DBFZ/Offense: Difference between revisions

From Dustloop Wiki
mNo edit summary
Line 20: Line 20:
;Overhead 6M
;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|meaty]] or use it in conjunction with assists or with Sparking.
:6M is an overhead for all characters, but does not normally lead to any combo. To combo off 6M, players need to either [[Meaty|meaty]] or use it in conjunction with assists or with Sparking.
 
;Low+Launch 2M
:2M is a low hitting attack that also slightly launches the opponent into the air
;Anti Air 2H
;Anti Air 2H
:Everyone has an anti air attack in 2H. This attack has invulnerability to airborne strikes
:Everyone has an anti air attack in 2H. This attack has invulnerability to airborne strikes
;Air Knockdown j.H
;Air Knockdown j.H
:Everyone's j.H will knock the opponent to the ground, giving you time to position yourself to attack the opponent as they recover with [[Okizeme|okizeme]].
:Everyone's j.H will knock the opponent to the ground, giving you time to position yourself to attack the opponent as they recover with [[Okizeme|okizeme]].

Revision as of 06:52, 16 January 2018

Normals

Super Combo

Dragon Ball FighterZ has an autocombo system similar to the one found in Persona 4: Arena. By repeatedly pressing 5L, your character will automatically perform a full sequence of attacks.

5L > 5L > 5L consists of a regular 5L followed by two unique normals, the third causing a launching Smash! property on hit similar to a 2H and most characters' j.2H. The second and third 5L will come out even on whiff. Pressing 5L after the third 5L on hit will automatically perform a Super Dash.

j.L > j.L > j.L will result in a basic j.L > j.M > j.H air combo, but with different airborne momentum to performing the attacks manually.

If you successfully land the last hit of the grounded Super Combo and continue into the automatic Super Dash and the aerial 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.

By doing 4L instead of 5L, you can prevent yourself from performing the Super Combo and will instead do 5L > 5L.

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

5M > 2M > special > super

Meanwhile 5H and 2H will both automatically cancel into Super Dash by pressing the same button again.

Common Traits

While every character has different normals with different hitboxes, damage, speed, etc, many have similar properties to help players learn multiple 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.
Low+Launch 2M
2M is a low hitting attack that also slightly launches the opponent into the air
Anti Air 2H
Everyone has an anti air attack in 2H. This attack has invulnerability to airborne strikes
Air Knockdown j.H
Everyone's j.H will knock the opponent to the ground, giving you time to position yourself to attack the opponent as they recover with okizeme.
Air Combo Extender j.2H
Placeholder

Dragon Rush

Useful to stop blocking opponents

Dragon Rush (L+M) is a short range unblockable attacks that have some restrictions in place:

  • Ground Dragon Rush cannot hit airborne opponents or opponents who are in jump start-up. For example, if you perform a a ground recovery and hold up, you will be completely invulnerable to ground Dragon Rush throughout.
  • Air Dragon Rush cannot hit grounded opponents


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

After hitting with a Dragon Rush, press Assist 1 or Assist 2 to force the opponent to switch characters! This is a very powerful tool to force a low life character to enter the ring and stop an opponent's character from regaining health.

Throws

Just like Dragon Rush, throws such as Android 18's Back Grab and Trunk's Heat Dome Attack, and Cell's Telekenesis Crush follow the same restrictions in regards to invinicibility.

Super Dash

File:DBFZ SupeDash.png
Deflect small ki blasts and approach the opponent

Super Dash is a very useful tool that does two things: quickly approach the opponent and extend combos.

Approach Tool
Combo Extender


Z Assist

Special Move

Powered-Up Special Move

Super Attack

Meteor Attack

Ultimate Z Change

Vanish Attack

Press H+S to perform a Vanish attack. Vanish Attacks cost 1 Ki Gauge and instantly teleport you behind the opponent and hit them.

Vanish Attacks mainly serve three purposes: as a combo extender, and as a punish tool, and as an escape tool.

Combo Extender
Vanish Attacks can be canceled into from most attacks, and when used in the middle of combo, will cause a severe wall bounce that bounces from anywhere on the screen, giving you time to land another attack. This wall bounce will work once per combo regardless of any moves with Smash! property previously connecting, but after doing so, wall bounce, launch and ground slide properties will no longer apply during that combo.
Punish Tool
When used from a neutral state, the opponent will be blown away, allowing you to punish slow attack, though not for a lot of damage.
However during Sparking!, hold the buttons to teleport behind the opponent without attacking! You can then followup with your own combo and punish them big time!
Escape Tool
Since Vanish Attack teleports you behind the opponent, this will allow you to escape certain mixups the opponent attempts to perform on you. The downside is that there needs to be a gap in the opponent's blockstring big enough to execute a Vanish Attack and some setups account for this option.

Sparking!


Template:Navbar-DBFZ