Ki Gauge
Ki is the primary offensive resource in the game. Players will use Ki to perform Vanish, Super Attacks, Guard Cancels and more.
Gaining Ki
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
If Ki is used in a combo, then any Ki gained during the rest of the combo is reduced by approximately 90%.
Ki Charge
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 | GuardHow this attack can be guarded. | SmashWhich type of cinematic this attack can trigger. | StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. | ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | Invul. |
---|---|---|---|---|---|---|---|---|
- | All | - | 14 | 49-223 | 7 | - | -
Z Assist CooldownAfter using an 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 assists 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. Ultimate Z Change is unaffected by this cooldown and can be used at any time.
Z Assist LockoutAfter manually tagging in, your teammates enter a lockout state with a red X over their portrait. During this time, you can not use them for assists nor for Ultimate Z Change.
Sparking Blast IconThe 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 BallsIn the middle of a match, players can collect Dragon Balls through one of two methods. The first method is performing combos of specific length:
The second method is by successfully landing an attack with Dynamic! property, performed by connecting the last hit of the grounded light Super Combo and repeatedly pressing L to perform the Super Dash and aerial Super Combo. This will unlock Dragon Balls in the following order:
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 the mighty dragon Shenron!
Summoning ShenronOnce all seven Dragon Balls are collected, there is still another condition to be met: The next person to land an attack with Dynamic! property while having a full 7 Ki Gauges will summon Shenron, granting the user one of four benefits (note that summoning Shenron does not expend any Ki Gauges). This will automatically summon Shenron after the final hit of the combo and you can choose one of 4 wishes:
Shenron can only be summoned once per match. Template:Navbar-DBFZ |