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Jimnymebob

Member
Oct 26, 2017
19,715


Happy about this Gotenks combo. It's 6217 damage with no assists, takes 3.5 bars to do, and is a mid screen corner carry that maintains corner position at the end. I'm making a bunch of combos for different amounts of meter and going for optimal damage so I'm having fun so far. I got some impractical shit that takes way more bars but I'll save that for once I'm done making more practical stuff.


That's pretty cool. It's better than what I have.

Could you jump cancel at the end, before you do the miracle punch-die die missile barrage, to squeeze in another L M or something?
 

Gravemind IV

Member
Nov 26, 2017
1,957
I am getting so sick of mashers. They'll do the charge and I block and they are pushed back but can instantly start hitting again? Like if I am Vegeta and he uses black, his reach always wins out.

Fucking infuriating.
 

SnakeyHips

Member
Oct 31, 2017
2,700
Wales
I relied on autocombos during the beta as well and felt pretty good when I just blocked everything and punished with an autocombo. Now I'm trying to use regular combos. The fact I've been dropping combos left and right doesn't help...
I'm starting to wonder if it's worth the effort trying to master really long combos compared to autocombos/simpler ones and just learning when to time supermoves. For example, looking at damage values shows that pulling off a big combo with a level 3 finish only does about 300 more damage than just doing the level 3 on its own. Sure it's more damage but is it worth the effort and possible error rather than just learning when to do a level 3 for guaranteed high damage.
 

Magneto

Prophet of Truth
Banned
Oct 25, 2017
14,449
I'm starting to wonder if it's worth the effort trying to master really long combos compared to autocombos/simpler ones and just learning when to time supermoves. For example, looking at damage values shows that pulling off a big combo with a level 3 finish only does about 300 more damage than just doing the level 3 on its own. Sure it's more damage but is it worth the effort and possible error rather than just learning when to do a level 3 for guaranteed high damage.

Don't forget about the Ki you're building in the process.
 

redrohX

Member
Nov 26, 2017
195
The Netherlands
I'm starting to wonder if it's worth the effort trying to master really long combos compared to autocombos/simpler ones and just learning when to time supermoves. For example, looking at damage values shows that pulling off a big combo with a level 3 finish only does about 300 more damage than just doing the level 3 on its own. Sure it's more damage but is it worth the effort and possible error rather than just learning when to do a level 3 for guaranteed high damage.

I'm starting with simple, almost universal combos right now... I haven't checked, but I think I do a lot more damage than mashing out the autocombos.
 

Jimnymebob

Member
Oct 26, 2017
19,715
I'm starting to wonder if it's worth the effort trying to master really long combos compared to autocombos/simpler ones and just learning when to time supermoves. For example, looking at damage values shows that pulling off a big combo with a level 3 finish only does about 300 more damage than just doing the level 3 on its own. Sure it's more damage but is it worth the effort and possible error rather than just learning when to do a level 3 for guaranteed high damage.

Doing a level 3 by itself is really hard to do, and 9 times out of 10 you'll be punished for it.

For example, if I'm playing Ginyu, and you throw a level 3 out at me, I can just do body change, which will make me invincible, and guarantee the swap.

If you want to land a level 3, you can usually just do like a 2 hit combo then into the level 3. It's not as damaging, but it's safer.
 

Xiaomi

Member
Oct 25, 2017
7,237
Yeah true but then an autocombo with a super finish could do that too? I'm just wondering if learning and perfecting really long combos have enough benefits to warrant the effort.

It depends on the character I think. For example Majin Buu's autocombos are pretty butt compared to what some of his manual combos can get you.
 

Eumi

Member
Nov 3, 2017
3,518
Trunks is so much god damn fun. That level 3 is so satisfying every time.

Been messing around with 18 a bunch too and she's great. She just looks fantastic when fighting alongside 17, and it's always fun when every now and again you just see someone melt when he comes out.
 

FSLink

Member
Oct 25, 2017
3,271


Neato. People are sleeping on Android 16.



Tutorial on how Deflects/Vanish work.
 
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Dog

Cat
Member
Oct 25, 2017
12,104
Reflecting supers is awesome, seems really easy timing wise too. In casuals I do it a lot lol
 

KayonXaikyre

Member
Oct 27, 2017
1,984
That's pretty cool. It's better than what I have.

Could you jump cancel at the end, before you do the miracle punch-die die missile barrage, to squeeze in another L M or something?

It's pretty tight and the tech buffer to get the miracle punch into missle barrage isnt too forgiving so I had to take a lot of other hits out to make sure the barrage connected right. I'm going to keep messing with them to optimize them as much as i can though.

That's really nice dude. I'm gonna try it out.

Thank you!

I made another combo that only needs 3 bars at the end and builds 1 bar for 6444 Damage with no assists.

 

Xiaomi

Member
Oct 25, 2017
7,237
I made another combo that only needs 3 bars at the end and builds 1 bar for 6444 Damage with no assists.



Another nice one, keep em coming. I didn't know ex tornado kick was so versatile. Any ideas for how I can combo off of Tien or Fat Buu assist? I usually throw it out to corner pressure after a blockstring but only have basic air-dash j.M into magic series stuff.
 

Leguna

Member
Nov 1, 2017
27
Finally, Kotaku has put out an article calling out this game's super annoying lobby and match making system!

https://kotaku.com/dragon-ball-fighterz-lobby-system-is-a-huge-hassle-1822516386

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I still can't believe they launched this game without a way to invite a friend to a match!!!!!! How did this happen?? Thankfully, Bandai Namco have already responded...
"The launch of DRAGON BALL FighterZ has been nothing short of phenomenal in regards to support from Dragon Ball and fighting game fans. However, a side-effect of this massive support has been online-play difficulties that could not have been anticipated without the actual launch of the game taking place. We are in constant communication with the dev team, keeping them apprised of the issues, and they are working on solutions to improve the online-play experience for DRAGON BALL FighterZ. We want to thank everyone for their continued patience and we'll share more news pertaining to improvements for DRAGON BALL FighterZ's online-play experience as soon as they are available."
Sounds like they are going to fix it.
 

Balfour

One Winged Slayer
Member
Oct 25, 2017
7,576
Doesn't surprise me

ArcSys has no experience with a playerbase this big. Even though it is weird for them to step back from GG/Blazblue systems that had friend lobbies and such

I would say Bamco should have noticed and warned them, but they aren't great with online systems either

Their problem was that they waited way too long to hold an open beta and get feedback
 

TheKeyPit

The Fallen
Oct 27, 2017
5,865
Germany

Balfour

One Winged Slayer
Member
Oct 25, 2017
7,576
My Street Fighter brain tells me that after you block a heavy attack, you should be able to retaliate with a light attack at the very least, but that's clearly not the case here. I still find it very hard to see where openings are.



Is the offline lobby not actually offline?

it tries to auto connect online

but it is supposed to put you in an offline lobby after it fails like 3 times to connect
 

Billfisto

Member
Oct 30, 2017
15,171
Canada
I've never really liked Dragon Ball, and find Toriyama's art style and aesthetic choices mostly disgusting, but I love this game.

Are Frieza and Cell always this great / catty in the actual show?
 

IvanJCroft

Banned
Jan 15, 2018
610
Venezuela
I've never really liked Dragon Ball, and find Toriyama's art style and aesthetic choices mostly disgusting, but I love this game.

Are Frieza and Cell always this great / catty in the actual show?

i also never really cared about Dragon Ball before this game and i'm enjoying this game so much.

who else should i use on a Team with Krillin and Android 18?
 

Sabercrusader

Banned
Oct 27, 2017
2,213
i also never really cared about Dragon Ball before this game and i'm enjoying this game so much.

who else should i use on a Team with Krillin and Android 18?

I do 18/Krillin/Adult Gohan, but that's just me. Any character that can work well by themselves and have good use of meter is okay for that position, assuming you're putting them behind 18 and Krillin.
 
Jan 15, 2018
471
My Street Fighter brain tells me that after you block a heavy attack, you should be able to retaliate with a light attack at the very least, but that's clearly not the case here. I still find it very hard to see where openings are.

If you block a heavy attack, and they follow it up with a super dash, 2H will beat that everytime. Also, block strings take a while to actually finish, specially if they use assists. I also come from Street Fighter and it's taking me a while to get used to block strings here, but I've been improving.

why do you need anything other than 2H though?

Unless I'm mistaken, a delayed 5M (with certain characters) can beat a super dash, meaning that you can jump cancel and get a full combo. A combo started with 2H has a lot of damage scaling, so having alternatives that lead to a more damaging punish are really good.
 
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BY2K

Membero Americo
The Fallen
Oct 25, 2017
4,703
Québec, Canada
How are they gonna setup tournaments with FighterZ if you have to do the story mode to unlock 21 on every system it will be played on?

Goku and Vegeta Blue are also a problem.
 

Xiaomi

Member
Oct 25, 2017
7,237
why do you need anything other than 2H though?

It's really predictable, and you eat a full combo on block unless you vanish yourself out of there. Raw 2H seems only good for punishing full-screen super dashes, otherwise I think anti-air assist or something like that is far better as a safe anti-super-dash option if your opponent is only super-dashing from close range like they should. Or just play Kid Buu lol.
 

Astral

Member
Oct 27, 2017
28,364
How do you tag combo after a vanish attack? I see people do it all the time but nothing ever happens when I do it. I'm mashing forward assist and nothing comes out.
 

Zissou

Member
Oct 26, 2017
1,907
The onboard console recording features this generation are one of the best things to happen to the genre, imo. So much tech available at a moment's notice.

There's more vids than ever, but they're more disorganized than ever and it's harder to find actual useful information.

Though 2H doesn't work with every character. For example Nappa's 2H goes straight up.

Nappa's 2H beats super dashes just fine though?
 

CD99

Member
Oct 27, 2017
1,062
Florida
I really wanna learn Hit, but man his crouching moves are slow. Anyone know of any good partners he should be with?
 

Tyrant Rave

Has A Pretty Cool Jacket
Member
Oct 25, 2017
5,696
How are they gonna setup tournaments with FighterZ if you have to do the story mode to unlock 21 on every system it will be played on?

Goku and Vegeta Blue are also a problem.
At least for 21, you get an unlock for buying the season pass. The Blue characters will be annoying though. Could probably farm with a turbo controller or something.
 

Deleted member 6056

Oct 25, 2017
7,240
Things to do today in DBFZ
  • Test cancelling out of Piccolo's air chop ending special with half circle into other character supers to see if I can extend his combos via cancels into other people's supers and if so how far can I extend them
  • Test out various assists to lock down folks in block so that I can use Piccolo's grabby arm ki button for a guaranteed grab and see which assist jives best with him as a partner for DHC and other stuff
  • Look for assists that place attacks above folks for Kid Buu to maximize his low pressure tools and test for general ways to trap people via assist into his stuff. Potentially Ginyu/Nappa summons as well
  • Look for longwinded assists to pair with Beerus to force opponents after a knockdown to have to block long enough to get my 6 orbs out...assists besides Kid Buu in case there are options besides team Sonic Fox for this.
  • practice jump cancel combos as lmm X lmm X super dash into dealers choice of heavies and vanish extensions is universal.
  • work on timing 2H vs random super dashers because its completely air immune and beats every single air attack in the game making it one boss as fuck reversal. Note to self...this makes Yamcha's insanely huge hitbox launcher even better.
  • play some Kid Buu + Adult Gohan for DHC synergy to setup safe level ups for A. Gohan.
God I love this fucking game. All this and I'm only thinkin bout 3 characters so far and only in very basic terms of setups.
 

Deleted member 6056

Oct 25, 2017
7,240
Luckily it seems that Burning Meter is a good tool for going through Tweets.


Also here's some Nappa silliness.

Yeah this is what made me enjoy him so much in the beta . If I got the dunk knockdown or any good lockdown via any means In a corner I could suffocate them with Saibamen pressure from then on out. His combos are simple but his big game is just pressure once he gets started. What got me a rage quit once was I tried to pressure once like that and they made it out and the next time I put em in the blender I just hit R1 once they started blocking and rushed their shit down free by breaking their guard. Once folks get better at timing counters for a pushblock though Nappa wont be as good at this stuff.
 

Lifejumper

Member
Oct 25, 2017
25,629
Currently I have Goku Black on point and U Gohan as anchor.

Anybody have advice about which character I should choose to complete my team? Is Vegeta Blue a good choice?
 
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