Dragon Ball FighterZ - 1.15 Patch notes
- Standing Light Attack Follow-up 2 can now be linked to a Z Change
- Standing Light Attack Follow-up 2 will always knock the opponent forward on hit
- Jumping Heavy Attack descent is faster during a camera shift
- Jumping Heavy Attack shortened the amount of sliding knockdown when the attack hits
- Jumping Heavy Attack 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
- Adjusted hurtboxes during crouching and movement
- Vanish increased the base damage of the attack
- Android 18 Grounded Support Attack and Support Attack Heavy have been adjusted
- Captain Ginyu Unique Attack and Together We Are...the Ginyu Force have been adjusted
- Nappa Saibaman Acid has been adjusted
- Videl Crouching Unique Attack has been adjusted
- Simple Dash can be set to Normal or Off
- Simple Z Change can be set to Normal, Down Input, and Off
- Fixed an issue in which a Super Combo would not occur if Jumping Light Attack connected at a low position in the air
- Fixed an issue in which damage scaling would not apply when a projectile connected during an attack
- Fixed an issue in which guard direction would be reversed if a sub character's projectile flew past the opponent
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