DBFZ/Offense

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< DBFZ
Revision as of 02:14, 16 January 2018 by Shtkn (talk | contribs) (→‎Super Dash)

Normals

Auto Combo

DBFZ has an autocombo system similar to the one found in Persona 4: Arena. By repeatedly pressing 5L, your character will do a series of Light attacks into a Super Dash into a quick air combo. This autocombo also grants 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 autocombo and will instead do 5L > 5L.

Similarly 5M has its auto combo by repeatedly pressing 5M, but does not give a Dragon Ball

5M > 2M > special > super

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

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

Dragon Rush

DBFZ DragonRush.png

Dragon Rush 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!

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


Assist

Special Attack

Enhanced Version

Super Attack

Level 3 Super Attack

Ultimate Z Change

Vanish Attack

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

Vanish Attacks mainly serve three purposes: as a combo extender, 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 wall bounce the opponent, giving you time to do another attack afterwards
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 you 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


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