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==Dragon Balls== | ==Dragon Balls== | ||
[[File:DBFZ_DragonBalls.png|thumb|Hidden from | [[File:DBFZ_DragonBalls.png|thumb|Hidden from view until a new Dragon Ball is collected. Also briefly appears at the start of each round]] | ||
In the middle of a match, players can collect Dragon Balls through various methods. Two of which can be utilized by the entire cast. | In the middle of a match, players can collect Dragon Balls through various methods. Two of which can be utilized by the entire cast. | ||
Revision as of 15:36, 10 April 2022
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 |
---|---|
All damage dealt to Z Assists | 100% |
Combos that start with reversal-type attacks †Attacks with invulnerability, guardpoint, or armored from frame 1. Doesn't apply to attacks that only have frame 1 invulnerability against head attribute, guardpoint against Ki Blast, or frame 1 invulnerable attacks that are follow-up specials. |
100% |
Damage dealt by other types of attacks | 40% |
Damage dealt during Limit-Breaking Power | 30% |
Damage dealt during Sparking! | 20% |
Damage dealt during both Limit-Breaking Power and Sparking! | 10% |
Damage dealt by Powered-Up Special Moves | 0% |
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 is the primary offensive resource in the game. Players will use Ki to perform Vanish, Guard Cancels, Powered-Up Special Moves, Super Attacks and Meteor Attacks.
Gaining Ki
Ki is increased by advancing toward the opponent, landing attacks, blocking, and getting hit.
Ki gaining is separated into offensive and defensive. Sparking! doubles the amount of Ki gain from both means, but doesn't affect Ki gain from Z Assists.
Situation | Formula |
---|---|
Attacking team on hit | (meter) * 1 |
Attacking team on counter hit | (meter) * 2 for counter hit only |
Attacking team on block or hitting against armor, guard point | (meter) * 0.5 |
Defending team on hit | (damage taken) * 0.015 |
Defending team on block | (base damage) * 0.005 |
Defending team on block using armor, guard point | 0 |
Spending Ki
Moves that cost Ki to use do not gain any Ki. After using Ki, Ki gain from offensive means is reduced by 90% for:
- A set amount of time afterward, varies between attacks.
- Until the current combo ends, if the attack landed.
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 at which you gain Ki increases the longer you hold L/S.
Ki Charge isn't affected by Sparking! bonus, but is affected by Ki 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 various methods. Two of which can be utilized by the entire cast.
The first method is performing combos of specific length:
Hit count | Dragon Ball |
---|---|
1-9 | None |
10-19 | One-Star |
20-29 | Two-Star |
30-39 | Three-Star |
40-49 | Four-Star |
50-59 | Five-Star |
60-69 | Six-Star |
70-79 | Seven-Star |
80+ | None |
The second method is by successfully landing an attack with Dynamic! property. 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 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.