DBFZ/Controls: Difference between revisions

From Dustloop Wiki
mNo edit summary
mNo edit summary
Line 7: Line 7:
== Basic Controls ==
== Basic Controls ==
;Super Dash (H+S, air OK)
;Super Dash (H+S, 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, air OK)
;Dragon Rush (L+M, 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 soft 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.
: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 soft 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.
Line 15: Line 15:
: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.  
: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+S)
:Hold down to charge your Ki Gauge. Timer is paused while charging. Ki increases slowly at first but increases faster the longer Z Charge is held. During Ki Charge, you're in Counter Hit state and there is significant recovery after you stop 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. During Ki Charge, you're in Counter Hit state and there is significant recovery after you stop charging.
;Z Reflect ({{4}}+S)
;Z Reflect ({{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.
:Perform a push blocking animation that deflects ki blasts. Pushes opponents away if it deflects physical strikes. Can deflect both high and low attacks.
Line 23: Line 23:
:*Blue health regenerates at a very fast rate
:*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
:*Super Dash has reduced pushback and can be canceled into attacks immediately on block
:*6M can be special canceled
:*Super Dash has reduced pushback and can cancel into attacks immediately on block
:*Hold buttons during a Vanish Attack to teleport behind the opponent without attacking and recover almost instantly
:*Hold buttons during a Vanish Attack to teleport behind the opponent without attacking and recover almost instantly
:*Sparking! lasts longer the fewer characters you have on your team
:*Sparking! lasts longer the fewer characters you have on your team

Revision as of 08:47, 18 January 2018

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), A1 (Z Assist 1), A2 (Z Assist 2)

Basic Controls

Super Dash (H+S, 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 (L+M, 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 soft 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 (A1/A2, 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 A1/A2, air OK), Quick Z Change (Template:6+A1/A2, 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 (L+S)
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. During Ki Charge, you're in Counter Hit state and there is significant recovery after you stop charging.
Z Reflect (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, air OK)
Does a GG/BB-esque Burst attack that increases your power and cancel options for a limited time. Only affects the character who does Sparking Blast - changing characters does not transfer this power-up. 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 Icon.
  • Attack power increases
  • 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 Attack to teleport behind the opponent without attacking and recover almost instantly
  • Sparking! lasts longer the fewer characters you have on your team
Vanish Attack (M+H, 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 (Template:6+A1/A2 during blockstun, air OK)
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. Costs 1 Ki Gauge.
Ultimate Z Change (A1/A2 or Template:4+A1/A2 during a Super Attack or Template:41236+A1/A2 or Template: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 Template:41236+A1/A2 after connecting an attack performs the selected teammate's Template:236+L+M Super Attack, whereas inputting Template:4+A1/A2 during a Super Attack or Template:63214+A1/A2 after connecting an attack performs their Template:214+L+M 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.

Template:Navbar-DBFZ