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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

Beerus Breakdown – Tips and tricks – DBFZ

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What’s up dudes, dbfgame.net here back to another breakdown of Dragon Ball FighterZ characters. Today we’re focusing on the third one and is probably the most requested of the comments. Which is going to be focusing on Beerus.

Before we get into things this footage was recorded at a Bandai Namco event and I didn’t have a ton of time with all the characters. But I did have some to go over their moves.

Figure out some combos and at least give you guys a decent breakdown. As far as what the hell is going on with some of these characters. We’ve already covered a bit of Goku black and hid.

But today we’re gonna focus on a character that possibly is one of the weirdest in the game in terms of the general DragonBall FighterZ play style. Let’s talk about Beerus.

One of the best comparisons I can give you of Beerus in terms of other characters. That arc system works is made is most likely going to be venom from the guilty gear series.

Although there’s a similarity. It’s not exactly identical by any means. Venom was able to control screen space by having manipulated projectiles. He could put projectiles on the screen that would hold their spot. And then if he collided with them they would go in different directions angles and speeds.

And that is largely the same game plan that Beerus has in Dragon Ball FighterZ. But it is fundamentally different because it does act much differently. He seems to have a basis in what venom does but his execution is a lot different and let’s talk about that.

Beerus regular ki blast isn’t anything special to a single projectile and his jumping ki blast isn’t really any different from many other FighterZ where it shoots multiple attacks.

And the reason behind this is that this is sort of the characters go to regular projectile attack. Because he doesn’t have one similar to other characters. He’s got these weird orbs that fill the screen.

This first one that summons about 6 orbs that go all around his body. I believe was executed with fireball forward and the key button. And these orbs are actually tangible on the screen objects you can also collide with them with certain attacks.

If you force your opponent into them they do indeed cause a collision. And you can follow up with a combo or something crazy if you set it up.

There are also ways to manipulate them in certain ways which I didn’t have the entirety of time to figure out.

But there was quite a few and the different ways you can sort of manipulate these projectiles do change a lot of what Beerus can do instead just having them sit there on the screen.
He’s got a spreading projectile attack which is done in the air.

And this one specifically seems to be a get off me kind of mood. Not really good for combos has a bit of startup. But does spread out in an equal around a range around him. Which could be good in some situations just to stop your opponent from rushing in on certain things.

His regular fireball forward attack with either the light medium or heavy buttons is a summoned orb that Beerus kicks across the screen.

These can be summoned at the multitude of angles either going down or straightforward or up and stopping. There’s a lot of different things you can do with them and this move also collides with the previous move where a summons six orbs around the screen. You can kick them in specific directions with this attack and it just depends on which version you’re using.

The ex-version summons a multitude of orbs that he boots across the screen and you can follow up for some pretty crazy pressure. That I don’t believe can be Pursuit attacked through like the giant air dash. I’m not too sure if it goes through these I didn’t have a chance to test that. But usually, only regular ki blasts are nullified by that specific move of jet dashing across the screen.

But wouldn’t be surprised if these are tangible and even could stop the opponent from doing that. Which is great if you’re upset with your opponent constantly like dashing in on you. You don’t know how to stop it Beerus might be just the character for you.

Combine all these attacks together and Beerus gets quite a few different actions during even a regular jump. I’ve been able to fit in three different things that you can combine when you’re putting this move to the next one to the next one.

And in most games, characters only have so many permitted actions that they’re allowed in the sky. And Beerus gets quite a bit so I wouldn’t be surprised if we see a lot of this kind of stuff with this character.

One of his only proper physical attacks special moves is this lunging palm strike which can be done on the ground.

And I think this thing was an overhead when I was testing it. The ex-version just launches them across the screen a little bit more. but it’s mostly good for ending combos as you go into super and then follow up with either orbs or something like that, as they get up from it.

Beerus level 1 super is interesting as it can technically be modified.

He summons this giant spirit ball that comes down to the ground and the longer you let it travel the more damage it. This is a good super but albeit not that damaging but you can amplify the damage for an extra bar. Which tax on the second part of the super.

The funny part is that you can do it very early during the first portion of the super which leads to very little damage if you choose to let it rock way too early. But if the first part of the super travel is a good distance and then you activate the very end it’s decently damaging but not great by any means.
The level one super so far with some of the newer characters don’t do a lot of damage. But as level 3 is a decent command grab style attack.

That literally Yanks the opponent and goes into a cinematic animation. And mechanically the other character that really reminds me of this is trunks with his level 3 as well. There are also some very unique animations to this one if you properly kill a character. I’m not too sure if it’s only against Goku Black you can like perform Hawkeye against them and they just straight vanish across the screen.
It’s not super flashy but it’s a nice reference for finishing the animation. I hope it’s not only against like Zuma so I want it to be against like all the characters where you essentially obliterate them if you kill them with the level 3. That would be a nice touch I would love to see that but I didn’t have a chance to really mess around with it. Because I didn’t get a chance to kill anybody with this specific move.

Tips and tricks

That’s about all I got for Beerus in the limited time. Once again, he’s a very different character than the usual roster member in Dragon Ball FighterZ which is what I appreciate. I do feel that if there is a character that’s going to be a keep away style. That Beerus is most likely going to be it with controlling distance. And manipulating these orbs and it might be hard to get on him.

Especially if you can’t do a dashing attack through these projectiles, that will make him absolutely very good in a situation of just holding that space. But outside of that and nothing I got footage of he does have a very interesting crouching medium attack, no kidding there is a sweet move that he has.

Where if you press crouching medium he travels across like 3/4 of the screen. It is ridiculous how much you can catch people with this thing. And if you’re close to the enemy it just cuts that distance off and looks like a regular normal attack.

It’s not until you’re full screen and then you press down medium you realize the insanity of the length of this normal it. It blows my mind. Either way, I think this characters going to be very interesting.

I am curious to try some crazy setups with him it reminds me a lot of the hell’s own grenade super that Piccolo has it leads into some ridiculous DHC situations and tag moments. And stuff like that maybe the lingering fireballs might be really good. Especially for team compositions so I think Beerus is gonna fit on many different teams. Especially considering the way he plays.

But we’ll see it all depends if certain things work out the way. I was mentioning and if not he might only be okay. But either way, I’m just glad to see more character archetypes of mechanics introduced into the game. Which gives me hope that characters that’ll be introduced later in the future of Dragon Ball FighterZ could get even nuttier.

Which again would make me very happy as always dudes thank you a ton for reading. I’ll be back with more breakdowns of future characters. And which character you want to see next please leave me a comment below. And I’ll try to get the next one out as soon as possible. I’ll see you next time.

DBFZ TIPS & TRICK

Android 18 COMBOS – TIPS & TRICKS – DBFZ

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Hello and welcome to another Dragon Ball ZighterZ video. Today dbfgame.net presents a character profile for Android 18.

Android 18 was created by Dr. Gero with the purpose of destroying Goku. But as fate would have it, she ended up turning from Android to human. And from the villain’s side, she came over to the hero’s side. she did not do this alone. however at her side was always her twin brother Android 17 and in Dragon Ball FighterZ these two fights together as one. making this a unique character.

Before we even get specials and supers. There’s this unique attack that this character can perform by hitting back and a special button. Android 17 comes in and throws some ki blast allowing a teen to move freely while this happens. this is a great way to put some pressure on your opponents from a distance with 17 as you try to get closer with 18.

But now let’s get the specials. Android 18’s first special is the destructo-disc quarter circle forward plus the special button throws a simple ki blast that goes across the screen.

Alike Krillin, you cannot throw multiple Destructo-disc and unlike Frieza, these do not come back to hit you in the face. It is as simple as it gets.

The things do start to get a bit more complicated on our second special attack and that’s the barrier. This is one of the moves that makes Android 18 very unique: down down + the special button absorbs pretty much any attack and turns it into the meter.

And when I say it absorbs pretty much any attack. I mean melee strikes key blasts and even level 3 supers are powerless against this thing. This is also why 18 is good to have on your squad because her assist attack is actually the barrier.

So at any moment by just tapping the assist button 18 will come out and absorb the enemy’s attack. The barrier does require some practice and some precise timing. But it’s an easy way to fill up your meter incredibly fast. Which in turn allows a teen to spend supers all the time.

Moving on to the attack specials the first one is the back grab quarter circle forward and an attack button.

Executes this very close range command grab. It is very hard to execute thanks to its very short range. And it’s also very hard to lean into combos given its long animation.

But it is a good mix up and that’s really one of 18 strengths trapping. Opponents in a corner and once you get him blocking hit him with a background. All three variants are hard to connect. But if you do connect the light attack version can’t really be followed up by anything. The medium attack version can be followed up by an array of abilities and the same goes for the X version.

The second attack special is called the support attack quarter-circle backward and an attack button. Android 18 calls Android 17 to support her with a melee combo.

This is your go-to ability to apply pressure. It has a very high range on whatever version you activate the light or medium. But the medium attack version will deal more damage since 17 will stay in the field for longer and perform a bigger combo. While in the air disability changes a bit with 17 performing the same melee combo or activating the barrier himself.

The X version of this move is very special and unique. once you execute it 17 will show up and have a really big monologue. During this time if your opponent calls in any assist here’s what 17 will do.

Now you’ll probably still take the damage from the assist character. That 17 will punish him for coming into the field.And chances are he’ll catch the active character as well. So, in the end, you’ll be dealing more damage than receiving.

Now, do you bear in mind that you need to anticipate your opponent calling in and assist you can’t simply react. Because once the assist is out 17 won’t attack him. You’ve got to have 17 readies before the assistance calls which makes this a very high-level ability.

What if you do the ex-version of the support attack and Android 17 is ready to punish an assist character. Butter your opponent’s assist is actually Android 18 doing the barrier huh. What do you think happens next.

Convening of supers Android 18 has two supers at her disposal, a level one and a level three.her level one is called energy wave.

This is one of the easiest supers to connect in the entire game 18 teleports directly above the opponent and shoots directly downward. Meaning you can do it in pretty much any situation if your opponent is moving too much horizontally you might miss.

So this is not a great ability to use when your opponent does a super dash for instance. But if you combo this with any of your abilities you will hit nine out of ten times.

And her level 3 super is the Accel dance. Android 18 and Android17 lunge forward horizontally either on the ground or in the air. Its range is pretty decent not fullscreen but close enough and after the activation, the tweens perform a combo and the opponent finishing him off with a key blast each.

if Krillin is in your team and is alive this super actually has a different animation. Where Krillin will replace Android 17 and shoot a Kamehameha wave. But the super behaves exactly the same does the same damage the only thing that changes is the animation.

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.

And now that we know her abilities let’s look at how to use them.

I want to preface this bit with a disclaimer Android 18 is probably my worst character in Dragon Ball ZighterZ. And I believe I understand the theory, but without being able to execute it in practice.

I would advise you to take my advice with a grain of salt. Android 18 is one of the strongest mixes of characters in the current roster. I’d put her up there with Piccolo as such she will be a high-level character to play.

She’s not really something I’d recommend for beginners. It’s not very easy to do big combos with her, our abilities are tough to land and chain together. She’ll definitely take more practice than usual.

That’s probably because she’s a really strong character at opening up her opponent. just like she opened up Krillin.

If you know what I mean having the ability to call in seventeen to perform a big combo while you have free control of 18 is a great way to put pressure on an opponent. Suddenly he’s being hit by two characters at the same time. This gives you time to think while the opponent has to be worried about Android 17 attacking him.

So you can plan exactly how you’re gonna fix him up and how you’re gonna open him up to an attack. The problem is once you hit him it’s not like she can do some crazy big combos for big amounts of damage. So what usually happens after you hit an opponent is you just do a minor combo and link it.

Into your level 1 super which you can hit in pretty much any situation. Now on the bright side, she has a barrier shield which is just an awesome way to counter any opponent’s attack. If you can see it coming you can turn an enemy attack into the free meter. And that allows you to use your level 1 super witch again you can just use in pretty much any situation and then follow up with another character for bigger damage.

So if you have another character who’s capable of bigger damage. Just get Android 17 to gather some free energy for you by tapping. That assist button just like Krillin tap that ass.

The best Android 18 players that I saw were really good at getting past my guard but right after they did that they rarely went into some very big combos. They pretty much just went into their level one super every single time.

Android 18 is great for mix-up she’s great for a gathering meter for your really strong characters. And that’s gonna be a very specific advantage in something. You might want to have on your team of three but again it’s something kind of specific and not very beginner friendly.

Thank you for watching another DBFZ character profile. Next time we’re going back to your request to make sure you leave them in the comments down below according to my math.

There’s also the video at the bottom but as always thank you very much for reading and I’ll see you guys next time boy.

DBFZ TIPS & TRICK

Future Trunks Combos – Tricks & Tips – DBFZ

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Hello and welcome to another Dragon Ball FighterZ tricks. Today dbfgame.net presents a character profile for Future Trunks.

After seeing his world destroyed by the Androids, Trunks travelled back in time to warn the earth warriors of the threat that was to come. This journey allowed him to meet his father for the very first time and become powerful enough to deal with his threat on his own. When he returned to his timeline in Dragon Ball FighterZ, Trunks is a balanced character with an above-average reach thanks to his sword a few Zoning options. As well as a good mix up capability.

Trunks first special attack is the Masenko which he learned from Gohan in the future timeline. The Masenko is a full-screen ki blast that has about the same priority as your typical Kamehameha. Meaning that it’s better than your regular ki blast. And you can use this to punish a super dash.

From second special attack is Change the Future. Trunks dash you’re slower than unleashes a huge blast at the enemy’s feet. You can do this with quarter-circle backwards and the special button.

And if you hold down the special button, you will actually fake this move. Trunks will dash forward but he won’t unleash the explosion. So if you’re playing against a more experienced player, you can’t use this. Because they’ll probably block to avoid being damaged by that attack.

So by faking your opponent, you can close in the distance and link it into some other move. Against beginners though they’ll likely just see this as a normal dash and trying to punish you for doing so. So don’t use this fake if you’re at the beginner level.

Moving on to Trump’s attack specials quarter-circle forward and an attack button does the Shining slash. Which is an overhead slash which can be done in the air and on the ground. This gives Trump some mix of ability by being able to quickly transition from a normal combo into an overhead strike.

This is your go-to move if your opponent is blocking low and depending on the heights. That you have when performing this move or how far in the air you are. You can even link it into your level 1 super which we’ll talk about a bit more later in the video.

And our last special attack from Trunks is the quarter circle backwards and an attack button. It’s called the cyclone buster. And it’s a very unique ability, that can be used in a variety of ways.

Depending on whether you hit the light or medium attack, Trunks will roll forwards or backwards. Through our testing, we figure this ability does not damage the enemy.

Even though Trunks is rolling up with a sword, Trunks does not turn into Sonic. This seems to be purely a movement ability that allows you to get in and out of trouble very quickly.

I always use this move to close in the distance that link it into a combo or if my opponent was blocking. I used it to back out before my opponent was able to counter. Furthermore, Trunks is able to interrupt this move in mid-air by pressing the special button in which he shoots a key blast downwards.

So to the best of my understanding, this is the ability that allows Trunks to jump in and out of danger with some relative ease. If you master this ability, you can be aggressive without fear of being punished by an opponent. In situations where other characters would just be completely screwed.

Moving on to the super attacks, Trunks has two supers a level one and a level three. His level one is fairly straightforward it’s the burning attack. And as you would expect Trunks shoot to key blasts forward, that travels horizontally.

This super can only be performed while on the ground which makes it a little less versatile than most level 1 supers. Or at least most projectile supers like the super kamehameha or the Big Bang attack.

And his level 3 super is the heat dome attack. And its activation is actually a grab. So Trunks must be in very close range to his opponents for this to connect. But it does go through block.

However, because you can equate it to a command grab, it actually has very low animation priority. If an opponent is rushing you there’s a very good chance, they’ll interrupt your super either by connecting a special attack or even by just punching you. That is enough to interrupt this super.

But if you do connect this super is very impressive visuals.

As far as Auto combo 1, Trunks has two of them just like everyone else. This is what happens when you match the light attack button.

And this is what happens when you match the medium attack.

And now with the abilities out of the way let’s learn how to use them.

At the beginning of this video, I described Trunks as a balanced character with good abilities for zoning and mix-up. And after showing you what makes Trunks special. It should be pretty obvious why. Is amassing Coe is as good as a Zoning ability as it gets in this game. And paired up will change the future.

Which in spite having Trunks lunch forward before the explosion. It’s done from a distance it can still be used on an opponent that’s far away. Since the explosion still covers a big portion of the screen. And even Trunks normal key blasts can be very useful.

Especially, when it does it while jumping. And when paired up with a cyclone buster then it’s not only good zoning. It’s also good mix up when an opponent is blocking an attack. They are usually searching for an opening to counter.

But with disability Trunks can deny them that opening by jumping backwards mid combo which can totally up an opponent for one of his ranged options.

Furthermore his Shining slash covers a very good business. And anyone who plays fighting games knows how valuable an overhead ability with this type of reach is.

He’s not the best in the game. I’d still rank Piccolo and Android 18 above him in terms of mix-up. But has got the ability to get in and out of danger quickly and some very good ranged options to make up for it.

So Trunks is a very good character at opening up his opponents, but what about finishing. them well that’s when things get a little tougher. And Dragon Ball fires you’ll find that some characters can only execute supers while they’re on the ground and that’s exactly the case with Trunks.

Plus Trunks doesn’t have a lot of combos that setup your opponent perfectly for super. So whether or not you can lend a super at the end of a combo ends up being very situational and that will be something that takes some getting used to.

Especially, if you’re coming from more beginner friendly characters like Goku and Vegeta. So in my opinion that really is Trunks biggest weakness.

He’s got to mix up he’s got the zoning, he’s even got a lot of combo potential. But when it comes to finishing his opponents with a super he won’t always be able to do it.

Besides his level 3 is very hard to link into any combo. So it’s really meant to be used at close range on the blocking opponent. And literally anything can interrupt it so it ends up not being the most reliable either.

So the summarize great opening character not a great finisher. I bet my is rethinking her life choices right about now.

That was the character profile for Trunks. If you’ve got any questions post them in the comments down below.And always thank you very much for watching and I’ll see you guys next time boy.

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

Majin Buu Combos – Tips & Tricks – DBFZ

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Today we present a character profile for Majin Buu.  Majin Buu is a big guy both vertically and horizontally. But this gives him a very decent reach especially since it can stretch his own limbs. However, it doesn’t have that many long-range attacks which makes the medium range his preferred zone of operation.

Well, let’s start by looking at his abilities. If you jump in the hit to heavy attack button, Buu will stretch his arm and try to hit an opponent.

This is great for zoning for retreating for interrupting a charging enemy. There are a lot of great uses for this one to just keep this tool in mind.

Moving on to his special attacks we start with sweeping breath with quarter-circle forward and a special button.

Buu blows this pink breath at the opponent which covers about half the screen. So once again the midrange is really where he shines. Nothing special about this attack. It’s really fast to make up for its lack of range.

This is also his assistant AK and it’s just one of boos zoning options. You can prolong some combos using this but mainly uses for zoning.

The second special attack is the potbelly attack with photo simple backward and the special button.

Boom removes part of himself and throws it at the enemy. This projectile describes an arc while traveling through the air. And it can hit the opponent at any time during this travel. If they’re not blocking they’ll become trapped for a very short period of time.

But a Dragon Ball FighterZ with a short period of time is enough to dish out some serious damage. So this is yet another zoning ability that doesn’t really deal a lot of damage to the enemy. It’s more of a setup ability that allows you to follow up with a combo or super really anything you can think of it.

Moving on to his attack specials we begin with a mount dive with your quarter circle forward and the attack button.

You will jump forward. And if he hits the opponent’s with his but will beat the crap out of them depending on the attack button. You press the light medium or heavy the mount dive will cover more or less distance. With the heavy attack version actually tracking the enemy position.

Now, this is a great combo finisher. There are a lot of combos that you can end by using the mount dive. And it can also be easily linked to booths level 1 or level 3 super.

If you’re a close range you will actually hit the opponent while jumping up and then again once. It lands and beats him up but the jumping up part. It’s important to keep in mind because that can be the difference between.

Alo if you miss the mount dive but land really close to your opponent they will actually become staggered for a little. Bit booze a heavy dude and he shakes the ground.

So well that might not be great to give you any real openings for a combo or something else. It’s great for staggering the enemy preventing him from countering you.

Now that you’ve missed the mount dive whose final special attack is the cartwheel with quarter-circle backward. And an attack button and Buu will like the name says to do a cartwheel backward.

This is very much a counter you can use this to end combos too. But it’s not as easy to connect with the Super as the mount dive it is possible.

But it will require some practice I do believe that this is mainly a counter or an anti-air mode. This can be used to counter a super dash or any rush down type character.

If they’re in your face cartwheel will hit them back. And then put some distance between you and your opponent. So you can go back to the mid-range where booth thrives the mobile.

Moving on to his supers Majin Buu is pretty simple with a level one and a level three both of them can only be performed while on the ground.

His level one is called You know what I hate you with quarter-circle forward and the right bumper or trigger.

This is the easiest super tool and in the entire game because it just covers the whole screen. The entire thing so no matter where your opponent is if he’s not blocking he’s gonna get hit.

If you land a super with another character and then follow up with Buu, you don’t need to practice the range. You don’t need to practice the positioning. you’ll just always hit the enemy.

So that’s a great tool to have but what about is level 3 with proto so go backward and the right bumper or trigger. You have your my snack now which is a horizontal projectile.

It’s a bit slow by Dragon Ball Fighter standards. But if it hits the opponent, it turns them into a cookie. And then Buu it’s the cookie. That’s what it does.

Now if this move kills an enemy they will stay inside bruise belly. If not they’ll be spit back out. Now, this still some decent damage but more importantly this can heal Majin Buu.

If you’ve got any blue health, you’ll heal at least an amount of it while dealing damage to the opponent. So that’s a nice bonus but what’s more impressive about the super.

And this isn’t anything gameplay relevant is that the devs actually designed a cookie version for every single character in the roster. Just in case they get hit for this level 3. And that’s just incredible.

As far as aural combos go this war happens when you match the light attack button.

And this is what happens when you match the medium attack button.

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

Majin Buu as we’ve said repeatedly thrives at the medium range. He doesn’t have a lot of long-range options. So he might not be as good of as owner as the best in the game like Frieza or Cell.

But at the midrange, he can compete with pretty much anyone at close range. However, he’s gonna take some getting used to. because most of his normals are actually pretty slow or slower than the other characters.

In tester and that’s something that you need to learn and master about food. you’re not gonna get away with button mashing. If you’re playing against a faster character at close range like Vegeta or Gohan.

If you encounter a rush down type like this, use cartwheel to counter their rush. You can also find openings in every single character but that opening is gonna take some getting used to. Because Buu moves are just a little bit slower.

So if you use your cartwheel you’ll go back to your mid-range. Which is really the zone. Where you’re comfortable where most of your moves are more effective.

These supers also make very versatile. Because even though his level one covers the entire screen. And it’s very easy to use and his level three .actually gives them some more longevity. Since you can recover blue health without you having to swap him out.

As far as combos go my recommendation is to finish them with a mount dive. While you’re learning this character because the mount dive can easily be linked with his level 1 or level 3 super. So you can spend as much meter as you want. And when you can’t go for combos just try to stay in the midrange and uses stretchy limbs the sweeping breath or even his pork belly attack.

And that’s the character profile for Majin Buu. Thank you, everyone, for your support for all of these character profiles. So far we’ll be back with this series once we get our hands on some more characters.

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.

DBFZ TIPS & TRICK

Vegeta Combos – Tips & Tricks – DBFZ

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Hello and welcome to now the dragon ball fighters video. Today dbfgame.net presents a character profile for Vegeta. One of the first villains of Dragon Ball Z turned into one of the strongest heroes of the entire series. The Prince of all Saiyans is a rushdown type of character with very high mobility, strong on both the ground and in the air.

His first special attack is the super dash kick. Quarter dash circle forward and an attack button will unleash a forward lunging kick.

The lie dash detection is the most basic one but since it’s so fast it can easily catch opponents off guard. The medium attack version has a bit more range,  but loses that surprise element since Vegeta kicks twice before the actual dash kick.

However if performed at close range it will actually deal more damage than the lied dash tagging version. But it’s easier for the opponent to see it coming if you do it from long range. The ex version of this move has the best of both worlds.

It has both the range and a surprise element. As this version of the move will always go through the entire screen. Now bear in mind that if you’re close to the opponent the move will still take Vegeta to the other side of the screen.

So you will land far away from your opponent after  connecting this move making it hard to follow up with most attacks. But if you’re far away to begin with then you’ll end up close after connecting and potentially be able to follow up with almost anything you’d want.

Since the medium attack version is easy to see coming from a distance. Your opponent will most likely block your attack. If this happens you’ll actually cross over to your opponent’s back so make sure to follow up accordingly.

If the opponent wants to punish you for missing that special attack, you need to hold block in the opposite direction. But the best way you can use this move is to prolong combos both on the ground and in the air.

Vegeta second special attack is the crusher knee kick.

Quarter-circle backwards and an attack button unleashes this diagonal upwards attack. This is Vegeta’s anti-air option. The light attack version hits you with an E, the medium hits with the knee and follows up with the downward kick knocking the opponent into the ground.

And the e X version does exactly the same, but with several hits during the knee phase, which feels a bit more damage.

Crusher knee kick is one of the best anti-air options in the entire game with barely any wind-up animation. It is very fast. It has good animation priority. And it is a very reliable tool for when you’re opponent is attacking from the air.

Vegeta’s third special attack is the ki blast rush.

Quarter circle forward plus the special button and leashes a series of key blasts from range. If you do this while in the air the key blast will be shot towards the ground diagonally. This special attack is slightly faster than simply spamming the key blast button.

But its effect is very similar. And the attack properties are also identical. Meaning if you can super dash through regular key blasts, your opponent can also super dash through your key blast rush.

And since you’re stuck in the animation for a while this becomes a very easy move to punish if you use recklessly.

Vegeta’s final special attack is the intercept kick.

While in the air pressing down plus the light attack button has Vegeta performing a downward kick. Catching opponents off guard has he quickly descends from the air. Transitioning quickly from air combat to ground combat.

This is also a very good way to close in the distance, getting closer to your opponent where Vegeta is strongest.

Moving on to his super attacks Vegeta has two supers at his disposal a level one and a level three. His level one super is the BIGBANG attack. This can be performed with quarter-circle forward followed by the right bumper or right trigger.

Vegeta shoots a huge key blast that travels very fast across the entire screen. But since it’s not a giant key wave like the kamehameha. For example, it requires a more precise timing in some situations.

While on the ground performing this move with the right bumper or trigger will do exactly the same. But while on the air, right bumper will shoot the BIGBANG attack forward and right trigger will shoot it downward. So while you’re in the air, keep this in mind and follow up with the ppropriate button.

His strongest attack his level 3 super is the final flash. This is a full-screen key wave that works both on the ground and in the air. But unlike the BIGBANG attack, it cannot be redirected. The final flash will always be shot horizontally from the position you’re in.

Moving on to auto combos, Vegeta has two of them just like every other character. This is what happens when you match the wide attack button.

And this is what happens when you match the medium attack button.

Once again bear in mind that the second Auto combo ends in super, so it will spend 1 bar of meter. And in the off chance that your opponent bounces off a wall the auto combo will be smart enough to shoot the big bang attack in the right direction.

And now that we know Vegeta’s moves here are some tips on how to use them. Vegeta is all about getting in close and using his abilities to deal heavy damage to an opponent. And this is because outside of his supers. It doesn’t really have a lot of ranged options.

His ki blasts rush is one of the easiest abilities to counter as you can simply super dash right through the ki blasts. And Vegeta will be stuck in that animation for a while. Making this one of the weakest ranged attacks in the entire game. All of his other abilities are meant to be used for closing in the gap. Yhey may have a lot of range but they’re meant to be used to get in close where Vegeta school potential can be unleashed.

As I mentioned the crusher knee kick is one of the strongest anti-air moves in the game. It makes it very easy to counter a jumping opponent or a reckless super dash which is what most beginners do. So Vegeta will be crushing a lot of casuals for sure. Any of the 3 variants of this move can be followed up with a big bang attack, whether you hit the light medium or heavy attack buttons.

You can always follow it up with a downward big bang attack. The lie detector gene can even be followed up with his final flash. So if you want a very easy way to land a level 3, there you go.

You see a super dash coming crush your knee kick to punish that followed by the final flash done. Super dash kick is your go-to special move to prolong combos or simply to apply pressure to an opponent. If your adversary is blocking all of your attacks, the ex version of this move can be a very good way to put in some distance. Before he can punish you and if you do land this attack you can always follow it up with any of your supers as well.

And speaking of supers Vegeta is going to require some practice. Not a lot but since his Big Bang attack is not a full-screen ki wave. The ability requires a bit more precision on the timing than your typical kamehameha.

And this is especially the case when you’re following up another super with Vegeta coming in from the assist position. So don’t be surprised if you end up missing your super for a couple of matches while you get the hang of it. Because once you overcome that hurdle, you’ll find Vegeta supers very easy to land in almost any situation.

DBFZ TIPS & TRICK

Goku Combos – Tips & Tricks – DBFZ

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Hello and welcome to another character of Dragon Ball FighterZ. Today here on dbfgame.net were bringing you a  character profile for SonGoku. The main character from Dragon Ball is currently one of the strongest characters in the entire Dragon Ball FighterZ roster.

Having defeated the likes of Frieza and Majin Buu Arc System games wanted to make Goku into a very accessible character for those casual fans. That just want to try him out, that means Goku is a very easy character to pick up if you’re a beginner. That’s because he is very versatile on the ground and in the air. There’s a law you can do with him, and it’s actually very easy to pull off.

 

 

Its first special attack is the iconic Kamehameha.

Quarter-circle forward plus the special button executes a full-screen blast. Which direction you can change if you’re on the ground. You can point it forward or up. And if you’re in the air you can also aim it forward or straight down.

 

 

His second special attack is an overhead strike called the dragon flash fist.

 Quarter-circle forward plus an attack button has Goku moving forward and punching the opponent over the head. His range varies depending on whether you hit the light or the medium attack buttons. But the damage you deal is exactly the same.

The X version of this move can be done with the heavy attack button. And has Goku teleporting to the opponent before punching him. By spending one bar of meter, you can cover the entire screen making sure your enemy is never out of range.

 

 

His last special move is the rapid kick rush.

This time Goku unleashes a series of rapid kicks towards the air. Quarter-circle backwards plus an attack button will unleash this move. And once again, depending on whether you hit the lights or medium attack buttons.

The range will vary as well as the number of hits. In this special move, the X version of this move spends 1 bar meter and unleashes six kicks dealing some decent damage on its own.

Given the nature of this attack, you can use this as an anti-air move to punish a reckless super. As well as a natural way to prolong combos before unleashing a super move. In fact this may be the easiest way to prolong a combo in the air with any character.

 

 

Moving on to the character super moves Goku has 3 supers at his disposal – level 1 supers and 1 level 3 super the first one is the super kamehameha.

Quarter-circle forward right bumper shoots of fullscreen key blasts. Just like Goku special attack, you can do this on the ground and on the air. And even direct the beam upwards or downwards if you so desire.

 

 

His second level one super is the instant transmission kamehameha. It deals exactly the same damage as the super kamehameha. But you teleport behind your opponent’s potentially catching him off-guard.

You can execute this move by inputting quarter-circle forwards and the right trigger. Because of the initial animation supers can be pretty easy to block usually. Unless you’re directly countering your opponent or linking them in a combo.

However with Goku the super attack could come from the front with a super kamehameha. Or the back with the instant transmission kamehameha. And you can really throw your opponent for a loop here. However that will probably not work with more advanced players. Because even though the windup animation looks similar. It’s not exactly the same.

An easy way to spot the difference is by looking at Goku face or shoulder. In the super kamehameha the camera doesn’t rotate too much. So it centers on Goku shoulder and you can see his full face. In the Instant Transmission Kamehameha, how the camera rotates a bit more so the shoulder is no longer the focus. And you can only see his profile from this angle.

The same thing applies to the air version of these supers. If you can see a full face and the focus is on the shoulder then it’s the regular super if not then it’s the Instant Transmission. So if you don’t have the reflexes to change the direction when you see the teleports. Use this to know where the attack is coming from way ahead of time.

 

 

Finally his strongest attack is level 3 super is the meteor smash.

Quarter circle backwards plus the right bumper or trigger. And Goku goes super saiyan 3 teleports behind the enemy knocks him into the air and finishes him off with a powerful kamehameha.

Just like the instant transmission kamehameha, Goku teleports behind their opponents meaning the opponent must block in the opposite direction if he wants to block the attack. However in this case for you to deal any damage the opponent’s must be on the ground. If they are jumping the meteor smash won’t connect. And you’ll have successfully wasted three bars of meters.

 

 

Next let’s look at the auto combos Goku has two auto combos. This is what happens when you match the light attack.

And this is what happens when you match the medium attack. Bear in mind that because the second combo ends in a super. You’ll spend 1 bar of meter if you do it.

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

Or even punish him without spending any bars of meter whenever he uses a super kamehameha from a distance. Also even if your opponent is someone who is very good defensively. They’ll probably have a hard time going up against a good Goku player. Every character can easily go from a standing up combo to a low attack. And players are usually on the lookout for that but Goku can not only do that. But also easily link any combo, into a dragon flash fist. So if your opponent is blocking low, you can punish him severely by using this attack.

As the dragon flash fist can be followed up by an instant transmission kamehameha. Or even a meteor strike if you have the parts to do it.

His versatility is arguably one of his biggest strengths. Goku can unleash super attacks in the air coming from multiple directions. So you can finish a combo  with big damage in almost any situation. Plus using his first Auto combo followed by a rapid kick rush when you’re in the air. And finishing things up with a super kamehameha is one of the easiest combos to perform in the game. And it deals very good damage.

Thank you for watching our character profile for Goku. If you guys like these types of videos, let me know in the comments and leave me a big thumbs up. I’ve recorded enough footage in this closed beta to make a video like this for every single character. So if that’s something you’re interested in watching do like me now in the meantime.

Thank you very much for watching and I’ll see you guys next time.