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DBFZ TIPS & TRICK

6 DBFZ Tips that the Tutorial DOESN’T Teach You!!!

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What’s up guys welcome to another Dragonball fighterZ video. So in today’s video, I’m gonna be doing a little bit of a list. These are six Dragonball fighterZ tips that the tutorial does not teach you.

So these are kind of some secret techniques that people have figured out on their own the game does not explain them to you but I’m gonna show them to you in this video.

#1 First of all I want to talk about Reflect’s many uses.

So the tutorial does tell you how to use reflect but it doesn’t exactly tell you everything it does.

So you may already know that you can use reflection to push the opponent off you if they’re attacking you.

But it does a little more than that you can also use a reflect to reflect projectiles.

By the way, I forgot to mention reflect this back plus special in case you didn’t know.

So you can reflect key blasts away even if they do a whole ton of key blasts.

You can just mash reflect and it’ll get rid of all of them and it even destroys the stage background which I think is pretty cool.

But that’s not all Kamehameha we can reflect those. That’s fine get that out of here even super Kamehameha doesn’t matter reflect is too powerful. You can reflect the whole thing.

So reflect has a lot more uses than you might initially think. I think it’s an extremely powerful technique that we’re the only kind of scratching the surface of right now.

#2 Okay next up I want to talk about tagging into Level 3 – tagging out of supers.

So you may already know that if you press tag during a super your second character will come in and do his super.

But he just does a level one super and you may be wondering is there a way to tag in with a level three.

And it just so happens that there is if you hold back and press tag then the character will come in with a level 3 super instead.

So this does a ton of damage as you can see which is pretty valuable.

But it’s worth noting that you cannot tag out of a level 3 super you can only tag into them.

So here if I do my level 3 I can press tagged as much as I want but I’m not gonna be able to tag out so that’s worth noting.

#3 Ok so next up I want to talk about Instant air dashing.

So you probably already know that you can air dash by a double tapping forward or backward in the air

But what if you want to do it really low to the ground. So that you can get a fast overhead that you can combo offer

So the more traditional way that people do this is they tap up forward and then forward. And if you do it fast you’ll get an instant air dash.

And if you do up back and then back you’ll get a backward air dash.

So this is how people traditionally do instant air dashes in these types of games.

But there is a different way to do it in this game that you might find a little easier if you’re having trouble with this motion.

So what you do is in the air you hold forward and press Super dash.

So this is the Super dash button if I do it while holding forward I get in air dash.

And this is pretty handy if you’re specifically having a problem in putting the up forward forward motion for instant air dashing.

Try this out and you might find it a little bit easier.

#4 So next up the number four tip so we already talked about tagging out of supers but can you tag into a Super without doing a super first and it turns out you totally can.

If at any point during a combo, you do a half circle forward and then press tag you will tag into a super.

So I’ll just do it here you can see piccolo comes in as does his super and this only cost one meter.

Krillin did not do a super here.

So you can pretty much always do this with any character you can just bring them in for a super.

So this is really really handy this opens up a lot of combo possibilities.

That isn’t normally possible you can even do it into a level three if you do a half circle back and tag then you’ll tag into a level three.

So there’s definitely a lot of combo possibilities here that I haven’t figured out yet.

But I think that this is gonna be a pretty common technique for inching extra damage out of a combo.

#5 For my number five tip I want to talk about crouching heavy or 2h.

So this attack it launches which is nice you can go into a combo afterward but it has another very valuable property.

It is invincible to airborne moves.

So if the opponent is air dashing and at you, crouching heavy will just beat it clean every single time.

And then you can get a combo afterward.

And I talked about this in another video but this also applies to the super dash.

If the opponent is super dashing at u 2h will beat at every single time and you get a free combo.

So this is really really important if the opponent’s taking to the sky is trying to rush you down with air attacks.

Just remember that crouching heavy will beat them all clean.

And you get a big reward in the form of a combo.

#6 And for the sixth and final tip I want to talk about sparking.

So you may already know you activate sparking by pressing all four attack buttons.

And you may know some of the things it does but it does a lot of things that aren’t very well dash documented in the game.

So for example, if you’re damaged you see how I have blue in my life bar.

You might already know that sparking recovers the blue on your life bar slowly.

So that’s pretty handy but that’s far from the only thing that sparking does.

It also increases your damage.

You can see if I do a light-medium-heavy combo it does damage if I do it in sparking.

It does so that is a really big increase in damage while you’re in sparking.

Sparking also changes the way you can jump cancel normals.

Normally you can only jump cancel uh normal if it hits.

So you can see here I just hold up during this and I’ll jump cancel it but if the opponent is blocking.

You cannot jump cancel this at all.

But if you’re in sparking you can.

So you might be wondering why is this important well this opens up a lot of pressure.

Especially in the corner if you have the opponent in the corner you can do some really crazy rush down by junk canceling your attacks.

You so you can mix them off high-low.

You can keep the pressure going.

And they’re gonna have to work really hard to get out of this.

One other thing sparking does is so you know that if you press the medium and heavy attacks at the same time you get a vanish attack.

And so normally vanish just makes you teleport to the other side and hit the opponent.

But if you are in sparking mode if you hold the vanish keys.

You will teleport behind them but you won’t do an attack.

So this is pretty useful because after that you can do whatever you want.

You can go into a mixup.

You can maybe land and then just do a dragon rush.

And you can do all kinds of nonsense.

This really opens up your mixup opportunities.

You can even call and assist and do it to cross them up.

It’s pretty strong and this is only possible during sparking outside of sparking.

If you hold vanish you just get the normal vanish attack as usual.

And finally, the last thing that sparking gives you is it affects your super dash.

So you can see normally if you do a super dash in the opponent blocks.

You kind of bounce off.

And you can press buttons but they might not necessarily hit.

And there’s a little bit of recovery there.

But during sparking your super dash will actually move you towards the opponent.

And you can press buttons immediately afterward.

So super dash becomes much more of a pressure tool because you actually get the advantage if the opponent blocks it.

So for this reason sparking is a super powerful technique.

And you only get one per round but when you do use it it can really turn the tide of things guys.

It can really really make you a damage and pressure monster.

So that’s gonna be it for the list guys hopefully you found this informative hopefully there were some surprises for you in here.

Thank you very much for watching let me know down in the comments what kind of content you want to see for this game.

Because I’m gonna be doing a lot more DBFZ videos in the future.

So please hit that sub button if you’d like to and I will see you in the next video bye guys.

DBFZ TIPS & TRICK

Adult Gohan Breakdown – Combos – Tips & Tricks – DBFZ

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What’s up dudes max here back to another Dragon Ball FighterZ breakdown. Today focusing on one of the next most requested characters which is going to be Adult Gohan. Again to remind you all this footage was captured at a special Bandai Namco event, and we didn’t have a ton of time with all the characters.

So there might not be as much footage as I’d hope but at least enough to cover the special moves the combos and the base idea of what the hell is going on because Adult Gohan has some pretty interesting aspects to him some stuff that I was excited about some stuff that I was disappointed with. And then eventually became very curious because more information came to light. so let’s talk about that right now.

There are several aspects of Adult Gohan that you’ll find comparable to teen Gohan which is also in this game as well. He was one of the first characters that were actually amongst the roster that was playable played with him quite a bit and there is absolutely similarities between the two there are a couple of aspects that make Adult Gohan sort of have his own interesting gimmick. That had me really excited going into this but before we get into that let’s talk about the different special moves and how effective they are.

Gohan got a pretty interesting command normal in terms of an actual proper launcher. He’s got down forward with heavy which is called the ultimate high kick. And this thing just looks like a proper launcher and another Marvel vs Capcom game or another versus game. And it just launches the opponent into the air without the usual jump canceling of a standing medium.

It’s interesting this character has this but I later understand why he has this specific move because of a very specific reason which we’ll talk about very soon. But he’s got that and who I’ve access to it at all times which makes him have a little bit more combo potential than most.

Adult Gohan also has the Jet uppercut which is similar to teen Gohan and this is exactly what you might think it is.

It’s a proper uppercut seems to have some amount of invulnerability not too much of a difference between the medium and light versions and the heavy version or the one that uses a meter. That’s just a little bit more damage it’s kind of par for the course.

The machine gun kick is also a shared special with the other version to go on in the game where you’re in the air you do fireball forward without a light medium or heavy and you get access to this multi kicking Chun-li kind of special move.

This thing is really awkward I feel it’s only good for approach because if you actually put it in combo with the light and medium version. It doesn’t really go anywhere so I feel like I’m missing something with this move. But if you do use the one that does require a meter on the heavy version then it sets up for this big like sort of cinematic giant kicking thing that launches them across the screen. And you can get a vanishing attack if you’re close to the wall you can get a wall bounce stuff like that exactly like teen Gohan does.

However, he does have a unique special call to the Ultimates back attack which is this lunging overhead strike.

The light one sort of is in front the medium one seems to go behind and then the heavy one sort of goes like up and in front. It’s kind of interesting this thing is going to be great for the mix up potential because it is a proper overhead. You can set up for a low attack and then go to the overhead you don’t get a lot off of this move from what I understand. But it is something to mix up the opponent to make them afraid that they want to stop blocking low and potentially block this overhead. So that’s an interesting tool to have but some other characters do have that so it’s not entirely crazy different.

In terms of his key attacks, he does have this interesting Homme strike that’s sort of invisible and goes across the screen.

I kind of love the way this move.

Look like many other characters, he has a Masako projectile that goes across the screen and is kind of fast and once again is par for the course.

Now the really interesting aspect of Adult Gohan that I was the most excited about is that. This character is said to have a seven bar install super.

Now for some of you guys that might be sort of new to arc system works games or enemy fighter in general. Install supers refer to a character that it’s a powered up state. This is largely popular from salt bad-guy as he has something called a dragon install where he becomes an insane version of that character for a limited period of time.

An Adult Gohan has something kind of similar to a move called potential unleashed potential. Unleash has different variants between a level one all the way up to a level seven yes you can change this to use all seven of your meters for the final version of potential unleash.

But let’s just talk about level one and if you use it this thing does act like a regular Splash Damage super, it does a little bit of damage but you can properly combo it.

And at that point, Adult Gohan is going to get access to some interesting modifiers of his regular attack pattern.

For example, he gets a new move called the machine gun punch which is down forward with the light attack, only you can use this during potential unleash it’s a multi-strike attack.

And it seems kind of good for chain combos and going into confirms and stuff like that. But it doesn’t seem amazing by any means. I also noticed that some of his attack damage is slightly different after the potential unleash has been unleashed.

But it’s not a lot we’re talking about a very small percentage but the one that’s really good is the ultimate back attack and how it changes.

Essentially if you use potential Unleashed at any single point between level 1 to level 7. This special move will gain a tracking property meaning that from across the screen you could have an almost instant overhead that is right behind your opponent’s head like that is extremely good and very good reason to use at least level 1 version of potential Unleashed.

Because he doesn’t actually have any other level 1 supers believe it or not and for a long time as we were trying to figure out what the hell the level 7 version does as it really didn’t seem like it modified anything else about the character. I was fairly disappointed with Adult Gohan because man you’re expecting to drop 7 bars on a super that powers up your character. I would hope that it’s something more than a small increase in damage as well as some modifications to a few of his special moves.

I wanted to see something absolutely crazy like a dragon install so I was kind of like I don’t know what the hell’s going on with this thing. I’m just kind of confused is it not done when I was later given a hint by someone who has had more time with the game. This move upon reaching level 7 will give you access to something that no other character has which is the ability to break the combo chain. I didn’t get a lot of footage of this because I learned it later but Golan has access to like we said and unique launcher that no other character seems to have in the game.

Now, this is important because we just mentioned he gets this unique machine gun chain punch only when in potential Unleashed. So this means that he can actually break the attack patterns of just going from light to medium to heavy or light standing medium crouching medium like anything like that.

He does not have to abide by those rules anymore he can change the combo attack chain but he cannot repeat the same strike multiple time. So if you just wanted to keep doing standing medium over and over again what you actually can’t. But what it does mean is that you’ll have to be prepared to block against, Gohan in ways that you don’t normally block against any other character in this game.

I honestly feel that this might not be that amazing for raw combo damage, but it could make the full level 7 unleashed version of Gohan an absolute nightmare when dealing with him on the block. If you have to block all these attacks and they’re coming from a variety of angles and then he goes into an assist and then they can keep doing several other attacks. That is lunging forward and keep their pressure.

You have to remember that this game does not have push blocking you cannot force someone to get off of you when you’re in a raw blocking state. That’s gonna be absolutely crazy. The only thing I’m slightly disappointed with because this does seem like it’s going to be mechanically really damn good for this character is that it’s not incredibly flashy. He really just has a little bit of electricity on himself I understand it’s sort of referencing a thing in the show.

But I was hoping that there would be some sort of insane crazy thing he’s got access to a whole bunch of other special moves. Heavily modifies his supers, something like that and that doesn’t appear to be the case. However, I think it’s still going to be very good. We’ll see how good it is in the long run because he does have one of the cooler level threes in the game.

Which is sort of similar to his younger version also having a family form of the Kamehameha. In this one, the only one I was able to get footage of is Goten coming out and assisting them by throwing the giant blast.

But I have seen another version where it’s gone ten go on and I think it was Goku. I have I’m actually not too sure where this footage came from but we were unable to make it happen at any point and during several other points where a character like Gotenks is on the team then when he comes out and does the level three and it’s just Adult Gohan by himself.

So I’m kind of curious the modifiers behind this and we got to go check out to find out what exactly is going on. But like I said the only one I ended up seeing was him and Gotenks and his solo.

The other last important thing which I think is gonna be very good for this character is a movement special. I believe the input for this was down to medium in the air and he essentially falls to the ground really fast.

Now, this is gonna be good for mix-ups it’s going to be good for pressure after assists anything like that. Because one of the most dangerous things in versus games. If not all of the fighting games is something called an empty jump low. Where someone thinks since you’re jumping you’re gonna be doing an overhead attack. And then you immediately pop down to the ground and suddenly you’re doing a low attack to catch them off-guard. That’s where this is going to be very good if you’re logged down from an assist and then Gohan jumps and immediately teleports back down. Where the hell is you supposed to block you’re gonna have to guess most of that time.

That’s all I got to Adult Gohan right now there’s a ton to be potentially unleashed with this character no pun intended. That I’m kind of waiting for there’s gonna be requirements of lab time I’ve already seen things where he can whiff cancel some of his chains when potential has been unleashed on him. And they just keep going for some reason so there’s a lot more to him. I do wish it looked a lot flashy er and a lot crazier and a lot more Dragon install ish but it’s hard to deny that this characters gonna have access to some pretty insane things if you want to save up all seven of those bars.

As always dudes thank you a ton for reading. Leave me a comment below which character you want to see next for the Dragon Ball FighterZ breakdowns. I’ll see you next time away.

DBFZ TIPS & TRICK

Hit breakdown – Super, Combos – Tips & trick – DBFZ

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What’s up, dudes, dbfgame.net here back to another Dragon Ball breakdown featuring. What is most likely the second most requested character of all the latest new characters and it’s going to be Hit.

We’re gonna be focusing on the character his gameplay and I got some cool combos to show you guys at the end. But sadly a lot of my direct footage of these moves didn’t come out too well and I lost a bit of it.

There’s a lot of people playing Hit and we’re gonna use some spliced footage to show you exactly what’s going on. But I still have some pretty sick combos again.

This came from a Bandai Namco event where we were playing with the characters we didn’t get a ton of time. But enough to get a basic understanding of what Hit is about and how different he is from the rest of the cast.

So the first thing I thought when I first saw Hit playable in the game was that my good man. This guy really reminds me of Akihiko from persona 4 arena. Albeit I didn’t play a ton of that game. That was the first impression I got.

I think others are probably gonna be making comparisons to the slayer of the Guilty Gear series. Especially considering how heavy grounded rush down he is. Because that is absolutely what he is. This is one of the best characters in the game next – Yamcha which we’ll talk about a bit in the future that is entirely good on the ground and really is kind of awful in the air.

However, a lot of aerial battles don’t really take place in Dragon Ball FighterZ unless you consider the pursuit like you’re your aerial dash. That I guess but every character gets access to that you don’t really have a lot of like flying characters in this game for the most part similar to other versus game.

So I wouldn’t be too worried about that because Hit excels on the ground so much that it’s ridiculous. His prowess is mixing you up with a left and right direction. Confirming Hits from full screen and then moving his way in.

And he is the first tried-and-true proper counter character. He’s going to be going into counter states that can do something about projectiles physical Hits and then immediately rapidly move across the screen. And then punish you for it which is awesome – look at.

His counter Hit states have multiple versions of them. So if you go into a counter Hit state with like fireball forward, he’s just standing there in a neutral pose and then will execute multiple different attacks from that. Whether or not it’s a punch a rush for you can choose to dash the character forward to kick them into the sky anything like that.

He has multiple moves that are the result of using directly counter-attacks. And a lot of this character is going to be understanding what your opponent is going to do and then mixing up them as a result.

The other thing that some will not like about Hit is the fact that he is going to be a very technical and probably execution heavy character at least in comparison to Dragon Ball FighterZ characters. I mean come on everything in, this game is a fireball for Dan a fireball back.

This character is going to have stance canceling. Meaning that you’re gonna go into a combo chain with his stance or enter a stance through fireball forward with the light attack button, and then have to execute another attack right after. That to get something to follow up after so that part is a little bit more execution than I was used to for Dragon Ball characters.

That actually took me a little bit while or a little while to get used to doing that. And as a result of doing it, there are some interesting stance cancel combos that I was able to find.

Now, this isn’t all just about close-range battles and close-range attacks and let them ride mix-ups. He does have some interesting range stuff that he can do.

It does also have another stance that has this glowing form around him. And if he does either up down or forward I believe with an attack button. He does this multi Hit strike from a very very very long screen distance away. You can confirm into this using the vanish attack and then follow up with a full combo.

So that’s actually kind of interesting and I do dig that about him that he does have like either really close good range or some stuff that it can use some very far. but the mid-range like that seems to be maybe where Hit might be a little weak.And especially in the air because obviously, he doesn’t have a lot of aerial attacks. His sweep mind you is also ridiculously slow.

His grounded attacks can be very quick on the light buttons but the mediums are a lot different than some other characters.

Meaning that the combo path for Hit might be smitten be slightly different than you used it for some other characters where you just jump out of a standing medium attack and go for things.

You can still absolutely do that with Hit. But just be prepared that some stuff is gonna feel very different with this character. The immediate obvious like good traits of Hit isn’t going to be like glaringly apparent.

It’s gonna take some work to get good. with this guy. And I don’t think that’s specifically a bad thing. I actually kind of like that Hit and Beerus which we’ll also talk about in the future. Our characters that are kind of changing the archetype of what we’re used to in Dragon Ball FighterZ. It gives me a decent amount of good hope for the future of the other DLC characters always showing up.

That’ll have some interesting play styles because like I did say a lot of characters in this game do have very similar traits and move sets and you kind of play one and you play the other.

Sort of similar but that’s the way in a lot of different vs games with their like auto chain combos or their combos in general that work a certain way.

It sort of breaks that mold and I dig that about him and it also helps that he looks friggin awesome when doing it. One last thing to note is his key attack move when your key button is essentially your special button in this game.

It just throws out a very small basic projectile that can be dashed through and Hit doesn’t actually have that. He does not have regular projectile attacks in the ways that you think.

Instead, he’s given a counter State on his key button which you can repeat over and over again. So if you want to like Harry multiple attacks and dash all over the place that look like you’re completely in the opponent’s mind. This is gonna be the character to show off some sick.

Hit does have an interesting unblockable attack where he sort of creates this projectile on the ground. That hovers across the screen and can actually manifest itself at different points of the screen it’s just a nice kind of tool that you can use to make your opponent afraid of your ground-based attacks and get them to start jumping for some reason.

So it does have access to more tools than most characters in this game. Which makes them a bit more complex but one of my favorite things at the end of all this is like his movement and mobility. When you see this guy dashing across the screen really fast and manipulating different things from a counter-attack to striking you to using a vanishing attack and converting that into big damage.

supers are also fairly versatile with one being in the air one being a grounded level one and then his level three also being on the ground too. So that’s a good thing you’re gonna have many opportunities to get damaged with Hit and when you do get damaged by this character.

It seems like it hurts quite a bit. Either way absolutely one of my favorite characters in the game right now. I still feel like I barely touched the surf of him like understanding the stance canceling stuff he has a launcher from.

One of his counters, Hit states that you can kick them up into the air this stuff just looks really neat either way one of my favorite characters in the game right now and I am looking forward to more of them.

But I’m curious who you guys want to see next we can take a look at Beerus we can go into go tanks anything like that if you want to see Nappa. If you want to see Ginyu there is a lot of characters in this thing that I grabbed footage of especially of Tien and Yamcha.

And I want to see which one you want to see next. So please in the comments below let me know which character we should focus on for the next. Because luckily enough unlike this one I have a lot of footage of those other characters and I lost a lot of my Hit footage.

So until then thank you, dudes, a ton of reading and joy a couple of combos and I appreciate a thumbs up if you enjoyed it. And I’ll see you next time I continue.

DBFZ TIPS & TRICK

Krillin Combos – Tips & Tricks – DBFZ

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Hello and welcome to another Dragon Ball FighterZ video. today we have a much-requested character profile for Krillin.

Krillin is a very unique character. He’s a bit tough to describe with a simple sentence. So I really hope that with this post you’ll be able to understand the value and utility he brings to a team. Because he really does bring a lot of utility. And even though when he’s fighting one-on-one he doesn’t look like the strongest character. His team value is something that is just undeniable. But let’s start breaking down his abilities before we even get to his specials.

I want to talk about his key blasts by pressing down into special button.

Krillin shoots a ki blast downwards that launches him into the air. And he can do this again while jumping which gives him almost like a double jump. And at the same time he damages an enemy that’s below him.

But that’s not all that’s unique about his ki blast. He can actually direct them at will by pressing the special button. Krillin shoots the ki blast just like everyone else. But if you press the special button again combined with the direction, you can direct his ki blasts up or down. Making them a little more unpredictable than usual.

Now Krillin is completely open while doing this so it is a dangerous maneuver. And it doesn’t really do a lot of damage but it can be useful in certain situations.

Well, let’s get to his special moves the first one is the Kamehameha with quarter-circle forward then the special button.

But this one behaves a bit differently from Goku’s and Cells coming on huh. Because Krillin can charge this attack and jump while it’s charging. Charging the Kamehameha doesn’t make it deal more damage but the timing alone can throw the opponent off balance.

And even fulham into thinking you’re gonna throw a Kamehameha from the ground or from the air when you decided at the last second to switch things up.

Krillin second special is the solar flare with quarter-circle backward and a special button.

This is a short to medium range stun, that can only be done while on the ground. If you’re too far away from your opponent it doesn’t work at all. And the stun duration is very short, you can’t even follow it up with a super dash afterward. But you can follow it up with an assist attack or with any of curling supers.

Making this not only one of the easiest ways to counter an opponent of the entire game. But also a very punishing attack if you follow it up with a super.

Moving on to Krillin attack specials. First, we’ve got the afterimage strike with quarter-circle forwards and an attack button.

The range will vary depending on whether you press the light medium or heavy tech buttons. The lie detector version has the shortest range.

The heavy attack version has the longest, but the heavy attack version also tracks the enemy position.

Meaning that you can use the medium attack version to switch sides with the opponent if you’re too close. But that’s not all if you hold down the attack button on any of these versions you will actually perform a fake.

Krillin will not strike the enemy, and the afterimage will simply vanish. So if you’re into playing mind games, you’re gonna love this ability.

And I left this special attack for less because it is just very very unique and it’s gonna take a while to explain it. It’s the Senzu bean with quarter circle backward and an attack button.

When Krillin is your active character, he’ll throw a Senzu bean to one of your assist characters and healed them up. You can choose which assist character you want to heal by pressing a different attack button.

The light attack heals the assist at the top and the medium attack button heals the assist at the bottom. If one of your assists is dead, Krillin sends your beam will actually hit the stage wall and bounce back into the field.

At which point Crillon can pick it up himself or if the enemy is aware that this is gonna happen. He might even steal the sensor beam from you.

But you might have noticed that Krillin doesn’t always throw Senzu bean when you perform this motion. Sometimes he throws rocks as well. And it may seem random at first whether he throws a rock or the sensor beam but there is actually a sequence.

And the sequence goes sends a bean followed by three rocks, then another Senzu bean, Then three more rocks and then your third Senzu bean. That’s the last one from there on out it’s nothing but wrong.

However, if you accidentally throw a Senzu bean at a character that’s full health. Or if you throw it at the ground and no one picks it up because it went off-screen. That one does not count you only have three Senzu bean to heal people. But if they don’t he’ll just pretend that Krillin is picking them up and putting them back in his pants.

And as you’re a sister this is also Krillin ability. The rotation works exactly the same. He throws a Sunzu bean then three rocks etc etc etc… But this time it doesn’t throw it directly at your character.

He throws it to the ground close to your character meaning that if the opponent is close by you may very well be giving him free health. It’s dangerous to use Krillin as an assist character sometimes. So be careful when you use it.

And after you spend all three Center beans the assist attack actually changes. Krillin will throw his directive key blasts instead which I guess is way better than the rocks.

Moving on to his super scrilla news once again very unique and interesting. He’s got two supers a level one that can go up to a level five and a level 3 super. His level one is the Destructo disc with quarter circle forward and the right bumper or trigger. And it can only be done from the ground and it will always travel horizontally.

And it can be very devastating. A single destructo disc on its own it’s nothing special. But you can mash buttons to throw up to five destructive disks and deal some serious damage.

Now each this will cost you one bar of meter and this is why this could be a level 5. This is also the ability with the biggest chip damage that I’ve seen in the entire game. Meaning that even if your opponent blocks the 5 shots. It might still be worth spanning the meter just for the chip damage. And since you can cancel from the solar flare into this. And solar flare is such an easy counter to perform. I think you can now understand how devastating this can be.

And finally his level 3 super is the split energy wave with quarter-circle backward and the right bumper or trigger.

You can only do this while on the ground and it starts with an aura Zonta energy wave followed by a key blast shower. Even if the opponent blocks the first one, he can still get hit by the second one.

So it’s an interesting ability because it can damage the opponent’s in two different moments. Though when a player blocks the first energy wave, they usually avoid the key blast shower as well.

And as far as Auto combo 1

This is what happens when you match the light attack button.

And this is what happens when you match the medium attack button: Auto combo 2.

Now because the second auto combo ends with a destructo disc. If you keep mashing you can actually unleash the five destructo disc which probably makes this the most powerful auto combo in the entire game.

And now that we know his abilities here are some general tips on how to use Krillin. Let’s start with the obvious value he brings to a team.

He can heal your teammates with the Senzu bean so make sure you use it. Now, of course, the first sensor beam is easy to use. Because Krillin just throws it immediately but so many players forget about this ability afterward. All you have to do is just keep in mind that you have to call and Krillin for an assist attack once in a while. It’s not hard to find an opening where if curling can throw a rock.

He’s not contributing much to your combo or damage but you’re getting the rock rotation out of the way. So when you need another Senzu bean, Krillin is ready to throw it.

So that would be my first tip you’re gonna have to keep in mind the rotation. You’ll need to know how many rocks you’ve grown since the last Senzu bean at all times during a match. And that just takes a little bit of practice it’s a bit unconventional for sure. but it’s not that hard to get used to it.

And personally, I like to throw the sensor beans to my assist characters. using Krillin as my active character just so the opponent doesn’t surprise me and grab the Senzu bean from the ground instead of my active character,

There are definitely situations where it’s safe to throw it into the stage. But just to be safe as a beginner always have Crillon as your active character and throw it to one of your assists. Then you can swap characters and start throwing rocks with Krillin as your assessed character.

The second awesome thing that Krillin brings to a team is being another great character at finishing combos. At converting meter into damage with his destructo disc. If all five of them hit this super is just as strong as another level 5 supers. And if the enemy blocks them it still deals a ton of chip damage. So Krillin becomes a relatively safe way to spend your meter.

But what about when you don’t have the meter and you don’t need to heal your allies. what does Krillin bring to your team well?

He’s not an easy guy to play, I’ll tell you that much. He’s a tricky kind of character.he can fake the opponent a lot using the afterimage strike. Not only because you can actually fake the opponent’s using this move. But because of the different ranges as well you can sometimes just swap sides using the special attack.

If you read your opponent well they will feel completely powerless. And I guess the same could be said for the directive ki blast and the Kamehameha. Which you can hold for a bit or just shoot it right away or jump and throw it or just jump and fall back down to the ground and throw it.

So it’s that type of character it’s definitely not the friendliest character for beginners. Because you’ll need to get in the mind of your opponent. And be able to read his behavior and know what he’s gonna do next. But it does bring a lot of value to a team by being so unique.

So if you’re at the beginner level and you want to start using Krillin, just use him as your Senzu bean dispenser. As well as the guy you go to spend the meter on his destructo disc. Because that just deals so much damage.

Thank you for reading our character profile for Krillin and I’ll see you guys next time boy.

DBFZ TIPS & TRICK

Frieza Combos – Tips & Tricks – DBFZ

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Hello and welcome to another Dragonball fighterZ Tips &Trick. Today we have a character profile for Frieza. Our galactic Overlord made it into Dragon ball fighterZ in his final form. With the possibility of upgrading himself, into Golden Frieza to dish out even more damage. With a very unique moveset Frieza despite being a beginner friendly character. He’s gonna take some practice if you want to use his full array of abilities. And let’s start by highlighting some very unique normals.

By pressing down on the special button Frieza throws laser eyes.

Now, this move isn’t very useful in most situations since it’s got the same priority as a normal key blast. So it’s not gonna stop a super dash or anything like that. And the range is super short and it doesn’t deal too much damage. So I guess it’s only God it’s situational uses but it looks cool. Come on its laser eyes.

Next, by jumping and spamming the special button, Frieza will throw out these hand blasts.

This is a close to medium range ability. It can only be used in the air. Its use is a bit situational. But it does dash out a bit more damage than the laser eyes.

Next, most characters will knock an opponent into a wall bounce when you hit to have your attack button while standing. However, when you do that with Frieza, he throws these telekinetic rocks.

They too causal wall bounce but only if you are at close range. The rocks need to raise the opponent from the ground first.

But if you hit an opponent with a distance disability will still deal damage. It won’t cause a wall bounce. But it does give Frieza and needs one ability that is absolutely free.

Also hit down + to heavy attack button causes a ground explosion.

Which is definitely an anti-air move great for countering any reckless super dash. And that completes the weirdness of his normals.

As you can see, a lot of them have a bigger range than most characters making Frieza kind of as the owner. Who can also make stuff happen at close range?

Especially since most of his attacks that we covered so far are particularly useful in the mid-range section not really the long range.

But that starts to change when we arrive at his special move. Starting with next time you’ll die.

With quarter-circle forward and a special button. This is a giant projectile that travels forward Frieza can do this wall on the ground or in the air. But if you do it in the air the projectile will travel towards the ground first it won’t just go horizontally.

If you hit an opponent at long range it just deals some damage. But if you actually catch at close range with the disability you’ll deal even more damage. There’s an awesome ability to finish combos and you can even link it easily into any super.

Creases second special is the death saucer with particle backward and a special button.

Frieza throws two saucers at the opponent and these saucers comeback. And they will actually hit Frieza if he’s not careful. I’ve heard some people saying that these are unblockable but that’s totally just not true.

You can block them easily you just have to point to the opposite direction once they come back. And even Frieza can block them or just knock so they go over him.

And it’s cool that he made it into the game. It does add something because after you throw these discs out. You know they’re coming back and you need to be careful.

Frieza can also teleport completely for free with warp smash done with down down and the special button. Now that’s a button combination we don’t see often in this game.

Frieza will vanish then jumped and throw a fireball at the opponents. If he’s somewhat close to the opponent it’ll actually switch sides. But if not he’ll just get a little bit closer. It seems that the distance he teleports is fixed and it doesn’t really track how far the enemy is. Unlike the universal teleport that every character can do with one bar of meter.

The last special attack from Frieza is the earth breaker with quarter-circle forward than an attack button.

This is sort of a ground projectile. Frieza will spawn this a close to medium range with a light attack button or at long range with a medium attack button. And then we have the heavy attack version that seems to trigger both of the previous version. So it basically covers the whole screen this is also Frieza assist attack.

Which can totally be used as a launcher if you want to follow it up with a combo? And as far as supers go Frieza has a single level one super and a bunch of level threes. There are quite situational and unique.

So let’s start simple with the death ball with quarter-circle forward and the right bumper or trigger.

This is Frieza level 1, he jumps in the air and throws the death bolt diagonally downwards. If you’re already in the air while Frieza doesn’t jump obviously but yeah you can do this wall on the ground or the air.

This is great for finishing most of his combos since Frieza can just do this from any position. Same goes for his level 3 the Nova strike with quarter-circle backward and the right bumper. You can also do this wall on the ground or on the air.

But if you’re on the ground Frieza will first jump because this is also a diagonal attack. You can see Frieza powering up to his 100% full power form and then just diving towards.

Now the range of disability ends up being a bit shorter than Frieza’s death ball. Since it doesn’t trigger an explosion when Frieza a lens. So make sure you’re close enough to your opponents before you spend the three bars.

This also has a very situational level three called you should be killed by me. By simply holding down the right trigger when Frieza is down. And this has to be a hard knockdown Frieza has to be saying on the ground when you hold the right trigger.

Then Freeza will shoot a beam diagonally upwards. This is a very unique attack from Frieza. That makes him extremely dangerous when he’s knocked down with three bars a meter.

Because this attack actually deals some decent damage. So if you’re fighting against Frieza, my advice is if he’s got three bars just stay away. Though sometimes that could work in freezes favor because the ball is zoning abilities that we talked about.

Finally, Frieza has a transformation.

You can turn into golden Frieza with quarter-circle backward and the right trigger. And let’s look at what this transformation does first of all movement speed.

Frieza gets a lot faster when turned to golden. And that’s useful for both getting close and getting far away from an opponent. If you’re fighting against someone who is wicked zoning you might want to put it some distance. If not you might actually want to get close to the shot some damage because the transformation is actually temporary.

Now all of his attacks will retain the same speed the only thing that changes is how fast he moves. And as far as damage we also have a little buff for instance. If we look at his level one super the golden version will deal around three percent more damage than the normal version. Which might not be a lot since you just spent three bars a meter to power up.

But sometimes three percent will be just enough. now when the transformation runs out razor will be vulnerable for a good second or two. But if you hold down a button specifically when this is happening. You’ll spend one bar of meter to call in sorbet. And survey will shoot an opponent from off-screen which is a reference to the resurrection F movie.

Well, let’s move on to the auto combos as far as auto combo one.

This is what happens when you match the light attack button and be aware of freezes third move of the auto combo here. Because this one can actually be triggered from a distance even. If you don’t land the first two hits Frieza can hit with a third attack from long-range. So there’s another example of where a normal attack from Frieza is just another good zoning option.

And when you match the medium attack button this his is the second auto combo.

And now that we know his abilities here are some extra tips on how to use them.

Tip: Swap out Frieza after transforming if you put Frieza in the assist position.

After he transforms into golden Frieza he will retain the full duration of his transformation. Now since Frieza spends three bars just to transform chances are you won’t have a lot of meter after the transformation. So my advice is transformed as soon as you can in the fight and swap them out get the meter with the other characters.

This will be not only useful because then you can use golden Frieza with more meter once you bring him back in. but also you will then have freezes assist attack as golden Frieza. and you’ll actually deal around 1% more damage every time you land the assist attack.

And his assistant AK is just one of the best in the game. his earth breaker coming from the assist position covers so much of the screen. So it’s able to interrupt a lot of what the opponent can throw at you. And if you manage to land a hit you can totally follow up with a super dash into a full combo.

So yeah, in my opinion, that’s how you use Frieza transformation. You transforming you get out unless you have a ridiculous amount of meter. But that’s not all he’s got obviously but I feel the rest of my advice would be a little bit more obvious more predictable. He’s got great zoning so take advantage of that against characters who can’t zone very well.

Against the rush down types just keep them away with earth breaker. Next time you’ll die in death saucer. Even freezes medium-range normals and if they got close that ends up not being a big problem for Frieza. Because almost all of these attacks also work at close range. And it’s not like he’s useless when it comes to combos. He’s surprisingly beginner-friendly given how complexity is.

So it’s not hard to make stuff happen even at close rang.e he’s definitely a character with the zoning focus. but I’d say that overall he’s a pretty well-balanced character.

and that’s our character profile for Frieza thank you all for your kind requests in the comments down below next week we’re doing Majin Buu in DBFZ because that’s actually the last character that we got to play. Thank you very much for watching. I’ll see you guys next time boy.