The General Dragon Ball FighterZ Thread v2 (Saiyan Certified)

Doesn’t really matter. They could have still done it in a way where characters felt more different from one another. They just choose not to. A good example is movement. In Guilty Gear for instance every character moves differently. Here they are very similar, while also all having access to SD and Vanish. The game isn’t standardized because of ‘‘lore’’ reasons but because Arcsys wanted to make it so.

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So uuh, still trying to make some execution-easy ToD for my team. If this can help someone might as well

1.1 meter start. Sparking 2 assist. Not really hard to do so dunno if it might help someone. (if there’s trouble with cancelling the last kamehameha at 4 hits, you replace it with 236M and just start supering after the knockdown it’s easier and is also ToD.)

3.1 meter start, sparking, using only vegeta assist.

Hope you guys can use it.
Notations are in the cell subject if anyone need them.

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Pretty much. This is what ve been complaining about with sf5 for years and DBFZ takes a very basic page out of the same playbook.

This game, like sf5 is super commitment heavy. Every fucking attack or movement you do in dbfz is highly committal save for certain fast startup ex moves that cost a bar. Everything else leaves super close and at negative frames… like sf5. There are a TON of things that dbfz does that sf5 also does, like in sf5, have you ever noticed that ON HIT (and even on block a lot) that it’s really hard to make space against your opponent? You are either full screen away practically, or right up in their face. The few moves that grant you access to being about midscreen away from the opponent, tend to leave at not great plus frames where trying to meaty with a fireball can get jumped. This is basically to make it so that players can’t “stabilise” their offense and setup great spacings. Capcom designed the game to have high variability in move choice and low variability in situation, so you see the same situations over and over again but with lots of move variability so that it’s always a scramble situation.

Dbfz outside a few moves is the same way. All your normals move your forward and don’t allow you to make something “safe” via your spacing. Also doesn’t allow you to setup your offense outside calling an assist in blockstun.

Neutral has the biggest noob tool I’ve ever seen. A tracking dash that isn’t punishablw on block and gives combo on hit and can lead to a soft mixup on block and can’t be reliably countered by most jumping characters. Mashing L moves your character forward with hitboxes attached and does little for an experienced fighting game player but gives a very strong tool to those that are inexperienced. Variable wakeup timing and using vanish means that you can’t cover wakeup variables very well. Mashed B combos do 35% damage and the tougher universal combo does 45%… the tougher universal combo only does 35% when using a light starter.

It is once again, a game that caters to the best of the best fighting game players and the absolute worst fighting game players and shits all over intermediates, which to me is the worst way to design a game. Sf4 as an example was probably the biggest sf since sf2, and like sf2, was a game that catered mostly to intermediates and experts.

Nowadays I jus see games being designed for the top 15% of players and the bottom 40% of players and shitting on basically everyone inbetween that represent the largest bulk of the fgc.

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Dime, you’re complaining way to much bro. More than usual. I’ve finally got this game. Arrived today. Looking forward to playing a game that’s alive compared to my beloved MvCI. :frowning:

Meh, I kinda like dbfz because atleast it’s fun, my ire is more directed towards newschool design philosophy than anything else. Newschool design philosophy can suck a fat one. Games that are pretty fun could be 10 times more fun were it not for the screwy design philosophy.

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Yeah the neutral(or sometimes lack thereof) is by far my least favorite thing about dbfz.

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Go1 shared his thoughts on Bardock. Maybe he expects nerfs.

https://twitter.com/HiFightTH/status/986811123117600769?s=20

https://twitter.com/HiFightTH/status/986812117218033665?s=20

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Subarashi

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Fused Zamasu trailer is out

https://twitter.com/BandaiNamcoUS/status/989126895529840641

Also it looks like balance changes are coming for these characters plus potentially more.

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Fused Zamasu isn’t as big a departure as I thought. Looks like they used his pre-fusion form as the basis for his normals.

They had to. Dude never threw a punch in the anime. Had to give him normals SOMEHOW.

I’ll have a more detailed look after this HOTS match

Yeah, but I was thinking there was a chance they would make all of his normals energy attacks. Which was basically the case for him in the anime anyway.

I can see how it might have worked, as long as at least some of them would beat super dash.

Alright, so analysis

  • First off, his normals look mad stubby. He basically went from Goku Black: Sword Fighter to Zamasu: Knife Fighter
  • His Red Shots Super seems to have a Ghost/Hellzone thing going on where the screen fades at deployment, then can be fired again later. This is based on the trend of the screen darkening for the attack then being light out later
  • The Lightning Zap is mad fast. I wouldn’t be shocked if it doesn’t beat air dashing, but you recover so quick that you can just react and defend yourself appropriately
  • I believe his Halo is what signifies Flight Stance. It’s not present when he’s ground comboing or in the intro.
  • His intro would be sweet if GokuBlack/Normal Zamasu didn’t look so stiff and dopey
  • Level 3 seems pretty basic. Might be homing and global though.
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Super dash looks like it’ll mess up Zamasu pretty bad.

However they did mention there is going to be changes to universal mechanics like super dash/vanish/sparking. If they change super dash to lose to all projectiles then Zamasu might be pretty insane and it would be an enormous buff to Beerus as well but might end up changing the game to ki spam city.

I wouldn’t even want all projectiles to beat super dash. Baiting bad super dashes is a fun part of the game.

I might just make the hurt box on super dash bigger and increase the turn radius to cut down on insane button hook direction changes that connect.

So basically I was right about zamazus white halo thing. Also level 3 was kinda a cock tease I was hoping for lighting all over the screen with that big start up but then when they show it hitting seems pretty lack luster. Doesnt look from this that will be getting any manga version moves of his normal wise. But I guess that means if janemba ever comes out in another game he stay unique in that aspect.

As for update well will see if theres anything thats gonna be changed that makes the game more fun or makes you be able to do more stuff instead of what usually happens and people just get weaker. maybe ill fool around with the game again some more if its actually adding stuff worth finding.

Kinda liking the Grand Kai of Time and Grand Priest colors

EDIT:
Slightly extended trailer. Shows off a little more of Flight and his other Super in motion. Also, his name in this one is Zamasu (Potara) not Zamasu (Fused)/ It’s worth noting his manner of flight is very slippery. He moves during his Ki blast and slides after.

I already seen enough of this weak ass fanfic zamasu character, where tf is Lord Vegito

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I couldn’t help but notice that a certain tall green bio-android was not one of the showcased ‘patched’ figures

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