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===8 Directions, 6 Buttons===
===8 Directions, 6 Buttons===
[[Dragon Ball FighterZ]] uses a layout very familiar to fighting game players.
[[Dragon Ball FighterZ]] uses a layout very familiar to fighting game players.
It uses the D pad for <big>8 way direction</big> input, not analog input (though the Analog Stick can be used).<br />
It uses the D-Pad for <big>8-way direction</big> input, not analog input (though the Analog Stick can be used).<br />
There are <big>6 attack buttons</big> in total: <big>L</big> (light), <big>M</big> (medium), <big>H</big> (heavy), <big>S</big> (Special), <big>Z1</big> (Z Assist 1), <big>Z2</big> (Z Assist 2) .
There are <big>6 attack buttons</big> in total: <big>L</big> (Light {{L}}), <big>M</big> (Medium {{M}}), <big>H</big> (Heavy {{HV}}), <big>S</big> (Special {{SP}}), <big>A1</big> (Z Assist 1 {{A1}}), <big>A2</big> (Z Assist 2 {{A2}})


== Basic Controls ==
== Basic Controls ==
;Super Dash (H+S)
;Super Dash ({{HV}}+{{SP}}, air OK)
:Homing dash attack avoids Ki Blasts, but not beams and explosions. On hit, can followup into a combo.
:A homing dash attack that avoids ki blasts, but not beams and explosions. On hit, you can follow-up into a combo. On block, you recoil slightly and cannot immediately act.
;Dragon Rush (L+M)
;Dragon Rush ({{L}}+{{M}}, air OK)
: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.
:Dash forward and attack the enemy with an unblockable flurry of blows, resulting in a launcher. Effectively the basic throw of the game. Can not hit opponents in blockstun, but can be used mid-combo. Comboing into Dragon Rush will result in a sliding knockdown instead of a launcher. A character about to be hit by a Dragon Rush can press any button to tech out, causes the two characters to clash with a flurry of blows and then break away from each other. Pressing {{A1}}/{{A2}} 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)
;Z Assist ({{A1}}/{{A2}}, air OK)
: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.
:Call your teammate for support. Each character has a preset attack for Z Assist. After using a Z Assist, there's a cooldown on using that same teammate for another Z Assist or a Z Change. Cooldown will not commence while the opponent is in stun, but will continue if it has already commenced. Can call multiple assists at the same time. Can call assists in the middle of your own attacks (except during supers), but not while blocking/getting hit.
;Z Change (Hold Z1/Z2)
;Z Change (Hold {{A1}}/{{A2}}, air OK), Quick Z Change ({{2}}+{{A1}}/{{A2}}, air OK)
:Switch with a teammate. Your teammate comes in with a Super Dash
:Switch your current character with a teammate. Your teammate comes in with a Super Dash.  After using a Z Change, you cannot use your teammates for anything else for a short time. Following that, there's a cooldown on using the character that was called back for a Z Assist or another Z Change. Cooldown will not commence while the opponent is in stun, but will continue if it has already commenced.
;Ki Charge (L+S)
;Ki Charge ({{L}}+{{SP}})
:Hold down to charge your energy gauge. Timer is paused while charging.
:Hold down to charge your Ki Gauge. Timer is paused while charging. Ki increases slowly at first but increases faster the longer Ki Charge is held.
;Push Block ({{4}}+S)
;Z Reflect ({{4}}+{{SP}})
:Perform a push blocking animation that deflects ki blasts. Pushes opponents away if it deflects physical strikes. Can deflect both high and low attacks.
: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)
;Sparking Blast ({{L}}+{{M}}+{{HV}}+{{SP}}, air OK)
: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.
:Does a GG/BB-esque Burst attack that increases your power and cancel options for a limited time. Affects the entire team. Can only be performed at neutral or by canceling a normal or special on hit or block. Comboing into Sparking Blast pops the opponent high into the air, similar to a P4A One More! Burst or a BBCS Gold Burst. Unlike GG/BB, Sparking Blast is not a defensive mechanic, as it can not be performed while in hitstun or blockstun. Costs 1 Sparking Blast Icon.
:*Attack power increases
:*Attack power increases
:*Ki gain increases
:*Point character blue health regenerates at a very fast rate
:*Ground normals can be jump canceled, air normals can be dash canceled
:*Ground normals can be jump canceled, air normals can be dash canceled
:*Quickly recover blue health while being the point character
:*6M can be special canceled
:*Sparking Blast power up lasts longer the less characters are left alive on your team
:*Super Dash has reduced pushback and can cancel into attacks immediately on block
;Vanish Attack (M+H)
:*Hold buttons during a Vanish to teleport behind the opponent without attacking and recover almost instantly
: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
:*Assist cooldown will start to recover even while the opponent is in hitstun or blockstun
:During Sparking, hold M+H to teleport behind the opponent without attacking, allowing you to go for an even bigger combo of your own!
:*Sparking! lasts longer the fewer characters you have on your team
;Ultimate Z Change (During Super > Z1/Z2)
;Vanish ({{M}}+{{HV}}, air OK)
:Tag in with a teammate and perform a Super Attack. Each character has a preset super for Ultimate Z Change. Costs 1 gauge.
: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. During Sparking!, hold M+H to teleport behind the opponent without attacking and recover almost instantly. Costs 1 Ki Gauge.
 
;Guard Cancel Change / Guard Cancel ({{6}}+{{A1}}/{{A2}} during blockstun)
==Dragon Balls==
:Switch your current character with a teammate while blocking. On hit, the opponent is knocked away. After using a Guard Cancel Change, you cannot use your teammates for anything else for a short time. Following that, there's a cooldown on using the character that was called back for a Z Assist or a Z Change. Cooldown will not commence while the opponent is in stun, but will continue if it has already commenced. If you have no teammates, Guard Cancel will teleport behind the opponent and attack them, similar to a Vanish. Costs 1 Ki Gauge.
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. There is another way to get Dragonballs but the conditions are currently not yet fully understood.
;Ultimate Z Change ({{A1}}/{{A2}} or {{4}}+{{A1}}/{{A2}} during a Super Attack or {{41236}}+{{A1}}/{{A2}} or {{63214}}+{{A1}}/{{A2}} after connecting an attack, air OK)
 
:Tag in with a teammate to perform their Super Attack or Meteor Attack. Inputting {{A1}}/{{A2}} during a Super Attack or {{41236}}+{{A1}}/{{A2}} after connecting an attack performs the selected teammate's preset Super Attack, whereas inputting {{4}}+{{A1}}/{{A2}} during a Super Attack or {{63214}}+{{A1}}/{{A2}} after connecting an attack performs the selected teammate's preset Meteor Attack. Characters tagging out will be on cooldown for Z Assist or Z Change, but a teammate can be brought in for an Ultimate Z Change regardless of their cooldown. Costs 1 or 3 Ki Gauges.
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 point character
*Whole team slowly gradually blue health
*Give an additional Sparking icon
*Revive a teammate with 20% health
 
 
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[[Category:Dragon Ball FighterZ]]

Revision as of 02:58, 13 August 2019

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 DBL.png), M (Medium DBM.png), H (Heavy DBH.png), S (Special DBS.png), A1 (Z Assist 1 DBA1.png), A2 (Z Assist 2 DBA2.png)

Basic Controls

Super Dash (DBH.png+DBS.png, air OK)
A homing dash attack that avoids ki blasts, but not beams and explosions. On hit, you can follow-up into a combo. On block, you recoil slightly and cannot immediately act.
Dragon Rush (DBL.png+DBM.png, air OK)
Dash forward and attack the enemy with an unblockable flurry of blows, resulting in a launcher. Effectively the basic throw of the game. Can not hit opponents in blockstun, but can be used mid-combo. Comboing into Dragon Rush will result in a sliding knockdown instead of a launcher. A character about to be hit by a Dragon Rush can press any button to tech out, causes the two characters to clash with a flurry of blows and then break away from each other. Pressing DBA1.png/DBA2.png 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 Assist (DBA1.png/DBA2.png, air OK)
Call your teammate for support. Each character has a preset attack for Z Assist. After using a Z Assist, there's a cooldown on using that same teammate for another Z Assist or a Z Change. Cooldown will not commence while the opponent is in stun, but will continue if it has already commenced. Can call multiple assists at the same time. Can call assists in the middle of your own attacks (except during supers), but not while blocking/getting hit.
Z Change (Hold DBA1.png/DBA2.png, air OK), Quick Z Change (Template:2+DBA1.png/DBA2.png, air OK)
Switch your current character with a teammate. Your teammate comes in with a Super Dash. After using a Z Change, you cannot use your teammates for anything else for a short time. Following that, there's a cooldown on using the character that was called back for a Z Assist or another Z Change. Cooldown will not commence while the opponent is in stun, but will continue if it has already commenced.
Ki Charge (DBL.png+DBS.png)
Hold down to charge your Ki Gauge. Timer is paused while charging. Ki increases slowly at first but increases faster the longer Ki Charge is held.
Z Reflect (Template:4+DBS.png)
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 (DBL.png+DBM.png+DBH.png+DBS.png, air OK)
Does a GG/BB-esque Burst attack that increases your power and cancel options for a limited time. Affects the entire team. Can only be performed at neutral or by canceling a normal or special on hit or block. Comboing into Sparking Blast pops the opponent high into the air, similar to a P4A One More! Burst or a BBCS Gold Burst. Unlike GG/BB, Sparking Blast is not a defensive mechanic, as it can not be performed while in hitstun or blockstun. Costs 1 Sparking Blast Icon.
  • Attack power increases
  • Ki gain increases
  • Point character blue health regenerates at a very fast rate
  • Ground normals can be jump canceled, air normals can be dash canceled
  • 6M can be special canceled
  • Super Dash has reduced pushback and can cancel into attacks immediately on block
  • Hold buttons during a Vanish to teleport behind the opponent without attacking and recover almost instantly
  • Assist cooldown will start to recover even while the opponent is in hitstun or blockstun
  • Sparking! lasts longer the fewer characters you have on your team
Vanish (DBM.png+DBH.png, air OK)
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. During Sparking!, hold M+H to teleport behind the opponent without attacking and recover almost instantly. Costs 1 Ki Gauge.
Guard Cancel Change / Guard Cancel (Template:6+DBA1.png/DBA2.png during blockstun)
Switch your current character with a teammate while blocking. On hit, the opponent is knocked away. After using a Guard Cancel Change, you cannot use your teammates for anything else for a short time. Following that, there's a cooldown on using the character that was called back for a Z Assist or a Z Change. Cooldown will not commence while the opponent is in stun, but will continue if it has already commenced. If you have no teammates, Guard Cancel will teleport behind the opponent and attack them, similar to a Vanish. Costs 1 Ki Gauge.
Ultimate Z Change (DBA1.png/DBA2.png or Template:4+DBA1.png/DBA2.png during a Super Attack or Template:41236+DBA1.png/DBA2.png or Template:63214+DBA1.png/DBA2.png after connecting an attack, air OK)
Tag in with a teammate to perform their Super Attack or Meteor Attack. Inputting DBA1.png/DBA2.png during a Super Attack or Template:41236+DBA1.png/DBA2.png after connecting an attack performs the selected teammate's preset Super Attack, whereas inputting Template:4+DBA1.png/DBA2.png during a Super Attack or Template:63214+DBA1.png/DBA2.png after connecting an attack performs the selected teammate's preset Meteor Attack. Characters tagging out will be on cooldown for Z Assist or Z Change, but a teammate can be brought in for an Ultimate Z Change regardless of their cooldown. Costs 1 or 3 Ki Gauges.

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