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Every character has a universal health value of 10,000.

Recoverable Health[edit]

The blue part can be recovered if they tag out and rest

When characters take damage, a percentage of that damage can be healed if they are able to tag out (colloquially called blue health). Tagging back in or getting forced back in removes any recoverable health the character has, so players will need to decide if tagging in a character is worth the potential health lost.

The amount of recoverable health depends on the context:

Context % Recoverable
Combos that start with a non-invincible attack 50%
Combos that start with an invincible attack
(i.e. DP, Level 3 Supers)
All damage to assists 100%

Characters tagged out and not on cooldown regain health at the rate of 3.17 health/frame (190.2/s). During Sparking the point character regains health at a variable rate determined by the amount of recoverable health.

Ki Gauge[edit]

Max is 7 bars

Ki is the primary offensive resource in the game. Players will use Ki to perform Vanish, Super Attacks, Guard Cancels and more.

Gaining Ki[edit]

To increase the Ki Gauge, perform some type of offensive action. This includes attacking the opponent, or simply advancing towards them. As a general rule: the more aggressive the action against the opponent, the more the Ki gained. Moves that cost Ki to use do not gain any Ki.

Ki Cooldown[edit]

If Ki is used in a combo, then any Ki gained during the rest of the combo is reduced by approximately 90%.

Ki Charge[edit]

Recreate entire episodes of the show

Hold L+S to perform a Ki Charge and quickly fill up your Ki Gauge. There is a fairly long minimum duration that Ki Charge is active for, and you are in Counter Hit state the entire time you're charging. Note that the rate you accumulate Ki accelerates the longer you charge.

Version Damage Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul Hitbox
Ki Charge
- - - 14 49-223 7 - - - - - - -
  • Minimum Ki Charge duration is 70F and gains 0.5 Ki Gauge
  • The rate at which you gain Ki increases the longer you hold the button
  • Charge time to gain 1 Ki Gauge: 77F, 2 Ki: 113F, 3 Ki: 142F, 4 Ki: 166F, 5 Ki: 187F, 6 Ki: 206F, 7 Ki: 223F

Assist Cooldown[edit]

Assists and tagging out are disabled, but you can still Ultimate Z Change

After using a Z Assist, that character will not be able to be used again for a set amount of time - you can not use that character for either Z Assist or Z Change until this cooldown ends. Each assist has a different amount of cooldown time and the cooldown timer only begins once after the opponent leaves hitstun/blockstun. During Sparking, the cooldown timer will start even when the opponent is in hitstun/blockstun.

This cooldown also applies after manually tagging in a character.

Ultimate Z Change is unaffected by this cooldown and can be used at any time.

Assist Lockout[edit]

Can not use assists at all, not even for Ultimate Z Change

After manually tagging in or getting forced out via Dragon Rush, your teammates enter a lockout state with a red X over their portrait. During this time, you can not use them for Z Assist nor for Ultimate Z Change.

Lockout duration depends on how the teammate was tagged out:

Z Change and Ultimate Z Change: 120F
Dragon Rush: 360F

Sparking Blast Icon[edit]

When you use it can determine the results of the match

The Sparking Blast Icon is located under your health gauge and indicates that you can use a Sparking Blast. Each player starts with one icon at the start of each match and the only way to get another is to summon Shenron and choose the wish "Give me the ultimate power!".

Dragon Balls[edit]

You and your opponent share the balls

In the middle of a match, players can collect Dragon Balls through one of two methods.

The first method is performing combos of specific length:

  • 10-19 hits unlocks the One-Star Dragon Ball
  • 20-29 hits unlocks the Two-Star Dragon Ball
  • 30-39 hits unlocks the Three-Star Dragon Ball
  • 40-49 hits unlocks the Four-Star Dragon Ball
  • 50-59 hits unlocks the Five-Star Dragon Ball
  • 60-69 hits unlocks the Six-Star Dragon Ball
  • 70-79 hits unlocks the Seven-Star Dragon Ball

The second method is by successfully landing an attack with Dynamic! property, performed by connecting a 5LLL with the Smash! property and repeatedly pressing L to perform the Super Dash and aerial Super Combo.

This will unlock Dragon Balls in the following order:

Four-Star → Two-Star → Five-Star → Three-Star → Six-Star → Seven-Star → One-Star.

If a Dragon Ball in this sequence was already claimed through the first method, the next in sequence will be obtained instead.

The Dragon Balls are shared between players, meaning either player can use them to summon Shenron.

Summoning Shenron[edit]

What is your wish?

Once all seven Dragon Balls are collected, the next person to land an attack with Dynamic! property while having a full 7 Ki Gauges will summon Shenron (which does not expend any Ki). The summoner has 5 seconds to choose one of four benefits:

  • Restore my health! — Fully heals the current character.
  • Bring back my ally! — Revives a fallen teammate with 20% health. If both teammates are dead, the one earliest in initial team order will be revived.
  • Give me the ultimate power! — Gives an additional Sparking Icon.
  • Make me immortal! — Active character recovers blue health (roughly 180 per second) for the rest of the match. Stacks with Sparking's health recovery.

Shenron can only be summoned once per match.

Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data

Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc