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==Super Attack==
==Super Attack==
Super attacks are flashy attacks that cost 1 [[DBFZ/Gauges#Ki Gauge|Ki Gauge]] and usually do lots of damage or have unique properties.
Super Attacks are flashy attacks that cost 1 [[DBFZ/Gauges#Ki Gauge|Ki Gauge]] and usually do lots of damage or have unique properties.


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


===Meteor Attack===
===Meteor Attack===
Some super attacks cost 3 Ki Gauges and are very powerful attacks. All characters have at least one level 3 super attack.
Some Super Attacks require 3 Ki Gauges and are typically very powerful attacks. All characters have at least one of these.


*Most have startup invincibility
*Most have start-up invincibility
*Can be canceled into from Normal attacks and Special attacks
*Can be canceled into from Normal Moves and Special Moves
*Can not [[#Ultimate Z Change|Ultimate Z Change]] into other super attacks
*Can not [[#Ultimate Z Change|Ultimate Z Change]] into other Super Attacks


===Ultimate Z Change===
===Ultimate Z Change===
You can cancel into your teammate's super attacks by pressing A1/A2 in the middle of your own super attack. This is similar to the Delayed Hyper Combo mechanic found in Marvel vs. Capcom 3.
You can cancel into your teammate's Super Attacks by pressing A1/A2 in the middle of your own super attack. This is similar to the Delayed Hyper Combo mechanic found in Marvel vs. Capcom 3.


Press A1 to cancel into your first teammate's super and press A2 to cancel into your second teammate's super. Each character cancels into one specific super this way - specifically the one performed by inputting {{236}}L+M for that character.
Press A1 or {{4}}+A1 to cancel into your first teammate's preset Super Attack or Meteor Attack and press A2 or {{4}}+A2 to cancel into your second teammate's Super Attack or Meteor Attack.


It is also possible to cancel into your teammate's super attack without performing one of your own!
It is also possible to cancel into your teammate's super attack without performing one of your own! Cancel a successful hit into {{41236}}+A1/A2 or {{63214}}+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.
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.
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;Combo Extender
;Combo Extender
:Vanish 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 so long as a wall bounce has not already been used, even if an attack with launch or ground slide Smash! properties has already been used. Comboing a Z Assist, Z Change or Guard Cancel directly into Vanish will not grant a wall bounce.
:Vanish 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 works once per combo regardless of any moves with Smash! property previously connecting, but comboing a Z Assist, Z Change, Guard Cancel or an opponent already in a wall bounce directly into Vanish will not grant a wall bounce.


;Punish Tool
;Punish Tool

Revision as of 05:07, 3 February 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 direction+button again.

Z Combo

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. 2L can only be performed twice in one 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, but 5S can cancel into either 5H or 2H. There are other exceptions, but this is a good general rule when starting out.

Common Traits

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.
Anti-Air 2H
Everyone has an anti-air attack in 2H. This attack has invulnerability to airborne strikes.
Air Knockdown j.H
Most characters'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
Most characters's j.2H will launch the opponent into the air. Assuming you haven't used a Super Dash before jumping, you can cancel j.2H into Super Dash and extend your combo.

Dragon Rush

Useful to stop blocking opponents

Dragon Rush (L+M) is a short-range unblockable attack that has 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
  • Neither Dragon Rush can hit an opponent in blockstun+X frames after
  • Dragon Rushes are escapable. Discussed in more detail here

It is possible to combo into either version, however, doing so prevents you from performing the standard launcher and the opponent will be knocked down instead.

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

After hitting with a Dragon Rush, press A1 or A2 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 Cell's Telekinesis Crush, Android 18's Back Grab, Trunks' Heat Dome Attack and Android 16's Dynamite Driver follow the same restrictions in regards to when they can and cannot connect.

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. It is performed by pressing H+S

Approach Tool
Super Dash automatically deflects small ki blasts like everyone's 5S, as well as some specials like Piccolo's Homing Energy Blast and Beerus's Cataclysmic Orbs.
Combo Extender
After successfully connecting with an attack with Smash! property, pursue with Super Dash for a follow-up 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.2S.


Z Assist

File:DBFZ ZAssistTimer.png
You assist is on cooldown until the bar around their portrait refills

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 an assist, there is a small amount of time where they are vulnerable before they start performing a move. 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.

Special Move

Each character has a variety of special moves done by performing Template:236 + a button or Template:214 + a button These moves usually have unique properties like traveling fullscreen, invincibility, or deals lots of damage.

Powered-Up Special Move

When a special move has L/M/H variants, the H version costs 1 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

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

Some Super Attacks require 3 Ki Gauges and are typically very powerful attacks. All characters have at least one of these.

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

Ultimate Z Change

You can cancel into your teammate's Super Attacks by pressing A1/A2 in the middle of your own super attack. This is similar to the Delayed Hyper Combo mechanic found in Marvel vs. Capcom 3.

Press A1 or Template:4+A1 to cancel into your first teammate's preset Super Attack or Meteor Attack and press A2 or Template:4+A2 to cancel into your second teammate's Super Attack or Meteor Attack.

It is also possible to cancel into your teammate's super attack without performing one of your own! Cancel a successful hit into Template:41236+A1/A2 or Template:63214+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

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 mainly serves three purposes: as a combo extender, and as a punish tool, and as an escape tool.

Combo Extender
Vanish 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 works once per combo regardless of any moves with Smash! property previously connecting, but comboing a Z Assist, Z Change, Guard Cancel or an opponent already in a wall bounce directly into Vanish will not grant a wall bounce.
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!, hold the buttons to teleport behind the opponent without attacking! You can then follow-up with your own combo and punish them big time!
Escape Tool
Since Vanish 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!

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%
  • Blue health regenerates at a very fast rate
  • All normals become jump cancelable on hit/block
  • All air normals become 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

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: 433F
  • 2 characters: 853F
  • 1 character: 1260F

Sparking Blast

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 State
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.


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