# DRAGON BALL FighterZ Dragon Ball FighterZ Season 3 - Kefla & Free Update 1.21 - Product: DRAGON BALL FighterZ (https://whatsnew.fyi/product/dragon-ball-fighterz) - Vendor: Arc System Works - Date: 2020-02-25 - Original notes: https://store.steampowered.com/news/app/678950/view/1722001656499578109 - Permalink: https://whatsnew.fyi/product/dragon-ball-fighterz/releases/2020-02-25-dragon-ball-fighterz-season-3-kefla-free-update-1 What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — Added Kefla as a playable character - **added** — Players can now choose from 3 different Z Assists for each character before the fight - **added** — Added Boot Camp mode where players are trained by other characters - **added** — Added a gauge that displays health proportion for all members of a team - **added** — Ki Charge can now deflect Ki Blasts - **added** — Pressing the heavy attack button during a Ki Charge will now perform a Super Dash - **added** — Ki Charge can now be continued for a set amount of time even when Ki gauge is maxed out - **changed** — Updated the battle screen - **changed** — When one character remains, that character has increased damage output, Ki gauge increases by one, and opponent's recoverable health is reduced on hit except with invincible moves - **changed** — All jumping attacks will no longer hit a crouching opponent when performed as the character is rising into the air - **changed** — Characters blocking mid-air will be in a crouching state after landing - **changed** — When hit just before landing from a jump, characters will be in a grounded state rather than a mid-air state - **changed** — Ki Charge recovery reduced - **changed** — Vanish can now be canceled with a Special Move or Super Dash during camera shift - **changed** — Dragon Rush is now easier to combo into when the opponent is taking damage mid-air - **changed** — Dragon Rush can now be performed after landing a standing light attack - **changed** — If Dragon Rush is landed in a combo, it can now be canceled after the attack with a Vanish - **changed** — The number of jumps and mid-air dashes available resets after a Dragon Rush break - **changed** — When a switch is forced via Dragon Rush, the switch will occur faster than before - **changed** — Switch-in timing can now be manually controlled with a ← input after a forced Dragon Rush switch - **changed** — Powered-up Special Moves now only consume half a Ki gauge - **changed** — While Sparking! is active, the character will no longer go over the opponent when the move is canceled into an air dash - **changed** — Increased the damage of Standing and Crouching Heavy Attack during camera shift - **changed** — Removed landing recovery for Jumping Heavy Attack during camera shift - **changed** — Increased the attack level when clashed in Guard Cancel - **changed** — Z Assists can no longer be used until some time has passed after the opponent stops blocking - **changed** — Z Assists that blowback will always knock the opponent in the direction the Z Assist character is facing - **changed** — Adjusted where Z Assists appear - **changed** — Made it possible to perform a simple air dash even when holding ↗ immediately after jumping - **changed** — Attacks hitting sub-characters such as Saibamen and the Ginyu Force can now be canceled - **fixed** — 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** — Fixed an issue in which performing an attack immediately after blocking would cause problems with the hurtbox during the following action - **fixed** — For certain attacks that lock the opponent in place and trigger a cinematic sequence, the hitboxes are no longer active during the hitstop 👊 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! - 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! - As the battle goes on, the last character standing will see their power increase drastically. Don’t give up until the last second! - 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. ➡ [**CLICK HERE FOR THE FULL PATCH NOTES**](https://bnent.eu/DB _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/678950/view/1722001656499578109]_