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Oct 28, 2017
660
Does anybody have any good match footage of SSJ Goku, preferably on point? I know he's the most basic of bitches in the whole cast for the most part, but I'm trying out putting him in my team over Black and I can't really find many players to study, at least scrolling through his character discord.
 
Oct 28, 2017
660
I honestly think people are sleeping on SSJ Goku right now.

He's got some pretty decent stuff. jS lets him convert cross-ups into full combos really easily, the jS->j236L hard knockdown off of anything is really nice, he does good damage in the corner, being able to link two level ones, his basic safe jump is pretty easy and pretty good. He's kinda linear, and his pressure and hitboxes are a little weaker than the top tiers, but I definitely think he's legit. I still don't think he's as good as Black, but I think he's close enough to not be bothered by the trade-off.

I also played a Captain America team as my main squad in Marvel 3 so I probably just have a thing for easy mode main characters lol
 

JayDee

Member
Oct 28, 2017
400
I wish they would improve the tracking on Gotenk's ghosts. There are so many situations where not all of the ghosts hit. Not to mention the super doesn't even hit if you knock the opponent down midscreen.
 
Oct 30, 2017
120
Buenos Aires, Argentina
So I recently added 21 to my team and have had a lot of success. I have some BNBs and mixups down, my issue is her command grab. Namely, what moves am I looking to take and what is the best way to implement them in my offense? Is it worth ending combos early to steal a move? The teleport seems kind of worth it, but I'm not sure about anything else. Are there any good videos on this stuff, specifically?
I play 21 too, but haven't found any good videos other than extremely specific loops with teleport, which of course doesn't cover what you're asking about.
All of the moves are useful in their own way. I think stealing a grounded kamehameha is a pretty good idea. However, using the ground version of the steal grab is a little tricky because of its longer startup. You can condition them to block and then throw that instead of a Dragon Rush, or you can combo into it with the help of some assists (lockdown, or beam in the corner) and if you do it right, you don't necessarily have to end the combo early.
As for the other moves, most of them are actual moves from other characters so you can maybe look into that in order to understand what they allow. Like, how does 18 make her barrier useful? What can Piccolo do after he throws the orb? In which situation does Vegeta use his Continuous Energy Blast (or whatever it's called) and what does he get out of it? And what the hell does Krillin even do with his Solar Flare? I feel like you could check that out and translate it into 21's moveset in order to find something you think might be useful.
The ones you don't really have a reference for are the yellow command grab and the green ki blast that makes the opponent bounce. I like getting the aerial green ki blast and throwing it in neutral instead of j.S, but haven't really found what to do after it hits unless you have a teleport and can do the loops you can find on Youtube. As for the yellow command grab, it causes a wallbounce so it's super useful. If you also have a kamehameha you can press S again to throw the kamehameha and if you ALSO have a beam assist then it gets kind of ridiculous.
However, I think the most important thing with 21 is to get comfortable with her moveset without the stolen moves. If you manage to steal some, great. If you don't, I would't go out of my way to get one unless I'm sure I'll get something I think will work. They are very situational and it's more important to just kill a character rather than keeping them alive to steal a move and then get beat up for being greedy.
It's important to realize that you will be adopting a slightly different playstyle with each move you steal and every new combination you get, and your success will also depend of how well your opponent adapts to that, so I would consider them just extra tools you can get every now and then instead of the key to 21's offense.
 

TheRightDeal

Member
Oct 27, 2017
1,591
I play 21 too, but haven't found any good videos other than extremely specific loops with teleport, which of course doesn't cover what you're asking about.
All of the moves are useful in their own way. I think stealing a grounded kamehameha is a pretty good idea. However, using the ground version of the steal grab is a little tricky because of its longer startup. You can condition them to block and then throw that instead of a Dragon Rush, or you can combo into it with the help of some assists (lockdown, or beam in the corner) and if you do it right, you don't necessarily have to end the combo early.
As for the other moves, most of them are actual moves from other characters so you can maybe look into that in order to understand what they allow. Like, how does 18 make her barrier useful? What can Piccolo do after he throws the orb? In which situation does Vegeta use his Continuous Energy Blast (or whatever it's called) and what does he get out of it? And what the hell does Krillin even do with his Solar Flare? I feel like you could check that out and translate it into 21's moveset in order to find something you think might be useful.
The ones you don't really have a reference for are the yellow command grab and the green ki blast that makes the opponent bounce. I like getting the aerial green ki blast and throwing it in neutral instead of j.S, but haven't really found what to do after it hits unless you have a teleport and can do the loops you can find on Youtube. As for the yellow command grab, it causes a wallbounce so it's super useful. If you also have a kamehameha you can press S again to throw the kamehameha and if you ALSO have a beam assist then it gets kind of ridiculous.
However, I think the most important thing with 21 is to get comfortable with her moveset without the stolen moves. If you manage to steal some, great. If you don't, I would't go out of my way to get one unless I'm sure I'll get something I think will work. They are very situational and it's more important to just kill a character rather than keeping them alive to steal a move and then get beat up for being greedy.
It's important to realize that you will be adopting a slightly different playstyle with each move you steal and every new combination you get, and your success will also depend of how well your opponent adapts to that, so I would consider them just extra tools you can get every now and then instead of the key to 21's offense.

Thanks, all this is helpful but the end is really what I was looking for, I wasn't sure if the game plan should be developed around the command grab or not. I'm having a ton of fun with her, what position do you play her in? I've been putting her in the second slot and switching her in when I corner someone. I feel like she lacks pressure without assists so I've been avoiding anchor, but she has good and easy meterless stuff so I've been considering switching her to point.
 
Oct 30, 2017
120
Buenos Aires, Argentina
Thanks, all this is helpful but the end is really what I was looking for, I wasn't sure if the game plan should be developed around the command grab or not. I'm having a ton of fun with her, what position do you play her in? I've been putting her in the second slot and switching her in when I corner someone. I feel like she lacks pressure without assists so I've been avoiding anchor, but she has good and easy meterless stuff so I've been considering switching her to point.
She's really fun, yeah. I play her on point. My team right now is 21/Hit/SSJ Goku and she really gets good use out of those two assists. Like I said, beam assist in the corner let's you use the slower ground command grab in a combo so if I can get something I find useful I usually end a combo with 214M, into Goku assist, into either command grab. I agree with you that she kind of lacks pressure without assists, which can be somewhat fixed with some stolen moves. When she uses a hamehameha she actually takes a quick step back and that can throw people off, but of course if you get predictable then that's that. Her own moves are good enough that I don't think having a game plan developed around stolen moves is necessary.
 

Deleted member 17658

User requested account closure
Banned
Oct 27, 2017
4,468
GO1 looking mad crisp.

one thing i'm noticing from japanese players is that they are just really really fundamentally clean. They may not have super oppressive offense but they are just clean.

So... Teen Gohan, huh

probably the highest meterless bnb damage in the game, build's mad meter, can take anyone to the corner with one touch.

stubby normal's, no beam, relies heavily on assist's in neutral, can't really open up well without assist.

I think he's a good character on point with two good assist. He just requires a lot of work to build around unlike Cell or A16
 

Uraizen

Member
Oct 26, 2017
1,217
Anyone have the notation for the mid-screen Cell combo that has the j.S xx Vanish xx j.down M near the end?

You mean the j.H > j.S > j.2M > Vanish one?

Those loops are cool and all, but it doesn't look like the training dummy is completely immobile. A typical player will be flipping out of stun at some point especially when they hit the ground. Seems more like combo porn right here

Combo counter is red, it's a true combo. If it were to turn blue, then they could have escaped at some point.
 

FluxWaveZ

Persona Central
Verified
Oct 25, 2017
10,888
Those loops are cool and all, but it doesn't look like the training dummy is completely immobile. A typical player will be flipping out of stun at some point especially when they hit the ground. Seems more like combo porn right here
As said above, all of those are true combos, and you can tell with the combo counter color. Players cannot tech after touching the ground from an opponent's Sparking Blast activation.
 

glasiche

Avenger
Feb 12, 2018
474
OP
OP
donkey

donkey

Sumo Digital Dev
Verified
Oct 24, 2017
4,860
Full translated patch notes from Bandai US Facebook:

Hello FighterZ,
Take a look at the adjustments and fixes we'll be making with the upcoming DRAGON BALL FighterZ Patch:

MODES -
PARTY MATCH: Added the Party Match feature which enables automatic match-up with 5 other players to play a Party Match.

REPLAY CHANNEL: Expanded Replay Channel functions (added "Followed Player Channel" and "Search Channel") - Previous replay data will be deleted

RANKED MATCH / CASUAL MATCH: Added controller vibration to indicate when an opponent has been found

ARCADE MODE: Added "Return to Character Selection" and "Return to Course Selection" after completing a course

TRAINING MODE: Fixed a bug that shows the Dragon Balls collection animation while options were set on "Do not display"

TRAINING MODE: Fixed a bug that made the Assist Gauge recover when player guards continuously

BATTLE TUTORIAL: Fixed a bug that prevented the UI to be displayed properly when player passes the objective right after the beginning of the match

CHARACTERS -
GOKU BLACK: Fixed a bug that prevented the character to disappear when Goku Black's Special Move " The Work of a God " was used after an Ultimate Z Change

ANDROID 21: Fixed bug that prevented Android 21 from disappearing immediately after she is called in for a Z-Assist and the main character takes damage

ANDROID 21: Fixed a red visual bug when Android 21 is called in for a Z-Assist and the main character takes damage

FRIEZA: Fixed a bug that prevents Frieza to properly use "You Must Die by My Hand!" when lying on the ground after his Golden Frieza transformation

HIT: Fixed a bug that prevents the "Super Ghost Kamikaze Attack" effect to disappear when used during Ultimate Z Change and Hit's Meteor Special Attack

HIT: Fixed a bug that prevents the Z-Assist character to disappear when the main character is damaged at the very same moment by Hit's "I Keep Improving" attack

TIEN: Fixed a bug that makes a character invisible when both the main character and Z-Assist character are damaged by Tien's attack "Farewell, Tien…"

CAPTAIN GINYU: Fixed a bug that allows Ultimate Z Change to be performed with less than 3 gauges after performing "Powerful Energy Wave"

MAJIN BUU: Fixed a bug that makes the opponent invincible if Majin Buu's "Standing Light - Follow Up 2" and the opponent's Super Dash hit simultaneously

ANDROID 18: Fixed a bug of voice/mouth synchronization when special dialogues are played against Piccolo and Vegeta

OTHER FEATURES -
SHENRON: Fixed a bug that prevents Destructive Finish and Stage Destruction effects to appear with a character resurrected by Shenron

SUPPORT CHARACTERS: Fixed a bug that prevents voices of Support Characters (like Android 17 or Ginyu Force) to be played normally when called into battle

DRAGON RUSH: Fixed a bug that reversed the guard controls when a character is being changed by a Dragon Rush
RIP Ginyu DHC shenanigans :(
 

Uraizen

Member
Oct 26, 2017
1,217

Let's see, if it were me I would start with 5LL > 2M > 5M > j.LL > 2H > SD (super dash) > j.LL > jc > j.LLL > j.S > j.2M > Vanish > (dash up) 5M > j.LL > jc > j.LL > 236L (> 236LM)

You can try to add a j.2H > 236M as the ender instead of 236L, but they flip out immediately on the ground bounce. The reason for all the Ls in the jumps is to maintain the proper height because j.H has a habit of whiffing if you do j.L > j.M. You can also start it with 2LL as a hit confirm instead but it's slower. Ideally, if you can, starting with 2M is better for scaling purposes, but that's mainly for punishes or calling out a backdash.
 

FluxWaveZ

Persona Central
Verified
Oct 25, 2017
10,888
Hmm, so do the jump up fallow up after 16?
Like, for sequence 1 do: j.2H > dj.M > 214M instead of j.2H > j.L > dj.M > j.S > 214M
For sequence 2 (juggle after Gohan) do the same change.
For the final sequence, then do something like: 16 hits > j.m > j.2H > j.L > dj.M > j.S > 214M > super

It'll add 200-400 damage to the combo. A lot of people like to add as many hits as they can in their combos in this game, without actually paying attention to the difference in damage output with a more optimized, simpler combo.
 

Deleted member 17658

User requested account closure
Banned
Oct 27, 2017
4,468
I posted this a few days ago, is this a.21's best bnb?


Trying to find more stuff


basically, in the corner you would add air.H except for the last loop

I don't know scaling rules, but A21's fireball in combos involves 3 hits, so whatever scaling is involved scales the damage of a combo with more hits initially rather than later.

don't have the game in front of me right now but i'm pretty sure you need the light's where they are currently in that combo cause the auto combo re-positions correctly.
 

roflwaffles

Member
Oct 30, 2017
4,138
I think the overall balance of the game is healthy enough that even the "low-tiers" are effective - they just aren't as effective as the characters above them.
 

Deleted member 17658

User requested account closure
Banned
Oct 27, 2017
4,468
Like, for sequence 1 do: j.2H > dj.M > 214M instead of j.2H > j.L > dj.M > j.S > 214M
For sequence 2 (juggle after Gohan) do the same change.
For the final sequence, then do something like: 16 hits > j.m > j.2H > j.L > dj.M > j.S > 214M > super

It'll add 200-400 damage to the combo. A lot of people like to add as many hits as they can in their combos in this game, without actually paying attention to the difference in damage output with a more optimized, simpler combo.

oh i see. you omit that part entirely. hmm i need to try that when i get home.
 
Oct 25, 2017
7,624
canada
I think the overall balance of the game is healthy enough that even the "low-tiers" are effective - they just aren't as effective as the characters above them.

I can mostly agree with that. No ones outright bad and can be used well from what Ive seen

Really the tier list should just reflect workloads right now. The games a lot easier with say 16/Black/Gohan than it is with Krillen/Hit/Nappa
 

stumblebee

The Fallen
Jan 22, 2018
2,504
Let's see, if it were me I would start with 5LL > 2M > 5M > j.LL > 2H > SD (super dash) > j.LL > jc > j.LLL > j.S > j.2M > Vanish > (dash up) 5M > j.LL > jc > j.LL > 236L (> 236LM)

You can try to add a j.2H > 236M as the ender instead of 236L, but they flip out immediately on the ground bounce. The reason for all the Ls in the jumps is to maintain the proper height because j.H has a habit of whiffing if you do j.L > j.M. You can also start it with 2LL as a hit confirm instead but it's slower. Ideally, if you can, starting with 2M is better for scaling purposes, but that's mainly for punishes or calling out a backdash.
Thanks man. I'm re-writing these combos in my native tongue (QCF notation) so it's easier for me to learn. Appreciate the help.
 

Uraizen

Member
Oct 26, 2017
1,217
Thanks man. I'm re-writing these combos in my native tongue (QCF notation) so it's easier for me to learn. Appreciate the help.

Oh, forgot to mention, you can end with j.LL > 214L if you would prefer to keep them in the corner instead of going for a super if you have meter. I only mentioned 236L because I assumed you might want to go into a super. The way you end it is purely preference, tbh.
 

stumblebee

The Fallen
Jan 22, 2018
2,504
Oh, forgot to mention, you can end with j.LL > 214L if you would prefer to keep them in the corner instead of going for a super if you have meter. I only mentioned 236L because I assumed you might want to go into a super. The way you end it is purely preference, tbh.
Looking at the way the combo is written, wouldn't I have them in the corner even if I decided to super? If I'm understanding right, QCB.L would give an untechable knockdown where QCF Super wouldn't, and I wouldn't need to spend a second meter.

Or would QCF.L xx QCF Super put me on the other side?
 
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