Dragon Ball FighterZ: Legendary Saiyans Edition

:rofl:

The Dbz fanbase are almost as stupid as Star Wars ones.

I mostly agree here. It seems like his saving grace is his damage output.

All fanbase are stupid, tbh.

Donā€™t know if yā€™all know about this site but just like Guilty Gear and Blazblue this guy has been archiving alot of matches for dragonball fighterz
https://rockthedrag.in/#/?p1chars=

Gonna be fun seeing all of these Xenoverse and DBZ lore boyz flood up events and tournaments for the game. The community is on its way to being the next Smash the way this shit is going. Oh well, gotta get more people playing fighting games.

Vegeta needs to be A tier at the minimum.

Im late but addressing a few things first since teams were mentioned a potentially interesting noteā€¦

-Going with the idea that after hitting certain moves we know it changes the properties of certain moves. Im not sure if its just luck when its happened, and its been on accident. Perhaps a weight sorta element like GG where characters get heavier or something. But multiple times now ive seen in videos actually of certain supers that are usually techable causing a hard knock down allowing you to combo even after. Even something as simple as super DHC to super,super that is normally techable when done then becomes untechable. So perhaps a weight thing? Finding a sweet spot that they are heavy enough that they hit the ground but not heavy enough that the tech buffer kicks in. Or a legit thing that the super before has priority over the last in terms of what it must do, or what it makes attacks do. This goes along the lines of the potential goku loop I posted waaaaaaay back when it was shown it could be possible to AHVB kamehamehas over and over. Sadly no videos of the situations being done in newer videos or builds if you will to be able to tell if it still works. A easy example though that has been shown is 18s super. Normally techable pretty fast, but with certain combos situation, it is untechable and you can combo after it raw. Theres also been situations of after DHCs that following attacks become unblockable for a time. I wont show the footage because im a bitch like that and ill save it for myself since people dont read what I post half the time anyway then later on say im correct but the situations should be pretty easy to reproduce and figure out from the videos i noticed them in. That is unless producers noticed it as well and its taken out.

-As nappa could be good not a lot of footage of him sadly yet. But summons if they work like 18s could be a way to store smashes and dynamics with out letting the opponent do anything. I mean they did say the summons actually arent random right? They always do the same pattern just depends on what button you press. And then auto guard attack if it auto guard comes out instantly could be a super easy thing to do after deflecting to make yourself invincible and reset the match the flow of the matchā€¦

-as for tiers in general I have a lot of thoughts, but this goes back to what I said, they kinda shot themselves in the foot by only allowing characters to have so many moves command wise. So inevitably a lot of characters could potential have similar functions. Again im still of the opinion that potential huge difference could be the fireball button. Weve already seen cell has multiple potential loops with his, specials to specials because of the obscurity of his fireballs. Even gohan mentioned could have the homing dash link loop with his potentially. Again his little bomb fireball sadly has not been tested much and explored. Whats more something that I havnt seen much of is his EX dp you can cancel the first hit to another move. You dont HAVE to do the uppercut after. You can just do the invincible gut punch then cancel to another move. So thats kinda neat.

Again really sadly most the people are playing the game in a simple way right now and not trying to push it with stuff that has been shown to be possible, and just sticking with the idea that works. That in one sense is fine, even if a beta people want to win I can dig that, but at the same time youd think would at least want to fiddle with the legit stuff that we have that is different.

I think 18ā€™s assist will be criminally underrated.

Yeah I have a feeling Nappaā€™s going to be a monster support with his Saibamen factory line. Set those out under the protection of an assist (K.Buu) then bring out a heavy hitter to benefit from the pressure (Thatā€™s my plan at least).

18ā€™s assist is the barrier, right? If I remember correctly it had a slight delay on it, which leads me to think it might not be so hot.

Iā€™m sure 18ā€™s anti assist, 17 assist will be amazing tho. So many people are gonna be hardwired to call out their own assists in their neutral game and if you throw out a summon that literally punishes you for that itā€™s gonna end up catching a lot of people off gaurd.
Myself included. Lol

I think it has a tiny bit of delay but the reward is worth it. I think it blocks strikes and projectiles while building massive meter.

Spoiler

Seeing Roshi and Satan makes me sad inside, knowing we wonā€™t be getting them most likely. Still bummed about Tao.

Tao is sharpening his tongue for future DB games.

Roshi is one of the most popular characters in the series, and was recently a big part of Super. Iā€™d be shocked if heā€™s not one of the 8 DLC characters.

Satan is a toss up. All depends on if they want to include a proper joke character or not.

While I agree,

Sometimes people like different things

Iā€™d say Roshi is pretty likely, heā€™s one of the longest running characters in the series and from what Iā€™ve heard has risen back to story importance/relevance in Super.

Mr Satan is less likely but heā€™s well known and has been in countless games beforehand so itā€™s not totally out of the question.

dragonballfighterz.onlineplayers.gif

So who all can keep looping with assists cause thatā€™s the first respectable meterless damage ive seen so far from this game. I know 16 can as well as cell but thats it.

That wasnā€™t meterless cell used 3 bars in that combo.