" during the Ranked Match set up
    No longer shows the network color on a matched opponent during Ranked Match
    Added the ability to select "Same color", "Similar color", "Anything" during the Casual Match set up


    Others

    Added "Sorry" and "Don't worry" messages to Party Match
    Added the ability to set input delay for Local Versus
    During the VS screen in a Local Match, holding Assist 1 or Assist 2 allows you to swap that character with your first character
    The cursor on character select moves faster
    Followed players now have different colored names
    Pressing the OPTIONS button during button setting saves the button settings and closes the menu
    Added the ability to post Z stamps during the rematch menu for online matches


    GAMEPLAY

    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)

    Invulnerability starts up faster
    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


    Beerus
    5L

    Startup decreased
    Hitbox increased in the front

    2L

    Startup decreased

    Assist

    Distance traveled increased

    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


    Goku (SSGSS)
    Super God Shock Flash (214X)

    Startup decreased
    Launches opponent on hit

    L & H Super God Shock Flash (214L/H)

    Damage on the punch when the grab whiffs increased
    Damage proration added when used as a combo starter

    Instant Transmission (214/236S)

    Goku faces the opponent when the move ends

    Extreme Speed Kamehameha (Lvl 1 super)

    Increased the Z change window


    Vegeta (SSGSS)
    Big Bang Attack (236S), Assist

    Damage increased
    Hitstop and Blockstun increased
    Launches opponent on hit

    L Super Dash Kick Followup 2 (236XXL)

    Startup increased when Vegeta is in front of the opponent

    Ground Super Dash Kick (236X)

    No longer counts as an aerial move (no more head property, 2Hs cannot invul through the attack)

    Ground Super Dash Kick Followup 1 & 2 (236XXX)

    Made frame advantage uniform

    Galick Gun (236HS)

    Damage increased

    Niagara Pummel (236LM)

    Increased distance travelled
    Startup decreased
    Damage proration decreased

    Hold Niagara Pummel (236[LM])

    Cinematic hits will not play for the rest of the combo (it's phrased weirdly in japanese too, I believe it just means it consumes the smash but I'm leaving it as a direct translation just in case my assumption is incorrect)


    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 means the move is always the same on block and hit regardless of distance)

    L & M Total Detonation Ball (236L/M)

    Recovery increased

    Homing Energy Blast (Purple 236S)

    Hitstop increased
    Recovery increased

    Barrier (Green 214S)

    Invulnerability starts up faster
    When the barrier stops an attack, it can be cancelled into super with R1/R2, and into lvl3 with 4+R1/R2

    Ground Aerial Connoisseur Cut (214S)

    Added invulnerability to aerial attacks

    Connoisseur Cut, Aerial Connoisseur Cut (236S/214S)

    21 turns towards the opponent after a whiffed grab


    Bardock
    L Rebellion Spear (236L)

    Blockstun decreased

    Ground M Rebellion Spear (236M)

    Added invulnerability to aerial attacks
    Landing recovery added

    H Rebellion Spear (236H)

    Active frames on the first attack increased
    Damage on the followup increased

    Saiyan Spirit (236HS)

    Once Saiyan Spirit hits, cinematic hits will not play for the rest of the combo (it's phrased weirdly in japanese too, I believe it just means it consumes the smash but I'm leaving it as a direct translation just in case my assumption is incorrect)


    Broly
    Armor

    The opponent's vanish breaks Broly's armor now

    Assist

    Initial hitbox increased
    Untech time increased

    Eraser Blow (236S)

    Initial hitbox increased

    Gigantic Strike (j.214X)

    Made connecting vanish after this move easier


    Vegito (SSGSS)
    Barrier (214S)

    Invulnerability starts up faster

    Ground Atomic Buster (214X)

    Added invulnerability to aerial attacks

    Spiral Heel Shot (236X)

    Blockstun on last hit decreased
    Recovery decreased

    Air Spiral Heel Shot (j.236X)

    Reduced untech time on non-smash hit

    Air L & M Spiral Heel Shot (j.236L/M)

    Increased the distance Vegito travels


    Zamasu (Fused)
    j.L

    Hitbox above Zamasu increased in size

    Assist

    Hurtbox decreased in the front
    Startup decreased
    Projectile speed increased

    L & H Ground Eternal Justice (236L/H)

    Startup decreased

    H Air Eternal Justice (j.236H)

    Startup decreased

    Divine Order (236S)

    Hurtbox decreased in the front

    Held Divine Order (236[S])

    Startup decreased
    Projectile speed increased

  • Awesome stuff, não contava com o beam ou o DP ou o full screen low. Parece mto fixe e bué sólido o boneco, sim senhor.

    Agr fica o hype p/ perceber quem é o último char da lista, que continua a ser o único algo incerto xD será mm o 17?
  • Data mining hype: acertaram em todas as chars até agora. Duvido que falhem no 17....
  • edited August 30
    Mas acho k o 17 foi o único k foi meio incerto, né? As iniciais não pareciam garantir bem k seria ele, acho k foi meio conclusão forçada (ou foi o k li algures pelo reddit pelo menos, já não lembro o k dizia mm no leak).

    Acho k as iniciais p/ o k o pessoal assumiu ser o 17 eram AVP.. Mas não se associa a mais nenhum char também, acho k o ppl assumiu k deveria ser A17 tournament of power.

    Mas tou a achar estranho estarem a fazer suspense, a não mostrar kem vem com o cooler propositadamente para depois ser mm só ranger 17 xD

    Either way, eu honestly tenho curiosidade em ver o k eles fazem com o char, por isso não importo de todo k seja ele.
  • Muito fixe a personagem.
  • AVP assume-se que é o 17 porque o código do 17 que está no jogo com a 18 é AVN, ou seja P de Park e N de Normal.
  • Sai uma stage nova fresquinha

  • A maior novidade desse video é isto:


  • Fiquei com a ideia que o jogo teve sucesso suficiente para uma season nova. Há razões para não achar o mesmo?
  • Definitivamente vai ter outra season. Com a saída na Switch, número de entrants na EVO, e a darem-se ao luxo de dar free stuff ya, diria que sim.
    Senão não tinham guardado o Master Roshi, precisam de um trunfo.
  • Sim, vai haver.
    O que me surpreende a mim nisto é o #SOON, não está nada previsto agora como updates nas próximas semanas/meses.
  • As várias versões do jogo e o season pass estão com descontos na PSN PT.
  • edited October 15
    Ficam aqui os vídeos dos matches de sábado:


    EDIT: Por algum motivo não há link para a playlist, mas está no canal.


    Grand finals foram gravadas pela equipa da Eurogamer, (por coincidência, fiquei sem bateria na câmara nesse preciso match) fica aqui o link:
  • Bons matches, o Brave ganhou ao Dante a usar a mesma equipa?
    Congrats @Brave
  • A única personagem que o Brave usou pela primeira vez da minha team foi o adult Gohan. Mas claro, é sempre mais fácil mandar aquele comentário do costume. Nada que não esteja habituado :)
  • Se calhar devia ter copiado a equipa do Dante antes do lockdown, podia ter tido mais sorte :#
  • @danteMdie Verdade... ele já usava o Kid Buu pois é. Well, acontece, para a próxima voltas mais forte!
  • Afinal de contas, é canon! O buu quase matou o gohan, e ele depois foi treinar com os elder majin gods e voltou mais forte que nunca para derrotar o buu!
  • Acho que, especialmente com 500€ on the line, toda a gente que foi ao torneio foi com a equipa com que achava que tinha melhores hipóteses de ganhar. Pouco interessa se era mesma ou diferente, nova ou velha =P
    Either way, resultados recentes só me fazem relembrar o drama todo à volta dos nerfs ao A. Gohan e ao 16. And look where they are now... Who'da thunk it xD
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