DBFZ/Offense

From Dustloop Wiki
Jump to: navigation, search

Normals[edit]

Super Combo[edit]

Dragon Ball FighterZ has an autocombo system similar to the one found in Persona 4: Arena. By holding 4 during a Super Combo, you can prevent yourself from continuing the Super Combo. In the case of the L Super Combo, performing 5L > 4L will result in 5L > 5L on the ground and j.L > j.L in the air.

Ground L Super Combo

By repeatedly pressing 5L, your character will automatically perform a full sequence of attacks.

5L > 5L > 5L consists of 5L followed by two unique normals (5LL and 5LLL) that function like a medium and heavy normal, respectively. 5LLL causes a launching Smash on hit. 5LL and 5LLL come out even on whiff, and will auto-corrects on side switch. Pressing 5L again after 5LLL on hit will automatically perform a Super Dash.

Air L Super Combo

j.L > j.L > j.L on air-to-air hit will result in a basic j.L > j.M > j.H air combo. However, the second j.L (j.LL) has a few different properties compares to manual j.M:

  • Has some tracking, overriding your current momentum unlike j.M which keeps your momentum. This is often used to reposition you up in situations where j.M wouldn't connect
  • Will never come out after 2 j.Ls in a row
  • Typically can't reverse beat back to j.L

Characters with full access to reverse beat can do j.L > j.H > j.L > j.LL, or even j.L > j.LL > j.4L. But they can never do j.L > j.4L > j.LL.

Full L Super Combo

If you successfully land the last hit of the grounded L Super Combo, in a combo that hasn't used U Smash!, continue into the automatic Super Dash, and then the aerial L Super Combo, the final j.L will cause Dynamic! property on hit instead of the usual Smash! property, granting you a Dragon Ball. More information on this is described in the Dragon Balls section.

This Dynamic! hit (5LLLLLLL) only works if 5LLLLL (j.L) is buffered during 5LLLL's (automatic Super Dash) hitstop.

M Super Combo

5M has its own Super Combo by repeatedly pressing 5M, resulting in the following sequence:

5M > 2M (on block)
5M > 2M > Special Move > Super Attack (on hit)

Specials performed through 5MMM will sometimes have different properties than their manual counterpart. Usually this will take the form of a corner bounce, but this is not always the case. Specials that already cause wall bounce will have increased wall bounce.

There are some minor exceptions to the standard M Super Combo sequence. Piccolo's M Super Combo performs an additional 6S after 2M to facilitate the L Demon Elbow, and Hit's M Super Combo does 5H instead of 2M, as his 5M does not combo into his 2M.

H Super Combo

5H and 2H on hit will both automatically cancel into Super Dash by pressing 5H again.

Z Combo[edit]

Like other Arc System Works titles, Dragon Ball FighterZ has a system for canceling normal attacks to each other. The standard progression is L > M > H > S for both standing, crouching and airborne normals, and you can freely cancel between standing and crouching normals with some exceptions.

General rules include:

  • 5L can be performed twice per Z Combo, at which point you can no longer perform 2L
  • 2L can be performed twice per Z Combo, at which point you can no longer perform 5L
  • 6M cannot be canceled into any other normals
  • 2H cannot cancel into S normals
  • Grounded S normals can cancel into grounded H normals
  • j.L can be performed twice per Z Combo
  • j.M can reverse beat back into j.L once per Z Combo

There are some exceptions to the above throughout the cast, but these are still good general rules to take into account when starting out.

Common Traits[edit]

While every character has different normals with different ranges, damage, speed, etc, many have similar properties to help players have a base set of tools to work with when picking up new characters.

Overhead 6M
6M is an overhead for all characters, but does not normally lead to any combo. To combo off 6M, players need to either meaty or use it in conjunction with assists or with Sparking!
Sweep 2M
2M is a low hitting attack that knocks down. The floaty nature of the knockdown makes it easy to combo into an air hit 5M, 5H or 2H.
Wall Bounce 5H and 5LLLLLLL
Almost everyone has a wall bounce in 5H and 5LLLLLLL. A Smash! hit 5H can be followed up with Super Dash to extend the combo. A Dynamic! hit 5LLLLLLL can be followed up with Z Change.
Anti-Air 2H
Everyone has an anti-air attack in 2H. This attack has invulnerability to airborne strikes. A Smash! hit 2H can be followed up with Super Dash to extend the combo.
Air Knockdown j.H
Most characters' j.H will knock the opponent to the ground, giving you time to position yourself to attack the opponent as they recover with okizeme. A Smash! hit j.H that knockdowns will also cause a ground slide.
Air Combo Extender j.2H
Most characters' j.2H will launch the opponent into the air. A Smash! hit j.2H can be followed up with Super Dash to extend the combo. And most non-Smash! hit j.2H can still continue the combo with double jump.

Throws[edit]

Throws are a special type of attack that are unblockable, but they have other restrictions in place (with exceptions):

  • Can only connect once per combo
  • Ground throws can not hit airborne opponents who are not in untech time
  • Air throws can not hit grounded opponents
  • Cannot hit Z Assists

Throw Invincibility[edit]

Dragon Rush[edit]

Useful for opening up opponents who are blocking.

Press L+M to perform a Dragon Rush. Dragon Rush is a throw that all character has access to, and can be canceled from:

  • 5L on block or hit
  • Super Dash on hit (and on block during Sparking)

Once inputted, the character will halt all momentum and charge about half screen forward. Air Dragon Rush has slight vertical tracking, but cannot fall to the ground until after active frames.

As a combo starter
  • On hit, sends the opponent high up and automatically does a followup Super Dash, even if Super Dash has already been used
  • Has a height limit it can take you and your opponent to, and will lower you two to this limit if it's landed anywhere above
  • Cannot KO
Inside a combo
  • When the opponent is in untechable time, ground Dragon Rush has increased forward momentum and throw range, air Dragon Rush has increased throw range
  • On hit against an opponent in either hitstun or untechable time, ground Dragon Rush knocks them away into a soft knockdown, air Dragon Rush has bigger hitbox and causes a sliding knockdown
  • Last hit can be canceled into Vanish, Sparking, Specials, Supers, Meteors. In Sparking, it's also jump and forward airdash cancelable

Dragon Rushes are escapable. Discussed in more detail here.

Version Damage Ki P1 P2 Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Ground Dragon Rush
L+M
120*5~8, 800, 300
[120*5~8, 500]
{120*5~8, 1000}
2.5%*5~8, 74.75%
[2.5%*5~8, 4%]
{2.5%*5~8, 4%}
- - B Throw U1+
[UDV]
{UDV}
19 9 24 - 0 - Launch 18
[60]
{60}
-
  • Green flash appears on frame 7
  • Holding L/M/H/S increases the amount of hits
  • Values in [ ] are when the opponent is in hitstun or untechable time
  • Values in { } are Forced Switch version
  • Fixed hitstun
Air Dragon Rush
j.L+M
120*5~8, 800, 300
[120*5~8, 500]
{120*5~8, 1000}
2.5%*5~8, 74.75%
[2.5%*5~8, 4%]
{2.5%*5~8, 4%}
- - H Throw U1+
[UDV]
{UDV}
19 9 28+3L - 0 - Launch 18
[60 + Slide 29]
{60}
-
  • Removes all landing recovery on hit


Forced Switch[edit]

Get out of here! Target specific characters on the opponent's team!

After successfully landing a Dragon Rush, input A1 or A2 to perform a Forced Switch (also known as Snapback). Forced Switch cannot KO, and unlike a normal mid-combo Dragon Rush, Forced Switch is not cancelable.

If the opponent has teammates, doing this will force the point character out and bring the respective teammate in. This is a very powerful tool to force a character to enter the ring and stop them from regaining health. Opponents who enter this way are also susceptible to incoming mixups since they are airborne and have Guard Cancel Change locked out, though the timing of this jump in can be delayed up to 30F by holding GG4.png.

If the opponent has no teammates left, this will cause them to float up with significant untechable time, enabling new follow-up combos.

Command Throws[edit]

Command throws are a special type of throw (usually a Special or Meteor Moves) that can not be escaped like Dragon Rush. In order to escape these type of throws, you must either:

  • Jump if it's a ground command throw
  • Not be in the space that they hit if it's a command throw that hits in the air
    • Note that some command throws can be dodged by crouching

A command throw and its versions can only connects once per combo. For example, 16 can combo M Dynamite Driver into M Flying Powerbomb, but can’t do M Dynamite Driver into L Dynamite Driver. Though there are throws that ignore this restrictions like Cell's 5LLL.

Super Dash[edit]

Deflect Ki Blasts and approach the opponent

Press H+S to perform a Super Dash. Super Dash is a multi-purpose tool that can be used to quickly approach the opponent and extend combos.

Super Dash, Z Change, and the automatic Super Dash at the end of a Dragon Rush all have the same properties and the same damage:

  • Cannot KO
  • Counts as a Special and is cancelable from Normals on block or hit, mid-combo Dragon Rush, Smash Vanish, and Ki Charge
  • Cancelable into attacks and airdashes on hit
  • During Sparking, pushback is reduced and becomes attack cancelable (beside Vanish) on block
Version Damage Ki P1 P2 Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Super Dash
H+S (Air OK)
300 8% - - H All - 21 - 5 (See note) ±0 2 5 Launch 18 1-Recovery Ki Blasts
  • Hitbox doesn't become active until it gets very close to the opponent
  • Startup: Point blank: 21f; Fullscreen: 34f
  • Ground version becomes airborne on frame 5
  • Removes all other added landing recovery
  • Recovery: On block: 5; On hit: 0; On clash with another Super Dash: 10; On whiff at some angles or clash with anything else: 0+10L; On whiff at some angles: 0; On block by Android barriers: 5+10L


Approach Tool
Super Dash automatically deflects Ki Blasts like most characters' 5S, as well as some Specials like Piccolo's Homing Energy Blast and Beerus's Cataclysmic Orbs. It also has very good tracking and will chase the opponent down until it connects, though it does have a deadzone and will deactivate after a while.
This is both a blessing and a curse. On hit, you can easily follow-up with a combo. On block, you can call Z Assist to lock the opponent down to start your offense. However, you cannot do anything else while Super Dash is active, thus the opponent can react and counter it with invincible attacks. And since its hitbox is inactive for the most part, a good player will be able to counter it just with a single jab as well!
Combo Extender
After successfully hitting with a Smash property attack, you can pursue with Super Dash for a follow-up air combo. Super Dash will also combo off certain attacks with large amounts of untechable time, such as Super Saiyan Goku's 2S, Teen Gohan's j.2S and Krillin's j.S.
Fake-out / Mixup Tool
During its startup, Super Dash will reel back a bit before flying toward them. This is easily one of the reason why using Super Dash to approach is stronger than it may seem.
If you're jumping toward the opponent and see that they're ready for an anti-air, you can use this reel back motion of Super Dash to bait the anti-air out and turn the situation to your advantage. In the same vein, Super Dash can also low crush sweeps or counter Dragon Rush due to it putting you in the air.
It can be used as a left-right mixup with instant airdash crossup or jump same side Super Dash. With Z Assist, it can also be used for high-low mixup since you're in the air on block with no added landing recovery.

Z Assist[edit]

Assist Me! Extend your combos and blockstrings

Press A1 or A2 to summon one of your teammates to do an attack. Each character has a preset attack as their Z Assist and each one has a cooldown timer.

When calling a Z Assist, there is a small amount of time where they are vulnerable before they start performing a move (2F). This is true even for invincible assist attacks like Teen Gohan's Super Dragon Flight - the attacks has a bit of additional vulnerable startup even though the attack normally is invincible on startup.

You can call Z Assist in the middle of your own attacks, making them useful for continuing offense or extending combos.

You can not call Z Assist when:

  • Getting hit
  • Blocking, including pre-block animation
  • During ground/air recovery
  • During Vanish
  • During capture states with fully cinematic cameras
  • When the Z Assist is on cooldown/lockout
  • During your Super Attacks - Ultimate Z Change will be performed instead

Special Move[edit]

Each character has a variety of special moves done by performing GG236.png + a button or GG214.png + a button These moves usually have unique properties like traveling fullscreen, invincibility, or deals lots of damage.

Powered-Up Special Move[edit]

When a special move has L/M/H variants, the H version costs 1/2 Ki Gauge and is typically a better version of the special. They usually allow for extended combos or offer other unique utility that the other versions of this special do not have. For example, the H version of Vegeta's Super Dash Kick launches the opponent high into the air, allowing for follow-ups afterwards. As for utility, the H version of Tien's Volleyball Fist is a command throw, unlike the L and M versions, which are strikes.

Super Attack[edit]

Super Attacks are flashy attacks that cost 1 Ki Gauge and usually do lots of damage or have unique properties.

  • Higher minimum damage than other attacks
  • Can be canceled into from Normal Moves and Special Moves
  • Can cancel into other teammate's Super Attacks via Ultimate Z Change

Meteor Attack[edit]

Some Super Attacks require 3 Ki Gauges (For this reason, they are often referred to as Level 3s) and are typically very powerful attacks. All characters have at least one of these.

  • Most have startup invincibility
  • Can be canceled into from Normal Moves and Special Moves
  • Can not Ultimate Z Change into other Super Attacks

Ultimate Z Change[edit]

Press A1/A2 in the middle of your own Super Attack to cancel into your teammate's Super Attacks. This is similar to the Delayed Hyper Combo mechanic found in Marvel vs. Capcom 3. Press A1 to cancel into your first teammate's preset Super Attack and A2 to cancel into your second teammate's preset Super Attack. Similarly, you can also press GG4.png+A1 to cancel into your first teammate's preset Meteor Attack and GG4.png+A2 to cancel into your second teammate's preset Meteor Attack.

Typically, a character's preset Super Attacks are their GG236.png+L+M Super Attack and their GG214.png+L+M Meteor Attack. Exceptions will be listed in specific character pages as they are discovered.

It is also possible to cancel into your teammate's Super Attack without performing one of your own! Cancel a successful hit into GG41236.png+A1/A2 or GG63214.png+A1/A2 to bring a teammate in to perform their preset Super Attack and Meteor Attack, respectively.

Thus Ultimate Z Change is used for two purposes: either to tack on extra damage in a combo or to safely tag in a character since supers are generally safer than manually tagging out at neutral.

Vanish[edit]

Costs 1 Ki Gauge

Press M+H to perform a Vanish. Vanish costs 1 Ki Gauge and instantly teleports you behind the opponent and hits them. Vanish can only be performed once as long as you're airborne, is regained after Air Recovery or air blocking. But unlike air options, simply touching the ground won't regain Vanish, the character has to recover on the ground (return to neutral stance).

Vanish can be canceled into:

  • In the middle of all movement options (beside generic and added landing recovery)
  • From Normals on whiff, block, hit, and even during their startups
  • From Specials on block and hit

Vanish serves many different purposes like a combo extender or an escape tool.

Version Damage Ki P1 P2 Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Vanish (Attack)
M+H (Air OK)
850 -100% - - H All U2 7+9 [7+0] 3 23 +2 3 16 Launch 25 / 59 + WBounce 4-8 All
  • Sides switches and becomes airborne during super freeze
  • Removes all other added landing recovery
  • Values in [ ] are when the opponent is in hitstun or untechable time
  • Smash if it's inputted during: 10F of strike hitstun/untech, or 15F of projectile total hitstun/untech + hitstop that only affects defender
  • Minimum damage: 170
Vanish (No Attack)
[M+H] during Sparking (Air OK)
- -100% - - - - - 7+4 [7+0] - Total 11 [Total 7] -11 [+11] - - - - 4-8 All
  • Can only be performed once per combo, attempting to do this again will get normal Vanish
  • While the opponent is in any hitstun, beside the character performing hold Vanish and their attacks, everything else will be frozen from the super freeze until 11F after hold Vanish' recovery, unless the opponent gets hit during this period
Combo Extender
On Smash hit, it is Super Dash, Sparking, Specials, Supers, Meteors cancelable and causes a severe wall bounce, giving you plenty of time to land another attack.
Punish Tool
When used from a neutral state, the opponent will be blown away, allowing you to punish slow attacks, though not for a lot of damage.
However during Sparking!, you can hold the buttons to teleport behind the opponent without attacking, then follow-up with your own combo and punish them big time!
Escape Tool
Since Vanish is has invincibility and teleports you behind the opponent, this will allow you to escape certain blockstrings or mixups the opponent attempts to perform, and even turn the table on them! The downsides are that there needs to be a gap in the opponent's blockstring big enough to execute a Vanish, you can get counter hit out of trying to escape, and even if you managed to Vanish out, the opponent can spend a Ki Gauge of their own to counter-Vanish.
Lockdown Tool
By canceling certain moves with high enough blockstun into Vanish, which causes a true blockstring, you can force an advantageous situation! Usually this is done with strong projectiles like Super Saiyan Goku's Kamehameha.

Sparking![edit]

Your portrait will begin flashing when you have 120F of Sparking! left

Press L+M+H+S to perform a Sparking Blast and enter Sparking! state. Sparking! is a very powerful state that grants your team a multitude of power-ups:

  • Damage increases by 20%
  • Ki gain increases by 100%
  • Point character blue health regenerates at a very fast rate
  • Damage dealt to the opponent has reduced blue health
  • All normals become jump cancelable (or forward air dash cancelable) on hit/block
  • 6M can be special canceled on hit/block
  • Super Dash has reduced pushback and can cancel into attacks immediately on block
  • Hold buttons during Vanish to not attack after teleporting
    • This will allow you to perform your own combo after teleporting instead of relying on the preset follow-up attack
  • Assist cooldown will start to recover even while the opponent is in blockstun/hitstun

These buffs greatly increase your offensive and combo potential by allowing you to do much more freeform blockstrings and open up new combo opportunities.

Sparking! lasts longer the fewer teammates you have remaining on your team:

  • 3 characters: 420F (7 Seconds)
  • 2 characters: 840F (14 Seconds)
  • 1 character: 1260F (21 Seconds)

Sparking Blast[edit]

Invincible startup, used to escape opponent pressure or extend combos

Sparking Blast is an invincible attack that serves two purposes depending on when you use it:

During Neutral or Blocking
The blast will blow away the opponent, giving you time to reset the pace of the match
Thus players will often use Sparking Blast after getting knocked down to blow away the opponent and stop the opponent's offense.
Mid-Combo
The blast will launch the opponent high into the air, allowing you to easily extend your combo.
Players often use Sparking Blast this way to extend their combo just enough to kill a specific character either to hinder the opponent's gameplan or to outright win the match.

However you use Sparking Blast, you will enter Sparking! afterwards and have all the benefits listed.

Version Damage Ki P1 P2 Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Sparking Blast
L+M+H+S (Air OK)
0 0% - - P3 All - 7+0 [4+0] 0 20 -1 - 15+2 Launch 18+2 {60+2 + GBounce} 1-15 [1-12] All
  • Removes all added landing recovery
  • Character becomes airborne
  • Values in [ ] are when canceled into from an attack
  • Values in { } are when the opponent is in hitstun or untechable time
  • Fixed hitstun

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

HUDControlsFrame Data & System DataPatch Notes


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