DragonBall FighterZ Mechanics
Note
This guide is here to serve as an introduction to the mechanics of DBFZ and give a basic, pre release look at the game
This guide will be updated as the builds of the game come out and as i find out more information about the game, as such this document can be treated as something that is a work in progress and could potentially be outdated mechanic wise as the game itself is updated.
I will be getting round to updating the character combo section with a detailed explanation of the characters move list and properties.
Also note that I have not put any 6/7 bar combo’s down yet, simply because they require assist specific extensions.
If there is anything wrong with the information or you wish to add something then just send me a message on twitter at @AngelDarksong or discord AngelDarksong#9602
Future Trunks/Androids Build
General note - Dragon Rush in combos now ends the animation with the characters jH and causes soft knockdown.
Vanish only seems to wall bounce near the beginning of a moves hitstun. For example you won't get the wall bounce off of a Frieza 236S if it has travelled for a large distance.
L = Light attack
M = Medium attack
H = Heavy attack
S = Special attack
ZA-1 = Assist 1
ZA-2 = Assist 2
Beta lets you change buttons in the online lobby online. Otherwise the default layout will look similar to below.
L M L+M ZA-1
S H S+H ZA-2
This guide will use the number pad notation to explain inputs and combo’s, if unfamiliar then please look at the above picture to get a grasp at how to read this type of notation.
The game has some rules that are universal to allow for ease and less execution. The specials and supers in the game are all either 214, 236 or 22 inputs, nothing complex exists and dp motions (623x) don’t exist.
6M is a universal overhead that cannot be comboed by itself.
All grounded H moves are launchers that allow you to follow up with a Super Dash to continue the combo with an air series. All jumping 5H moves are ground slams that knockdown the opponent and some characters have a jump 2H that allows for an air launcher if the opponent has not already been launched.
2H is a universal anti air that will beat any air attack in the game, however it is not frame 1 invulnerable and will be beaten out by simple pressure such as 5H into a Super Dash.
All projectiles are associated with the S button, this includes projectile specials but does not include supers.
All characters have at least a level 1 super and a level 3 super. Level 1 supers are performed with 236LM while level 3’s are done with 214LM. Some characters have other supers that they can use with other buttons or in certain situations.
The game runs with a meter system that can be used for enhanced versions of specials, for example 236H, supers or Vanish. The maximum amount of meter that can be stored is 7 bars.
There are a few ways to obtain meter, by closing the gap with the opponent you gain a small amount of meter, you also gain meter for hitting the opponent and being hit. Using Ki Charge will also gain meter at an increasing rate.
Each character in the game has access to auto combos, similar to Persona 4 Arena or Under Night In-Birth, that allow you to tap L multiple times to get a small combo. What is important to note is that the second hit of an auto combo is a unique move that can be cancelled into any other normal, allowing for extended pressure or more. The third hit of the auto combo is a hit grab that goes into a small animation to continue the auto combo, however if it is whiffed or blocked the character goes into a lengthy recovery.
A defensive tool that has two functions in the way that it can be used. Firstly parrying allows you to negate any projectile in the game, whether this is Goku’s Level 3 or just a simple ki blast. The second use of this is that parry can push block the opponent or their assist if they hit you while you are in active frames. Parries have a lot of recovery so if they are used often and the opponent decides to stagger their pressure then you will be counter hit out of the recovery of the parry.
This is the game's answer to all of the projectiles existing in the game. The Super Dash goes through any projectile that is not considered a beam projectile ie Goku’s Kamehameha (236S) or Frieza’s Death Ball (236S) allowing you to punish the opponent with a air combo. All Super Dashes seem to be plus on block and return air movement on block.
Vanish is a move that instantly teleports you behind your opponent and hits them with an air kick, while the teleport is instant the kick that follows up can be punished on reaction with a 2H. This move can be used to get out of situations or to punish a raw super. This move costs one bar to use
When used outside of a combo, Vanishing Strike sends the opponent fullscreen with no way to combo without using an assist. When used in a combo Vanish gains wall bounce properties and allows you to follow up either with a Dragon Rush or a raw tag, however when close to the ground a Dragon Rush will whiff. Vanish only has wall bounce properties for the first use in a combo, after that it will simply hit and allow the opponent to air tech.
While in Sparking Blast you can hold Vanish to teleport without kicking, allowing for other followups.
The Dragon Rush is essentially a forward moving grab with a large amount of start up. This move beats parries and on hit allows you to follow up with an air combo. If the opponent presses a button before the animation comes out you will get counter hit, however if the button is pressed after the start up frames then they will tech the throw, entering into a quick animation before both characters jump back from each other.
The Dragon Rush also functions as a snapback, if you land a Dragon Rush and hold either the ZA-1 or ZA-2 button you will throw the point character off screen and bring in the respective character. This allows for you to set up for an incoming mixup to try and get rid of an annoying assist or anchor character.
The iconic Dragonball charge up, using this allows you to gain meter at an increasing rate. There is a minimum charge time before you can stop using it and it doesn't recover instantly but you can use assists while charging your meter.
Dragonballs version of X-Factor, when used this gives your team a boost in damage, meter gain and health regen based on the amount of team members left. Level 1, 2, and 3 all increase the benefits of Sparking Blast to the point that the Level 3 health regen can negate large amounts of damage from a combo. The health regen for this only applies to the blue health you have from taking damage or chip. One last benefit of being in Sparking Blast is that you are now able to jump cancel all normals on block and airdash cancel moves.
There are two ways that Sparking Blast can be used, offensively and defensively. When used offensively in a combo the opponent is launched up into the air, similar to a One More Burst in P4U or a Crossover Veil Off in Unist, and lands on the ground in a hard knockdown state. This is the only time that you can OTG(Off the ground) combo someone in DBFZ.
The defensive version results in the character going into an animation with a hit box around them, like any other burst mechanic in another fighting game. This burst does not recover instantly and can be punished on whiff or block.
Dragonball FighterZ has 3 v 3 gameplay, and as such utilizes assists to help control the pace of the game, similar to UMVC3 and Skullgirls. The main difference between how assists work between the two games is that in DBFZ you have a lot more freedom of when and where you can call your assist. There is no time limit between calling your two separate assists, if you wished you could call them at the same time. As well as this you can use both assists in combos freely, even calling them during locked animations.
One other major difference in how assists work is Ultimate Z-Change (DHC’s). To perform a Ultimate Z-Change you have to either do the characters super motion and then press the assist button or just tap the assist button to get that character's level 1. Using an assists super is not limited to your point character’s super in this game, as such you could hit someone full screen with a projectile then Ultimate Z-Change into an assists super.
The last thing you can do with assists is alpha cancel with a tag, allowing the point character to jump out and the tagged character to come in with a Super Dash.
L = Light attack
M = Medium attack
H = Heavy attack
S = Special attack
VS = Vanish
SD = Super Dash
DR = Dragon Rush
Command Normals
6M - Overhead
6H - Cell steps forward and performs a low kick.
2S - Cell glides forward across the screen and shoots ki blasts downward.
j2M - Teleport attack. Cell teleports to behind the player and hits them.
j2H - Spin kick. Cell spins around and hits the opponent with an aerial launcher
Specials
236L - Spins forward and hits with an overhead after a number of hits. Safe on block
236M - Same as L version but with longer startup and a ground bounce after the overhead.
236H - Costs 1 bar, comes out faster than M version and ground bounces after the overhead.
214L/M - Invincible reversal.
214H - Costs 1 bar. Invincible reversal
236S - Kamehameha. Beam projectile that shoots out forward. Can be angled upwards by pressing up after inputting the move.
214S - Unblockable grab that hits full screen. Only works against grounded and has a very specific hitbox.
j236L - Air version of 236L. Spins at a 45 degree angle downward and ends in knockdown. Punishable on block.
j236M - Slower version of j236L.Punishable on block.
j236H - Costs 1 bar. Spins directly down and causes a ground bounce.
j214L/M - Teleport kicks. Hits the opponent a few times before kicking them to the ground.
j214H - Costs 1 bar. Performs multiple teleport kicks before landing on the ground and bear hugging the opponent.
j236S - Air Kamehameha. Shoots a beam projectile at a 45 degree angle downwards.
Supers
Level 1 - 236LM - Cell fires and explosive blast from his body. Has a large hit box and sends the opponent across the screen. Can be performed in the air.
Level 3 - 214LM - Cell charges up and starts a Kamehameha that covers a large portion of the screen.
Assist move
j236S - Cell comes in and charges up a Kamehameha close to the ground before firing it at a 45 degree angle downward. Causes knock down.
2L > 5L > 2M > 5M > 5H > 236L
2L > 5L > 2M > 5M > 5H > SD > jL > jM > dj > jL > jM > j214M
1 Bar
j2M > VS > [microdash] 5H > SD > jL > jM > dj > jL > jM > j214M
Command Normals
6M - Overhead
2S - Fires an eye beam at a 60 degree angle.
3S - Fires an eye beam almost directly up.
j2H - Same animation as jH but Frieza leaps forward and down.
Specials
236L - The ground directly in front of Frieza explodes. Safe on block.
236M - Same move as L version but targets the far half of the screen.
236H - Costs 1 bar. The whole of the screen is covered in the ground explosion.
22S - Teleport move. Frieza teleports next to the opponent and blasts them with a projectile.
236S - Death Ball. Throws a projectile out that travels across the screen. If it hits someone close it locks into an animation that sends them with the death ball.
j236S - Air Death Ball. Same as the grounded version but sends the projectile downward at a 45 degree angle before travelling horizontally across the screen.
214S - Death Saucers. Frieza throws two saucer projectiles that will return after going off screen. On return Frieza can be hit by them.
Supers
Level 1 - 236LM - 100% Death Ball. Frieza launches a large spherical projectile from above that explodes once it hits the ground. Can be performed in the air.
Level 3 - Hold S+H when rising off the ground. Frieza fires a beam upwards at a 45 degree angle.
Level 3 - 214LM - Frieza dives towards the ground at an angle and slams into anything between him and the floor. Can be performed in the air.
Level 3 - 214HS - Golden Frieza. An install that transforms Frieza into his golden form, granting him with and extra air dash and jump along with other benefits(Needs to be confirmed exact benefits).
Assist move
236M - Frieza jumps in next to the point character and fires an explosion far away on the ground similar to his 236M.
2L > 5L > 2M > 5M > 5H > 236L
2L > 5L > 2M > 5M > 5H > SD > jL > jM[1] > dj > jL > jM > j236S
Command Normals
6M - Overhead
j2L - Dive kick downward.
j2H - Upward kick that allows for a Super Dash follow up.
Specials
236L - Vegeta launches forward with a flying kick. Can be done in the air
236M - Vegeta launches forward and kicks two times before ending with a flying kick. Can be done in the air
236H - Costs 1 bar. Vegeta launches forward almost instantly with a flying kick that covers most of the screen horizontally. Can be done in the air
214L/M - Vegeta performs a rising knee attack that when connects sends the opponent up before hitting them down. Invincible reversal. Can be done in the air
214H - Costs 1 bar. Enhanced version of L+M. Invincible reversal. Can be done in the air
236S - Volley. Vegeta sends a volley of ki blasts across the screen.
j236S - Air Volley. Air version of 236S. Vegeta shoots the volley at a 45 degree angle downward.
Supers
Level 1 - 236LM - Big Bang Attack. Vegeta launches a large spherical projectile across the screen that explodes on impact with another character. Can be performed in the air.
Level 1 - j236HS - Downward Big Bang Attack.
Level 3 - 214LM - Final Flash. Vegeta goes into animation and fires a large beam from his hands horizontally across the screen. Can be performed in the air.
Assist move
j236S - Air Volley - Vegeta comes in and performs and air volley close to the ground.
2L > 5L > 2M > 5M > 5H > 214M
2L > 5L > 2M > 5M > 5H > SD > jL > jM > dj > jL > jM > j214M
2L > 5L > 2M > 5M > jL > jM > dj > jL > jM > j2H > SD > jL > jM > j214M
1 Bar
2L > 5L > 2M > 5M > 5H > SD > jL > jM > dj > jL > jM > j214M > VS > 5M > jL > jM > dj > jL > jM > 214M
Command Normals
Specials
236L/M - Gohan performs a flying kick forward. If mashed then more hits come out. M version Wall bounces
236H - Costs 1 bar. Enhanced version of L+M.
214L/M - Invincible reversal.
214H - Costs 1 bar. Invincible reversal, locks into animation on hit.
j236L - Gohan kicks instantly multiple times.
j236M - Same as L version but with slower startup.
j236H - Costs 1 bar. Same as M version but comes out instantly.
Supers
Level 1 - 236LM - Ultimate Kamehameha. Gohan looks upwards towards the opponent before firing a Kamehameha upwards.
Level 3 - 214 LM - Father-son Kamehameha. Gohan charges up and then unleashes a Kamehameha that covers a large amount of the screen. This super can be extended by holding the L+M buttons at the cost of 2 bars.
Assist move
214M - Gohan comes in and dives up in kin with his 214 special. This move does not have start up invulnerability.
2L > 5L > 2M > 5M > 5H > 236M
Corner
2L > 5L > 2M > 5M > 5H > 236M(keep pressing M) > 5M > jL > jM > dj > jL > jM > 236L
1 Bar
2L > 5L > 2M > 5M > 5H > 236M(keep pressing M) > 5M > jL > jM > dj > jL > jM > jH > VS (Low to ground) > 5M > > jL > jM > dj > jL > jM > 236L
Can chain 5L twice
Command Normals
6M - Overhead
Specials
236L - Goku dives forward and hits the opponent.
236M - Same as L version but travels further and hits overhead.
236H - Costs 1 bar. Goku teleports behind the opponent before hitting them overhead.
214L - Goku spin kicks towards the opponent. Hits 2 times.
214M - Same as L version but hits 4 times.
214H - Costs 1 bar. Same as M version but hits 6 times and the last hit has a lot of hit stun to continue combo.
236S - Kamehameha. Fires out a beam projectile across the screen. Can be angled upwards by holding up after inputting the move.
j236S - Air version of 236S. Can be angled downwards by holding down after inputting.
j236L - Air version of 236L, can combo off jM
j236M - Air version of 236M, can’t combo off jM
j236H - Costs 1 bar. Air version of 236H where Goku will teleport to the ground before attacking.
Supers
Level 1 - 236HS - Instant Transmission Kamehameha. Goku charges up a Kamehameha before teleporting to behind the opponent and firing it. Can be performed in the air. When done in the air Goku teleports to the ground.
Level 1 - 236LM - Super Kamehameha. Goku charges up a Kamehameha and fires it directly in front of him. Can be performed in the air
Level 3 - 214LM - Meteor Smash. After transforming into Super Saiyan 3, Goku teleports behind the opponent and hits them. If this connects it locks into an animation.
Assist move
236S - Kamehameha. Goku appears behind the point character and fires a Kamehameha across the screen.
1 bar
2L > 5L > 2M > 5M > 5H > SD > jL > jM > dj > jL > jM > j214M > j236LM
2 bar
236H > 5H > SD > jL > jM > dj > jL > jM > j214M > j236LM
Command Normals
Specials
236L/M /H - Majin Buu kicks forward before leaping up and slamming down with multiple hits Heavier versions add more hits. H version costs 1 bar.
214L/M/H - Buu does a large cartwheel backwards. Heavier versions send the opponent further away. H version costs 1 bar.
236S - Buu spits out a large cloud.
j236S - Air version of 236S
214S - Buu throws a part of him across the screen. On hit locks the opponent in place for a second.
Supers
Level 1 - 236LM - Buu charges up for awhile, gaining super armour. After a set time Buu releases the explosion.
Level 3 - 214LM - Chocolate Beam. Buu goes into an animation and launches a beam. If it hits the opponent is turned into chocolate and a second animation plays where Buu eats them. Recovers Buu’s blue life.
Assist move
236S - Buu jumps on and spits out his cloud projectile.
236L/M - Leaps forward with an overhead slash before following up with more slashes on hit. M version travels further. Can be done in the air.
236H - Leaps forward a large distance and slashes. Costs 1 bar. Can be done in the air.
214L - Cyclone Buster. - Trunks leaps in a high arc. Can be cancelled out of using a normal.
214M - Cyclone Buster - Trunks leaps backwards in a high arc. Can be cancelled out of using a normal.
214H - Cyclone Buster - Trunks leaps in a high arc. Costs one bar. Can be cancelled out of using a normal.
236S - Masenko. Fires a beam horizontally across the screen.
214S - Change the Future. Dashes forward and fires out a large blast. Button can be held to just do the dash.
Supers
Level 1 - 236LM - Burning Attack. A short animation begins, after which an explosion occurs in front of Trunks.
Level 3 - 214LM - Hit grab that has short range.
Assist
214S - Trunks appears next to the point character and sends a larger version of 214S that covers most the screen horizontally. Is projectile invincible.
Combos
6S - Stretches arm forward and brings character in front of them on hit.
5S - Fires a beam forward 4 character spaces.
2S - Stretches arm upwards and brings character in front of them on hit.
Specials
236L/M - Demon Elbow. Piccolo dashes forward and, if close enough, crosses up and hits the opponent. M version goes further.
236H - Demon Elbow. Does a fake cross up and hits from the front. Wall bounces on hit. Costs one bar
214L/M/H - Demon Slicer. Piccolo takes a stance for a short while before he teleports into the air and attacks downward. Stance has armour points. Light version is a 45 degree kick from above, M version is a slam above the opponent. Can be done in the air. H version gives hard knockdown.
236S - Sends out a fast moving projectile that explodes on impact. Can have three on screen at any time. Can be charged to send a slower projectile out. Charged version negates other projectiles.
Supers
Level 1 - 236LM - Special Beam Cannon. Piccolo fires a beam out. Can be held to teleport dash across the screen for 5 dashes before it is released.
Level 1 - 236HS - Hellzone Grenade. Piccolo throws out a large amount of projectiles above the opponent. Soon after they track them and explode on contact.
Level 3 - 214LM - Light Grenade. A large blast that fires outwards from Piccolo.
Assist
Demon elbow - Piccolo jumps on screen and uses the M version of Demon elbow. Is blocked in the direction of the point character,
236L/M - Afterimage Strike. Krillin leaps forward and attacks. If the button is held then the move turns into a feint. Can be done in the air.
236H - Afterimage Strike - Costs one bar.
214L/M/H - Senzu Bean. Krillin throws out a rock or a Senzu Bean depending on how many times before this move has been used. Rock appears 3 times then a Senzu Bean. Can be done in the air
214S - Solar flare. A light surrounds Krillin, on hit it causes the opponent to stagger and be stunned for a short duration.
236S - Kamehameha. Krillin fires a beam projectile out. Button can be held to delay move, Krillin can also jump while holding.
Supers
Level 1 - 236LM - Distructo Disc. Krillin fires a disc projectile across the screen. The button can be pressed again to fire another disc at the cost of an extra bar.
Level 3 - 214LM - Scattering Bullet. Krillin fires a beam across the screen before pulling it up and letting it rain projectiles down on the opponent.
Assist
Item throw - Krillin throws out an item. The order of items is rock x3 before a Senzu Bean is thrown on the 4th assist call.
Rock - Travels in a large arc across the screen.
Senzu Bean - heals 30%(?) of blue health.
2L - Doesnt chain into itself
j2H - Dive kick that causes soft knockdown.
5H and 2H have hyper armor(Possibly projectile only), 16 still takes the damage from attacks
2H seems to send him airborne quite a bit.
236L/M - Dynamite Driver. Dash command grab. 16 dashes forward and grabs the opponent. Has projectile armor. M and H versions can be followed up with 214x
214L/M/H - Flying Powerbomb. 16 jumps up and grabs into the air. Heavier versions travel further. H version costs 1 bar.
j236L/M/H - Flying Slide Powerbomb. 16 dashes forward in the air and grabs.
236S / 214S Hell Heat.
Supers
Level 1 - 236LM - Hell Flash.
Level 3 - 214LM - Hell Flash Full Power. 16 takes off his arms to perform his signature move. Attacks directly in front of 16, on hit causes an animation to play.
Level 3 214HS - Self Destruction. After super flash, 16 leaps forward slowly with a grab. If it connects then it instantly kills the opponent and leaves 16 at 1hp. Can only be used once per match.
Assist
16 jumps onto the screen with one arm removed and blasts the ground in front of the point character.
Can chain 5L twice
236 command grab series
214L/M/S - Calls in 17 and has him dash forward before attacking. 18 takes a stance before he appears on screen.
214H - 17 appears on screen behind 18 and starts to talk. If the opponent summons an assist during this time he will counter and attack the assist.
236S - Distructo Disc. 18 throws out a projectile
22S - Android Barrier. 18 generates a barrier around her, negating any projectile. Also has short full invun mid animation.
Supers
Level 1 - 236LM - Energy Wave. 18 teleports upward above the opponent and shoots a beam directly down causing an explosion.
Level 3 - 214LM - Accel Dance. Tag team with 17. 18 dashes forward and, on hit, locks into an animation with a final hit sending the opponent across the screen. If Krillin is on the same team then the animation changes and increases in hits.
Assist
Android Barrier - 18 jumps on screen in front of the point character and puts up a barrier. Blocks projectiles.