COMPLETELY agree with this assessment. The game definitely feels like it’s unfinished and lacks polish. It’s pretty fun, but lacks a lot of that snap of a game that’s been fully balanced. I think the homing dash going through Ki blasts needs to be reworked, personally. The Ki blasts are what introduce the most variability in the cast at neutral but they are nearly worthless at this time when used full screen.
Kinda disagree that Ki blasts are useless, while you can react with SD you can cancel most S attack into a 2H or a special like a beam for a punish so it’s not exactly free. Plus doing a ki blast into vanish is stupid good with so many characters.
Also Gotenks beam cancel is an option for mixups but there’s a big gap for a jab of a 2H unless you have an assist’s cover, it’s really good though coz it’s hard to see if done from air beam cancel.
With that said I do agree that the game needs some tweaks; 16’s ST style active normals and dumb “vortex”, Vanish being so hard to tell when it’s plus or not and it’s plus at all, SD beating way too many things while being safe, everything about Vegeta’s assist, being able to do like 30 seconds blockstrings with almost anyone and A.Gohan easily doubling that solo etc.
Yea ki blasts are already strong as is. No need to rework. If there would be anything I would change in this game would be to give characters better normals overall. Characters also need more anti airs outside of 2h. Gohans command normal is kind of OD. Need more buttons like that.
I very specifically said neutral Ki blasts. In blockstrings they are much stronger. Neutral Ki blasts aren’t all that strong right now. I’ve played no one and seen no one besides a ginyu player make them into decent pokes. Usable as a non abused poke or as a long ranged confirm is about as useful as they ge5 and neither option can be relied upon because of the ease of countering Ki blasts with homing dash and to a lesser extent, vanish.
are any of you PS4 guys still having connection issues with this game? it feels like on certain days (it seems mostly on Friday nights) i seem to be constantly disconnecting from the lobby. not sure if it’s my ISP or if the netcode’s still having issues.
Maybe it’s because I use krillin and yamcha, because neutral ki blasts are a must for them. Gokus are really strong in the neutral too
Also you can always counter a vanish with your own vanish. Suprised more people don’t do that. Especially when people use them to get out of the corner
Actually, now that I think about it, Krillin is one of the few characters that I e seen successfully employ a Ki based neutral. So, ok, wrong on that specific one : (
I haven’t seen a Goku really employ Ki blasts well though. Closest would be black who uses his 236 m and l to get in. Neither is really used as a poke though.
You’re insane it you think ki blasts should beat superdash.
Anyway, I think the notion that characters are too similar is a design choice because it’s a 3v3 game. I get the feeling ArcSys came to the same conclusion as Capcom that team games are daunting for new players to learn all characters and chose to homogenize the cast a bit, whereas Capcom chose to cut one character.
You gotta be a real diehard fan if you think having to learn 3 GG characters would be a good thing. I mean, I’d have a lot of fun if it was that way, but the game would be a lot less popular in the long term.
And I kinda got over that to the point I like a bunch of characters for different reasons. I settled on Gotenks/Goku Blue, but I dig Gohan, Majin Buu, Ginyu, Kid Buu, Cell, Freeza Beerus and tried them all. Still wanna play a secondary team with Beerus. I’m confident both Goku and Gotenks can do stuff the other top tiers can’t, except for the damage Hit/Gohan/Cell do.
I actually feel more shoehorned with assist picks. I can’t drop Vegeta’s it because it pretty much carries my bad play and I don’t want to pick up another goku for the beam. Yamcha and Kid Buu’s assists are cool (and Kid Buu is cool af as a character) but them don’t have the same neutral presence. Vegeta assist is too much of an outlier.
Yea they are trying to introduce people to fighting games while also adding stuff for the competitive side. Made characters similar with a couple unique things about them. Making the most of their unique traits is how you push their limits
Also both my characters use ki blasts extensively. Goku Blue’s has one of it not the best air ki blast in the game. Gives you frame advantage on block and stuffs 2H so it’s perfect for IAD. Also use it when I’m up backing and people are dashing on the ground. If you miss it you’re fucked with the landing recovery though.
Gotenks can alter his momentum forward so it’s great for approaching from the upper corner of the screen.
It’s kind of not useful to bother arguing with people that want to argue inaccurately…but yeah as I said, Ki blasts are good upclose… or atleast not bad. It’s from full screen ad NEUTRAL that they suck. And saying that they suck im it saying that they are completely useless, just mostly useless. You can poke with them a bit, on occasion, but to actually use them as some form of screen control consistently… can’t really be done.
As far as Ki blasts beating homing dashes… certain ones probably should and certain ones shouldn’t. That’s the whole point of “balancing” seeing where they should and shouldn’t beat homing dashes. Also, the ones that can beat homing dashes shouldn’t be vanish cancelable. Arcsys sits their designs moves for VERY specific reasons across all their games. I can’t see why they can’t design some decent neutral pokes that can be used to control space so that the mouth breathers of the world that only want to jump dash and homing dash in, can have their options controlled better.
Where you want to put them then? You want them to be the same as beams so every character has it? Because beams are the powerful projectile in the game that’s given to certain characters. There are grounded only beams, air only, air OK, diagonals, etc.
That’s really up to arcsys… if they decide to do “anything” which I have my doubts about. But as an example, there are a plethora of ways to better balance the ease of homing dash versus Ki blasts:
- Homing dashes that aren’t canceled into have reduced range (so like make them go 3/4 screen or so) they STILL HAVE INFINITE RANGE IN COMBOS AND WHEN USED IN BLOCKSTRINGS.
- Make homing dashes not able to go through Ki blasts in their first few frames
- Make only certain homing dashes or Ki blasts able to counter each other… ie ground homing dash counters ground Ki blast… etc etc
And those are just off the top of my head. There are probably at least 10 other ways that are completely different that could also improve the balance of Ki blasts versus homing dashes and improve neutral options and ability to control opponents spacing vectors.
Only change I really WANT is for EVERY character to have at least ONE move that grants frame advantage. Even if it’s just an up close ki blast.
Fighterz needs to be better about making characters unique. All the gimmicks (for lack of a better term) are really lack luster and lose out to normal tools. Only Hit and Ginyu seem to actually use what makes them special to their advantage. Saibamen and Spheres of Destruction or whatnot take a massive backseat to universal tools.
Honestly, characters are more unique than I was afraid they were going to be. Even the universal tools have more variety than you would think at first glance. I think maybe only Super Dash and Dragon Rush are completely normalized across the cast?
The bar is low for making characters unique considering what DB fighting games usually are. They did a good enough job making sure the launch wasn’t filled with every form of every character and there are at least different normals and specials between characters.
Main problem is just most characters are generally approaching each other the same way due to how super dash and vanish work. You’re always one super dash away from getting in on zoning or getting in general and one vanish away from getting frame advantage and getting past most of the shit that could be on the screen. Super dash being able to even fly over people’s heads during projectiles means that it can technically beat fireballs that it can’t beat.
Like explained above, all of the stuff that would be fun to put on the screen and make the game more than a bunch of honey bees flying at each other all of the time just gets blown up by those things. Then it devolves to which of the honey bees has the most OD normals and set play.
I rather like the red and green color…but…the colors don’t really differ much thanks to his upper torso
That’s literally sounds like how I would described sfv except change super dash to jump in and vanish to vtc lol
Only difference is dbfz adds fun on top of it
New patch incoming. I’m worried for the “bug fixes” for nappa and Ginyu. If i understand the wording correctly the saibaman and Ginyu members are gonna disappear and not save you from hits anymore? Thats shittastic change