DBFZ/Controls: Difference between revisions

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:Tag in with a teammate and perform a Super Attack. Each character has a preset super for Ultimate Z Change. Costs 1 gauge.
:Tag in with a teammate and perform a Super Attack. Each character has a preset super for Ultimate Z Change. Costs 1 gauge.
==Dragon Balls==
==Dragon Balls==
In the middle of a match, players can collect Dragonballs by doing combos of specific length; the current theory is that combos between 10-19 hits gives the 1 Star ball, 20-29 hits gives the 2 Star ball, 30-39 hit gives the 3 Star ball, etc. Both players share all Dragonballs collected and once all seven are collected, the player who collected the final one can choose a powerup.
In the middle of a match, players can collect Dragonballs by doing combos of specific length; the current theory is that combos between 10-19 hits gives the 1 Star ball, 20-29 hits gives the 2 Star ball, 30-39 hit gives the 3 Star ball, etc.
 
Both players share all Dragonballs collected and once all seven are collected, the player who collected the final one can choose a power up:
*Full heal for current point character
*Whole team slowly regains blue health
*Give an additional Sparking icon
*Revive a teammate with 20% health




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{{Navbar-DBFZ}}
{{Navbar-DBFZ}}

Revision as of 00:17, 14 December 2017

Controls

8 Directions, 6 Buttons

Dragon Ball FighterZ uses a layout very familiar to fighting game players. It uses the D pad for 8 way direction input, not analog input (though the Analog Stick can be used).
There are 6 attack buttons in total: L (light), M (medium), H (heavy), S (Special), Z1 (Z Assist 1), Z2 (Z Assist 2) .

Basic Controls

Super Dash (H+S)
Homing dash attack avoids Ki Blasts, but not beams and explosions. On hit, can followup into a combo.
Dragon Rush (L+M)
Dash forward and attack the enemy with an unblockable launcher. Effectively the basic throws of the game. Can not hit opponents in blockstun, but can be used mid-combo. If two opponents Dragon Rush at each other, then they break away from each other. Pressing Z1 / Z2 during a successful Dragon Rush will knock out the opponent's character and swap in a new one depending on which button was used, similar to a Snapback in the Marvel vs. Capcom series.
Z Assists (Z1/Z2)
Call your teammate for cover fire. Each character has a preset attack for Z Assist. Z Assist have cooldown (unspecified amount of time, potentially character specific). Can call multiple assists at the same time. Can call assists in the middle of your own attacks (except during Lv3 supers), but not while blocking/getting hit.
Z Change (Hold Z1/Z2)
Switch with a teammate. Your teammate comes in with a Super Dash
Ki Charge (L+S)
Hold down to charge your energy gauge. Timer is paused while charging.
Push Block (Template:4+S)
Perform a push blocking animation that deflects ki blasts. Pushes opponents away if it deflects physical strikes. Can deflect both high and low attacks.
Sparking Blast (L+M+H+S)
Does a GG/BB-esqe Burst attack that Increase your power for a limited time! Only affects the character who does Sparking Blast - changing characters does not transfer this power-up! Can only be used once per match. Can only be performed at neutral or when your attack does not whiff. Unlike GG/BB, can not be performed while getting hit/blocking.
  • Attack power increases
  • Ground normals can be jump canceled, air normals can be dash canceled
  • Quickly recover blue health while being the point character
  • Sparking Blast power up lasts longer the less characters are left alive on your team
Vanish Attack (M+H)
Teleport behind the opponent and attack. If done mid-combo, will wall bounce the opponent, allowing you to continue the combo. If done at neutral, will blow the opponent away instead. Hold buttons to teleport behind opponent without attacking. Costs 1 Gauge
Ultimate Z Change (During Super > Z1/Z2)
Tag in with a teammate and perform a Super Attack. Each character has a preset super for Ultimate Z Change. Costs 1 gauge.

Dragon Balls

In the middle of a match, players can collect Dragonballs by doing combos of specific length; the current theory is that combos between 10-19 hits gives the 1 Star ball, 20-29 hits gives the 2 Star ball, 30-39 hit gives the 3 Star ball, etc.

Both players share all Dragonballs collected and once all seven are collected, the player who collected the final one can choose a power up:

  • Full heal for current point character
  • Whole team slowly regains blue health
  • Give an additional Sparking icon
  • Revive a teammate with 20% health



Template:Navbar-DBFZ