Dragon Ball FighterZ: Legendary Saiyans Edition

I don’t fully agree with this, character’s like Frieza, Cell, Kid Buu and even Krillin can play a strong keepout since their best projectiles will blow up Super Dash, they can be used airborne and the threat of a full Vanish or Super conversion off a stray projectile hit means that a player wont be rushing in against solid zoning patterns. Also Ginyu and his Ginyu Force projectiles will stay on screen regardless of if he gets hit or not… Vanish fortunately isn’t an unlimited resource, I’d be fine if a player is spending meter to kick me out of a projectile.

Vanish is strong but I wouldn’t say that + Super Dash are enough to invalidate zoning for certain characters at least.

watching some replays of the corner pressure i faced of against yesterday and you literally have to guess if a low or overhead comes due to the fireball effects of vegeta assisst on block hiding the attacking chars and what he is doing. and since you can reflect only after the last fireball…training mode time to counter this shit :sleepy:

Do you guys tend to instant air dash pressure with medium attack or heavy? Heavy has a bigger hit box,.does more damage , and is easier to time, but mediums are faster, can be chained to light and I see Japan using those more.

Two of my characters jumping medium has better range then there heavy (A.18 & A.Gohan), so there my go-to in neutral.

Both are good. Use the medium into light to force a longer high block from the opponent, then next time do your iad into late heavy which will wiff and land into your crouching lows. That’s the reason for the medium light, it’s good when mixed up with empty low. Use iad j.h as an easy confirm since it’s a heavy. Land into low/throw/ frame trap mixup.

The medium into light is better for characters that have low hitting light attacks and that’s an extremely brutal mixup to have to to face. Characters who’s only low is the 2M are better served using the j.h and going for throw/frame trap stuff because emptyjump 2M is much easier for any decent player to block low since they are pretty slow.

It’s character dependant. Some jM whiff on crouchers.

I recommend testing your characters’ jLs for pressure as well. Several characters have that has their best IAD-button.

I wanna know the cheap tech the japanese have on goku azul.

Meanwhile, how are you guys setting up oki with your characters? For example, Cell has a braindead airdash forward after 236M ender in the corner that brings them down to the ground and tags both normal timing recoveries.

I’m trying to do something similar exploring goku’s knockdowns, and stuff like neutral jump late airdash or backdash IAD isn’t quite reliable. If you do jH they get knocked down and you can’t follow up and the other buttons don’t connect with normal timing, making you have to read their wakeup option.

I’m glad I’m not the only one thinking 16 is top tier, but I’d like to know what they see in SSB Goku to put him above SSB Vegeta.

To PC players - Back up your save file (SYSTEM.sav). My friend woke up this morning and had corrupted save data and since there’s no cloud save support he had no unlocks/zeni.

I literally tried to press my face against the screen to better see what’s going on. didn’t help. UMvC3 was flashy but here the effects often stand in the way of seeing what’s actually happening. and I don’t feel that’s supposed to be part of strength of these attacks unlike Ibuki’s bomb explosion in SF5 for example.

Does anyone ever notice that when you’re waiting for your opponent to accept a match in ranked that a “press circle to cancel” option appears for like a brief second when the timer runs out?
Like. What’s the goddamn point?

yeah, they definitely overdid the onblock and overall effects. when you have to guess if a low comes out or a instant air dash instead to react to, something seems to be not right.
i captured the matches, maybe i will make a little compilation to look into it. i had some successfull reflects but i fucked it up afterwards because i mashed it instead to just press it once in the right situation.

What happened to me was my graphic settings and button layout just reverted to standard. Thankfuly everything else was fine.

My friend lost literally everything so you got lucky. Fortunately I sent him a copy of my system.sav and it gave him all my unlocks/zeni, it changed his button layout and edited teams to mine but reapplied his user name and rank. Although he did have my lobby avatar which confused him for a minute.
For anyone that needs it you’ll find the file at appdata/local/DBFighterz/Saved/SaveGames and it’s named SYSTEM.sav. I recommend backing it up just to be safe but I think we can all agree that it’s a pretty dumb idea to have everything save locally.

Homing dash is so not a problem lmfao get ur reactions up

What are the mechanics of teleport on block?

There are times I mash jab and clash, there’s times I do that and lose straight up.

Vanish is only really plus on block if they hit you on the ground and on the lower part of the body. If they hit you on the higher part of your character or in the air, they should be negative.

I actually heard someone say vanish is technically negative on block but you can cancel the landing frames which makes it plus if they are close to the ground

I’m finding lots of difficulty escaping blockstring pressure. If you block a launcher can you jump away regardless of assists? What about sliding normals I’m holding down back waay to much