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Ki is increased by advancing toward the opponent, landing attacks, blocking, and getting hit. | Ki is increased by advancing toward the opponent, landing attacks, blocking, and getting hit. | ||
For the attacker, walking, running, jumping, air dashing all have different | For the attacker, walking, running, jumping, air dashing all have different Ki gain rates. Each attack has unique value for Ki increased on hit, the amount gained on block is exactly half of that value. Hitting armors and barriers count as being blocked for Ki gain. Counter hit gives 50% more Ki on that attack only. Moves that cost Ki to use do not gain any Ki. And Strike clashing gives 10 Ki each clash. | ||
For the defender, Ki increased on getting hit is determined by how much total HP you lose, gaining 0.015 Ki for every 1 HP lost (1.5 Ki gauge for 1 HP bar). Ki increased through blocking is 1/3 the amount gained through getting hit. Reflecting resulting in different amount of Ki gain, depending on the attack's property. Successfully blocking with counter-type moves gain 25 Ki each hit. Tanking hits with armor, guard point don't give Ki. | For the defender, Ki increased on getting hit is determined by how much total HP you lose, gaining 0.015 Ki for every 1 HP lost (1.5 Ki gauge for 1 HP bar). Ki increased through blocking is 1/3 the amount gained through getting hit. Reflecting resulting in different amount of Ki gain, depending on the attack's property. Successfully blocking with counter-type moves gain 25 Ki each hit. Tanking hits with armor, guard point don't give Ki. |
Revision as of 18:18, 20 May 2019
Health
Every character has a universal health value of 10,000.
Recoverable Health
When characters take damage, a percentage of that damage can be healed if they are able to tag out (colloquially called blue health). Tagging back in or getting forced back in removes any recoverable health the character has, so players will need to decide if tagging in a character is worth the potential health lost.
The amount of recoverable health depends on the context:
Context | % Recoverable |
---|---|
Damage dealt by Powered-Up Special Moves | 0% |
Damage dealt during Sparking! | 20% |
Combos that start with a non-invincible attack | 40% |
Combos that start with an invincible attack (i.e. Dragon Punches, Meteor Attacks) |
100% |
All damage to Z Assists | 100% |
Characters tagged out and not on cooldown regain health at the rate of 3.17 health/frame (190.2/s). During Sparking the point character regains health at a variable rate determined by the amount of recoverable health.
Ki Gauge
Ki (AKA qi/chi) is the primary offensive resource in the game. Players will use Ki to perform Vanish, Super Attacks, Guard Cancels and more.
Gaining Ki
Ki is increased by advancing toward the opponent, landing attacks, blocking, and getting hit.
For the attacker, walking, running, jumping, air dashing all have different Ki gain rates. Each attack has unique value for Ki increased on hit, the amount gained on block is exactly half of that value. Hitting armors and barriers count as being blocked for Ki gain. Counter hit gives 50% more Ki on that attack only. Moves that cost Ki to use do not gain any Ki. And Strike clashing gives 10 Ki each clash.
For the defender, Ki increased on getting hit is determined by how much total HP you lose, gaining 0.015 Ki for every 1 HP lost (1.5 Ki gauge for 1 HP bar). Ki increased through blocking is 1/3 the amount gained through getting hit. Reflecting resulting in different amount of Ki gain, depending on the attack's property. Successfully blocking with counter-type moves gain 25 Ki each hit. Tanking hits with armor, guard point don't give Ki.
Sparking! doubles the amount of Ki gain from both offensive and defensive means.
Ki cooldown
After using Ki, Ki gain from offensive means will be reduced by 90% for an amount of time afterward and/or until the current combo ends. The amount of time depends on the type of attack used.
This cooldown overwrites Ki gain bonus from Sparking!
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.
Ki Charge isn't affected by Sparking! bonus, but is affected by cooldown.
Assist Cooldown
After using a Z 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 Z Assist 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.
This cooldown also applies after manually tagging in a character.
Ultimate Z Change is unaffected by this cooldown and can be used at any time.
Assist Lockout
After manually tagging in or getting forced out via Dragon Rush, your teammates enter a lockout state with a red X over their portrait. During this time, you can not use them for Z Assist nor for Ultimate Z Change.
Lockout duration depends on how the teammate was tagged out:
- Z Change and Ultimate Z Change: 120F
- Dragon Rush: 360F
Sparking Blast Icon
The 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 Balls
In the middle of a match, players can collect Dragon Balls through one of two methods.
The first method is performing combos of specific length:
- 10-19 hits unlocks the One-Star Dragon Ball
- 20-29 hits unlocks the Two-Star Dragon Ball
- 30-39 hits unlocks the Three-Star Dragon Ball
- 40-49 hits unlocks the Four-Star Dragon Ball
- 50-59 hits unlocks the Five-Star Dragon Ball
- 60-69 hits unlocks the Six-Star Dragon Ball
- 70-79 hits unlocks the Seven-Star Dragon Ball
Combos of more than 79 hits will not unlock a Dragon Ball.
The second method is by successfully landing an attack with Dynamic! property, performed by connecting a 5LLL with the Smash! property and repeatedly pressing L to perform the Super Dash and aerial Super Combo. This will unlock Dragon Balls in the following order:
- Four-Star → Two-Star → Five-Star → Three-Star → Six-Star → Seven-Star → One-Star.
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 Shenron.
Summoning Shenron
Once all seven Dragon Balls are collected, the next person to land an attack with Dynamic! property while having a full 7 Ki Gauges will summon Shenron (AKA Shenlong) with no Ki cost. The summoner has 5 seconds to choose one of four benefits:
- Restore my health! — Fully heals the current character.
- Bring back my ally! — Revives a fallen teammate with 40% health. If both teammates are dead, the one earliest in initial team order will be revived.
- Give me the ultimate power! — Gives an additional Sparking Icon.
- Make me immortal! — Active character recovers blue health for the rest of the match. Stacks with Sparking!'s health recovery.
Shenron can only be summoned once per match. Template:Navbar-DBFZ