DRAGON BALL FighterZ
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Changelog
Patch Notes 1.25
FighterZ, we know that you've been waiting for this one! Coming on September 16th (Timing subject to change depending your leadtime), Patch 1.25 offers some big system changes in addition to an array of character balancing sure to fire up your spirits to get right onto the battlefield again!
Read the full Patch Notes 1.25
The second edition of the Dragon Ball FighterZ Show was held on Sunday, September 13. During this celebration we shared the latest trailer featuring Master Roshi moveset. The old master will join the fight on September 16, 2020. In the meantime discover more of his moves!
Dragon Ball FighterZ Season 3 - Kefla & Free Update 1.21
👊 Kefla adds her raw power to Dragon Ball FighterZ on 28 February. Get the FighterZ Pass 3 to unlock her 𝙩𝙤𝙢𝙤𝙧𝙧𝙤𝙬!
Patch 1.21 implements big system changes in addition to an array of character balances sure to fire up your spirits and get right onto the battlefield again!
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The updated assists system will enable players to choose between three different Z Assists for each character before the fight, allowing players to create new combos and broaden their playstyles!
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As the battle goes on, the last character standing will see their power increase drastically. Don’t give up until the last second!
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In the Boot Camp mode, players will be trained by other characters. This mode will allow them to discover new possibilities and push their skills to new heights!
Updated Battle Screen
- Updated the battle screen.
Selectable Z Assists
- Players can now choose from 3 assists for each character.
Limit-Breaking Power
- Health gauge changes when one character remains, and the character has the following effects. ① Increased damage output ② Ki gauge increases by one ③ Opponent's recoverable health is reduced on hit (except with invincible moves)
Adjustments to Instant Overheads
- All jumping attacks will no longer hit a crouching opponent when performed as the character is rising into the air (AKA instant overheads).
- Characters blocking mid-air will be in a crouching state after landing.
- When hit just before landing from a jump, characters will be in a grounded state rather than a mid-air state.
Advantage Gauge
- Added a gauge that displays health proportion for all members of a team.
Ki Charge
- Reduced recovery.
- Can now deflect Ki Blasts.
- Pressing the heavy attack button during a Ki Charge will now perform a Super Dash.
- Ki Charge can now be continued for a set amount of time even when Ki gauge is maxed out.
Vanish
- Can now be canceled with a Special Move or Super Dash during camera shift.
Dragon Rush
- Made it easier to combo into when the opponent is taking damage mid-air.
- Can now be performed after landing a standing light attack.
- If landed in a combo, it can now be canceled after the attack with a Vanish.
- The number of jumps and mid-air dashes available resets after a Dragon Rush break.
Dragon Rush (Forced Switch)
- When a switch is forced via Dragon Rush, the switch will occur faster than before.
- Switch-in timing can now be manually controlled with a ← input after the forced switch.
Powered-up Special Moves
- They now only consume half a Ki gauge.
→ + Medium Attack
- While Sparking! is active, the character will no longer go over the opponent when the move is canceled into an air dash.
Standing/Crouching Heavy Attack
- Increased the move's damage during camera shift.
Jumping Heavy Attack
- Removed landing recovery during camera shift.
Guard Cancel Change
- Increased the attack level when clashed.
Z Assists
- Can no longer use another Z Assist until some time has passed after the opponent stops blocking.
- Z Assists that blowback will always knock the opponent in the direction the Z Assist character is facing.
- Adjusted where Z Assists appear.
Air Dash
- Made it possible to perform a simple air dash even when holding ↗ immediately after jumping.
Sub-Character Attacks
- Attacks hitting sub-characters such as Saibamen and the Ginyu Force can now be canceled.
Error Fixes
- Fixed an issue in which landing a certain way after an attack with landing recovery would cause that same recovery to occur on the next jump.
- Fixed an issue in which performing an attack immediately after blocking would cause problems with the hurtbox during the following action.
- For certain attacks that lock the opponent in place and trigger a cinematic sequence, the hitboxes are no longer active during the hitstop.
Broly (DBS) is now available!
Broly (DBS) joins the cast of Dragon Ball FighterZ today! The last character of the FighterZ Pass 2 is finally playable.
The incredible power of this exiled warrior will make the arenas of DBFZ tremble! Unleash Broly’s Saiyan power and blast away his armor in battle!
Unlock him with the FighterZ Pass 2 or get him as a standalone DLC.
Check the last video of Broly and discover his Dramatic Finish:
Dragon Ball FighterZ - 1.15 Patch notes
Dragon Ball FighterZ receives today one of its biggest patches to date!
We know that you've been waiting for this one! Patch 1.15 offers some big system changes in addition to an array of character balancing sure to fire up your spirits to get right onto the battlefield again.
You can find the full disclosure of the Dragon Ball FighterZ patch notes below on http://bnent.eu/DBFZPatch115
EDIT (29th MArch 2019): Following the release of the balance adjustments patch 1.15 for Dragon Ball FighterZ, we have discovered that some systems/moves are not operating as intended:
- Damage Scaling is not applied to certain moves
- Damage Scaling is not applied when the Vanish Move activates at certain timings
- When the player’s main character is attacked, Ginyu’s Z Assist does not end We are working on fixing these issues as fast as possible, so please bear with us for just a little longer. Thank you very much for your patience and feedback.
DRAGON BALL FIGHTERZ - Version 1.15 Patch Notes
◆System Mechanics ・Standing Light Attack: Follow-up 2 →Can now be linked to a Z Change. →Will always knock the opponent forward on hit. ・Jumping Light Attack →Fixed an issue in which a Super Combo would not occur if the attack connected at a low position in the air. ・Jumping Heavy Attack →Descent is faster during a camera shift. →Shortened the amount of sliding knockdown when the attack hits. →Can only transition to a Z Change when performed in a grounded Z Combo. ・Mid-air Dragon Rush →Characters descend faster when the attack lands in a combo. ・Hurtbox →Adjusted hurtboxes during crouching and movement (actions other than attacks). ・Vanish →Increased the base damage of the attack. ・Projectiles →Fixed an issue in which damage scaling would not apply when a projectile connected during an attack. ・Sub-Character Attacks →Fixed an issue in which guard direction would be reversed if a sub character's projectile flew past the opponent. →Moves Changed: →Android 18: Grounded Support Attack (Unique), Support Attack (Heavy) →Captain Ginyu: Unique Attack, Together We Are...the Ginyu Force! →Nappa: Saibaman (Acid) →Videl: Crouching Unique Attack ・Button Settings →Simple Dash can be set to "Normal" or "Off". →Simple Z Change can be set to "Normal", "Down Input", and "Off".
Character adjustments can be find on the full disclosure of the Dragon Ball FighterZ patch notes on http://bnent.eu/DBFZPatch115
Dragon Ball FighterZ - System Adjustments 1.14 Patch Notes
DRAGON BALL FighterZ receives today a a new adjustment patch on Xbox One, PlayStation®4, Nintendo Switch and PC via STEAM.
The list of adjustments applied to the game is listed below (English only):
HEALTH RECOVERY UPON TAKING DAMAGE:
- Reduce the amount of recoverable health when damaged. (Excluding invincible moves)
KI GAUGE:
- Decrease the amount of Ki Gauge gained when receiving damage from Super Attacks and Meteor Attacks, and increase the amount of Ki Gauge gained when receiving damage from other attacks.
- For a short period of time after using the Ki Gauge, the overall amount of Ki Gauge gained is now reduced.
MID-AIR SMASH ATTACK:
- When the condition for a camera change is met, the camera effect will occur regardless of the height of the character’s position now.
INVINCIBLE SPECIAL MOVES:
- Z Assist and Ultimate Z Change will now be unusable during Invincible Special Moves aside from when it hits. POWERED-UP SPECIAL MOVE:
- Reduce the amount of Recoverable Health when receiving damage from Power-up Special Moves. (Excluding invincible moves)
SUPER ATTACK:
- Reduce the amount of damage dealt when a move other than Ultimate Z Change connects after a Super Attack hits.
- It is now easier to successfully connect Ultimate Z Change after Super Attacks.
ALL METEOR ATTACKS:
- Increased the minimum damage of all Meteor Attacks.
SPARKING!:
- Sparking! can now be used while blocking. (Includes blocking in mid-air)
- While Sparking! is active, reduce the amount of recoverable health of the opponent when damage is dealt to them. (Excluding invincible moves)
- Increased the start up frames of Sparking! aside from when cancelled from an attack.
VANISH MOVE:
- Camera change is easier to occur when cancelled from an attack.
Z-REFLECT:
- You will be invincible to the opponent’s Sparking! activation after a successful Z-Reflect against an opponent’s attack.
ALL THROW MOVES, DRAGON RUSH:
- Specific throw moves and Dragon Rush cannot connect more than once within a combo.
DRAGON RUSH:
- Decreased the amount of Ki gauge gained and damage dealt.
- After a Dragon Rush during mid-combo, camera change will not occur for subsequent hits.
MID-AIR DRAGON RUSH:
- The opponent will ground slide after a mid-air Dragon Rush during a combo.
GUARD CANCEL CHANGE:
- Invincible state will now last until coming into contact or in close vicinity with the opponent.
- Increased the recovery frames and landing recovery frames when blocked.
GROUND BACKSTEP:
- Increase the distance travelled.
SHENRON (REVIVE ALLIES):
- Increased the health of the revived ally.
SHENRON (MAKE ME IMMORTAL):
- Increased the health recovery rate.
GROUND RECOVERY:
- Reduced the collision from mid-air opponent.
DELAYED GROUND RECOVERY:
- Until completely down, you will now be able to perform the different ground recovery options.
DRAMATIC FINISH:
- Vanish Move will also trigger Dramatic Finish now.
Dragon Ball FighterZ gets new adjustments and free content today!
DRAGON BALL FighterZ receives today a host of free updates and a new adjustment patch on PC.
FighterZ Tournament is a new, online tournament mode featuring various new match rules, culminating in a final 8-player bracket. The winners and runners-up in each tournament will receive special rewards and Z Trophies, the latter of which players can display in their all-new Z Trophy Room.
Z Trophy Rooms, the second new feature, are unique to each player, and can be decorated with the Z Trophies that they collect, as well as with Lobby Avatars. Players can also change the background music. Players can then visit the Z Trophy Rooms of their friends – or show off their collection to their own guests.
Watch the trailer featuring all the new features: https://youtu.be/Ky0WwDQc-Y0 Find below the list of adjustments applied to the game from today:
COMMON SYSTEM
SUPER DASH:
- Fixed an issue where game behavior changes by being at left or right side.
- Fixed an issue when Super Dash does not end immediately when cancelling an opponent’s move.
- Fixed an issue, where Super Dash charges upwards when the opponent uses Vanish at the same timing.
SUPER DASH, Z CHANGE, GUARD CANCEL CHANGE:
- Fixed an issue where if the player hits the opponent near the ground, they will immediately land on the ground. Z CHANGE, GUARD CANCEL CHANGE:
- When used against an opponent guarding, the hit stun value has been changed to match the same as when using Super Dash. GUARD CANCEL CHANGE:
- Increased recovery timing while receiving hits, making it difficult for follow-up attacks.
- Increased the stun time.
- The camera will trigger effect animation after a combo hit. DRAGON BALL:
- Players will now be able to view the amount of active DRAGON BALLs during cut scenes in the match. MID-AIR DRAGON RUSH:
- Added mid-air attack attributes. Z Assist:
- After guarding or after receiving damage and not being able to use Z Change, players will now also be unable to use Z Assist. GROUND DASH:
- Players will now be able to perform Special Moves at the beginning of Ground Dash VANISH:
- Fixed an issue where if the player uses Z Change against an opponent that uses Vanish at the same time, the character joining the fight will attack an empty area. INPUT SPECIAL MOVE:
- Adjusted so that Z Reflect will not be prioritized over inputting Special Move commands after Guarding.
GAMEPLAY
GOKU (SUPER SAIYAN):
- Ground Dragon Flash Fist (Light, Medium): removed mid-air attack attributes. To avoid being countered by crouching heavy attack.
VEGETA (SUPER SAIYAN):
- Jump ↓ Heavy Attack: the movement of this attack will now connect more easily when the opponent is horizontaly aligned with the player.
PICCOLO:
- Z Assist: Adjusted so that the blast effects will not disappear while Piccolo is still within the screen frame
- Ground Special Demon Slicer (Light): Adjusted so that players will be able to follow-up with a Super Attack or Vanish when the move connects with the opponent and bounces on the ground.
- Mid-air Special Demon Slicer (Light, Heavy): This move now has a faster trigger rate. Fixed the falling speed after executing this move and increased the stun time for opponents affected by this skill.
- Demon Shocker: Extended hitbox. Adjusted hit effect. Enabled to trigger Super Dash or Z Change when the move hits.
- Demon Shocker (diagonally): This move will now have a faster trigger rate.
- Crouching Unique Attack: This move will now have a faster trigger rate. The hitbox of this attack has also been increased.
GOHAN (TEEN):
- Standing Light Attack, Follow-up 1: Increased the attack’s reach and effect. Added a landing recovery frame. This skill can now be executed before landing on the ground.
- Standing Light Attack, Follow-up 2: Changed the movement and effect of the skill. This attack will now switch positions with your opponent when it connects. Added a landing recovery frame and mid-air attack attribute
- Crouching Unique Attack, Jump↓ Unique Attack: Fixed an issue where the Ki Blast’s lower section doesn’t explode on impact when used against Android 18’s barrier.
FRIEZA:
- You must die by my hand!: This move can now be executable while knocked down and or after receiving several attacks. This move will now have a slower trigger rate but increased damage.
- Death Saucer: Adjusted the hit effect when the disk returns to the screen, adding a sliding knockdown effect.
- Standing Light Attack, Follow-up 2: Fixed an issue where the attack animation becomes buggy when hit in a specific position.
CAPTAIN GINYU:
- Standing Light Attack, Follow-up 1: This move will now trigger at a faster rate.
- Standing Light Attack, Follow-up 2: Enabled Unique Attack with Z Combo
TRUNKS:
- Ground Shining Slash (Light, Heavy): Removed mid-air attack attributes. To avoid being countered by crouching heavy attack.
- Heat Dome Attack: The hitbox for this attack has been increased.
CELL:
- Crouching Unique Attack: The hitbox on the first-contact for this attack has been increased. When hit, the knock-back effect of the opponent has been changed.
ANDROID 18:
- Barrier: this barrier will now be able to protect allies’ Z Assist
- Z Assist, Mid-air support attack (Unique): the support area of this skill has been increased.
GOTENKS:
- Crouching Heavy Attack: The hitbox of this skill has been increased when the attack is aimed downward.
- Charging Ultra Volleyball: The player will now be unable to perform any actions until they land on the ground after executing this move.
- Galactic Donuts: Fixed and issue where the game bugs out when the move hits the opponent’s assist.
KRILLIN:
- Afterimage: Increased the stun time.
- Solar Flare: Reduced recovery frame on whiff and when guarded.
- Jump ↓ Unique Attack: Fixed an issue where the Ki Blast’s lower section doesn’t explode on impact when used against Android 18’s barrier.
KID BUU:
- Ground Mystic Ball Attack (Light): This move now has a slower trigger rate.
- Pearl Flash: Increased the stun time while falling. When used, it will now be harder to go behind the opponent.
MAJIN BUU:
- Standing Medium Attack: Reduced hit stun.
- Standing Heavy Attack: This move now has a faster trigger rate, an increased speed and an increased upward hitbox.
NAPPA:
- Saibaman (Light, Medium): The recovery rate while using this skill has reduced.
- Too bad: The 2nd hit of this move now has a faster trigger rate.
ANDROID 16:
- Hell Flash: Fixed an issue where the final hit of the Hell Flash is blocked, when triggered with an Ultimate Z Change at specific positions.
- Hell Flash: The distance between the player and the opponent after using this skill has been increased.
- Z Assist: When used against an opponent, their guard recovery rate has now been reduced.
- Hell Heat: This skill will now hit multiple times.
- Hell Heat (Long distance version): Changed to trigger the move quicker and changed recovery frame shorter on whiff.
YAMCHA:
- Wolf Fang Fist, Gale Claws
- Wolf Fang Fist, Reverse Wolf Fang Fist, Neo Wolf Fang Fist, Wolf Fang Fist: Pack Attack, Wolf Fang Fist: Finisher: This move-set is now made easier to use against an opponent mid-air.
TIEN:
- Crane Strike: Reduced landing recovery frame.
- Neo Tri-Beam: Increased damage for the first initial hit, as well as adjusted damage allocation.
GOHAN (ADULT):
- Potential Unleashed (Heavy + Unique): Adjusted so that damage increases by holding the button
- Standing Heavy Attack: Extended hit stun on guard.
- Crouching Heavy Attack: Reduced the movement distance when using this attack.
- Bros. Kamehameha: Fixed an issue where the opponent appears during the skill cut-scene
HIT:
- Realized Power: Adjusted so that the skill can more easily connect with Ultimate Z Change. Adjusted the hit animation, so that it doesn’t disturb the skill cut-scene anymore.
- Ground Realized Power: The upward hitbox for this move has been increased
- Mid-air Realized Power: The opponent now falls to the ground when hit by this move.
- I keep improving: Fixed an issue where Z Change is available along with Meteor Attack after the move hits.
GOKU (SSGSS):
- Super God Shock Flash (Medium, Heavy): The player will teleport before attacking. This move now has a slower trigger rate.
- Divine Void Strike (Light, Medium): Made the timing to repell Ki Blast faster.
VEGETA (SSGSS):
- Jump ↓ Heavy Attack: This move will now be easier to land on opponents horizontally.
- On a scale of one to ten, I'll give you a three!: Made the timing to repell Ki Blast faster.
BEERUS:
- God of Destruction's Rampage: Changed to trigger the move quicker and adjusted the movement speed.
- Sphere of Destruction: Changed to trigger the move quicker and made all recovery frames shorter.
- God of Destruction's Wrath: Changed to trigger the move quicker. Added super armor in the middle of movement.
- God of Destruction's Judgment: Reduced recovery frame after the move hits.
GOKU BLACK:
- God Slicer Dance: Increased damage.
- Holy Light Grenade: Adjusted the hit effect of the final hit, and made easier to connect with Ultimate Z Change
ANDROID 21:
- Standing Medium Attack: Reduced hit stun.
- Barrier: Now enable to protect allies’ Z Assist.
- Excellent Full Course: reduced recovery frame after the move hits. Adjusted opponent’s knock back.
BARDOCK:
- Revenge Assault: Increased the recovery time after hitting the opponent, and increased the distance of the player from the opponent after executing the skill.
- Raging Meteor: Increased the stun time on the opponent on the final hit.
BROLY:
- Crouching Heavy Attack: The downward hitbox for this move has been increased.
- All Special Moves: The armor invincibility buff now has a faster trigger rate.
VEJITO (SSGSS):
- Jump ↓ Heavy Attack: Players will now be able to cancel the move by jumping.
- Omega Finishing Blow: Increased minimum damage.
ZAMASU (FUSED):
- Standing Medium Attack: Increased the movement speed for this attack.
- Divine Order: Made it easier to perform a follow-up with Eternal Justice after the move hits.
- Lightning of Absolution: Fixed an issue where the effect does not appear properly when the move hits in high attitude.
GOKU:
- Kaioken (Additional Unique Attack, ↓ Additional Unique Attack): This move now has a faster trigger rate.
- Kaioken (Additional Medium Attack): The player is now invincible while spinning.
- Kaioken: Increased early input for additional attacks when the screen turns dark.
VEGETA:
- Crouching Unique Attack, Jump↓ Unique Attack: Reduced the character’s recovery frame.
- Jump ↓ Heavy Attack: Reduced recovery frame. Reduced movement speed and attack continuation time.
ANDROID 17:
- End game: Fixed an issue where the skill’s effects aren’t shown properly at certain times.
COOLER:
- Death Drop: Fixed an issue where the camera becomes abnormal during the K.O cut-scene.
- Z Assist: Fixed an issue where returning as Cooler from Z Assist, the opponent becomes unmovable from Cooler’s push.
DRAGON BALL FighterZ - Patch Note 1.11
Together with the release of the original version of Goku and Vegeta for DRAGON BALL FIGHTERZ, a new balance patch is available with tons of improvements.
Read all the changes applied today in the patch notes below. Thanks for supporting and playing Dragon Ball FighterZ
DRAGON BALL FighterZ - Patch Note 1.11
MODES
WORLD MATCH: Entry settings: now Player’s Info is displayed Ranked Match:
- now you can set the Opponent Rank settings to Same Rank, About the Same or Challenge in the entry settings.
- Network color will no longer be displayed on finding an opponent. Casual Match: Now you can set the Oponent Color settings to Same Color, About the same or Anything goes.
PARTY MATCH: Added ‘Sorry’ and ‘Don't worry’ messages to Party Match
LOCAL BATTLE: Added Input Delay settings when playing against a player.
LOCAL MATCH: On VS screen, players can now press and hold either the L1 button or L2 button on the screen before a match to change their first character.
**TRAINING MODE: ** Player team can now be edited when making a World Match entry. Colors can now be selected when changing characters. Added Ki Gauge Recovery option and can stop Ki gauge from auto-recovering. Added Center(After KO/Switch), Center(After Stage Change) options to the Starting Side settings. Added the Reset Damage Information option Added Starting Position settings:
- Can switch the position of the characters.
- The position can also be switched by holding down ↑ Character Settings:
- Added Potential Unleashed settings for Gohan (Adult).
- Added Ginyu Force setttings for Ginyu. Training Dummy Recording Settings:
- Training dummy's play records can now be saved to 8 different slots.
- Added a function to randomly play a record from multiple slots (with adjustable frequency for each slot). Ennemy Settings:
- Added Counterattack Settings: set an attack for the training dummy to reversal attack with after a block or a damage.
OTHERS: Character selection screen: increased the cursor movement speed. Follow list: followed players' names will now be displayed in blue. Button settings: Pressing OPTIONS on the Button Settings screen will now save current settings and exit the screen. Result screen: Z Stamps can now be used when rematch menu is displayed for online matches.
GAMEPLAY
COMMON: Now an attack won’t count as a hit during successful Z-reflect recovery frames.
**PICCOLO: ** Homing Energy Blast, Z Assist: Increased the hit stun and the recovery frames.
**GOHAN (TEEN): ** Crouching Special: Now he can move while in the air after performing the move.
- Matched the landing recovery frame with Jumping Down Special.
- Expanded the hitbox for the beginning of the attack. Jumping Down Special: Expanded the hitbox for the beginning of the attack. Z Assist: Now the Z-Assist moves more forward while rising.
FRIEZA: Standing Special: Reduced the start up frame Death Slash, Z Assist: Increased the hit stun and the non-recovery frame. Death Slash(Light ver.): Reduced the start up frame Warp Smash: Frieza now becomes invincible faster. Midair ‘You might not survive this time’: Reduced the landing recovery frame on whiff. Golden Frieza:
- Reduced the recovery frame after the pause.
- If an opponent isn't taking any hits when this move is activated then it would take more time till the game pauses to zoom in to Frieza.
- However Frieza becomes invincible during this time.
- Z combo restrictions are lifted. (EX. Can perform a string such as the following: Standing Heavy -> Standing Medium -> Standing Light.)"
GINYU: Crouching Heavy: Can now Z combo into Standing Special. Standing Special(Jeice): Increased the hit stun and the non-recovery frame. Z Assist: Increased the hit stun and the non-recovery frame. Strong Jersey: Reduced the block stun. Strong Jersey (Medium/Heavy ver.):
- Increased the non-recovery frame on hit.
- Changed the way a damaged character is blown away." Aerial Strong Jersey : Reduced the start up frame.
TRUNKS: Standing Special, Jumping Special, Cyclone Buster:
- Hitbox of these attacks now disappear when Z reflected and can now be cancelled into a Special Move after that.
- Fixed an issue where it was sometimes unable to cancel on hitting an opponent when the move is about to end. Z Assist: increased the hit stun and the non-recovery frame on hit. Shining Slash (Heavy ver.): reduced the start up frame.
CELL: Standing Light, Crouching Light: Increased the start up frame. Low Kick: Damage scaling increased when using this move as a combo starter. Jumping Medium: Increased the start up frame. Jumping Special:
- Increased damage scaling.
- The first hit now ground bounces an opponent. Ground Rolling Crush (Medium ver.): The distance moved can now be adjusted by pressing either forward or back while rolling. Ground Rolling Crush (Heavy ver.): Reduced the start up frame. The distance moved can now be adjusted by pressing either forward or back while rolling." Aerial Rolling Crush (Light/Medium Ver.): The move will no longer hit an opponent on the back.
**ANDROID 18: ** Standing Light, Crouching Light: can now repeat whiffing the move consecutively by pressing ← at the same time. Support Attack(Barrier), Z-Assist: enters the invincible state faster. Barrier:
- Enters the invincible state faster.
- Can now cancel into Super Attack just by pressing R1 or R2 on blocking an attack. (Press ←+R1 or R2 to Meteor Attack.) Fixed an issue where Dragon Rush doesn't launch an opponent in certain situation. Back Grapple(Light ver.):
- Reduced the start up frame.
- Can now connect into Super Attack on hit." Back Grapple(Medium/Heavy ver.): Increased the move distance.
**GOTENKS: ** Standing Special: Matched the cancel timing on additional inputs with the other characters. Z Assist: Fixed an issue where the camera angle doesn't change in the latter part of the combo after hitting an opponent with the Assist attack. Galactic Donuts: Fixed an issue where the camera angle doesn't change on landing Heavy attack in the next combo after hitting an opponent's Z Assist. DIE DIE Missile Barrage:
- Reduced the start up frame.
- Increased the damage.
- Changed the way an opponent is blown away on hit.
- Increased the hit stun.
- Expanded the hitbox for the beginning of the attack. Miracle Super Punch(Medium): Landing recovery frame has been increased when not holding down the Medium Button. Ground Great Special Rolling Kick (Heavy ver.)
- Increased the recovery frame.
- Can now air dash and double jump after the move. AerialGreat Special Rolling Kick (Heavy ver.): Reduced the recovery frame. Vengeful Shout: Landing recovery frame has been increased on performing a feint.
KRILLIN: Standing Special:
- Increased the non-recovery frame.
- Can now bend only the second fire ball by inputting ← + Special on an additional input. Jumping Special:
- Increased the non-recovery frame.
- Can now bend the fireballs upward by inputting ↑+ Special on an additional input. Senzu, Z Assist:
- Rocks no longer break by an opponent's attacks.
- Mitigated the damage scaling. Solar Flare: Added invincibility to jump attacks.
KID BUU: Crouching Medium(Medium/ Long ranged ver.):
- Increased the start up frame.
- Increased the damage scaling when using this move as a combo starter. Crouching Special:
- Increased the landing recovery frame.
- Now the fireball will be thrown downward depending on the opponent's position. Jumping Special: Increased the landing recovery frame. Mystic Ball Attack: The attack will no longer hit an opponent on the back. Mystic Arm Swing: Added invincibility to jump attacks.
MAJIN BUU: Standing Light: Now the attack will hit a crouching opponent too. Standing Lights - 2nd attack : reduced the start up frame. Z Assist: increased the non-recovery frame.
NAPPA: Standing Light: will no longer be blocked by standing guard. Crouching Medium: Will no longer be blocked by standing guard. Crouching Heavy: Expanded the hitbox forward. Z Assist: Increased the hit stun. Blazing Storm, Z Assist:
- Reduced the start up frame.
- Reduced frame disadvantage when blocked by an opponent. Too bad:
- Now enters the invincible state faster.
- Reduced the entire recovery frame. Saibamen(Acid): Can now be canceled into Z reflect or Super Dash on block (as same as other ki-blasts).
ANDROID 16: Standing Lights - 3rd attack:
- Reduced the start up frame.
- Can no longer delay the attack after the 2nd Standing Light. Ground Flying Powerbomb (Light/Medium ver.): added invincibility to jump attacks. Ground Flying Powerbomb (Heavy ver.): increased the duration of invincibility to jump attacks. Ground Dynamite Driver (Light/Medium ver.): increased the damage.
YAMCHA: Neo Wolf Fang Fist: changed the hit effect to wall bounce. Spirit Ball: Increased the least amount of damage.
TIEN: Z Assist: Increased the non-recovery frame. Ground Volleyball Fist: fixed an issue where additional inputs could be made even when blocked by an opponent. Ground Volleyball Fist (Medium): now enters the armor invincible state faster. Ground Volleyball Fist (2nd/3rd attacks, Heavy ver.): Tien copies will appear to do the attacks. Tri-Beam: increased the duration during which Ultimate Z change can be performed. Tri-Beam, Neo Tri-Beam: the amount of self damage is reduced while Sparking!
HIT: Standing Lights - 3rd attack: expanded the hitbox upward. Crouching Light: can now cancel the second Standing Light into Crouching Light Tides of Time(Heavy ver.): now enters the invincible state faster. Death Blow: fixed so that the camera angle won't change in the latter part of the combo on hitting an opponent with this move.
GOKU (SSGSS): Super God Shock Flash:
- Reduced the start up frame.
- Changed the way an opponent is blown away on hit. Super God Shock Flash(Light/Heavy ver.):
- Increased the damage of the attack that is performed on whiffing the grab.
- Added damage scaling when using this move as a combo starter. Instant Transmission: now faces towards an opponent after the move. Extreme Speed Kamehameha: increased the duration during which Ultimate Z change can be performed.
VEGETA (SSGSS): Big Bang Attack, Z Assist:
- Increased the damage.
- Increased the hit stun and block stun.
- Changed the direction an opponent is blown away on hit. Super Dash Kick(3rd attack - Light ver.): increased the start up frame only when an opponent is in front. Ground Super Dash Kick: removed the jump attack property. Ground Super Dash Kick(2nd and 3rd attacks): unified the frame disadvantages. Galick Gun: increased the damage. Niagara Pummel:
- Increased the move distance.
- Reduced the start up frame.
- Mitigated the damage scaling. Niagara Pummel (On holding the button): fixed so that the camera angle won't change in the latter part of the combo after hitting an opponent on holding down the button.
BEERUS: Standing Light:
- reduced the start up frame.
- Expanded the hitbox forward. Crouching Light: Reduced the start up frame. Z Assist: Increased the move distance. Sphere of Destruction, Z Assist:
- Increased the non-recovery frame on hitting an opponent while they are not moving by Beerus' attacks.
- Changed the way an opponent is blown away on hit. Sphere of Destruction: Can now be canceled into Special move, Z change or Sparking! on repelling the sphere with a normal attack. Ground Sphere of Destruction(Heavy ver.): Now Beerus floats a little higher when pressing↓.
ANDROID 21: Crouching Medium: shrank the hit box to reduce the reach. Crouching Medium(Long range ver.):
- Added damage scaling when using this move as a combo starter.
- Expanded the hitbox inwardly. Z Assist:
- increased the hit stun.
- increased the non-recovery frame.
- decreased the damage.
- Increased the recovery frame. Total Detonation Ball:
- Increased the hit stun.
- Now she will start recovering to the neutral state after the ball has exploded. Total Detonation Ball(Light/Medium ver.): increased the recovery frame. Homing Energy Blast:
- increased the hit stun.
- Increased the recovery frame." Barrier Sphere:
- Now enters the invincible state faster.
- Can now cancel into Super Attack just by pressing R1 or R2 on blocking an attack. (Press ←+R1 or R2 to Meteor Attack.)" Ground Aerial Connoisseur Cut: added invincibility to jump attacks. Connoisseur Cut, Aerial Connoisseur Cut: now faces towards an opponent on whiff.
BARDOCK: Rebellion Spear (Light ver.): decreased the block stun. Ground Rebellion Spear (Medium ver.):
- Added invincibility to jump attacks.
- Increased landing recovery frame. Rebellion Spear (Heavy ver.)
- Increased the duration of the first attack.
- Increased the damage of the follow up attack. Saiyan Spirit: fixed so that the camera angle won't change in the latter part of the combo after hitting an opponent.
BROLY: Various armors: Broly's various armors will no longer endure Vanish attacks. Z Assist:
- Expanded the hitbox for the beginning of the attack.
- Increased non-recovery frame. Eraser Blow: expanded the hitbox for the beginning of the attack. Gigantic Strike: now it's easier to follow up with Vanish attack.
VEGITO (SSGSS): Barrier:
- Now enters invincible state faster.
- Increased the entire recovery frame on whiff. Ground Atomic Buster: Added invincibility to jump attacks. Spiral Heel Shot:
- Reduced the block stun of the last attack.
- Decreased the recovery frame. Aerial Spiral Heel Shot: reduced the non-recovery frame when the camera angle doesn't change. Aerial Spiral Heel Shot (Light/Medium ver.): increased the move distance.
ZAMASU (FUSED): Jumping Light: expanded the hitbox upward. Z Assist:
- Shrunk the front part of the hurt box.
- Reduced the start up frame.
- Increased the projectile speed." Ground Eternal Justice (Light/Heavy ver.): reduced the start up frame. Aerial Eternal Justice(Heavy ver.): reduced the start up frame. Divine Order: shrunk the front part of the hurt box. Divine Order (On holding the button):
- reduced the start up frame.
- Increased the projectile speed.
PATCH NOTES – June 20th 2018
A new patch for Dragon Ball FighterZ on PS4, XB1 and PC has been release with many fixes to improve your experience. Read the full Patch Note below.
ARCADE MODE: Fixed an issue where Finish Bonus values aren't correct when finishing with certain moves. Examples: Trunks' Cyclone Buster, Gotenks' Charging Ultra Volleyball, Freeza's Sorbet's Ray Gun.
TRAINING MODE: Fixed an issue where the recorded inputs are not displayed properly when using horizontal inputs using one or two members in the opponent team.
Fixed an issue where the inputs of Repeat Attack option gets reversed after performing Ginyu's Body Change to either the 2nd or the 3rd character in Practice.
GAMEPLAY
ANDROID 18: Fixed an issue where the latter explosive part of ‘Energy Wave’ sometimes misses even when the first part hits.
Fixed an issue where Dragon Rush doesn't launch an opponent in certain situation.
ZAMASU (Fused): Fixed an issue where Zamasu's position is slightly off when grabbed by Android16's Dynamite Driver.
VEGITO (SSGSS): Fixed an issue where the effect of Vegito's Omega Finishing Blow stays longer on the screen when connecting Vegito's Omega Finishing Blow to Goku Black's God Slicer Dance with Ultimate Z Change. The wind effect of Vegito's Omega Finishing Blow partially remains when Ultimate Z changed into Goku Black right before the Omega Finishing Blow hits an opponent.
Fixed an issue where an opponent floats in an invulnerable state when hitting the opponent and the opponent's assist character at the same time with Vegito's Crouching Special or Jump Special and canceling it.
Fixed an issue where advance inputs aren't available when hitting an opponent with Vegito's Crounching Special and Jump Special.
ANDROID 21: Fixed an issue where an opponent doesn't disappear with the star blink when launched with the ground Dragon Rush.
Fixed an issue where Android 21's Homing Energy Blast doesn't change its target even after a Z change (also fixed for Piccolo).
Fixed an issue where the direction Homing Energy Blast pushes back an opponent doesn't reverse even when characters' positions are switched (also fixed for Piccolo).
BROLY: Fixed issues with the stage destruction scenes (colors, glitches…) when performing Broly's Gigantic Meteor (R2 / RT Button version) and Z change before an opponent is K.O.ed.
Fixed an issue where the explosion effect of Broly's Eraser Blow moves rapidly in horizontal direction when clashed in certain timing.
GOKU (SSGSS): Fixed an issue where the camera movement is incorrect when launching an opponent with Goku(SSGSS)'s aerial Dragon Rush.
GOHAN(Adult): Fixed an issue where Jumping Light Attack whiffs when performed against Goku Black right after Dragon Rush.
BEERUS: Fixed an issue where an opponent's Ki gauge increases more when K.O.ed with God of Destruction's Judgment and the special cut scene.
Fixed an issue where Ki gauge increases when the heavy version of Sphere of Destruction hits an opponent.
PICCOLO: Fixed an issue where Piccolo's Z Assist doesn't fire the Homing Energy Blast when performed while Majin Buu's Fat Throw is hitting an opponent.
Fixed an issue where Piccolo's Z Assist doesn't fire the Homing Energy Blast when performed while Android 16's grabbing an opponent with Flying Powerbomb.
Fixed an issue where Piccolo's Homing Energy Blast doesn't change its target even after a Z change (also fixed for Android 21)
Fixed an issue where the direction Homing Energy Blast pushes back an opponent doesn't reverse even when characters' positions are switched (also fixed for Android 21).
GOKU BLACK: fixed an issue where some Goku Black's mirror images are partially displayed off screen when performing The Work of a God at very high position.
TRUNKS: Fixed an issue where Trunks' animation becomes strange when hitting an opponent with Shining Slash after K.O. or time up.
MAJIN BUU: Fixed an issue where the size of the wrapping effect of Majin Buu's Fat Slow is based on the first character when hitting an opponent at an instant Z change is performed.
OTHER GAMEPLAY FIXES
LIVE COMMENTARY: Fixed an issue where live commentary is played too early when Beerus grabs an opponent with his Meteor attack.
Fixed an issue where an audio comment related to Beerus VS Zamasu is played while Goku Black is played ( ‘I-I don't believe this! Zamasu has vanished!’)
BACKGROUND: Fixed an issue where all buildings in the background collapses simultaneously when Z reflecting energy balls after performing following moves: Majin Buu’s Now Buu really...hate you!, Android 16’s Hell Flash Maximum Output and Last Resort, Android 21’s Excellent Full Course and Sweet Tooth.
VOICE: fixed an issue where voice were not played correctly when performing Dragon Rush (Forced Switch) then Dragon Rush again right after.
Z CHANGE: Fixed a glitch when pressing Forward + Attack button + Assist button simultaneously to Z change while jumping.
Fixed an issue where a character doesn't immediately leave the screen when performing Z change while the character is in the transitioning frame to a jump motion.
ULTIMATE Z CHANGE: When finishing an opponent with Ultimate Z change using the Meteor Attacks listed below, the Assist gauge becomes unavailable for certain period of time at the start of the next round: Android 21's Sweet Tooth Majin Buu's Turn into candy! Beerus' God of Destruction's Judgment When the special K.O. cut scene is triggered against Goku Black and Zamasu(Fused)
ASSIST: Fixed an issue where assist characters leave the screen without taking the K.O. motion when defeated by Jump Heavy Attack. (Even though they are defeated)
KI GAUGE: Fixed an issue where Ki gauge stops increasing when hitting an opponent with something like trap type projectiles while a player character is performing the press-and-hold Vanish move in Sparking! state.
Free update including new features and gampelay fixes coming on 9th May.
A free update for Dragon Ball FighterZ is going to be rolled out on 9th May. Two new features -FighterZ Cup and Party Battle- will be added together with many gameplay improvements. Please read below for the full list of changes included:
NEW FEATURES: More information will be revealed soon for the events linked to these new features • FIGHTERZ CUP: a monthly competition where players can fight and collect points for their respective Z-Union • PARTY BATTLE: Co-op fights where 3 players can join forces to defeat fearsome bosses
MODES: • REPLAY CHANNEL: To enable implementation of the below gameplay adjustments (see “GAMEPLAY” section), recorded data from Replay Channel will be erased • COMBO CHALLENGE: Fixed an issue where there was a gap between when the timer starts counting and the game starts allowing some inputs when performing position reset in a combo challenge
TRAINING MODE: • Fixed an issue where the training dummy doesn't guard/unguard properly with Enemy Settings set to Guard First Only • Fixed an issue where the training dummy doesn't properly playback movements that are recorded in advance when using Ginyu's Body Change after performing Dragon Rush (Forced Switch) and not resetting the positions in-between these two actions. • Fixed an issue where the combo damage is not displayed when an attack is counteracted by an armor move . An adjustment has also been made to prevent immediate health recovery when an attack is counteracted by an armor move. • Fixed an issue where “OK!” is displayed on the Assist character icons even when they are crossed out with Assist Cooldown Setting set to Quick Recovery • Fixed an issue where the training dummy fails to recover its health with some specific unconnected strings of moves • Fixed an issue where the training dummy fails to guard in some cases even when the Guard Follow-ups option is selected • Self-damaging moves will no longer affect the Combo Damage displayed • Fixed an issue where the training dummy fails to guard attacks with some specific strings when the Guard Settings is set to Guard Follow-ups
STORY MODE: • Fixed an issue where the defense-up skills are taking effects only the half of what they are supposed to
GAMEPLAY: GOKU (Super Saiyan): • Fixed an issue where the dust effect displayed for Goku (Super Saiyan)'s Kamehameha and Warp Kamehameha continues to be displayed while the game is paused by an opponent’s Super Attack
VEGETA (SSGSS): • Fixed an issue where the Vegeta (SSGSS)'s Big Bang Attack does not explode when blocked by a Z Assist with an armor property (such as Android 18's Z Assist) • Fixed an issue where player cannot perform Vanish move when Vegeta (SSGSS)'s Big Bang Attack hits armor property objects (such as Broly's Powered Shell) • Modified the damage scaling of Vegeta(SSGSS) several Ki-Blast moves to match with a normal Ki Blast • Modified the amount of the damage that's done with the first attack of Vegeta(SSGSS)'s Niagara Pummel • Adjusted Vegeta (SSGSS)'s On a Scale of One to Ten, I'll Give You a Three! so that it's easier now to grab an opponent and follow up with Z assists • Fixed an issue where the move sometimes hits an opponent even after they're K.O.-ed • Fixed an issue where Vegeta (SSGSS)'s invincibility is disabled at the wrong timing when executing Final Flash Attack
BROLY: • Fixed an issue where the energy ball goes up in the air when Broly's Gigantic Meteor is clash canceled • Fixed an issue where Broly's Jumping Heavy Attack doesn't clash cancel • Fixed an issue where the Powered Shell effect appears for a split second when Broly gets K.O-ed • Fixed an issue where an opponent wall bounces when a player hits the opponent with Broly's Gigantic Strike with corner on the back • Fixed an issue where hit count doesn't increase when hitting an opponent with Broly's Jump Heavy Attack, the medium and the heavy versions of Lariat Express • Matched the number of times Broly's Jumping Down Heavy attack can endure hits with other moves to allow an opponent to counter it with a Crouching Heavy attack • Fixed an issue where Broly's Powered Shell disappears when hit by certain ranged Special Moves • Fixed an issue where Broly is able to cancel into his Super Attack at the moment he catches an opponent with his Eraser Blow the medium and the heavy versions of the Lariat Express, Gigantic Claw and Gigantic Strike • Fixed an issue where Broly’s barrier effect is out of sync when canceling into Sparking Blast 1 frame after the start of a Super Dash
BEERUS: • Fixed an issue where Beerus' Standing Unique Attack, Jumping Unique Attack and Sphere of Destruction disappear before they destroy what is in the background when reflected • Fixed an issue where the lower energy ball of the two created by Beerus's heavy version of Sphere of Destruction cannot be repelled by Beerus' attacks when it bounced back without hitting an opponent • Fixed an issue where Beerus is able to keep shooting Ki-blasts without an end after hitting an opponent with his Beerus Ball in a certain way • Fixed an issue where Sphere of Destruction keeps flashing and making sounds when it takes hits during a pause • Reduced the recovery frame of Beerus' down medium attack to match with other moves
TIEN: • Fixed an issue with character displays that's observed when Tien hits an opponent who is positioned at the backside of Tien
KRILLIN: • Now Krillin's Z assist will always throw a rock unless a player is inputting left when he appears on the screen • Increased the duration of hit stun and the time an opponent isn't able to recover for Krillin's Z Assist
NAPPA: • Adjusted the knock back distance of an opponent so that Nappa's Jumping Down Heavy attack is more likely to hit twice • Mitigated the damage scaling of Nappa's Too Bad to balance out with other invincible moves • Adjusted damage scaling of Saibaman's explosive attacks
YAMCHA: • Fixed an issue with appearances when a player defeats the last character of an opponent with Yamcha's Ultimate Wolf Fang Fist
CAPTAIN GINYU: • Fixed an issue where the Z Assist Character is displayed while performing Ginyu's Body Change • Fixed an issue where Ginyu's Jumping Heavy attack can put an opponent in the sliding knockdown state in a different timing than other characters
HIT: • Fixed an issue where Z assist characters remain on the screen in the case Hit's I Keep Improving hits an opponent while the characters are in their hit stun
FRIEZA: • Fixed an issue where Frieza's Death Saucer doesn't vanish after clashing with Broly's Powered Shell • Extended the inner part of the hit box for Frieza's Crouching Heavy • Fixed an issue where damage scaling isn't properly processed when executing Frieza's You might not survive this time and connecting it with following Death Ball. • Fixed an issue where Frieza's Death Saucer flies in a wrong path when clashed once • Fixed an issue where Frieza's You must Die by my Hand! cannot be executed when getting a hard knock-down by certain moves (Nappa's Arm Break, etc.) • Adjusted the damage and the damage scaling for Frieza's You might not Survive this Time
PICCOLO: • Fixed an issue where Piccolo's Z Assist doesn't fire the energy blast when used right after a Super Attack • Fixed an issue where a player can't block Piccolo's Z Assist unless the player is inputting the direction away from an opponent when the opponent switches the positioning of the player's main character and the opponent's main character while Piccolo's Z Assist Homing Energy Blast is still on the screen
ANDROID 18: • Modified the light version of Android 18's Back Grapple's so that the hit count increases when an opponent is smashed into the ground • Also modified the damage value and the damage scaling in accordance with the above modification
ANDROID 16: • Now players will be able to recover from the ground when hit by Android 16's Dynamite Driver • Removed the invincibility to ranged attacks from Android 16's Standing Heavy, Jumping Heavy and Crouching Heavy
VEGETA (Super Saiyan): • Reduced the duration of block stun for Vegeta (Super Saiyan)'s Z assist
GOHAN (Adult): • Modified the property of Gohan (Adult)'s down light attack to match with other light attacks • Modified Gohan (Adult)’s heavy version of mid-air Ultimate Back Attack so that opponents are now able to ground recover when hit • Reduced the frame advantage of Gohan (Adult)'s heavy version of Machine Gun Kick when it's blocked by an opponent
KID BUU: • Fixed an issue where Kid Buu's Candy Beam sometimes hits an opponent for several times • Made a modification to Kid Buu's Pearl Flash so that the damage scaling of Super Attacks is now applied
ANDROID 21: • Fixed an issue where the move property of Android 21's Solar Flare which becomes available after absorbing an opponent isn't ranged attack • Android 21's Total Detonation Ball has been adjusted so that it now disappears when hit by Broly's Powered Shell • Fixed an issue where a sound effect isn't played when Android 21 executes a mid-air version of her special move Sticky Energy Blast • Fixed an issue where Android 21's hurt box isn't consistent depending on which mid-air damaged motion is triggered
GOHAN (Teen): • Fixed an issue where wrong down state is applied to a character when getting hit by the medium version of Gohan (Teen)'s Flying Kick high up in the air • Fixed the timing when Gohan (Teen)'s 5-Hit Combo disappears • Fixed an issue where the effect was out of synch during Son Gohan (Adult)'s Jet Upper and Z Assist • Fixed an issue where characters' appearances become strange while they're falling when Son Gohan (Adult) hits an opponent high up in the air with his ground version of the Ultimate Back Attack (after Potential Unleashed)
GOTENKS: • Fixed an issue where the hitbox of Gotenks' Z Assist remains even after he has left the screen • Fixed an issue where Gotenks' Jumping Heavy can put an opponent in the sliding knockdown state in a different timing than other characters • Fixed an issue where Gotenks' Z Assist can forcibly put an already mid-air opponent's position back to the ground
CELL: • Cell's Psychokinesis Crash has been adjusted so that the attack no longer appears behind an opponent character
TRUNKS: • Fixed an issue where Trunks sometimes doesn't execute follow up attacks after hitting an opponent with his Shining Slash
GOKU BLACK: • Made an adjustment so that Goku Black's medium and heavy versions of the Fierce God Kick no longer locks down even a knocked out opponent
OTHERS: • Fixed an issue where some characters don't instantly transition to their down motion but keeps performing their super armor moves until the end in the case the character loses all its health by an opponent's move that has a property to lock down an enemy • Fixed an issue where a character reacts and turns back to an opponent after the Vanish attack while they are performing certain Special Moves or Super Attacks such as Goku (Super Saiyan)'s Kamehameha • Fixed an issue where a character floats in the air for a short period when getting a sliding knock down by particular moves such as Goku Black's Holy Light Grenade • Fixed an issue where Z Assist characters fly high up in the air when they are forced to leave the screen by certain moves such as Goku Black's God Slicer Dance • Fixed an issue where a player's character loses its ability to move properly when the player performs Z reflect against some specific moves such as Android 16's Hell Flash • Fixed an issue where a player's normal Jumping Heavy Attack works in the same way as an auto combo finisher when an opponent's Z Assist character leaves the screen while the player is performing a combo • Fixed an issue where scaling that should have been applied to non-recovery frame to prevent a combo loop isn't applied when starting a combo with certain moves • Fixed an issue where a character slides horizontally with facing downward when triggering Super Dash under specific conditions • Fixed an issue where certain voices aren't played in certain situations • Fixed KO voices so that the appropriate voices that are corresponding to certain characters will be played • Increased the duration of throw invincibility for both air and ground back dash • Made some adjustments to make it harder to execute the Z reflect for the second time in succession • Fixed an issue where the invincibility of Z assist characters aren't properly disabled when leaving the screen due to the main character getting a hit • Fixed an issue where a player's main character is able to cancel moves to an another move even when they are whiffing in the case the player team's fireballs got reflected by an opponent's Z-reflect or Super dash.
Thank you for playing Dragon Ball FighterZ
Patch Note - 14th March 2018
Dragon Ball FighterZ is about to get even Better! Following our announced improvement roadmap, we are thrilled to reveal the upcoming release of a new patch that will greatly improve Ring matches, fix gameplay exploits and add new features!
Read the full patch note below for more details and get ready for the release on March 16th.
MODES
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REPLAY CHANNEL: To enable implementation of the below gameplay adjustments (see “GAMEPLAY” section), recorded data from Replay Channel will be erased
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WORLD MATCH: Changed rematch system to 3 matches in both Ranked and Casual World Match
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RING MATCHES: Improved match-making and server stability
GAMEPLAY
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SSGSS GOKU: Fixed a bug that makes “x10 Kaioken Kamehameha” combo continue even if the opponent gets away from the attacks
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CAPTAIN GINYU: Fixed a bug that makes Ginyu Force members collide with the opponent character and sometimes interrupts the latter’s attacks
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NAPPA: Fixed a bug that makes Saibamen collide with the opponent character and sometimes interrupts the latter’s attacks
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ALL CHARACTERS: Fixed a bug that makes characters float in the air if Dragon Rush Clash happens when landing from mid-air back step
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ALL CHARACTERS: Fixed a bug that makes main characters say the wrong name when calling a Z-Change or Z-Assist
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ALL CHARACTERS: Fixed a bug that alters the hit box of Z-Assist characters under certain circumstances
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HIT/SSGSS GOKU/SSGSS VEGETA: Fixed a bug that triggers Z-Change voice over dialogues instead of Z-Assist ones
NEW FEATURES
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Z-UNION: Added Z-Union feature that enables players to join “Unions” (fan clubs) of their favorite character and get special rewards. And the longer you stay in a Union, the better the rewards become.
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GAME LOBBY: Added the possibility to leave the Lobby by using the stairs at the entrance
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OFFLINE LOBBY: Added option to enter the Offline Lobby from title screen
Dragon Ball FighterZ - Patch Feb 28th
Following our roadmap to deliver the patches that will fix the bugs collected since the launch of Dragon Ball FighterZ, we rolled out the first important update for Dragon Ball FighterZ lately.
Please find below the list of the improvements :
MODES
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PARTY MATCH: Added the Party Match feature which enables automatic match-up with 5 other players to play a Party Match.
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REPLAY CHANNEL: Expanded Replay Channel functions (added “Followed Player Channel” and “Search Channel”) – Previous replay data will be deleted
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RANKED MATCH / CASUAL MATCH: Added controller vibration to indicate when an opponent has been found
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ARCADE MODE: Added “Return to Character Selection” and “Return to Course Selection” after completing a course
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TRAINING MODE: Fixed a bug that shows the Dragon Balls collection animation while options were set on “Do not display”
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TRAINING MODE: Fixed a bug that made the Assist Gauge recover when player guards continuously
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BATTLE TUTORIAL: Fixed a bug that prevented the UI to be displayed properly when player passes the objective right after the beginning of the match
CHARACTERS
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GOKU BLACK: Fixed a bug that prevented the character to disappear when Goku Black’s Special Move « The Work of a God » was used after an Ultimate Z Change
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ANDROID 21: Fixed a bug that prevented Android 21 from disappearing immediately after she is called in for a Z-Assist and the main character takes damage
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ANDROID 21: Fixed a red visual bug when Android 21 is called in for a Z-Assist and the main character takes damage
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FRIEZA: Fixed a bug that prevents Frieza to properly use “You Must Die by My Hand!” when lying on the ground after his Golden Frieza transformation
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HIT: Fixed a bug that prevents the “Super Ghost Kamikaze Attack” effect to disappear when used during Ultimate Z Change and Hit’s Meteor Special Attack
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HIT: Fixed a bug that prevents the Z-Assist character to disappear when the main character is damaged at the very same moment by Hit’s “I Keep Improving” attack
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TIEN: Fixed a bug that makes a character invisible when both the main character and Z-Assist character are damaged by Tien’s attack “Farewell, Tien…”
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CAPTAIN GINYU: Fixed a bug that allows Ultimate Z Change to be performed with less than 3 gauges after performing “Powerful Energy Wave” MAJIN BUU: Fixed a bug that makes the opponent invincible if Majin Buu’s “Standing Light – Follow Up 2” and the opponent’s Super Dash hit simultaneously ANDROID 18: Fixed a bug of voice/mouth synchronization when special dialogues are played against Piccolo and Vegeta
OTHER FEATURES
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ONLINE: Implemented optimizations to improve Match Making
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SHENRON: Fixed a bug that prevents Destructive Finish and Stage Destruction effects to appear with a character resurrected by Shenron
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SUPPORT CHARACTERS: Fixed a bug that prevents voices of Support Characters (like Android 17 or Ginyu Force) to be played normally when called into battle
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DRAGON RUSH: Fixed a bug that reversed the guard controls when a character is being changed by a Dragon Rush