[ { "url": "https://www.dustloop.com/w/DBFZ", "title": "DBFZ", "section": "Intro", "text": "DBFZ is a beloved game that's still being played and explored by thousands of players every day. It's content rich and has a vast pool of community knowledge. The game has gone through numerous significant changes since its release. As a result, many DBFZ pages on Dustloop Wiki are out of date or lacking important information. Despite that, as of May 2022, DBFZ Wiki only hasone dedicated contributor remaining. Bandai Namco PS4/XO/PC: January 26th, 2018PS4/XO: February 1th, 2018Switch: September 27th, 2018Switch: September 28th, 2018 Vegeta (SSGSS)is unlockable by earning a total of 300,000 Zeni, by completing Arcade Mode's Extreme Gravity Spaceship Course (Hard) with an A rank or higher, or bypurchasing him along with Goku (SSGSS).Goku (SSGSS)is unlockable by earning a total of 500,000 Zeni, by completing Arcade Mode's Hyperbolic Time Chamber Course (Hard) with an A rank or higher, or bypurchasing him along with Vegeta (SSGSS).Android 21is unlockable by beating Story Mode's Android 21 Arc, by purchasing her for 2,000,000 Zeni or 2,000 Premium Z Coins with the in-game Shop's Special Item tab (online only), or bypurchasing the FighterZ Pass. Bardock,Broly,Zamasu (Fused),Vegito (SSGSS),Goku,Vegeta,Cooler, andAndroid 17 Jiren,Videl,Goku (GT),Janemba,Gogeta (SSGSS), andBroly (DBS) Kefla,Goku (Ultra Instinct),Master Roshi,Super Baby 2, andGogeta (SS4)" }, { "url": "https://www.dustloop.com/w/DBFZ/FAQ", "title": "FAQ", "section": "What is the Power Level like? Why would I pick Nappa over Ultra Instinct Goku?", "text": "Every character in DBFZ is roughly of the same strength (this is explained in the Story Mode!). DBFZ prides itself on allowing the players to have fun using any characters of their liking. Instead of big numbers = good, the characters are vessels for different playstyles and movesets. You can pick Nappa for his good looks, affable manner, or for his creative playstyle. Likewise, you can pick Ultra Instinct Goku because his numbers are big in the show. There areTier Listscomparing the characters' strength in competitive play, but understand that any character can still beat any other character. What matters is the strength of the player." }, { "url": "https://www.dustloop.com/w/DBFZ/FAQ", "title": "FAQ", "section": "Is this game Pay to Win?", "text": "It'd be disingenuous to say \"No\". You will be seeing a lot of DLC characters as they're often fan favorites from the series, but DLC characters also tend to have more refined tools compared to the base roster. If you wanna compete in high level play, you will want to get the DLC, if not for putting them on your team, then you can at least practice fighting against them. However it can't be overstated that any character can win. A team of Earthlings can absolutely beat the DLC Saiyan Fusions, as it is still the player who has to outplay their opponent." }, { "url": "https://www.dustloop.com/w/DBFZ/FAQ", "title": "FAQ", "section": "I heard that autocombo and Super Dash ruin this game. Is that true?", "text": "No. A matter of fact is that DBFZ is designed around autocombo and Super Dash. If you cannot stomach these mechanics, then the game likely isn't for you. Autocombo and Super Dash do have quirks that make them goldmines for funny clips, but just keep in mind that the game won't magically become better without these mechanics." }, { "url": "https://www.dustloop.com/w/DBFZ/FAQ", "title": "FAQ", "section": "I heard that this game is a blockstring simulator, and lacks defensive options. How true is that?", "text": "This might've had some truth to it early on in the game's lifespan. But has since been wholly untrue. The game offers a multitude of options to aid the defender in escaping pressures, blockstrings andokizeme, maybe even too many. These options might not seem powerful at first glance, but are obnoxiously effective once you start to grasp a better understanding of the game." }, { "url": "https://www.dustloop.com/w/DBFZ/FAQ", "title": "FAQ", "section": "Is this a party game?", "text": "No. ...but actually... DBFZ is very accessible and is unashamed of giving players complete freedom in doing whatever they feel like, whenever they feel like doing it. This can make it very chaotic at times, and can seem to reward players for simply pushing buttons rather than being precise. This doesn't mean that it's not competitive or takes no skill to win. As with the nature of all fighting games, a player of higher skill level will consistently win against a lower skilled player. If you lost against a \"masher\", try to review the matches and figure out what went wrong. Maybe they weren't making random decisions as you had assumed, and if they were, maybe your skill level wasn't much higher than theirs." }, { "url": "https://www.dustloop.com/w/DBFZ/FAQ", "title": "FAQ", "section": "Will this game teach me \"bad fundamentals\"? Can my DBFZ knowledge be transferred to other fighting games?", "text": "No. Yes. The game at its core shares many similarities to other fighting games. You will have no issues applying concepts and strategies you've learnt from DBFZ to other fighting games (and vice versa). As evidenced by many strong DBFZ players, whose first fighting games were DBFZ, have had great tournament results in other games. Ex:Jonathan Tene,Nitro" }, { "url": "https://www.dustloop.com/w/DBFZ/FAQ", "title": "FAQ", "section": "What is a lariat?", "text": "Lariats are fast, forward-advancing special moves that cover a lengthy distance. The nickname started with players comparing these moves' functionalities toBardock'sRebellion SpearGuardAllStartup7Recovery20Advantage-4, one of the first moves in DBFZ to have these attributes. The animation of Rebellion Spear is similar to a professional wrestling strike named \"Lariat\", which an attacking wrestler runs towards their opponent and wraps an arm around the opponent's upper chest or neck, forcing them to the ground." }, { "url": "https://www.dustloop.com/w/DBFZ/FAQ", "title": "FAQ", "section": "What is a ToD?", "text": "ToD stands for Touch of Death. A ToD is a combo that does 10,000 damage or more, K.O'ing the opponent from full health." }, { "url": "https://www.dustloop.com/w/DBFZ/FAQ", "title": "FAQ", "section": "What is a Medium starter?", "text": "Medium starters, or M starters, unscaled starters, ToD starters are attacks withproration value of 100%+1(or higher). If an attacker lands a hit with one of these moves, their following combo will do very high damage and can potentially be a ToD, aka they are high damaging combostarters. The term comes from that fact that most Medium/M normals have this proration value." }, { "url": "https://www.dustloop.com/w/DBFZ/FAQ", "title": "FAQ", "section": "What is an illegal/forbidden ___?", "text": "A forbidden starter is often referred to the second hit of L autocombo (5LL), which is a Medium starter. It's \"forbidden\" because it's an uncommon combo starter that can potentially K.O. the opponent, so they were unlucky or unfortunate to get hit by it. A forbidden oki is anokizemethat's strong, but utilizes weird applications of attacks and thus uncommonly seen." }, { "url": "https://www.dustloop.com/w/DBFZ/FAQ", "title": "FAQ", "section": "What is a raw tag?", "text": "Raw tag is a Z Change (tag) done outside of combos (raw)." }, { "url": "https://www.dustloop.com/w/DBFZ/FAQ", "title": "FAQ", "section": "What is a DHC?", "text": "DHC is an Ultimate Z Change, where the Point Character leaves the screen and have an Assist Character jump into the screen and perform a Super or Meteor Attack. The term comes from a similar mechanic called Delayed Hyper Combo found in the Marvel vs. Capcom series. Infil Glossary Entry:https://glossary.infil.net/?t=Delayed%20Hyper%20Combo" }, { "url": "https://www.dustloop.com/w/DBFZ/FAQ", "title": "FAQ", "section": "What is Double Super?", "text": "It's when an attacker uses a Super Move, recovers, then uses one or more Super/Meteor Moves in the same combo. This is distinct from using Supers/Meteors with built-in follow-ups, or simple DHC. This technique used to be a very effective meter dump at the end of combos. As of Ver.1.14, doing this heavily reduces the damage of the rest of the combo, and so Double Super's presence is much less prominent." }, { "url": "https://www.dustloop.com/w/DBFZ/FAQ", "title": "FAQ", "section": "What is Snapback?", "text": "Another borrowed term from the Marvel vs. Capcom series. After successfully landing a Dragon Rush, inputting A1 or A2 will force the opponent's current Point Character out of the arena, and forces in one of their teammate of your choice. This is \"snap\" or \"snapback\". Infil Glossary Entry:https://glossary.infil.net/?t=Snapback" }, { "url": "https://www.dustloop.com/w/DBFZ/FAQ", "title": "FAQ", "section": "What is a fuzzy?", "text": "Seehere." }, { "url": "https://www.dustloop.com/w/DBFZ/FAQ", "title": "FAQ", "section": "What is a Happy Birthday?", "text": "A Happy Birthday refers to hitting two characters at the same time. This usually happens because someone tried to call their Z Assist but got hit immediately, and the assist gets caught up in the mayhem and has to go along for the ride too. Hitting all three characters at the same time is also often referred to as a Merry Christmas. Infil Glossary Entry:https://glossary.infil.net/?t=Happy%20Birthday A move that \"can't Happy Birthday\" will drop any assists out of the combo to prevent potential team-wipe combos." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Intro", "text": "Version1.32 Date Released:May 23, 2023 LinksBandai Namco EuropeBandai Namco Japan (Part 1)Bandai Namco Japan (Part 2)" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "System Changes", "text": "Cooldown reduced from 900F to 600F Overall Ki gain reduced for the following characters:" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Android 16", "text": "LDynamite Driver (236L)GuardThrowStartup16Recovery26AdvantageReworked ◥kaiokek: This 1F barely makes the move any better, but blocked 214S into 236L is no longer auto-timed.Startup sped up from 17 to 16 Startup sped up from 17 to 16 HDynamite Driver (236H)GuardThrowStartup24Recovery28AdvantageBuffForward movement increased Forward movement increased HGliding Powerbomb (j.236H)GuardThrowStartup11Recovery+3LAdvantageBuffForward movement increased Forward movement increased" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Android 18", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Android 21", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Android 21 (Lab Coat)", "text": "System ChangeNerfOverall Ki gain reduced from 100% to 50% Overall Ki gain reduced from 100% to 50% Savory Slicer (236L/M/Handj.236L/M/H)GuardAllStartup13Recovery12+4LAdvantage-8,Vertical Savory Slicer (214L/M/Handj.214L/M/H)GuardAllStartup9Recovery12+6LAdvantage-4, andAssist AGuardAllStartup20Recovery45Advantage+40Nerf ◥kaiokek: The moves are virtually unchanged except on block: the opponent can now GC Reflect her awayAdded Ki Blast property Added Ki Blast property Appetizing Rush (214L+Mandj.214L+M)GuardAllStartup9+12 [9+0]RecoveryUntil L+10Advantage-16NerfBase damage reduced from 4321 to 4221Minimum damage reduced from 1821 to 1721 Base damage reduced from 4321 to 4221 Minimum damage reduced from 1821 to 1721 Excellent Full Course (214H+Sandj.214H+S)GuardAllStartup11+3 [11+0]Recovery31+10LAdvantage-26Bug FixFixed an issue when this move Happy Birthdays and KOs an assist. Fixed an issue when this move Happy Birthdays and KOs an assist." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Bardock", "text": "LRebellion Spear (236Landj.236L)GuardAllStartup7Recovery20Advantage-4BuffStartup sped up from 9 to 7 Startup sped up from 9 to 7 HRebellion Spear (236Handj.236H)GuardAllStartup6Recovery24Advantage-5BuffIncreased distance moved during the attackReduced hit stop when blocked Increased distance moved during the attack Reduced hit stop when blocked Tyrant Lancer (236S)GuardAllStartup20~28Recovery21Advantage+4BuffStartup sped up from 26 to 24 Startup sped up from 26 to 24 Riot Javelin (236L+Mandj.236L+M)GuardAllStartup5+4RecoveryTotal 72Advantage-21BuffStartup sped up from 10+4 to 5+4 Startup sped up from 10+4 to 5+4 Assist AGuardAllStartup20RecoveryAdvantage+27BuffAdjusted knockback, making it easier to hit confirm Adjusted knockback, making it easier to hit confirm" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Beerus", "text": "2MBuffInvulnerability added from None to 4-10~21 Projectiles (except Low) Invulnerability added from None to 4-10~21 Projectiles (except Low) God of Destruction's Judgment (214L+Mor214H+S)GuardThrowStartup7+3Recovery10AdvantageBuffRecovery reduced from 23 to 10Base damage increased from 4800 to 5000Minimum damage increased from 1824 to 2000 Recovery reduced from 23 to 10 Base damage increased from 4800 to 5000 Minimum damage increased from 1824 to 2000" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Broly", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Broly (DBS)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Captain Ginyu", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Cell", "text": "5MGuardAllStartup9Recovery18Advantage-5BuffIncreased distance moved during the attack Increased distance moved during the attack Rolling Crush (j.236L/M)GuardAll×4, HighStartup8Recovery15Advantage-2BuffCell now faces the opponent during the final hit of the mid-air version Cell now faces the opponent during the final hit of the mid-air version Kamehameha (236Sandj.236S)GuardAllStartup18Recovery21 [17]Advantage-16 [-10]BuffIncreased stun time (except for the grounded follow-up version)Adjusted knockback Increased stun time (except for the grounded follow-up version) Adjusted knockback Assist AGuardAllStartup41Recovery95Advantage+30BuffIncreased stun time Increased stun time Assist BGuardAllStartup20RecoveryAdvantage+29BuffIncreased stun time Increased stun time" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Cooler", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Frieza", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Gogeta (SSGSS)", "text": "System ChangeNerfOverall Ki gain reduced from 100% to 50% Overall Ki gain reduced from 100% to 50% 2HNerfLanding recovery added from None to 7 Landing recovery added from None to 7 Punisher Drive (214S)GuardThrowStartup25RecoveryAdvantageBug FixOn trade with another attack, the opponent is no longer invulnerable (Gogeta can continue into a combo) On trade with another attack, the opponent is no longer invulnerable (Gogeta can continue into a combo)" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Gogeta (SS4)", "text": "System ChangeNerfOverall Ki gain reduced from 100% to 75% Overall Ki gain reduced from 100% to 75%" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Gohan (Teen)", "text": "Assist AGuardAllStartup21RecoveryAdvantage+29BuffIncreased stun time Increased stun time Assist BGuardAllStartup30RecoveryAdvantage+90BuffIncreased the number of hitsIncreased knockback on hit Increased the number of hits Increased knockback on hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Gohan (Adult)", "text": "Masenko (236S)GuardAllStartup18Recovery21Advantage-16BuffIncreased stun time Increased stun time" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Goku", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Goku (Super Saiyan)", "text": "HDragon Flash Fist (236Handj.236H)GuardHighStartup24~32 [20~28]Recovery17Advantage+2BuffInvulnerability extended from 8-16~24 All to 4-16~24 All Invulnerability extended from 8-16~24 All to 4-16~24 All Kamehameha (236Sandj.236S)GuardAllStartup18Recovery21 [17]Advantage-16 [-10]BuffIncreased stun time (except for the follow-up version) Increased stun time (except for the follow-up version) Assist AGuardAllStartup34Recovery50 [38]Advantage+30BuffIncreased stun time Increased stun time" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Goku (Ultra Instinct)", "text": "Kamehameha (236S,214S,j.236Sandj.214S)GuardAllStartup26RecoveryAdvantage-18BuffCan now be Superdash cancelled on hit or blockIncreased stun time Can now be Superdash cancelled on hit or block Increased stun time Assist BGuardAllStartup35RecoveryAdvantage+30BuffIncreased stun time Increased stun time" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Goku (GT)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Goku Black", "text": "Black Kamehameha (236S)GuardAllStartup18Recovery19Advantage-14BuffIncreased stun time Increased stun time Binding Black Kamehameha (214S)GuardThrow, AllStartup25Recovery19Advantage-14BuffIncreased stun time Increased stun time Assist AGuardAllStartup34Recovery50Advantage+30BuffIncreased stun time Increased stun time" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Gotenks", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Hit", "text": "System ChangeNerfOverall Ki gain reduced from 100% to 75% Overall Ki gain reduced from 100% to 75%" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Janemba", "text": "System ChangeNerfOverall Ki gain reduced from 100% to 75% Overall Ki gain reduced from 100% to 75%" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Jiren", "text": "2LGuardAllStartup7Recovery15Advantage-2BuffStartup sped up from 8 to 7 Startup sped up from 8 to 7 5MGuardAllStartup8Recovery20Advantage-6BuffStartup sped up from 10 to 8 Startup sped up from 10 to 8 2MGuardLowStartup9Recovery19Advantage-9BuffStartup sped up from 11 to 9 Startup sped up from 11 to 9 Colossal Uppercut (236H+S)GuardAllStartup7+3RecoveryAdvantage-26 [+14]BuffMinimum damage increased from 910 to 980 Minimum damage increased from 910 to 980" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Kefla", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Kid Buu", "text": "Kamehameha (j.236S)GuardAllStartup17Recovery30AdvantageBuffIncreasted stun time Increasted stun time Pearl Flash (j.236L+Morj.236H+S)GuardAllStartup6+4RecoveryAdvantage-21 ~ -18BuffMinimum damage increased from 713 to 805 Minimum damage increased from 713 to 805 Planet Burst (214L+M/j.214L+Mor214H+S/j.214H+S)GuardAllStartup8+3RecoveryAdvantage-31BuffMinimum damage increased from 1600 to 1700 Minimum damage increased from 1600 to 1700" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Krillin", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Majin Buu", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Master Roshi", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Nappa", "text": "Blazing Storm (236Sandj.236S)GuardAllStartup18RecoveryAdvantage-2BuffIncreased stun time Increased stun time Assist AGuardAllStartup28RecoveryAdvantage+35BuffIncreased stun time Increased stun time" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Piccolo", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Super Baby 2", "text": "2LGuardLowStartup9 [7]RecoveryAdvantage-4BuffStartup sped up from 11 to 9Adjusted distance moved during the attack Startup sped up from 11 to 9 Adjusted distance moved during the attack 5MGuardAllStartup15RecoveryAdvantage-1BuffStartup sped up from 17 to 15 Startup sped up from 17 to 15 Revenge Final Flash (236Sandj.236S)GuardAllStartup28RecoveryAdvantageBuffIncreased stun time Increased stun time" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Trunks", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Vegeta (Super Saiyan)", "text": "LSuper Dash Kick (236Landj.236L)GuardAllStartup11Recovery26Advantage-5BuffBounce can now be changed with a → input on hit or block Bounce can now be changed with a → input on hit or block Consecutive Energy Blast (236Sandj.236S)GuardAllStartup9Recovery26Advantage-7BuffCan now be Special and Superdash cancelled on hit or blockCan now Vanish on whiffAdjusted damage scaling Can now be Special and Superdash cancelled on hit or block Can now Vanish on whiff Adjusted damage scaling MInterceptor Kick (j.2M)GuardAllStartup17Recovery13Advantage-7 ~ -1BuffAdded a medium version Added a medium version" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Vegeta (SSGSS)", "text": "5LLGuardAllStartup8Recovery17Advantage-4BuffForward movement increased Forward movement increased Big Bang Attack (236Sandj.236S)GuardAllStartup9Recovery31Advantage+3BuffIncreased damageCan now be Special and Superdash cancelled on hit or blockAdjusted damage scaling Increased damage Can now be Special and Superdash cancelled on hit or block Adjusted damage scaling Assist AGuardAllStartup39Recovery137-144Advantage+45BuffIncreased damageIncreased stun time Increased damage Increased stun time Assist BGuardAllStartup20RecoveryAdvantage+29BuffAdjusted knockback Adjusted knockback" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Vegito (SSGSS)", "text": "System ChangeNerfOverall Ki gain reduced from 100% to 50% Overall Ki gain reduced from 100% to 50%" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Videl", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Yamcha", "text": "5MBuffInvulnerability added from None to 4-14 All (except Low) Invulnerability added from None to 4-14 All (except Low) 5HBuffInvulnerability added from None to 4-20 All Invulnerability added from None to 4-20 All Kamehameha (236S)GuardAllStartup26Recovery21Advantage-4BuffIncreased stun time Increased stun time Assist AGuardAllStartup19Recovery48Advantage+45BuffIncreased hitstop Increased hitstop Assist BGuardAllStartup34Recovery63Advantage+30BuffIncreased stun time Increased stun time" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Zamasu (Fused)", "text": "System ChangeNerfOverall Ki gain reduced from 100% to 75% Overall Ki gain reduced from 100% to 75%" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.32", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "Overview", "text": "Gohan (Teen), also referred to asTeen Gohan/Teenhan/Tohanby the community, is a pure rushdown character who yields higher reward than most, even in a game as volatile as DBFZ. Amongst the damage-heavy cast of the modern day meta, Gohan remains on the higher echelon with a consistently high damage output all across the screen via bomb loops,one of the best level 1 supers in the game,a highly damaging level 5 meter burnand an equally high amount of meter gain to expand his already absurd damage output. On top of this, Teen Gohan also sports great normals for pressure like2LGuardLowStartup7Recovery13Advantage-4or5MGuardAllStartup7Recovery17Advantage-3, and he has one of the best mixup options in the game with little counterplay against it;236HGuardAllStartup13Recovery16Advantage-5is a very easy way to set up true high-low and even 4-way mixups with a near-perfect immunity to guard cancels. This gives plenty of room for Tohan to toy with his opponent on offense, especially when he can cover his mix with assists. On paper, all those pros make Teen Gohan seem like a character who would be absurdly strong, and his rewards definitely are top-tier level, but he is unfortunately held back heavily by a very powercrept neutral game. In an age with characters likeVegito,Super Baby 2andTrunks, our boy is still playing a fairly honest neutral. He doesn't have any asinine neutral tools nor any ways to easily skip neutral, his normals barring2MGuardLowStartup11Recovery12Advantage-8are very stubby, and he notably lacks more options than most when he is airborne, which is a particularly strong place to be in DBFZ. Unfortunately, our Cell Saga champion still relies on the old strategies of using his (admittedly faster-than-average)5SGuardAllStartup11Recovery25Advantage-4, using assists + his236X lariat, and the system mechanics of the game itself. Gohan (Teen)is a relentless rushdown character who overwhelms his opponents with tricky mix-ups and explosive damage output. Autocombo:Famously possesses the best5LLLset in the game due to its functionality, versatility, mix-ups, and sheer range. Excellent Damage and Meter Build:Gohan has some of the most flexible combos in the game usingbomb loopsand5-Hit-Combo, leading to great corner carry, meter build and extremely high damage, even for modern DBFZ damage standards. Powerful Offense:236Hsets up an unseeable high-low mix-up when paired with an assist that is notably resistant to guard-cancelling, and he has a solid left-right mix-up withIADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.j.Landj.1S. Reversal:Super Dragon Flightis a powerful reversal, being an unscaled anti-air that can startTODsTouch of DeathA combo that can KO a character from full health.with theLversion, and aDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.with theMandHversions. Short Reach:Gohan's stubby normals require him to both have strong spacing awareness in neutral, and to consequently rely on other tools at the midrange. Assist Reliance:Without assists, he loses out on his stronger options such as hisFlying Kick/236Hmix-ups, neutral options, and combo routes. Aerial Game:Limited viable options in the air, having only ki-blasts, air normals, and hisFlying Kickto use. Combo Awareness:Gohan's combo routes change greatly depending on where he is on the screen. Midscreenbombroutes will drop close to the corner, and different delays on5-Hit Combois the difference between a high-damaging corner combo or a drop." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "5L", "text": "Advances forward. Good reach for a5L, will catch opponents after a blocked superdash. Gatlings into4LLfor great stagger pressure. Launches on hit. Recovers in the air. Only gatlings to5LLL. Be careful with it, as both this and5LLLhave Head property and get countered by2H. Leaves Gohan high enough after the recovery to airdash over most crouching characters and cross them up. Also typically crosses up opponents trying to IAD over Gohan. Tracks vertically to almost super jump height and has long horizontal range. On hit, slightly delaying Super Dash lets you switch sides for free. Has Head property Teen Gohan's infamous autocombo ender. This is a very useful tool in neutral, as delaying the hits will allow Gohan to float up further and catch opponents." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "5M", "text": "The shortest reaching5Min the game." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "5H", "text": "Standard5H. His main combo starter in the corner, as it can be followed up with SD 66j.Mdlj.1Sinto more bomb loops for fantastic solo damage and meter build. Also works for assist combos in the corner, as5H> SD > j.MH > j.236[L]works with or without smash for big damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "5S", "text": "(Hold OK) Hold or mash S to shoot all 4 Ki blasts. Fourth hit launches." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "2L", "text": "Very short range, but slides forward." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "2M", "text": "Baseball slide, can be plus if spaced. Carries dash momentum." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "2H", "text": "Puts Gohan airborne. Very short horizontal range. It lacks a good hitbox and is quite slow compared to the rest of the cast, making cross-up situations very hard to deal with on defense." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "2S", "text": "Ki blast that explodes only when it touches the ground. The explosion also has Ki blast property. Recovers in the air. Advantage values in [] is if you do nothing and land. Ki blast on the way down keeps grounded opponent standing, ground bounces airborne opponent. Explosion always launches. 1Sand [2]S leaps backward,2Sand3Sleap forward. Leaps keep all momentum if Gohan is also moving in the same direction. The directional input is what controls which way he moves. So if you tap 2 but hold S, he still moves forward. Hisj.2Salso has similar quirk but with different directional inputs." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "6M", "text": "Universal overhead with short reach." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "j.L", "text": "Mini sword normal. The hitbox extends well past the hurtbox and is placed low." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "j.M", "text": "Range and active frames typical of aj.Lrather than aj.M. The hitbox extends lower than the visual would suggest. Absolutely insane hitstun to the point you can combo it into jc j.DR anywhere on the screen or even SD if you wanna be silly. Yes, this also means he gets rejumps." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "j.H", "text": "5LLLLLLLDynamic hit can wall bounce. j.HSmash hit causes sliding knockdown. The low reaching hitbox makes it a good button for air-to-ground, but it is difficult to use in cross ups or air-to-air." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "j.S", "text": "(Hold OK) Hold or mash S to shoot all 4 Ki blasts. Fourth hit launches on hit. These ki-blasts are less than ideal in neutral. Due to the angle that Gohan fires his ki-blasts, he can only usej.Swhen he's in close proximity with the opponent, making him vulnerable against superdash." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "j.2H", "text": "Typical air launcher. Stops all air momentum and raises Gohan up and forward slightly." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "j.2S", "text": "2Sbut in the air. j.[1]S leaps backward,j.2Sandj.3Sleap forward." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "5-Hit Combo", "text": "236L/M/H 236L/Mon hit can pressL/M/Hfor extra attacks. Each followup switches sides. Doesn't have Head property, despite being considered airborne - which means it can often ignore grounded grabs. All versions become more advantageous the further Gohan is, up to -1 on block at max range. Reaches almost halfscreen. Keeps grounded opponent standing. Reaches almost fullscreen. On block, can cross over crouching opponent. Can't steal the corner and doesn't work on big bodies. On hit, sends the opponent flying. If Gohan is pushing against crouching opponent in midscreen, this will hit from their back. With small bodies only standing next to them is enough, but bigger characters require forward momentum. A tiny bit shorter than236M. On hit, automatically performs all followups. Stays same side, Smash on the last hit. Smash hit wall splats, can followup with Super Dash for sliding knockdown. In the corner, non-Smash hit can link intoj.L,j.Mandj.236L/H." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "5-Hit Combo Follow-up 1-3", "text": "L/M5-Hit Combo >L/Mon hit Does not launch grounded opponents. Gently knocks away airborne opponent. You can do some cute reset with236L~LLLseries by delaying each followup or from the combo naturally dropping. Do keep in mind that despite 236X doesn't have Head property, these followupsdo. Sends opponent far away into a small wall bounce. Less vertical knockback than L followup. 236X > L Values in [ ] are for Follow-up 3 236X > M Values in [ ] are for Follow-up 3" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "5-Hit Combo Finisher", "text": "L/M5-Hit Combo >Hon hitor5-Hit Combo Follow-up 1-2 >Hon hitor5-Hit Combo Follow-up 3 >L/M/Hon hit Sends the opponent behind Gohan. Smash hit corner splats. Only really useful if you use 236X when cornered, which will not happen often. Sends the opponent in front of Gohan. Smash hit corner splats. In the corner, Smash hit can link into j.DR, non-Smash hit can link intoj.L,j.Mandj.236L/H. Vital to his corner combos and part of what gives him such high metergain and damage. Immediately ends the sequence, compound damage from unused followups. E.g. if there's 3 followups left, it will do 550*2, 700. Sends the opponent in front of Gohan. Smash hit wall splats and can followup with Super Dash for sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "Flying Kick", "text": "j.236L(Hold OK)orj.236M/H Upon using, Gohan pauses for a split second and starts a fall. L version keeps all momentum, M and H always moves forward. j.236M/Hcan be guard cancelled on reaction, but the resource trade will always favor Gohan. Hold down L, M, H to continue kicking until landing. Performs 3 kicks at minimum. Very long landing recovery which can only be Super cancelled. Combos into both Supers at intermediate hitstun decay. Depending on the height, Gohan will do an extra kick before landing even if no buttons are held to make it easier to combo afterward. Anti-airing someone with5LLLcan lead to plus frames by making them airblock this move. Performs 7 kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit. Smash hit wall splats, can link into236Mfrom midscreen. Scales like a medium starter. On hit, only recovers upon landing. On block, Gohan will reposition himself to a fixed height. Removes all other added landing recovery. With Smash, this lets you link a 5-Hit Combo midscreen and a2Lin the corner for combo extensions. One of Gohan's main mixup tools (with the other beingj.236H). There will always be a reflectable gap between5LLLandj.236M, but opponents typically won't reflect out of fear of getting2M'd and dying. Connecting this solo will let you backdash safely. With assists, this becomes a mixup tool between airdashj.Land land2L, but some assists will have too much pushback for the low option midscreen. Similar to M version but with 13 kicks. On hit, recovers in the air. Smash hit wall bounces. Removes all other added landing recovery." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "Super Dragon Flight", "text": "214L/M/H The uppercut's first 2 active frames can be cancelled into Supers, since he's still considered as grounded. Frame 1 anti-air. Unscaled starter, devastating punish for any airborne shenanigans and a common TOD starter. Frame 1 reversal. Smash5MMMcan wall bounce. Gohan's invincible uppercut. Slow and easy to safejump, so mainly useful in minus frames situations to catch buttons. Frame 1 reversal. Smash hit performs the full uppercut. Gut punch crumples grounded opponent on Smash hit, launches them high up on non-Smash. Increased hitstun when there is no camera effect." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "Assist A", "text": "Super Dragon Flight DP on demand. Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "Assist B", "text": "Masendan Appears in front of the opponent on the ground and does three3S. Tracks fullscreen. One of the best assists in the game for combos, but has worthwhile applications in other areas as well. In neutral, it can be used defensively as it's very easy to make it spawn behind your character after a dashblock. The fact that it tracks to the opponent and is active for about 84 years also makes it effectively lock off an entire portion of the screen, which can make approaching easier. In blockstrings, it's bad for high/low mixups since it's all ki blast property, but you may find great success using it as a smokescreen to make your next option ambiguous, or for left/right mix." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "Assist C", "text": "Flying Kick" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "Motionless Kamehameha", "text": "236L+Mor236H+S Minimum damage: 91×10 (910) Close hit, the beam will try to vacuum the opponent into its center, making it possible to DHC into some grounded Supers. Cancels into SD but whatever combo you follow it up with retains the terrible post-super scaling, and can jm jc dr for a kd. The funny part is that you can SD after it even on block, which makes it surprisingly annoying to punish." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "Father-Son Kamehameha", "text": "214L+Mor214H+S Minimum damage: 87×20 (1740) Hits full screen and has good vertical reach as well. Slower startup than average so be careful about using it as a reversal. Limited to use on the ground, which makes comboing into it difficult if you've already used your vanish in some cases. Almost always works out of j.236[L], but will drop in high hitstun decay due to how slow it is. Minimum damage: 87×20, 55×20 (2840)" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)", "title": "Gohan (Teen)", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 131 Color 141 Color 151 Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu", "title": "Majin Buu", "section": "Overview", "text": "Majin Buuhas a kit built entirely around mix-up and okizeme, to the point where he's playing a totally different game to anyone else. Using his iconic Fat Throw, he can put opponents in a unique lockdown situation similar to a Level 3 Hard Knockdown for as little aszerometer. While many other DBFZ characters thrive on two-touch situations or powerful assists, Majin Buu pushes all his power into creating oppressive mixup setups and uses his well rounded toolkit to get himself where he wants to be. However, his setups require lots of labbing time in order to optimize. With a higher level of commitment, and more general weirdness than most other characters in DBFZ, he is a generally unpopular character. However, getting used to Majin Buu's weirdness reaps huge rewards. Majin Buu doesn't play by DBFZ's rules: his tools allow him to bypass the tech RPS and block game entirely to go straight into a mixup after a combo, turning him into a reset train when optimized. This is to say nothing of his surprisingly excellent neutral. Thanks to his great5S, gorilla air normals, and his extremely versatile Anti-Air EX Specials, Majin Buu can easily dominate the screen from the ground and in the air. Majin Buuis a setplay monster, with an extremely potent mixup game thanks to standing resets off of fat throw, an extremely oppressive corner game, and amazing keep-out with his large air normals and great anti-airs. Fat Throw:Majin Buu's defining tool, a plus-on-block special that enables deadly4-way restand mixupswith the help of an assist after every combo. Amazing Mixups:Aside from Fat Throw, Majin Buu has a plethora of tools including a standing overhead in5M, cross-ups using236M, and various triple-overhead setups. Space Control:Massive air normals, strong ki blasts and a variety of anti-air options allow Buu to keep opponents locked down from range. Unique Combos:Majin Buu has some of the most unique combo structures in the game, with multiple different links and unique move properties that allow him to land very stylish and optimal combos with great damage and meter gain. Safe Offense:Almost all of his light/medium normals are safe on block, the only exception being2M. All of his specials are either incredibly safe or space you out far enough to where the opponent can't counter-attack. Resource-Hungry:Needs both meter and assists for his236Hmixups, while not building much meter himself outside of the corner. Team Requirements:While he now has a generally wide selection of assists to use, Majin Buu's strongest teams need to be built specifically around him to enable his Fat Throw gameplan. Unorthodox Character:Normals have abnormal hitboxes and it's sometimes hard to work with them. Abnormal combo path, optimals require some extra execution. One of the most unorthodox characters in the game means a high learning curve." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu", "title": "Majin Buu", "section": "5L", "text": "Buu's fastest normal for starting pressure and defensive challenges. Has good range and a high hitbox that can be used for anti-airing as well as catching opponents after a blocked Super Dash. However, it will also whiff against most small characters and crouchers when they're outside of point-blank range. Standard5LLused for combos, blockstrings, and stagger pressure.5L(whiff) >5LLhas enough range to punish backdash after a blocked Vanish. Grab ender with ridiculous range, comboable into Super Dash. Has uses inFat ThrowGuardAllStartup27RecoveryTotal 44Advantage+1setups with5LL> delay5LLLbeing a tick throw." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu", "title": "Majin Buu", "section": "5S", "text": "(Hold OK)" }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu", "title": "Majin Buu", "section": "2M", "text": "Unique2Mthat vacuums on block and hit. Has a ridiculous amount of hitstun that allows for unique combo extensions such as comboing into6Mor214S. Also used in Fat Throw setups as the low hitting option." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu", "title": "Majin Buu", "section": "2S", "text": "An upward-angled Ki Blast that can be used to snipe airborne opponents. Extremely useful in combos thanks to its high hitstun that can combo into Super Dash, link into5Lor even5S." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu", "title": "Majin Buu", "section": "j.L", "text": "Good air-to-air due to being his fastest and least commitment air button." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu", "title": "Majin Buu", "section": "j.H", "text": "The extended arm has a hurtbox. Insanely fast for its range." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu", "title": "Majin Buu", "section": "j.S", "text": "(Hold OK) Can be repeated up to four times. Each have different angles." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu", "title": "Majin Buu", "section": "j.2H", "text": "Very active hitbox, great for sniping Super Dashes. Extended arm has a hurtbox." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu", "title": "Majin Buu", "section": "Dive Bomb", "text": "236L/M/H(Air OK) Ground versions have a rising initial hit with air-invuln property. Your go-to anti-air aside from2H. All versions' frame advantage on-block changes depending on when the falling hitbox connects with the opponent. Dive Bomb has a weak hit \"splash\" hitbox that hits on both sides if Majin Buu hits the ground before he hits an opponent. The splash hitbox is always+2on block. Dive Bomb is a multi-purpose special which can be used in blockstrings as an overhead or cross-up mixup, a combo extender, and generally, your go-to combo ender. Dive Bomb's splash hitbox launches on-hit. Majin Buu recovers fast enough to link5Lafter landing. Splash hitbox damage scaling akin to aj.Mstarter. Goes a short distance forward. Air version is used in combos and as a meterless combo ender in the corner. Can also create frame advantage on block if you TK it. Used in pressure as a same-side overhead option. Simply mixing up236Land236Mon block can be an effective yet risky strategy. Goes about half screen forward. Decent range for an overhead. Will cross up on block at close range. An effective mixup tool that you can solo confirm off of. Don't use this to end corner combos, it will whiff. While IADj.M>j.L>j.236Lis a triple overhead, IADj.M>j.236Mwill be a crossup. Tracks the opponent and travels almost fullscreen. If the Fat Throw hasn't already been used in the combo, EX will automatically perform Fat Throw. A fairly fast 3/4 screen tracking overhead. This move is good to throw out from time to time when your opponent isn't expecting it. It can also go over beams, so if you have the read, throw it out in neutral to get some damage + pressure. As an added bonus, you can be up to +6 if the opponent decides to block, allowing you to start pressure. Can be2H'd if the opponent starts to guess you." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu", "title": "Majin Buu", "section": "Cartwheel", "text": "214L/M/H(Air OK) Flips backward and leaves Buu airborne. Only has hitbox in front of Buu. Smash hit wall bounces. With varying amount of bounce depending on versions. A short flip with small wallbounce. Very useful in corner combos due to its high hitstun letting you easily link intoj.Land autocombo float back up, even after Smash has been used. Good blockstring ender, frame data is deceptive as Buu spaces himself out too far to be punished. A longer flip. Smash hit puts the opponent high up into a big wallbounce. Smash hit in the corner sideswaps the opponent. j.214Mis an alternative toj.2Hin midscreen combos, as you can SD after the wallbounce and get SKD fromj.Hthis way. In a blockstring,214Mwill always leave a gap when canceled from other normals, useful for frame traps as the opponent cannot mash out of it. Can also be used similar to Cell's Perfect Attack midscreen, as it gives a crazy wallbounce that Fat Buu can confirm off of and is an unscaled starter. Enjoy the TOD! A long flip that then bounces forward. Ground Smash hit is a big wallbounce, air Smash hit is similar toj.214Lbut with higher hitstun. Ground version is useful for blockstring mixups, as it allows for easy 50/50s with high-blockstun assists and enables j.MLL triple overhead on block. In midscreen, IADj.214His a very fast cross-up that allows for easy conversion with land5LL." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu", "title": "Majin Buu", "section": "Sweeping Breath", "text": "236S(Air OK) Covers about half the screen. Jails into Vanish. Has enough hitstun for Majin Buu to recover and combo off of it. Can be canceled into Super Dash, and combos into it even at high hitstun decay, allowing for more extensions." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu", "title": "Majin Buu", "section": "Fat Throw", "text": "214S Tracks the opponent but has maximum height it can go. Disappears mid throw if Buu gets hit. On hit, holds the opponent in a fat shell for a set amount of time while, locking them down as they fall to the ground. This shell can be broken by hitting them out of it or after some time. Fat Throw only connectsonce per combo. Beats Lv2 Projectiles (such as DBZ Broly/ Trunks 5S), but loses to beams. Can be angled upwards by holding back as the projectile comes out. Angled version sets up meterless mixups as long as you can end the combo in5LLLGuardThrowStartup12Recovery21Advantage. The cornerstone of Majin Buu's gameplan. Fat Throw is a powerfulplus on-blocksetplay projectile with decent tracking and high priority which gives powerful okizeme when used after a knockdown, as well as enabling his devastating restand mixups when used as a combo ender." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu", "title": "Majin Buu", "section": "Assist A", "text": "Sweeping Breath Decent pop up assist." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu", "title": "Majin Buu", "section": "Assist B", "text": "Fat Throw Acts exactly like the point version, restands the opponent, can be angled, and sets up restand mix." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu", "title": "Majin Buu", "section": "Assist C", "text": "Cartwheel Wins neutral. Drags the opponent all the way down. Tracks opponent fullscreen, even into the air. Has air invuln." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu", "title": "Majin Buu", "section": "Now Buu really...hate you!", "text": "236L+Mor236H+S Hits the entire screen. Minimum damage: 42×18." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu", "title": "Majin Buu", "section": "Turn into candy!", "text": "214L+Mor214H+S Heals up to 1500 blue health on hit. Minimum damage: 1605." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu", "title": "Majin Buu", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 131 Color 141 Color 151 Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.10", "title": "Version", "section": "Intro", "text": "Version1.10 Date Released:June 20, 2018 LinksSteamBandai Namco Europe" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.10", "title": "Version", "section": "Modes", "text": "Fixed an issue where Finish Bonus values aren't correct when finishing with certain moves. Examples: Trunks' Cyclone Buster, Gotenks' Charging Ultra Volleyball, Freeza's Sorbet's Ray Gun. Fixed an issue where the recorded inputs are not displayed properly when using horizontal inputs using one or two members in the opponent team. Fixed an issue where the inputs of Repeat Attack option gets reversed after performing Ginyu's Body Change to either the 2nd or the 3rd character in Practice." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.10", "title": "Version", "section": "System Changes", "text": "Fixed a glitch when pressing Forward + Attack button + Assist button simultaneously to Z change while jumping. Fixed an issue where a character doesn't immediately leave the screen when performing Z change while the character is in the transitioning frame to a jump motion. When finishing an opponent with Ultimate Z change using the Meteor Attacks listed below, the Assist gauge becomes unavailable for certain period of time at the start of the next round:Android 21's Sweet ToothMajin Buu's Turn into candy!Beerus' God of Destruction's Judgment When the special K.O. cut scene is triggered against Goku Black and Zamasu(Fused) Android 21's Sweet Tooth Majin Buu's Turn into candy! Beerus' God of Destruction's Judgment When the special K.O. cut scene is triggered against Goku Black and Zamasu(Fused) Fixed an issue where assist characters leave the screen without taking the K.O. motion when defeated by Jump Heavy Attack. (Even though they are defeated) Fixed an issue where Ki gauge stops increasing when hitting an opponent with something like trap type projectiles while a player character is performing the press-and-hold Vanish move in Sparking! state." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.10", "title": "Version", "section": "Android 18", "text": "Fixed an issue where the latter explosive part of ‘Energy Wave’ sometimes misses even when the first part hits. Fixed an issue where Dragon Rush doesn't launch an opponent in certain situation." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.10", "title": "Version", "section": "Android 21", "text": "Fixed an issue where an opponent doesn't disappear with the star blink when launched with the ground Dragon Rush. Fixed an issue where Android 21's Homing Energy Blast doesn't change its target even after a Z change. Fixed an issue where the direction Homing Energy Blast pushes back an opponent doesn't reverse even when characters' positions are switched." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.10", "title": "Version", "section": "Beerus", "text": "Fixed an issue where an opponent's Ki gauge increases more when K.O.ed with God of Destruction's Judgment and the special cut scene. Fixed an issue where Ki gauge increases when the heavy version of Sphere of Destruction hits an opponent." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.10", "title": "Version", "section": "Broly", "text": "Fixed issues with the stage destruction scenes (colors, glitches…) when performing Broly's Gigantic Meteor (R2 / RT Button version) and Z change before an opponent is K.O.ed. Fixed an issue where the explosion effect of Broly's Eraser Blow moves rapidly in horizontal direction when clashed in certain timing." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.10", "title": "Version", "section": "Gohan (Adult)", "text": "Fixed an issue where Jumping Light Attack whiffs when performed against Goku Black right after Dragon Rush." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.10", "title": "Version", "section": "Goku (SSGSS)", "text": "Fixed an issue where the camera movement is incorrect when launching an opponent with Goku(SSGSS)'s aerial Dragon Rush." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.10", "title": "Version", "section": "Goku Black", "text": "Fixed an issue where some Goku Black's mirror images are partially displayed off screen when performing The Work of a God at very high position." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.10", "title": "Version", "section": "Majin Buu", "text": "Fixed an issue where the size of the wrapping effect of Majin Buu's Fat Slow is based on the first character when hitting an opponent at an instant Z change is performed." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.10", "title": "Version", "section": "Piccolo", "text": "Fixed an issue where Piccolo's Z Assist doesn't fire the Homing Energy Blast when performed while Majin Buu's Fat Throw is hitting an opponent. Fixed an issue where Piccolo's Z Assist doesn't fire the Homing Energy Blast when performed while Android 16's grabbing an opponent with Flying Powerbomb. Fixed an issue where Piccolo's Homing Energy Blast doesn't change its target even after a Z change. Fixed an issue where the direction Homing Energy Blast pushes back an opponent doesn't reverse even when characters' positions are switched." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.10", "title": "Version", "section": "Trunks", "text": "Fixed an issue where Trunks' animation becomes strange when hitting an opponent with Shining Slash after K.O. or time up." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.10", "title": "Version", "section": "Vegito (SSGSS)", "text": "Fixed an issue where the effect of Vegito's Omega Finishing Blow stays longer on the screen when connecting Vegito's Omega Finishing Blow to Goku Black's God Slicer Dance with Ultimate Z Change. The wind effect of Vegito's Omega Finishing Blow partially remains when Ultimate Z changed into Goku Black right before the Omega Finishing Blow hits an opponent. Fixed an issue where an opponent floats in an invulnerable state when hitting the opponent and the opponent's assist character at the same time with Vegito's Crouching Special or Jump Special and canceling it. Fixed an issue where advance inputs aren't available when hitting an opponent with Vegito's Crounching Special and Jump Special." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.10", "title": "Version", "section": "Zamasu (Fused)", "text": "Fixed an issue where Zamasu's position is slightly off when grabbed by Android 16's Dynamite Driver." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.10", "title": "Version", "section": "Other Gameplay Fixes", "text": "Fixed an issue where live commentary is played too early when Beerus grabs an opponent with his Meteor attack. Fixed an issue where an audio comment related to Beerus VS Zamasu is played while Goku Black is played ( ‘I-I don't believe this! Zamasu has vanished!’) Fixed an issue where all buildings in the background collapses simultaneously when Z reflecting energy balls after performing following moves: Majin Buu’s Now Buu really...hate you!, Android 16’s Hell Flash Maximum Output and Last Resort, Android 21’s Excellent Full Course and Sweet Tooth. Fixed an issue where voice were not played correctly when performing Dragon Rush (Forced Switch) then Dragon Rush again right after." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.10", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.23", "title": "Version", "section": "Intro", "text": "Version1.23 Date Released:May 19, 2020 LinksBandai Namco Japan AddedGoku (Ultra Instinct) Captain Ginyu Ginyu Force (S)BUG FIXNERFWhen inputting 1S/7S the Ginyu force will come out When inputting 1S/7S the Ginyu force will come out This change removes the ability to break DR and block at the same time Broly 236L+MBUFFIncreased minimum damage Increased minimum damage Increase damage in combos. More reward than the H+S ver. Vegeta 236L+M/H+SNERFBUG FIXMinimum damage will not increase when done from any move other than 214S Minimum damage will not increase when done from any move other than 214S Removes unintended damage boost from j.236L" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.23", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "Overview", "text": "Vegitoplays like how he acts: cocky, flamboyant, and finding ways to get under your skin; and he can easily get away with it, too. Vegito has phenomenal tools to control neutral and thus the pace of the game. Once he gets in, he likes to bully his opponent with long blockstrings and crushing pressure. His playstyle heavily encourages conditioning and forcing his opponent into either blocking forever, or risk using a defensive option to escape. There are few fields where Vegito can't put on a show using the opponent as his fool. His normals reach far and have plenty of active frames, andSplit Finger ShotGuardAllStartup18RecoveryAdvantageis one of the best tools in the game for clearing the screen, while also having a suprising amount of executional depth behind it, usable even for advancing. Unlike other characters however, Vegito's mixup becomes significantly worse in the corner due to losing access to his left/right mixup. Should he make a mistake and put his opponent in the corner, a lot of creativity and risks must be taken in order to open up an opponent with competent defense. Vegito (SSGSS)utilizes his powerful neutral and long-range pokes to bully the opponent into extremely annoying pressure and consistently good damage. Excellent Neutral: Huge grounded buttons andnigh fullscreen lariatGuardAllStartup11Recovery16Advantage-5, a low-commitspread projectileGuardAllStartup18RecoveryAdvantageand a greatanti-air grabGuardThrowStartup13Recovery21 + 3 After LAdvantagedominate the pace of neutral. Support Value: Vegito A is great for clearing the screen while Vegito B is a fantastic mixup assist.236LGuardAllStartup11Recovery16Advantage-5allows for Special Tag into air Dragon Rush for a sliding knockdown anywhere on screen, and both DHC Supers are very versatile. Blockstrings: Very hard to challenge in blockstrings since his normals are so hilariously large and he can space himself out of most characters5Lnormals. Left/Right Mix-up: Vegito'sj.SGuardAllStartup15RecoveryAdvantageenables him to do strong same side mix-ups that lead into good reward and beat anti-air options. Corner Mix-up: Limited to universal mix-up options at the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "5L", "text": "Huge, advancing multihit normal. One of the best5L's in the game as it covers many situations for you. If it clashes, wins the clash thanks to the multihit properties. Easy to confirm, you don't have to chain into something else on block. Hard to whiff punish because of how active it is and because of how good5LLis. At 7 frames, it's slower than most5Ls in the game, making \"neutral\" on block situations (like after a blocked6M) effectively +1 on Vegito. If you postion yourself at tip5Lrange you'll force your opponent to use medium attacks to reach you, making it easier for Vegito to frametrap them. All its 4 hits are jump cancellable in Sparking!, making it hard to predict when you'll go for your left-right mixup. Big, fast and quick to recover. On block it maintains your spacing, making it a good stagger point. Allows5Lto consistenly convert into combos. If you hit an opponent that's in the air it will cause a ground bounce, meaning you can always pick them up with any of your normals besides2Mand2L. Can't be canceled into during the last frames of5L. For delayed frametraps, use5Mor5Sinstead. Cancelling into this from a blocked5LLalways leaves the opponent in too much blockstun for the throw to work, but you can setup a tickthrow using low blockstun assists or after a Level 3 knockdown. For Vegito this is situational as he doesn't get huge reward from it and he has better mixup options. Despite being a grab, it can be used multiple times in a combo. 5L Clash level: 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "5M", "text": "A far-reaching, advancing normal: surprising priority and vertical reach, remarkably safe to throw out for its range. Cancel it into5S. From there, confirm into a combo or start your spaced pressure game. In the corner it won't space you out, but since5Sis safe you can backdash into5Minstead. Contesting this situation is risky for the opponent, and if they decide to block, your assists will start to come back. Like most of Vegito's moves, it'll reach the opponent even if they reflected your blockstring. Can reverse beat into2L, opening up extended pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "5H", "text": "Blockstring and combo filler, and a great one at that. If possible, you want to route your combos into this move as it gives you access to rejumps. Even in the corner,5Hcombos do more damage than ones using236MGuardAllStartup16Recovery16Advantage-5. Like most of Vegito's moves, it'll reach the opponent even if they reflected your blockstring." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "5S/6S", "text": "A point-blank Ki explosion. High blockstun and hitstun. Can now be used for Sparking loops. 5Sand6Scount as different normals, allowing both of them to be used in the same combo and blockstring. Both normals are great for blockstrings in the corner, as they can beat both reflect and mashing while also being safe on block. Tracks fullscreen and always has the same startup, making itthe fastest fullscreen poke in the entire gametied with Bardock's EX lariat. Combine with3SGuardAllStartup18Recovery21Advantage-5for extremely annoying and highly rewarding space control." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "2L", "text": "You canreverse beatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.into this move from your medium attacks. As you'll often take your turn with5M, you'll likewise often have the option to use this and extend your blockstrings with your autocombo. It's also invulnerable to lows and airborne from frame 5. Effective as a defensive tool against characters that stagger with lows and rely on command grabs, likeAndroid 21andAndroid 18, or as a read against DR. Displaces your hurtbox, occasionally dodging some mids. Leaves a 5 frame gap when chained into. High blockstun, useful in Sparking! pressure. Jails into vanish. Scales like aMedium, leading to VERY high damage on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "2M", "text": "Long range slide and Vegito's fastest low. It's not recommended to use this in neutral instead of5M. Use it in pressure to call out jumping attempts or punish people spamming reflect by true stringing into it. Anti reflects, but it notably loses to reflect into Z change. Combos into2L" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "2H", "text": "Can hit opponents behind Vegito" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "2S", "text": "Switches sides on Smash hit, launches upward on non-Smash. Considered as projectile. Jails into vanish. Vegito2Sis somewhat slow, but good for grounded side-switch combos, as well as beating Super Dash. The wallbounce on Smash hit is long enough to let him pick up with dash2Mfor very strong conversions.Holdto make Vegito take a big step forward during the move. This makes it reach fullscreen, allowing him to combo6S>3Sfor extremely oppressive neutral control." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "6M", "text": "Great hit-box, high probability of kicking away super dashes. More risky than other characters,5Lloses to 6f normals and214Sbaitable. If you use this up close, you have to commit to either using an assist to keep your turn or risk playing the RPS. If you're farther away, there's a chance you will whiff punish someone's mashing." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "j.L", "text": "Great for crossups" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "j.M", "text": "Good air-to-air. Combo filler." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "j.H", "text": "Vegito's main cross-up tool and jump-in button. IADj.Hcan cross-up at point blank and be followed up by5Mafter landing to maintain pressure or convert into a combo. On air hit, sends the opponent forward instead of knocking them down like a typicalj.H. This is useful for corner combos and Vegito will be using ita lot, but he will have to score knockdowns by other means. Dynamic hit5LLLLLLLcan wall bounce. Values in [ ] are for Dynamic hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "j.S", "text": "Amazing anti-ground button, combo tool, and mix-up tool. Similar to2S, this is a projectile with huge hitbox andwithoutHead property, so it's great at sniping opponents underneath Vegito. Recenters the opponent on hit and boasts high hitstun making this Vegito's go-to combo ender, such asj.S>j.214Morj.S>j.236L> Super." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "j.2H", "text": "Typical launcher/combo extender. Easily combos intoj.214Mfor sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "Spiral Heel Shot", "text": "236L/M/H(Air OK) Puts Vegito airborne. The first hit will trigger a kicking sequence on hit and clash. Smash triggers on the last hit of either the \"whiff\" version or the auto-kick sequence. Non-smash last hit send the opponent flying with decent hitstun. Has medium scaling Air versions slightly track opponents above Vegito and all have longer range than ground versions. Tiger knee-ing these moves in neutral will give higher chance of hitting. All versions can be used as a lariat or counterpoke, but Vegito's normals far outclass236Land236Mfor this task. Mainly used for safely ending blockstrings and combo filler. Non-smash whiff version can be used for advanced combos. Carries momentum on auto-kick hit. Smash hit corner splats. Staple of his corner BnBs. Save your smash for this, unless you're going for meaty5H. Smash hit causes a wall bounce, able to followup from midscreen. Amazing tiger knee option, will track up to regular jump height" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "Atomic Buster", "text": "214L/M/H(Air OK) Has Anti-Air property On whiff, Vegito can act as soon as he starts descending, can be used for mixups Vegito's anti-air command grab. All versions are commonly used as combo enders or as a terrifying air-to-air. Travels almost vertically. Causes a soft knockdown. You can gimmick people with a2Mafter landing this, and also used for standard ender in corner BnBs.214Linto vanish DR, gives sliding knockdown and the DR animation wastes time on the meter penalty timer. Travels diagonally. Causes a sliding knockdown. Can act as soon as Vegito starts descending. Vegito's best air ender for midscreen or slightly out of corner BnBs, as it is very easy to combo into either afterj.2Hor a vanish, and gives sliding knockdown. In the corner it gives Vegito a ton of time to get oki because of this (hold 9 into a falling air button), whereas mid-screen he'll have a harder time keeping pressure because of the distance the move puts on him and the opponent (holdSand 669 into a fallingj.H, loses to in-place tech). Regardless, it's his best way to end most air combos. Travels diagonally Causes a ground bounce sliding knockdown, can link into5Lin the corner. A powerhouse, and a fantastic metered option for anti-airing, anti-jumping, and air-to-airing. It's combination of speed, head invulnerability and unrecoverable damage will make Vegito's opponents think twice about jumping. Even if the grab whiffs, it puts Vegito in a decent position to utilize his other aerial options." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "Split Finger Shot", "text": "236S(Air OK) Can be superdashed through... but don't do it if he has 3 bars, as it's also Lv3 cancellable An amazing, low commitment ki-blast. Its combination of screen coverage, speed, safeness, and when used in conjunction with his myriad of anti-air options allows Vegito to control the flow of neutral extremely well. When performed after a5M, carries additional momentum and can be air dash canceled. This can be used to mix up opponents by providing a descending overhead mixup, similar to Bardock's Grounded M Rebellion Spear. Somewhat risky if not covered, but a useful tool nonetheless. The air version of236Scarries all of his air momentum in the move, although he halts for a few seconds and then you move. This means Vegito can move quickly forward, back, or whatever he wants to do using236S, which gives him some neat movement options. They're not perfect, as you can superdash the move, so be cautious when using it." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "Barrier", "text": "214S(Hold OK) Can counter anything except grabs and supers The counter attack is jump cancellable in Sparking Can grab multiple times in a combo like5LLL Can grab both grounded and aerial opponents" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "Assist A", "text": "Split Finger Shot A fast, screen-clearing assist that doubles as an excellent defensive assist. The strength of its area denial cannot be overstated. It grants fast, fullscreen coverage and at jump height, so is exceptionally efficient at covering for approaches or policing the opponent's assist calls. One of the few assists that position themselves high up into the air, making it very unlikely to be punished or get caught in Happy Birthdays. When called at close range, Vegito will also spawn behind the point character, completely safe from incoming attacks. A common strategy is passively mashing on this assist while defending, as once it's out, it will instantly shut down the opponent's offense. While having low blockstun that can be GC Super Dashed or GC Reflected, it is still good for lockdown especially in the corner due to just covering all regions the opponent can go. SD and Reflect can also be countered by baiting them out and punishing accordingly, or with anti-Reflect strings. Additionally thanks to the defensive spawn point, it's also great for stagger pressure and baiting retaliations. Dash blocking or intentionally ending blockstrings while calling this assist and the opponent will promptly get hit trying to take their turn." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "Assist B", "text": "Spiral Heel Shot Great for combo extensions and blockstring pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "Assist C", "text": "Spirit Sword Can be good for mixes if one can take advantage of the low hit stun frames, though it must be called years in advance as it has an abysmal 65 frames of start up if called outside a combo. Great tracking, and it's quite useful in combos thanks to it hitting nearly anywhere. Extremely narrow downward angle makes it easy to side switch and the knockdown is slow giving one plenty of time to prepare/react. Unfortunately, Vegito C wants to do a similar job as Vegito A but that has half the cost, half the startup, and triple the use. Vegito A is an overbearingly powerful assist that can do many things that Vegito C already does, such as outrageous comboability and screen control. It just does them better." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "Spirit Excalibur", "text": "236L+Mor236H+S Does more damage close-range as opposed to far-range Hits full screen, dragging the opponent down with the sword Deals less hits the further away the opponent is and will miss if the opponent is too high up. At max range, does 2 hits (200, 2300) Minimum damage: 30*4, 750 (870)" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "Omega Finishing Blow", "text": "j.236L+Morj.236H+S Costs 1 Ki Gauge Minimum damage: 300, 440 (740) Tracks the opponent Can be easily anti-air'd on reaction Values in [] is damage if Z-Changed before the punch lands (Minimum damage: 675)" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "Final Kamehameha", "text": "214L+M(Air OK)or214H+S(Air OK) Minimum damage: 1739 Causes a hard knockdown on hit. Vegito's level 3. Fast, easy to punish with and combo into. Gives a terrifying left/right mixup, if you're willing to spend an extra bar to vanish afterwards. Spend an extra bar for extra damage at the cost of frame advantage. Minimum damage: 420 Total Minimum damage: 2159" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)", "title": "Vegito (SSGSS)", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.37", "title": "Version", "section": "Intro", "text": "Version1.37 Date Released:June 25, 2024 LinksDragon Ball Games on TwitterBandai Namco Japan" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.37", "title": "Version", "section": "Update to Windows PC/Steam Version", "text": "1. Resolved an issue that resulted in unintended behaviors when rollback was activated during a \"K.O.\" 2. Addressed the issue where players' communication could be disconnected during the victory performance in online battles under heavy network load. 3. Corrected effects that were not being applied properly when rollback was activated. 4. Fixed other minor bugs." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.37", "title": "Version", "section": "Update to PlayStation 5 Version", "text": "1. Adjustments have been made to allow the use of certain PlayStation 4 arcade controllers with the PlayStation 5 version of the main game. 2. Resolved an issue that resulted in unintended behaviors when rollback was activated during a \"K.O.\" 3. Addressed a connectivity issue where players' communication could be disrupted during the victory performance in online battles under heavy network load. 4. Corrected effects that were not being applied properly when rollback was activated. 5. Fixed other minor bugs." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.37", "title": "Version", "section": "Update to Xbox Series X|S Version", "text": "1. Resolved an issue that resulted in unintended behaviors when rollback was activated during a \"K.O.\" 2. Addressed the issue where players' communication could be disconnected during the victory performance in online battles under heavy network load. 3. Fixed a bug that could cause a crash at the start of a spectating match if spectating mode was initiated under a heavy network load. 4. Corrected effects that were not being applied properly when rollback was activated. 5. Fixed other minor bugs." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.37", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "Overview", "text": "Nappastands as a very unique character in DBFZ, as he is able to cheat many of DBFZ's rules and standards to vortex the opponent to death, a strength best showcased by his Saibamen. Saiba act entirely on their own, meaning that anything that Nappa does won't affect their behavior; this allows Nappa to set up high-damage combos, insane mixups, and even break himself out of combos. This gives Nappa a phenomenal corner/mixup game with a truckload of options. He can also perform restands anywhere on the screen, forcing extremely high damage and terrifying mixups upon his opponent. When Nappa manages to land a turn, he reigns supreme. Now, uniqueness isn't always an upside. Nappa's stubby and slow normals betray his tall stature and make his neutral and defense absolutely god awful, with no nice way to put it. Nappa may be able to set up a restand-to-death route off of any aerial hit, but getting that is a massive challenge. This massively raises Nappa's skill ceiling, and - combined with his already knowledge and momentum intense playstyle - makes him unforgiving and terrible for beginners. Nappais a slow, strong bruiser who supplements his attacks and pressure with Saibaman footsoldiers that he can grow during battle. Saibamen:Saibamen attack freely and separately from Nappa himself, giving him built-in EZ-bake mixups. Saibamen also stay out when Nappa is hit, potentially saving him from a combo with their disruptions. M Saibamen are invulnerable to ki blasts, and EX Saibamen are invulnerable to assists and non-super projectiles, making them genuine threats in neutral once they're on the screen. Great Corner Game:Saibamen can be used to fill in blockstring gaps in the corner, and can even let Nappa restart his pressure for free. Nappa also supplements this power by having higher than average damage in the corner compared to the rest of the cast, fantastic mix-up tools, and... Restands:Thanks to the unique properties of Saibamen's Spit & Explosion attacks,Nappa is one of only two characters in the game with access to consistent Restands nearly anywhere within his combos.Restands allow him to remove an opponent's tech options after a combo, forcing opponents to either waste their Sparking or play Nappa's excruciatingly difficult mix-game. Corner Carry:Has a great5Hthat launches the opponent all the way to the screen edge, allowing Nappa near-instant access to the corner if he lands it in neutral. Mixup Potential:Probably the best mixups out of any character in the game. He is able to setup midscreen, 4 way, unreactable mix with the right assists. He also has corner 50/50 mixups that are incredibly difficult to block thanks to his high / low tools and Saibamen. Poor Defense:Saibamen go down in one hit, and without one of them on-screen, defense options are limited. His214SGuard Point starts at frame 5, and his only reversal is quite expensive at the cost of 3 bars. Weak Neutral:Without Saibamen, Nappa's neutral options are quite limited.5Sis difficult to use in neutral due to the long animation and recovery time, as well as not being generally safe, and236Sdoes not reach fullscreen. Needs the Corner:Nappa struggles to utilize his Saibamen in his combos mid-screen more often than not, and he is incapable of performing his signature air combo extension without the corner or assists for a knockdown. This results in mediocre mid-screen combo options. Poor Air Game:While hisj.Lis a great air-to-air and catches Super Dash fairly well, his lack of solo combo extensions midscreen lead to poor damage and an over-reliance on assists to extend from aj.Lair-to-air. Not to mention hisj.Sis quite slow andj.236Sbeing a very situational Beam-type projectile tool. It's also a shamej.2Hdoesn't have any sort of Head Invulnerability to help with opponents Super Dashing from below Nappa in the air." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "5L", "text": "One of the longer 5Ls in the game Can be repeated by holding 4. Hits low If you ever decide to play Nappa, this will quickly become one of your favorite buttons. It's not good for anti-airing thanks to the downward angle, but it's obscenely good in pressure.4LL>5Mis three lows in a row AND a frametrap if5Mis delayed, but if you're afraid of opponents reflect mashing you can still go into5LLfrom4LLor go straight into5M, giving you a truestring bridge to the rest of your lows. 5LLis great for pressure, moves him forward quite a bit. Mostly useful as a gapless bridge to his medium buttons. It being -7 means you won't want to stagger on it much, but not many opponents will risk mashing Nappa. Last hit of his L auto combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "5M", "text": "Low hitting5M. Ground bounces airborne opponents. Still gives medium scaling, leads to OBSCENE damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "5H", "text": "Unsafe, but absolutely insane range. Moves him forward more than half screen fairly fast. Can be pretty good to throw out with assists." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "5S", "text": "Nappa takes a step forward before he throws a piercing Ki blast, during this time it'll reflect all ki blasts that are S normals A bit slow but an important part of his corner combos. Will pierce through any other projectile S normal, but still lose to236Stype projectiles. Wind-up hitbox vacuums on hit, and can easily confirm the followup ki-blast or allow you to combo into2H. Simultaneously awful and amazing. You won't be using this in neutral almost ever, as its slow startup and huge telegraph is too easily punished unless your opponent is already hurtling a barrage of shots at you. But in pressure it's just nonsense, as it's a two hitting stagger point that leads to a ton of easy reflect bait followups should your opponent disrespect it. Better yet, its massive hitstun lets Nappa corner carry even better along with comboing into superdash for restand setups." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "2L", "text": "Good hitbox for a jab." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "2M", "text": "Good range but fairly slow. Due to5L,5M,2Mbeing lows, and5Lbeing repeatable, Nappa has access to four lows in one string." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "2H", "text": "Anti-air with great vertical range and a mediocre horizontal hitbox. As such, it can whiff during some grounded strings/confirms if you're too far." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "6M", "text": "Standard grounded overhead." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "j.L", "text": "Great air-to-air." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "j.M", "text": "Good range for IAD crossups like a lot ofj.Mmoves." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "j.S", "text": "Piercing Ki blast. Z Broly's but it was there first. Arcs downwards. Crazy hitstun, combos into superdash andj.2Hin the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "j.2H", "text": "(Hold OK) Dives and slams the opponent to the ground. Input2Hagain to only do the first hit and leave Nappa floating in the air for a second. You can also hold2Hand he will do the cancel ASAP. This cancel is only available early on in the move, falling for too long and Nappa will be stuck in the animation. 1st hit will not have more than 8 active frames, regardless of altitude. 2nd hit has a minimum of 2 active frames with additional frames based on altitude. 2nd hit has 1 extra startup frame if Nappa hits the ground before the hitbox comes out (this only happens when activating the attack extremely close to the ground). Another terrible move, except it's amazing and integral to Nappa's gameplan.j.2Hgives Nappa so much in terms of combos and setups that it rises up as one of Nappa's best, if not one of the best in the game, and may just be worth his inability to get knockdowns midscreen. It has obscene damage, meter build and hitstun while also giving Nappa corner loops and god knows what you could come up with now that your opponent is dragged to the ground. It's even special cancellable on the ground as a cherry on top, just letting you go for even more nonsense. Sky's the limit when this hits, comboing into this is how you start your game. Each hit advances scaling individually Active frames based on altitude 2nd hit has extra startup frame if activated close to the ground" }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "Arm Break", "text": "236L/M/H(Hold OK) Can be charged by holding the button down, resulting in a higher bounce with more hitstun that still goes into SKD should you not followup. Safe but fairly slow standing overhead, gives SKD Because Nappa has four lows, this will end up catching people a lot more than its speed would leave you to believe. Although you can charge it, there's not much point. Runs forward before slamming the ground twice, causing a sliding hard knockdown state. Important part of his combos, but not too useful outside of it, as he can be hit while running and has to run a minimum distance. Once again can be charged, but the first hit doesn't have enough hitstun for a proper full charge and everyone's already blocking high in anticipation for the second hit any way. It will, however, enable some good assist routes if you're able to keep them in stun, as Nappa can relaunch after the incredibly long bounce. Nappa's main combo ender used to set up a knockdown for planting Saibamen. Rushes forward with extreme speed and range into the attack. Causes a ground bounce into a sliding knockdown on hit. Can be extended with either an assist call or a vanish during the ground bounce. Very, very good for combos and even just general mixup should you expect your opponent to not react to the EX Flash, simply because it's a rare instance of an overhead that gives followups on its own. The charge has substantially less time required and the first hit nearly always gives enough hitstun for you to combo into a fully charged followup on its own, giving you a ton of time to plant a Saiba and go for safe oki with backup, or continue the combo. 236L Forced soft knockdown on hit 236[L] Forced soft knockdown on hit 236M Both hits scale independently First hit also has +2 stages of initial prorate 236[M] Both hits scale independently First hit also has +2 stages of initial prorate 236H Both hits scale independently First hit also has +2 stages of initial prorate 236[H] Both hits scale independently First hit also has +2 stages of initial prorate" }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "Saibamen", "text": "214L/M/H(Hold OK) After sprouting, the Saibamen will walk towards the opponent and only perform their attacks at close range. Disappear if they're hit, but not if Nappa is hit. Input can be held to delay the sprout, e.g. if you do214L, hold L until Nappa stands up for the delayed sprout. Multiple Saibamen can be planted at once, but planting a new one before the last one can sprout will overwrite it, and new Saibamen will only sprout when there's no other Saibamen on screen. If a planting spot is offscreen, Saibamen will sprout at the edge of the current screen instead. Plants a green Saibamen that performs Claw, Slide, Grab. Combo food and blockstring fodder, as there are no Saibaman moves with Reflect-able blockstun. Plants a blue Saibamen that performs Spit, Slide, Grab. Invulnerable to ki blasts. Use near the end of corner combos for restands.There's a consistent setupthat uses one assist into restand 50/50, you almost always want to use this over explosion restand. Plants a yellow Saibamen. Pressing L/M/H/Sduring the planting will program Saibamen to do the pressed sequence, up to 4 actions before automatically ending with Grab. L does Claw, M does Slide, H does Grab, S does Spit. H will always end the sequence early. Saibamen will perform Spit, Claw, Spit, Slide, Grab by default. Invulnerable to non-super projectiles and assists. 214L Plants green Saibamen that performs Claw, Slide, Grab 214M Plants blue Saibamen that performs Spit, Slide, Grab 214H Plants yellow Saibamen that performs Spit, Claw, Spit, Slide, Grab Press L/M/H/S to change Saibamen attacks. L does Claw, M does Slide, H does Grab, S does Spit. H will always end the sequence early" }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "Saibamen Attacks", "text": "Claw launches on hit. Useful as a combo extender, primarily after Blazing Storm in the corner. Extremely useful if put on EX Saibaman, and a reason to use214Lover214Mwhen in neutral, since the Saibaman jumps very high to swat opponents out of the air. Spit Ki Blast properties. On hit, puts the opponent instanding hitstuneven if they're in the air, and they'll fall down to the ground in this state. Nappa's main restand tool. From214M, if the opponent is hit while they're high enough, the slide will whiff allowing Nappa to capitalize on the restand. Slide launches on hit. Useful as a bridge to a Dragon Rush close to the end of a combo. On hit, the Grab immediately puts the opponent down on the ground in standing hitstun, then explodes. The grab can only land once per combo. Another restand tool: at high hitstun decay, the combo will drop in between the grab and the explosion. If they block the explosion, Nappa gets either a mixup or airtight pressure. If they get hit, he can easily confirm into a full combo. This is stronger than spit restand pressure wise, but the mixup is weaker. The fear of this and Spit will also generally make your opponent not want to tech, which can bail you out of some situations or even be abused. Saibamen Claw Does not launch standing opponents Saibamen Spit Restands the opponent on hit Saibamen Grab Will home in on target's location at the point the leap first starts. If hitbox makes contact, relative positions will autocorrect to allow grab animation to play Behaves strangely at high hitstun decay Forced+1 stage of prorate" }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "Blazing Storm", "text": "236S(Air & Hold OK) Nappa swipes his arm forward and makes a moderately sized explosion that has fairly weak range. Scan be held down to extend the range the move strikes at, going slightly under fullscreen if held. This applies to both the ground and air versions of the move." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "Too bad", "text": "214S(Hold OK) [] = hold down S. Nappa swipes forward and then brings his elbow down for a vicious strike. Both parts of the move can be held. Guard point from frames 5 to 24 (frame 38 if S is held down). Blocks all physical strikes. Loses to any projectiles, throws, and supers. If successfully blocks incoming attacks, Nappa responds with a more devastating elbow that ground bounces. Useful after a blocked6Mor5H. Additionally, since the first part of this move is a strike, most point blank command grabs/Dragon Rushes are slow enough that the aggressor will be hit by214S(1). 214S [] = hold S Both hits scale independently. First hit also has +4 stages of initial prorate Guard point active on frame 5 until the first hit comes out and absorbs all non-super Strike moves If triggered, becomes Counter Attack and continues to guard point Strikes and the first hit doesn't come out 2nd hit Smashes for a highly scaled ground bounce and does 1000 damage Gains 25% of a bar on guard point trigger" }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "Assist A", "text": "Blazing Storm Tracks the opponent. Good for neutral and combo extensions." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "Assist B", "text": "Too bad On hit, followup with a ground bounce. Has guardpoint like214S, making it a pseudo DP/barrier assist." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "Assist C", "text": "Deluxe Bomber Tracks the opponent. On hit, adds a ground bouncing version of236L." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "Giant Storm", "text": "236L+M(Hold OK)or236H+S(Hold OK) By default, the explosion will send the opponent in an arc going away from Nappa. If the button is held, the explosion will happen further away and send the opponent in an arc going towards Nappa. Invulnerable from frames 9 to 20. Minimum damage: 805 Can be cancelled into SD but applies damage and hitstun scaling penalty. 805 minimum damage" }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "Break Cannon", "text": "214L+M(Hold OK)or214H+S(Hold OK) Values in [] are for the gut punch only. Minimum damage: 1778 [608] Gut punch only has hitstun if Smash! hasn't been used. Advantage on hit: +44, enough for a safejump. L/MSaiba plant is 0, H Saiba is +5. Nappa winds up for a big gut punch that, if it lands, sets him up to fire a huge laser out of his mouth. Has less utility than other level 3's due to the fact that he has to land the first punch for the followup. Invincible on startup like all level 3's. 570 + 72×14 (1578 total) minimum damage" }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa", "title": "Nappa", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa/Resources", "title": "Nappa", "section": "Intro", "text": "This page is Nappa's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa/Resources", "title": "Nappa", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa/Resources", "title": "Nappa", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa/Resources", "title": "Nappa", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "Overview", "text": "Super Baby 2, orBaby Vegeta, is an in-your face fighter who gets in by pacifying the opponent in neutral with a ridiculous assortment of projectiles. Baby's zoning game is capable of shutting down nearly anyone trying to counterzone him by utilizing histrickyGuardAllStartup13Recovery29Advantage-3,repeatingGuardAllStartup13RecoveryTotal 48+5LAdvantage,potentGuardAllStartup20RecoveryTotal 43Advantage-3, sometimesrainingGuardAllStartup15RecoveryTotal 33Advantage+9Ki Blasts, andotherGuardAllStartup20RecoveryAdvantage-10toolsGuardAllStartup28RecoveryAdvantageto compliment them. Not one of Baby's Ki Blasts are wasted, as if they travel off-screen, they will reboundback towards the opponent, even in the air. This is all complimented by a great anti-air sideswapping grab, amazing range2HGuardAllStartup13RecoveryAdvantage-17, andDark Springshot; a frame-4 invincible, extremely fast and extremely active anti air which doubles as a projectile move. Once Baby is in, his projectiles then work as a means to enable mixups by vacuuming the opponent out of the corner for crossups and giving him extreme damage in combos. Best of all, should one of the opponent's characters go down, Baby gains a new special move allowing him to call their A and B assists without any cooldown, with their C assists taking half a bar of meter to use. Just don't get cocky and throw projectiles out too much, lest you find the situation completely reversed. While all of this sounds good, there is one problem with Super Baby 2: his learning curve is a bit steep. Super Baby 2 has some of the most unique neutral, fairly strange (albeit good) attacks, and needs to how to use the other team's entire possible arsenal of assists effectively. All of this makes Baby a character who compliments deep game and matchup knowledge. Super Baby 2controls much of the neutral with his own projectiles and his opponents' assists. Bullet Hell:Baby's Ki Blasts dominate the screen and make any movement against him a risk. He has anti-air rain shots, stellar ground control, and shots that rebound on whiff. Some characters cannot contest them at all. That's a helluva lot of blasting. Insane Meter Gain:Baby's incredible projectile game enables extreme meter gain off of just about any hit. With optimized corner routes, Baby can deal over 6K damage and build over 2.5 bars, just by himself. Assist Stealing:Baby is able to animate the opponent's character to use their assists. Stolen assists also persist if Baby is forced to block and have no cooldown, making them significantly more threatening. Strong Anti-Airs:214X, as well as his214Sand innate2Hgive Baby an incredible presence, especially with214S' speed andToDTouch of DeathA combo that can KO a character from full health.-friendly scaling. 6H:6His one of the most unique moves in the game, from mixups, to tagging characters during a combo, to fullscreen pressure, it can not be understated how strong this move is High Awareness:Baby mustn't get too hasty in throwing out his projectiles as many leave him open to Super Dash without the opportunity to punish. Frame Data:Baby's2L,2Mand5Mare all slower than average and can frequently leave a gap on block, a price to pay for their great range. Pressure Respect:Baby has great solo mixup tools, but they can be disrespected with reflects or superdash if Baby hasn't conditioned his opponent to stand still. This either means Baby wants assists to cover his options, or has to play risky for his openings. Baby may find himself using a level 3 for mixups a lot." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "5L", "text": "Slower recovery than average. Catches people after blocked superdashes outside of the most awkward angles. Baby's fastest normal by a long shot, but also unsafe on block. Be careful when re-asserting pressure after this one. Faster recovery than average. Hitbox larger than it looks, hits rather consistently after5Leven if the opponent was airborne. Great frame advantage and damage potential makes this a great stagger and frametrap move. Its reach also beats both backdash and reflect, adding another strong layer to his offense. Advancing throw, easy to use for tick-throws. Terrible starter, as is the case with most throws. Throw will always whiff after5LL." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "5M", "text": "4-frame gap if chained into from5Lor2L. Long reach. Like no really, you get an easy halfscreen from this move. Extremely safe on block, one of the safest normals in the game. Mostly blockstring and combo filler. You can throw it out like a lariat but it's a little too slow to use consistently. Excellent as a frametrap and anti-reflect tool." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "5H", "text": "Advances forward a good distance. Huge corner carry into wall splat on Smash hit. Another long-reaching normal, also capable of anti-reflecting. A basic rejump or assist combo from this move will often take you coast-to-coast. Good stagger and frametrap tool to keep opponents on their toes." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "5S", "text": "Shoots 3 Ki Blasts straight ahead. If they miss the opponent, will return from the other side and hit the opponent at a 45 degree angle. Disappear if Baby blocks or gets hit. Confirmable on the ground with6H. Second Ki Blast will miss crouching opponents. One of Baby's many projectiles to harass the opponent with. This one is perhaps the most straightforward of them all, but it's still very useful." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "2L", "text": "Follow-up2Lhas 7f startup. Good for staggering thanks to Baby's far-reaching5Land pushback. Looks bad on paper, but Baby's neutral tools and ability to pull opponents out of the corner more than compensate for a slow2L." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "2M", "text": "Slow startup and recovery. Similar to Goku (Ultra Instinct)'s in terms of framedata. Natural frame trap from5Land2L, 2-frame gap." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "2H", "text": "Airborne cancel options, includingj.2L." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "2S", "text": "Aimable with1S/2S/3S.1Sdrops on top of Baby,2Shalfscreen,3Sfullscreen. Good combo filler, can combo into superdash midscreen. Enables tick throw setups. One of Baby's main neutral tools. Very hard to punish on reaction due to how fast the animation is, usually giving Baby time to2H. It's also highly plus on block and hits assist calls, making it invaluable to his gameplan." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "6M", "text": "Long range thanks to it borrowingj.M's animation." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "6H", "text": "Machine Gun Rush Always plays the full animation unless cancelled. First, second, and last hit jail into vanish. Very hard to jail the first two hits. Tagging out during this move gives tons of plus frames on block or full screen corner carry on hit. There's a pretty big gap inbetween the first and second blasts that Baby does, so you can't blockstring into this very easily without your opponent jumping out. This does not affect it on hit, but is important to note." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "6S", "text": "Reverse Shot Shoots a Lv2 Ki Blast straight ahead. Unless this gets Reflected, it will return from the other side and hit the opponent horizontally. Disappears if Baby blocks or gets hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "j.L", "text": "Amazing downwards hitbox, perfect for surprise overheads. Chains into itself withj.4LL." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "j.M", "text": "Long range, excellent for crossups." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "j.H", "text": "Dynamic hit can wall bounce. Wallbounce can be avoided by simply pressing H instead. Launches high up on grounded hit, jump-cancelable on hit. Removes landing recovery on Smash hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "j.S", "text": "Shoots 3 Ki Blasts that travel at a downwards arc until connecting with the ground, then travel along the ground. If they miss the opponent, will return from the other side and hit the opponent at a 45 degree angle. Disappear if Baby blocks or gets hit. Holding up will change trajectory of Ki Blasts Very useful since you can position it wherever, but riskier than his grounded options. Travelling on the ground makes them really good at keeping people away, and if they superdash at you, you can simply214Sto beat them out. Don't use it as your only move, as it can be beaten - the fact that they travel on the ground is a blessing and a curse. The upper opposite corner is completely safe vs. most most of Baby's options. If they superdash from there, you're out of luck and won't be able to special cancel into214S." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "j.2H", "text": "Wall splats on Smash hit. Freezes momentum." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "Interceptor Kick", "text": "j.2L/M Smash hit dives down with the opponent into a sliding knockdown. Pops Baby away from the opponent on block or on non-SmashJ2Mhit." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "Revenge Driver", "text": "236L/M/H(Air OK) Ground versions perform a \"true\" teleport during startup, and while not having any invincibility, can lead to it dodging attacks. Non-Smash hit ground bounces, the opponent can tech before touching the ground. All versions have head property. Smash hit ground bounces, forces a soft knockdown. Blockstring filler. Also useful post-Smash as a way to extend combos with assists. Ground version corner splats on Smash hit. Air version ground bounces on Smash hit, forces a soft knockdown. Corner combo filler. Also a frametrap from M/Hbuttons. Smash hit causes a big ground bounce. Useful after raw Superdash, as you can pick up off it anywhere with5M>3S> SD." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "I'm going to enjoy this!", "text": "214L/M/H(Air OK) Whiffs on grounded opponents. Switches sides on hit. Non-Smash hit causes a ground bounce. Baby leaps out at similar angles to Vegito's air throws. Don't end your combos with this even if it does end up making you have you spend a bar on Vanish to make sure you get the corner - though it can be very useful if you can just kill. You can also go straight into level 3 if you just want a hard knockdown, but you really should be keeping the corner and meter build. Soft knockdown, techable the moment the opponent hits the ground. Goes up at a much steeper angle than M and H variants You usually want to only use this throw when ending combos with a super, as it generally connects under large amounts of hitstun decay, and when you'd rather not spend the extra 0.5 a bar for the H version. For anti-airing or ending a combo outright, stick to M or H. Smash hit causes a sliding knockdown. For ending combos, you can usually connect this after justj.H, but given how powerful Baby's corner routes can be as well as Revenge Death Ball setups, it's not advised. You can also connect Great Ape Assault after this, but it requires spending an extra bar for a vanish whiff to do so. Usually, Revenge Death Ball is just fine for ending combos. You can sneak in an airdash before using his lvl1 for a smidge more meter. Smash hit causes a ground bounce SKD. Deals no blue life damage. As usual for an EX, but especially important for this move in particular. Disgusting move. Huge damage, a true anti-air reversal and leaves the opponent unable to recover over a fifth of their health. Despite the 0.5 bar required to perform it, Baby's anti air prowess is solidified by this move, and the punishment for getting hit by this move is colossal." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "Parasite Takeover", "text": "22L/M/H(Air & Hold OK) Baby summons the most recently KO'd opponent on the opposing team as an assist. Instead of assist cooldown, Baby merely has to put up with a red, glowing startup animation. KO-ing another character will replace Baby's assist call. If you hit the character, it will behave like a normal assist character,including the meter bonus. If no characters were KO'd, the move is not usable. For some reason, this move is unavailable if you body swap with Ginyu, so the person who body swapped into Baby will not be able to utilize downed assists. Similarly, if Baby KOs the opponent who was swapped into Ginyu, he will not gain access to assists. All versions are projectile invulnerable while the red aura is active Can hold the input to delay the assist appearing Baby strikes a pose and summons the most recently KO'd character to perform their A assist. Baby poses and summons the B assist instead. Tien's B Assist (\"Telekinesis\") will NOT summon Chiaotzu if \"Farewell, Tien...\" was used successfully before Tien was KO'd:Video Example 22X Summons most recently KO'd character to perform an assist L does A Assist, M does B Assist, H does C Assist j.22X Summons most recently KO'd character to perform an assist L does A Assist, M does B Assist, H does C Assist" }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "Revenge Final Flash", "text": "236S(Air OK) More damage than average. Can be linked off of (point blank) in the corner. Cancels into SD." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "Dark Springshot", "text": "214S(Air OK) Head invulnerable from frame 4. Shoots 2 Lv2 Ki Blasts straight ahead. Unless they get Reflected, will return from the other side and hit the opponent horizontally. Disappear if Baby blocks or gets hit. Think of this as Baby's air2H. It beats air normals from frame 4 and can even maintain your Smash if you vanish late thanks to the returning Ki Blasts, making it excellent against superdashes or raw tags (on the air or on the ground) that will inevitably come as people get antsy from full screen pressure. It's also a great round start tool due to the distance it travels as well as its speed. However, like any2H, whiffing this move will leave Baby wide open for a punish." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "Assist A", "text": "Revenge Blast Shoots three Ki Blasts. Ki Blasts that don't connect with the opponent will return from offscreen On hit, first two Ki Blasts leave the opponent standing, third and returning Ki Blasts launch Ki Blasts will disappear if the point character blocks or gets hit, even during the startup of the assist Second Ki Blast will miss crouching opponents." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "Assist B", "text": "Revenge Driver Ground and air tracking. Brings opponent back to the ground. Has head property Very slow, so you must be careful when using it in neutral and in pressure. Regardless, it's ability to track and bring opponents back to the ground make this similar to a C assist, without the downside of a longer assist cooldown (but you can't use it mid combo as easily). It excels in combos for this purpose, and while it is hard to set up in blockstrings, it's not too shabby on block either. It does come with downsides, but the upsides it offers can lead to devastating combos (and make certain characters get followups where they may struggle to)." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "Assist C", "text": "Revenge Final Flash Fires a beam and ends withj.2Lon hit, giving easy combo extensions. 1 frame slower than most beam assists." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "Full-Power Energy Wave", "text": "236L+M(Air OK)or236H+S(Air OK) Minimum damage: 780. Baby's DHC level 1. On the ground, Baby will track the opponent's height (but not their position)." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "Revenge Death Ball", "text": "214L+M(Air OK) Baby's DHC level 3. Minimum Damage: 1680. Adv. on hit: +42 Tracks height on the ground/DHC. Holdingafter the input will allow it to hit crouchers near him, and allow for easier limit break level 4's. It also puts Baby in position to do a 50/50 mix-up by doing super jump float to do a same side or cross upj.L, giving Baby reliable hard knockdown mix-up independent of setups, anywhere on screen, and when you DHC into Revenge Death Ball Comes out very fast in combos due to the superflash time stop not ending until Baby has thrown the orb itself, and its huge hitbox can catch opponents doing just about anything. Pretty good for a reversal." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "Great Ape Assault", "text": "214H+S Enhanced when one of your teammates is down. Minimum Damage: 1997 [2021] Adv. on hit: +30 Ridiculous damage placed at the end of a combo. Ragequits inbound. Freezes sparking recovery and timer. Doesn't have a superflash. Much easier to land in the corner than it is midscreen - your best setup for landing it midscreen can either come from a C assist, after loops, jDR, or spending a bar after SKD to whiff vanish and go directly into this level 3. The autoguard on this super allows it to beat most safejump setups, but similar to Roshi's214H, if you time your safejump just a little differently (aka you hit the opponent a bit deeper), you can land safely. Regardless, if you find your opponent is not timing their safejumps correctly, this can be a good wake-up call for them to make them respect you on wakeup to some extent." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2", "title": "Super Baby 2", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12" }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa/Strategy", "title": "Nappa", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa/Strategy", "title": "Nappa", "section": "General Tactics", "text": "Nappa's modus operandi is to get the opponent into the corner so that he can abuse his great pressure game. To achieve this, Nappa relies heavily on his J.S and Assists, as his neutral kit is relatively weak. In neutral, Nappa's main tool to create openings is with his Jumping Ki Blast. If it hits, Nappa can perform the universal Vanish option to begin pressure. If Nappa refused to use Vanish, his next best tools following a Ki Blast hit are 5H with an Assist to cover it if blocked, and 236M, which is an overhead that travels a far distance and causes SKD. He can also instead opt for a regular block string if he does not need the distance that is provided from the aforementioned attacks. During pressure, Nappa should make good use of his nice mix-up game. Nappa has access to 3 lows and his command overhead that's capable of sending enemies into an SKD. Following a successful opening in Neutral, if during the follow-up pressure the opponent is hit, Nappa will want to land a 5H > Dragon Rush as soon as possible, followed by the usual aerial combo. This ensures that the opponent gets pushed even farther towards the corner. When Nappa has the opponent against the wall, he is now in control of the fight and can lay on his pressure through the use of Saibamen. If done correctly, Nappa can completely cover forms of corner escapes that otherwise would require either an assist or a read. For example, assume Nappa lands a combo and hits the opponent with a 2H in the air. When the dive lands, he can then plant a L-Saibamen and call an Assist. Following the plant, Nappa can jump up and time his j.5H hit to throw the opponent towards the ground. If timed properly, if the opponent attempts to use a Jump recovery off the ground in an effort to IAD out of the corner, they will immediately be struck by the L-Saibamen's jump. This frees up Nappa to cover other options of escape with his own toolkit and Assists. More advanced Nappas will focus on setting up Restands once the corner is achieved, as they are extremely difficult to get out of and usually result in a two-touch death for the opponent. On defense, Nappa's tools are somewhat lacking, though not the worst. He has two notable ways to fend off the heat: His primary tool for escaping pressure is 214S; his signature DP. Nappa's DP is quite unique compared to others; it does not provide invincibility or Super Armor. Instead, it grants Guard Point. This DP has a number of unique advantages and disadvantages. Notably; it can absorb an infinite amount of physical hits unlike that of Super Armor. Plus,it is safe on block.However, Nappa's DPdoeslose to projectiles as a consiquence. And since it is not invincible, he can also be grabbed out of it. It is also not frame-1, so care must be taken when trying to use it to escape pressure. Saibamen can also be useful defense tools if placed prior to Nappa getting hit, especially if the Saibamen grows behind the opponent when they're in the middle of pressuring you. Saibamen only disappear if they themselves get it; not if Nappa is hit. So they can force opponents to drop their offense and give up their turn to Nappa. So whenever Nappa is not in the offensive, finding opportunities to plant Saibamen in neutral can be handy. Remember than Saibamen can also be given a delayed growth by holding the input during the animation, meaning they will stay in the ground longer. This is most useful during these situations in which Nappa does not fully have control of the fight yet. In Summary: Create openings with Ki Blast and Assists. Pressure that opening to further push the enemy into the corner. When the opponent is in the corner, use your Assists to begin setting up Saibamen to cover recoveries, go for Restands, and further strengthen your corner pressure. Work in Nappa's high-low tools whenever possible. When the fight is not in your control, find time to delay-plant Saibamen to force opponents to drop their offense if they get a hit in when the little bugger finally grows." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa/Strategy", "title": "Nappa", "section": "Point", "text": "Where Nappa is most comfortable. Assists are crucial for saibaman planting and can give him a lot more mileage then he usually gets. Definitely an amazing choice to consider." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa/Strategy", "title": "Nappa", "section": "Mid", "text": "Nappa makes a decent mid because of how powerfull his assists are, but your main goal with Nappa mid is to use a Smash to tag him in after getting a hit with a point character. Nappa's neutral is sus at best, so having a character that is better than him helps get Nappa rolling." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa/Strategy", "title": "Nappa", "section": "Anchor", "text": "No. You bring dishonour to the good name of Nappa by doing this." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa/Strategy", "title": "Nappa", "section": "Picking Teammates", "text": "Weirdly enough, 17 and 18 are decent picks, since they can cover a H Saibaman plant very nicely. Any assist with blockstun that is more than 36 frames allows for a Saiba plant during a blockstring. Any assist that launches horizontally or keeps the opponent in the same place for a while (like Base Goku A, SSJ Vegeta A, Bardock B, or a beam assist) can set up his corner restand, which is absolutely vital for his gameplan. Base Goku also makes a great partner because 236[L+M] sets up Base Goku's Super Spirit Bomb. Beams are also good for Nappa as they supplement his neutral and give him at least the hope of starting a blockstring." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa/Strategy", "title": "Nappa", "section": "Blockstrings", "text": "4LL > 5LL > 2M > 5M > 5H This is your bread and butter blockstring. From here, you have two options depending on what assists you have: 214S 214L/M Any assist with blockstun totaling to more than 36 frames will allow a gapless Saiba plant into 5L. In order to cover the plant itself, you need 31 frames of blockstun. If you have less than 36 frames of blockstun available, that's when you use 214S." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa/Strategy", "title": "Nappa", "section": "Restands/Okizeme", "text": "Just for clairity, here is the universal restand setup: The restand itself occurs when the Saibaman spit hits after j.H. Both setups will beat mashing, 2H, and Vanish. The airdash high route doubles as a safejump, which makes it much safer to go for. The land 5L route is much easier as the airdash can be hard to time. It's also really hard to Spark or Reflect out of it due to how it looks visually. The setup is easy to spot if you're looking for it but even then the opponent still has to deal with it. After the restand hits, these are the combos to do afterwards: All these combos can go into super, but the double plant option will almost always kill if you choose to route into super. These combos are part of what makes Nappa so threatening, as the Restand 50/50 almost always results in losing a character. This is especially the case if they try to mash. Double plant route is by far the most difficult of the three, but killing a character is always worth the lab time." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa/Strategy", "title": "Nappa", "section": "Tips and Tricks", "text": "Delaying 5H from 5S can give you more corner carry. 5H rejumps also give you more corner carry than normal, so it is highly advisable to learn them. j.L from a restand is also a safejump, but you will still have to block Sparking and deal with Reflect." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa/Strategy", "title": "Nappa", "section": "Fighting Nappa", "text": "You cannot do anything besides a frame 1 reversal to get out of the restand. Don't try, you will get smoked. Nappa's DP isnotframe 1. Proper use of a strong offense with meaty pressure can get Nappa out of the picture quite fast if he's not willing to spend Sparking or 3 bars. Nappa's weakpoint is the neutral. If he lands a hit on you first, he has pretty good odds of getting you into a corner and then mixing you to death. Luckily, his poor neutral game means you have the advantage of getting your hit first. Be aggressive, abuse your range, go for oki when you see it, and you should be okay. If NappaDOEShit you and put you in the corner, your options are extremely limited. Reflect is decent, as it's frame 1 and removes high / low mixes, but it does not guarentee that you will escape the restand pressure, especially due to the threat of grabs. You best bet is a frame-1 DP, sparking, or level 3. Also? Avoid trying to up-tech Nappa's corner combos. If you get restood with a Saiba explosion, itwillhit you. Your best option is to just hold crouch block or try to time Reflects." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.35", "title": "Version", "section": "Intro", "text": "Version1.35 Date Released:February 29, 2024 LinksBandai Namco Europe" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.35", "title": "Version", "section": "Regarding the rollback netcode", "text": "Dragon Ball FighterZ has finally received the long-awaited rollback netcode update that promises to improve the online experience for players. Rollback netcode is a technique that reduces the input lag and visual stuttering that often plague online matches in fighting games. Unlike delay-based netcode, which waits for the synchronization of inputs between players, rollback netcode predicts the inputs and executes them immediately, then corrects any discrepancies later. This creates a smoother and more responsive gameplay that feels closer to offline play. The update is currently available for the PS5, Xbox Series X|S, and PC versions of the game, while the PS4, Xbox One, and Switch versions remain on the delay-based netcode system. There is no cross-play support between the different platforms. The PC version, however, has an option to choose between rollback netcode and delay-based netcode which will also affect the matchmaking. Rollback netcode players will not be matching with delay based netcode players. The rollback netcode system is not compatible with some of the game modes in Dragon Ball FighterZ. The Circle Party Match mode, which allows up to six players to participate in a single match, and the Party Battle mode, which allows up to three players to cooperate against a powerful enemy, are both limited to the delay-based netcode system." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.35", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "Overview", "text": "Goku(also referred to asBase GokuorBaseku) is considered a grappler-shotoShort for\"Shotokan\"A character archetype defined by being similar in some way to Ryu from Street Fighter. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move., sacrificing some of the well-rounded neutral for terrifying up-close presence. His stubby normals make it hard for him to get in, but up close he gets to abusethe best command grab in the gameGuardThrowStartup18Recovery19Advantage, and his reward for getting the hit is up with the best of them. He is best placed Mid or Anchor. Gokuis a quirky support character whose numerous tricks amount to massive damage, and gets even stronger with every fallen ally. Fear the Grab:Baseku's great stagger pressure is complemented bythe best command grab in the game, specifically the EX version. Comeback Machine:Since he gets stronger with each fallen ally, Baseku is well-known as a robbery character. He is possibly the biggest beneficiary of Limit Break. Great Supers:Baseku sports some of the best Supers in the game. Kaioken is extremely flexible and serves many roles, such as being a safe DHC or being the only Level 2 in the game that can give Hard Knockdown at x20. His Level 3 is among the top 3 most damaging while also giving him a left/right mixup. Stubby Buttons:Baseku's normals are quite small and his only good advancing special is236H. This makes navigating the midrange difficult with him - he needs to be very deliberate with how he gets in. Inconsistent Combos:Baseku's optimal routes tend to push hitstun decay to its limits and certain conversions just don't work from certain positions on the screen. This can make finishing combos with him annoying." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "5L", "text": "Standard jab shared among all of the Gokus. It has less active frames and more recovery frames than his SS and Blue counterparts, making it overall worse. Though you likely won't notice. Great button all-around. Its extremely fast speed lets you delay cancel into it very late during pressure and still frametrap. That coupled with how far forward it advances and how high it reaches, makes it a good panic mash during scrambles. This button launches, which makes combo strings like5LL>5M>2Mimpossible to land. Hence, you should pretty much always follow it up with2M. Really good range and is Goku's most used combo extender. This move also true strings into236Sand Vanish on block, which helps his pressure situationally. Gigantic disjointed hitboxes that hit both sides, which can be terrifying when mashed during scrambles. Actual hitbox:Click. Wall bounces on Smash hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "5M", "text": "Fairly standard5M. Its range is very short, but it's fast in startup and recovery and it serves as a pretty good pressure reset point." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "5H", "text": "Standard5H. EZ bake frametrap from5Land consistent anti-reflect after any button. Great combo and blockstring filler as it can lead to rejumps midscreen and loops in the corner. Smash hit wall splats." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "5S", "text": "(Hold OK) Staple neutral tool to harass opponents with from far away. Can be repeated up to 6 times. It's recommended to fire only 2-3 ki blasts at a time so you can react with2Hif the opponent decides to SD through them. However, landing all 6 ki blasts wallbounces the opponent and lets you convert with236Sand/or3SSS, which nets significantly higher damage and meter build." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "2S", "text": "Baseku's best tool for controlling air space. In neutral, a single2Sis a good way to drag down an airborne opponent as they slightly track within the range you aim it to. You can also use it after a corner knockdown to consistently catch backtech and uptech without worrying about frame 1 anti-airs or reflect, while also being able to Vanish if the opponent wakeup Lv3s. Gatlings back into2Hif someone SD's through it, but be careful about whiffing it as it has very high recovery. In terms of using2SSfor pressure, it sets up a tricky mixup between his special moves (236S, or236Lwhich is a ToD starter, vs his command grabs). This is best done from further ranges so that you have enough time to react if opponents decide to SD through the first ki blasts. Using it from far away can also prevent opponents' DPs from reaching you. Can be aimed with 1/2/3S. Whiff cancels into its followups. After this is used twice, regardless of which versions are used, it will transition into2SSS. Goku's best combo ender, causing a really long sliding knockdown with a groundbounce. It is special cancelable even after landing so Goku can charge22Sand then go for safejump oki, or extend with236Sor 214X before Supers. However,5H>2SSSis also used at the start of high-damage cash-out combos or ToDs due to the high base damage. Can be2H'd even if2SSis blocked, limiting its usage in neutral or blockstrings." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "j.H", "text": "Common jump-in normal and combo starter. Also used for his corner oki. Smash hit causes sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "j.S", "text": "Great for neutral and integral to Base Goku's advanced combos, as it leads to rejumps due to its weak launch. Fires at a nice angle for controlling space, but keep in mind that Base Goku does not have great answers to Superdash while he's airborne. Halts his momentum when used." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "Drop Down Shot", "text": "j.2L/M You'll be using this ender midscreen more often than not. If you reach the corner, however, it's preferable to end with2SSSunless you want to get as much damage in as possible. Smashless or not, this move has great hitstun and drags opponents to the ground for consistent delay Vanish > runup DR enders to maximize damage. j.2Mknockdown into22Sleaves Baseku up to +15, so he can still tech chase or meaty2Sin the corner after it. Tracks the opponent anywhere on screen, but do not use this move in neutral, as if it's blocked it's a free punish for the opponent. L version Startup is 11F when used in a combo, 20F when used close up, and 25F when far away. M version Startup is 15F when used in a combo, 25F when used close up, and 33F when far away. M version ground bounces on camera effect hit, allows for a link into214S" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "Heavy Elbow", "text": "236L/M/H(Air OK) Safe blockstring ender that spaces out characters with small jabs, and a solid combo filler. Its speed and low whiff recovery combined with the scaling of a Medium make this a good movement tool and something nice to fish for ToDs with. Charges straight forward a short distance Decent frametrap. Ground version can be followed up with runup3SSSon hit midscreen, while the air version gives you enough time to runup2M(this mostly comes up in scenarios like doing2Hdelayj.236Mto bait out punish attempts). Far too slow to be useful for anything else despite the initial invuln. Swings back before lunging forward. Air version will descend during the back swing. Ground version causes a wall splat on Smash hit. Air version causes a wall bounce on Smash hit. The polar opposite of theMversion, an extremely flexible move. For one, it's a fast, almost spammable f4 reversal that leads into a full combo on hit and is safe on block. It's also a great tool for converting off awkward hits like Superdashes. The air version also has uses in neutral - it goes farther than you'd think, the weird trajectory it travels on makes it great for catching people off-guard, and it's especially good for catching opponents trying to move in. Lastly, it serves as averydirty fake crossup tool since Baseku can visibly go over the opponent before reeling back on the other side. Use this move a lot. Important to note, however, that this move is inconsistent as a reversal since its invuln runs out long before the active frames begin. Sometimes opponents will be able to just mash through it, especially if Baseku is in the corner. Use it wisely. In combos it can serve as an alternative to Smash5Hfor higher damage routes. This isn't often necessary, but still nice to keep in mind for when you really want to squeeze out a kill. Swings back before lunging forward. Air version will descend during the back swing. Smash hit causes a wall bounce." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "Back Throw", "text": "214L/M/H Fast command grab with okay range, throws opponent behind Goku. 20f of startup allows for frame perfect tickthrow from5Land2L. This makes Goku a pseudo-grappler, though the reward on hit isn't very high unless you land it with your back to the corner (it can also be used as a mid-combo sideswitch tool if close enough to that corner). The most you'll get out of this grab with a Vanish confirm is roughly 2700 damage pre-supers. For that reason, it's recommended to confirm it into a combo that ends with2SSSrather thanj.2Msince a Genki charge is worth far more than the 50 damage or so you would lose out on otherwise. You will get a lot more damage out of214H, so you'd only use this with your back to the corner, or if you have a good assist to confirm it with, for meter building purposes. Always causes a corner splat. A16BGuardAllStartup30RecoveryAdvantage+31BRSAGuardAllStartup19RecoveryAdvantage+50BROAGuardAllStartup30RecoveryAdvantage+30andBGuardAllStartup37RecoveryAdvantage+76CELAGuardAllStartup41Recovery95Advantage+30FRZAGuardAllStartup23Recovery58Advantage+23GUIBGuardAllStartup35RecoveryAdvantage+30YGHBGuardAllStartup30RecoveryAdvantage+90HITAGuardAllStartup25RecoveryAdvantage+29andBGuardAllStartup24RecoveryAdvantage+32JANAGuardAllStartup30RecoveryAdvantage+50KRLAGuardAllStartup18RecoveryAdvantage+17MBUAGuardAllStartup25RecoveryAdvantage+30NAPAGuardAllStartup28RecoveryAdvantage+35PICBGuardAllStartup20RecoveryAdvantage+32SB2BGuardAllStartup50RecoveryAdvantage+38TENBGuardStartup50 [40]RecoveryAdvantage+40TNKAGuardAllStartup23Recovery48Advantage+14VGTAGuardAllStartup37Recovery69Advantage+87BVGAGuardAllStartup39Recovery137-144Advantage+45VTOAGuardAllStartup25RecoveryAdvantage+20 ~ +24 A16BGuardAllStartup30RecoveryAdvantage+31BROBGuardAllStartup37RecoveryAdvantage+76FRZAGuardAllStartup23Recovery58Advantage+23GUIAGuardAllStartup25RecoveryAdvantage+25YGHBGuardAllStartup30RecoveryAdvantage+90HITAGuardAllStartup25RecoveryAdvantage+29andBGuardAllStartup24RecoveryAdvantage+32JANAGuardAllStartup30RecoveryAdvantage+50MBUAGuardAllStartup25RecoveryAdvantage+30NAPAGuardAllStartup28RecoveryAdvantage+35PICBGuardAllStartup20RecoveryAdvantage+32SB2BGuardAllStartup50RecoveryAdvantage+38TENBGuardStartup50 [40]RecoveryAdvantage+40TNKAGuardAllStartup23Recovery48Advantage+14VGTAGuardAllStartup37Recovery69Advantage+87BVGAGuardAllStartup39Recovery137-144Advantage+45 Lunges forward fullscreen before the yoink. Despite it being a little slower than the others, this grab has practically no cue to react to so it can still be an effective mixup, especially at a range (like after2SS, for instance) due to how far it goes. You don't really want to confirm this with a Vanish since it consumes both Smashes, but you get surprisingly good damage by doing Supers after it, Z Broly style (214M> Lv3 does about 5000 damage), or extending after it with most assists. It also has enough untech time to combo into214S, which racks up its damage quite a bit. UD Smash does a teleporting2SSSand stays same side, causing a ground bounce SKD. Post D Smash only corner splats like214L. Unreactable, solo-confirmable, crazy range, fullscreen jumpscare, and high reward. Everything you could want from a grab. You'll most likely be using this version the most. U+ Smash does a teleporting Heavy Elbow that wall bounces. Post U Smash only corner splats like214L." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "Kamehameha", "text": "236S(Air OK) Can be used mostly like how Goku (Super Saiyan) uses it, albeit with a difference beingj.236S[2] sending opponents down instead of popping them up. Additionally, Goku (Super Saiyan)'s Kamehameha is a multi-hit beam whereas Base Goku's Kamehameha is a less active single-hit beam. This means it does not pierce, so opponents can dashblock towards it and protect their assist calls, unlike against other beams. Has utility as a good cross-up fakeout: jumping forward intoj.236S[2] will catch opponents off-guard and also beat2Hattempts, making conditioning easier even against players with honed reations. You get a lot less damage out of this than fakeoutj.236Hthough. Has pretty strange properties when used in combos. If landed fullscreen away, it gains a lot of extra hitstun, which makes some interesting links and rejumps possible. However, unlike other beams, it willnotcombo into SD unless it does hit from fullscreen. In the corner, what you get out of it varies based on how you set it up. You can create many types of combos, simple or complex, using this wacky beam. Compared to a standard beam, Base Goku's Kamehameha has less recovery. To take full advantage of this, an optional but very much worth the effort thing you can do is to tiger knee the grounded version whenever you use it in neutral. This gives it significantly less recovery and might let you get away scot free in situations where you'd normally be punished. The SKD fromj.236S[2] is too short for Goku to solo combo into Supers. Instead it's used for air combo into grounded Vanish extension or into DHC. Both versions can be angled by holdingorafter the input. Ground and air sideways wall splat on hit. Ground aimed up launches on hit. Air aimed down causes a short sliding knockdown. Jails into Vanish. Cancels into SD." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "Everyone, lend me your energy!", "text": "214Sat Level 0 (Hold OK)or22S(Hold OK) Charge the nuke. Simply having a charge of Spirit Bomb is enough to make the opponent think twice about their approach as Goku can easily kill them if it hits while building lots of meter for himself. Charging for one level is relatively safe from far away. Goku can also get a charge after2SSScombo enders and still have oki. Each use of22Sbuilds a small amount of meter, though weirdly enough charging for Lv1 Genki builds more than charging for Lv2 or 3. It's recommended to stick with one bomb charge at a time since there's almost no point to getting multiple. The22Sthat brings your bomb to Lv1 gives you more meter than charges to Lv2 or Lv3 do, and the only extra benefit you get from more charges is a little more damage which is just really overkill. Spend your Lv1 charges without hesitance. Do not I repeat do not use at the start of a round however tempting it may be. Exact Ki gain: Level 0 → 1: 36.5%, Level 0 → 2: 40.5%, Level 0 → 3: 44.5%, Level 1 → 2: 17.8%, Level 1 → 3: 21.8%, Level 2 → 3: 17.8%, Level 3 → 3: 17.8%" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "Spirit Bomb", "text": "214Sat Level 1+ Fast, homing, high priority, high damage, plus on block, auto-confirm projectile, and an OTG. Really, what more can you ask for? This move by itself makes Baseku significantly stronger, whether it's in neutral, pressure or damage. Really puts that lifeforce stolen from the innocent to good use. While in Limit Break, having this charged at all makes Baseku incredibly scary to deal with despite the fact that he's by himself because if he has this,any hit will ToD youwith proper optimization, and that is not an exaggeration, especially if he has Sparking available too. Has minimum damage of 20% of its raw damage. Special cancelable on hit. Killing with this lets Goku buffer in a22Sduring the K.O animation." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "Assist A", "text": "Energy Shockwave Yes it has the same hitboxes as 5LLL. Base Goku's A assist has plenty use. It has lots of blockstun and is single-hitting, which enables all sorts of mixups, including fuzzy mix. The immense pushback can also enable some left/rights. On hit, it will send the opponent flying into a wallbounce, making it a great combo extender. Also very oppressive in midrange neutral thanks to its huge hitboxes surrounding Goku. Hits both in front and behind Goku. Huge hitstun." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "Assist B", "text": "Everyone, lend me your energy! Goku appears on screen and charges a level of Spirit Bomb. While he's charging, he will also increase your meter by one bar. He can do this assist as many times as he would like, there's no limit based on his current Spirit Bomb level. This assist also levels up Goku's actual Spirit Bomb even if he already has one charged up, making getting the full level 3 charge way easier. While not an attack and thus hinders your team by taking the place of a more traditional assist, it's an option worth considering for specific team comps that really need the extra meter. Not only does it build large chunks of meter about every 8 seconds, it also ensures Baseku has a Genki charge when he comes in, turning him into a bigger threat if you enjoy a \"save the raid boss for last\" kind of gameplan. The assist enables certain playstyles/team compositions who profusely spend meter to thrive, and overall removes meter deficiencies so long it is used every time it's off cooldown. It's very good at what it does, but may leave a hole in your team with the jobs a normal assist fulfills such as with combo extensions, blockstring pressure and neutral.Evaluate the trade-offs carefully. If Spirit Bomb is at full charge, gives 1.1 Ki Gauges. Is not affected by Ki gain penalty." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "Assist C", "text": "Kamehameha Goku does a Kamehameha, then teleports behind the opponent to smack them back to the ground on hit. Unlike other beam assists, this does not pierce, so opponents can protect their own assist calls from it by dashblocking. Not the best, but it's an option worth considering if your team needs a neutral assist. Harder to confirm than other assists of this style due to how his beam is only one hit, though that doesn't say much considering it's still a C assist. Is one of the 5 beam-type C assists that start up on the same frame as the other beams." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "Kaioken", "text": "236L+Mor236H+S Ever wanted to create your own Super? Now you Kaio-can! Kaioken has 3 followups (not counting Finisher) with all team members remaining, 5 with two remaining, and 7 if only Goku is left. On block or hit, any Kaioken followup can cancel into any other, except itself. All followups hit fullscreen, but only5Sand5Lare fast enough to connect after a solo combo in most cases. Enders can be used at any time, even after all followups have been used (for example, Kaioken Finisher can be used as a fourth hit with a full team). On hit, using the same followup more than once will cause it to be \"staled,\" dealing reduced damage (550). This means to maximize damage, you want to cycle through all unique followups.5S,2Sand5Hall do more damage than other followups, so you want to at least include those 3 when possible. The frame 4 invuln makes it a surprisingly strong option to use during clashes, especially since the Super flash lets you see what the opponent committed to and respond accordingly (for ex. if they pressed a button, you can use your Finisher/Level 2; if they reflected, you can use5H). As tempting as it may be to use raw Kaioken at roundstart or in neutral, it's generally agreed upon that it's a risky gimmick and a poor use of meter (it even puts you in meter penalty). If you feel like it works for you or you just find it really funny, go for it, but consider the risk/reward ratio and everything else you could do with that meter first. Minimum damage: 18% for all followups including staled, excluding Kame enders." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "Kaioken Follow-ups", "text": "Followups are done 3f before time freeze ends. So Kaioken activation >5Lhas startup of: 9 - 3 + 13 = 19f. Activating Kaioken and not pressing any button will automatically do5L, but it's 1f slower than manually pressing5L(20f). Mashing L will alternate between5Land2L, mashing M will alternate between5Mand2M. 5Lduring Kaioken Basic fullscreen lunging strike. Slightly unsafe on block, but creates a lot of spacing which makes it surprisingly safe to end with. It also opens up the option of using Kaioken as a safe DHC. Confirms easily into2Land5S. Has such crazy blockstun that it true strings into2Land5Malike, so if you want to go for that left/right mixup you should do it off a different button like5Sto avoid crossup protection kicking in. On the other hand, being able to true string into2Lor2Mforces opponents to react to the overhead or fuzzy block as they have almost no other escape options. 5Mduring Kaioken 5Hduring Kaioken On hit, switches sides and wall bounces. Very long startup but deals the most damage, albeit not by much. Only hits once per combo, like other command grabs. This is the only Kaioken followup that can be delay cancelled from, which can lead to some very funny resets (more details in the Kaioken Finisher section). 5Sduring Kaioken Stands still and shoots a Ki shockwave forward. Common starter from sliding knockdowns due to the short startup. Can set up meaty oki in the corner through setups like2L>2M>5S; from there you can catch every tech with a meaty2SSand play mind games from there. 2Lduring Kaioken 2Mduring Kaioken 2Sduring Kaioken" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "Kaioken Finisher", "text": "Teleports to the opponent and is fully invincible on startup. The second part only comes out on hit, but can be skipped. Both hits can be canceled into Kaioken Kamehameha by pressingL+MorH+S, but only if team members are down. Cancelling after the second hit leads into less damage from Kaioken Kamehameha but fires the beam at ground level, so cancel from the first hit for higher damage or from the second hit for easier DHC. Can be whiff cancelled into if the last possible Kaioken followup before it misses. For example, with all teammates alive, a string like5L>5H> delay5M> Finisher will make the5Munexpectedly drop and the Finisher may reset the opponent. Very risky though, as you die if they're ready to block it. This move beats pretty much everything if it's the first move used out of Kaioken, including Vanish if it was buffered during the super freeze. Vanishingduringthe teleport will beat it, though. Fires an upward Kamehameha, similar to Goku (Super Saiyan)'s Super Kamehameha aimed up. Costs 1 bar. Cancelling from the first hit of Finisher gives a cinematic version, teleporting out of the corner. Minimum damage: 55×15 [55×14] {27×15}. Values in [] are on cinematic, Values in {} are on cancelling from second hit of Kaioken Finisher. Teleports backward and fires a fullscreen-tracking Kamehameha. This causes a hard knockdown regardless of height and gives Baseku solid strike/throw oki: you can dash up and do a meaty2Mor a command grab (tip: doing2M>214Hwill give you the grab on block or convert into a combo on hit). With the right Kaioken routes, you can also get just enough frame advantage to be able to land a meaty5Las well, which can give you more pressure options afterwards. For an easier option, you can runup3Sand frametrap with a3SSor a beam at any point, or you can use 214x to grab them. The extra distance also allows you to use236Has a fake-out against opponents expecting214H. Be ready to2Hif they SD! An alternative oki setup is to Vanish immediately after the Super. From there you can meaty2Mor go for a solo-comboable214L. Extra options like a crossupj.Mor same side fakeout are also possible, albeit2Hable with enough awareness. Hitting this move raw into Super Spirit Bomb is a ToD. Costs 1 bar. Canceling from the first hit of Finisher gives a cinematic version, teleporting out of the corner. Minimum damage: 50×20 [30×20]." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "Super Spirit Bomb", "text": "214L+M(Air OK)or214H+S(Air OK) Very high damage, can be combo'd into fromj.2Mbut not standard knockdowns like Smashj.Hor j.DR. Baseku can also land it after an upwards-aimed236S, Smash2SSS, Smash2Horj.2H,214S(any level), Smash214Mor Vanish intoj.236Sin longer combos. In terms of comboing other characters' supers into it, it will work with basically any super you can think of. Punishable by dashing forward (far enough to avoid the explosion), reflecting and Superdashing. More details on thishere. Can be used against SD in the air, but it's inconsistent unless you react very early. If you're too late the opponent will just SD under you and avoid the bomb entirely. Looks hilarious when it does work though. When in Limit Break, Goku can combo any Kaioken ender into this super provided he has enough meter. The most egregious example of this is that landing a raw Lv2 into Super Spirit Bomb while in Limit Break is a ToD. But even at the end of scaled combos, using Lv2 into Lv3 adds a ridiculous ~4000 damage, making quite literally any hit Goku lands when he's the last one alive hurta lot. Frame advantage after landing the Super fluctuates based on height and is best when low to the ground (such as after a2SSS>236S[9] ender). In such cases, Baseku can get a safejump anywhere by doing a moonjumpj.M, or he can layer in a fastfall2Mwith it. However, by whiffingj.2Lafter it, Baseku is left plus enough from any height to go for a true left/right mixup: IAD crossupj.Mand the same sidej.236Hfakeout both hit meaty in this situation, so the opponent must guess. Teleports up and backward in midscreen before throwing the bomb. If he's cornered and the opponent is less than halfscreen away from him, will teleport out of the corner and throw the bomb back in Minimum damage: ~2063 from a ground DHC. Gains more damage the higher it hits in the air, up to 2144 at the top of the screen Advantage on hit: +74 in the air. Takes some time to fall down afterward, so he's +51 at best after landing. It is always +23 if j.2M whiff is done instead of landing" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku", "title": "Goku", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161 Color 592Color 592" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it. Please feel free to make edits, but include edit summaries and sources where applicable." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Overview", "text": "Android 17is a fast, heavy mix-up based character that possesses a combination of various mobility options and rekka moves that grants him an overall constant pressure, fantastic mix-up and unorthodox combo routes that lead to very high damage. With just an assist and half a bar to hand, an unscaled starter can lead to colossal punishment, and he will continue chasing you after you get back up with Accel Driver and Finishing Driver: two rekkas with a huge tray of different follow-ups. They give Android 17 colossal option select prowess, and allow him to mow down the opponent merely through catching them blindly. He provides brilliant synergy to a team with his assists: a barrier AND attack, a high blockstun ranged assist or an extremely high blockstun C assist. Android 17operates using speed and dizzying consecutive attacks that render opponents frantic. Terrifying Pressure:Driver Moves, four lows, an overhead, and a feint give him a plethora of mix-up options, as well as good stagger pressure with his buttons.Driver Movesin tandem with buttons and assists lead to insanely long pressure. Great Battery:Some of the best meter gain in the game when utilizing ki blasts, enabling multiple ToDs with the right assists especially with Sparking!. Special Assist:Ahas multiple applications, being a frame 10 shield to any incoming attacks, and a very strong offensive assist, having a TON of hitstun and being +35 on block Option Select:Barrierbeats reflect-proof options, Guard Cancel, level 3 Supers, andEX Barrieralso jails into Vanish. Movement:Acrobatic AssaultandAir Fake Outgives 17 unprecedented air mobility, making it extremely difficult for an opponent to keep him still, or pin him in the corner. Rekka Conditioning:Players must be able to condition with A17'sDriver Movesto open opponents' defense and complete combos. His speed only shines when you know exactly what moves you are using to keep the opponent guessing. Poor Range:Normals have short range, resulting in lackluster neutral and approach options without assists. His other tools must be used to compensate." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "5L", "text": "A stationary jab with very poor horizontal range. You can4LLto perform it twice in a row, making this a good tool for stagger pressure, but you'll often have to dash to get in range for it. This forward advancing knee comes out really fast, sorta making up for5Lwhiffing. Its speed allows it combo from2Leven if5Lwhiffs. 17 jumps and swings his arms at you. This move's noteworthy for allowing air special cancels on block, enabling his mixup betweenj.214HGuardStartupRecoveryTotal: Until L+9Advantage~2LGuardLowStartup10Recovery26Advantage-11andj.236HGuardHighStartup18RecoveryUntil L+25Advantage-12 ~ -11with an assist. In the corner, you can link into aj.Lfor optimal combos." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "5M", "text": "A fast and far-reaching5M, 17's best normal. Considering how short your5Lis, you'll prefer this to mash on their pressure or engage in neutral." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "5H", "text": "Combo and blockstring filler. It allows you to combo into236Mmidscreen and214L~Lin the corner, you'll want to route into this more often than not. It works as an anti reflect after5L,2L,5LLand5M, but not other normals. Doesn't gatling into3H" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "5S", "text": "(Hold OK) An average ki blast. It's useful for pressure as it's really safe on block, it can also be used to poke in neutral. From far range fire a couple of ki blasts and look to2Ha superdash or vanish if they get hit. You can also combine it with a fullscreen assist, for example a beam, to force them to block and take your turn. You can also use it at close and mid range, as here 17 can follow up 1 or 2 ki blasts with3Hto start a combo or a blockstring. Low horizontal pushback on air hit,2M>5S>5Hcombos midscreen. Hold or mashSto shoot up to 6 Ki Blasts 6th Ki Blast launches on hit Cancelable into 5S(2)~5S(6) during frame 16-21 [11-16] Values in [ ] are for 5S(2)~5S(6)" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "2L", "text": "A low with slightly more range than your5L. Be careful with your spacing when using this move as it's still prone to whiffing. Can chain into itself once." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "2M", "text": "A fast, short range low. Doesn't have much use in neutral but it's useful in blockstrings, as not only it is -5 but it also creates some space between you and your opponent." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "2H", "text": "A standard anti air, has bad horizontal range." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "6M", "text": "Universal overhead." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "3H", "text": "Sliding Sweep Great combo and blockstring tool. Besides being one more low in your string, it's really useful for hit confirms, as it anti reflects and combos out of basically everything. Has anti air properties, which comes into play if your2Hinput gets crossed up or if they try to SD your5Sin pressure. If spaced, it can be made safe on block. Scales like an 'L' normal (Thanks a lot, Cell). Posseses some low profile properties. 17's farthest reaching normal, hits at round start range." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "j.H", "text": "Dynamic hit can wall bounce. Smash hit causes a sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "j.S", "text": "(Hold OK) Shoots 6 ki blasts in pairs of 2. Incredible for punishes as you can combo into superdash from surprisingly far, and a crucial part of your combos as it builds a worrying amount of meter. It also has increased blockstun, so you can use it for same side and crossups and confirm it withj.214HGuardStartupRecoveryTotal: Until L+9Advantage~5LGuardAllStartup8Recovery24Advantage-9without leaving a mashable gap. If done after IADj.M, allows you to go for a high low betweenj.236HGuardHighStartup18RecoveryUntil L+25Advantage-12 ~ -11andj.214HGuardStartupRecoveryTotal: Until L+9Advantage~2LGuardLowStartup10Recovery26Advantage-11without needing an assist. Mash or holdSto do all 3 hits. Values in [ ] are for j.S(3)~j.S(5) Cancelable into j.S(3)~j.S(5) during frame 14-19 [11-16]" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Accel Driver", "text": "236Lor236M/H(Hold OK) 17 performs an attack, then gains access to his gear follow-ups. The attack has anti-air properties. Short range but fast enough to be your gapless blockstring ender, this is what makes your pressure last for so long. When in doubt,236L~M~2M~2Sis your go-to safe rekka sequence. Dashes just shy of fullscreen and attacks once it reaches the opponent. Hold any button to perform a feint instead. It's an important part of your combos, as performing a full rekka string after5Hand extending with an assist deals quite a bit of damage, plus it leaves you with a power blitz charge. You can occasionally use the feint to reset your pressure but it's not to be abused as it has quite the recovery. Always crosses through the opponent, even fullscreen, then performs the attack. After crossing over you can hold any button for a feint, or you can override the initial attack with a follow-up. As a crossup, this move is heavily telegraphed as the opponent can just react to the EX special effects, it doesn't help that it can be punished harshly. 236H Kara cancelable to Gear Follow-ups after crossing over, earliest cancel window (when done at point blank) is 24-25" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Finishing Driver", "text": "214Lor214M/H(Hold OK) Sways back before rushing in with identical properties to236XGuardAllStartup15Recovery35Advantage-23, but you can also override the attack by buffering a drive follow-up during the back sway. Back sway intoReverse GearGuardStartupRecoveryTotal 76Advantagecan be used on reaction to beams and assists, but unlikeAndroid 18your options after absorbing an attack are limited to calling an assist or using your barrier's follow-up. You want to use this as a frametrap tool.214L~Lwill whiff punish most mashing attempts for a medium starter and on block you'll have236Lstill available to extend your string. You can hold any button to perform a feint, similar to236M. Sways back more than214L. Has the same uses as214Lwith an added mixup layer, as it crosses up like236Hwhen not cancelled. When done after5Lit can look like a DR, adding to the mental stack, and at the same time you present a mixup between letting214Hcross-up or cancelling it into any of your follow ups to stay same side. Sways back more than214L. 214L Kara cancelable into Gear Follow-ups during frame 20-23 214M Kara cancelable into Gear Follow-ups during frame 24-28 214H Kara cancelable into Gear Follow-ups during frame 20-23 and after crossing over, earliest cancel window (when done at point blank) is 31-32 214[M] Kara cancelable into Gear Follow-ups during frame 24-28 214[H] Kara cancelable into Gear Follow-ups during frame 20-23" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Air Second Gear", "text": "j.236L/M/H 17's primary combo ender and extender. Can be anti aired. As a starter, scales your combo harshly, at 50% Only connects afterj.Min midscreen, and is useful to drag the opponent to the ground while saving your SKD. Smash hit causes a sliding knockdown and can be combo'd into fromj.S(6), so it serves as a meterless SKD. This is one of your main high/low mixup tools, as with Smash hit it causes a ground bounce, allowing a full combo using your drivers. You will most often set it up with5LLL,j.Sor2Hbut it can also be done raw out of staggers, however doing it midscreen requires a preciseTiger KneeAn input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.or you'll go over your opponent. j.236L On whiff, cancelable into Gear Follow-ups during frame 11-15 after landing On block/hit, cancelable into Gear Follow-ups during frame 1-15 after landing j.236M On whiff, cancelable into Gear Follow-ups during frame 11-15 after landing On block/hit, cancelable into Gear Follow-ups during frame 1-15 after landing j.236H On whiff, cancelable into Gear Follow-ups during frame 11-15 after landing On block/hit, cancelable into Gear Follow-ups during frame 1-15 after landing" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Air Fake Out", "text": "j.214L/M/H A fast fall that can be cancelled into gear follow-ups on landing. Jumps forward before falling down. Has some uses in setting up left-right mixups with assists. Jumps backward before falling down. Falls down immediately. The complementary mixup option toj.236H, as you can press~2LGuardLowStartup10Recovery26Advantage-11once you land to perform a quick low. It recovers quickly if you don't go for gear follow-ups, meaning you can also try a DR or a crossup, but all these options leave a mashable/jumpable gap that has to be covered by an assist. j.214L Cancelable to Gear Follow-ups during frame 5-9 after landing j.214M Cancelable to Gear Follow-ups during frame 5-9 after landing j.214H Cancelable to Gear Follow-ups during frame 1-4 after landing" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Acrobatic Assault", "text": "236S(Air OK)or214S(Air OK)or6Sduring Gear string (Air OK)or4Sduring Gear string (Air OK) 17 jumps torwards a screen edge, then dives forward once he reaches it. You can cancel into any attack once you touch the wall, but you aren't allowed to block during the dive. It's one more movement option, making 17 hard to catch even if you already used your air action. It's commonly used to retreat to fullscreen by cancelling it intoj.214Hor to cross over a grounded opponent, calling an assist to take your turn. If you call an assist while 17's touching the wall, the assist can spawn behind the opponent and steal the corner. 214Sjumps backward,236Sjumps forward. Movement starts at frame 12. Air version can only be performed once until landing. 236S Total animation: 53 Can cross-over during 12-47 Movement starts on frame 12 Can detect wall starting from frame 14 and rebound on the next frame Cancelable into attacks starting from frame 7 of rebound animation j.236S Total animation: 53 [47] Can cross-over during 12-47 [12-17] Movement starts on frame 12 Can detect wall starting from frame 14 and rebound on the next frame Cancelable into attacks starting from frame 6 of rebound animation Values in [ ] are for j.214S" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Power Blitz Charge", "text": "22S/Hor2S/Hduring Gear string Charges up your power blitz. For that reason, this is your preferred blockstring ender and an important part of your combos. Its pop up effect makes it easy to extend your combo with any assist, or if you use this as a combo ender you can always combo intoBarrier ExplosionGuardAllStartup7~26+4RecoveryUntil L+7Advantage-21orSuper Electric StrikeGuardAllStartup10+3RecoveryTotal 116Advantage-42. Both of 17's hands have hitboxes during the initial portion of the charging animation. 22S Gain Charge on frame 14 22H Gain Charge on frame 9" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Power Blitz", "text": "22S/Hafter Charge (Air OK)or2S/Hduring Gear string after Charge (Air OK) Your only non ki-blast projectile besides your LV3. After charging up you get one use of the move before you have to charge up again, which is justified by the unmatched versatility of this move. Try to use it often when you have it. It deals a HUGE chunk of damage and builds a lot of meter, oftentimes serving as your combo ender even in long combos. Not only that but it also forces a sliding knockdown, so it's really handy if you've usedj.236Has a starter or extender. It's plus enough on block that you can frametrap with5Min the corner. The ground version steps back before throwing it and it's usually more plus while the air version leaves you closer; from some setups you're left in5Lrange. It leaves the smallest gap when cancelled from a blockstring, so the + frames are basically free as long as you have the charge. It's actually the least useful when used as a neutral poke because of its long total duration and the erratic projectile arc. The reward off a vanish confirm is really good, and the move can be performed while in the air so despite all of its problems here it's still decent. On that note, you can perform it after a214Sto auto align it with your opponent and make it more consistent. Throws 2 balls downward. First ball arcs up while the second arcs down. Air version perfroms a fast fall after shooting. Loses charge on frame 16, the moment the first blast is thrown. 22S Shot Verbose damage: (300,150×4)×2 Lose Charge on frame 16 22H Shot Verbose damage: (330,180×4)×2 Lose Charge on frame 16 j.22S Shot Verbose damage: (300,150×4)×2 Lose Charge on frame 16 j.22H Shot Verbose damage: (330,180×4)×2 Lose Charge on frame 16" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Gear Follow-ups", "text": "Gear follow-ups can cancel into one another or any other Special Move on whiff, but each move can only be used once per string. The rules of a Gear string are as follow: Starts withAccel DriverGuardAllStartup15Recovery35Advantage-23andFinishing DriverGuardAllStartup31Recovery35Advantage-23on the ground, orAir Second GearGuardHighStartup18RecoveryUntil L+25Advantage-12 ~ -11andAir Fake OutGuardStartupRecoveryTotal: Until L+17Advantagein the air. Starting a string with Air Second Gear counts as using6L/6M, the same applies to Air Fake Out and4L/4M. PressingLorMwithout a direction will choose a follow-up going by this order, skipping any gear you already used:Top GearGuardAllStartup8Recovery24Advantage-9>Second GearGuardHighStartup25Recovery25Advantage-12>Low GearGuardLowStartup10Recovery26Advantage-11. Using Accel Driver or Finishing Driver mid-string will refresh the usage of Gear follow-ups. Using236S/214Sor22Sends the string. Example of a full string: Air Second Gear > Follow-ups > Accel Driver > Follow-ups > Finishing Driver > Follow-ups > Power Blitz Charge" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Top Gear", "text": "5L/Mduring Gear string Your preferred frametrap. It's really hard to contest when spaced and scales like a medium: getting hit by this means death for the opponent." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Second Gear", "text": "6L/M/Hduring Gear string The rekka \"mixup.\" Reactable, but fairly safe to throw out. Use it to condition them to stand up when they see a jump. On block, it can cancel intoj.22Sandj.214Swhich have slightly different properties than the ground versions. By pressing 6X and then inputtingS/HandL/Min quick succession, you can create an option select that lets you barrier any potential reversals and continue your pressure or combo should the overhead connect. This doesn't work too well against Gohan (Adult), however, since his DP has very long invuln frames that will just tank the barrier blast. It doesn't have head property, meaning the move can't be2H'd/anti-aired. Mversion has enourmous range. Has an abhorring 60% initial proration, whereas most other rekka moves have 70% when used as a combo starter." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Low Gear", "text": "2L/Mduring Gear string A low you can perform from yourrekkaA series of special attacks that are only available after the first one is performed.. Useful to check jump happy opponents. You're also gonna use this a lot as a followup to4L/4Mto mix it up with your overhead. TheMversion is slightly slower, but it anti reflects because it has more range. 70% scaling, 17 has to work to get meaningful damage out of this move." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Fake Out", "text": "4L/M/Hduring Gear string As its name suggests, this move is meant to look like your overhead. You can cancel this into your2Lfor a high-low mixup, unfortunately the high is faster than the low so savvy opponents will be able tofuzzy guardA defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right.both options, and that's if they don't mash or jump out of the gap. Test them and see if you can get away with it, but be ready to adapt and rely on other mixups. Speaking of other mixups, if you sandwitch your opponent between yourself and an assist you can use the pushback to make Fake Out cross them over. You set this up with236H, then you can vary which side you end up on by playing with your assist timing and by changing which version of Fake Out you use. Just like the overhead, theMversion travels almost fullscreen. Gear 4L Airborne on frame 5-22 Cancelable to Gear Follow-ups during frame 23-31 Gear 4M Airborne on frame 5-22 Cancelable to Gear Follow-ups during frame 23-31 Gear 4H Airborne on frame 3-18 Cancelable to Gear Follow-ups during frame 19-27" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Reverse Gear", "text": "5S/Hduring Gear string PressL/M/H/Sto trigger the attack. Smash hit causes a wall bounce. Sversion can only cancel into the attack after absorbing a hit. Gains 25% Ki gauge each hit absorbed. Hversion can use Ki Blast follow-up at any point. Doesn't gain meter from successful block, but can guard against Supers.Can not use follow ups afterHversion if blocked, but can jail into vanish. Only use this if you have 1.5 bars if you ran out of assists. Can not use follow ups afterHversion if blocked, but can jail into vanish. Only use this if you have 1.5 bars if you ran out of assists. Gear 5S Guardpoint [Invulnerable] against all attacks beside throws, Supers, Meteors, and Sparking Blast Values in [ ] are on successful guard Cancelable into Reverse Gear (Attack) during frame [2-52] Gear 5H Guardpoint [Invulnerable] against all attacks beside throws and Sparking Blast Values in [ ] are on successful guard Cancelable into Reverse Gear (Attack) during frame 11-32 [2-32] Gear 5S > X Guardpoint against all attacks beside throws, Supers, Meteors, and Sparking Blast Gear 5H > X Guardpoint against all attacks beside throws and Sparking Blast Recovery on block: 59" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Assist A", "text": "Reverse Gear 17 summons a barrier that protects you and himself, then fires out a close range blast. Strong contender for the best assist in the game, and one of the primary reasons to play 17. It's versatile and particularly potent in pressure and mixups. It's basically 2 assists in 1: you can use the barrier for mindgames and safe throw attempts or you can use its high blockstun to set up tight 50/50s. Whichever way you use it, the other part of the assist will always make that sequence better: in the first case they'll be forced to block the blast even if mixup didn't go your way, while in the second case the barrier can negate the opponent's Guard Cancel, an option a lot of 50/50 setups are vulnerable to. One thing to keep in mind is that this assist only guards you for half of the frames of18GuardStartupRecoveryAdvantage's assist and that you can hit 17 before the blast comes out. This means that it's not as good if you're looking to hide behind it and fish for a mistake. Despite that it's still useful in neutral to cover your whiffs andreversesituations where you'd otherwise be at a disadvantage. Absorbed hits don't give any meter. Blast has high hitstun and it causes a wallbounce. Blast comes out later for each hit the assist absorbs. Barrier activates at the 10th frame. Guardpoint against all attacks beside Supers, Meteors, and Sparking Blast" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Assist B", "text": "Power Blitz Charge Only does the charge. Point 17's Power Blitz will be charged after this assist is used. 17 can store up to 3 charges of Power Blitz using this assist. Has some issues with where 17 spawns in which can make it whiff after lariat-style moves." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Assist C", "text": "Accel Driver His first two hits of the rekka sequence. Even being a blockstun type C-assist, it has anti-air properties in his first hit, which makes it a little bit better than the others of its kind. Tracks opponents, though it remains on the ground. Values in [ ] are when the opponent is in hitstun/untech" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Endgame", "text": "236L+M Teleports behindyouthe opponent. Just like Cooler, DHC early will keep you on the same side while still get reduced damage, but 17 will still appear behind the opponent. KOing with this causes a kneeling animation. Minimum damage 891. Non-cinematic version has minimum damage 708 Slow startup so Sliding Knockdown pickup is hard in some cases" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Barrier Explosion", "text": "236H+S(Air OK) 17 covers himself in a barrier and rushes forward the opponent, covering all the screen. The ground version corrects 17's position and puts him in the same height as his opponent. Fully invulnerable from frame 1. This is 17's DHC Super. Minimum damage 817. Non-cinematic version has minimum damage 708. Gives SKD, even in the air. This super is the ultimate answer to anyone who gets too frisky with their supers. 17 can initiate drive-thru mode on that pesky Vegeta and his Final Flash, and punt him straight into the floor for only a single bar. This only adds to the annoyance factor of fighting 17, as he can usually get a free punish out of this, waste the opponent's meter, and it sets up nicely for DHC into another character. Often, when you are in the air, it may be worth spending the bar for a knockdown with this super, especially if your damage has been heavily scaled by a light, where5Sinto aerial Second Gear just falls short. You may also have to choose this super over Endgame if you want to keep your side." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Super Electric Strike", "text": "214L+M(Air OK)or214H+S(Air OK) Ground version makes 17 jump back a little bit. Minimum damage: 1680, so does not scale horribly despite low raw damage 214L+M Verbose damage: 320×15 j.214L+M Verbose damage: 320×15" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17", "title": "Android 17", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "Overview", "text": "Goku (Super Saiyan)is a balanced, fundamental character with great multi-purpose tools. Neutral: Great range on hisMediumnormals, aimable projectiles, and ateleporting overheadGuardHighStartup24~32 [20~28]Recovery18Advantage+1allow him to effectively control space. Damage: Solid damage output thanks to his flexible combo game. Support Values: Great selection of assists and can utilize Special Z Change really well. Knowledge Check: Borderline unpunishable left-right with236HGuardHighStartup24~32 [20~28]Recovery17Advantage+2and even his own Level 3. Plus on blockj.214LGuardAllStartup7Recovery18Advantagethat looks identical to his214LGuardAllStartup8Recovery11Advantage-2. He can be annoying even if his opponent has studied this Dustloop page. Basic: Beyond the knowledge checks, Goku has a simple and predictable gameplan. Ultimately his toolkit is average and can be methodically dealt with." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "5L", "text": "Goku'sLightSuper Combo, or commonly referred to as \"Lautocombo\". Pressingin succession will perform a series of attacks, even on whiff. 5Lis a basic, short ranged jab. Tied with2Lfor his fastest grounded buttons, so they're the go-to moves for starting pressure or for defensive challenges out of blockstrings (aka \"mashTo press button(s) rapidly without little thought.\" or \"abareAn attack during the opponent's pressure, intended to interrupt it.\"). Due to being safe on block and having plenty of cancel options,5Lis a good spot to apply mix-ups.5L> Dragon Rush (DR) is the universal tickthrow,5L>6Mis an overhead, and5L>2Mis true string low. 5Lis also cancelable back into itself once by holdingand pressingagain.5L>4LLis commonly used to extend pressure, as4LLis cancelable into all the above options. A safe on block yet high rewarding combo starter, although rather predictable since it can only be used right after5L. Nonetheless it's a good blockstring and combo filler. On hit,5Lalong with5LLand5Mare universally jump cancelable. If Goku gets a stray hit against an airborne opponent with these normals, be ready to jump cancel right away and chase after them. It's generally a good idea to avoid this move. Goku's5LLLhas no applications in neutral and very limited cancel options. It ends the blockstring prematurely, and while launching the opponent on hit and can be followed up with Super Dash (SD), this is rarely used in his common combo routes." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "5M", "text": "Fast button with a high hitbox, lots of active frames, and an excess of forward momentum. Goku's groundMbuttons are long ranged, high rewarding combo starters that are punishable on block. They're his main threats at midscreen range and are great for punishes, but beware of ending blockstrings with them." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "5H", "text": "Usually confined to combo/blockstring filler due to its slow startup and limited cancel options when it connects. Though the massive range makes it a good anti-Reflect button: if Goku is Z Reflected with his first normal, canceling into5Hwill put him right back in their face and stuffing their challenge attempt, forcing them to block or gamble a second Reflect. On Smash hit, almost allHbuttons in DBFZ will recenter the opponent before launching, making them very reliable combo extenders. For Goku,5Hoften leads to his highest damaging combos, especially advanced rejumps that can easily deal over 60% health bar and always carry the opponent to the corner. Damage values: Non-Smash / Smash Wall splats on Smash hit. Comboable into Super Dash" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "5S", "text": "(Hold OK) 5Sis a fast, low-commit screen control button which shoots P1 projectiles with Ki Blast property straight forward. It can shoot up to 6 Ki Blasts by mashing or holding, so can beat out characters with less amount of repeatable Ki Blasts. On hit, the final Ki Blast launches the opponent and can cause a wall bounce. At half screen and further,5S(6) combos directly into236S. Zoning with5Shas 2 simple counterplays: SD or dash jump-in. SD can be beaten easily if5Smade contact with them as Goku will be able to cancel into2H, the universal anti-air. Dash jumping is a lot more effective since they'll dodge over the Ki Blasts altogether, so it's recommended to use only 1 to 2 Ki Blasts before stopping and shooting again. Holdingorwill prevent further Ki Blasts from being thrown, so a common technique is holding[S], letting all 6 Ki Blasts rock if the opponent gets hit, or holdto halt firing and block if they're jumping over. Keeping[S]held down afterward will also allow Goku to easily high jump/super jump in neutral. This is a good point to end the string as it's safe on block and pushes the opponent far enough where it will be difficult for them to contest Goku. After blocking a Ki Blast, the opponent can escape the blockstring by Guard Canceling (GC) into 2 strong options: Reflect or Super Dash, at zero cost. This is where a basicRPSRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.\"mini-game\" often plays out:5S>5His a true blockstring that's interruptible with GC Reflect. Goku can stop at5Sto bait the Reflect and punish it, however the opponent can take advantage of this and simply block then attack to take their turn. Values in [ ] are when used as5S(2)~5S(6) Active until contact or off stage Cancelable into 5S(2)~5S(6) during frame 16-21 [11-16] Values in [ ] are for 5S(2)~5S(6) Values in { } are for 5S(6) only" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "2L", "text": "One on Goku's key stagger tools as being ±0 on block allows for easy pressure restarts, although its usage is somewhat limited due to its position as a very early button into the string. Similar to5L, it's cancelable into itself once by pressing2LL.2L> delay2LL,2LL, dash2L,5L>2Land so on are all extremely potent strings to wear the opponent down and beg them to mash, when Goku would counter hit them and melt their health bar. The fast recovery of this move allows it to to whiff through the startup of most invulnerable attacks and recover in time to block their active frames. In +2 on block situations like after236Mor a close-to-ground Vanish,2Lwill be safe against all reversals with startup of 16F or slower." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "2M", "text": "Almost identical usage to5M, this is a great midscreen poke that also acts as a strong punish tool. 2Mhas low hurtbox that canlow profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.a good amount of common attacks like5Lor5Mwith the tip of his foot. From there, he can then easily confirm into full combos with5M>2S> sjcj.Lor236S> SD. It's also a good anti-Reflect button similar to5H. However,2Mhas a major weakness:It can only cancel into other moves—barring Vanish—within the first 10 frames after making contact.This restriction on its late canceling can make it slightly awkward to use in blockstring, as well as being a common Guard Cancel point since Goku will be unable to retaliate with2H. Lastly, being his only low hitting attack and at 10f of startup, it's bordering on the slow side for effective high-low mix-ups. Goku often gets his openings from left-right mix-ups instead. Launches on hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "2H", "text": "The universal anti-air, a reliable counter against common air options like jump-ins, SD, Vanish, Z Change, Guard Cancel and so on. Though since its Head invulnerability doesn't kick in until frame 4, it can be stuffed if he reacts a bit too late, and will outright lose to safejumps when used on wakeup. Successfully2H-ing a Super Dash vs. getting stuffed and eating a full combo can be the difference between winning or losing a match. So even though the reward is lower, Reflect can be used as a safer alternative. Despite being a high damaging combo starter, landing a2Htypically nets rather mediocre punishes without additional resources due to the launch angle limiting combo potential. With that said, in the corner Goku has one of the highest damaging2Hcombos that can delete 70% of the opponent's health bar all by himself with 0 bar start. Puts Goku airborne Launches on hit. Smash hit is comboable into Super Dash Airborne on frame 14-39" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "2S", "text": "Shoots a P1 Ki Blast upward. Good frame advantage at -1 and usable twice per string making this an amazing blockstring filler and pressure reset tool. Can whiff against grounded opponents when not at point blank, so it's a bit restrictive in when it can be used in a blockstring. On block, will consistently connect after5Mor5H. Can also be used to snipe airborne opponents and stop their approach. Though the angle is too steep and fails to cover the common air space, and being a Ki Blast, it can be SD'd through. Active until contact or off stage Whiff cancelable into itself during frame 18-26" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "6M", "text": "The universal overhead, one of the fundamental mix-up tools along with DR. Puts Goku airborne so it looks like he's jumping up into something like anIADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump., but doesn't have Head property so it cannot be anti-air'd by2Hor other Head invulnerable moves. And despite being telegraphed and reactable in a vacuum,6Mis amazing at opening the opponent up when used in conjunction with other mix-up tools. By overloading offensive options like mixing up between5L> DR,5L>6M, IAD cross-upj.Mand so on, the opponent's reaction time will be cut short due to having to look for multiple cues that require different responses. This is known as \"Mental Stack\". In a blockstring,6Mwill always leave at least a 9f gap and is very vulnerable to mashing, reversals, or simply Reflecting. Being ±0 on block means any character with a 6f attack can initiate a clashing sequence afterward. Be ready to engage with something like5L>4LLor5L> Reflect. Characters without 6f options will have to continue to take the pressure or commit to a reversal, so6Mis inherently stronger against them. Airborne on frame 5-33" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "j.L", "text": "Despite its often short range for most of the cast,j.Lis a common air-to-air button thanks to being repeatable once per string similar to5Land2L, and can be confirmed intoj.LL. On block, inputtingj.L>j.Lwill repeat itself, which is useful for dragging an airborne opponent down to the ground. For examplej.L>j.L>j.His a typical \"staircase\" string that leaves both Goku and his opponent grounded, with Goku being plus on block and can continue his pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "j.M", "text": "Great air-to-air and jump-in normal thanks to its range. In midscreen blockstrings, Goku can cross-up the opponent with IAD delayj.M, which he can confirm or continue pressure with5Mor2Mupon landing." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "j.H", "text": "Downward hitbox makes this Goku's most common jump-in button along withj.M. Sends the opponent downward on air hit so it's also commonly used for assisted combos or as an alternate combo ender toj.236Msince it has faster startup and can work at higher hitstun decay. Dynamic hit5LLLLLLLhas a slightly different knockdown angle and effect compared to Smash hit, but this has next to no practical usage. Forces crouching on grounded hit. Knockdown on air hit Smash hit causes a sliding knockdown (SKD). Dynamic hit can wall bounce Values in [ ] are for Dynamic hit Removes all landing recovery on Smash! hit Values in [ ] are for Dynamic! 5LLLLLLL" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "j.S", "text": "Good neutral tool for sniping grounded opponents and a combo filler, but beware that it has punishable recovery upon landing. Pauses Goku's air momentum temporarily before throwing the Ki Blast, which can leads to interesting movements. IAD backj.Sis a good keep away and pushes Goku further back than a normal backward airdash. Active until contact, ground or off stage" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "j.2H", "text": "An air combo extender and filler. From common air-to-air hits, Goku can confirm intoj.2H> SD and gets a consistent combo afterward. Pushes Goku forward Launches on hit. Smash hit is comboable into Super Dash" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "Dragon Flash Fist", "text": "236L/M(Air OK)or236H(Air & Hold OK) Goku lunges forward and hits overhead.Lversions go half screen and cause a sliding knockdown on Smash hit.Mversions go almost fullscreen and cause a ground bounce sliding knockdown on Smash hit.Hversions teleport to the opponent before attacking, cause a ground bounce sliding knockdown on Smash hit. Ground versions puts Goku airborne, but do not have Head property. The fastest versions and act as alternative overheads to6M. On a grounded hit, Goku can only combo into Supers afterward. The air version can be used as an unreactable double overhead after a jump-in, although a bit inconsistent since it can whiff over the opponent. When done afterj.Morj.H, this leaves a 3f gap that cannot be2H'd. Ground version is rather slow for an overhead, so is instead used to reset pressure due to being plus on block. Thanks to the ground bounce on hit, it can be extended with resources such as Vanish. j.S>j.236Mis Goku's meterless sliding knockdown that can be done anywhere on screen at low hitstun decay. Useful in combo routes wherej.Hcannot give SKD like after5Hor Vanish. In the corner,j.236Malso enables advanced combos that pick the opponent up during the small ground bounce window. Close to the ground, he can linkj.236Minto land5Lor2L, slightly higher up he can hit withj.L>j.Son the way down, even higher up and it's possible to doj.M>j.S. Upgrades ofMversions: same plus frames and combos, with more interesting uses. Ground version has no vertical tracking, while air version tracks anywhere on stage. By default, will reappear from the direction Goku was facing. HoldingHwill delay the startup and attack from the opposite direction. Fully invulnerable during the teleport make these Goku's frame 4 reversals, neutral skips, and annoying left-right mix-up tools that are nigh unpunishable. In midscreen, Goku can further melt his opponent's brain by dash jumping over them intoj.236H, which will double cross-up and hit from the side he came from, whilej.236[H]in this setup will hit from the side he jumped to. The reward on hit can be lackluster since these require resources to be extended in midscreen. In Sparking however, they can be extended meterlessly such asj.236H>j.214L▷5Lagainst grounded opponent, orj.236H>j.236S[2] against airborne opponent. Values in [ ] are when the opponent is in untech time (air hitstun) 236H Values in [ ] are when the opponent is in air hitstun/untech 236[H] Values in [ ] are when the opponent is in air hitstun/untech j.236L Removes all landing recovery j.236M Removes all landing recovery j.236H Removes all landing recovery Values in [ ] are when the opponent is in air hitstun/untech j.236[H] Removes all landing recovery Values in [ ] are when the opponent is in air hitstun/untech" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "Flurry Kick", "text": "214L/M/H(Air OK) A series of advancing kicks, often referred to as \"tatsumaki\" or simply \"tatsu\". Ground214Mand214Hgo diagonally upward and recover in the air, but holding,, orduring their startup will keep Goku grounded. On hit,MandHversions consume Smash on the last kick. Function as safe blockstring enders, turning Goku's punishableMandHbuttons into unpunishable, e.g.5M>2M>5H>2H>j.214L. Air version is fast, pushes Goku forward with big hitbox and high clash level, making it a good air-to-air in situations where Goku can't influence his momentum such as after a blocked SD or DR break in the corner. When done close to the ground like withIASInstant Air SpecialConceptually includes Tiger Knee. Performing a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.For Example: 2369S for a j.236S input.j.214L, it becomesplus on blockand can be converted meterlessly into2Mon hit. In Sparking, Goku can true string into214M[2](1) >j.214L, which gives the most plus frames at +6 and can true string back into5Lor2L, making this an easy way to reset pressure and allow for infinite blockstring. j.214Mis an air-OK anti-air, usable for countering SD while he's airborne. Gives a good combo on hit by linking intoj.236S, however the opponents can often drop out in the middle of the kicks. Have great corner carry and are Goku's main combo enders to get SKD at high hitstun decay. Smash hit wall splats and can link into j.DR or double jumpj.Hin the corner. Non-Smash hit can combo intoj.236L+M[2] in the corner, and allow for Special Z Change > j.DR anywhere on screen. While Goku travels a fullscreen distance, it's not recommended to use this in neutral or to escape the corner due to its lengthy animation. It can be tricky to catch Goku wilding in the air, but all things considered, he's still horribly punishable. Smash5MMMwall bounces 214M Clash level 4 Values in [ ] are for angled down version 214H Clash level 4 Values in [ ] are for angled down version j.214M Clash level 4 j.214H Clash level 4" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "Kamehameha", "text": "236S(Air OK) The signature attack, also simply called \"beam\", is an air-OK screen-clearing move and a staple of Goku's combo game. These are piercing P3 projectiles that can be angled by holding any downward direction () or any upward direction () during startup, and can cancel into SD during recovery frames even on whiff. Values in [ ] are for angled versions Ground and air horizontal beams wall splat on hit. Angled versions launch upward on hit Screen control with higher risk and higher reward compared to his Ki Blasts, and due to being high level projectiles,236Swill destroy any Ki Blasts heading toward Goku. On hit, these combo directly into SD. On block, they can true string into Vanish and guarantee him plus frames against grounded opponent to start pressure. Be careful when zoning with236Ssince the recovery is quite high. The opponent can dash jump over or SD above the beam for a whiff punish, when Goku's only hope is canceling into SD to try to wiggle out. And note that while all versions of Kamehameha true string into Vanish, if the opponent Reflects the beam, they will auto-Reflect the Vanish and Goku will be horribly punishable at -22. Deal a good chunk of damage and comboable into SD without consuming Smash. Ground236S> SD leads into rejumps. In the corner,236S[8] can link into super jumpj.L. All of that combined means Goku wants to fit as many beams into his combos as possible. 236S Values in [ ] are for angled version Recovery on hit/block: 33 [27] Whiff cancelable into Super Dash during recovery j.236S Values in [ ] are for angled version Recovery on hit/block: 42 If land during recovery, has 3F of forced landing recovery Whiff cancelable into Super Dash during recovery" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "Assist A", "text": "Kamehameha An all-rounder assist that's good at everything. It maintains the piercing property and will wash away everything on ground level, letting the point character approach pretty much risk-free. Has good hitstun for combo extensions and good blockstun for starting/restarting pressure as well as mix-ups. While isn't particularly exceptional, the visual noise can still be used to mask the point character's actions and hide things like DR's visual cue. Though since it's very telegraphed, unless true string'd into, a common counterplay is Reflecting the beam or super jump out of the way. The good news is that even on Reflect, it still gives good frame advantage (+33), and holding,,while calling Goku will have him aim the beam upward to cover air space as well as baiting the opponent into anticipating a horizontal beam. Values in [ ] are for angled version Recovery on hit/block:" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "Assist B", "text": "Flurry Kick" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "Assist C", "text": "Dragon Storm A basic C assist: fast startup, extremely high blockstun, easy combo extensions, but has an absurdly long cooldown. Goku teleports to the opponent's position on the ground before performing 2 attacks. On hit, he teleports again behind the opponent and knocks them down into a ground bounce SKD. It has some unique synergies over the other 2 assists, such as some characters can benefit from the lengthy animation it does on hit, or they can use the backward hit to pull the opponent out of the corner for setups. The high blockstun is also nothing to sneeze at, as it can easily enable universal 50/50s or more complex mix-ups. However, having twice the cooldown simply means it can only be used at half the rate of A and B assist, so less screen control, less opportunities for mix-ups, and so on. This can be played around by usingDHCA term that describes when a character performs a super attack in a team game and tags into another characters super.to override the cooldown, but there are few reasons to actually use Goku C when A and B can fill its role in almost all cases, while being much more flexible. Values in [ ] are when the opponent is in hitstun/untech Values in [ ] are when the opponent is in hitstun/untech" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "Super Kamehameha", "text": "236L+M(Air OK) Standard fullscreen hitting \"Level 1\" Super. Useful for meter dumping at the end of combos, due to their ability to hit opponents in SKD (akaOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\") and not being affected by hitstun decay. Like236Sseries, Super Kamehameha can also be angled by holdingafter the super flash. Mid-combo, can whiff cancel into Warp Kamehameha for a \"Level 2\" Super. DHC-ing into Goku will still let him aim the beam up for more damage. And he can also aim after DHC-ing out, enabling some unique synergies like giving other characters SKD after their Supers, or allowingPiccoloto fully charge hisSpecial Beam CannonGuardAllStartup11~121+4Recovery33Advantage-17 [-2]. Values in [ ] are for angled versions Horizontal and aimed up versions launch on hit. Aimed down version causes a sliding knockdown Minimum damage: Horizontal: 83×10, Ground aimed up: 86×10, Air aimed down: 78×10 236L+M Values in [ ] are for angled version On hit, is cancelable into 236H+S during recovery j.236L+M Values in [ ] are for angled version On hit, is cancelable into j.236H+S during recovery" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "Warp Kamehameha", "text": "236H+S(Air OK) Teleports to the ground and behind the opponent during the super freeze. Goku's most common bar dump as it's combo-able from almost any knockdown move, without the need for SKD. Due to the fast startup mid-combo and only tracking the opponent's current position, a delay is often necessary to make sure they won't fly past Goku, e.g.j.236M> delayj.236H+S. Values in [ ] are when the opponent is in hitstun/untech Values in { } are when canceled from Super Kamehameha Minimum damage: 86×10 {43×10} 236H+S Values in [ ] are when the opponent is in hitstun/untech j.236H+S Values in [ ] are when the opponent is in hitstun/untech Values in { } are when canceled from j.236L+M" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "Meteor Smash", "text": "214L+Mor214H+S Meteor Attacks or \"Level 3 Supers\" are universal frame 1 reversals and excellent combo enders due to being the only moves that can inflict hard knockdowns. Goku stays grounded, with214L+Mmoving to behind the opponent after the super flash, while214H+Sattacks in front of them and allows him to keep corner pressure. On hit, he can get a safejump by buffering dash jumpj.M, or meaty their wakeup with a dash2Mor236M. Fast startup and huge damage make these moves quite terrifying reversals that can be game ending. The damage dealt is in recoverable blue health, but once the match is coming to an end, there are next to no ways to recover these health, and there won't be anything to recover if they just die to it. Simply having 3 bars can make the opponent play safer or even sabotage their own offense to try to bait the Level 3. Can act as a funny knowledge check with the left/right teleport. It's possible to tell which version he's using by looking at his hair:214L+Mturns into Super Saiyan 3 with long, luscious hair, while214H+Skeeps his hair short. Then, which side he attacks from is based on the directionhis opponent is facing, so be sure to block accordingly. During Limit Break, can be canceled into from all of his Supers, even when done in the air. Values in [ ] are forH+Sversion Minimum damage: 1759 [1719] Advantage on hit: +45 Values in [ ] are for 214H+S version" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)", "title": "Goku (Super Saiyan)", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 131 Color 141 Color 151 Color 161 Color 592" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Frame_Data", "title": "Goku", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Frame_Data", "title": "Goku", "section": "Super Moves", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "Overview", "text": "Piccolois a mix-up monster with terrifying tricks. The amount of options that Piccolo has on offense makes him one of the most difficult characters to defend against: high/low, left/right, command grabs; you name it, he has it. His normals are great, especiallyj.L, and his stagger pressure is solid. Hellzone Grenade is where his mix-up game shines. On block, with a high hitstop assist, it can set up a true 50/50 that's immune to Guard Cancel. Homing Energy Blast (both the special move and assist) is excellent for slowing down neutral and forces his opponent to deal with it somehow. Characters who have strong neutral are especially strong with Homing Energy Blast as an assist. Piccolo is the epitome of a character who has so many options that, even though most of his options are reactable, they're all very strong because an opponent can't look for every mix-up at once. Piccolois a mix-up monster who suffocates his opponents with every mix-up option imaginable. Air-to-Air:Disjointed air buttons allow him to challenge aerial opponents very well. Amazing Mix-up:Strong high/low and additional moves such asDemon Elbow,5SGuardThrowStartup26 [34]Recovery17Advantage+5 [+17], andj.SGuardThrowStartup24 [35]Recovery21Advantage+4 [+18], alongside universal options make him difficult to defend against. Frame-data:Great stagger pressure, with most of his normals being safe on block. Homing Energy Blast:Powerful projectile that slows down the neutral game and usually forces a response from the opponent. Supers:Hellzone Grenadeenables extremely strong mix-ups mid-blockstring and is great for combo extensions.Light Grenadeprovides a strongokizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups.in the corner. Resource Eater:Needs to spend meter to get a sliding knockdown midscreen, and can also be too reliant with resources for damage and neutral. Neutral:Has difficulty dealing with strong zoning, particularly against characters who can easily deal with Homing Energy Blast." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "5L", "text": "A typical jab. Good for pressure due to quick startup and recovery. Combo and blockstring filler. Also good for stagger pressure due to being -2. Ends your blockstring early and very niche combo filler." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "5H", "text": "(Hold OK) Smash hit wall splats, combos into SD. HoldingHwill charge the move, increasing the distance traveled and damage output. 32 frames is for how long it takes for the move to reach its max distance at full charge. Full charge up close is 29 frames." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "5S", "text": "(Hold OK) Whiffs against airborne opponents when used in neutral. Mid-combo, grabbing airborne opponents will keep them airborne. On hit, can continue down gatling table or cancel into Special, Supers. HoldingSwill delay the grab but has much higher frame adv, able to combo into5L. Values in [ ] are for5[S]. Inputting 6 during5[S]makes the grab reach full screen. Piccolo's command grab normal.5Sis on the slower side for a command grab and leads to low reward on hit. Leaves the user +5 afterwards, so can potentially be used to reset pressure after landing it and go for a mix-up that leads to higher reward. Hold version's reward is slightly better but it's laughably slow. With that said, if you use this command grab at a point where your opponent has to look for different options, this move will succeed at grabbing the opponent, especially after the opponent is conditioned to look for something else." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "2L", "text": "Piccolo's standard high/low mixup tool. There are times where you'll be using2Minstead for it's speed (or lack thereof), but this is what you want midscreen." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "2M", "text": "Launches on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "2H", "text": "Smash hit has higher hitstun, combos into SD. Puts Piccolo airborne." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "2S", "text": "(Hold OK) Air throw with similar traits to5S. Always whiffs against grounded opponents. Values in [ ] are for2[S]. Instead of going along the ground, Piccolo's arm goes upward at a 45 degree angle, making it great to snatch people out of the air. It has slow startup though so using it on reaction to an air approach probably won't work. It also leaves you open to ground approaches so be careful." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "6M", "text": "Universal overhead." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "6S/3S", "text": "Demon Shocker A decent beam-like projectile move with a couple of applications. Demon Shocker has P1 (low priority) durability, meaning that it will destroy up to 3 Ki Blasts, but lose to beam moves likeKamehamehaGuardAllStartup18Recovery21 [17]Advantage-16 [-10]. However, unlike a normal Ki Blast, it can't be beaten by superdash. From mid range, it's a decent tool to snipe out opponents who like to use superdash and Ki Blasts frequently. The hitbox is fairly thin and the move has plenty of recovery, so take caution when using Demon Shocker in neutral. On offense, this move is a great way to end blockstrings. You can call an assist afterward and go for his staggering amount of mix-up options to keep his opponents on their toes. One thing to point out is that Demon Shocker is Piccolo'sONLYway to jail into vanish, making it a solid tool to reset pressure. Demon Shocker is also a great move for combo filler, allowing for great extensions in the corner that significantly boosts his damage output. Shoots a rather slow beam about halfscreen forward Jails into Vanish on block. 3Shas invincibility to jumping attacks partway through the motion of the attack." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "j.L", "text": "Fast, long reaching jab with disjointed hitbox." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "j.H", "text": "5LLLLLLLDynamic hit can wall bounce. j.Hlaunches on hit. Can link into2Min the corner from an IAD. Can be jump-cancelled. Yet another good air-to-air normal with very big hitbox and horizontal reach. While IADj.Mis better for mixups, IADj.His so big that it can catch up tech in the corner, making it better as a jump-in." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "j.S", "text": "(Hold OK) Air throw with similar traits to5S/2S. Always whiffs against crouching opponents. Values in [ ] are forj.[S]. Good to throw out every so often instead of an IAD jump in. The opponent will stand up expecting an overhead and get grabbed, so the answer to this is to react to the throw startup and crouch back down. Regular version will only combo intoj.Handj.2H. Meanwhile,j.[S]can combo intoj.L, making for a more damaging follow-up combo" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "j.2H", "text": "Smash hit has higher hitstun, combos into SD." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "Demon Elbow", "text": "236L/M/H(Air OK) Glides straight forward. Can crossover the opponent and will only trigger the attack after crossing over. Air versions ofMandHversions will slightly descend if the opponent is underneath Piccolo. Values in [ ] are when the opponent is in untechable time. Goes about halfscreen, but only a very short distance forward will actually cross over. If it crosses over, it will attack from behind the opponent. When used in conjunction with Piccolo's other tools, it is surprisingly good for catching people considering the lengthy start-up and the massive gap in blockstring. Vanish or assists are required to extend into combos. Goes almost fullscreen. If it crosses over, it will attack from behind the opponent. Smash hit causes a wall splat, allowing for extensions in the corner. Mainly a filler for back-to-corner combos or before Vanishing to stay same side. Goes almost fullscreen. If it crosses over, it will teleport back to the front before attacking. Smash hit causes a wall bounce, allowing for conversions anywhere on screen. 236L Faster startup (values in []) when opponent is in untech 236M Faster startup (values in []) when opponent is in untech 236H Faster startup (values in []) when opponent is in untech j.236L Faster startup (values in []) when opponent is in untech j.236M Faster startup (values in []) when opponent is in untech j.236H Faster startup (values in []) when opponent is in untech" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "Demon Elbow (Hold)", "text": "236[L/M/H](Air OK) Values in [ ] are when the opponent is in untechable time. Can be used repeatedly and even after double jump, thus you can think of them as pseudo airdashes. Goes about halfscreen, and will NOT cross over your opponent. Goes almost fullscreen Goes almost fullscreen 236[L] Faster recovery (values in []) when opponent is in untech 236[M] Faster recovery (values in []) when opponent is in untech 236[H] Faster recovery (values in []) when opponent is in untech j.236[L] Faster recovery (values in []) when opponent is in untech j.236[M] Faster recovery (values in []) when opponent is in untech j.236[H] Faster recovery (values in []) when opponent is in untech" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "Demon Slicer", "text": "214L/M/H Has guard point against non-Super strikes and projectiles during the pose, then teleports upward before attacking. Getting hit during the pose will trigger the teleport immediately. Values in [ ] are when the opponent is in untechable time anti-airs. Piccolo will track the opponent up to full screen on hit, or when guard point is triggered. Useful for punishing opponents who like to push buttons during blockstrings and can act as some sort of a left/right mixup. However, they're also all vulnerable to anti-airs. Teleports slightly backward. If guard point is triggered or when the opponent is in untechable time, then the attack teleports to above them (meaning the attack comes in from a diagonal angle - NOT a drop straight down) Ground bounces on hit, which can combo into Vanish or Supers. Teleports and attacks by dropping straight down. Will not track the opponent further than halfscreen forward. Won't overshoot the opponent, but stays just far enough to switch sides and can steal the corner. Smash hit causes sliding knockdown. Teleports above the opponent and attacks (meaning the attack is from a diagonal angle - NOT a drop straight down) Smash hit causes sliding knockdown. 214L Faster startup (values in []) when opponent is in untech teleporting frames 22-27, counterhit frames 28-36 214M Faster startup (values in []) when opponent is in hitstun/untech teleporting frames 22-27, counterhit frames 28-40 214H Faster startup (values in []) when opponent is in hitstun/untech teleporting frames 16-26, counterhit frames 27-36. Teleport seeks opponent's position" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "Air Demon Slicer", "text": "j.214L/M/H Dives diagonally downward. Since Piccoloj.Hlaunches the opponent horizontally on hit, this is typically used instead as a Smash-less knockdown to lower the opponent for assisted combos or grounded Vanish extensions. Dives straight downward. Smash hit causes sliding knockdown. Corner combo ender at low hitstun decay. Causes Piccolo to fall faster than the opponent, so at high up, he'll be grounded before they are and can combo into Hellzone Grenade for big damage. At even higher up, he can link to5Lfor even bigger damage. Dives diagonally downward. Smash hit causes sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "Homing Energy Blast", "text": "236S(Hold OK)or214S(Hold OK) Puts out a tracking Ki Blast-property orb. Disappears if Piccolo lands a DR, tags out, or gets hit. HoldingSduring startup will put out a bigger but slower orb. Inputting214Smakes the orbs move at about half the speed of the236Sversion. The keystone of Piccolo's neutral as he can put it out and approach while the opponent has to find a way to deal with it. He can also use it as a meaty projectile that covers for all delay wake ups while regenerating assists. Furthermore, meaty orb will \"wiggle\" on top of the opponent's body and can sometimes hit from behind them, pushing them out of the corner which turns your IAD overhead into an IAD crossup. On block or hit during frame 19~36, recovery becomes Total 50" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "Assist A", "text": "Homing Energy Blast Does236Sand then236[S]. Both orbs are the about the same speed as their point version. Orbs disappear if the point character: Each P in active frames represents a projectile spawned First orb is active for 179F, second orb is active for 239F" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "Assist B", "text": "Demon Shocker" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "Assist C", "text": "Demon Slicer Tracks the opponent anywhere on screen. On hit, teleports behind the opponent and knocks them down into a ground bounce SKD." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "Special Beam Cannon", "text": "236L+M(Hold OK) HoldL/M/H/Sto charge the beam. During which, you can holdorto teleport backward/forward.The same goes for a DHC'd Special Beam Cannon! After DHC-ing Piccolo in, immediately holdL/M/H/Sto charge the beam. During which, you can holdorto teleport backward/forward. The same goes for a DHC'd Special Beam Cannon! After DHC-ing Piccolo in, immediately holdL/M/H/Sto charge the beam. During which, you can holdorto teleport backward/forward. Wall splats on hit. Minimum damage: 75*10 [114*10]. Fully charged does around 1800 chip damage. Hold buttons to charge attack and allow teleports Teleport invul = 9(13)9(13)9(13)" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "Hellzone Grenade", "text": "236H+S There's no escape. Hellzone Grenade is a lockdown Super that can keep the opponent in blockstun for a full second (+65 on average), allowing for true string 50/50 mixups. Can be true string'd into from something like5H+ Assist >236H+S, though this is often vulnerable to Guard Cancel. Single-hit assists with high hitstop can allow Piccolo to throw out Hellzone and recover before the GC can hit, while this can be countered by GC-ing at5Hinstead of at the assist/during Hellzone's super freeze, it's still a strong option that should be considered when building a Piccolo team. Doesn't suffer from Super Scaling so it's also used as a high damaging meter dump. Piccolo can combo after Hellzone into j.DR for a sliding knockdown and then into even more Supers. Simply put:OrbGuardAllStartup19RecoveryTotal 45Advantage-6oki accomplishes the same thing while not costing meter nor locking you out of meter gain. There are no real pressures Hellzone oki can give that orb oki can't. Hellzone is also not advantageous enough against Reflect for Piccolo to layer his mixups, while wakeup Reflect, delay tech Reflect or uptech are common ways to negate the 50/50 mix you usually get from a blockstring Hellzone. Spawns a volley of projectiles in front of Piccolo that become active and home in on the opponent, one-by-one Minimum damage: 52×12 (624) Each P in active frames represents a projectile spawned Minimum Damage: 52×12 (624)" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "Light Grenade", "text": "214L+Mor214H+S Causes a hard knockdown on hit. Minimum damage: 166*10. A projectile level 3. While the minimum damage is on the lower side, it does all of the damage extremely quickly, allowing you to deal heavy burst damage. This makes Light Grenade ideal against sparking. Light Grenade leaves Piccolo and the opponent fullscreen on hit in midscreen. This makes it less ideal, as you can only get a meaty afterward. Projectile active until it leaves the screen (up to 19+ frames)" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo", "title": "Piccolo", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it.Clarification:Frame data is up-to-date, but move descriptions are lacking." }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "Overview", "text": "Gohan (Adult)orAdult Gohanis a slick, flashy character with incredible pressure and great damage output. Designed to be a strong character (words from the developers themselves), he is a beast in the right hands. Gohan's equipped with fantastic one-of-a-kind normals and an install super:Potential UnleashedGuardAllStartup9+3Recovery44Advantage-29, allowing him to get stronger and stronger as the match progresses. Using this super, Gohan can unlock various upgrades such as seemingly eternal blockstrings ripe with stagger potential, buffs on all special moves with significant properties, and even more eruptive damage output. Gohan (Adult)is a crafty, pressure-oriented character who can power-up multiple times to smother his opponents with an overwhelming presence. Potential Unleashed: Gohan becomes increasingly more powerful as he levels up, with him at Level 7 considered to be the strongest character in the game. Stagger Pressure: Among the best stagger pressure equipped with devastating frametraps along with many points to reset blockstrings. At Level 5 and up, can end any blockstring with ±0 on block2Lor -23L. Mix-ups: A toolkit filled to the brim with mix-up options. High/low with5Landj.L, left/right withj.Sandj.Mor with Level 1214LGuardHighStartup24~32 [20~28] {1}Recovery11Advantage-3/MGuardHighStartup28~36 [22~30] {1}Recovery11Advantage-3, blindingfast fallsGuardStartupRecoveryTotal: Until L+9Advantage, have we mentionedF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.setups at Level 3? Combos: Arsenal enables lots of combo creativity leading to extremely high damage, from leg loops, Level 5Reverse BeatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.combos, and to Level 7 special move conversions. Reversals: Plenty of strong, unique defensive options, and the only character in the game withDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.that can be madeplus on blockonce he reaches Level 7. Assist Variety: All 3 of his assists fill different niches:AGuardAllStartup18Recovery64Advantage+29for pressure,BGuardAllStartup30RecoveryAdvantage+45for blockstrings, andCGuardAllStartup33 [20]RecoveryAdvantage+30for neutral. Neutral: Gohan lacks full-screen presence as he has next-to-no approach tools without assists. Potential Unleashed: Level 0 Gohan can be underwhelming, it's often necessary to put him atMidIn a 3v3 fighting game, Mid refers to the 2nd character up to fight out of the 3 selected by the player.orAnchorIn a 3v3 fighting game, Anchor refers to the 3rd character up to fight out of the 3 selected by the player.so he can enter the fight already leveled up through aDHCA term that describes when a character performs a super attack in a team game and tags into another characters super.or a special tag. Meter Dump: Gohan relies on dumping bars from his very low damage Super in order to unlock the special properties from Potential Unleashed." }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "Unique Mechanics", "text": "Level 1 and up is indicated by a faint lightning effect on Gohan's idle animation Every time Potential Unleashed is used, Gohan (Adult) will level up, improving his abilities and damage. He begins every match at Level 0, and can gain up to 7 levels. Potential Unleashed bonuses remain for the rest of the match. Level 1: Ground L Super Combois modified. New move:Machine Gun Punch. Jet Uppercut: Light version becomes faster and has less recovery, allowing it be utilized in combos. Medium and Heavy versions travel further horizontally for the first hit. Machine Gun Kick: Kicks even more rapidly. Medium and Heavy versions travel further when forward input is held. Heavy version is active for longer and deals twice as many hits after hitting the opponent. Ultimate Back Attack: Teleports on start-up, tracking the opponent anywhere on screen. Masenko: Gains 2 additional hits. Level 3: Gohan gains a second airdash. This allows him to jump and airdash twice, or double jump and then airdash, but he cannot airdash and then double jump. Level 5: Gohan gains fullReverse BeatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves., allowing him to regularly cancel any normals into any other normals that haven't been used in the string. Level 7: Gohan can cancel his specials into other specials on block or hit. He can only cancel into other special moves that haven't been used in the string. Overall Changes Medium Jet Uppercutgains 1 additional hit per level from Level 1 to 3. Heavy Jet Uppercutgains 1 additional hit per level from Level 1 to 7. All attacks' damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at Level 6." }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "5L", "text": "Really short range. First hit has a small hitbox coming from Gohan's foot. One of the best5Ls in the game due to it's fast start-up and non-suspecting low-hit property. Everyone has been hit by this move. Mostly combo filler. Can be a good meaty against a delay tech. After a safe jump off a sliding knockdown, continuing to mash light (5LL) can catch mashing or put them on block. Counts as grounded. Smash hit can link toj.L. 5L Hitstop for the 1st hit: 6F The second hit is attack level 2, but has blockstun and hitstun of attack level 1 5LLis equivalent to5M.Level 5: If5Mhas already been used in a string, autocombo reverts back to level 0 version.Does less damage, has worse scaling, and is more minus on block than the move it copies. Level 5: If5Mhas already been used in a string, autocombo reverts back to level 0 version. Does less damage, has worse scaling, and is more minus on block than the move it copies. 5LLLis equivalent to3H, though doesn't have Head invul.Launches on hit.Level 5: While technically a different button, if3Hhas already been used in a string, this attack will not come out and the autocombo ends at5LL. Subsequently, if5LLLhas been used,3Hcannot be used in the same string. Launches on hit. Level 5: While technically a different button, if3Hhas already been used in a string, this attack will not come out and the autocombo ends at5LL. Subsequently, if5LLLhas been used,3Hcannot be used in the same string. 5LLLLCan be used to reset pressure due to it having the same frame advantage as2L.Luckily unlike other autocombo normals,5LLLLand2Lis able to be used in the same string, giving him fantastic pressure capabilities. Luckily unlike other autocombo normals,5LLLLand2Lis able to be used in the same string, giving him fantastic pressure capabilities. 5LLLLLlaunches higher than Level 05LLL. 5L Hitstop for the 1st hit: 6F The second hit is attack level 2, but has blockstun and hitstun of attack level 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "5M", "text": "Fantastic range. Large normal that covers an extraordinary amount of space relative to how fast the start-up is, and thus is an amazing frametrap and whiff-punish. It also supplements his left/right mix-up by easily hit-confirming cross-up normals, especially if he has access to double airdash from Level 3. The range can also be a downside as it's pretty punishable if Gohan whiffs himself." }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "5H", "text": "Great horizontal range, will hit at round start distance. Wall bounces on Smash hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "5S", "text": "Covers about 90% of the screen relative to the hitbox and his position. Launches on hit. Whiffs against crouching opponents, except up close. Doesn't have Ki blast property." }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "2L", "text": "Fairly disjointed hitbox. Far reaching and being +0 encourages strong stagger pressure. Clash level 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "2M", "text": "Slides forward about half-screen. Launches on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "2H", "text": "Smash hit launches higher with more hitstun. Puts Gohan in the air, true blockstring into j.236X. Airborne during frames 10-33 When canceled into other actions, gives 8F of landing recovery" }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "2S", "text": "Treat this like a DP.2Sis a lightning fast backdash that puts Gohan airborne starting on frame 4, allows him to escape from blockstrings, beat throws, and crush lows. When his back is against the corner, it can be converted on hit withj.236Hinto a full combo. At Level 1 and up,j.236H[6] will connect even in midscreen. Values in [ ] are when canceled from j.2S Airborne during frames 4-30 [1-27]" }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "6M", "text": "Universal overhead. Uses the same animation and hitbox/hurtbox asj.H. Airborne during frames 5-33" }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "3L", "text": "Machine Gun Punch (Hold OK) Available at Level 1 Potential Unleashed. Holding L adds extra hits. Handy blockstring filler but more importantly is a great stagger/pressure reset tool since it scales like a medium, is -2 on block, and can also be shortened/extended. Can also a good meaty against a delay tech." }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "3H", "text": "Ultimate High Kick Launches on hit. Jump cancellable on hit. Clash level 4" }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "j.L", "text": "Bad horizontal range but great vertical range." }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "j.M", "text": "Great air-to-air normal." }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "j.H", "text": "5LLLLLLLDynamic hit can wall bounce. j.Hcauses a sliding knockdown on Smash hit. Can be cancelled intoj.2Sfastfall on hit, giving extra time to set-up. While sending the enemy down, it can combo intoj.236Lwith the right positioning. This is the core idea of his leg loops." }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "j.S", "text": "Gohan's main zoning tool. It has very short recovery for a Ki Blast, pulls him backward like2Sbut with a much more aggressive descend. It can be tough to approach a disciplined Gohan staying in the air and spammingj.S. Super Dash is the obvious answer, but he can recover fast enough to either block, respond with j.236X, orj.2S▷236L. In a blockstring, instantj.Sfrom a ground jump is +8 at minimum, and forward jump delayj.Sacts as a crossup fakeout that can be converted withj.236H.j.Scan also be used defensively similar to2S." }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "j.2H", "text": "Smash hit launches higher with more hitstun. One of the fastestj.2Hs in the game, allowing your combos to be just a hair longer due to less hitstun decay." }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "j.2S", "text": "Falls straight to the ground. Mix-up potential with resources. Immediately after landing - can perform a heavy (H), unique (S), or Super Move. Movement starts on frame 9 Cancelable starting on frame 6 after landing" }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "Jet Uppercut", "text": "236L/M/H Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. 236L Level 0 Cannot clash Airborne during frames ?-41 236M Level 0 Airborne during frames ?-63 236H Level 0 Airborne during frames ?-60 On Smash hit, recovery is 40F Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. 236L Level 1+ Cannot clash Airborne during frames ?-33 236M Level 1+ Number of hits increases by 1 each level, up to 6 total hits at Level 3+ Airborne during frames ?-63~65 236H Level 1+ Number of hits increases by 1 each level, up to 10 total hits at Level 7 Airborne during frames ?-60~64 On Smash hit, recovery is 40F Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. Because it's near identical to the medium version, only really worth in pretty niche scenarios where the marginally faster start-up and more damage would matter." }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "Machine Gun Kick", "text": "j.236L/M(Hold OK)orj.236H Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. j.236L Level 0 Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236M Level 0 Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236H Level 0 If landed mid-attack, landing recovery is 6F Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. j.236L Level 1+ Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236M Level 1+ Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236H Level 1+ If landed mid-attack, landing recovery is 6F Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. Extremely active, spectacular against Super Dash and Raw Tag. Eating a rawj.236Hequals to losing 40% HP with a standard post-j.236Hcombo. On block, Gohan stays airborne, and can sneak in aj.Lthat is susceptible to anti-airs, but can be countered alternatively with an OS reflect." }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "Ultimate Back Attack", "text": "214L/M/H(Air OK) Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. 214L Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F 214M Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F 214H Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214L Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214M Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214H Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. Level 1:Allows him to extend into advanced combos by inputtingj.M/j.Lright before landing, virtually becoming an extreme form of a rejump combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "Masenko", "text": "236S Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Whiff cancelable into Super Dash during recovery Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Whiff cancelable into Super Dash during recovery Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Mostly used before SD to start leg loops in the corner, and also as a DR ender in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "Assist A", "text": "Jet Uppercut Receives the damage buff from Potential Unleashed. Head invulnerable. Tied with Krillin's A assist for the fastest assist in the game." }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "Assist B", "text": "Machine Gun Punch Decent start-up. High blockstun. Great blockstring assist, simple to hit confirm." }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "Assist C", "text": "Masenko" }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "Potential Unleashed", "text": "236L+Mor236H+S(Hold OK) Potential Unleashed's effects are listed below the overview section (At the top) H+Sversion can be held to stack up to 7 Ki Gauges, butL+Mversion only ever consumes 1 Ki Gauge, meaning you can't DHC into him and dump bars. Damage bonus from Potential Unleashed is applied to this super during the freeze as Gohan reaches the next level(s). Minimum damage: 658 and increase by 200 with each level. It is not affected by Potential Unleashed levels. 236L+M Minimum damage: 658 236H+S Minimum damage: 658 → 858 → 1058 → 1258 → 1458 → 1658 → 1858" }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "Bros. Kamehameha", "text": "214L+Mor214H+S Minimum damage: 70*24 (1680). Hitbox can increase/decrease depending on who is on the team, but damage stays the same. Leaving Gohan pretty close to the opponent and being around +40 after hit, you can go for Superjump > IAD > High/Low for a relatively ambiguous 50/50 mix. Minimum damage: 70×24 (1680)" }, { "url": "https://www.dustloop.com/w/DBFZ/Adult_Gohan", "title": "Adult Gohan", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "Overview", "text": "Cellis a perfect and handsome Android who can do pretty much anything you ask him to. Cell's large range, aggressively angled beam and quick speed allow him to quickly catch and mount pressure on the opponent, which is only further complimented with his frame data and mixups. When Cell has the opponent cornered, his mixup is enhanced further, he gains access to his infamous Cell Loops, and has the threat of a nasty, easy to execute 50/50 mixup with236HGuardAll×4, HighStartup8Recovery15Advantage-2following hisLevel 3 super attackGuardAllStartup9+3Recovery51Advantage-34 [+42]. Defensively, a cornered bug is not a squashed bug:Perfect Attackis memetic for being a safe and extremely proficient anti-air, with theH versionGuardAllStartup12Recovery32Advantage-1version being frame 1 anti-air and frame 8 invulnerable. If Cell lands this and doesn't kill, the opponent will be back in the corner post-combo, and the subsequent mixup certainly will. He has a frame 1 invulnerableLevel 1 super attackGuardAllStartup10+3Recovery50Advantage-35as well which he can DHC off of to heal on it. Despite both having offense and defense while leading, Cell prefers back up good lockdown assists to enable his deadliest mixups. He offers decent assists, withAssist CGuardAllStartup28 [20]RecoveryAdvantage+25being a good neutral assist for catching jumpy opponents. Cellis a dangerously perfect fighter, equipped with a deadly arsenal of moves that dominate the course of the match. King of All Trades:The definition of perfection: outstanding range and frames on buttons, good air-to-airs, a beam that has good angles both ground and aerial, versatile combo routes, stable rejumps, and one of the most infamous TOD starters in the entire game (see below). High Damage:Excellent corner carry along with rejump routes. Possesses a high variety of corner combo routes and realisticToDTouch of DeathA combo that can KO a character from full health.routes that don't use Sparking!. Relentless Pressure:Amazing stagger pressure plus frame traps, far-reaching normals such as5LLGuardAllStartup9Recovery20Advantage-5and5MGuardAllStartup9Recovery18Advantage-5, and5Mreliably combos off of left/right cross-ups. Perfect AttackGuardAllStartup12Recovery30Advantage-3 ~ -1:A horrifyinganti-airAnti-airA move intended to hit the opponent out of the air. These moves are generally enforced with special properties such as head or full invincibility against aerial moves.series of attacks with invincible properties depending on which one you use. It's a combo extender, safe on block mixup, and TOD starter all in one. Truly a perfect move. Average Assists:All of his assists are situational;Assist AGuardAllStartup41Recovery95Advantage+30is a slow beam assist,Assist BGuardAllStartup20RecoveryAdvantage+29is a generic lariat assist that's good for defensive calls but otherwise unremarkable.Assist CGuardAllStartup28 [20]RecoveryAdvantage+25is great at catching airborne opponents, but becomes only one hit on block with average block stun. Sub-par Neutral:At full-screen, all he has to re-assert pressure are beams. Without resources, his best bet is to superjump and pray a j.Mconnects. Selfish:While Cell has amazing pressure, he often relies on assists for truly fearsome mix and damage once he gets a hit. Combined with his reliance on assists for neutral and meter use due to the potency of his special moves, teams are often built around him than vice versa." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "5L", "text": "Short jab, especially when compared to the rest of Cell's buttons. 6 frames. Cell privilege. Moves him forward. Use this when you really need the 6 frames or need access to5LL. 5LLgoes over half screen. Holdingorduring startup halves the distance Cell covers. 5L>5LLis an easy and pretty consistent anti-Reflect string.5L>5LL[4] can work to bait double Reflect as the5LL[4] will whiff, in which case Cell will usually have enough time to punish with a5M, though5Lis more reliable. Cancelling into5LLLfrom a blocked5LLalways leaves the opponent in too much blockstun for the throw to work. Can used multiple times per combo. The faster of Cell's command throws. 5LL Cell enters 20F recovery animation on hit/block" }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "5M", "text": "Can late cancel into itself once with4MM, even on whiff. Value in [ ] is when being used as4MM. 5M>4MMwill combo on standing/crouching characters. Excellent button after doing a left-right mixup. If it connects, you can link combo into2M>6H>5Hetc. If the opponent blocks, you can continue your pressure. Can cancel into 4MM from 21-25F, this can only be done once per string" }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "5H", "text": "(Hold OK) [] is when fully held. Charged version has higher damage and pushback on block. Smash hit wall splats, combos into SD. Values in [] are for fully charged version" }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "5S", "text": "(Hold OK) Hold or mash S to shoot all 5 Ki Blasts. Last Ki Blast launches on hit. On block, M and H normals >5Salways leaves at least an 1f gap. If Cell pointed his finger like Frieza does, this Ki Blast would be broken. Sadly this is not the case. Mostly relegated to frame traps and combo filler before canceling into a special move. Has limited use in pushing opponents away from Cell, as in most cases you want the opposite. Hold button for more shots (max 5) Shots appear in 9F intervals Cell enters 24F recovery after he stops shoooting Each P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "2L", "text": "Remarkable range for a2L. Excellent stagger tool." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "2M", "text": "Great range. Always connects after5Mand4MM. Does not reach after5LLanti-reflect. Use Ki Blast instead. Frame traps from5Land2Lwith a 1-frame gap." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "2H", "text": "Stays completely stationary. Short horizontal range." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "2S", "text": "Lunges forward. On hit, launches and carries the opponent with Cell. Cell becomes airborne on 9F, lands on 42F Shots appear in 10F intervals (3 total)" }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "6M", "text": "Easily spaced and made plus. Weird range, hitbox advances but is very horizontally small. On hit, frame adv +3" }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "6H", "text": "Low Kick Scales like a light." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "j.L", "text": "Long reaching and fast, a good air-to-air." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "j.M", "text": "Good air to air normal. Good hitstun, allows it to combo intoj.Sandj.2H." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "j.H", "text": "5LLLLLLLDynamic hit can wall bounce. j.HSmash hit causes a sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "j.S", "text": "Initial hit is a strike that ground bounces the opponent. The explosions are Ki Blasts that can only hit once, launch on hit. Startup is reduced when canceled from Smash5LLLLLLLor Smashj.H, compensating for the increased fall speed. Have high hitstop, so despite being Ki Blasts, the explosions can stack against themselves and jail into SD in the corner. Values in [ ] is when canceled from Dynamic! 5LLLLLLL or Smash! j.H P in active frames represents a projectile spawned Ground projectile has active frames 3(2)3(2)3(2)3(2)3" }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "j.2H", "text": "Knocks the opponent away horizontally instead of upwards. Smash hit wall splats, combos into SD. Your main combo extender midscreen, as it guarantees a sliding knockdown in the combos you'll use it in. Cell does not struggle to get knockdowns as he can force them with Rolling Crush, therefore the move sending outward is a huge upside for him. Practically guarantees the corner for you." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "Hell Strike", "text": "j.2L/M j.2M Switches sides, tracks anywhere on screen. j.2L stays same side. Mostly combo filler before Vanishing to keep Cell same side for corner carry, e.g.j.S>j.2M> Vanish. Too slow to be used for anything else without a solid read." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "Rolling Crush", "text": "236L/M/H(Air OK) Smash on the last overhead hit. Ground verions' roll launches on hit. Air version keeps them grounded. The roll portion ground bounces airborne opponent. Cell's main combo ender, or combo extender with assists. The preceeding hits will telegraph the final overhead and the overhead itself does not scale well. You'll only hit someone who's asleep and you won't hit very hard. Smash hit causes a short sliding knockdown. Ground version goes half screen. Air version rolls down at a 45 degree angle. Borderline useless, especially air version. It's supposedly more consistent as a combo ender thanj.236M, but there are alwaysj.236Mroutes that work on every character. The only time you'll really want to use the ground version is during clashes. Oddly enough, it can also be a decent round-start option if you think your opponent is going to do a lariat-type move. Only usej.236Lwhen you're really really unsure ifj.236Mwould work, e.g. on air-to-air confirms. Smash hit causes a ground bounce sliding knockdown. Ground version goes half screen. Can alter the distance Cell travels by holdingor. Air version rolls down at a shallower angle thanj.236L. Go-to blockstring and combo ender. Air version has ridiculous corner carry and can easily be extended with assists on Smash hit. Mid-blockstring,236M[4] will keep Cell further away from the opponent compared to236Mwhile still being -2 on block. Smash hit causes a ground bounce sliding knockdown. Roll portion hits from both sides of Cell, autocorrect on the last hit. Ground version is essentially236Mbut faster. Can crossover the opponent even in the corner. Air version rolls straight down. On block or hit, inputting236H[4] can prevent him from crossing over due to the reduced travel distance.236H[4] also prevents him from crossing over at all in the corner. In a blockstring, this sideswitch is meaningless due to crossup protection. However, after a corner Lv3 knockdown, you can time236H[4] vs236Hand meaty them with a left-right 50/50 as they get up. This has rather low reward if Cell only hits with the overhead, but hitting with the rolling portion will scale the followup combo much less, reaching up to 4.5k with a Vanish extension." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "Perfect Attack", "text": "214L/M/H On hit: First kick launches, followup ground bounces, Smash on the second followup. On block:214L/Mwill still do their first followup, while214Hwill teleport behind the opponent. All versions are unscaled starter(!) Alternative blockstring ender to236L/M. Also midscreen TOD starter since it doesn't consume Smash and you can Spark after the last hit, or used as extra damage at the end of combos (e.g. DR >214L(2) > Super). Switches sides both on block/hit. Smash hit corner splats. 214Land214Mlook identical and are both true blockstrings. Though if you have an assist with relatively low blockstun (like Trunks A), getting it to hit in between the 2 hits of214L/Mwill leave a gap, \"breaking\" crossup protection and allowing for a left-right 50/50. 214Mis especially dangerous when Cell has his back against the corner as it's a gigantic anti-air that can be solo, meterlessly converted into a 5k combo. Not only that, since Smash214M(3) > Spark activation whiffs against all characters, on top of being one of the few moves that can wall bounce assists, this is THE Touch of Death king and you WILL pray that Cell doesn't hit you with it. Has enough range to hit all characters from round start position. On block, Cell recovers in midair behind the opponent, even in the corner. Can be used for mixups with assists. On reflect, won't do the teleport followup, unlike L and M version. On hit, ends with a grab that only hits once per combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "Air Perfect Attack", "text": "j.214L/M/H Restores Cell's air options on hit. Has head-invul, giving Cell a good option to respond to superdashes while in the air. They're also unscaled starters like ground Perfect Attack. Launches on hit, adds a follow-up that knocks down. Stays same-side. \"Combo filler,\" typically used to keep Cell airborne by whiffing it. At certain height,j.S(2) >j.214L(whiff) recovers faster thanj.S(2) on its own, letting Cell link intoj.Lin the corner. This is the meat of his corner loops. Launches on hit, adds a follow-up that knocks down. Switches sides on hit. Extremely fast, being able to combo from non-Smashj.Hat some angles, and the sideswitch allowing Cell to Vanish to stay same side. Stays same-side. Adds two extra follow-ups, Smash on the last hit. Smash hit wallbounces for a combo. Teleports behind the opponent on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "Kamehameha", "text": "236S(Air OK) Jails into Vanish. Ground version can be aimed upwards by holdingorafter the input. Air version can only be fired angled downwards. Straight Kame wall splats on hit. Values in [] are aimed up version. Cancels into SD." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "Psycho Crash", "text": "214S Hits from over halfscreen to fullscreen. Will whiff on opponents at close range in the midscreen, doesn't overshoot the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "Assist A", "text": "Kamehameha" }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "Assist B", "text": "Shoulder Tackle" }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "Assist C", "text": "Perfect Attack Cell teleports to the opponent and performs all three hits of L Perfect Attack on hit. On block, he only does the first hit. Starts up significantly faster than the average C assist, but still has the cooldown." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "Energy Field", "text": "236L+M(Air OK)or236H+S(Air OK) Minimum damage: 135*6 (810). 236L+M Minimum Damage 30% (810) j.236L+M Minimum Damage 30% (810)" }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "Solar Kamehameha", "text": "214L+Mor214H+S Minimum damage: 1672. +42 on hit, but leaves the opponent at fullscreen if you aren't in the corner. An overall average level 3. Despite being very easy to combo into, it deals below average damage and provides very limited oki outside of the corner. Midscreen, the best he can do is run up and meaty with2Lor attempt a delayed214Sas a gimmick. Minimum Damage 33% (1486) Does 40 hits" }, { "url": "https://www.dustloop.com/w/DBFZ/Cell", "title": "Cell", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "Overview", "text": "One of the few students the legendary Master Roshi ever took on,Krillinis a classic support character who still has plenty to offer himself. Lacking in strength but bursting with creativity and a devious mind, Krillin is known for his wide and varied toolset that he can combine together to become one of the most workable characters in the game. Krillin can do a little bit of everything: he can zone well thanks to his guided ki blasts, he can lay on some solid pressure with several of his special moves, and he can perform some rather powerful mixups with the right setup. He can even heal your team thanks to tossing out Senzu Beans, which can dramatically bolster the vitality of your team members. In the right hands, Krillin can prove to be the deciding factor between death and victory as he was so many times in the original series. Krillinis an unorthodox support character that provides healing with his beans and headaches with his stones. Zoning Tools:Versatile projectiles with controllable ki blasts and chargeable Kamehameha gives Krillin a decent ranged game. Healer:Can be annoying to deal with due to his infinite Senzu Beans, allowing him to constantly heal his teammates' life or even his own. Pressure Tools:Multiple tools to reset pressure with like Stone Throw, Afterimage feints, and2S. Mid-screen Solo Damage:By usingj.5Sto solo rejump in mid-screen combos, Krillin can deal solid damage without the use of any assists. Okizeme:Excellent okizeme tools. Solar Flare and Stone Throw are both immune to reflect push-back, allowing him to cover all tech options. Krilin also has one of the strongestLevel 3oki in the game! Fast Normals:Has some of the best normals in terms of frame data,5Min particular having amazing range and low recovery making him very hard to whiff-punish on top of his short stature. Stubby normals:Shenron giveth, Shenron taketh away. Ground normals move him very far forward as compensation, but his air normals have no such blessing and severely lack range. Anti-Air Reward:Krillin's2His small, forcing him to use Solar Flare as his anti-air which gives little reward. High commitment projectiles:Most of his projectiles are highly committal with high recovery and don't convert into pressure in most cases making them high risk/low reward. Picky Fighter:HisAassist and Level 3 oki being as unique as they are, make it so some fighters have a hard time meshing well together with Krillin." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "5L", "text": "Good frame advantage. Deceptive range. Krillin scoots forwards during his5L, giving it roughly the same range as SSJ Goku's. Counts as grounded. Gohan (Teen) this ain't. Moves him forward a decent amount, good for pressure Counts as grounded." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "5M", "text": "Crazy fast normal and a staple of Krillin's ground game. At 8F startup, it's one of the fastestMbuttons in the game, bonus with great range and frame advantage. It doesn't quite catch backdash, but it's good at just about everything else. When you are point blank with the opponent, this can actually be used as an anti reflect after5Lor2L. Has fixed frame advantage. No matter how meaty, will always be -5" }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "5H", "text": "Amazing forward movement, similar to5M." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "5S", "text": "Fires two Ki Blasts, one right after another. PressingSagain causes them to angle upwards, coming back down to hit the ground after 60~ frames. Pressing4Sredirects the second Ki Blast only.A linear hit will keep the opponent standing.Falling Ki blasts will pop opponent up in the air. A linear hit will keep the opponent standing. Falling Ki blasts will pop opponent up in the air. Every version has the same hitstun." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "2L", "text": "Very short range." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "2M", "text": "Krillin's main low normal." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "2H", "text": "Universal anti-air. A uniquely short 2H that trades range for low recovery. This means it typically must be used later than most characters to counter air approaches, but it's also quite hard to get punished for throwing it out." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "2S", "text": "Causes an explosion on the ground that launches Krillin to the same height of a normal neutral jump. If it hits the opponent on the ground, they too are launched to the same height as Krillin. Krillin can hold forward or back during his launch to move in that direction near the apex of the jump with better lateral speed than a normal jump. Allowing him to jump during a blockstring, Krillin can always attempt an escape and a variety of mixups. On hit, Krillin can follow up immediately with buttons if he moves forward towards the launched opponent." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "6M", "text": "Universal overhead." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "j.L", "text": "Has short range." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "j.M", "text": "Good air to air normal." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "j.H", "text": "Sends the opponent downwards." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "j.S", "text": "Stops Krillin's air momentum PressingSagain or2Safter the Ki blasts have been fired will make them curve downward towards the ground. Pressing8Swill curve the Ki blasts up, then they will fall back to the ground slightly further forward. These can be combined with left or right inputs to also give Krillin air momentum:4S/1Smoves left and curves down,3S/6Smoves right and curves down,7Smoves left and curves up,9Smoves right and curves up. Has very high hitstun, granting Krillin rare privilege of comboing into super dash, both from the corner and midscreen, giving him extra damage for post-vanish or midscreen rejump combos. Great tool in neutral, as if Krillin is low to the ground it allows him to get a2Hif an opponent attempts to disrespect with a fullscreen super dash. Due to the move having low recovery, it can be cancelled into beam when at a mid range away from the opponent to act as a frame trap not allowing them to jump if they blocked the downward ki blasts." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "j.2H", "text": "Sends the opponent upwards." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "j.2S", "text": "Fires a Ki blast directly down below Krillin." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "Afterimage", "text": "236L/M/H(Air OK) Krillin creates an afterimage of himself. This results in two Krillins: one Krillin that goes for an overhead kick, and the original Krillin from which the overhead Krillin emerged from. By default, the overhead Krillin is the tangible one. This move always gives sliding knockdown anywhere on screen and is one of his main combo enders after a5Hrejump combo or after a vanish combo. The overhead Krillin moves forward about 1/5 of the way across the screen.If he hits up close, the overhead Krillin will end up on the opposite side of most crouching opponents.Surprisingly, will not whiff a crouching Goku (GT). If he hits up close, the overhead Krillin will end up on the opposite side of most crouching opponents. Surprisingly, will not whiff a crouching Goku (GT). The original Krillin crouches. The overhead Krillin moves forward about halfway across the screen.The overhead Krillin will leap over most standing opponents - unless they're more than halfway across the screen or they're extra large in height (with the exception of Zamasu, whom Krillin WILL leap over). The overhead Krillin will leap over most standing opponents - unless they're more than halfway across the screen or they're extra large in height (with the exception of Zamasu, whom Krillin WILL leap over). The original Krillin dashes back once. Because this variation of Afterimage leaps over most standing opponents, it is more suited for neutral than pressure. The overhead Krillin moves forward about halfway across the screen.Wherever he hits, the overhead Krillin will NOT switch sides with his opponent.Will not whiff a crouching Goku (GT). Wherever he hits, the overhead Krillin will NOT switch sides with his opponent. Will not whiff a crouching Goku (GT). The original Krillin dashes forward once, nudging your opponent forward if they touch (regardless of which Krillin is tangible). Holding 6 will bring the original Krillin through/behind your opponent if done close enough to them. Useful for left/right mixups. The overhead Krillin moves forward about 1/5 of the way across the screen. The original Krillin jumps back about 1/4 of the way across the screen. Used to end combos in the corner when hitstun decay is too high forj.236M The overhead Krillin moves forward about halfway across the screen. The original Krillin jumps back about 1/8 of the way across the screen. Used to end combos at low to medium hitstun decay The overhead Krillin moves forward about halfway across the screen very fast. The original Krillin drops down very fast." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "Afterimage (Hold)", "text": "236[L/M/H](Air OK) Holding the button makes the original Krillin the tangible one. This allows you to go for a lot of conditioning. Holding 6 when doing236[H]will bring you through/behind your opponent if done close enough to them. Useful for left/right mixups.In the corner, you can use Scattering Energy Wave's projectile cloud for an unreactable left/right mixup of23[6H]. In the corner, you can use Scattering Energy Wave's projectile cloud for an unreactable left/right mixup of23[6H]. With assists, you can set up a very tricky 50/50 as thej.236[H]Afterimage recovers very quickly. While there is not very much reward off feinting the overhead, there are some assists that are active for a longer time (such as Cell A, Gotenks B, UI B, etc.,) that let you combo after his overhead or low mixup and still be true string." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "Senzu Bean", "text": "214L/M/H(Air OK) Krillin auto jumps if used on the ground, has enough height to airdash before he lands. Beans will heal all blue health for Krillin and his teammates, but will only heal 1000 blue health for the opponent. Heals around 1000 normal health if you don't have blue health. Sets up an assist mixup in the corner that can be completely gapless with assists that have 40 frames of blockstun or more. Turns around and throws a bean offscreen, heals Assist 1 if they're still alive, even if they're on screen. Turns around and throws a bean offscreen, heals Assist 2 if they're still alive, even if they're on screen. Turns around and bounces a bean off the wall back to him. Bean can only be picked up once it's on the ground. If you miss, it will stay on the ground for about 5 seconds. During this time your assists, the opponent, and their assists can also pick it up. A full bar of meter is given to whichever player's character or assist picks it up regardless of any meter penalty." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "Stone Throw", "text": "22L/M/H(Air OK) Krillin auto jumps if used on the ground, but doesn't gain enough height to do anything afterward. Stones can bounce off the corner. Hitbox will be disabled if Krillin gets hit. One of Krillins' best oki tools. Throws a stone right in front of him. If stone is thrown after aj.Hor236Hknockdown, the stone will beat Vanish, Uptech, mashing, normal tech, and will allow Krillin to keep his pressure. Very scary move to have to hold in the corner. Throws a stone full screen. Throws bothLandMstones at the same time. If this is used after a236Lor236Mknockdown, will set up the same oki as theLstone after a normalj.Hknockdown from a2Horj.2Hsmash combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "Kamehameha", "text": "236S(Air & Hold OK) [] is holding downS. Wall bounces. Cancels into SD. Holding the button will allow Krillin to jump around while charging. Can't superjump nor airdash. Can only charge for a limited amount of time if he stays on the ground. While in air, can be hold indefinitely and released on demand. However, the instant Krillin touches the ground he will shoot it out." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "Solar Flare", "text": "214S(Hold OK) Has a large hitbox both vertically and horizontally, and long hitstun. Has anti-air properties. Hold the button to prevent the automatic follow-up on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "Assist A", "text": "Senzu Bean One of the best assists in the game with extremely fast startup, great screen coverage and insane hitstop on hit practically freezing the opponent in place. Tied for fastest assist in the game withGohan (Adult)'sAssist AGuardAllStartup18Recovery64Advantage+29, so it's great for defensive call (with a caveat), anti-air or for common approaches like Super Dash + assist. Similar to his own22H, depending on spacing and characters' hurtboxes, the rocks can \"split\", with the lower one making contact immediately, while the upper one arcing all the way up and hitting them a bit later, effectively acting as 2 assist calls. Krillin A can oftentimes be called in neutral to just watch the opponent get hit by it. There's very little it isn't good for. Use B assist for better blockstun, otherwise this is the way to go. Holding,orwhile calling Krillin A will instead spawn him behind the point character and throw a Senzu Bean at their X coordinate. This means Krillin A is two assists in one. Use rocks for space control, defensive challenge, lockdown, okizeme, blockstring, and combo extension. Use bean to regain health and build meter. Bean's biggest selling point is that its value will multiply if team members pick it up at the same time. For example if a point character and another assist overlap on top of the bean on the same frame, or from a DHC while the previous character still lingers on the screen, the team will gain 2 bars instead of 1. Clever use of this assist allow for \"Training Mode combos\" that spend more than 7 bars. Assist A Bean Bean spawns on frame 33" }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "Assist B", "text": "Kamehameha Krillin performs a basic beam assist." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "Assist C", "text": "Solar Flare Teleports to the opponent and does214S. On hit, teleports again behind them and knocks them down into a ground bounce SKD." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "Destructo-Disc", "text": "236L+Mor236H+S Invulnerable from frames 4 to 15. Deals significant chip damage on block. Minimum damage: 800, 165*8, 550. Can be curved by holding up just like Android 18's and Base Vegeta's236Sdiscs. Immediate solar flare meaties all techs in the corner, though it will lose to downtech -> F4 reversals outside of vanish Each additional button press throws one more disc for 1/2 a meter. Can throw a total of 10 discs." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "Scattering Energy Wave", "text": "214L+Mor214H+S Invulnerable from frames 1 to 21 Costs 3 bars. First half of the move is a Lv3 beam, but the second half is only Lv1 projectiles. The projectile cloud can be used for unreactable mixups with the correct setups. It is very difficult to see like Piccolo's Hellzone Grenade, albeit at thrice the cost.In the corner, you can use the projectile cloud for an unreactable left/right mixup with236[H]. In the corner, you can use the projectile cloud for an unreactable left/right mixup with236[H]. No matter which part hits first, using this raw will always deal 100% recoverable health and doesn't give Krillin any followup opportunity. Minimum damage: 1660." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin", "title": "Krillin", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.36", "title": "Version", "section": "Intro", "text": "Version1.36 Date Released:April 19, 2024 LinksDragon Ball Games on TwitterBandai Namco Japan" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.36", "title": "Version", "section": "Update to GGPO Steam version", "text": "1. Fixed the effects that were not being applied correctly when rollback was activated. 2. Fixed the character motions that were not being applied correctly when rollback was activated. 3. Fixed bugs that caused characters to display incorrectly in spectator mode." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.36", "title": "Version", "section": "Update to PS5/XSX/GamePass version", "text": "1. Fixed the effects that were not being applied correctly when rollback was activated. 2. Fixed the bugs causing characters to either remain or vanish during specific techniques. 3. Fixed the bugs causing an off-stage element to appear on the screen when a character is blown away or the stage is destroyed. 4. Fixed bugs that caused characters to display incorrectly in spectator mode." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.36", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "Overview", "text": "Zamasu (Fused)is a pressure character with the mix-ups and combos of a god. His unique mechanic, Heaven’s Flash, gives him the ability to fly and lets him do everything from skipping neutral, to mix-ups, to combos, you name it. Zamasu's toolset is complex and can be daunting at first glance, but what it offers when in the right hands is monumental. To start off, Wall of Light is one of his most important tools that gives him fiendish mix-up capabilities, enhanced okizeme, and creative combo structures. Blades of Judgment is his Hellzone-style super that provides him with oppressive oki options, insane combo damage, and a ToD from nearly any starter when given the resources to do so. To top it all off, Heaven’s Flash provides him with Heaven’s Warp, a move that means everything to Zamasu because it gives him the ability to phase through Super Dash, create even more mix-ups, and skip neutral entirely. Zamasu (Fused)is a mix-up character who rules the skies with his unmatched mobility. Heaven's Flash (AKA Flight): Omnidirectional movement stance unique to Zamasu, loaded with powerful properties. Mastering this gives him unmatched flexibility in neutral, especially since it comes with a much-needed frame 1 reversal in Warp. God of Stalling:Zamasu's Flight grants him nigh-unparalleled defensive neutral, allowing him to camp and run away in order to stall out an enemy's Sparking timer, wait out his own assist cooldowns, or force the enemy to approach when Zamasu has more resources or health. Certain characters' neutrals are just completely invalidated by this. Brutal Pressure:On top of fantastic universal pressure, Zamasu has all the high/low and left/right mixups you can imagine (some using the aforementioned Flight), and quite possibly the best okizeme tool in the game... Blades of Judgment:This super gives Zamasu multilayered mixup oki that is extremely hard to contest, and it can also be used tosignificantlyboost his damage to the point he may ToD people on accident. Celestial Normals:Zamasu's buttons are very good all-around, with excellent range and frame data. Among them,5Mstands out as an 8f medium and2His an incredibly huge button that sometimes \"just wins\" in situations it shouldn't due toprojectile and assist invuln. Divine Blessings:Despite otherwise being rather selfish, Zamasu provides a surprisingly strong selection of assists.A assistGuardAllStartup34RecoveryAdvantage+30is an enormous beamlike,B assistGuardAllStartup20RecoveryAdvantage+29is a solid strike assist and, most notably,C assistGuardAllStartup28 [20]RecoveryAdvantage+29is among the most degen in the game, allowing other characters to essentially skip neutral with the press of a button. Gods Demand Sacrifices:While his damage is still quite high, the crux is that he needs assists and/or meter to be able to fully take advantage of it, unlike others who can match him. Sloth is the Deadliest Sin:Zamasu is a complex and mechanically demanding character in a game where ease of use is the standard. Getting used to him takes more time and effort than average. Some Mortals Plan:Since Blades of Judgment oki only works in the corner, and he needs meter to both set it up and kill on the subsequent touch, Zamasu vastly prefers Point characters who can givespecial tag DRand great corner carry, enabling him to run his gameplan off the first touch. A partner who cannot provide these things will ultimately leave Zamasu wanting for more, so he can be somewhat picky when you build a team around him. Lightning of Destitution: His Level 3 has below-average damage, and despite its tracking, it's too slow to be a good reversal. While it does give a 50/50 in the corner, there's no real reason to use it over the cheaper and tighter BoJ." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "5L", "text": "Great reach but2Lwill whiff if chained at max range. Unlikely to happen though. Can cancel into itself using4L. Crazy range and good frame advantage. Staggering from2L, into2L, back into itself, or for setting up a dragon rush is all quite simple and powerful thanks to the way Zamasu slides forward as he does it. Blockstring and combo filler. Slower than5M, on clash do5L>4L>5M. Advances forward a fair bit, making it a consistent anti-reflect. Otherwise, mostly just blockstring and combo filler. Command grab.Tick throw can be set up with assists.Without assists5LLhas too much blockstun for5LLLto connect. Tick throw can be set up with assists. Without assists5LLhas too much blockstun for5LLLto connect. Can be used as a tick throw setup with a low blockstun assist. You can do some silly stuff like using this to style on people trying to reflect delayed normals in your strings, but if you're gambling on them respecting so much you should just try to get away with orbs instead. Command grab.5LLL except Zamasu pauses before the grab, making it WAY slower.Values in [] are for this version. 5LLL except Zamasu pauses before the grab, making it WAY slower. Values in [] are for this version. Can only be input after 5LL. 5LLL Values in [ ] are when used as 5LL~6L" }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "5M", "text": "Long range, but very punishable on whiff. Hits 2 frames meaty at roundstart distance with 10f startup and being -5 on block. As Zamasu lacks a slide, this is his best advancing normal." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "5H", "text": "Basic combo blockstring filler. Useful for combo extensions, but generally outclassed by236S." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "5S", "text": "Combos into236Sreliably. Can go over low high-priority beam attacks such as Goku's Kamehameha." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "2L", "text": "Can be chained twice. Good stagger tool with amazing range, usable for all sorts of 50/50s even midscreen." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "2M", "text": "Maintains some dash momentum. Has a smaller hitbox than it seems." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "2H", "text": "Deceptive horizontal range. Large spherical hitbox above Zamasu's head, but will not hit crossups. Guardpoint against projectiles, along with head invul. Invulnerable against Head attribute attacks, guard point against non-Super projectiles, deflect Ki Blast" }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "6M", "text": "Unlike many, Zamasu's universal overhead can be deadly thanks to orbs." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "j.L", "text": "Allows for a double overhead after IADj.M. Crossup IADj.Lcan be converted out of with5M." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "j.M", "text": "Decently active and good range for air-to-airs. Allows for a double IAD overhead in conjunction withj.L." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "j.H", "text": "Flight cancels allow for multiple overheads. Deceptive horizontal reach." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "j.S", "text": "(Hold OK) Can be repeated 3 times in total. Basic lv. 1 projectile. Completely resets your momentum, making you fall straight down afterward." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "j.2H", "text": "[] is on Smash hit. Spikes the opponent at a slightly more vertical angle thanj.H. Ground bounces grounded opponent, though can't be extended with Vanish. Combos off ofj.S. Can be used as another overhead making him even tricker to block." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "Eternal Justice", "text": "236L/M/H(Air OK) All versions keep dash momentum so you can2366L/M/Hto cover ground. Press S on hit, block, or whiff to trigger Heaven's Flash.If you are holding any direction besides 8 when you press S, the flight cancel will not be activated. This applies to all versions of 236X.Flight cancel is -5 on block. If you are holding any direction besides 8 when you press S, the flight cancel will not be activated. This applies to all versions of 236X. Flight cancel is -5 on block. Reliably sets up a high low 50/50 with high blockstun assists (usually only in the corner due to too much pushback). Sets up a midscreen-only left right 50/50 with most assists, in tandem withf.2L. 236L~Skeeps Zamasu in place. Your safe, gapless blockstring ender.2M>5H>236Lis your main grounded assist combo filler due to its high overall damage. Gives a sliding knockdown. Doesn't have enough advantage to linkBlades of Judgment. Combos reliably after a236Swallbounce. Air version starts up 1f SLOWER than grounded version. 236M~Spushes him back. While it's technically his best lariat in neutral due to going farther than the H version, the low reward on hit combined with Zamasu's unorthodox neutral structure and being slow up close means it isn't super strong. Is outclassed in combos by its flight variant and236H. Faster than the M version, still doesn't true string on block. Longer knockdown than236M. 236H~Sshoots him forward, going over the opponent. Gives a long sliding knockdown. Combos into Blades of Judgement and can give Zamasu his236L~Smixups with lower blockstun, at the cost of half a bar." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "Wall of Light", "text": "214L/M/H(Air OK) Freezes Zamasu in place while preserving (some of) his momentum. The orbs disappear if you take damage, block anything, activate a super, or land or break a Dragon Rush. All orbs for all versions are Ki Blast property. Slow startup but cancelable into Heaven's Flash if you press S at the end of the move.On the ground this puts him at about the same height as activating 214S.Conversely, cancelling into flight with this move midair has Zamasu stay in place.This input can be tricky to time, especially with a single button press, so give it practice. You can hold S while the move occurs to make it much easier. On the ground this puts him at about the same height as activating 214S. Conversely, cancelling into flight with this move midair has Zamasu stay in place. This input can be tricky to time, especially with a single button press, so give it practice. You can hold S while the move occurs to make it much easier. Orbs hit on frame 126.For all versions, the second orb hits 14f after the first one. For all versions, the second orb hits 14f after the first one. 2M>5H>5S>236Lright after the ending of this move will ensure lightning hits, extending the combo, although this series can and will change depending on necessry delays, screen position, being in the air or ground, etc. Crucial move forBlades of Judgmentcombo enders. Orbs hit on frame 219. The startup of this move is 2f faster than the L variant, but the orbs hit much later. This move is mainly used as the lynchpin ofBlades of JudgmentokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.setups, but it also sees use in less-scaled combo extensions like2Hconfirms. Orbs will shoot out twice, first wave on frame 126, the second on frame 216 (4 orbs in total, so the 14f delay between each orb still applies). A useful pressure tool, as its lightning fast recovery lets him reset pressure with it surprisingly easily. Really good (albeit somewhat difficult to use) for solo corner combos, letting him dish out massive damage even without the help of assists when need be. Is fast enough to be used as aDR CrushAn EX move done in place of a Dragon Rush to trick the opponent into teching and punish them for it. Must not start up too quick; an unreactable move is obviously too fast to bait out an incorrect reaction. Only works if your opponent can actually react to DR.in combination with5M, but only when spaced (i.e: with4LL. Buttons that are both quick and large may still be able to punish you. 214L Orbs spawn on frame 16 214M Orbs spawn on frame 15 214H Each P in active frames represents a projectile spawned Orbs spawn on frame 12 j.214L Orbs spawn on frame 16 j.214M Orbs spawn on frame 14 j.214H Each P in active frames represents a projectile spawned Orbs spawn on frame 12" }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "Divine Order", "text": "236S(Air & Hold OK) Has smash properties and will trigger a wallbounce, even midscreen. The blade's hitboxes can deflect Ki blasts. Always leaves a 3-frame gap on block if chained into from medium or heavy attacks. Zamasu's midscreen combo extender, although it's much more difficult to link after than5H. Has an enormous hitbox, better in some scramble situations than you'd realize thanks to it covering a huge horizontal and vertical space on the screen. Shoots a projectile that clashes with beams and can not be superdashed through. At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.Links into5Lin the corner. Links into5Lin the corner. 236[S] P in active frames represents a projectile spawned j.236[S] P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "Heaven's Flash", "text": "214S(Air OK) Zamasu's flight. The single most important tool in his arsenal. A Zamasu who can't fly is a dead Zamasu. You can only fly once per jump. Buttons will now give you special attacks without having to manually input them. You can move around while doing attacks during flight. Attacking or blocking will end the flight. Assists will not begin cooldown until your flight ends. Grounded flight puts you at a set height in the air. Aerial flight keeps you in place and starts up 9f faster. You can use tiger knee motion (2147S) to take advantage of this. Flying can still be cancelled into superdash, as well as a special airdash that warps Zamasu forward and can pass through the opponent. Movement during flight is superb, and you can still block so there's very few downsides. Being locked to only using mid-hitting special moves is absolutely nothing to worry about given your extremely speedy dash that crosses up. If you need to high/low someone, fly/unfly with an assist is a quick and easy way to do it." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "Heaven's Warp", "text": "f.66orf.44orf.4H+S Teleports a fixed distance. Can warp backwards or forwards horizontally. Maintains air action. Passes through opponents at certain heights. Frame 1 invincible. Using the dash macro for this moveonly works for the backwards versionas of v1.38.Using forward dash macro (6 + HS) will give youf.6S. Using forward dash macro (6 + HS) will give youf.6S. Heaven's Warp (often just called \"dash\", \"teleport\" or \"warp\") is everything you could ever ask for. It's invincible from the very first frame, giving Zamasu a way to fight superdash by simply going through it. It gives better mixups from flight and can set up high/low/left/rights from anywhere. All of Flight's tools become exponentially better when flight cancelled; he can use it to approach behind Divine Order (f.6S) and be plus on block from halfscreen or greater with little to no commitment, use it for surprise overheads after shooting, and all around make his opponent paranoid of everything in the neutral game. In addition to being able to turn a neutral situation into a blockstring solo from fullscreen, the backwards version also allows him to shootf.6Sand retreat instead of advancing forward, allowing him to pester the opponent while shooting high-priority projectiles without much (if any) risk. Combined with Zamasu's unique ability to sit back at the top corner of the screen, \"backwarp\" is what makes Zamasu's defensive neutral such a living nightmare to face." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "f.S", "text": "(Hold OK) Can be repeated 3 times in total. Basic Ki Blast. Has more hitstun that the basicj.S.Combos into Dragon Rush in the corner. Combos into Dragon Rush in the corner. Neutral and combo tool. Combos intof.Mfor Blade of Judgement combos, or more commonlyf.6Sin most 214X combos. Outrageous and obnoxious thanks to flight's speed and Zamasu's free movement while firing. Cancel into Heaven's Warp if the opponent superdashes at you." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "f.2H", "text": "Spikes the opponent at a slightly more vertical angle thanj.H. Combos off ofj.S. Always gives a sliding knockdown, unlike j.2H. The only normal that can be performed in flight other thanj.S." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "Eternal Justice", "text": "f.L/M/H Cancelable into Heaven's Warp on hit, block, or whiff.You can use any of the traditional warp inputs to do it, but for this move you can also press S or 4+S to get a warp. You can use any of the traditional warp inputs to do it, but for this move you can also press S or 4+S to get a warp. Can be steered up or down as Zamasu is charging forward, letting you hit crouching opponents.Inputs like this are notated as \"f.2X\" (down) or \"f.8X\" (up, much less common). Inputs like this are notated as \"f.2X\" (down) or \"f.8X\" (up, much less common). Data in parenthesis refers to dash cancel. Combos reliably after f.S. Provides sliding knockdown on hit.Advantage is equivalent to normal 236M. Advantage is equivalent to normal 236M. Not as useful as f.M for combo purposes. Can be used to give midscreen left/right mix with an assist after 236L. Combos reliably after Wall of Light, even if only one orb hits. Provides a lengthy sliding knockdown.Advantage is equivalent to normal 236H. Advantage is equivalent to normal 236H. Gives plenty of advantage on hit and combos into Blades of Judgement, similarly to 236H. Is the most efficient and reliable way to go into BoJ. Has a lot of advantage on knockdown, but this doesn't end up meaning much since BoJ okizeme works perfectly well off j.2H/j.DR/smash j.H knockdowns. Provides a ground bounce sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "Wall of Light", "text": "f.4L/M/H Freezes Zamasu in place while preserving (some of) his momentum. Functionally the same as their non-flight versions aside from the input. f.4L Orbs spawn on frame 16 f.4M Orbs spawn on frame 14 f.4H Each P in active frames represents a projectile spawned Orbs spawn on frame 12" }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "Divine Order", "text": "f.6S(Hold OK) Smashes if the physical hit connects, causing a wallbounce. Like f.2X, for this move you can also press S or 4+S to get a warp on top of the traditional inputs for it.This move description will refer to \"f.6S> warp\" asf.6SS, but you can use any warp input in the exact same way (i.e:f.6S>f.66). This move description will refer to \"f.6S> warp\" asf.6SS, but you can use any warp input in the exact same way (i.e:f.6S>f.66). This move is most commonly referred to by its input,f.6S. Prime move for approaching and playing keep away while in flight mode. Always fires the projectile and is whiff cancelable into Heaven's Warp.f.6SSis +14 at point blank and can get up to +18 at max range, truestrings into basically all air buttons and lets Zamasu start his offense. On hit at close range,f.6SSalso allows for comboing intoj.L. Key for certain Blades of Judgment okizeme setups, and is his primary source of damage and knockdowns (f.6S> warp > j.DR in the corner) if he isn't routing into BoJ. Can slightly drift around during startup. Charge version is significantly slower than usual, but drifting will allow him to aim the shot better. f.6S P in active frames represents a projectile spawned f.6[S] P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "Assist A", "text": "Divine Order Can't be super-dashed through. Only the projectile has hitboxes. Excellent hitstun and average blockstun." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "Assist B", "text": "Eternal Justice Quick lariat assist, that's about it This assist managed to go over a year on the Dustloop Wiki without anyone ever adding a description or caption to it. That should tell you how noteworthy it is." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "Assist C", "text": "Divine Authority Has head and projectile invul after the teleport, just like2H. What was once a forgettable assist has transformed into one of the most disgusting options you could ask for in neutral. The aforementioned properties it shares with 2H alongside its tracking, typical C assist confirm window, and ridiculous hitbox means this assist is extremely easy to utilize and pretty difficult to deal with. Notably, DBFZ classifies assists (strike or otherwise) as projectiles, so its invulnerability effectively allows it tobeat other assistswhen timed correctly." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "Divine Wrath", "text": "236L+M(Air OK) On the way down the ball hits for 700, explosion does 400*3, 800. Minimum damage is 210, 120*3, 240 (810) Descending ball super. If you input the move and DHC into a sufficiently short non-cinematic super before it hits at all (like doing it off an aerial SKD), you can get follow ups afterwards." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "Blades of Judgment", "text": "236H+S(Air OK) The blades obscure Zamasu significantly on the ground, allowing for ambiguous mix-ups while the opponent is locked down. Wormholes disappear as soon as Zamasu tags out. Each blade does 100 damage and ground bounces airborne opponent. Each explosion does 350 damage and pops the opponent up. Always shoots down at the same angle, activating Blades of Judgment at various heights and positions on screen can yield different results and unique situations. Every hit perpetuates scaling, but has the initial scaling of M normals (uses the least scaling table). Combos following after this super will have 15% minimum damage. Blades of Judgment, AKA BoJ, Zamasu's key meter dump tool, completely defines his okizeme and combos. Due to its extremely long startup, BoJ is completely un-interchangeable with Divine Wrath or Lightning of Absolution; don't treat it like a traditional super. In combos, leads to hellacious damage potential off any starter, but needs a resource (assist/meter) to set up. In terms of practical, efficient combos, BoJ can only be linked into with fM or 236H. Depending on HSD and screen position, the combo extension you do during BoJ will vary, with corner BoJ routes doing a lot more damage than midscreen BoJ as a result. Some assists can allow you to BoJ again after BoJ (known as Double BoJ) with a specific extension, which is useful for meter dumping if you have a lot of it. 236H+S Projectiles go active on these frames: 50, 54, 60, 66, 72, 78, 82, 88, 94, 97, 100, 101, 106, 107, 110, 113, 119, 125 Advantage assuming the opponent blocks the first projectile can range from +94 to +127, depending on positions and body sizes j.236H+S Projectiles go active on these frames: 50, 54, 60, 66, 72, 78, 82, 88, 94, 97, 100, 101, 106, 107, 110, 113, 119, 125 Advantage assuming the opponent blocks the first projectile can range from +87 to +128, depending on positions and body sizes" }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "Lightning of Absolution", "text": "214L+M(Air OK)or214H+S(Air OK) Minimum damage is 12, 280*6 (1692) Zamasu's only invincible reversal. Is quite slow for a Level 3 super. Tracks the opponent anywhere on screen as long as they are in front of Zamasu. Quite good against assists, as he'll still do the entire lighting barrage even when it's blocked or whiffs. Can whiff if opponent is actively super dashing." }, { "url": "https://www.dustloop.com/w/DBFZ/Fused_Zamasu", "title": "Fused Zamasu", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Combos", "title": "Gohan (Adult)", "section": "Notes", "text": "Third route is a safe jump that covers (almost) all soft knockdown tech options. After j.H, just do airdash into an air button." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Combos", "title": "Gohan (Adult)", "section": "Notes", "text": "214X giving a slide knockdown is HUGE for Gohan (Adult)." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Combos", "title": "Gohan (Adult)", "section": "Notes", "text": "You will probably not use level 5 and up combos and even less level 7 only ones, but it's useful to know them just in case you get to higher levels." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Combos", "title": "Gohan (Adult)", "section": "Notes", "text": "During Sparking! gets access to better mix off blockstrings with assists. >https://youtu.be/YgYamDqHVA4?t=2013" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it. Please feel free to make edits, but include edit summaries and sources where applicable." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "Overview", "text": "Android 18is a mix-up machine who uses her plethora of options, alongside her brother Android 17 (from the Cell saga), to consistently crack down the opponents' defense. Her 214X series special moveSupport Attackallows her to summon Android 17, doubling both as an effective, versatile assist andthemost dripped out character on the roster. Each one of the attacks that Android 17 can do are designed to help with 18's overall goal of slowly mounting pressure and pushing her opponent into the corner. Once her enemy is knocked down in the corner, Android 18's true worth comes to the forefront as she becomes a truly fearsome character to deal with. Properly utilizing assists, Support Attack'sseveralGuardAllStartup14RecoveryTotal 32AdvantagepotentGuardStartup26RecoveryTotal 32AdvantageoptionsGuardAllStartup32RecoveryTotal 39Advantage+27for pressure, hercommand grabseries of specials, and her fearedLevel 3 Super attackGuardAllStartup9+3RecoveryAdvantage-14 [+30], will drown 18's opponent in a flood of options to defend from, lest they get hit and suffer the same situation again after the combo. Good utilization of Support Attack is vital to Android 18's gameplan in neutral and pressure, and her other specials do a great job at enforcing fear into the opponent when she eventually gets into attacking range. 18's biggest weakness is her mediocre and sometimes risky neutral presence. Due to the fact that 18 has no strong neutral tools for closing the distance, she is incredibly reliant on her allies' assists and Support Attack to force a scramble. Her iconicBarrierGuardStartupRecoveryTotal 48Advantagemay seem like an amazing option to bait enemy attacks (especially assists), and it is; but at the same time, a patient opponent who can successfully keep their distance from 18 and bait her approaches is troublesome. She often struggles against anyone with zoning potential, with a few common examples being Z Broly, the Vegetas, and Janemba. Android 18thrives off locking opponents down with the help of 17, as well as turning defense into offense with her strong Barriers. Extra Assist:Support Attackis a highly versatile offensive tool with several good lockdown, neutral, combo, and mix-up qualities. It allows 18 to set up pressure from even the softest knockdowns, and can effectively control an opponent's movements in neutral. Suffocating Mix-ups:214HGuardAllStartup14RecoveryTotal 32Advantagegrants unseeable 50/50 mix after a corner knockdown. Command grabs keep enemies scared in blockstrings, and barriers discourage mashing at any time. Level 3 leads to terrifying mix-up situations only limited by the player. Great Defensive Assist:Assist AGuardStartupRecoveryAdvantageprotects against strikes and lets you steal a turn, covering blindspots and setting up offense. Level 3 Oki:After her level 3 super, Android 18 can get a 50/50 left/right mix up anywhere on screen, similar to pre-patch Android 21. Poor Range:Normals have short range, resulting in lackluster approach options and reliance on assists and 17 calls in neutral. Particularly weak to Reflect > Raw Tag. Aerial Game:Mediocre air attacks and no unique air options outside of her barrier andSupport Attackmake her air game quite defensively oriented. Poor Air Knockdowns: 18 lacks a special move that can give hard knockdowns off of aerial combos, so she often needs an assist or 17 to help her SKD." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "5L", "text": "6-frame normal, second fastest meterless attack 18 has. Great for stagger pressure, but its low hitbox means that some characters can jump out after she uses vanish. Hits low. Tied with Gohan (Adult) for the fastest low in the game. Like all other 2nd auto combo hits, it's a medium button in disguise. Higher hitbox than5M, some jump cancel combos will require this.5LLmoves foward after5Lto stay close, decent filler in pressure. Good frame advantage for stagger pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "5M", "text": "18 moves forward with an elbow. A decent normal to close some space. Jump cancels on hit. Great horizontal range." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "5H", "text": "Moves forward and does a roundhouse like to Vegeta's arm. Pretty good on hit, but you probably want to cancel it on block into something. Especially in corner to setup j.214Moki off soft knockdown. Combos into Superdash midscreen with Smash, or without Smash in the corner. Sets up rejumps under the same conditions." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "5S", "text": "(Hold OK) Ki Blasts, good for controlling space. Has one more Ki Blast than the average of four, and if the opponent can shoot more than her she can cancel into22Sto stay safe. Also good to set up a downward-aimed Destructo Disc. Can be repeated up to 5 times." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "2H", "text": "Anti air that kicks upwards. Leaves her airborne so her followups are less than stellar. Has head invulnerable like any other2H, use well." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "2S", "text": "18 jumps into the air first, then fires. Movement is briefly stalled. Cannot be true-stringed into without assists. It's okay at best." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "j.L", "text": "Decent air-to-air button, but mostly useful for combo filler. Taller than it looks." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "j.H", "text": "A basic j.H. Good for an instant overdash overhead opener or for pressure on block. 5LLLLLLLDynamic hit can wall bounce. j.HSmash hit causes a sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "j.S", "text": "18 fires a Ki Blast at a sharp downward angle. Briefly halts 18's movement when shooting. Combos into lvl3 without smash." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "j.2H", "text": "A mundane move mostly delegated to combo filler. Can be jump canceled. Enables j.H's sliding knockdown property and adds good damage to combos, but otherwise nothing crazy. Combos into 236L+Mtypcically, giving you a super where you otherwise wouldn't." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "Back Grapple", "text": "236Lor236M/H(Hold OK) 18 tries to throw the opponent, switching sides on a successful grab. HoldingL/M/Hprevents 17 from coming out. 17 also won't come out if he was used recently. Usable in combos, giving a sliding knockdown regardless of the version when connecting after a Smash. Extremely fast, but short range grab. 18 stomps the opponent into a side switching sliding knockdown. Great for ending combos, and the oki can easily be used to set up left/right even in the corner. Fairly slow grab. 18 throws the opponent to 17, who then knocks them into a sliding knockdown. The held button version omits 17 and instead sees 18 throwing the opponent behind her for a corner splat giving a meterless extension, and allowing a Vanish combo midscreen. The non-Smash version stomps into sliding knockdown like L version. The best parts of both meterless grabs and then some. 18 throws down and bounces the opponent off the ground into 17, who then launches them upward; Super Dash will then naturally combo as if it's a regular launch. It's fast, jump and special cancellable. The held version will have 18 throwing the opponent similar to236M, also being comboable if you wish. The only bad part about this is the glaring EX sound and visual, as you're probably not going to use 18's TED Talk mid blockstring and this is your only other EX move. Non-Smash version stomps into sliding knockdown like L version." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "Support Attack", "text": "214L/M/S(Air & Hold OK)or214H(Air OK) 18 fixes her hair while 17 does the work. Different buttons correspond to different actions 17 take. Because 17 is attacking and not 18, this makes pressure off this move reflect-proof, since 18 herself isn't pushed back! Holding down your button of choice will make grounded 18 get an air 17 call, or an airborne 18 get a grounded 17 call. She has access to every version anywhere. Regardless of version, 17 will retreat if 18 gets hit or tags out." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "LSupport Attack", "text": "17 Does a knee strike to the opponent, serving as 18's safe blockstring ender. High pushback when used midscreen which will generally put you back to neutral. Can also be used to setup assist pressure, but the usefulness varies depending on the assist. 17 Does a launching kick. Useful as a frame trap from a blocked2H, but not much else. Start-up is sped up when the opponent is in hitstun. The spawn position changes when the opponent is in hitstun mid-air." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "MSupport Attack", "text": "17 does a little combo. The startup for 2nd attack is reduced if the first attack connects, and the third attack only comes out if the second hits. Excellent for stealing turns and safely setting up mixups with an assist. 32 frame startup means you only need 17 frames of blockstun to make this a true string from5H. 17 appears in the air, falls closer to the ground and does a 2 hit string on the opponent. Primarily used for oki off5H> SD > j.LLL> j.214M(oki) and from j.Hsliding knockdown. Additional startup frames based on altitude, minimum of 23 frames. Has Head attribute. 214M [] = if 1st hit lands j.214M Startup frames depends on altitude" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "HSupport Attack", "text": "17 pops in to strike a riveting conversation. Throughout his TED Talk, he is invulnerable to all projectiles and waits for an enemy's assist call or another call from 18 to teleport above and fire an Energy Wave for large damage. Goes away if you call your assists. If the opponent calls their assists, 17 will teleport above the assists and fire the Energy Wave. If the opponent tags out, he attacks in front of you; if they DHC, he tracks the new point character. This attack can be manually triggered by using an additional .5 meter to use214H/j.214Hagain, though this version doesn't track. 18 can cancel this move into any other Support Attacks, or Back Grapples with 17." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "SSupport Attack", "text": "17 appears behind 18 on the ground and fires 3 horizontal ki blasts. 17 appears and creates a barrier. Has basically all properties of 18's, but 18 can move around while it's active. Barrier is active from frames 32 to 65. Blocks hits for 18 and any of her assists. Doesn't stop throws and supers. Gains 25% Ki gauge each hit absorbed. When used while not airborne, 17 appears to make a barrier. Safe on block when canceled into from any grounded normals." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "Destructo-Disc", "text": "236S 18 throws a Destructo Disc. It can be controlled with holdingand. Explodes if it hits the ground, leaving Android 18 highly plus on hit or block. Deals high chip damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "Barrier", "text": "22S(Air OK) 18 puts up a barrier. Absorbs all strikes and projectiles, and loses to throws and supers. Also blocks hits for your and from enemy assists. Active from frames 4 to 41(?) and longer if a move hits it. 18 can cancel intoSupport Attackwhen using this, notably grab for a quick SKD and17's BarrierGuardStartup26RecoveryTotal 32Advantagefor extra safety. This is a large part of her mindgames with Barrier. Successful absorb extends active frames and can be canceled into supers withL+Mfor lvl1 or4L+Mfor lvl3. Gains 25% Ki gauge each hit absorbed. If Guard Cancel hits the shield they cannot act until they hit the ground. Can now perform special moves while barrier is active." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "Assist A", "text": "Barrier Android 18's assist is her barrier special that defends against incoming attacks, though it won't give meter for doing so. It's not as straightforward to use as a beam/projectile, but its ability to defend every angle of your point character can be extremely useful for setup characters like Beerus and Nappa. Doesn't gain Ki for blocking attacks like the point version... Shows up in front of the point character. Absorbs hits for both the point character and any other assists. The barrier will NOT cover for you if you aren't inside it. Staying around the edge and attacks with large coverage will go right through 18 directly to you. Has the nasty aspect of being green, which, when standing directly inside it, makes the point character's Dragon Rush almost entirely unseeable." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "Assist B", "text": "Destructo-Disc The disc but as an assist. 45 frames of hitstun." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "Assist C", "text": "Support Attack" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "Energy Wave", "text": "236L+M(Air OK)or236H+S(Air OK) 18 teleports forward about half screen, firing a beam down. Always moves upward unless the opponent is in range. 18 recovers before she has fallen halfway. Costs 1 bar. Minimum damage: 44*10, 54*7 (818) When in range:During combo: 18 tracks the opponent's current location and beams them down.Outside of combo (raw): Will teleport to their current X coordinate and slightly above the ground. Does not track vertically. During combo: 18 tracks the opponent's current location and beams them down. Outside of combo (raw): Will teleport to their current X coordinate and slightly above the ground. Does not track vertically. 236L+M Startup decreases if cancelled from Barrier j.236L+M Startup decreases if cancelled from Barrier" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "Accel Dance", "text": "214L+M(Air OK)or214H+S(Air OK) Invincible startup super where 18 and 17 beat the enemy's ass together. Reaches about 3/4ths screen distance when used, and can connect after almost any combo. After finishing their beatdown with energy blasts, the opponent is left in front of 18 and outside the corner for left/right, high/low mixups. The okizeme 18 gets from this is a large part of her gameplan. She has tons of options proceeding this move, from doing sj.IAD or regular IAD j.M, a Support Attack, IAD j.S, a Barrier, run up5L, a Dragon Rush/command grab, nothing, etc...Adapt your mix after this super to your opponent's habits, as there is always an option to get hit from with this super's mixup potential. Costs 3 bars. Invulnerable from frames 1 to 23. 1718 minimum damage. IfKrillinis on your team and not on-screen or dead, 18 will perform the super with the best boy Krillin instead of Android 17. Lucky guy. Can pick up multiple characters, meaning you can punish a poorly called assist character along with the character on point. 214L+M Startup decreases if cancelled from Barrier j.214L+M Startup decreases if cancelled from Barrier" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18", "title": "Android 18", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.20", "title": "Version", "section": "Intro", "text": "Version1.20 Date Released:December 4, 2019 LinksBandai Namco Japan AddedBroly (DBS)" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.20", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "Overview", "text": "Goku (SSGSS)- more commonly known asSSB Goku,Goku Blue, orBluku/Blueku- is a character that excels at rushdown even in a game that's already very rushdown-oriented. His neutral is very,verystrong with a lightning fastdivekickGuardAllStartup13Recovery20Advantage, aki-blast invulnerable lariatGuardAllStartup9Recovery23Advantage-5and aj.SGuardAllStartup13RecoveryTotal 40+7LAdvantagethat retains all of his momentum, tools which make it extremely hard to stop him from getting in and staying right in your face to terrorize you. He has excellent frame data and a plethora of mix-up options that allow him to overwhelm the opponent in blockstrings, including possibly the single bestcommand grabGuardThrow [All]Startup17Recovery[18]Advantage[-5]in the game and some of the best high/lows and left/rights. His ki-blasts are also very scary due to being able to convert off them better than most, and he has stellar normals, including a ludicrously fast and long-ranged2MGuardLowStartup10Recovery18Advantage-10. His ability to move forward is just as crazy as his plethora of options for combos, including multiple routes of ki-blasts loops along with alevel 5 superjust in case. All of this makes Bluku an unbelievably strong character, but you cannot just pick him up and expect to tear up the opposition - he is considered one of the hardest characters to master in the entire roster. Many of his strong neutral options require thought and commitment in use, and he puts an incredibly strong emphasis on execution, especially regarding his optimal combos. Still, this doesn't take away from what his strengths are. Goku (SSGSS)has a similar fighting style to that of his Super Saiyan form, with long reaching normals and good frame data. Goku Blue serves as the more mix-up oriented version to his counterpart. His massive toolbox allows him to layer his mix-up options efficiently and make defending against him stressful. Strong Neutral Options:Great footsies with his medium normals that have long range and high reward. Has great ki blasts,j.Sin particular keeps his air momentum allowing him to approach safely with an IAD,Divine Void Strikewhich beats ki blasts,Dragon Flash KickandInstant Transmission, the latter of the 3 being plus on block. Incredible Pressure Game:Has a2Llow and fantastic frame data on his normals which make his staggers incredibly strong. Equipped with arguably the best unreactable command grab in the game. LightDragon Flash Kickacts as an unreactable same side option when faking crossup and the EX version gives a left/right 50/50 or sometimes a 4-way when backed up by an assist. High Damage:Corner loops give him very high damage, solo or assisted. Versatile Combo Routes:Dragon Flash Kickgives Goku sliding knockdowns at the end of any combo and high damage vanish extensions.2Mdelay5Mlets him sideswitch with ease while sacrificing no damage.Instant Transmissionallows him to side switch or stay same side easily on super dash confirms. Strong Supers:Access to a level 3 that can optionally sideswitch and gives insane oki, alevel 5and a trackinglevel 1that gives him a sliding knockdown. Great Assist:Blueku sports a uniquely strong A assist which adds to his support value when not on the field. High Commitment Moves:Some of his neutral tools, while good, are very high commitment and need to be timed well. Execution Heavy:If you cannot perform his elbow loops, his damage is really low and he becomes much less scary. Even if youcando them, other characters are able to dish out similar damage with much easier combos. This is often the main reason players have for dropping him or not picking him up. Meter Efficiency:Blueku is not as good at building meter as other dedicated Point characters, and he often needs to spend it onj.214Hcombo enders. Limited Fullscreen Control:Outside of his grounded ki blasts, he lacks safe ways to pressure an opponent from fullscreen. This makes him a bit more reliant on assists than other characters when playing at that distance." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "5L", "text": "Standard jab, and Goku's fastest normal. 4LL>2Mor2LL>2Mare really strong stagger string. Launches on hit. Strong normal in pressure thanks to the fact that it hits low and can cancel into another low, an overhead, a grab, or even sides switches. The large amount of hitstun combined with a low hitbox also allow Goku to go for more unique combo routes. Strong stagger normal after4LL 5LL>5LLLhas a massive gap in between. Combos into SD midsceen or even links to air normals in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "5M", "text": "Holdingduring startup will reduce forward momentum and recovery. Values in [ ] are for5M[4] version. Deflects Ki Blasts. 5Mhas extremely good range, comparable to2M.5Mwith dash momentum is very scary. 5M[4] (or simply4M) is the safest normal he has that also pushes the opponent just far enough that he can safely backdash out of almost every5L/2L.2M>4Malso auto spaces him for another2M." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "5H", "text": "Wall splats on Smash hit. Combos into SD. Non-Smash only combos into SD in the corner. Holdingafter inputting the move lets 5H cover less distance, but also increase knockback on block." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "5S", "text": "(Hold OK) Mash or hold S to shoot all 6 Ki blasts. Last Ki blast launches on hit. This is his only grounded projectile, making it vital for his neutral game. You should always only use 2 Ki blasts. Shooting less is safer overall, shooting more is easier to confirm, 2 is the perfect amount to react with2Hpunish or Vanish/236Hconfirm. Each P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "2M", "text": "Great range and very active hitbox. Launches on hit. Holdingafter inputting the move will cause him to not travel as far Can anti-reflect from5L,2L,4Mor5M. From max range it can be spaced to be -3 on block. His third low. IADj.S▷2Mhas deceptively long range and can fully true string in the corner. Get ready to explode." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "2H", "text": "Puts Goku airborne. Smash hit has more hitstun and combos into SD. Delaying your super dash allows a side switch. Holdingafter inputting the move lets the 2H not move forward as much, making it more consistently hit a superdash right above him. This will also increase knockback on block. Go to anti-air, though since it has a firmly vertical hitbox and a large amount of recovery it should be used carefully. Smash hit can also combo intoj.236Sfor a quick sides switch into SKD." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "2S", "text": "1Steleports Goku up and backwards 2Steleports Goku upwards 3Steleports Goku behind the opponent A teleporting Ki blast that puts Goku into the air where he can threaten dive dicks against the opponent. Goku recovers in the air, meaning he can jump or air dash afterwords. Goku can also cancel into special moves on contact with the opponent. However, all versions are negative on block and have ki blast property, so the opponent can Reflect any follow up Dive kicks or Super Dash to contest the situation. 2Scan be linked into from5LLwhich allows Goku to then combo intoj.214Mfor meterless knockdowns. Unfortunately this is difficult to set up in Goku's optimal combo routing as it requires delays to link his5LLfrom shoulder loops in the corner so it does little to increase his damage or preserve his meter. 2S Values in [ ] are when the opponent is in hitstun 3S Values in [ ] are when the opponent is in hitstun" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "6M", "text": "Counts as airborne. Uses the same hitboxes and hurtboxes as Goku'sj.Mas of version 1.28. Tied with Janemba for the biggest6Min the game. The massive reach of Goku Blue's6Mallows for plus frame setups via a late connect on block when spaced." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "j.H", "text": "Dynamic hit can wall bounce. Smash hit causes sliding knockdown. Removes landing recovery on Smash hit" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "j.S", "text": "Doesn't halt air momentum like mostj.S. Doesn't launches airborne opponent like mostj.S, instead it pushes them down. Your main crossup button, as well as your safejump button as it keeps you in even if they reflect. Forward IADj.Sbeats anti-airs and puts Goku +10 at minimum. Landing recovery applies from frame 9" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "j.2H", "text": "Smash hit has more hitstun and combos into SD." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "Divine Void Strike", "text": "236L/M/H(Air OK) Removes other landing recovery. Deflects Ki blasts from frame 4 (H version from frame 1). Goes half screen. Effective range can be massively increased by inputting it like 2366L. General purpose blockstring ender. 236Lis Blueku's go-to lariat in neutral and one of the strongest roundstart options in the game with assists. This version is anMstarter, so it can lead to massive damage. It's also a safe blockstring ender and a great combo filler, used in Goku's advanced combos. The air version has much better frame advantage if done close to the ground, which forms the basis of his corner loops. j.S>j.236Lis a good combo ender into his Lv1 Super for when you don't want to spend meter onj.214H, want to maintain a high altitude, or just can't get a sliding knockdown outside of his Lv1. Goes 90% of the screen. Smash hit wall splats, Smash5MMMwall bounces. Cancelling into this move from ANY normal will have a small gap that beats mashing, or in the case of2H>j.236M, it beats even counter2H. This version isalsoanMstarter, do not get hit by this. You will die. 236Mis used in corner combos. Smashj.236Malso links into j.DR in the corner for an easy snapback or for getting a knockdown after confirming214Lwith an assist. Teleports toward to the other wall, then charges backward. Goes fullscreen. Air version has slight vertical tracking. Wall bounces on Smash hit. Air version on ground block (2H>j.236H+ assist) leaves Goku at -5 in the air. 236His faster at fullscreen.A fullscreen5Scan now confirm to236H A fullscreen5Scan now confirm to236H Startup becomes instantaneous when used against a launched opponent, or right after his Level 3. 236His a good neutral check that can be solo converted anywhere on screen. More importantly, it's a fantastic DR crush that adds onto Blueku's already brain-melting pressure. It's also a good sideswitch tool for when your back is to the corner, as it sets up optimal loops like236Mdoes in that situation. 236L Teleport on frame 18, reappear on frame 28 236M Teleport on frame 18, reappear on frame 28 236H Teleport on frame 18, reappear on frame 28 j.236L Teleport on frame 18, reappear on frame 28 j.236M Teleport on frame 18, reappear on frame 28 j.236H Teleport on frame 18, reappear on frame 28" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "Super God Shock Flash", "text": "214L/M/H A series of command throws, with214Lbeing Goku's most potent tickthrow. LandHversions does a short ranged strike if the initial throw whiffs. Values in [ ] is if the throw whiffs. If the strike hits, Blueku can combo off it with5Lfor some reason. MandHversions move forward before performing the throw Smash on the throw. U Smash wall bounces, D Smash launches into a sliding knockdown The throw cannot hit opponents in airborne state. After the throw has landed in the combo, both it and the follow-up punch cannot hit the opponent again The one you should learn to use and abuse.214Lis an unreactable command throw with subtle animation that not only gives Goku SKD oki, but can also be easily converted with assists if he wants the damage. The downside is that it has very short range so will require specific strings in order to land, and can whiff against opponents holdingin midscreen, as they will walk out of the throw. Common ways to land this throw is staggering into dash214L, dash5L/2L>214L, IADj.S▷214Lor with2M> delay214L. It's also possible to do5H> delay214L, though214Lmust be delayed much later on big bodies, and this cannot be done onBroly. In corner combos, DR214Lis a possible combo ender that tacks on about 200 extra damage. However it requires you to input the214Lexactly 5 frames after the last hit of DR, making it a frame-perfect input. You probably won't see it outside of combo videos. If the throw misses but the opponent gets hit by the follow up punch, Goku is +6 and can link a5Lto get a combo. This is extremely rare in actual matches, and likely occurs if you misspace or mistime one of your tick throw attempts. Has much more range and can be used at any point in the blockstring, but it's much slower and more telegraphed than214L. On U Smash hit, the wall bounce allows for a solo conversion in the corner. A faster and stronger version of214M, can be converted into a combo anywhere on screen. Should be used sparingly as it can still be reacted to especially with the EX flash. 214L Teleport frames 33-35, no counterhit state during recovery 214M Counterhit state during recovery 214H Teleport frames 36-38, no counterhit state during recovery" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "Dragon Flash Kick", "text": "j.214L/M/H Reels back a tiny bit before diving 45 degree downward. Advantage ranges from -1 to -6.2H>j.214Lis a true blockstring that leaves Goku at -3 on the ground. One of the fastest divekicks in the game. Can be used to get in and out of pressure. Also good as a crossup fakeout as on hit it keeps the opponent grounded for assist extensions. Does slightly more damage thanj.Hand can combo fromj.S, making this move slightly more preferable toj.Hin assisted and Vanish combos. Smash hit causes sliding knockdown. Advantage ranges from -1 to -6.2H>j.214Mhas a gap that beats counter2H, leaves Goku at -3 on the ground. Goku's anywhere meterless SKD, with less frame advantage than Smashj.Hbut more corner carry. Only really worth doing off Vanish confirms or other short combos. In the corner, hold up (8) and do a fallingj.Safter it as safejump oki that catches all techs. On hit, follows the opponent down to the ground before doing a quick sideswitching 2-hit combo. Smash on the last hit, causes sliding knockdown. On block, after touching the ground, switches sides and teleports up in the air. Can steal corner and is at a height where he can airdash over anybody for a double sideswitch. Advantage ranges from -3 to -7.2H>j.214His a true blockstring that leaves Goku at -1 in the air. j.S>j.214His your go-to ender for long combos. For oki after it you can do5H(whiff), IADj.Mto catch all techs while regenerating assists. But where this move really shines is as a mixup tool covered by assists. After a blockedj.214H, Goku can do a 4-way mixup with empty2L, empty214L, airdash crossj.S, late airdash same sidej.L. However, late airdashj.Lwhile universal is rather hard to pull off, the setup requires good blockstun assists and it also usually requires you to2Hj.214Hbeforehand, so it's susceptible to GC (Guard Cancel the actual divekick, not the2H!). With lower-blockstun assists you can only get a left/right with same side vs crossup floatj.L. This mixup is at its most effective if you can get your opponent to respect you enough for you to do a TKj.214Hfor it. No one can GC that on reaction, so they basically have to hold the mix with no escape." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "Instant Transmission", "text": "236S(Air OK)or214S(Air OK) Teleporting kick that tracks anywhere on screen.236Sgoes behind the opponent,214Sgoes in front. Uses the direction Goku's facing to determine how he teleports. After teleporting, the move still has some vertical tracking to make sure it connects. Smash hit causes sliding knockdown. Extremely bad move in neutral, effectively a check if your opponent was falling asleep as it's easy to punish, especially if your opponent is on the ground. On raw hit, you get nearly no reward. If you really need a crossup in neutral, you should use236Hinstead. 236S Teleport frames 17-21 214S Teleport frames 17-21" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "Assist A", "text": "Dragon Flash Kick Has fullscreen horizontal tracking. Ground bounce into sliding knockdown on hit. A screen control assist, fantastic when used in conjunction with ki blasts in neutral. On hit, the ground bounce also enables unique air-to-ground extension unlike most other pop-up assists." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "Assist B", "text": "Divine Void Strike Deflects Ki Blasts. Launches on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "Assist C", "text": "Instant Transmission Tracks the opponent anywhere on screen. Bad hitbox that whiffs a lot. On hit, teleports behind the opponent and knocks them down into a ground bounce SKD." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "Extreme Speed Kamehameha", "text": "236L+M(Air OK)or236H+S(Air OK) Done raw, grounded version will have Goku leap towards the opponent, air version stays still. Mid-combo, both version teleports to the opponent instead. Rarely misses if ever. Always shows up from the direction Goku's facing. Last hit causes sliding knockdown. Minimum damage: 75×10 (750). 236L+M Non-invuln teleport frames 6-7 j.236L+M Non-invuln teleport frames 6-7" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "x10 Kaioken Kamehameha", "text": "214L+M(Air OK)or214H+S(Air OK) Hits fullscreen. There are 2 spots where you can hold a button for a sideswitch or double sideswitches. A \"free\" one before the upward kick, and one that cost 2 extra Ki gauges after the kick. Minimum damage: 1759, add 900 if 5 bars are used for a new total of 2659. Has enough frame advantage in the corner for a superjump IAD float or fastfall high/low 50/50. In addition doing (j.)236Hright after it in the corner will make Goku teleport much faster than usual (since the game still considers the opponent as being in untech time), turning it into a very effective mixup tool." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Goku", "title": "SSB Goku", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161 Color 592Color 592" }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2/Strategy", "title": "Super Baby 2", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2/Strategy", "title": "Super Baby 2", "section": "Point", "text": "Point is a good position for Baby. He has some of the highest meter gain in the game, allowing the two other characters in the back to use the meter that Baby built. Because Baby is self-sufficient in combos, he can use assists that aid his weak points in neutral and offense. In cases where Baby cannot go for his ki-blast loops, he can use his assists for extensions, which will also lead to high damage. Additionally, Baby can safely tag himself out with his 6H if he combos into it, allowing for a full combo for the tagged character and full corner carry." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2/Strategy", "title": "Super Baby 2", "section": "Mid", "text": "Probably Baby's best position for now, as his mixup game is somewhat lacking without assists but his solo neutral and pressure game is more than self-sufficient. With a powerful DHC lvl 3, a damage buff to his monké lvl 3 after one of his teammates is downed, and the ability to pressure the opponent anywhere on screen, Baby is better suited to a support role in the current meta. A strong strategy would be to run him mid until the opponent's point is on the verge of death, then swapping him in to take the kill and enable his 22X special move." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2/Strategy", "title": "Super Baby 2", "section": "Anchor", "text": "Baby is also comfortable in the anchor position, as his boosted damage output and solo fullscreen pressure can definitely enable unlikely comebacks. Equipped with his neutral tools, powerful supers and strong assists, Baby only lacks reliable mixup options once in the opponent's face without assists beside his excellent air normals for crossups. Putting him in this position also likely allows him to kill at least one of the opponent's characters, enabling his 22X stolen assist calls which can add additional layers to his space control and even mixups if you condition the opponent not to punish the startup, patching up one of his few issues." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2/Strategy", "title": "Super Baby 2", "section": "Blockstrings", "text": "•2L > 5LL > 2M > 5M ... Basic blockstring starter. You can stagger or frametrap here. •...5S > 2H > J2L This only works on crouchers, but leaves you +17. •...2M (reflected) > 5M (reflected) > 5H (reflected) 236L (reflect-proof string) Although Baby's strings are hindered by his inability to gaplessly string past 2M, he makes up for it with various reflect proof normals and specials. 5LL, 5M, 5H and 236L put you right back in the opponent's face, so you'll mostly be trying to bait the opponent into reflecting Baby's 5M and punishing them hard for it. •Safe normals: 2L, 5LL, 5M, 1/2/3S (1S is plus on block in exchange for being technically unsafe and having a long startup, so only use it to reset pressure after the opponent has been conditioned to block." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2/Strategy", "title": "Super Baby 2", "section": "j.2L Ender", "text": "Midscreen and in the corner, j.2L allows for a safe j.S setup. If your combo ends midscreen, you will most likely end up fullscreen after your opponent techs." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2/Strategy", "title": "Super Baby 2", "section": "j.214M Ender", "text": "Airthrow allows for a lot more than j.2L because of how much more advantageous on hit it is. (TBW)" }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2/Strategy", "title": "Super Baby 2", "section": "j.DR Ender", "text": "Midscreen and in the corner, you can safely set up a 1/2/3S. In the corner, you can extend pressure immediately with either a 5L which will beat mashing and set up a 5LLL/2M 50/50, or IAD j.M for a safejump. Alternatively, you can cancel the DR into 214S to set up the returning Ki Blasts. This is much hetter in the corner but still useful midscreen." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2/Strategy", "title": "Super Baby 2", "section": "Corner Steal 214L+M", "text": "You get a 50/50 off this. Whiff 2L will autotime an IAD j.M crossup or instant j.2H same side mixup. You can also go for a DR from there, but your opponent will most likely not be willing to Reflect due to the crossup threat." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2/Strategy", "title": "Super Baby 2", "section": "Tips and Tricks", "text": "Stolen assists that particularly stand out include Base Goku and Piccolo. Otherwise, any character with a projectile assist, tracking C, or DP C assist buffs Baby's neutral immensely. 6S will pierce other Ki Blasts, which will help compensate for Baby's slow beam in projectile wars. Superdash baiting via 5S or j5S can lead to you killing a character." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2/Strategy", "title": "Super Baby 2", "section": "Fighting Super Baby 2", "text": "Forcing Baby to block will nullify all returning Ki Blasts. j.2H is a much less rewarding option than IAD j.M in his post lvl3 corner pullout. Keep your healthbar in mind if you get knocked down by it. Baby's 214S can be avoided at round start by every character via jumping back. You can punish with superdash, but different characters may have more rewarding options. Baby cannot cancel the first two hits of his ground and air Ki Blast. Reversal Superdash at point blank will punish them. Baby has a deadzone in the air where his beam and Ki Blasts will not hit, opposite him at around superjump height. You can superdash from there for a punish. Blocking the melee hitbox of 214S and superdashing is an easy punish." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2/Strategy", "title": "Super Baby 2", "section": "Baby B Counterplay", "text": "When Baby B is called, you have three basic options to fight it depending on where you are and what you're in the middle of. You absolutely do not want to block both hits of this assist or take the hit, as that gives your opponent free pressure or a full combo on hit. Reversal Jump:At jump height and above, you can take advantage of the system mechanics to get out. Blocking anything in the air gives you your air options back, and blocking the assist anywhere above jump height will cause your character to leave blockstun begore touching the ground. From there you can airdash or double jump to avoid the second hit. 2H:Baby B is technically a Head property move, meaning you can 2H it on reaction. It counts as a hit which lets you cancel the 2H into anything you'd normally be able to. This is especially good if your character has a safe escape option, like Roshi's Masterful Leap or Trunks' Flips. Air-to-Air:If you react soon enough, you can jump and air-to-air the assist before it's hitbox comes active. Human reaction time is anywhere from 20-25 frames, meaning you'll have 25-30 frames to jump up and hit it. This is presuming you aren't in the recovery of an attack which can affect how soon your character can jump. The relative strength of these options will vary by character, but the important thing to note is thatyou have to hit Baby. He will still dive and hit you if your opponent runs up and blocks your attack." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "Overview", "text": "Vegitoplays like how he acts: cocky, flamboyant, and finding ways to get under your skin; and he can easily get away with it, too. Vegito has phenomenal tools to control neutral and thus the pace of the game. Once he gets in, he likes to bully his opponent with long blockstrings and crushing pressure. His playstyle heavily encourages conditioning and forcing his opponent into either blocking forever, or risk using a defensive option to escape. There are few fields where Vegito can't put on a show using the opponent as his fool. His normals reach far and have plenty of active frames, andSplit Finger ShotGuardAllStartup18RecoveryAdvantageis one of the best tools in the game for clearing the screen, while also having a suprising amount of executional depth behind it, usable even for advancing. Unlike other characters however, Vegito's mixup becomes significantly worse in the corner due to losing access to his left/right mixup. Should he make a mistake and put his opponent in the corner, a lot of creativity and risks must be taken in order to open up an opponent with competent defense. Vegito (SSGSS)utilizes his powerful neutral and long-range pokes to bully the opponent into extremely annoying pressure and consistently good damage. Excellent Neutral: Huge grounded buttons andnigh fullscreen lariatGuardAllStartup11Recovery16Advantage-5, a low-commitspread projectileGuardAllStartup18RecoveryAdvantageand a greatanti-air grabGuardThrowStartup13Recovery21 + 3 After LAdvantagedominate the pace of neutral. Support Value: Vegito A is great for clearing the screen while Vegito B is a fantastic mixup assist.236LGuardAllStartup11Recovery16Advantage-5allows for Special Tag into air Dragon Rush for a sliding knockdown anywhere on screen, and both DHC Supers are very versatile. Blockstrings: Very hard to challenge in blockstrings since his normals are so hilariously large and he can space himself out of most characters5Lnormals. Left/Right Mix-up: Vegito'sj.SGuardAllStartup15RecoveryAdvantageenables him to do strong same side mix-ups that lead into good reward and beat anti-air options. Corner Mix-up: Limited to universal mix-up options at the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "5L", "text": "Huge, advancing multihit normal. One of the best5L's in the game as it covers many situations for you. If it clashes, wins the clash thanks to the multihit properties. Easy to confirm, you don't have to chain into something else on block. Hard to whiff punish because of how active it is and because of how good5LLis. At 7 frames, it's slower than most5Ls in the game, making \"neutral\" on block situations (like after a blocked6M) effectively +1 on Vegito. If you postion yourself at tip5Lrange you'll force your opponent to use medium attacks to reach you, making it easier for Vegito to frametrap them. All its 4 hits are jump cancellable in Sparking!, making it hard to predict when you'll go for your left-right mixup. Big, fast and quick to recover. On block it maintains your spacing, making it a good stagger point. Allows5Lto consistenly convert into combos. If you hit an opponent that's in the air it will cause a ground bounce, meaning you can always pick them up with any of your normals besides2Mand2L. Can't be canceled into during the last frames of5L. For delayed frametraps, use5Mor5Sinstead. Cancelling into this from a blocked5LLalways leaves the opponent in too much blockstun for the throw to work, but you can setup a tickthrow using low blockstun assists or after a Level 3 knockdown. For Vegito this is situational as he doesn't get huge reward from it and he has better mixup options. Despite being a grab, it can be used multiple times in a combo. 5L Clash level: 1" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "5M", "text": "A far-reaching, advancing normal: surprising priority and vertical reach, remarkably safe to throw out for its range. Cancel it into5S. From there, confirm into a combo or start your spaced pressure game. In the corner it won't space you out, but since5Sis safe you can backdash into5Minstead. Contesting this situation is risky for the opponent, and if they decide to block, your assists will start to come back. Like most of Vegito's moves, it'll reach the opponent even if they reflected your blockstring. Can reverse beat into2L, opening up extended pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "5H", "text": "Blockstring and combo filler, and a great one at that. If possible, you want to route your combos into this move as it gives you access to rejumps. Even in the corner,5Hcombos do more damage than ones using236MGuardAllStartup16Recovery16Advantage-5. Like most of Vegito's moves, it'll reach the opponent even if they reflected your blockstring." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "5S/6S", "text": "A point-blank Ki explosion. High blockstun and hitstun. Can now be used for Sparking loops. 5Sand6Scount as different normals, allowing both of them to be used in the same combo and blockstring. Both normals are great for blockstrings in the corner, as they can beat both reflect and mashing while also being safe on block. Tracks fullscreen and always has the same startup, making itthe fastest fullscreen poke in the entire gametied with Bardock's EX lariat. Combine with3SGuardAllStartup18Recovery21Advantage-5for extremely annoying and highly rewarding space control." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "2L", "text": "You canreverse beatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.into this move from your medium attacks. As you'll often take your turn with5M, you'll likewise often have the option to use this and extend your blockstrings with your autocombo. It's also invulnerable to lows and airborne from frame 5. Effective as a defensive tool against characters that stagger with lows and rely on command grabs, likeAndroid 21andAndroid 18, or as a read against DR. Displaces your hurtbox, occasionally dodging some mids. Leaves a 5 frame gap when chained into. High blockstun, useful in Sparking! pressure. Jails into vanish. Scales like aMedium, leading to VERY high damage on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "2M", "text": "Long range slide and Vegito's fastest low. It's not recommended to use this in neutral instead of5M. Use it in pressure to call out jumping attempts or punish people spamming reflect by true stringing into it. Anti reflects, but it notably loses to reflect into Z change. Combos into2L" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "2H", "text": "Can hit opponents behind Vegito" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "2S", "text": "Switches sides on Smash hit, launches upward on non-Smash. Considered as projectile. Jails into vanish. Vegito2Sis somewhat slow, but good for grounded side-switch combos, as well as beating Super Dash. The wallbounce on Smash hit is long enough to let him pick up with dash2Mfor very strong conversions.Holdto make Vegito take a big step forward during the move. This makes it reach fullscreen, allowing him to combo6S>3Sfor extremely oppressive neutral control." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "6M", "text": "Great hit-box, high probability of kicking away super dashes. More risky than other characters,5Lloses to 6f normals and214Sbaitable. If you use this up close, you have to commit to either using an assist to keep your turn or risk playing the RPS. If you're farther away, there's a chance you will whiff punish someone's mashing." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "j.L", "text": "Great for crossups" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "j.M", "text": "Good air-to-air. Combo filler." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "j.H", "text": "Vegito's main cross-up tool and jump-in button. IADj.Hcan cross-up at point blank and be followed up by5Mafter landing to maintain pressure or convert into a combo. On air hit, sends the opponent forward instead of knocking them down like a typicalj.H. This is useful for corner combos and Vegito will be using ita lot, but he will have to score knockdowns by other means. Dynamic hit5LLLLLLLcan wall bounce. Values in [ ] are for Dynamic hit" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "j.S", "text": "Amazing anti-ground button, combo tool, and mix-up tool. Similar to2S, this is a projectile with huge hitbox andwithoutHead property, so it's great at sniping opponents underneath Vegito. Recenters the opponent on hit and boasts high hitstun making this Vegito's go-to combo ender, such asj.S>j.214Morj.S>j.236L> Super." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "j.2H", "text": "Typical launcher/combo extender. Easily combos intoj.214Mfor sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "Spiral Heel Shot", "text": "236L/M/H(Air OK) Puts Vegito airborne. The first hit will trigger a kicking sequence on hit and clash. Smash triggers on the last hit of either the \"whiff\" version or the auto-kick sequence. Non-smash last hit send the opponent flying with decent hitstun. Has medium scaling Air versions slightly track opponents above Vegito and all have longer range than ground versions. Tiger knee-ing these moves in neutral will give higher chance of hitting. All versions can be used as a lariat or counterpoke, but Vegito's normals far outclass236Land236Mfor this task. Mainly used for safely ending blockstrings and combo filler. Non-smash whiff version can be used for advanced combos. Carries momentum on auto-kick hit. Smash hit corner splats. Staple of his corner BnBs. Save your smash for this, unless you're going for meaty5H. Smash hit causes a wall bounce, able to followup from midscreen. Amazing tiger knee option, will track up to regular jump height" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "Atomic Buster", "text": "214L/M/H(Air OK) Has Anti-Air property On whiff, Vegito can act as soon as he starts descending, can be used for mixups Vegito's anti-air command grab. All versions are commonly used as combo enders or as a terrifying air-to-air. Travels almost vertically. Causes a soft knockdown. You can gimmick people with a2Mafter landing this, and also used for standard ender in corner BnBs.214Linto vanish DR, gives sliding knockdown and the DR animation wastes time on the meter penalty timer. Travels diagonally. Causes a sliding knockdown. Can act as soon as Vegito starts descending. Vegito's best air ender for midscreen or slightly out of corner BnBs, as it is very easy to combo into either afterj.2Hor a vanish, and gives sliding knockdown. In the corner it gives Vegito a ton of time to get oki because of this (hold 9 into a falling air button), whereas mid-screen he'll have a harder time keeping pressure because of the distance the move puts on him and the opponent (holdSand 669 into a fallingj.H, loses to in-place tech). Regardless, it's his best way to end most air combos. Travels diagonally Causes a ground bounce sliding knockdown, can link into5Lin the corner. A powerhouse, and a fantastic metered option for anti-airing, anti-jumping, and air-to-airing. It's combination of speed, head invulnerability and unrecoverable damage will make Vegito's opponents think twice about jumping. Even if the grab whiffs, it puts Vegito in a decent position to utilize his other aerial options." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "Split Finger Shot", "text": "236S(Air OK) Can be superdashed through... but don't do it if he has 3 bars, as it's also Lv3 cancellable An amazing, low commitment ki-blast. Its combination of screen coverage, speed, safeness, and when used in conjunction with his myriad of anti-air options allows Vegito to control the flow of neutral extremely well. When performed after a5M, carries additional momentum and can be air dash canceled. This can be used to mix up opponents by providing a descending overhead mixup, similar to Bardock's Grounded M Rebellion Spear. Somewhat risky if not covered, but a useful tool nonetheless. The air version of236Scarries all of his air momentum in the move, although he halts for a few seconds and then you move. This means Vegito can move quickly forward, back, or whatever he wants to do using236S, which gives him some neat movement options. They're not perfect, as you can superdash the move, so be cautious when using it." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "Barrier", "text": "214S(Hold OK) Can counter anything except grabs and supers The counter attack is jump cancellable in Sparking Can grab multiple times in a combo like5LLL Can grab both grounded and aerial opponents" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "Assist A", "text": "Split Finger Shot A fast, screen-clearing assist that doubles as an excellent defensive assist. The strength of its area denial cannot be overstated. It grants fast, fullscreen coverage and at jump height, so is exceptionally efficient at covering for approaches or policing the opponent's assist calls. One of the few assists that position themselves high up into the air, making it very unlikely to be punished or get caught in Happy Birthdays. When called at close range, Vegito will also spawn behind the point character, completely safe from incoming attacks. A common strategy is passively mashing on this assist while defending, as once it's out, it will instantly shut down the opponent's offense. While having low blockstun that can be GC Super Dashed or GC Reflected, it is still good for lockdown especially in the corner due to just covering all regions the opponent can go. SD and Reflect can also be countered by baiting them out and punishing accordingly, or with anti-Reflect strings. Additionally thanks to the defensive spawn point, it's also great for stagger pressure and baiting retaliations. Dash blocking or intentionally ending blockstrings while calling this assist and the opponent will promptly get hit trying to take their turn." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "Assist B", "text": "Spiral Heel Shot Great for combo extensions and blockstring pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "Assist C", "text": "Spirit Sword Can be good for mixes if one can take advantage of the low hit stun frames, though it must be called years in advance as it has an abysmal 65 frames of start up if called outside a combo. Great tracking, and it's quite useful in combos thanks to it hitting nearly anywhere. Extremely narrow downward angle makes it easy to side switch and the knockdown is slow giving one plenty of time to prepare/react. Unfortunately, Vegito C wants to do a similar job as Vegito A but that has half the cost, half the startup, and triple the use. Vegito A is an overbearingly powerful assist that can do many things that Vegito C already does, such as outrageous comboability and screen control. It just does them better." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "Spirit Excalibur", "text": "236L+Mor236H+S Does more damage close-range as opposed to far-range Hits full screen, dragging the opponent down with the sword Deals less hits the further away the opponent is and will miss if the opponent is too high up. At max range, does 2 hits (200, 2300) Minimum damage: 30*4, 750 (870)" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "Omega Finishing Blow", "text": "j.236L+Morj.236H+S Costs 1 Ki Gauge Minimum damage: 300, 440 (740) Tracks the opponent Can be easily anti-air'd on reaction Values in [] is damage if Z-Changed before the punch lands (Minimum damage: 675)" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "Final Kamehameha", "text": "214L+M(Air OK)or214H+S(Air OK) Minimum damage: 1739 Causes a hard knockdown on hit. Vegito's level 3. Fast, easy to punish with and combo into. Gives a terrifying left/right mixup, if you're willing to spend an extra bar to vanish afterwards. Spend an extra bar for extra damage at the cost of frame advantage. Minimum damage: 420 Total Minimum damage: 2159" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegito", "title": "SSB Vegito", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.04", "title": "Version", "section": "Intro", "text": "Version1.04 Date Released:February 28, 2018 LinksSteam" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.04", "title": "Version", "section": "Modes", "text": "Added the Party Match feature which enables automatic match-up with 5 other players to play a Party Match. Expanded Replay Channel functions (added “Followed Player Channel” and “Search Channel”) – Previous replay data will be deleted Added controller vibration to indicate when an opponent has been found Added “Return to Character Selection” and “Return to Course Selection” after completing a course Fixed a bug that shows the Dragon Balls collection animation while options were set on “Do not display” Fixed a bug that made the Assist Gauge recover when player guards continuously Fixed a bug that prevented the UI to be displayed properly when player passes the objective right after the beginning of the match" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.04", "title": "Version", "section": "System Changes", "text": "Fixed a bug that prevents Destructive Finish and Stage Destruction effects to appear with a character resurrected by Shenron Fixed a bug that prevents voices of Support Characters (like Android 17 or Ginyu Force) to be played normally when called into battle Fixed a bug that reversed the guard controls when a character is being changed by a Dragon Rush" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.04", "title": "Version", "section": "Android 18", "text": "Fixed a bug of voice/mouth synchronization when special dialogues are played against Piccolo and Vegeta" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.04", "title": "Version", "section": "Android 21", "text": "Fixed a bug that prevented Android 21 from disappearing immediately after she is called in for a Z-Assist and the main character takes damage Fixed a red visual bug when Android 21 is called in for a Z-Assist and the main character takes damage" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.04", "title": "Version", "section": "Captain Ginyu", "text": "Fixed a bug that allows Ultimate Z Change to be performed with less than 3 gauges after performing “Powerful Energy Wave”" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.04", "title": "Version", "section": "Frieza", "text": "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" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.04", "title": "Version", "section": "Goku Black", "text": "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" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.04", "title": "Version", "section": "Hit", "text": "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 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" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.04", "title": "Version", "section": "Majin Buu", "text": "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" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.04", "title": "Version", "section": "Tien", "text": "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…”" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.04", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Intro", "text": "Version1.31 Date Released:June 29, 2022 LinksBandai Namco EuropeBandai Namco Japan (Part 1)Bandai Namco Japan (Part 2)" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "System Changes", "text": "While in Sparking! state:Super Dash no longer launches grounded opponent on hit (Ground Hitstun changed from \"Launch\" to \"18\")Reduced self knockback on hit or block against grounded opponent and grounded-by-proximity opponentAir normals when canceled out of Super Dash will no longer whiff against crouching opponents (counteracting Rising Overhead Protection implemented inVersion 1.21) Super Dash no longer launches grounded opponent on hit (Ground Hitstun changed from \"Launch\" to \"18\") Reduced self knockback on hit or block against grounded opponent and grounded-by-proximity opponent Air normals when canceled out of Super Dash will no longer whiff against crouching opponents (counteracting Rising Overhead Protection implemented inVersion 1.21) Can no longer be performed with 9A1/A2 or 3A1/A2 (Guard Cancel and Guard Cancel Vanish are not affected by this change) Fixed an issue in which odd behavior would occur when performing a Super Attack and Z Change or Ultimate Z Change from a specific attack" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Android 16", "text": "5LBuffForward movement increased Forward movement increased 5LLLBuffForward movement increased Forward movement increased 5MBuffRecovery reduced from 19 to 17. Due to this change, advantage on block increased from -6 to -4, advantage on grounded hit increased from -3 to -1 Recovery reduced from 19 to 17. Due to this change, advantage on block increased from -6 to -4, advantage on grounded hit increased from -3 to -1 5SBuffStartup sped up from 15 to 10. Due to this change, total animation sped up from 55 to 50 Startup sped up from 15 to 10. Due to this change, total animation sped up from 55 to 50 2HBuffNow recovers at a higher position in the air Now recovers at a higher position in the air j.2HBuffStartup sped up from 19 to 18Forward movement during startup increased when the opponent is in hitstun/untech Startup sped up from 19 to 18 Forward movement during startup increased when the opponent is in hitstun/untech Close Hell Heat (214S)GuardAllStartup24Recovery14Advantage+8BuffRecovery reduced from 18 to 14. Due to this change, advantage on block increased from +4 to +8, advantage on Reflect increased from -1 to +3, advantage on grounded hit increased from +6 to +10 Recovery reduced from 18 to 14. Due to this change, advantage on block increased from +4 to +8, advantage on Reflect increased from -1 to +3, advantage on grounded hit increased from +6 to +10 Assist AGuardAllStartup22RecoveryAdvantage+26BuffStartup sped up from 28 to 22 Startup sped up from 28 to 22" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Android 17", "text": "2MBuffRecovery sped up from 18 to 17? Due to this change, advantage on block increased from -6 to -5 Recovery sped up from 18 to 17? Due to this change, advantage on block increased from -6 to -5 HAccel Driver (236H)GuardAllStartup33~47Recovery35Advantage-23BuffCan now be cancelled into any follow-up once it crosses up the opponent and before attacking Can now be cancelled into any follow-up once it crosses up the opponent and before attacking HFinishing Driver (214H)GuardAllStartup37~51Recovery35Advantage-23BuffCan now be cancelled into any follow-up once it crosses up the opponent and before attacking Can now be cancelled into any follow-up once it crosses up the opponent and before attacking MTop Gear (Gear5M)GuardAllStartup10Recovery24Advantage-9BuffIncreased distance moved during the attack Increased distance moved during the attack MLow Gear (Gear2M)GuardLowStartup12Recovery26Advantage-11BuffIncreased distance moved during the attack Increased distance moved during the attack" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Android 18", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Android 21", "text": "5HBuffRecovery reduced from 20 to 17. Due to this change, advantage on block increased from -8 to -5 Recovery reduced from 20 to 17. Due to this change, advantage on block increased from -8 to -5 2HBuffStartup sped up from 16 to 14Invulnerability shortened from 4-20 Head to 4-18 Head Startup sped up from 16 to 14 Invulnerability shortened from 4-20 Head to 4-18 Head LTotal Detonation Ball (236L)GuardAllStartup18RecoveryTotal 56Advantage-10BuffCancel option added: Can now whiff cancel into Super Dash starting from frame 29. If the ball makes contact before frame 29, cancelable into Super Dash starting from frame 8 of recovery Cancel option added: Can now whiff cancel into Super Dash starting from frame 29. If the ball makes contact before frame 29, cancelable into Super Dash starting from frame 8 of recovery Sweet Tooth (214L+Mor214H+S)GuardAllStartup10+3RecoveryAdvantage-29NerfRecovery on hit increased. Due to this change, advantage on hit decreased from +38 to +18 Recovery on hit increased. Due to this change, advantage on hit decreased from +38 to +18 Excellent Full Course (j.214L+Morj.214H+S)GuardAllStartup11+3RecoveryUntil LAdvantageNerfAdvantage on hit decreased from +38 to +28 Advantage on hit decreased from +38 to +28" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Android 21 (Lab Coat)", "text": "Savory Slicer (236L/M/Handj.236L/M/H)GuardAllStartup13Recovery12+4LAdvantage-8NerfBlockstun of the last hit reduced from 15 to 12. Due to this change, advantage on block for ground versions decreased from -5 to -8 Blockstun of the last hit reduced from 15 to 12. Due to this change, advantage on block for ground versions decreased from -5 to -8 HSavory Slicer (236Handj.236H)GuardAllStartup13Recovery12+4LAdvantage-8NerfDamage proration increased from 100%+1 (Once) to 90%+1 (Once). Due to this change, damage from combos starting with these moves is decreased Damage proration increased from 100%+1 (Once) to 90%+1 (Once). Due to this change, damage from combos starting with these moves is decreased HVertical Savory Slicer (214Handj.214H)GuardAllStartup9Recovery17Advantage-4NerfDamage proration increased from 100%+1 (Once) to 90%+1 (Once). Due to this change, damage from combos starting with these moves is decreased Damage proration increased from 100%+1 (Once) to 90%+1 (Once). Due to this change, damage from combos starting with these moves is decreased Mignardise Heel (22L/M/H)GuardLowStartup11Recovery16Advantage-5NerfBase damage reduced:22Lfrom 900 to 60022Mfrom 1000 to 70022Hfrom 1100 to 800Damage proration increased from 90%+1 to 90%+2. Due to this change, damage from combos utilizing these moves is decreased Base damage reduced: Damage proration increased from 90%+1 to 90%+2. Due to this change, damage from combos utilizing these moves is decreased Photon Swipe (236Sandj.236S)GuardAllStartup17Recovery29Advantage-12NerfStartup slowed down from 14 to 17 Startup slowed down from 14 to 17 Ground Total Detonation Ball (236L+M)GuardAllStartup9+4RecoveryTotal 69+7LAdvantage-34NerfRecovery increased from Total 54+7L to Total 69+7L. Due to this change, advantage on block decreased from -19 to -34, advantage on hit decreased from +16 to +1 Recovery increased from Total 54+7L to Total 69+7L. Due to this change, advantage on block decreased from -19 to -34, advantage on hit decreased from +16 to +1 Photon Pulse (236H+S)GuardThrowStartup21Recovery17AdvantageNerfBase damage reduced from 2121 to 2021Damage proration increased from 100%+2 to 80%+2. Due to this change, damage from combos starting with this move is decreasedWill no longer grab the opponent while they're in hitstunInvulnerability shortened from 4-27 All to 20-27 AllKi gain penalty added on whiff Base damage reduced from 2121 to 2021 Damage proration increased from 100%+2 to 80%+2. Due to this change, damage from combos starting with this move is decreased Will no longer grab the opponent while they're in hitstun Invulnerability shortened from 4-27 All to 20-27 All Ki gain penalty added on whiff" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Bardock", "text": "5LLLBuffInvulnerability added from None to 1-15 HeadForward movement increased Invulnerability added from None to 1-15 Head Forward movement increased 5SBuffRecovery reduced from Total 37 to Total 34. Due to this change, advantage on block increased from -4 to -1 Recovery reduced from Total 37 to Total 34. Due to this change, advantage on block increased from -4 to -1 LRebellion Spear (236Landj.236L)GuardAllStartup7Recovery20Advantage-4BuffStartup sped up from 10 to 9 Startup sped up from 10 to 9 AirMRebellion Spear (j.236M)GuardAllStartup9Recovery28Advantage-5BuffStartup sped up from 12 to 9 Startup sped up from 12 to 9 Charged Tyrant Lancer (236[S])GuardAllStartup29~42Recovery21Advantage+8BuffBlockstun increased from 18 to 22. Due to this change, advantage on block increased from +4 to +8 Blockstun increased from 18 to 22. Due to this change, advantage on block increased from +4 to +8 Assist AGuardAllStartup20RecoveryAdvantage+27BuffHitstop on hit increased from 15 to 20. Due to this change, hitstun and untech time increased from 15+20 to 20+20 Hitstop on hit increased from 15 to 20. Due to this change, hitstun and untech time increased from 15+20 to 20+20" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Beerus", "text": "5SBuffCan now be used 2 times per string (Changed from once per string) Can now be used 2 times per string (Changed from once per string) 2MBuffForward movement increased Forward movement increased 2SBuffCan now whiff cancel into5H,5Sand2H Can now whiff cancel into5H,5Sand2H Spheres of Destruction (236S)GuardAllStartup29RecoveryTotal 55Advantage+2BuffStartup sped up from 34 to 28. Due to this change, total animation sped up from 54 to 48 Startup sped up from 34 to 28. Due to this change, total animation sped up from 54 to 48" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Broly", "text": "5MNerf ◥kaiokek: Its range is worse as an 11F button. At match start, it now hits 1F later than it used toInitial forward movement decreased. Due to this change, active frames now cover a wider area: early frames are closer to starting position, last frame's position is unchanged Initial forward movement decreased. Due to this change, active frames now cover a wider area: early frames are closer to starting position, last frame's position is unchanged 5SNerfRecovery increased from Total 36 to Total 42. Due to this change, advantage on block decreased from -3 to -9 Recovery increased from Total 36 to Total 42. Due to this change, advantage on block decreased from -3 to -9 2LBuffRecovery reduced from 15 to 13. Due to this change, advantage on block increased from -2 to ±0 Recovery reduced from 15 to 13. Due to this change, advantage on block increased from -2 to ±0 2MNerfRecovery increased from 19 to 25. Due to this change, advantage on block decreased from -5 to -11 Recovery increased from 19 to 25. Due to this change, advantage on block decreased from -5 to -11 j.LBuffStartup sped up from 7 to 6 Startup sped up from 7 to 6 ChargedM/HLariat Express (236[M/H])GuardAllStartup28~46Recovery24Advantage-9BuffKnockback on block increased Knockback on block increased ChargedM/HGigantic Claw (214[M/H])GuardThrowStartup24~43Recovery22AdvantageBuffForward movement increased Forward movement increased ChargedM/HGigantic Claw (j.214[M/H])GuardThrowStartup16~36Recovery22AdvantageReworked ◥kaiokek: Back-to-corner j.214[H] combos are negatively affected because Broly goes too far away from the cornerForward movement increased Forward movement increased" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Broly (DBS)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Captain Ginyu", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Cell", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Cooler", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Frieza", "text": "5SBuffStartup sped up from 11 to 9. Due to this change, total animation sped up from 35 to 33 Startup sped up from 11 to 9. Due to this change, total animation sped up from 35 to 33 2HBuffStartup sped up from 17 to 15Invulnerability shortened from 4-21 Head to 4-19 Head Startup sped up from 17 to 15 Invulnerability shortened from 4-21 Head to 4-19 Head 2SBuffStartup sped up from 15 to 12. Due to this change, total animation sped up from 38 to 351S,2Sand3Sare now separated normals. Each version can whiff cancel into the other once per string Startup sped up from 15 to 12. Due to this change, total animation sped up from 38 to 35 1S,2Sand3Sare now separated normals. Each version can whiff cancel into the other once per string j.SBuffStartup sped up from 15 to 12Base damage increased from 400 to 500 Startup sped up from 15 to 12 Base damage increased from 400 to 500 MDeath Slash (236M)GuardAllStartup14Recovery23Advantage-2BuffRecovery reduced from 30 to 23. Due to this change, advantage on block increased from -9 to -2, advantage on Reflect increased from -13 to -6 Recovery reduced from 30 to 23. Due to this change, advantage on block increased from -9 to -2, advantage on Reflect increased from -13 to -6 You might not survive this time (236Sandj.236S)GuardAllStartup13Recovery24+6LAdvantage-5BuffRecovery on non-Smash hit reduced236Sfrom Total 49 to Total 37+6L. Due to this change, advantage on block increased from -17 to -5, advantage on Reflect increased from -13 to -1j.236Sfrom Total 60 to Total 51 Recovery on non-Smash hit reduced You must die by my hand! ([H+S]while knocked down)GuardAllStartup39+2RecoveryAdvantage-68 [+35]BuffBase damage increased from 480×10 to 520×10. Minimum damage increased from 192×10 to 208×10 Base damage increased from 480×10 to 520×10. Minimum damage increased from 192×10 to 208×10" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Gogeta (SSGSS)", "text": "j.LBuffActive frames increased from 4 to 6Recovery reduced from 13 to 11 (Total animation duration unchanged) Active frames increased from 4 to 6 Recovery reduced from 13 to 11 (Total animation duration unchanged) Multiplex Afterimage (236Sandj.236S)GuardAll×5, HighStartup34RecoveryAdvantage+2BuffCancel option added: Can now whiff cancel into Super Dash during recovery if the follow-up divekick doesn't come out Cancel option added: Can now whiff cancel into Super Dash during recovery if the follow-up divekick doesn't come out Ultimate Z ChangeBuffNew property added: When one teammate is downed, Ultimate Z Changing into Gogeta using the assist button for that downed character will now performGod Punisher (236L+M)GuardAllStartup10+4RecoveryAdvantage-24instead ofBig Bang Kamehameha (236H+S)GuardAllStartup10+4RecoveryAdvantage-33 New property added: When one teammate is downed, Ultimate Z Changing into Gogeta using the assist button for that downed character will now performGod Punisher (236L+M)GuardAllStartup10+4RecoveryAdvantage-24instead ofBig Bang Kamehameha (236H+S)GuardAllStartup10+4RecoveryAdvantage-33" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Gogeta (SS4)", "text": "5HBuffKnockback on block increased Knockback on block increased 2HBuffNew property added: Holdingduring startup will reduce forward movement and increase knockback on block New property added: Holdingduring startup will reduce forward movement and increase knockback on block GroundMMeteor Strike (214M)GuardHighStartup26Recovery15Advantage+2BuffStartup sped up from 30 to 28 Startup sped up from 30 to 28" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Gohan (Teen)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Gohan (Adult)", "text": "5LBuffForward movement increased Forward movement increased 2LBuffStartup sped up from 8 to 7. Due to this change, total animation sped up from 24 to 23 Startup sped up from 8 to 7. Due to this change, total animation sped up from 24 to 23 j.LBuffActive frames increased from 3 to 5. Due to this change, total animation increased from 19 to 21 Active frames increased from 3 to 5. Due to this change, total animation increased from 19 to 21 5MBuffForward movement increased Forward movement increased 2SBuffStartup sped up from 12 to 9. Due to this change, the recovery sped up from 36 to 33 Startup sped up from 12 to 9. Due to this change, the recovery sped up from 36 to 33 j.2SReworked ◥kaiokek: Cancelling into aHbutton doesn't refresh Super DashCan cancel the landing recovery with5H,5Sor Super Attack (236L+M) from frame 6 onwards Can cancel the landing recovery with5H,5Sor Super Attack (236L+M) from frame 6 onwards LJet Uppercut (236L)GuardAllStartup7Recovery19Advantage-15BuffStartup sped up from 9 to 7 when at Potential Unleashed level 1+Increased untechable time when at Potential Unleashed level 1+, opening up new routesAdjusted movement when Potential at Unleashed level 1+Recovery reduced from 33 to 19. Due to this change, advantage on block increased from -29 to -15, and recovery sped up from 33 to 19 Startup sped up from 9 to 7 when at Potential Unleashed level 1+ Increased untechable time when at Potential Unleashed level 1+, opening up new routes Adjusted movement when Potential at Unleashed level 1+ Recovery reduced from 33 to 19. Due to this change, advantage on block increased from -29 to -15, and recovery sped up from 33 to 19 Masenko (236S)GuardAllStartup18Recovery21Advantage-16BuffCan be cancelled with Super Dash on hit, block or whiff when Potential Unleashed level 0+ Can be cancelled with Super Dash on hit, block or whiff when Potential Unleashed level 0+ Potential Unleashed (236H+S)GuardAllStartup9+3Recovery44Advantage-29BuffStartup sped up from 9+20 to 9+3 when charging up to level 6 or level 7. Startup sped up from 9+20 to 9+3 when charging up to level 6 or level 7." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Goku", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Goku (Super Saiyan)", "text": "5SBuffOn hit properties for the last (6th) Ki Blast changed: knockback changed, wall bounce effect added, untechable time increased from 5+20 to 5+24 + WBounce On hit properties for the last (6th) Ki Blast changed: knockback changed, wall bounce effect added, untechable time increased from 5+20 to 5+24 + WBounce MDragon Flash Fist (236Mandj.236M)GuardHighStartup26Recovery17Advantage+2BuffGround236Mstartup slowed down from 26 to 28Blockstun increased:236Mfrom 15 to 22j.236Mfrom 15 to 19Due to this change, advantage on block for ground236Mincreased from -5 to +2 Ground236Mstartup slowed down from 26 to 28 Blockstun increased: Due to this change, advantage on block for ground236Mincreased from -5 to +2 M/HFlurry Kick (214M/Handj.214M/H)GuardAllStartup13Recovery21 [11]Advantage-39 [-2]BuffInvulnerability added:214Mfrom None to 4-42 Head214Hfrom None to 4-52 Headj.214Mfrom None to 4-38 Headj.214Hfrom None to 4-48 HeadClash level increased from 0 to 4 Invulnerability added: Clash level increased from 0 to 4 Kamehameha (236S,j.236Sandj.236S[2])GuardAllStartup18Recovery21 [17]Advantage-16 [-10]BuffCancel option added: Can now whiff cancel into Super Dash during recovery Cancel option added: Can now whiff cancel into Super Dash during recovery Super Kamehameha (236L+M,236L+M[8],j.236L+Mandj.236L+M[2])GuardAllStartup9+4Recovery36Advantage-19BuffBase damage increased:236L+Mandj.236L+Mfrom 250×10 to 270×10. Minimum damage increased from 77×10 to 83×10236L+M[8] from 270×10 to 280×10. Minimum damage increased from 81×10 to 86×10j.236L+M[2] from 250×10 to 260×10. Minimum damage increased from 75×10 to 78×10 Base damage increased: Warp Kamehameha (236H+Sandj.236H+S)GuardAllStartup18+4 [6+4]Recovery36Advantage-19BuffBase damage increased from 270×10 to 280×10. Minimum damage increased from 81×10 to 86×10When canceled fromj.236L+Morj.236L+M[2], minimum damage increased from 42×10 to 43×10 Base damage increased from 270×10 to 280×10. Minimum damage increased from 81×10 to 86×10 When canceled fromj.236L+Morj.236L+M[2], minimum damage increased from 42×10 to 43×10" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Goku (SSGSS)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Goku (Ultra Instinct)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Goku (GT)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Goku Black", "text": "2HBuffSped up startup from 18 to 15 Sped up startup from 18 to 15 5SBuffProjectile is now launched briefly after the move is blocked Projectile is now launched briefly after the move is blocked M/HGod SlicerGuardAllStartup20Recovery20Advantage-27BuffAdded invulnerability236Mfrom None to ___-___ Head236Hfrom None to ___-___ Head Added invulnerability 236S(Black Kamehameha)GuardAllStartup18Recovery19Advantage-14BuffCan now be followed up by a superdash Can now be followed up by a superdash 214S(Binding Black Kamehameha)GuardThrow, AllStartup25Recovery19Advantage-14BuffCan now be followed up by a superdash Can now be followed up by a superdash 214M(Instant Transmission)GuardStartupRecoveryTotal 28[Total 36]AdvantageReworkedNow puts Goku Black in a spot further in front and above the opponent. Now puts Goku Black in a spot further in front and above the opponent. 214H(Instant Transmission)GuardStartupRecoveryTotal 24[Total 32]AdvantageBuffAppears at frame 22 from 26 Appears at frame 22 from 26" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Gotenks", "text": "5LLBuffStartup sped up from 10 to 9 Startup sped up from 10 to 9 5MBuffRecovery reduced from 16 to 15. Due to this change, advantage on block increased from -6 to -5, advantage on grounded hit increased from -3 to -2 Recovery reduced from 16 to 15. Due to this change, advantage on block increased from -6 to -5, advantage on grounded hit increased from -3 to -2 HGreat Special Rolling Kick (214Handj.214H)GuardAllStartup10Recovery18Advantage-4 (airborne)ReworkedMovement speed increased when controlled with/// Movement speed increased when controlled with/// Vengeful Shout (236Sandj.236S)GuardAllStartup17Recovery20+LAdvantage-16+LBuffCancel option added: Can now whiff cancel into Super Dash during recovery Cancel option added: Can now whiff cancel into Super Dash during recovery H+SSuper Ghost Kamikaze Attack (236H+S)GuardAllStartupRecovery57 TotalAdvantage+20 (per Ghost)NerfStartup slowed down from 9+28 to 9+37. Due to this change, total animation slowed down from 51 to 60 Startup slowed down from 9+28 to 9+37. Due to this change, total animation slowed down from 51 to 60" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Hit", "text": "5LBuffReduced recovery from 12 to 9 Reduced recovery from 12 to 9 5HBuffSped up startup from 15~20 to 11~17 Sped up startup from 15~20 to 11~17 236LVital Point AttackGuardStartup11Recovery70AdvantageBuffReduced recovery when cancelling out of stance from 70(?) to ____ Reduced recovery when cancelling out of stance from 70(?) to ____ 236MTides of TimeGuardStartup28Recovery20AdvantageBuffReduced recovery when cancelling out of stance from 20(?) to ____ Reduced recovery when cancelling out of stance from 20(?) to ____ 236SDeadly IntentGuardStartup5Recovery(stance)AdvantageBuffReduced recovery from ___ to ____ Reduced recovery from ___ to ____ 214SMark of an AssassinGuardStartup5RecoveryAdvantageReworkedReduced active frames from 25 to 22 Reduced active frames from 25 to 22" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Janemba", "text": "5LBuffNow moves Janemba slightly forward Now moves Janemba slightly forward 5LLBuffSped up startup from 11 to 9 Sped up startup from 11 to 9 2LBuffSped up startup from 7 to 6 Sped up startup from 7 to 6 5HBuffSped up startup from 17 to 15 Sped up startup from 17 to 15 j.5HReworkedAdjusted distance moved during attack Adjusted distance moved during attack L/MHell GateGuardAllStartup60Recovery37Advantage+24BuffReduced recoveryj.214LFrom 52 to ___j.214MFrom 52 to ___ Reduced recovery" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Jiren", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Kefla", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Kid Buu", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Krillin", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Majin Buu", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Master Roshi", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Nappa", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Piccolo", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Super Baby 2", "text": "5HBuffRecovery reduced to 22F Recovery reduced to 22F 5S/A-AssistBuffThe blast of the second hit no longer hits a crouching opponentReturning Ki-Blast untech time increased to 25FRetruning Ki-Blast hitstop increased to 12F The blast of the second hit no longer hits a crouching opponent Returning Ki-Blast untech time increased to 25F Retruning Ki-Blast hitstop increased to 12F j. 5SBuffKi-Blast tradjectory can be changed by inputting up Ki-Blast tradjectory can be changed by inputting up Revenge Driver (236L/M)GuardAllStartup13RecoveryAdvantage-5BuffIncreased smash knockback Increased smash knockback Revenge Final Flash (236S)GuardAllStartup28RecoveryAdvantageBuffCan now cancel into Super Dash Can now cancel into Super Dash Parasite Takeover (22L/M/H(Air & Hold OK)GuardStartupRecoveryAdvantage)BuffReduced recovery of ground version Reduced recovery of ground version" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Tien", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Trunks", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Vegeta", "text": "2MBuff ◥kaiokek: Went from punishable to safe on block. Made his stagger pressure strongerRecovery reduced from 18 to 17. Due to this change, advantage on block increased from -6 to -5 Recovery reduced from 18 to 17. Due to this change, advantage on block increased from -6 to -5 j.SNerf ◥kaiokek: Weakened his damage output from corner 2H starters, DR starter, air-to-air, and midscreen loopsBase damage reduced from 400 to 300 Base damage reduced from 400 to 300 Energy Cutter (236S)GuardAllStartup22Recovery23Advantage-4 (airborne)Buff ◥kaiokek: On hit, can now link into j.L in the corner. This increased his damage from grounded starters (j.M, 2L, 5M etc.) and compensated for the lower j.S damageRecovery reduced from Total 44 to Total 42. Due to this change, advantage on block increased from -4 to -2, advantage on Reflect increased from -3 to -1 Recovery reduced from Total 44 to Total 42. Due to this change, advantage on block increased from -4 to -2, advantage on Reflect increased from -3 to -1" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Vegeta (Super Saiyan)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Vegeta (SSGSS)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Vegito (SSGSS)", "text": "5MNerfRecovery increased from 15 to 20. Due to this change, advantage on block decreased from -5 to -10, advantage on grounded hit decreased from -2 to -7 Recovery increased from 15 to 20. Due to this change, advantage on block decreased from -5 to -10, advantage on grounded hit decreased from -2 to -7 5SBuffStartup sped up from 12 to 9 Startup sped up from 12 to 9 2SBuffStartup sped up from 20 to 18 Startup sped up from 20 to 18 6SBuffStartup sped up from 16 to 14 Startup sped up from 16 to 14 Spiral Heel Shot (236L/M/Handj.236L/M/H)GuardAllStartup11Recovery16Advantage-5NerfFor all versions exceptj.236M, damage proration increased from 100%+1 (Once) to 100%+2 (Once)Forj.236M, damage proration increased from 100%+1×5 (Once), 100%+1 to 100%+2×5 (Once), 100%+2Due to this change, damage from combos utilizing these moves is decreased For all versions exceptj.236M, damage proration increased from 100%+1 (Once) to 100%+2 (Once) Forj.236M, damage proration increased from 100%+1×5 (Once), 100%+1 to 100%+2×5 (Once), 100%+2 Due to this change, damage from combos utilizing these moves is decreased" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Videl", "text": "5HBuffRecovery frames reduced to 18 Recovery frames reduced to 18 6HBuffRecovery frames reduced to 18 Recovery frames reduced to 18 j. 2HBuffStart up frames reduced to 9 Start up frames reduced to 9 Moonsault Kick (22L/M/Handj.22L/M/H)GuardHighStartup30Recovery5Advantage+5 (airborne)BuffCan now be Special and Super Dash canceled on hit or block Can now be Special and Super Dash canceled on hit or block Moonsault Kick (22Handj.22H)GuardHighStartup30Recovery5Advantage+5 (airborne)BuffIncreased travel distance Increased travel distance Frankensteiner (214Handj.214H)GuardThrowStartup20Recovery15LAdvantageBuffAdjusted the spawn location of Great Saiyaman when in the corner Adjusted the spawn location of Great Saiyaman when in the corner Rainbow Storm (236L+M)GuardAllStartup7+4RecoveryAdvantage-20BuffAdded anti-air attribute during the beginning of the attackIncreased non-smash hitstun to 65 Added anti-air attribute during the beginning of the attack Increased non-smash hitstun to 65" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Yamcha", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Zamasu (Fused)", "text": "5LBuffCancel options changed from No self cancel to Cancelable into itself on whiff/block/hit Cancel options changed from No self cancel to Cancelable into itself on whiff/block/hit 5HBuffForward movement increased Forward movement increased 2HBuffStartup sped up from 17 to 15Invulnerability shortened from 4-22 Head, Projectiles to 4-20 Head, Projectiles Startup sped up from 17 to 15 Invulnerability shortened from 4-22 Head, Projectiles to 4-20 Head, Projectiles Wall of Light (214L/M/H,j.214L/M/Handf.4L/M/H)GuardAllStartup123RecoveryTotal 32Advantage+29BuffStartup sped up. Due to this change, total animation sped up: Startup sped up. Due to this change, total animation sped up: Hitstop on hit for each projectile increased from 10 to 20. Due to this change, untech time increased from 10+30 to 20+30 Ground Divine Order (236S)GuardAllStartup16~22Recovery26Advantage-5BuffStartup of the uncharged version sped up from 18 to 16. Invulnerability is adjusted accordingly: from 18-22 Ki Blasts to 16-20 Ki BlastsDue to this change, the startup range for the partial charge version has been increased from 18~22 to 16~22 Startup of the uncharged version sped up from 18 to 16. Invulnerability is adjusted accordingly: from 18-22 Ki Blasts to 16-20 Ki Blasts Due to this change, the startup range for the partial charge version has been increased from 18~22 to 16~22" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.31", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Frame_Data", "title": "Gohan (Teen)", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Frame_Data", "title": "Gohan (Teen)", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Frame_Data", "title": "Gohan (Teen)", "section": "Sources", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Resources", "title": "Krillin", "section": "Intro", "text": "This page is Krillin's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Resources", "title": "Krillin", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Resources", "title": "Krillin", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Resources", "title": "Krillin", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Combos", "title": "Gohan (Teen)", "section": "Notes", "text": "Gohan's main goal is to get to the corner, because that's where his main damage comes from. Keep in mind that bombs start to get less and less reliable as you get closer to the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Combos", "title": "Gohan (Teen)", "section": "Notes", "text": "Gohan's corner combos benefit greatly from assists because he typically doesn't get sliding knockdowns without spending meter or losing a ton of damage. Having assists opens up the door for his massive damage combos and helps keep his momentum." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Combos", "title": "Gohan (Teen)", "section": "Notes", "text": "Gohan benefits mostly from the damage bonus of Sparking. Airdash cancelling Bombs is pretty cool, but it's hard to use because they're so slow." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Combos", "title": "Gohan (Teen)", "section": "Notes", "text": "j.236[L] is Gohan's defining combo extension move. j.H is useful higher up, but most of your combos will keep you relatively close to the ground. Route into it as much as possible." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Combos", "title": "Gohan (Teen)", "section": "Combo Theory", "text": "Gohan (Teen) can't combo his level 1 super (Motionless Kamehameha) unless he's either in the corner,uses an assist,has a wall bounce, or uses j.236L (Light Kicks) low enough to the ground. Something to note is that j.236L sometimes wont work at too high hit stun. Using the wall bounce of vanish will usually work, but if you're too high the opponent will tech out before Gohan reaches the ground. Level 3 however (Father-son Kamehameha) will combo from any sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "Overview", "text": "Goku (Ultra Instinct), referred to asUI Gokuby the community, is characterized by his strong defensive prowess and a preference for mental stack over 50/50s. He is easy to pick up, hard to pressure, and his many tools are intuitive to understand, though he suffers harsher consequences than most for using them wrong. As such, UI Goku rewards a careful, passive-aggressive playstyle and thrives off analysis of the other player's habits. Goku (Ultra Instinct)is a masterful defensive character who controls the neutral game with his array of counters and anti-meta tools. Infamous Autocombo:5LGuardAllStartup7Recovery19Advantage-9and5LLGuardAllStartup14Recovery17Advantage-5are enormous buttons with properties that make for a particularly annoying autocombo.5LLLGuardThrowStartup11Recovery20Advantageis even a solo tick throw. Great Defense: Difficult to approach and pressure thanks to a plethora of defensive options, such asEmbodied LightGuardAllStartup18Recovery29+10LAdvantage-5and anair-OK counter SuperGuardThrowStartupRecoveryTotal 70Advantage, among others. Absurd Corner Carry: Even for the standards of this game, UI Goku's corner carry is crazy. Any hit is guaranteed to put his opponent with their back against the wall. Inconsistent Gameplan: UI Goku's gameplan is very reliant on his player's ability to correctly analyze their opponent. One must be very careful not to overextend with him as most of his moves either have high recovery or are very slow. Situational Kit: UI Goku has many tools but all of them fulfill very specific purposes. Misusing them can mean death. Resource Hungry: UI Goku needs meter and assists for basically everything, and is significantly weaker without them. Poor Supers: His Level 3 allows for virtually nookiShort for \"Okizeme\"Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., and his Level 1 deals low damage without the extension." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "Unique Mechanics", "text": "Goku (Ultra Instinct) is invulnerable to Ki Blasts while walking forward, starting on frame 4. Successfully passing through a Ki Blast will be indicated by a blue bubble, similar to2HGuardAllStartup13Recovery21Advantage-16against Head attribute attacks. Since it's a walk, he can stop and block at any moment, or \"cancel\" it into other moves. This invulnerability goes away the moment he switches to a different action." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "5L", "text": "Huge range with really good pushback on block, putting Goku out of range of most normals. Having this button reflected leaves UI Goku too far away to meaningfully continue pressure. If this button whiffs, there is little point in continuing to mash autocombo with UI, as they are too far away. As this button is 7 frames, UI Goku has to rely on6Sor his counters when he's 0 on block, like after a blocked6M. When he's +1, though, he's fine despite5Lbeing 7f, because it has enough hitstun to combo into itself on trade. The massive hitbox and range on5Lis not to be understated, making it your best poke at closer ranges and what you will usually start blockstrings with. It will beat out a lot more than it really should; it's so big you can use this move as an anti-air and punish Superdash with it. However, in pressure, it would be best practice to alternate between this and2Lsince they serve different purposes in pressure and this makes it harder for opponents to adapt. This move creates great spacing, making it fantastic for conditioning opponents to respect you, which then lets you get away with murder. Ground bounces on hit. Tracks horizontally for about half screen. Low and throw crush from frame 4. Has Head property(!). After a reflected5L, use2Hto beat5LL. Hold 6 during this to make it cross over the opponent in blockstrings. This gives UI Goku a solo5LLLtick throw. Because of5LL's slow speed and low crush, a delayed5LLcan be used as a fake Dragon Rush once the opponent is conditioned to look for a gap after5L. This move is amazing and it just catches people because of all its weird properties. Though it can be anti-aired, you're very unlikely to be blown up from this. 5L>5LLalso auto-confirms on air hit due to the high reach of both of these moves. Switches sides on hit. Cancelling into this from a blocked5LLalways leaves the opponent in too much blockstun for the throw to work. In combos, this is mostly used after Vanish, sincej.2H> delay SD is much better for his damage. As a mix-up, it can work in tandem with a low-blockstun assist. 5L Clash level: 1 Hitstop: 15F 5LL Clash level: 2" }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "5M", "text": "Both hits can be jump canceled. Second hit counts toward scaling mid-combo. 5Lis generally a better poke in neutral and should be used instead of this The second hit always comes out on its own unless cancelled on hit or block, making it way too dangerous to poke with. In combos, adding the second hit is not recommended due to its low damage, but it's great for blockstrings since it's a late low that's also safe on block, letting you use it as a stagger point or your safe ender. Forms a basic mix-up between5M(2) and5M(1) >6M. Once you can get them to block, then you can start to use214L/M. Notably great for mix: if you Superdash right before the 2nd hit connects, it will move UI Goku forward enough to allow for SD 50/50s midscreen (with assists that have small enough pushback). Also synergizes extremely well with Kid Buu, as calling Kid Buu A assist just a tad before pressing5Mwill auto-time the universal Kid Buu mixup." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "5H", "text": "Smash hit has good corner carry. Launches at a higher angle than normal, like S Broly's5H, though the wall splat itself also lasts much longer. Travels fullscreen. Will stop depending on the opponent's position on the screen." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "5S", "text": "Jails into Vanish. On hit, automatically shoots 3 extra blasts and causes a wall splat. Goku can only cancel the first or the last hit. Good as a far neutral tool as it travels across the screeninstantly, but comes with a few drawbacks: namely, its slow startup and high recovery. While it beats Superdash, it will clash with Ki Blasts and straight-up lose to beam priority moves. Chains fromM/Hnormals will have a 6-frame gap, but the wallsplat makes it a trade in your favor. Off of said trade, you can connect a5Lin the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "2L", "text": "2Lslides forward a bit,2LLstays in place. This move singlehandedly gives him mix-ups, with the most notable example being the classic Superdash 50/50 in the corner (SD + assist, 66j.Lvs land2L). This move has far better frame advantage than5L, which makes it safer for stagger pressure. Its hit level is far below5Lthough, so5Lis better to use when re-establishing pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "2M", "text": "Launches on hit. Creates a frametrap if used after his2L." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "2H", "text": "Smash on the second hit if both hits connect. Second hit always whiffs on crouchers. Non-Smash can still combo into SD in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "2S", "text": "Jails into Vanish. Whiffs on crouching opponents. Wall bounces on hit. Combos into SD anywhere on the screen. Use3Sto make UI Goku step forward before firing the projectile." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "6M", "text": "Universal overhead Can cancel from the first hit of5Mfor an easy high/low mix-up, though it isn't true and is reactable." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "6H", "text": "Secret Sensation A command dodge that requires matchup knowledge to maximize its potential. Using this correctly like against beam specials gives Goku a free punish withMbuttons while the opponent stays there unable to retaliate and wondering why they even bothered. Using it incorrectly is essentially forfeiting neutral by bringing Goku directly to them, though he can't be outright punished as he can always resort to blocking or opting for his multiple invincible options if they decide to challenge. Frame advantage changes depending on what was countered, and against projectiles like Ki Blasts, it also depends on distance from the opponent. For example, countering a jab will leave Goku neutral at best, but moves with high whiff recovery will allow him to go for punishes. In general, anything outside ofLnormals will give enough time to land a punish with5L/j.L, or a2Hpunish if they try to Vanish. Invulnerable to all blockable attacks beside Supers and Sparking Blast On successful dodge, Goku will move to behind the opponent. If they're grounded during the dodge animation, he'll stay grounded, and if they're airborne, he'll become airborne Dodges have 2F of lingering full invul after recovery if Goku doesn't perform another action" }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "6S", "text": "Shining Soul On block, there's a minimum 12f gap between Goku spinning the Ki blasts > shooting them out. The spinning portion are strike attacks with very strong pushback on block, launches the opponent on hit. Shot Ki Blasts wall splat on hit. Good hitstun. Often used in corner combos due to its high overall damage. Also has some interesting applications in neutral due to its invulnerability to ki blasts and lower commitment than his flips, for example against Base Vegetas spammingj.S. The first hit of6Sspaces out opponents perfectly for makingflipGuardStartupRecoveryTotal 59Advantagefollowups more ambiguous. On hit, recovery is: Total 83 P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "j.L", "text": "Beefy hitbox for a jab." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "j.M", "text": "Fantastic range." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "j.H", "text": "5LLLLLLLDynamic hit can wall bounce. j.HSmash hit causes a sliding knockdown. Removes landing recovery on Smash hit" }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "j.S", "text": "5Sbut in the air, which allows for a ton of horizontal airspace control. Whiffs on crouching opponents and a few standing small characters. First and last hit combo into Superdash in the corner. Close to the ground, the first hit ground-bounces and can combo into Superdash, which can then lead into a re-jump. First hit combos intoj.236Sanywhere on the screen. Using this in the air about the same time as a beam assist virtually covers the entire screen with a hitbox." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "j.2H", "text": "Pushes Goku up and forward. Smash hit has more hitstun and combos into SD." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "Godly Display", "text": "236L/M/H Hitgrab that sides switches on hit or block. Cannot true string into from any normal. Smashless, every version gives a big enough wall splat to combo into5Sorj.S. LandHversions are handy to use as tight (1f gap) frametraps during blockstrings (Mversion is too slow for this), and if blocked, they are only -2 so UI Goku can attempt to retreat by backdashing or superjumping away. It can also be further covered by214H. Travels about 50% of the screen. Smash hit wall splats, though it can only be converted with assists or Vanish. Generally what you will end your blockstrings with. It may leave a gap, but because it is invulnerable after startup, UI Goku will simply phase through any reversal attempts from opponents, making them whiff and question their decisions. Exceptions to this rule are: Ssj4 Gogeta, Cell, Broly (DBS) and Beerus, because their DPs also hit behind them; Videl, Jiren, Cooler and UI Goku himself, because of their frame 1 counters. This tech will also not work if you236Lafter5Hor6Ssince those moves space out too much for the lariat to go behind opponents' reversals. As a combo ender, DR >236L> Super will put the opponent back into the corner if you really want the corner, otherwise DR >22S> Super is better in almost every way. Can also be used as a whiffed command dash in combos, and is optimal to use in back-to-corner combos if you can go into it quickly enough. Travels full screen. Smash hit wall splats. Can be followed up with5Sorj.Smidscreen. If used preemptively, the full invul during active frames and the gigantic range allow this to beat things like beams, although the superior beam punish on reaction is6H, since you can get a full unscaled combo instead. Travels 75% of the screen. Smash hit wall bounces. Aside from frametrapping like the other versions, this is actually fantastic as a midrange neutral tool due to its great range, fast startup and invulnerability while active. As a blockstring ender, it disregards spacing issues against reversals since it goes much further than236L." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "Autonomous Fist", "text": "j.236L/M/H Halts all momentum and moves slightly forward. If any of the hits landed, will automatically followup with a few extra hits. All hits can be cancelled. Smash on the last hit only. M and H versions move almost half-screen. All versions can be safe on block (upto -5) depending on the height. 2H(1) > j.236X is Goku's only gapless blockstring ender, but it's unsafe at -7, so without assists it's better to just do2H(1) >j.214S. All versions, especially M and H versions, set up a special-tag into aerial DR perfectly, and H version even allows special-tag into grounded DR. All versions can be used to challenge superdash better than regular normals can on anticipation/reaction because of their active frames. Causes a soft knockdown. Used for low hitstun decay assist extension. The fast startup also allows it to combo from j.LL2H with autocombo boost. If you don't have an assist that allowsj.LLL>j.214L+ Assist DR due to it being a pop up assist, you can go for j.LL2H >j.236L+ Assist DR instead and it'll deal almost the same damage. Smash hit causes a sliding knockdown. Used for midscreen oki since it leaves UI right next to the opponent and gives tons of time to decide pressure, or for when you can't get non-Smashj.H>j.214Lender like from DR starter or if UI is too close to the ground. Side switches on the last hit. Smash hit causes a ground bounce sliding knockdown. Non-Smash last hit only causes a ground bounce." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "Unencumbered Mind", "text": "214[L/M/H] Goku front flips around before ending with a dash toward the opponent.Lflips once,Mflips 3 times,Hdisappears for a bit before flipping twice. PressingL/M/H/Swill do a corresponding follow-up. While Goku's airborne,L/M/Sfollowups will be \"queued\" until he's on the ground again. All versions can autocorrect every time he touches the ground, but only M and H versions can crossup and steal the corner. Holding back (4) will make UI Goku flip backwards. The more flips Goku does, the more distance each flip will cover. All follow-ups deal more damage the more you flip before them. L version has a collision box preventing it from going over the opponent. Invulnerable to all projectiles during flips, including Supers. UI Goku's pressure and solo mixup, heck even a lot of his assist mixups, are centered entirely around his flip game. The projectile invuln will save you from a ton of reversals including most Level 3s, holding the button down will save you from counters, and there are plenty of ways to stop mashing through the followups. This is a big part of what makes the character scary on offense. However, flips have a distinct weakness: they lose their luster against patient players with good reactions.214Lis the only flip option that catches opponents' jumps - every other flip option loses to and can be punished by jumping out. Of course, you can try to keep abusing214Lfor free turns if they continue trying to jump, but remember they can plant their feet and2Hit. At that point you have to play 4D chess and catch this with a point blank214Mor214[L]~H... and so on. The better your opponent's awareness, the more you will have to adapt your options. Remember to use everything in your arsenal to overload them." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "Godly Strike", "text": "214L(Air OK)orUnencumbered Mind >L Jails into Vanish. Doesn't overshoot the opponent. Ground version can autocorrect during startup, air version can't. Air version teleports to the ground. When the opponent is in untech time, it will also have reduced startup, better tracking, and will wait till they are in range before attacking. Smash hit always causes a sliding knockdown that leaves Goku +42 on hit. Non-Smash hit has much lower damage, but is good for continuing combos. At around2Hheight and up, non-Smashj.H>j.214Lis a guaranteed combo into SKD with a lot of corner carry and also the best combo ender damage and meter-wise. Smashj.H>j.214Lonly works higher up (due to increased falling speed) and is used for easy assist extensions. Since the move always hits at the exact same height, the sliding knockdown will always leave you with a +42 frame advantage, similar to Janemba'sj.2M. While being +3 frames on block, 7f5L/2Lmeans it's equal to +2 frames with most other characters (they can backdash away from midscreen). When blocked in the air close to the ground, it becomes a ridiculous +9 frames. On top of that, if this happens to frametrap something, it is a ToD starter. That said, this move can be anti-aired with a reactionary2H, so don't abuse ittoomuch." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "Transcendence", "text": "214M(Air OK)orUnencumbered Mind >M Autocorrects if he overshoots the opponent. Air version teleports to the ground. Smash hit switches sides, wall splats. Can be used in combos, though it is either very situational or very difficult. Can combo without meter midscreen via5S>5H,j.Sinto Superdash, or5Hin the corner. On its own, it is a very reactable command grab with its start-up being 31 frames, but due to the ambiguity of going into either plus-frame/frame trap214Lor psuedo-reversal 214[X]~H, it becomes a significantly better mix-up tool. This is to be used once your opponent respects 214X~Land 214X~Sto make them even antsier and potentially open them up to significant damage. Oddly enough, if used point blank, this move tends to beat attempts at mashing2H." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "Embodied Light", "text": "214H(Air OK)orUnencumbered Mind >H Hits directly in front of Goku. Smash hit causes a crumple state on grounded opponent, wall splats airborne opponent. Non-Smash launches them forward. Useful for a lot of things. When using Unencumbered Mind, it's a good way to beat out opponents who are ready to2Hyou out of it. Can be used as a pseudo-Vanish of sorts during blockstrings due to it costing less meter and having a bigger reward on hit, being able to escape gaps that are larger than 4F. The crumple state that grounded214Hoffers can lead into lots of cheeky resets, such as...214H66j.M5Ldl5LLfor a reset into an unscaled starter (which theycanblock if they're aware of it, but is great against unsuspecting players),j.M5L5M(2) to reset into a low, or5L5M(1)6Minstead, or5L5M(1) IAD crossupj.M, or even5Ldl DR... these aren't recommended against players with good awareness and it's perfectly fine to just take the damage a standard214Hconfirm gives you, but they can be a fantastic way to stack on more damage against most opponents and keep them awake." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "Kamehameha", "text": "236S(Air OK)or214S(Air OK)orUnencumbered Mind >S 236Sflips forward,214Sflips backwards. 214[X]~Sversion can cross up, even in the corner. Jails into Vanish. Obnoxiously large hitbox.214SHits behind UI Goku as well. Superior to use this after5Hbefore popping Spark, rather than using22S. Can cancel into SD. 214X~Sis safe on block and even safer against Reflect (-3), have fun with an unpunishable beam. Doing flips before the beam also makes it retain the projectile invuln even during its startup and active frames (unlike other flip followups), making it a nice counterpoke option in neutral.214[H]~Sis also a nearly invisible cross-up, albeit solo it's very expensive, costing half a bar for the214[H]stance and potentially an extra bar to jail into Vanish if it's blocked. If it hits, you can Super Dash and either get a small combo by doingjLafter thej2H, or do214Hafter the Super Dash and get an OK damage combo. But with assists you can special tag off of the beam, so the cost is only half a bar. Due to its long active frames and massive hitbox,214Swill catch held Vanish almost 100% of the time." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "Rising Heat", "text": "22S Stays grounded and shoots a projectile straight up. \"Immune\" to cross-ups as it hits both sides and doesn't require forward/backward input. ToD starter, make sure you've got your oki down pat against him. P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "Unrestrained Will", "text": "[L+M]during recovery Tracks the opponent until frame 25 before punching forward. Attacks from the direction he was facing after teching. Smash hit causes a sliding knockdown. Horrible startup for what its supposed to do. Works on any ground wake-up, air tech and DR tech. Doesn't work with grounded hitstun and snapback. UI Goku's only frame 1 invuln reversal besides his supers. Like any other DP, this is super negative on block and UI cannot call assists to make it safe. It can also be anti-air'd or safely meatied with certain2L, you can find a list of moves that can low profile it onhis Strategy page. To top it off, it has a telegraphed startup with Goku warping away and is much slower than your average DP. As such, it's not very great at first glance." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "Assist A", "text": "Rising Heat Like22S, this also hits all the way to the top of the screen. Huge amount of hitstun, low amount of blockstun. Has head invulnerability, but will still lose to grounded pokes and projectiles." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "Assist B", "text": "Kamehameha UI Goku does236S. Goes fullscreen. Launches at a very combo-friendly angle." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "Assist C", "text": "Unrestrained Will Invulnerable(!) tracking C Assist. Horizontal trajectory can make it whiff after a down smash, so experiment with different combo enders. If called carelessly in neutral it can be2H'd. The tracking is not the best if used in neutral, use carefully." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "Accelerating Battle Spirit", "text": "236L+M(Air OK) Minimum Damage: 750. Teleports behind the opponent. Startup reduced if the opponent is in any hitstun. Relatively low damage in comparison to the cast. Can also be used as a desperate tag into another character by DHCing when blocked, as its long duration is enough for the game to revert back to neutral. Minimum Damage: 506 (1256 total). Switches sides back." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "Guiding Impulse", "text": "236H+S(Air OK) Parry super similar to Cooler's Lv3:On parrying strikes, Goku acts instantly and punishes the opponent without any chance of escaping.On parrying projectiles or assists, the counter attack is a throw that grabs both standing and airborne opponents, but not crouching, allowing them to act or even punish him. On parrying strikes, Goku acts instantly and punishes the opponent without any chance of escaping. On parrying projectiles or assists, the counter attack is a throw that grabs both standing and airborne opponents, but not crouching, allowing them to act or even punish him. Allows for DHCs if the counter is triggered. Deals 100% blue health, including any additional supers afterwards. Can be used at the end of combos, giving a +40 sliding knockdown, but extremely low minimum damage (591)." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "Silver Dragon Flash", "text": "214L+M(Air OK)or214H+S(Air OK) Minimum Damage: 1759. Adv. on hit: +38. Charges fullscreen forward. Ground version tracks vertically during startup. Switches sides on hit, leaves your opponent almost fullscreen. Themost visually stunning level 3 in the game, it's so pretty to look at." }, { "url": "https://www.dustloop.com/w/DBFZ/UI_Goku", "title": "UI Goku", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12" }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren", "title": "Jiren", "section": "Overview", "text": "Jirenis a counter character with explosive damage output and incredible defensive options, which fits with a guy who is usually stronger than the other person. Jiren has an assortment of counters, one of them working against pretty much anything except for Super moves, and one of them ruthlessly punishing button mashers. Speaking of unforgiving punishes, Jiren's2Lmay just be the best of its kind with insanely fast startup, ridiculous pushback, and medium scaling, making his stagger pressure absolutely fear-inducing. His stagger game is scariest and at its best in the corner, where one unsuccessful challenge from the opponent is enough to open up unique, devastating combos for Jiren that build up a lot of meter. Jirenis a rugged, potent, highly defensive character that can dish out brutal punishes with an array of counters. Damage: Jiren has very high damaging combos, as well as immense damage on hisColossal UppercutLevel 1. Stagger Pressure:2Lalone can be used to stagger endlessly with5L, as well as catch jumping due to its massive hitbox, making Jiren one of the finest characters to start stagger pressure with. Defense/Counters:Shock TornadoandCounter Impactare both very good counters with projectile and assist invulnerability that can be comboed from with assists. Synergy: Solid assists, Level 1 Supers have good DHC potential, and hisaerial ki blastshave great corner-carry (and can also be tagged from). HisInfinity Rushis also stellar at special tagging, allowing the tagged-in character to secure oki with air Dragon Rush. High Reward Mix-Ups: Jiren's2Mis fast enough to use as an option for high/low mix-ups; also retains medium scaling, leading to uniquely high damage off 50/50s. Overwhelming Neutral: Jiren's5Sprojectile is invulnerable to Ki blasts, while his236Ssteamrolls through assists and other projectiles. His counters can force RPS (which is weighed in Jiren's favor) from neutral. Additionally, Jiren can also play keep-away safely withInfinity Rush, end scramble situations with2Land counters, and boasts great anti-air tools, such as2S. Slow Command Grab: Jiren's5His a 26f command grab, and requires strong conditioning to land." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren", "title": "Jiren", "section": "5L", "text": "Has decent range. Pushes the opponent back considerably. Can cancel back into itself using4L, but if you do you can't cancel into2Lfor the rest of the string. Pairs beautifully with2L.2L>5Lpushes the opponent just far back enough so most 5Ls will whiff if they try to hit Jiren, enabling safe stagger pressure and very easy counters. Being safe on block is just a bonus. Note that there is an autotimed gap between this and every normal besides5LLand2L. Lightly launches the opponent. Can also be jumped out of straight after. Solid button. The most common follow up to a5LLlaunch is an Instant Air-Dash (IAD)j.M. A projectile. [] is on Smash hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren", "title": "Jiren", "section": "5M", "text": "-6: not bad for staggers, but technically unsafe so it's not great either." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren", "title": "Jiren", "section": "5H", "text": "Slower than average grab. Can only be used once per combo. It is very slow, but you can occasionally catch people being complacent.DO NOToveruse it, as it is very easy for your opponent to mash out, however, being a normal, you can option-select this move by Vanishing anything the opponent does as a failsafe." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren", "title": "Jiren", "section": "5S", "text": "Can destroy unarmored Ki Blasts and hit the opponent at the same time. Cannot be superdashed through. Jails into Vanish. Tends to trade with armored Ki Blasts. The closest thing Jiren has to a beam. Being a5Smove, it carries some interesting properties like being able to gatling into Heavies and2S, as well as being vanish cancelable on whiff. Amazing as a neutral tool as it can be thrown out on reaction to Ki Blasts without worrying your opponent will level 3 you in retaliation. Use this move sparingly against armored Ki Blasts, as it often trades with them." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren", "title": "Jiren", "section": "2L", "text": "Good stagger button. Can be chained from5LLand5M; strings such as2L>2M>5M>2Lare possible, but if you add in a5Lanywhere you won't get the double2L. Can be jumped out of. This means if you poke the opponent while they're in the air, you can immediately follow up. No longer a medium starter" }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren", "title": "Jiren", "section": "2M", "text": "Jiren's only low, one of the fastest2Ms in the game. Fast enough to be used as anexceptionallydamaging low option in high/low mix-ups. Easily half screen range." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren", "title": "Jiren", "section": "2H", "text": "Counts as grounded. Uses up Jiren's Smash. Launches higher with more hitstun if Smash hasn't been used. Causes a wallbounce behind Jiren." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren", "title": "Jiren", "section": "2S", "text": "Activates 1 frame after it catches something, but the overall invul is the same as2H. Uses up Jiren's Smash. Launches higher with more hitstun if Smash hasn't been used. Possesses a capture state so it can't be safe jumped, and the capture state makes it easy to hit-confirm. Reflects weak projectiles. Always wallbounces in the corner. Much better than Jiren's2Has an anti-air for several reasons. It has a more generous hitbox, is about twice as fast in being invulnerable, cannot be safe-jumped, is immune to ki blasts, and for the cherry at the top, has less recovery." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren", "title": "Jiren", "section": "6M", "text": "Counts as airborne. Uses the same hitboxes and hurtboxes of Jiren'sj.H." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren", "title": "Jiren", "section": "j.L", "text": "Double-jump cancelable." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren", "title": "Jiren", "section": "j.M", "text": "Good air-to-air button." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren", "title": "Jiren", "section": "j.H", "text": "Knockdown state changes depending on Jiren's usage of his Smash." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren", "title": "Jiren", "section": "j.S", "text": "Causes a light wallbounce. High untech time, can combo into tag for mid-combo character switches. Can be used immediately off the ground as a standard Ki Blast instead of5S. The neutral bully. This can control the entire screen when combined with a horizontal beam assist, j.236 andj.2Hand put the opponent under lockdown. Superdashes aren't too difficult to deal with, so surprisingly effective tactic is to alternate between5Sand aj.Sas low to the ground as possible." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren", "title": "Jiren", "section": "j.2H", "text": "(Hold OK) [] is on fully charged. Both the charged and uncharged versions cause a sliding knockdown when done in air. must use charged version to get sliding knockdown when opponent is grounded. Primary way to get sliding knockdown mid-screen. To combo into the charged version, must be buffered right afterj.2Sat the corner provided the hitstun decay isn't at the minimum." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren", "title": "Jiren", "section": "j.2S", "text": "Groundbounces Combos into fully chargedj.2Hin the corner. One of Jiren's best tools, as it can lead to full combos easily with assists. Can end combos relatively close to the ground with this & convert into Level 1 mid-screen. You can IAD out of this move using Sparking!. This is about as crazy at it sounds. \"Jails\" into Super Dash at a certain distance (the opponent can GC Reflect since it's still just a Ki Blast), and can stuff the startup of a2Hfrom a slightly further distance." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren", "title": "Jiren", "section": "Infinity Rush", "text": "236L/M/H(Air OK) Range of strikes becomes further the \"heavier\" the button, such that theMversion reaches about halfway across the screen (L 5H > 5S)" }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "2L", "text": "Solid crouching normal, good for pressure with5L. Can stagger, since it's safe on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "2M", "text": "Slides completely full screen Can be used in conjunction with assists for cross under setups when the opponent air-techs. Tracks the opponent BEFORE attacking, meaning the hurtbox comes out long before the hitbox." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "2H", "text": "Does a handstand for an anti-air. Moves forward an extremely tiny distance before going backwards. Short horizontal range. Keeps him on the ground which allows for better cancel options as well. Sends orbs a long distance up and forward." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "2S", "text": "Beerus sneezes up a Cataclysmic Orb. Contrary to other orb summons, this one sends the orb floating up and forwards in a zigzagging manner. Can cancel into itself two additional times on whiff, creating three orbs. Hitting the orb will increase orb damage to 700 and increase size for just an instant. On whiff, can cancel into heavy (H) or unique (S) attacks." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "6M", "text": "Universal standing overhead. Can start combos if you have an orb set near the opponent." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "j.L", "text": "Jumping downward jab. Sends orbs a short distance forward." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "j.M", "text": "Upward kick. Sends orbs a medium distance up and forward." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "j.H", "text": "Hitbox extends behind Beerus. j.HSmash hit causes a sliding knockdown. Sends orbs a long distance down and forward." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "j.S", "text": "(Hold OK) Hold down the button to fire all 4 blasts. Can combo into j.214X in midscreen combos. In Sparking!, can cancelj.S(3 ki blasts) into airdash for more damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "j.2H", "text": "Dragon kicks through the sky. Great in the corner for knockdown into214M. Decent getaway button to run from the opponent. Sends orbs flying forward and slightly upward. When canceled into j.236X, Beerus will keep his momentum and be sent forward fairly fast afterwards." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "Sphere of Destruction", "text": "236L/M/H(Air OK) Either used for neutral or combos because of their launch properities. Cataclysmic Orbs are the same as basic ki-blasts, meaning they will be beaten by superdash. The L version is used for firing out a quick orb in neutral due to it's aggressive angle both on the ground and air, in combos it has use for being slightly more optimal when sending the opponent back down over214Lfor assist extensions. Hitstun on a launched orb is long enough that you can convert off it anywhere on screen. The M version is used for mix and as a launch in corner combos. On the ground Beerus spikes the orb off the ground back into the air, in the air the bounce depends on the height it's used. *If the orb does not hit the opponent as it's created, when beerus kicks the orb and the opponent blocks he will be plus. This does have a gap and can be superdashed The kick after the orb is summoned will whiff on any character in the game if the orb is blocked The summoned orb will whiff on any croucher or short character in the game. Due to Beerus recovering in the air after this move, he can go for easy mix with an assist covering him. The H version comes in three forms,236H[2]/236H/236H[8] and their data is listed as such in the table above. 236H[2] is the most plus version on block and is used for corner carry because of it's launch sending the enemy bouncing across the ground. 236His +2 if blocked standing, but if blocked crouching becomes +5, can also be converted off like236H[2] mid-screen but awkward in the corner. 236H[8] deals the most damage and launches the enemy very high upward, like236MBeerus recovers in the air on block allowing for mix. 236L Projectile spawns on frame 11 236M Projectile spawns on frame 11 236H Projectiles spawn on frame 11 (lower) and 12 (upper) Launches both projectiles j.236L Projectile spawns on frame 11 j.236M Projectile spawns on frame 11 j.236H Projectiles spawn on frame 11 (lower) and 12 (upper) Launches upper projectile" }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "Sphere of Destruction (Hold)", "text": "236[L/M/H](Air OK) 236[L/M/H] Projectile spawns on frame 11 j.236[L/M/H] Projectile spawns on frame 11" }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "God of Destruction's Rampage", "text": "214L/M/H(Air OK) First hit ground bounces. Smash on the splash. Leaves Beerus airborne afterwards, allowing for any air option available. 214X's hitboxes do not match its visuals. Beerus needs to be next to his opponent for the move to connect. Has some uses in corner combos. L version is a true blockstring from M and H normals; this allows Beerus to do a 50/50 high/low by airdashing afterwards. Best used with an assist to leave it gapless. Smash hit ground bounces into SKD. Air version can be comboed afterj.S(1) anywhere on screen. M version allows SKD oki at the end of every combo. Smash hit big ground bounce into SKD. Aerial version is the same as214M, but does not track full screen like214H. You can combo with214H/j.214Hsolo if you've saved your air action, making this a pretty good combo tool. This can lead to rejumps using 66j.LM669j.L." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "Spheres of Destruction", "text": "236S Despawns all current orbs and spawns 6 new ones. Every new orbs will despawn at most two of236S, starting from the top row to the bottom." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "God of Destruction's Wrath", "text": "214S(Air OK) Beerus' go-to reversal, good at getting him out of pressure as well as being an excellent answer to SD, since orbs heavily encourage his opponents to SD at him. Shoots 5 Ki Blasts in front of Beerus and 5 behind, covering every position except directly above and underneath him. Although technically the fastest meterless DP in the game, the first active Ki Blast attacks above him and whiffs against all standing characters. It's a 14F DP against most standing characters, and 20F against crouchers and small bodies." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "Assist A", "text": "Sphere of Destruction Very fast, unreactable start-up, which makes it a powerful anti-scramble assist when called correctly. Uses something like236H. First hitbox is 2 ki blasts, second is a kick. Orbs disappear as soon as Beerus leaves or gets hit. Often used to put opponents on block post-superdash on their way down, much like how DP assists are used but doesn't share the anti-air invulnerability they have. This usage prevents the opponent from GC reflecting on their way down to the ground. The opponent canusuallyreflect after they block the ki blasts if they're grounded." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "Assist B", "text": "God of Destruction's Rampage Causes ground bounce on hit. Blockstun is 27 frames if only the first hit connects, and 24 frames if only the second one does." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "Assist C", "text": "God of Destruction's Wrath Much more range than the point version. Has invincibility after the teleport." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "Beerus Ball", "text": "236L+M(Air OK)or236H+S(Air OK) Minimum damage: 30*15, 360. In the air, useL+Mto shoot straight forward orH+Sto shoot downward. Always deals set amount of hits and damage. Follow-up can be activated before the 16th hit. Can set-up Goku'sSuper Spirit Bombfrom anywhere. Press another button to explode the ball. Minimum damage: 800. 236L+M Can cancel into Beerus Ball Of Destruction from frame 24 until the last active frame or the 6th frame after the Ball leaves the screen j.236L+M Can cancel into Beerus Ball Of Destruction from frame 24 until the last active frame or the 6th frame after the Ball leaves the screen" }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "God of Destruction's Judgment", "text": "214L+M(Air OK)or214H+S(Air OK) Great combo ender with ridiculously high damage, gives mix-ups in the corner and can be reliably combo'd into from 214X. Outside of combos, it can't be used like a command grab because you can jump away on reaction to the super flash. It also cannot hit airborne opponents and it has incredibly short range, which makes it likely to whiff as a reversal... however, the abnormally short recovery makes it unpunishable inmostscenarios. At the very least, if you're playing a character with a downwards-angledj.Lsuch as Gogeta Blue, Zamasu or Baby2, you can punish it by doing a risingj.Linto whatever else. Try out this option with your characters and see if it works. If he whiffs the Lv3 and you're just outside its range, make sure you buffer your punish button near the end of his super flash so that it comes out asap. Has a different on-hit animation when done againstGoku BlackorZamasu (Fused), performing a technique known as Hakai. Successful Hakai animation plays out if their health is at20001580 if Beerus was debuffed byAndroid 21 (Lab Coat)or lower, regardless of whether it's gonna kill or not. If it fails to kill, Beerus will be pushed further out of the corner, but is compensated by 3 more frames of advantage (from +41 to +44). Note: Training Mode display will show Hakai doing an extra 50,000 damage after it kills, this doesn't affect any actual gameplay, as damage dealt during K.O transitions isn't applied and doesn't give any meter. Minimum damage: 2000 Advantage on hit: +41" }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus", "title": "Beerus", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Intro", "text": "Version1.38 Date Released:September 4, 2024 LinksBandai Namco EuropeBandai Namco Japan (Part 1)Bandai Namco Japan (Part 2)" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "System Changes", "text": "Increased C assist cooldown time from 10 seconds to 12 seconds. During Sparking, specials can now be cancelled into Super Dash, other specials as well as into higher versions of itself. Certain invincible attacks that previously could not be stopped by anti air attacks except crouching heavy attack, are now vulnerable to such anti air attacks." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Android 16", "text": "5LLLreworkedInputting → now changes the behavior of the attack. Inputting → now changes the behavior of the attack. 5Mand2Mbuff?Can now be performed in a Z Combo. Can now be performed in a Z Combo. 5Mand2Mbuffare now treated as the same 'for the Z Combo limit. are now treated as the same 'for the Z Combo limit. 5HbuffReduced recovery on hit. Reduced recovery on hit. J.LreworkedInputting ← now shortens the duration of the attack. Inputting ← now shortens the duration of the attack. J.HandJ.2Hbuffcan now be performed in a Z Combo. can now be performed in a Z Combo. GroundMandHFlying Powerbomb (214M)GuardThrowStartup15Recovery+3LAdvantageand (214H)BuffAdjusted knockback on hit.Now causes sliding knockdown on hit.Increased stun time. Adjusted knockback on hit. Now causes sliding knockdown on hit. Increased stun time. AirHFlying Powerbomb (j.214H)GuardThrowStartup9Recovery+3LAdvantageBuffAdjusted knockback when there is nocamera effect. Adjusted knockback when there is nocamera effect. GroundL+MHell Flash and Air Hell Flash (236L+M,j.236L+Morj.236H+S)GuardAllStartup9+4Recovery45Advantage-19BuffInvincibility starts faster. Invincibility starts faster. Last Resort (214H+S)GuardThrowStartup31+34 [7+34]Recovery37AdvantageBuffIncreased the base damage of the attack.Sped up the attack start-up when the opponent is in hitstun. Increased the base damage of the attack. Sped up the attack start-up when the opponent is in hitstun. Assist CbuffAdded armored invincibility against physical attacks during the attack. Added armored invincibility against physical attacks during the attack." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Android 17", "text": "Sliding SweepGuardLowStartup12Recovery17Advantage-103HBuffCan now be performed in a Z Combo. Can now be performed in a Z Combo. j.Handj.2HBuffCan now be performed in a Z Combo. Can now be performed in a Z Combo. Finishing DriverGuardAllStartup31Recovery35Advantage-23(214M)BuffSped up timing at which the attack becomes invincible to projectiles. Sped up timing at which the attack becomes invincible to projectiles. Finishing DriverGuardAllStartup31Recovery35Advantage-23(214H)BuffThe move is now invincible partway through the motion. The move is now invincible partway through the motion. Reverse Gear (H/Sduring Gear string)ReworkedThe attack will not be performed if pressing ↑ during input. The attack will not be performed if pressing ↑ during input. Powerblitz Charge (22Sor2Sduring Gear string)NewAdded heavy version Added heavy version Powerblitz (22Safter charge (Air OK) or2Safter charge (Air OK))NewAdded a heavy version. The heavy version hits opponents in a sliding knockdown. Added a heavy version. The heavy version hits opponents in a sliding knockdown. Second Gear (2L/Mduring gear string)NewAdded a ground heavy version. Added a ground heavy version. Fake Out (4L/Mduring gear string)NewAdded a ground heavy version. Added a ground heavy version. Fake Out Medium (Mduring gear string)ReworkedChanged trajectory Changed trajectory End Game (236L+M)GuardAllStartup7+7~19Recovery43Advantage-21BuffInvincibility starts faster now. Invincibility starts faster now. Assist BAdjusted where the character appears. Adjusted where the character appears. Assist CBuffSped up the attack's start-up. Sped up the attack's start-up." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Android 18", "text": "j.2HBuffIncreased stun time during camera effect Increased stun time during camera effect j.SBuffJumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Jumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. Back Grapple (236Lor236M/H)GuardThrowStartup17Recovery24AdvantageAdjusted knockback on hit. Adjusted knockback on hit. Destructo-Disc (236S)GuardAllStartup18RecoveryAdvantage-3BuffIncreased the change in trajectory from additional inputs.When the projectile hits the ground, it now hits opponents in sliding knockdown state. Increased the change in trajectory from additional inputs. When the projectile hits the ground, it now hits opponents in sliding knockdown state. Support Attack (Heavy) (214H)GuardAllStartup14RecoveryTotal 32AdvantageBuffSped up the attack's start-up.Now hits opponents in a sliding knockdown. Sped up the attack's start-up. Now hits opponents in a sliding knockdown. Energy Wave (236L+M)GuardAllStartup24~27+4RecoveryAdvantage-27BuffInvincibility starts faster now. Invincibility starts faster now. Assist CBuffSped up the attack's start-up. Sped up the attack's start-up." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Android 21", "text": "5LLBuffReduced movement speed when closer to the opponent. Reduced movement speed when closer to the opponent. 5LLLBuffReduced movement speed when closer to the opponent. Reduced movement speed when closer to the opponent. j.SBuffJumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Jumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. Connoisseur Cut (236S)GuardThrowStartup24RecoveryAdvantageBuffInputting ← now cancels follow-up attacks.The ground and mid-air versions now count as different moves for the combo limit. Inputting ← now cancels follow-up attacks. The ground and mid-air versions now count as different moves for the combo limit. Aerial Connoisseur Cut (214S)GuardThrowStartup13Recovery+3LAdvantageBuffInputting ← now cancels follow-up attacks.The ground and mid-air versions now count as different moves for the combo limit. Inputting ← now cancels follow-up attacks. The ground and mid-air versions now count as different moves for the combo limit. Homing Energy Blast (236P)GuardAllStartup18RecoveryTotal 45Advantage-7BuffSpecial Moves and Super Dash can now be performed.Super Dash and Vanish can now be performed when the attack misses. Special Moves and Super Dash can now be performed. Super Dash and Vanish can now be performed when the attack misses. Sticky Energy Blast (214Y)GuardThrowStartup17RecoveryAdvantageBuffThe ground and mid-air versions now count as different moves for the combo limit. The ground and mid-air versions now count as different moves for the combo limit. Photon Wave (236L+M)GuardAllStartup9+4RecoveryAdvantage-20BuffInvincibility starts faster now. Invincibility starts faster now. Sweet Tooth (236L+M)GuardAllStartup10+3RecoveryAdvantage-29BuffPressing a button during the camera effect now allows the Absorb attack to be selected. Pressing a button during the camera effect now allows the Absorb attack to be selected. Assist BBuffIncreased the amount of hit stop when the final attack is guarded. Increased the amount of hit stop when the final attack is guarded. Assist CBuffSped up the attack's start-up.Added invincibility to jumping attacks. Sped up the attack's start-up. Added invincibility to jumping attacks." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Android 21 (Lab Coat)", "text": "5MBuffReduced recovery of second guard. Reduced recovery of second guard. 2MBuffReduced recovery of second guard. Reduced recovery of second guard. 5HBuffDelectable Strike and Granita Edge can now be performed in a Z Combo. Delectable Strike and Granita Edge can now be performed in a Z Combo. 5SBuffDelectable Strike can now be performed in a Z Combo. Delectable Strike can now be performed in a Z Combo. .jSBuffJumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. Jumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. Connoisseur Cut (214S(Air OK))GuardThrowStartup24~30Recovery24AdvantageBuffDelectable Strike can now be performed in a Z Combo. Delectable Strike can now be performed in a Z Combo. Savory Slicer (236L/M/H(Air OK))GuardAllStartup13Recovery12+4LAdvantage-8NerfAdjusted damage scaling. Adjusted damage scaling. Vertical Savory Slicer (214L/M/H(Air OK))GuardAllStartup9Recovery12+6LAdvantage-4NerfAdjusted damage scaling. Adjusted damage scaling. Total Detonation Ball (236L+M(Air OK) orj.236H+SGuardAllStartup9+4RecoveryTotal 69+7LAdvantage-34)BuffInvincibility starts faster now. Invincibility starts faster now. Total EvasionBuffInvincibility starts faster now. Invincibility starts faster now." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Bardock", "text": "j.SBuffJumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Jumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. Rebellion Spear (Light) (236L)GuardAllStartup7Recovery20Advantage-4BuffReduced knockback on hit while on the ground.Increased stagger time on hit while on the ground.Increased stun time for the ground version. Reduced knockback on hit while on the ground. Increased stagger time on hit while on the ground. Increased stun time for the ground version. Raging Meteor (214L/M/H(Air OK))GuardAllStartup7Recovery20Advantage-4ReworkedThe spin portion of the attack will no longer hit a crouching opponent. The spin portion of the attack will no longer hit a crouching opponent. Tyrant Lancer (236S(Hold OK))GuardAllStartup20~28Recovery21Advantage+4BuffSped up the attack's start-up Sped up the attack's start-up Riot Javelin (236L+M(Air OK))GuardAllStartup5+4RecoveryTotal 72Advantage-21BuffInvincibility starts faster now. Invincibility starts faster now. Assist CBuffSped up the attack's start-up. Sped up the attack's start-up." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Beerus", "text": "All Spheres of DestructionBuff Affected Moves:2SGuardAllStartup15Recovery23Advantage-2,Sphere of Destruction (236L/M/H)GuardAllStartup11, 32Recovery13Advantage-2,Sphere of Destruction (Hold) ([236L/M/H])GuardAllStartup11, 32Recovery13Advantage-2,Spheres of Destruction (236S)GuardAllStartup29RecoveryTotal 55Advantage+2, and Assist A Increased stun time.Adjusted knockback on hit. Increased stun time. Adjusted knockback on hit. 5SBuffStanding unique attack can now be performed in a Z Combo.Increased hitstop on hit. Standing unique attack can now be performed in a Z Combo. Increased hitstop on hit. j.2HBuffSped up the attack's start-up.Reduced recovery.Increased speed of descent while stunned. Sped up the attack's start-up. Reduced recovery. Increased speed of descent while stunned. j.SBuffJumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. Jumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. God of Destruction's Wrath214S)GuardAllStartup9RecoveryTotal 72Advantage-35BuffReduced recovery.Reduced landing recovery. Reduced recovery. Reduced landing recovery. Beerus Ball (236L+Mor236H+S)GuardAllStartup11+4RecoveryTotal 65Advantage-19BuffInvincibility starts faster now. Invincibility starts faster now. Assist ABuffIncreased stun time of projectiles. Increased stun time of projectiles. Assist BBuffIncreased hitstop. Increased hitstop. Assist CBuffSped up the attack's start-up. Sped up the attack's start-up." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Broly", "text": "j.SBuffJumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. Jumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. Gigantic Claw (Medium) (214M)GuardThrowStartup17Recovery23AdvantageBuffIncreased movement speed when the button is held. Increased movement speed when the button is held. Gigantic Claw (Heavy) (214H)GuardThrowStartup17Recovery23AdvantageBuffSped up the attack's start-up.Increased movement speed when the button is held. Sped up the attack's start-up. Increased movement speed when the button is held. Lariat Express (Light) (236L)GuardAllStartup13Recovery24Advantage-9BuffAdjusted knockback on hit.Increased stun time. Adjusted knockback on hit. Increased stun time. Lariat Express (Medium,Heavy) (236M+236H)GuardAllStartup13Recovery24Advantage-9BuffAdjusted knockback when there is no camera effect.Increased stun time when there is no camera effect. Adjusted knockback when there is no camera effect. Increased stun time when there is no camera effect. Powered Shell (214S)GuardStartup29RecoveryTotal 40AdvantageBuffHolding the button now causes the character to rise.Additional inputs in mid-air before the attack is performed now trigger Gigantic Strike.Limited to once per jump. Holding the button now causes the character to rise. Additional inputs in mid-air before the attack is performed now trigger Gigantic Strike. Limited to once per jump. Eraser Cannon (236L+Mor236H+S)GuardAllStartup4+2RecoveryAdvantage-27BuffInvincibility starts faster now. Invincibility starts faster now. Assist BBuffIncreased the number of hits. Increased the number of hits. Assist CBuffIncreased movement speed.Adjusted where the character appears. Increased movement speed. Adjusted where the character appears." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Broly (DBS)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Captain Ginyu", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Cell", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Cooler", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Frieza", "text": "5HBuffAdjusted projectile trajectory.Projectile no longer disappears even if Vanish is performed during the attack motion. Adjusted projectile trajectory. Projectile no longer disappears even if Vanish is performed during the attack motion. 2SBuffCan now be jump canceled on hit. Can now be jump canceled on hit. j.2HBuffJumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. Jumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. j.SBuffJumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. Jumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. j.2SBuffJumping heavy attack and jumping unique attack can now be performed in a Z Combo. Jumping heavy attack and jumping unique attack can now be performed in a Z Combo. Death Saucer (214S)GuardAllStartup30RecoveryTotal 61Advantage+2BuffAdjusted knockback on hit. Adjusted knockback on hit. You might not survive this time (236S)GuardAllStartup13Recovery24+6LAdvantage-5BuffIncreased stun time during camera effect.Increased hitstop during camera effect. Increased stun time during camera effect. Increased hitstop during camera effect. Warp Smash (22S)GuardAllStartup34Recovery31Advantage-3BuffCan now be performed in mid-air. Can now be performed in mid-air. Death Ball (236L+M)GuardAllStartup8+4RecoveryAdvantageBuffInvincibility starts faster now. Invincibility starts faster now. Golden Frieza (214H+S)GuardStartup34+0RecoveryAdvantageBuffIncreased the duration of Golden Frieza. Increased the duration of Golden Frieza. Assist CBuffAdjusted where the character appears.Adjusted projectile trajectory. Adjusted where the character appears. Adjusted projectile trajectory." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Gogeta (SSGSS)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Gogeta (SS4)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Gohan (Teen)", "text": "5LLBuffJumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. Jumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. 2SBuffSped up the attack's start-up.Jumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo.Increased stun time. Sped up the attack's start-up. Jumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. Increased stun time. j.SBuffJumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. Jumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. j.2SBuffJumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo.Increased stun time.Can now be performed twice in a single Z Combo. Jumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. Increased stun time. Can now be performed twice in a single Z Combo. Super Dragon Flight (214L/M/H)GuardAllStartup9Recovery21+8LAdvantage-28BuffIncreased the attack's damage. Increased the attack's damage. Flying Kick (Heavy) (j.236H)GuardAllStartup7Recovery11Advantage-5BuffAdjusted knockback on hit after camera Adjusted knockback on hit after camera effect. Assist CBuffSped up the attack's start-up. Sped up the attack's start-up." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Gohan (Adult)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Goku", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Goku (Super Saiyan)", "text": "5MExtended the active frames. Extended the active frames. 2SCan now be performed twice in a single Z Combo.Can now connect to the crouching unique attack even from a whiffed attack.Can now be jump canceled on hit. Can now be performed twice in a single Z Combo. Can now connect to the crouching unique attack even from a whiffed attack. Can now be jump canceled on hit. j.SJumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo.Reduced landing recovery Jumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. Reduced landing recovery Dragon Flash Fist (Heavy) (236H)GuardHighStartup23Recovery17Advantage-5Can now change where the character appears by holding the button down. Can now change where the character appears by holding the button down. Flurry Kick (Medium/Heavy) (214M+214H)GuardAllStartup8Recovery11Advantage-2Inputting ↓ now changes the trajectory of the attack (only while on ground). Inputting ↓ now changes the trajectory of the attack (only while on ground). Super Kamehameha (236L+M)GuardAllStartup9+4Recovery36Advantage-19Invincibility starts faster now.When using the ground version of Super Kamehameha, can now connect to Warp Invincibility starts faster now. When using the ground version of Super Kamehameha, can now connect to Warp Kamehameha. Warp Kamehameha (236H+S)GuardAllStartup18+4 [6+4]Recovery36Advantage-19Invincibility starts faster now.Sped up the attack start-up when the opponent is in hitstun state. Invincibility starts faster now. Sped up the attack start-up when the opponent is in hitstun state. Assist AInputting ↑ now changes the direction of the attack. Inputting ↑ now changes the direction of the attack. Assist CSped up the attack's start-up. Sped up the attack's start-up." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Goku (SSGSS)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Goku (Ultra Instinct)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Goku (GT)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Goku Black", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Gotenks", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Hit", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Janemba", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Jiren", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Kefla", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Kid Buu", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Krillin", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Majin Buu", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Master Roshi", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Nappa", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Piccolo", "text": "5LBuffCan now connect to the Standing Light Attack even from a whiffed attack. Can now connect to the Standing Light Attack even from a whiffed attack. 5[H]BuffSped up the attack when fully charged. Sped up the attack when fully charged. 5SBuffInputting → now moves the character forward.Sped up the attack when fully charged.Changed the effect on hit while in midair when fully charged. Inputting → now moves the character forward. Sped up the attack when fully charged. Changed the effect on hit while in midair when fully charged. j.LBuffCan now connect to the Jumping Light Attack even from a whiffed attack. Can now connect to the Jumping Light Attack even from a whiffed attack. j.SBuffSped up the attack start-up when the opponent is in hitstun state.Increased attack duration.Inputting ↑ now changes the trajectory of the attack. Sped up the attack start-up when the opponent is in hitstun state. Increased attack duration. Inputting ↑ now changes the trajectory of the attack. Demon Shocker6SGuardAllStartup16Recovery19Advantage-2BuffCan now connect to crouching unique attack and Demon Shocker (Diagonal) in a Z Combo. Can now connect to crouching unique attack and Demon Shocker (Diagonal) in a Z Combo. Demon Shocker3SGuardAllStartup12Recovery15Advantage+2BuffCan now connect to crouching unique attack and Demon Shocker (Horizontal) in a Z Combo.Will no longer hit a crouching opponent.Changed the effect on hit against a ground opponent.Reduced recovery. Can now connect to crouching unique attack and Demon Shocker (Horizontal) in a Z Combo. Will no longer hit a crouching opponent. Changed the effect on hit against a ground opponent. Reduced recovery. Demon Slicer (214L/M/H)GuardAllStartup37 [20]Recovery16Advantage-7 ~ -1BuffSped up the attack frequency of the ground version of the move when the opponent is in hitstun. Sped up the attack frequency of the ground version of the move when the opponent is in hitstun. Homing Energy Blast (236S)GuardAllStartup19RecoveryTotal 45Advantage-6ReworkedCan now connect to Super Dash and Special Moves.Can now connect to Special moves, Super Attacks, Super Dashes, and Vanishes even after a whiffed attack.Adjusted projectile speed.Added a ↓↙← version.New Can now connect to Super Dash and Special Moves. Can now connect to Special moves, Super Attacks, Super Dashes, and Vanishes even after a whiffed attack. Adjusted projectile speed. Added a ↓↙← version.New Special Beam Cannon (236L+M)GuardAllStartup11~121+4Recovery33Advantage-17 [-2]BuffInvincibility starts faster now. Invincibility starts faster now. Hellzone Grenade (236H+S)GuardAllStartup9+15RecoveryTotal 41Advantage+62 ~ +71BuffInvincibility starts faster now. Invincibility starts faster now." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Super Baby 2", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Tien", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Trunks", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Vegeta", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Vegeta (Super Saiyan)", "text": "5LLLReworkedInputting → now changes the behavior of the attack Inputting → now changes the behavior of the attack 5HBuffHolding the button now changes the timing of the attack. Holding the button now changes the timing of the attack. 5SBuffSped up the attack's start-up.Reduced recovery after firing the last shot. Sped up the attack's start-up. Reduced recovery after firing the last shot. j.SBuffJumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. Jumping heavy attack and jumping ↓ heavy attack can now be performed in a Z Combo. Consecutive Energy Blast (214S)GuardAllStartup13Recovery21AdvantageNew Move-Added a ↓↙← version. While Sparking Blast is in effect, the ↓↙← version can now be performed after the ↓↘→ version, and the ↓↘→ version can now be performed after the ↓↙← version. -Added a ↓↙← version. While Sparking Blast is in effect, the ↓↙← version can now be performed after the ↓↘→ version, and the ↓↘→ version can now be performed after the ↓↙← version. Big Bang Attack (236L+M)GuardAllStartup11Recovery26Advantage-5BuffInvincibility starts faster now. Invincibility starts faster now." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Vegeta (SSGSS)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Vegito (SSGSS)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Videl", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Yamcha", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Zamasu (Fused)", "text": "System ChangeBuffOverall Ki gain increased from 75% to 100% Overall Ki gain increased from 75% to 100% 5LLLBuffInputting → now changes the behavior of the attack Inputting → now changes the behavior of the attack j.SBuffJumping heavy attack can now be performed in a Z Combo, except during Heaven's Flash Jumping heavy attack can now be performed in a Z Combo, except during Heaven's Flash Eternal Justice (236L/M/H,j.236L/M/H, andf.L/M/H)GuardAllStartup15Recovery15Advantage-3ReworkedCannot perform follow-up attacks with the unique attack button when pressing ←, ↓, or →During Heaven's Flash, cannot perform follow-up attacks with the unique attack button when pressing ↓ or ↑ Cannot perform follow-up attacks with the unique attack button when pressing ←, ↓, or → During Heaven's Flash, cannot perform follow-up attacks with the unique attack button when pressing ↓ or ↑ Wall of Light (214L/M/H,j.214L/M/H, andf.4L/M/H)GuardAllStartup123RecoveryTotal 32Advantage+29ReworkedActive frames changed, added a gap between the projectiles: Active frames changed, added a gap between the projectiles: Flight Divine Order (f.6S)GuardAllStartup20~24RecoveryTotal 60~64+7LAdvantageReworkedCannot perform follow-up attacks with the unique attack button when pressing ↓ or ↑ Cannot perform follow-up attacks with the unique attack button when pressing ↓ or ↑ Divine Wrath (236L+Mandj.236L+M)GuardAllStartup7+4Recovery35Advantage-19BuffInvulnerability extended from 7-13 All to 4-13 All Invulnerability extended from 7-13 All to 4-13 All" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.38", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "Overview", "text": "Gogeta (SS4)orSS4 Gogetais the ultimate tribute to a long history ofDragon Ballfighting games. He was frequently designed as a \"final boss\" character in them, and this idea was retained forDBFZ: Gogeta is given stupendous normals,staggeringGuardAllStartup6Recovery12Advantage±0utilityGuardStartup4Recovery20AdvantagetoolsGuardHighStartup26Recovery15Advantage+2, and several unique mechanics. He is one of the few characters to have an extra airdash, and can routinely buff his super damage with his unique cancellable taunt,Finish SignGuardStartupRecoveryTotal 52 [Total 46]Advantage. The move stacks levels, and leveling him up to level 7 grants the privilege to use the definitive, instant killingx100 Big Bang KamehamehaGuardAllStartup25+3RecoveryAdvantage-51. This prompts the opponent to chase Gogeta down even at their own peril to stop him from reaching level 7. Gogeta's gameplan is solid and foolproof. He doesn't have any methods to zone characters out, but fortunately he can just bypass any enemy zoning attempts with his projectile-invincibleLightning Hammer, ensuring Gogeta stays in his opponent's face where he wants to be. On defense, he supports both a threateningcounterand anomnidirectional, meterless, invincible, cancellable reversal, constantly making the enemy think twice about their own offense. Any player that wants to parade their superior fundamentals and fight like a cocky bastard will revel at SS4 Gogeta and his glorious red hair, proving once and for all he is the ultimate fusion! (Unlike thoseothertwo) Gogeta (SS4)is a rushdown character who takes the bare-knuckle route to get in the opponent's face with oppressive up close pressure and mixups. Powerful Within Proximity: Stupendous normals, aprojectile-crush lariat, and two airdashes put Gogeta among the best at close to medium range. Brilliant Pressure: Some of the best stagger pressure in the game combined with reflect-proof strings,command normals, and aplus on block special. Mix-up: Gogeta's double airdash enables him to do ambiguous left/right mixups midscreen and uniqueF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.setups in the corner. Defensive Tools: Hasthe only DP in the game with a huge cancel window, which essentially lets him choose how/if he gets punished when it's blocked, as well asan air-ok f4 counter. Finish Sign: His taunt allows him to build levels to buff the damage on his supers. Seven levels enable his instant kill Super,x100 Big Bang Kamehameha. Cool: Super cool. Assist Inflexibility: AlthoughBis very strong,Aonly finds use in teams centered around abusing his instant kill mechanic and forces the point character to play neutral with just one assist.Cis generally awful with very little practical match usage. Ranged attacks: SS4 Gogeta may have phenomenal buttons, but he does not have any projectiles aside from a stationaryblinkGuardAllStartup13Recovery17Advantage-7and committal beam supers. This can make closing the gap against passive opponents quite difficult." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "5L", "text": "A jab. Solid 5L which can cancel into4Lan infinite amount of times. Hits high enough to check opponents after a blocked superdash.Standard speed, but very nice for stagger pressure considering the infinite potential to cancel the move into other threatening options. You'll never leave his blockstrings again, make yourself at home. Insane button where Gogeta hits with a rear arm punch. Features a large, sweeping, high hitbox that can catch opponents behind Gogeta, which can then lead straight into his5LLL. 5L>5LLwill get Reflected twice, pushing Gogeta back to full screen. Delaying5LLwill make it Reflect proof. Hits the entire smear, as well as a good distance above him. Since it's a5LL, it is a medium unscaled starter. It can be low profiled by some2Land 2Ms, but that's just about its only fault. Gogeta does a huge kick upward. Another insane button that side swaps on hit. Amazing anti-air. Frame 4 anti-air property. This with5LLmakes whiffing his autocombo pretty safe against superdash. Extreme directional tracking allows this move to easily snuff out aerial approaches and continue combos even when the5LLlaunches high. Being unscaled too makes this an all-around great multi-purpose button. Although it still requires you to input5LLbeforehand, giving it technically high startup. On the bright side, it's still safe on block." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "5M", "text": "Gogeta does a rushing roundhouse kick. Long range, high hitting5Mwith fast startup. Amazing as a roundstart option due to its speed, gatlings, and potential damage output. The Ragna Button. Being -5, you can also stagger with it. It will put you back at around the range you used it once it recovers, but you'll usually be in range to threaten with a2Mgatling or a2Lpressure reset. An overall excellent5M, one of the best in the game along with Vegito, Gohan (Adult) and Kid Buu's." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "5H", "text": "Gogeta does a stylish donkey kick, going pretty far in the process. The splat wallbounces in the corner. Catches opponents after reflecting Vanish." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "5S", "text": "Tracks in front of Gogeta up until half-screen and around jump height. Has enough hitstun to combo into Super Dash. Cancels into itself once per usage, allowing for more damage while still comboing into Super Dash but scaling the combo more. P1 projectile with Ki Blast property. On frame 12-17, the projectile has an extra hitbox that deflects other Ki Blasts which can leads to interesting interactions. On one hand, this deflect property allows5Sto beat other Ki Blasts regardless of their projectile level (i.e. things likeAndroid 215SGuardAllStartup13RecoveryTotal 37Advantage-4). On the other hand, deflecting counts as \"blocking\" for the opponent, so they will be able to cancel into things they couldn't have had it been a clash. The projectile's hitbox takes priority over the deflect hitbox, which means when overlapped, projectile clashing will happen before deflecting. Testing against a P1 Ki Blast: On frame 12, a deflect will take place, on frame 13-18, it'd be a clash instead. Testing against a P2 Ki Blast: Frame 12: Deflect. Frame 13-17: Clash > Deflect on the same frame. Frame 18: Clash and lose." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "2L", "text": "6-frame mid. Good range like its5Lcounterpart, but has marginally less. 0 on block. Cancellable into2LLan infinite amount of times, even on whiff." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "2M", "text": "Good anti-reflect tool. Catches reflect > raw tag after5L. Punishable up close but safe if spaced." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "2H", "text": "Smash hit has higher hitstun, combos into SD. Moves Gogeta very far forwards. Can trade movement for pushback by holding backwards(2H[4]). Catches airdash back after blocked superdash. Because of how far it moves forwards, it might not anti-air a SD if the opponent superdashed near you vertically, as the SD will cross-up." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "6M", "text": "Can be spaced to be plus. In corner, after aj.Hsliding knockdown, do6Sinto6Mto make it meaty and become plus on block. Usually can be followed after with5Lif it's +2 and5Mif it's +3 to maintain pressure. If used up close, Gogeta can use the threat of his22Sor214Sto scare the opponent into blocking and maintain his turn." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "6H", "text": "Saiyan Kick Jump cancellable on hit. Late cancellable into follow-ups. At minimum,6H~6Hhas a 5f gap on block, while6H~3Hhas an 11f gap. High hitstun on air hit. Its followups cancel back into it on block and hit, allowing you to safely extend block strings after either followup. Very high hitting normal, much like Gohan (Adult)'s3Hbut better because of its present follow-ups. The follow-up chain is a big part of Gogeta's pressure, as he can do a lot here for mix-ups. Follow-ups can be backdashed mid-screen, but you can answer those with5H. Gogeta's 214X moves will also catch backdash after this move, but they're more risky to attempt if your opponent is ready for them. Can also be good for extending Gogeta's blockstrings, or for his corner rejumps as6Hhits somewhat high, which allows him to convert off of his corner strings. Because of the minimum 5 frame gap, almost any move after (with the exception of2H) will likely be beat cleanly by reversals unless Gogeta commits to his counter, DP, or blocking instead of the usual follow-ups. Blocking comes with its own risk in that6His -8, but6H~6His usually enough to discourage mashing. As a last note, remember in your strings and combos the followups are only late-cancellable. The overhead and low are actually a lot faster than you think, but delaying them for more than a few frames is impossible due to the restriction. This also helps you in feinting, as it's a lot harder to tell what Gogeta is going for. Ground bounces on hit, can be converted withH/Snormals or specials. Only combos from6Hon air hit (like after a2M). Otherwise it will reset opponents. Fast overhead, will automatically catch people attempting to mash out of the chain. Delaying the button can make it harder to react to this and3H, but doing so leaves Gogeta wide open. Decent combo filler if you want to keep your opponent close to the ground for assists, but using this solo forces you to spend your Superdash earlier than6H> jump-cancel does. Launches on hit. Has very high hitstun that allow Gogeta to link into2M." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "6S", "text": "Finish Sign Stands still and taunts. Gains level and cancelable into Vanish on frame 15. Gains 10% Ki gauge and cancelable into other actions on frame 32. When canceled into, loses the first 6F of its animation, and can be cancelled earlier (Total 52 → 46, Level on 15, Meter on 32 → 26) Each level gained adds a bit damage to Gogeta's next Super (~60 minimum damage) Character defining. You can taunt in neutral, in blockstrings, and in combos. While the total animation is rather long, you can keep yourself safe by canceling into Vanish very early while still getting the Level. You also have a frame 4 counter and a DP to shut down the opponent's counterattack attempts. Don't be afraid to cash out on Supers either, since it's not hard to build Levels back up especially if you have assists to cover you. Generally requires specific team combinations centered around Gogeta or sacrifice favorable okizeme in order to obtain levels consistently. Without this, Gogeta's supers are also in the lower range for damage in the game. In a blockstring, anyM/H/Snormals >6Swill leave an 11F window to counterattack (or a total 27F for them to react). If not overused,6Scan be used to reset string very efficiently. Mid-combo, it's possible to do ground normals >6S> Vanish and get both the Level up and the wall bounce from Vanish." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "j.M", "text": "Fantastic normal." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "j.H", "text": "Dynamic hit can wall bounce. Smash hit causes a sliding knockdown. This move is huge. Catches all techs in the corner. Removes landing recovery on Smash hit" }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "j.S", "text": "Halts all air momentum. Tracks in front of Gogeta up until half-screen with a wide vertical range below and above him. Has enough hitstun to combo into Super Dash. Cancels into itself once per usage, allowing for more damage while still comboing into Super Dash but scaling the combo more. P1 projectile with Ki Blast property. On frame 12-17, the projectile has an extra hitbox that deflects other Ki Blasts which can leads to interesting interactions (See the breakdown on5S) If you're not using it in a combo, it's best used to stop air-to-air attempts, but be careful as an expectant opponent can Super Dash preemptively and catch you wide open. It can also be used as a post-Super Dash option on characters with2Hnormals slower than 13 frames. Cancel intoj.214Hto convert into a knockdown on hit or pressure on block. You don't want to let this rock due to its recovery." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "j.2H", "text": "Jump cancelable." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "Lightning Hammer", "text": "236L/M/H(Air OK) Crushes all projectiles, including supers. All versions are medium starters, leading to extreme damage on hit. M and H versions are hitgrabs, meaning that both will beat any sort of challenge and are unaffected by hitstun scaling. Travels 1/2 of the screen. Mainly used as an additional movement option or to make sure a blockstring ends safely. Travels nearly fullscreen. Wallbounces with Smash, giving a combo in the corner. Can also extend combos midscreen with an airdash if you're not too high. Gives a mediocre sliding knockdown if U1 has been used and D1 has not. Opponent can airtech if both Smashes have been used. Gogeta's primary combo extender besidesj.2H. Air version leads to a rejump on every character midscreen (A specific combo is required onKrillin). Deadly frame trap option in the corner for having a higher reward on hit than5H, and not being any less favorable on block than the L version. Travels nearly fullscreen. Ground bounces with Smash, giving a combo anywhere. Gives a bounce sliding knockdown if U1 has been used and D1 has not. Switches sides. Opponent can airtech if both Smashes have been used. Buffered6H(whiff)-3His the best starter after this lands, and with theoptimal confirmleads into 50%." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "Meteor Strike", "text": "214L/M/H(Air OK) Overhead. Uses D Smash on hit. All versions can be anti-aired. -2 on block, allowing for a safe backdash. In the ballpark of +33 on most knockdowns, letting you SJ IADj.Hfor a safejump. Functions as an overhead mix-up and combo ender. Use afterj.H>j.Swhen you don't have smash for a knockdown, but keep in mind it grants less oki time if done so. +2 on block, allowing for RPS midscreen and pressure in the corner. In the ballpark of +55 on most knockdowns, giving you a similar setup to a Smashj.H. A sometimes move due to its startup, but good to use nonetheless as it's +2 on block. It's also Gogeta's best okizeme ender if he still has D1 Smash available, usually in corner combos. You'll most likely use j.DR instead, but it's there nonetheless. +2 on block, allowing for RPS midscreen and pressure in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "Bluff Kamehameha", "text": "236S Can only connect against grounded opponent. Cannot be combo'd into. Switches sides on hit, causes a wall splat. Allows for a combo anywhere by Superdashing after it." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "Punisher Guard", "text": "214S(Air OK) Frame 4 counter. Combos into superdash anywhere. Will not counter Ki Blast and beams, but will invul through if timed correct. Loses to command grabs and Dragon rush. Combos into Gogeta's Instant Kill. Excellent as a defensive tool. It's usable anytime that Gogeta is -2 or better, which is a wide range of opportunities in DBFZ. The most prominent of which are after a blocked6Mor an opponent's blocked vanish. Getting predictable with this move will get you killed, but it's great when unexpected. Can be used to make challenging j.Sscarier in post superdash scenarios." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "Plus Energy of Justice", "text": "22S Stays grounded and covers himself in a projectile. \"Immune\" to cross-ups as it hits both sides and doesn't require forward/backward input. Gains a Dragon Ball on frame 17.Dragon Ball cycle: Two-Star → Five-Star → Six-Star → Seven-Star → Four-Star → Three-Star → One-Star†Trivia: This is the order in which the Shadow Dragons were killed. Dragon Ball cycle: Two-Star → Five-Star → Six-Star → Seven-Star → Four-Star → Three-Star → One-Star†Trivia: This is the order in which the Shadow Dragons were killed. Smash hit causes a sliding knockdown. Minimum damage on D Smash: 40%. Unlike other DPs, on block it can be cancelled at any point during recovery. Gogeta's omnidirectional reversal. Has weaknesses compared to most DPs like having short range, zero vertical reach and also being a projectile. Despite that it is also one of the safer DPs as it is crossup immune and if blocked, a punish is not guaranteed since Gogeta can delay cancel into Vanish (among other things) at any point." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "Assist A", "text": "Finish Sign Grants half a bar, increasing slightly up to a maximum of just over 75% of a bar as levels increase. Levels Gogeta up, but cannot go past Level 5for obvious reasons. Gains Level and Dragon Ball on frame 1 Gains meter on frame 41" }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "Assist B", "text": "Lightning Hammer Blisteringly fast strike assist with great range that is invulnerable to other assists and all projectiles. Little initial knockback makes for easy hit confirms. Projectile invulnerability activates on frame 10, assist hits frame 21. An extremely fast strike assist. Has high blockstun for a ~20f strike assist and is very easy to hit confirm. This is Gogeta's go-to assist because of how situational his A assist is and how little frame advantage his C assist has." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "Assist C", "text": "Plus Energy of Justice Gains a Dragon Ball on hit, block, or whiff. Dragon Ball cycle is different than that of the Dynamic! property: Two-Star → Five-Star → Six-Star → Seven-Star → Four-Star → Three-Star → One-Star Unfathomably less advantageous than every other C assist and some normal assists. This unusually low blockstun can allow it to be used for tick throws." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "Ultimate Impact", "text": "236L+M(Air OK)or236H+S(Air OK) Minimum damage: 754 → 808 → 862 → 916 → 970 → 1024 → 1078 → 1154 First hit only minimum damage (DHC): 720 → 774 → 828 → 882 → 936 → 990 → 1044 → 1098 Has Head property, making it vulnerable to2H. Tracks the entire screen. Side switches on hit for ground version. Regains side for air version. Ground version always puts opponent in the corner. Tracks anywhere on the screen, but deals rather poor damage without levels. At Level 3 or so, it might actually be more worthwhile to use this than continue going for the Instant Kill as this becomes one of the most solidly damaging Level 1s in the game. Both the ground and air versions give Gogeta oki, but the setups are different. The ground version only leaves him in position to meaty with a button, but the air version has enough advantage for an IAD or a214Mto cover all techs (except delay down, of course). It's better advised to use this immediately after any combo ender as it hits full-screen anyway, and you don't want to risk whiffing this move after a sliding knockdown due to its longer-than-most start-up." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "Ultra Big Bang Kamehameha", "text": "214L+M(Air OK) Minimum damage: 1654 → 1708 → 1762 → 1816 → 1870 → 1924 → 1978 → 2054 Adv. on hit: +44 Midscreen, a GO1 Jump/Moonjump can be used to close in on the opponent. That doesn't sound great by itself, but Gogeta does have access to an easy fuzzy overhead thanks to his double airdash. After a Level 3 in the corner,[9]j.M(whiff) >j.Mwill leave you at the perfect height to eitherIAD j.LMor land2M. On most characters, theIAD j.LMwill be a true blockstring as well as a combo if thej.Mconnected. You're also free to go for a DR or236Safter thej.Mfor additional layers." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "x100 Big Bang Kamehameha", "text": "214H+Sat Level 7 (Air OK) 540 × 54 = 29,160 damage. Minimum damage: 100%.This is a versatileInstant Killthat can be combo'd into from most Smash moves in Gogeta's kit:5H, anti-projectile strikes, plus on block overheads, command grab, counter, DP, Vanish, and so on. Essentially, he can always combo into IK. The requirement of reaching Level 7 can be made trivial with the right team. Gogeta can rack up 3 to 4 Levels per combo with high hitstun assists like16 BGuardAllStartup30RecoveryAdvantage+31orVegeta (Super Saiyan) AGuardAllStartup37Recovery69Advantage+87, not to mention that he can also gain Levels during neutral, blockstrings, and knockdowns. Once at Level 7, the threat of being IK'd by a random hit is always present even when Gogeta is not the point character, since it's possible to tag him in mid-combo into something like Vanish >j.214H+S. He can also react to assist calls and obliterate any assist that dares pop onto the screen. Take control of the pace of the match as fear of being robbed of their characters will often make the opponent play hyper-offensive to stop Gogeta from achieving his win condition, or hyper-defensive to avoid being executed. Keep in mind that while it's practical to reach Level 7, Gogeta on his own is still more than capable of deleting the opponent's health bar without IK. Maintaining Levels can be cumbersome at times since he has to avoid using Supers and wasting the Levels. If the team wasn't specifically built around Leveling up, by the time he gets to Level 7, the match might already be reaching its conclusion and IK wouldn't be any more useful than his other metered options. Due to the slow startup and Gogeta leaping up making the beam whiff on crouching or small characters at close range, IK on its own is a terrible reversal so stick to the other Level 3 or22Sthen hit confirm into this for the kill. Advantage on hit: +40 if it (somehow) doesn't kill Block, run up to him as he falls down and punish the landing recovery. Regardless of ground or air block, there's always enough time to dash fullscreen towards him and punish withMbuttons. If you're behind Gogeta, either patiently wait for him to land and punish as usual (recommended), or hit him out of the IK with a2H. If you're not on course to a Perfect victory, do not Reflect the beam. Reflecting the entire beam gives you 0.075 bars, while blocking will build 1.458 bars at the cost of 1458 blue health. This is almost the same amount of meter you would've received if you had been ToD'd. Other than preventing chip damage, Reflecting here does not give you any advantages over blocking." }, { "url": "https://www.dustloop.com/w/DBFZ/SS4_Gogeta", "title": "SS4 Gogeta", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.01", "title": "Version", "section": "Intro", "text": "Version1.01 Date Released:January 26, 2018 LinksNone Launch Version" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.01", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus/Frame_Data", "title": "Beerus", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus/Frame_Data", "title": "Beerus", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)/Frame_Data", "title": "Gogeta (SS4)", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)/Frame_Data", "title": "Gogeta (SS4)", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.24", "title": "Version", "section": "Intro", "text": "Version1.24 Date Released:June 26, 2020 LinksBandai Namco Japan" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.24", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "Overview", "text": "Android 21 (Lab Coat)is a well-rounded character who slices through the screen with her Savory Slicer. Neutral: Great neutral control with her projectiles and fullscreen advancing attacks. Defense: Omnidirectional anti-air and barrier perfectly compliment her neutral game as well as making her hard to lock down. Pressure: Heavy layered pressure with 6 lows, an extra overhead, and 2 command grabs that she can freely cancel into. OTG: One of the few characters that can pick up combos after sliding knockdowns, extending her and her team's combos significantly. Happy Birthdays: Has high chances of catching and vacuuming assists into a combo, with a toolkit full of Happy Birthday friendly moves. Meter Deprived: The only character with an innate 50% modifier that cripples her meter gain. Restrained Assists: Her assists all have critical weaknesses that undermine their potential." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "5L", "text": "Lab Coat's fastest button that's also a 6F low, useful for poking, starting blockstrings, defensive challenges and punishes. Advances pretty far forwards so it can stagger into itself indefinitely, and works for SD mixup in midscreen. Though as both a blessing and a curse, the lack of vertical reach can be undesirable at times. For example: in ±0 situations, the opponent will be able to jump away from her5L, and it often trades against other5Ls instead of clashing. In a similar vein, Lab Coat's5Lcan also whiff against point blank Super Dash. Has great range and hits very high up, useful for typical5LLthings like as combo and blockstring filler. When whiff canceled from5L, will hit on frame 17 at earliest. This lets Lab Coat to punish backdash whenever she's plus, e.g. post Vanish or when the opponent airblocks her214XGuardAllStartup9Recovery17Advantage-4series. However since it's so fast, on Reflect,5L>5LLtends to be Reflected twice, pushing her back into neutral. Mediocre just like most other throw5LLLs. Very rarely used for combo purposes and requires specific assists to set up tick throws. Avoid mashing too hard so you don't get this accidentally. Canceling into this from a blocked5LLalways leaves the opponent in too much blockstun for the throw to work Combos into SD on hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "5M", "text": "Great vertical range, but lackluster horizontal range. Very strong combo and blockstring filler as it can pull airborne opponents down into a grounded string. After the first hit lands, the second can be canceled at any point, and thus is entirely GC safe as Lab Coat can freely cancel into2H/214X on reaction. Due to the second hit always coming out unless canceled on hit or block, she's wide open on whiff so avoid aimlessly throwing5Mout in neutral. If you allow the second hit to come out on block, you leave a 4-frame reversable gap if you go into5H. Going into2Mcreates an autotimed frame trap. If you've already used 2M in a block string, you should cancel out of the first hit of5Minto your heavies or5Sto keep your block string true. 2nd hit ground bounces airborne opponents If the first hit makes contact, active frames transition immediately into (8)4" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "5S", "text": "(Hold OK) Stays in place and shoots out basic P1 projectiles with Ki Blast property. Great neutral tool and corner combo filler for meter gain. On block,5H>5S(1) will space her out nicely for stagger strings or disengaging. She also plays the Ki Blast minigame pretty well thanks to5H,3Hand her command grabs.5Hand3Hwill beat GC SD, while command grabs beat GC Reflect. Hold or mashSto shoot up to 5 Ki Blasts 5th Ki Blast launches on hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "2M", "text": "One of the best2Ms in the game for pressure and mix-up. Both hits are lows,, scale like typical Medium buttons, and due to the first hit being as fast as some characters' low2Ls, it can be used in SD mixups in the corner for devastating damage. After the first hit lands, the second is entirely GC safe as Lab Coat can freely cancel into2H/214X on reaction into a full combo. Second hit being cancelable at any point also makes it a good mixup opportunity like2M(1) > delay6Hwhich can be visually confusing and will catch opponents on autopilot expecting2M(2). As a combo filler, both5M(2) >2M(2) and2M(2) >5M(2) always combo and are essentially identical strings that can lead to all of her basic grounded routes. The second hit of2Malso combos into SD anywhere on screen at low hitstun decay, allowing for Smashless rejumps with any starter. Unfit for neutral usage as similar to her5M, the second hit will always come out on whiff and puts her at -47, very punishable. If you let2Msecond hit come out on block, any follow up normal can be stuffed by a four frame reversal, including5MIt's best to skip using that part of the move in block strings and only use it in your combos. Additionally, there is no way to true string into 2M from 5LL or 5M(1), always leaving a reversable gap before and after both hits 2M. Launches on hit If the first hit makes contact, active frames transition immediately into (14)4" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "2H", "text": "Lab Coat's highest rewarding anti-air, and has additional utility of keeping a Happy Birthday combo going. On block, can sort of keep herself safe with2H>j.214L(-4) or2H>j.236L(-5), though beware of GC Reflect. Has great vertical reach, but the horizontal range leaves a lot to be desired. It'll clip opponents directly above her or flying straight at her, but it has trouble with weird angles. Luckily, she hasVertical SlicerGuardAllStartup9Recovery17Advantage-4to deal with that. Puts Lab Coat airborne Launches on hit. Smash hit combos into SD" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "6H", "text": "Strong overhead that leads into combos without needing additional resources, as it ground bounces on hit and has enough hitstun to combo into3Hor even SD. Similar to6M, it doesn't have Head property despite being airborne, so cannot be anti-air'd by typical Head invul attacks. A good spot to sneak this in is after2M(1)." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "3H", "text": "Combo filler and acts as an extra low that chases after the opponent, usually from5S(1) >3Hwhere 22X would whiff.5S>3His also good against delay GC Reflect in attempt to push Lab Coat away, they will be standing for the 4S input and get hit low. Additionally, the hitbox is high enough to hit them out of GC SD. Beware that3Hdoes not true string from any of Lab Coat's normals. Has a 7F gap when canceled from5L,2L, and6H(loses to most abare5Ls), 3F gap from all other normals (frame traps and beats frame 4 reversals). Launches on hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "j.M", "text": "If the first hit makes contact, active frames transition immediately into (6)4" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "j.H", "text": "Huge and covers all techs pretty easily when used for a safejump. This is also Lab Coat's primary jump-in and crossup normal. Due to the lack of fast advancing normals, after a crossup IADj.H, she usually has to convert or continue pressure by microdashing into buttons. Point blank crossup IADj.Hwill not true blockstring into any dash button, and since her5Lhas a low hitbox, the opponent can slip out of her pressure in these situations. Forces crouching on grounded hit Smash hit causes a sliding knockdown. Dynamic hit can wall bounce" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "j.S", "text": "(Hold OK) Halts all air momentum and shoots out P1 Ki Blasts at a shallow angle. Each shot pushes her a bit backward. Synergizes very well with the rest of her kit. Lab Coat has strong Ki Blast game as not only isj.Srepeatable with very low landing recovery, she also can react to SD and cancel into j.214X, an airborne anti-air that can be extended into big damage through the use of 22X or assists. When spaced,j.S(2~4) can combo into SD, though the timing for this cancel is rather tight. Hold or mashSto shoot all 4 Ki Blasts Last Ki Blast launches on hit After a Ki Blast makes contact, the one immediately after can be kara canceled into Specials/Supers" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "j.2H", "text": "Standard combo extender that's useful for air-to-air confirms. In the corner, instantj.2Hafter a ground jump leads into her optimal beam loops. Halts all momentum and kicks sideways. Stays mostly in place throughout recovery animation Smash hit wall splats, combos into SD. In the corner and at low hitstun decay, can link toj.L" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "Savory Slicer", "text": "236L/M/H(Air OK) Lab Coat turns herself into a beyblade and lets it rip. These are powerful approaching tools with great range, 360 hitbox and Ki Blast deflect property. The backside hitbox allows them to punish panic Vanish, and they also have tendency to pull the opponent in if they're in her vicinity. EX spin is one of the most oppressive advancing special in the game that literally slices through neutral and leads into a full combo on hit. You should keep an assist available before spinning, to keep yourself unapproachable on whiff, or to gain advantage and start your offense on block. Do notmake these your only means of navigating through neutral however, for each of their outstanding pros, there's an equally terrible con. They have Head property so can be anti-air'd on a read, and can be2H'd if canceled into Vanish. Despite the insane range, bothMandHversions can also whiff at fullscreen distance if the opponent holdsand walks out of range. And finally, the worst part: They can be GC Reflected on block. Not only are they already punishable on block, Reflecting them put Lab Coat even worse at -15. While pushed far away, some characters can still reach her in time for the punish. You should not use these moves willy nilly, always call assists for backup, and mix her options up by using Ki Blasts or beam to control the screen. Smash on the last hit forMandHversions. Smash hit will reposition the opponent to be in front of her Decent neutral tools but are overshadowed byMandHversions. Cover roughly the same range as5H. Travel fullscreen and are her go-to corner combo tools. Have good corner carry and wall splat on Smash hit. In midscreen, ground version can link into236Sfor big damage, though this only works against medium sized and larger characters (2/3rd of the cast). 236L Clash level: 3×6, 3 236M Clash level: 3×6, 3 236H Clash level: 3×6, 3 j.236L Clash level: 3×6, 3 Removes landing recovery j.236M Clash level: 3×6, 3 Removes landing recovery j.236H Clash level: 3×6, 3 Removes landing recovery" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "Vertical Savory Slicer", "text": "214L/M/H(Air OK) Okay but what if we make the beyblade goes upward instead? Introducing: Contenders for the best anti-air in the game. Fast, Head invulnerable, 360 hitbox so they can blow up cross-ups, Ki Blast deflect property and are extendable into combos on hit thanks to 22X. While the 236X series are terrifying approach tools, 214X make it terrifying to approachher. Do not Super Dash at Lab Coat ever you WILL regret it. These moves carry low risk while giving Lab Coat great reward. Additionally thanks to the autocorrect property, it can also sometimes cross the opponent up for a free hit. While there's little these moves aren't good for, similar to the horizontal spins, they have quite a list of downsides. They also have Head property, which means they're anti-airs that can be anti-air'd.MandHversions have horrendously long animations that stay roughly in place, so they can be consistently whiff punished with something like super jumpj.L. And despite being safe on block, GC Reflect will make them -8 at best and it can only get worse, especially with a well timed Reflect on the final slash. So definitely think twice about using them as reversals, and always prepare an assist to be used for backup. Each slash during the spin vacuums on block/hit and only has Clash Level 2 (loses toj.Hand most specials in a trade) Turns to face the opponent before the final hit Smash on the last hit forMandHversions. All versions ground bounce on non-Smash hit Lowest commitment and are best used with an assist. They quickly cover all around Lab Coat, then the assist will either give her a combo extension or protect her from being punished. Combo enders for high hitstun decay combos. Don't give SKD but the ground bounce makes it very easy to extend into Assist +j.214M▷22M> Supers etc. The vacuum property along with not requiring Smash makes this a good Happy Birthday tool as well. Go-to combo enders as they cause a sliding knockdown on Smash hit, and always leave Lab Coat close enough to combo into 22X. Whilej.214Mandj.214Scan be used interchangeably as they have similar startup and give good knockdowns,j.214Mis what you wanna use in most situations since it stays same side and can easily be extended with 22X for even more damage. j.214Malso allows for special tag > j.DR anywhere on screen, though the timing is a bit strict (using quick tag shortcuts will help). The best versions and one of the best defensive options in the game thanks to their speed and frame 1 Head invulnerability. Fantastic anti-Super Dash, anti-Ki Blast objects being put on top of her on oki, or even just anti-approach. Bonus as good combo enders since they have the same speed asLversions while causing a ground bounce sliding knockdown on Smash hit.Hversions knocks the opponent back a bit further thanMversions but have more frame advantage, so instead of immediately 22X upon landing, you should do dash 22X instead. The ground bounce SKD on Smash hit enables for better combo routes compared toMversions, such as whiff Sparking before going into 22X. Ground214Hon Smash hit can also link to5Lif all 11 hits connect and Lab Coat doesn't turn around on the last hit, allowing her to convert without spending additional meters or assists.j.214Hallows for special tag > j.DR as well, and is much easier to perform than withj.214M. Frame 1 Head invulnerability and the ability to hit both sides allow Lab Coat to counter the other best defensive option in the game: Sparking Blast into held Vanish. For most characters, they'll be facing the wrong direction and often have to block against this setup, but Lab Coat can justj.214Hthrough it. j.214M On Smash hit, recovery is Until L+6 j.214H On Smash hit, recovery is Until L+6" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "Mignardise Heel", "text": "22L/M/H Top 3 uncontested best OTG moves in the game due to their speed and Smash properties allowing for conversions, as they can reliably connect after any of Lab Coat's solo sliding knockdowns. Not only do these moves make Lab Coat extremely self sufficient, they also give plenty of synergies with other characters. One egregious example is being able to extendZ Broly'sLcommand grabGuardThrowStartup17Recovery23Advantagein the corner by special tagging into22H. Ground bounce on hit Can hit opponents in OTG state and are not affected by hitstun decay. Meaning these moves can almost always be used as combo enders into Supers Special cancellable on Smash hit True blockstring from any normal, so can be tacked on as an extra low at the end of the string. Doesn't use Smash but cannot be converted solo, so it's often used with assists to pick up after SKD. Go-to version for most OTG purposes, such as extending after Smash214M/Hor combo ender into Supers. On Smash hit,22Mgives a SD rejump in midscreen and can cause a corner splat. Corner splat instead of wall splat also means it will Happy Birthday, so this is also an alternative corner combo tool to236Mspecifically for the purpose of wiping the opponent's assist(s). Beside going for SKD oki, hitting OTG with a non-Smash22Malso sets up an auto-timed IADj.Hsafejump in the corner. If you're weary about whiffing22M, you can use22Linstead at slightly lower damage. Identical startup to3Hmeans it does not true string from any of Lab Coat's normals. Has a 7F gap when canceled from5L,2L, and6H(loses to most abare5Ls), 3F gap from all other normals (frame traps and beats frame 4 reversals). THE combo extender, a beast of a tool that breaks the rules of the game. Extremely fast startup and causes a huge ground bounce and corner splats on Smash hit, letting Lab Coat combo fromandinto basically anything. The bounce is so high she can choose which side she wanna be on for the combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "Photon Swipe", "text": "236S(Air OK) A screen control move for when you're bored of using the other ones, as well as a great combo filler. It's a typical piercing P3 projectile beam that's whiff cancellable into SD and can jail into Vanish. Can be made -3 on block with a frame perfectIASInstant Air SpecialConceptually includes Tiger Knee. Performing a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.For Example: 2369S for a j.236S input.j.236S. And despite its appearance, the hitbox extends downward so it can hit small or crouching opponents, even when done as IAS." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "Connoisseur Cut", "text": "214S(Air OK) Another mixup tool to overwhelm your opponent. On ground hit, immediate22Mwill lead to a full combo. However at 24F of startup and a recognizable pose as visual cue, it will take some conditioning to have a good shot at landing, and you likely won't see this as much as hercommand grab superGuardThrowStartup21Recovery17Advantage. The air version can be used as a pseudo movement option and is also a great combo ender. If you can afford to switch sides, or have meters to burn with Vanish > delayj.214S, then it can be worth going for just for the healing alone. Landingj.214Sat jump height or lower can also extend further with immediately airdashing into 22X. Dashes half screen forward. Ground version only performs the grab once she's near the opponent, while air version is active throughout the dash When used outside of combos,214Sonly connects against grounded opponents andj.214Sonly connects against airborne opponent. Mid-combo, ground214Swill also connect against airborne opponents On hit, throws the opponent backward into a sliding knockdown and heals 500 total HP. Example: If she has 400 blue health, she will heal 400 blue health and 100 yellow health 214S On hit, heals 500 total HP j.214S On hit, heals 500 total HP" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "Barrier Sphere", "text": "22S(Air OK) An air OK frame 4 reversal that can lead to devastating punish thanks to the special cancelation property. Relatively low risk as it has a short and ambiguous punish window on whiff. Gives a great amount of meter when guarding multi-hit moves like beams, so it's good for reacting to assist calls, using against zoning or as a round start option when combined with her own assists. With her5Mand2Mbeing GC safe, canceling into22Sagainst GC then punishing the landing recovery is much deadlier than simply anti-airing. Guard point against all attacks except throws, Supers, and Sparking Blast On successful guard:Guard frames will extend until end of recoveryGains12.5%It's 25% × 0.5 from her Ki gain modifierKi Gauges for each hit guardedGuarding Super Dash-type moves will give the opponent 10F of landing recoveryCancelable into Specials, Supers, Meteors, and will autocorrect to face the opponent. Canceling into Supers/Meteors can be inputted with shortcuts (air OK):L+Mfor236L+M,H+Sfor236H+S,4L+Mfor214L+Mand4H+Sfor214H+S Guard frames will extend until end of recovery Gains12.5%It's 25% × 0.5 from her Ki gain modifierKi Gauges for each hit guarded Guarding Super Dash-type moves will give the opponent 10F of landing recovery Cancelable into Specials, Supers, Meteors, and will autocorrect to face the opponent. Canceling into Supers/Meteors can be inputted with shortcuts (air OK):L+Mfor236L+M,H+Sfor236H+S,4L+Mfor214L+Mand4H+Sfor214H+S 22S Guard point against all attacks except throws, Supers, and Sparking Blast Values in [ ] are on successful guard j.22S Guard point against all attacks except throws, Supers, and Sparking Blast Values in [ ] are on successful guard" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "Assist A", "text": "Savory Slicer Impressive looking strike assist that's not as good as it might seem. Only a handful of assists have this same combination of fast startup and high blockstun, Lab Coat A on top of that has huge hitbox, lengthy active frames, and Ki Blasts deflection starting as early as frame 4. And in spite of being multi-hit, it works well for combo extensions at high hitstun decay where assists likeYamchaAGuardAllStartup19Recovery48Advantage+45orGoku (Super Saiyan)BGuardAllStartup20Recovery32Advantage+40would drop. However, it keeps the same properties as the point versions, and can be GC Reflected on block. In practice, there are no reasons not to Reflect it, so Lab Coat A is incapable of giving you true string mixups, and frame advantage against Reflect is only +30. It also keeps Head property so can be anti-air'd, and is trickier to use in common situations like approaching with SD + assist, or as an anti-ground call when you're in the air. The recovery is also rather high for this type of assist, putting her at risk of getting Happy Birthday'd. Launches on hit Frame advantage is for all hits. Last hit only is +29 Damage increase from Photon Pulse only applies to the last hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "Assist B", "text": "Barrier Sphere Lab Coat's B assist is her Barrier that defends against incoming attacks. Takes a different approach to her other assists given that it doesn't have a hitbox, but can be beneficial to certain team compositions or countering East Coast players. If your character is already good enough in scrambles then this assist could prove to be more useful than A, much likeA18GuardStartupRecoveryAdvantageorA17's barrierGuardAllStartup40Recovery47Advantage+35. On how good this is at its intended purpose, Lab Coat spawns behind the point character which is often a detriment, as even when used against things like GC, advancing attacks will put your character outside the barrier where they will get hit. Another note is since the barrier is pink, it's less effective at hiding DR than the other Androids' barriers. Guard point against all attacks except Supers and Sparking Blast Absorbs hits for both the point character and any other assists inside it Does not gain Ki for blocking attacks Frame 9-11: Invul all Frame 12-46: Guard all except Supers and Sparking Blast Frame 47: Invul all except Supers and Sparking Blast" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "Assist C", "text": "Photon Swipe Her only assist with real blockstun. It's a typical piercing beam that clears the ground and polices the opponent's assist calls. On hit, teleports behind the opponent and knocks them down into a ground bounce SKD, giving easy combo extensions. The cooldown is twice as long as her A and B assists, although it might just be worth it for the blockstun. Values in [ ] are when the opponent is in hitstun/untech Values in [ ] are when the opponent is in hitstun/untech Damage increase from Photon Pulse only applies to the beam portion" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "Total Detonation Ball", "text": "236L+M(Air OK)orj.236H+S Standard Level 1 Supers for meter dumping at the end of combos. Ground version throws an energy ball along the floor that launches on hit. Air versions throws the ball diagonally downward that slide against the corner wall, explodes if it hits the ground and causes a ground bounce sliding knockdown on hit. AirH+Sversion teleports behind opponents before throwing the ball and has reduced startup when used mid-combo, useful for combos that can't end in SKD (which is rare for her). Values in [ ] are when used mid-combo Minimum Damage (Ground): 827 Minimum Damage (Air): 784 j.236H+S Values in [ ] are when the opponent is in hitstun/untech" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "Photon Pulse", "text": "236H+S The icing on the cake: A devastating command grab with the meanest reward on hit. It can be used as a tickthrow from essentially all normals without having to delay the input, doubles as frame trap to beat mashing attempts due to invulnerability frames. Since it's a Super, she can also do236S> immediate236H+Sfor an extra sneaky tickthrow. All the while this grab is very hard to react to despite the startup of 21F, since its key pose is very subtle, has no Super flash until it connects, and is yet another mixup option at her disposal. On hit: Character that got grabbed will deal 21% less damage until the end of battle. This debuff is applied on top of everything else including Sparking, Limit Break, Super's minimum damage and so on. Debuff does not stack upon multiple uses Increases Lab Coat's Special Moves and Assists damage by 21% until the end of battle. Thankfully, this also doesn't stack It completely removes the damage upsides from Sparking, Limit Break and installs likeGolden FriezaGuardStartup34+0RecoveryAdvantage, Gohan (Adult)'sPotential UnleashedGuardAllStartup9+3Recovery44Advantage-29and more. You can't even use traditional Happy Birthday/Merry Christmas team wipe combos with this debuff applied to your character, as even highly damaging sparking combos ending in a Level 3 will simply deal the same damage as a regular combo using meter. Now imagine how little you're doing without spending those resources. Not as much as it might seem, since the buff is only applied to her special moves and when she's used as an assist. It's most apparent when she front-loads the combo with special moves, but is barely noticeable otherwise. From a normal starter (5L,5M,2H,j.H...), her damage output is increased by 1~2% From a special starter (236H,214H,214S...), damage output is increased by 7~10% (before Super) If two Lab Coats debuff one another, their normals and Supers damage will be reduced by 21%, while Special Moves and Assists' damage will only be reduced by 4.41% (actual calculation is 0.79 × 1.21) Debuff stays on the character's body whenBody ChangingGuardAllStartup45+12Recovery39Advantage-24, aka Ginyu will be possessing a debuffed character and vice versa Debuff persists even after death. Summoning K.O'd characters withParasite TakeoverGuardStartupRecoveryAdvantagewill give you debuffed assists. Additional Things to Know: Cannot hit airborne characters or characters in hitstun/untech Launches the opponent into a soft knockdown on hit and does not consume Smash. Adv: +27 against up/back/forward tech. In the corner, IADj.Hafterward is a safejump" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "Appetizing Rush", "text": "214L+M(Air OK) High damaging and flexible Super, especially since this is also her DHC Super. Tracks the opponent anywhere on screen so it can be used to punish willy nilly usage of special moves. In midscreen, this gives a rather average knockdown as she can only get a safejump afterwards. However when the opponent is at rejump height and up, a back-to-corner214L+Mlike fromj.214S> immediatej.214L+Mwill put them just outside the edge of the screen allowing for a nasty \"invisible\" IADj.Lcross-up. This can also work regardless of height against a few characters. Bardock,Broly (DBS),Captain Ginyu,Cooler,Gohan (Adult),Goku,Goku (Super Saiyan),Goku (SSGSS),Majin Buu,Nappa,Piccolo,Yamcha Not a very good reversal as it is slow outside of combos and especially 12F of startup post Super flash means the opponent can use delay Vanish to escape. Teleports behind opponents before attacking. Values in [ ] are when used mid-combo Advantage on hit: +28 Minimum Damage: 1721 214L+M Values in [ ] are when the opponent is in hitstun/untech j.214L+M Values in [ ] are when the opponent is in hitstun/untech" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "Excellent Full Course", "text": "214H+S(Air OK) Go-to reversal Level 3 since it has faster startup overall compared to214L+Mwhen used outside of combos. Has a small blind spot directly underneath Lab Coat due to her leaping up before attacking, so beware of low profile attacks as they will be able to slide under and dodge her. Stays same side and can Happy Birthday so will mostly be used if you wanna keep the corner or for team wipe combos. Okizeme is identical to214L+M, but has no corner steal potential so she can only safejump with IADj.Hafterward. Midcombo, has reduced startup and if Lab Coat isn't already on the same horizontal line as the opponent, will autocorrect and teleport vertically to their height before attacking. Values in [ ] are when used mid-combo Crosses over the opponent on block Advantage on hit: +28 Minimum Damage: 1721 214H+S Values in [ ] are when the opponent is in hitstun/untech j.214H+S Values in [ ] are when the opponent is in hitstun/untech" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)", "title": "Android 21 (Lab Coat)", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Resources", "title": "Gohan (Adult)", "section": "Intro", "text": "This page is Gohan (Adult)'s Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Resources", "title": "Gohan (Adult)", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Resources", "title": "Gohan (Adult)", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Resources", "title": "Gohan (Adult)", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.21", "title": "Version", "section": "Intro", "text": "Version1.21 Date Released:February 25, 2020 LinksSteamBandai Namco EuropeBandai Namco AmericaBandai Namco Japan (Part 1)Bandai Namco Japan (Part 2)Translationby @GREATFERNMAN AddedKefla Z Assist Selection:TEAM BUILDINGYou can now select 3 different assists per character You can now select 3 different assists per character Limit Break:COMEBACKS!!!The last character gains the following three buffs: The last character gains the following three buffs: More damage (20% - 30% with sparking) Gains 1 bar of ki gauge The opponent gets less recoverable health when hit (Doesn't apply to 1 frame invulnerable moves) Superiority Gauge:UIAdded a gauge that shows the percentage of your entire team's health remaining compared to the opponents entire team health Added a gauge that shows the percentage of your entire team's health remaining compared to the opponents entire team health Rising jump attacks:FUZZY OVERHEADVarious jumping attacks do not hit crouching state opponents while risingWhen landing from the air in blockstun, characters are now in crouching state (Removed \"universal\" fuzzy)Characters are now considered grounded right before landing Various jumping attacks do not hit crouching state opponents while rising When landing from the air in blockstun, characters are now in crouching state (Removed \"universal\" fuzzy) Characters are now considered grounded right before landing Ki Charge:BUFFReduced recoveryReflects Ki blastsCan be cancelled into Superdash with the H button while mid Ki ChargeEven if the Ki Gauge is full, Ki Charge will still charge for a short duration Reduced recovery Reflects Ki blasts Can be cancelled into Superdash with the H button while mid Ki Charge Even if the Ki Gauge is full, Ki Charge will still charge for a short duration Vanish:BUFFCan be cancelled into Superdash or special moves when it causes a cinematic Can be cancelled into Superdash or special moves when it causes a cinematic Dragon Rush:BUFFMade it easier to connect in an air comboCan be cancelled into from 5LCan be cancelled into Vanish when it hits in a comboWhen Dragon Rushes clash, air options (double jumps and airdashes) are now restored Made it easier to connect in an air combo Can be cancelled into from 5L Can be cancelled into Vanish when it hits in a combo When Dragon Rushes clash, air options (double jumps and airdashes) are now restored Dragon Rush (Snapback):NERFThe opponent comes in fasterThe opponent can delay their incoming timing by inputting 4 The opponent comes in faster The opponent can delay their incoming timing by inputting 4 EX Specials:BUFFEX specials only cost 0.5 bars now EX specials only cost 0.5 bars now 6M:QUALITY OF LIFEWhen cancelled into airdash during Sparking, the airdash will not cross over the opponent When cancelled into airdash during Sparking, the airdash will not cross over the opponent 5H, 2H and 5[H]:BUFFDoes more damage when it causes a cinematic to match 5LLL damage Does more damage when it causes a cinematic to match 5LLL damage j.H:BUFFLanding recovery is removed when it causes a cinematic Landing recovery is removed when it causes a cinematic Guard Cancel Change:BUFFGave it a higher attack level for clashes Gave it a higher attack level for clashes Z Assist:NO MORE \"INFINITE\" PRESSUREMade it so that if the opponent has not been out of blockstun for a set amount of time, Z Assists cannot be used againMade Z Assists hit away from them (uncertain what this means)Changed where Z Assists appear Made it so that if the opponent has not been out of blockstun for a set amount of time, Z Assists cannot be used again Made Z Assists hit away from them (uncertain what this means) Changed where Z Assists appear Air Dash:EASY IADYou can now airdash by inputting 9 right after jumping. (inputting 99 now does an instant airdash) You can now airdash by inputting 9 right after jumping. (inputting 99 now does an instant airdash) Attacks on Sub-Characters:SUB CHARACTER SHENANIGANSMade it possible to cancel when and attack hits sub-characters like Saibamen or the Ginyu force Made it possible to cancel when and attack hits sub-characters like Saibamen or the Ginyu force Bug Fixes:←SAYS IT RIGHT THEREFixed a bug where landing recovery was carried over from a previous jumpFixed a bug where hurtboxes would act strangely when an attack was done after blockstunMade it so hitboxes don't appear while the opponent is in hitstop from some attacks that cause a cinematic Fixed a bug where landing recovery was carried over from a previous jump Fixed a bug where hurtboxes would act strangely when an attack was done after blockstun Made it so hitboxes don't appear while the opponent is in hitstop from some attacks that cause a cinematic Goku (Super Saiyan) 2MREWORKNERF???Increased rangeIncreased active framesIncreased recoveryIncreased startup Increased range Increased active frames Increased recovery Increased startup This change increases SSJ Goku's reach, and establishes more differences between him, Base Goku and Blue Goku 5S\"UNIVERSAL\" BUFFChanged knockback Changed knockback This change is to make it easier for 5S to combo into its follow up hits Instant Transmission KamehamehaBUFFStartup is faster when the opponent is being comboed Startup is faster when the opponent is being comboed This change makes it easier to combo 236S (Ground, Upward Angled)\"UNIVERSAL\" BUFFIncreased damageDecreased recoveryDecreased active framesDecreased untech time Increased damage Decreased recovery Decreased active frames Decreased untech time This change is to make it easier to use in neutral Vegeta (Super Saiyan) 2MBUFFMade the hitbox tallerAdjusted hurtbox Made the hitbox taller Adjusted hurtbox This change is to make it easier to combo. The hurtbox was adjusted Base Vegeta as a basis 5S\"UNIVERSAL\" BUFFChanged knockback Changed knockback This change is to make it easier for 5S to combo into its follow up hits 236XBUFFWhen the ground ver. is cancelled into other moves, Vegeta keeps his air options When the ground ver. is cancelled into other moves, Vegeta keeps his air options This change allows him to double jump and airdash after vanishing this move 214HBUFFAppears behind the opponent and does a followup on hitGround bounces on cinematic hit Appears behind the opponent and does a followup on hit Ground bounces on cinematic hit This change increases the use cases for the EX ver., and distinguishes it from the M ver. 236H+SBUFFChanged the knockback on the air ver. Changed the knockback on the air ver. Made it easier to Ultimate Z Change and combo after Piccolo j.MBUFFMade the tracking in the autocombo ver. more precise Made the tracking in the autocombo ver. more precise This change makes it easier to combo 214XBUFFIncreased the buffer time into supers Increased the buffer time into supers Made it easier to combo into supers 214L/MBUFFThe guard point starts earlier The guard point starts earlier The guard point was adjusted to be in line with other characters j.214L/HBUFFDecreased startup Decreased startup Made it easier to use in combos and in neutral 236MBUFFChanged the distance Piccolo travels after he crosses up on the air ver. Changed the distance Piccolo travels after he crosses up on the air ver. Made it easier to hit small characters Z Assist (A Type)BUFFShoots two homing ballsAdjusted each hit's damage, overall damage is higherDecreased startupIncreased the hitstop on hit Shoots two homing balls Adjusted each hit's damage, overall damage is higher Decreased startup Increased the hitstop on hit Made it easier to use to match other assists Gohan (Teen) 5LLNERFAdded landing recovery Added landing recovery Made it impossible to true blockstring until Sparking runs out 5S\"UNIVERSAL\" BUFFChanged knockback Changed knockback This change is to make it easier for 5S to combo into its follow up hits j.2SBUFFMade the initial hitbox larger Made the initial hitbox larger Made it easier to use in combos 214X\"UNIVERSAL\" BUFFChanged its hit effect on cinematic hits Changed its hit effect on cinematic hits Made it so j.H causes a cinematic if Gohan does not land before the combo ends 214HBUFFMade the hitbox tallerMade the pushbox tallerIncreased active frames Made the hitbox taller Made the pushbox taller Increased active frames Made it easier to hit opponents directly above Gohan j.236MBUFFChanged knockback Changed knockback Made it easier to use in combos j.236HNERFReduced damageAdded damage prorationIncreased recovery on block Reduced damage Added damage proration Increased recovery on block This change is to reduce the move's strengh since EX moves cost less now 214[L+M/H+S] (Level 5)BUFFIncreased untech timeChanged the final hit's effect Increased untech time Changed the final hit's effect This change adds more knockdown advantage Frieza 2MBUFFMade the hitbox taller Made the hitbox taller Made it easier to combo j.MBUFFMade the tracking in the autocombo ver. more precise Made the tracking in the autocombo ver. more precise This change makes it easier to combo j.2HBUFFChanged the knockback when it causes a cinematicIncreased the amount of time the opponent slides on a cinematic hitRemoved landing recovery on a cinematic hitAdjusted the distance Frieza movesAdded landing recovery Changed the knockback when it causes a cinematic Increased the amount of time the opponent slides on a cinematic hit Removed landing recovery on a cinematic hit Adjusted the distance Frieza moves Added landing recovery This change increases advantage on hit, making it easier to continue offense. Furthermore, it also makes it easier to combo into supers. Made it hit grounded opponents when done immediately after a jump. j.SBUFFHits superdashIncreased untech timeReduced damageAdded landing recovery Hits superdash Increased untech time Reduced damage Added landing recovery This change is to make it more usable in neutral and easier to combo in the corner 236SBUFFChanged the effect on cinematic hitWhen the move does not hit in close range, the projectile moves slower Changed the effect on cinematic hit When the move does not hit in close range, the projectile moves slower Made it so j.H causes a cinematic if Frieza does not land before the combo ends. Made it easier to land the final hit when the move connects Sorbet's Ray Gun (S during Golden Frieza deactivation)BUFFIncreased minimum damageChanged the effect on air hitRemoved its 'followup super' damage proration Increased minimum damage Changed the effect on air hit Removed its 'followup super' damage proration Made it easier to use in combos and to hit opponents 214H+S - Golden FriezaBUFFYou can now cancel Golden Frieza by doing the same inputGolden Frieza's timer does not count down during SparkingAdded cancels into other normals to the following normals: 5LLL, 5H, 5S, 2S, j.2SFixed a bug where the tech after deactivating acted strangely You can now cancel Golden Frieza by doing the same input Golden Frieza's timer does not count down during Sparking Added cancels into other normals to the following normals: 5LLL, 5H, 5S, 2S, j.2S Fixed a bug where the tech after deactivating acted strangely This change increases the use cases for Golden Frieza and added cancel options he didn't have before Captain Ginyu 5MBUFFIncreased distance travelled Increased distance travelled Made it easier to use in combos and neutral 2MBUFFIncreased distance travelled Increased distance travelled Made it easier to combo into 2H. Made it easier to use in combos and neutral j.MBUFFIncreased active framesIncreased recoveryAdjusted hitboxAdjusted hurtbox Increased active frames Increased recovery Adjusted hitbox Adjusted hurtbox Made it easier to combo and made it not hit in weird looking ways 5HBUFFDeflects Ki blasts while Ginyu spinsHolding the button increases the damageNow hits low Deflects Ki blasts while Ginyu spins Holding the button increases the damage Now hits low Increased use cases. Increased its damage on top of the universal damage increase on 5Hs 5S (Guldo)BUFFDecreased startupIncreased damageIncreased untech timeIncreased hitstopIncreased hitbox Decreased startup Increased damage Increased untech time Increased hitstop Increased hitbox Made it easier to use in combos 5S (Burter)BUFFIncreased untech timeDecreased damage prorationIncreased hitstop on the final hitIncreased pushbox while Burter movesIncreased travel distance Increased untech time Decreased damage proration Increased hitstop on the final hit Increased pushbox while Burter moves Increased travel distance Made it easier to use in combos and in neutral 5S (Jeice)BUFFReduced Jeice's recoveryChanged where Jeice appearsGround bounces on hit Reduced Jeice's recovery Changed where Jeice appears Ground bounces on hit Made it easier to use in combos 236XBUFFIncreased air ver. active framesIncreased air ver. travel distance Increased air ver. active frames Increased air ver. travel distance Made it easier to use in neutral 236MBUFFDecreased startup Decreased startup Made it easier to use in neutral and in combos 236HBUFFDecreased startupIncreased hitstopIncreased untech time on the air ver. when it causes a cinematic Decreased startup Increased hitstop Increased untech time on the air ver. when it causes a cinematic Made it easier to hit, easier to make safe, and increased use cases 214H+S (Together We Are... The Ginyu Force!)NEW MOVENew move (input is 214H+S)Made it an Ultimate Z ChangeIf used after a body change, Ginyu staggers New move (input is 214H+S) Made it an Ultimate Z Change If used after a body change, Ginyu staggers Added a level 3 move that Ginyu can use for invulnerability and combos Z Assist (A Type)BUFFDecreased Startup Decreased Startup Brought it in line with other Z Assists Bardock 236MNERFAdded landing recovery to the ground ver. when it causes a cinematicChanged hit effect on a cinematic hit Added landing recovery to the ground ver. when it causes a cinematic Changed hit effect on a cinematic hit This change is to limit Bardock's ability to get mix ups off M lariat. Made it so j.H causes a cinematic if Bardock does not land before the combo ends 236HNERFReduced blockstunReduced recoveryReduced untech time Reduced blockstun Reduced recovery Reduced untech time This change is to lower the move's strength since EX moves cost less 236SBUFFDecreased startup of fully held versionChanged hit effect on a cinematic hit Decreased startup of fully held version Changed hit effect on a cinematic hit Made it easier to use in combos. Made it so j.H causes a cinematic if Bardock does not land before the combo ends 236L+MBUFFIncreased untech timeChanged the angle on the air diagonal ver.Changed the knockback on the air diagonal ver.Increased Ultimate Z Change cancel time on the air ver. Increased untech time Changed the angle on the air diagonal ver. Changed the knockback on the air diagonal ver. Increased Ultimate Z Change cancel time on the air ver. Made it easier to Ultimate Z Change from this move Z AssistBUFFIncreased hitstop on hit Increased hitstop on hit Made it easier to use in combos Goku (GT) 5LLNERFDecreased distance travelledIncreased startup Decreased distance travelled Increased startup No longer beats reflect and backdash. Easier to whiff punish 5SBUFFMade the hitbox tallerAdjusted opponent's position on cinematic hitAdjusted knockback on non-cinematic hitIncreased untech time on non-cinematic hit Made the hitbox taller Adjusted opponent's position on cinematic hit Adjusted knockback on non-cinematic hit Increased untech time on non-cinematic hit Made it easier to use in combos and neutral j.SBUFFIncreased untech time on cinematic hit Increased untech time on cinematic hit Made it easier to combo 236XNERFReduced the distance at which the attack will hit Reduced the distance at which the attack will hit Made it so that the move wins less against the opponent's moves 236LBUFFIncreased distance travelled Increased distance travelled Made it easier to use in combos and neutral 214XNERFGoku now loses a lot of height after the attack on the ground ver. Goku now loses a lot of height after the attack on the ground ver. This change limits the mix ups Goku (GT) can get off this move 214HNERFDecreased travel distance Decreased travel distance This change is to weaken this move since EX moves cost less now 214H+SNERFThe opponent can ground tech after this moveReduced damage The opponent can ground tech after this move Reduced damage Brought this in line with other lvl 3s that allow combos after. Adjusted the damage in order to mitigate the damage a combo using spirit bomb would do. Removed infamous \"Spirit Bomb Okizeme\" Trunks 2MBUFFMade the hitbox taller Made the hitbox taller Made it easier to combo j.HBUFFDecreased startupIncreased active framesMade the initial hitbox smallerIncreased the hurtbox at the beginning of the move Decreased startup Increased active frames Made the initial hitbox smaller Increased the hurtbox at the beginning of the move Buffed the moved for neutral and made it easier to combo with j.2HBUFFDecreased startup Decreased startup Made it easier to combo 214SBUFF\"UNIVERSAL\" BUFFMade the initial hit only hit the opponent's main characterChanged the effect on cinematic hits Made the initial hit only hit the opponent's main character Changed the effect on cinematic hits This change is to prevent the phenomenon where the initial hit hits a sub-character, causing the explosion hit to not come out. Made it so j.H causes a cinematic if Trunks does not land before the combo ends 236XBUFFIncreased buffer window for supersIncreased the amount of time the opponent slides on cinematic hit Increased buffer window for supers Increased the amount of time the opponent slides on cinematic hit Made it easier to combo into supers 214HBUFFAdded the ability to steer it with 8 and 2Increased travel speedIncreased spinning duration Added the ability to steer it with 8 and 2 Increased travel speed Increased spinning duration Increased use cases Cell 5LLLNERFDecreased damage proration Decreased damage proration Brought in line with other characters' 5LLLs 2MBUFFIncreased hitbox Increased hitbox Made it easier to combo 5[H]\"UNIVERSAL\" BUFFIncreased damage of the held button version Increased damage of the held button version This adds damage on top of the universal damage increased to 5/2H j.2MBUFFIncreased hitstun on ground hit Increased hitstun on ground hit Made it advantageous on hit 236MBUFFDecreased startup of the ground ver. Decreased startup of the ground ver. Increased use cases such as its usage for opening the opponent up 236HBUFFThe ground ver. goes behind the opponent The ground ver. goes behind the opponent Increased use cases such as its usage for opening the opponent up and repositioning 214X\"UNIVERSAL\" BUFFChanged effect on cinematic hit Changed effect on cinematic hit Made it so j.H causes a cinematic if Cell does not land before the combo ends 214HBUFFThe ground ver. can be cancelled into an Ultimate Z Change The ground ver. can be cancelled into an Ultimate Z Change Made it easier to combo 214SREWORKED\"UNIVERSAL\" BUFFDoes not do multiple hits when used in a comboDoes not hit after a KOChanged effect on cinematic hit Does not do multiple hits when used in a combo Does not hit after a KO Changed effect on cinematic hit Brought it in line with other throws. Made it so j.H causes a cinematic if Cell does not land before the combo ends 236S (Ground, Upward Angled)BUFFIncreased damageDecreased recoveryDecreased active framesDecreased untech time Increased damage Decreased recovery Decreased active frames Decreased untech time Made it easier to use in neutral Android 18 5LBUFFChanged knockback on air hit Changed knockback on air hit Made it easier to combo after 2LBUFFChanged knockback on air hit Changed knockback on air hit Made it easier to combo after 5S\"UNIVERSAL\" BUFFChanged knockback Changed knockback This change is to make it easier for 5S to combo into its follow up hits j.LBUFFDecreased startupMade hitbox taller Decreased startup Made hitbox taller Made it better in neutral and mixups j.SREWORKIncreased recovery Increased recovery This change is to make it easier to link into j.L, given than j.L is faster now 236XBUFFIncreased throw range Increased throw range Made it easier to connect 236M/HBUFFChanged the timing of its followup inputIncreased distance travelledChanged hit effect on cinematic hit Changed the timing of its followup input Increased distance travelled Changed hit effect on cinematic hit Made it harder to accidentally do the followup input. Made it easier to connect. Made it so j.H causes a cinematic if 18 does not land before the combo ends 236HBUFFMade the latter half of the move special cancelable on hitIncreased hitstop on Android 17s attackChanged the knockback on Android 17s attack Made the latter half of the move special cancelable on hit Increased hitstop on Android 17s attack Changed the knockback on Android 17s attack Made it easier to combo off 214HBUFFREWORKAndroid 17 appears fasterDoing the input again does the follow upNo longer pulls the opponent while they are in blockstunIncreased hitstop on the final hitMade it so Android 17 cannot defend against moves done by the opponent's main bodyIf a Z Assist is called while Android 17 is on standby, Android 17 goes away Android 17 appears faster Doing the input again does the follow up No longer pulls the opponent while they are in blockstun Increased hitstop on the final hit Made it so Android 17 cannot defend against moves done by the opponent's main body If a Z Assist is called while Android 17 is on standby, Android 17 goes away Changed the move's performance since EX moves cost less now. Made it so that even though the opponent has one character remaining, you can get the follow up. Removed Android 17 vacuuming the opponent for strong mixups 214SBUFFChanged knockback on the ground ver. Changed knockback on the ground ver. Made it easier to combo 236SBUFFIncreased the damage done when it hits Z Assists Increased the damage done when it hits Z Assists This change is fixing a bug that caused Destructo Disc to do less damage when it hit assists Gotenks 5LLLBUFFMade hitbox tallerMade hurtbox taller Made hitbox taller Made hurtbox taller Made it easier to hit the opponent 5[H]\"UNIVERSAL\" BUFFDamage increased when button held Damage increased when button held This damage increased is on top of the universal 5/2H damage increased 5S\"UNIVERSAL\" BUFFChanged knockback Changed knockback This change is to make it easier for 5S to combo into its follow up hits 236XREWORKCan be cancelled into other specials on once on whiffChanged the performance of the move to account for the whiff special cancelChanged the hit range Can be cancelled into other specials on once on whiff Changed the performance of the move to account for the whiff special cancel Changed the hit range Increased use cases by introducing a whiff cancel. Adjusted the move with the whiff cancel in consideration. The hit range was adjusted to make it easier to beat superdash but easier to lose to long reaching moves 214XREWORKCan be cancelled into other specials on once on whiffChanged the performance of the move to account for the whiff special cancelChanged the hit range Can be cancelled into other specials on once on whiff Changed the performance of the move to account for the whiff special cancel Changed the hit range Increased use cases by introducing a whiff cancel. Adjusted the move with the whiff cancel in consideration. The hit range was adjusted to make it easier to lose to superdash 214HNERFIncreased recovery Increased recovery Adjusted to account for EX moves costing less 214SBUFF\"UNIVERSAL\" BUFFIncreased attack range while the opponent is in a comboChanged effect on cinematic hit Increased attack range while the opponent is in a combo Changed effect on cinematic hit Made it easier to combo. Made it so j.H causes a cinematic if Gotenks does not land before the combo ends 236[S]NERFAdded landing recovery on the held ver. Added landing recovery on the held ver. This change is to reduce Gotenks mix up potential off this move 236L+MBUFFDecreased startup while the opponent is in a combo Decreased startup while the opponent is in a combo Made it easier to combo. Fixed cases where the super couldn't connect off of high altitude j.DR. Z Assist (A Type)BUFFIncreased attack range while the opponent is in a combo Increased attack range while the opponent is in a combo Made it easier to combo Krillin Senzu Bean (214X)BUFFREWORKKrillin now has infinite senzu beansAlways throws senzu beans (never throws rocks) Krillin now has infinite senzu beans Always throws senzu beans (never throws rocks) Made senzu and rock separate moves RockBUFFNEW MOVE...KINDAChanged the input to 22XChanged the move's performance to account for the input changeCannot be superdashed Changed the input to 22X Changed the move's performance to account for the input change Cannot be superdashed Made senzu and rock separate moves. Made it easier to use in neutral 214SBUFFMade it automatically follow up on hitDoes not do the follow up if the button is heldUnaffected by hitstun scaling Made it automatically follow up on hit Does not do the follow up if the button is held Unaffected by hitstun scaling Increased use cases 236XBUFFIncreased buffer time to cancel into supersMade hitbox taller Increased buffer time to cancel into supers Made hitbox taller Made it easier to combo into super. Adjusted the hitbox to fit the animation and made it easier to connect 236L/MBUFFKrillin now keeps his air options when the ground ver. is cancelled Krillin now keeps his air options when the ground ver. is cancelled This allows double jumps and airdashes after this move is vanished Z Assist (A Type)BUFFChanged the way the rock works to be in line with it when used on pointIncreased the rocks untech timeThrows two rocks Changed the way the rock works to be in line with it when used on point Increased the rocks untech time Throws two rocks Made it easier to use to bring it in line with other assists Kid Buu 5HBUFFMade hitbox tallerMade hurtbox taller Made hitbox taller Made hurtbox taller Made it easier to combo, but made sure to not make it too strong in neutral 5SBUFFIncreased damageMade hitbox tallerAdjusted the Initial position Increased damage Made hitbox taller Adjusted the Initial position Made it easier to combo j.MNERFWhen the first hit is cancelled into other normals, Kid Buu's float is increased When the first hit is cancelled into other normals, Kid Buu's float is increased This change makes it so that j.M(1)>j.L will whiff on crouching opponents. This is to prevent strong mix up 236S\"UNIVERSAL\" BUFFChanged effect on cinematic hit Changed effect on cinematic hit Made it so j.H causes a cinematic if Kid Buu does not land before the combo ends 214SBUFFIncreased damage Increased damage Made the reward on hit higher 236HNERFIncreased startup Increased startup Nerfed the move since EX moves cost less now 214M/H\"UNIVERSAL\" BUFFChanged effect on cinematic hit Changed effect on cinematic hit Made it so j.H causes a cinematic if Kid Buu does not land before the combo ends Z Assist (A Type)BUFFIncreased damage Increased damage This change is to bring it in line with the point ver. Majin Buu Vanish / SparkingBUFFBrought Buu's fall speed after attacking in line with the other characters Brought Buu's fall speed after attacking in line with the other characters Buu used to fall slower, making him easier to punish 5LLBUFFChanged knockback Changed knockback Made it easier to combo 5LLLNERF Gave it throw damage proration Brought it in line with other 5LLLs 5MBUFFIncreased travel distanceGround bounces on air hit Increased travel distance Ground bounces on air hit Made it easier to combo and use as a mixup 2MBUFFChanged knockbackIncreased untechIncreased the opponent's hitstopIncreased recovery Changed knockback Increased untech Increased the opponent's hitstop Increased recovery Made it possible to combo into 5M and easier to use in combos 236XBUFFCauses sliding knockdown on cinematic hitGround bounces on non-cinematic hit Causes sliding knockdown on cinematic hit Ground bounces on non-cinematic hit Made it easier to use in combos 236HNERFIncreased recoveryDecreased travel distance on the air ver. Increased recovery Decreased travel distance on the air ver. Adjusted since EX moves cost less now 214XBUFFIncreased the travel distance during the start of the move for the air ver. Increased the travel distance during the start of the move for the air ver. Made it easier to use in combos 214L+M/H+SBUFFIncreased damageIncreased minimum damageIncreased the speed of the projectile Increased damage Increased minimum damage Increased the speed of the projectile Made it easier to combo Z Assist (A Type)BUFFDecreased startup Decreased startup Brough it in line with other Z Assists Nappa 5LBUFFChanged knockback Changed knockback Made it easier to combo after 5LLLBUFFMade hitbox taller Made hitbox taller Made it easier to use in combos 5SBUFFChanged knockback of the first hitPushbox is larger during the attackIncreased opponent's hitstop on the ki blast hit Changed knockback of the first hit Pushbox is larger during the attack Increased opponent's hitstop on the ki blast hit Made it easier to use in combos 2LBUFFChanged knockback Changed knockback Made it easier to use in combos j.LREWORKMade hitbox largerMade hurtbox largerChanged Nappa's position during the attack Made hitbox larger Made hurtbox larger Changed Nappa's position during the attack Made it easier to use in neutral and in combos 214SBUFFChanged effect on cinematic hit Changed effect on cinematic hit Made it so j.H causes a cinematic if Nappa does not land before the combo ends 236L+M/H+SREWORKChanged where the explosion appearsThe explosion's location can be altered by a button hold Changed where the explosion appears The explosion's location can be altered by a button hold Increased use cases 214L+M/H+SBUFFUnder some circumstances, this can be comboed after if the button is heldNappa can do special moves after if the button is held Under some circumstances, this can be comboed after if the button is held Nappa can do special moves after if the button is held Increased use cases Saibaman (M)REWORKChanged the Saibaman's color Changed the Saibaman's color Made it easier to distinguish which Saibaman was summoned Z Assist (A Type)BUFFThe position of the attack changes based on the opponent's position The position of the attack changes based on the opponent's position This change was to distinguish this Z Assist from others Android 16 j.LREWORKMade the initial hitbox tallerMade the initial hurtbox taller Made the initial hitbox taller Made the initial hurtbox taller Made it easier to use in combos j.HBUFFMade an L input after do a superdash after j.LLLDecreased startup Made an L input after do a superdash after j.LLL Decreased startup Standardised to other characters. Made it easier to use in neutral and combos j.SBUFFMade 2nd hit's hitbox taller Made 2nd hit's hitbox taller Made it easier to use in combos 236M/HBUFF\"UNIVERSAL\" BUFFDecreased damage proration on cinematic hitChanged effect on cinematic hit Decreased damage proration on cinematic hit Changed effect on cinematic hit Made it easier to use in combos. Made it so other characters' j.H causes a cinematic if 16 does not land before the combo ends (e.g a hard tag into j.H will slide) 214HBUFFThe ground ver. first hit can now be cancelled into supers and vanish The ground ver. first hit can now be cancelled into supers and vanish This change gives 16 freedom j.236MBUFFDecreased damage proration on cinematic hit Decreased damage proration on cinematic hit Made it easier to use in combos j.236M/HBUFFChanged effect on cinematic hit Changed effect on cinematic hit Made it so other characters' j.H causes a cinematic if 16 does not land before the combo ends (e.g a hard tag into j.H will slide) Z Assist (A Type)BUFFIncreased untech timeIncreased opponent's hitstop on hit Increased untech time Increased opponent's hitstop on hit Made it easier to use in combos Yamcha 5LLLBUFFIncreased untech timeCan jump cancel every hit while in sparking, not just the last hitChanged knockback on cinematic his Increased untech time Can jump cancel every hit while in sparking, not just the last hit Changed knockback on cinematic his Made it easier to combo j.2HBUFFIncreased untech timeMade initial hitbox taller Increased untech time Made initial hitbox taller Made it easier to combo 214XBUFFMade it so the initial portion of the move does not clashIncreased input buffer for cancelling into supers Made it so the initial portion of the move does not clash Increased input buffer for cancelling into supers Made it more usable as an antiair and easier to combo into super after 214L/MBUFFAdded head property invulnerability to the middle of the air ver.If the ground ver. is cancelled into other moves, Yamcha retains air optionsAdjusted the ground ver. travel distance, made it better on block Added head property invulnerability to the middle of the air ver. If the ground ver. is cancelled into other moves, Yamcha retains air options Adjusted the ground ver. travel distance, made it better on block Made it more usable as an antiair. When vanished, Yamcha can double jump and airdash. When the L/M ver. is blocked, Yamcha can act earlier than before 236LBUFFIncreased untech timeIncreased hitstop on final hit Increased untech time Increased hitstop on final hit Made it easier to combo 236MBUFFIncreased untech timeIncreased hitstop on final hit Increased untech time Increased hitstop on final hit Made it easier to combo 236X ~ L/MBUFFIncreased untech timeIncreased hitstop on final hit Increased untech time Increased hitstop on final hit Made it easier to combo 236XX ~ L/MBUFFMade the pushbox larger when the opponent is being comboed Made the pushbox larger when the opponent is being comboed Made it easier to combo 236X ~ 6L/MREWORKDecreased recoveryChanged the opponent's position on cinematic hit Decreased recovery Changed the opponent's position on cinematic hit Yamcha can act faster after the L/M ver. are blocked. To adjust for that change, the opponents position has been adjusted to prevent Yamcha from comboing after 236X ~ HREWORK\"UNIVERSAL\" BUFFDecreased blockstunWhen the move hits the opponent's point, recovery is reducedChanged effect on cinematic hit Decreased blockstun When the move hits the opponent's point, recovery is reduced Changed effect on cinematic hit Cancelling into vanish is no longer a true blockstring. Made it so other characters' j.H causes a cinematic if Yamcha does not land before the combo ends (e.g a hard tag into j.H will slide) 236HBUFF\"UNIVERSAL\" BUFFIncreased untech timeChanged effect on cinematic hit Increased untech time Changed effect on cinematic hit Made it easier to combo. Made it so other characters' j.H causes a cinematic if Yamcha does not land before the combo ends (e.g a hard tag into j.H will slide) Tien 5LLLBUFFMade hitbox larger Made hitbox larger Made it easier to hit crouching opponents 5HBUFFReduced recovery on cinematic hit Reduced recovery on cinematic hit Made it easier to use as a combo tool in the corner 2MBUFFIncreased travel distance Increased travel distance Made it easier to use in neutral and combos 2HNERFIncreased landing recoveryAdjusted travel distance Increased landing recovery Adjusted travel distance Made it impossible to true blockstring constantly while in Sparking j.2HBUFFAdjusted travel distance Adjusted travel distance Made it easier to use in combos 236XBUFFRemoved landing recovery on cinematic hit Removed landing recovery on cinematic hit Made it easier to combo into supers on hit 236MBUFFDecreased startupAttack startup changes based on distance from the opponentIncreased active frames Decreased startup Attack startup changes based on distance from the opponent Increased active frames Increased use cases 236HREWORKThe ground ver. can only be used once per comboDecreased the air ver. startup The ground ver. can only be used once per combo Decreased the air ver. startup Brought it in line with other throw moves. Made the air ver. better for mixups and combos 214XBUFFReduced recovery Reduced recovery No longer minus on hit 214LBUFFCauses sliding knockdown on cinematic hit Causes sliding knockdown on cinematic hit Made it easier to combo into supers 214M/HREWORKChanged the ground bounce knockback on cinematic hit Changed the ground bounce knockback on cinematic hit In order to adjust for the reduced recovery, the knockback effect has been changed so 5L does not combo after 214SBUFFReduced recoveryIncreased hitstopIncreased meter gain Reduced recovery Increased hitstop Increased meter gain Made it easier to use in neutral 214H+SBUFFIncreased invulnerable frames Increased invulnerable frames Made it harder to be interrupted before the attack hits Z Assist (A Type)BUFFIncreased untech time Increased untech time Made it easier to use, in line with other Z Assists Gohan (Adult) 2HNERFAdded landing recovery when cancelled into other moves Added landing recovery when cancelled into other moves Made it impossible to true blockstring constantly while in Sparking 5SBUFFAdded cancels into other normals when at potential unleash level 7 Added cancels into other normals when at potential unleash level 7 Added in cancels j.SBUFFAdded cancels into other normals when at potential unleash level 7 Added cancels into other normals when at potential unleash level 7 Added in cancels 236XNERFAdded landing recovery Added landing recovery Made landing recovery uniform across ver. along with the buffs to M/H ver. 236M/HBUFFChanged effect after the first hitChanged the knockback on every hit other than the firstCan be cancelled into supers when Gohan lands from the attackIncreased number of hitsAdjusted damageIncreased untech timeChanged effect on cinematic hit Changed effect after the first hit Changed the knockback on every hit other than the first Can be cancelled into supers when Gohan lands from the attack Increased number of hits Adjusted damage Increased untech time Changed effect on cinematic hit Made it easier to combo into super after. Made it so j.H causes a cinematic if Gohan does not land before the combo ends j.236HNERFIncreased untech time on cinematic hitChanged knockback on cinematic hitMade it impossible to get a cinematic hit in the same combo after this causes a cinematic hitChanged the travel distance on hitRemoved landing recovery when this move hits the opponent's point characterReduced damageReduced blockstunAdjusted recovery Increased untech time on cinematic hit Changed knockback on cinematic hit Made it impossible to get a cinematic hit in the same combo after this causes a cinematic hit Changed the travel distance on hit Removed landing recovery when this move hits the opponent's point character Reduced damage Reduced blockstun Adjusted recovery Made it easier to combo on cinematic hit, and harder to combo on non-cinematic hit. Adjusted since EX moves cost less now Z Assist (A Type)NERFIncreased startupMade it impossible to clash Increased startup Made it impossible to clash It is still the fastest assist in the game, but was slowed down to prevent unintended combos from some cinematic moves Hit 5LBUFFChanged knockback Changed knockback Made it easier to combo after 2LREWORKIncreased opponent's hitstop on hitIncreased active framesChanged knockback Increased opponent's hitstop on hit Increased active frames Changed knockback Made it so that even when cancelled into 5M on hit, Hit will not be at a disadvantage. To account for that, made it hard to use in combos 5SBUFFChanged knockbackChanged the timing to cancel into vanish on successful counter to prevent Hit from getting punished for doing soIncreased recovery on successful counterChanged effect on cinematic hit Changed knockback Changed the timing to cancel into vanish on successful counter to prevent Hit from getting punished for doing so Increased recovery on successful counter Changed effect on cinematic hit Increased possible followups on hit. Made it harder to cancel into vanish on accident. Made it so j.H causes a cinematic if Hit does not land before the combo ends 214XBUFFChanged effect on cinematic hit Changed effect on cinematic hit Made it so j.H causes a cinematic if Hit does not land before the combo ends 236X ~ MBUFFCauses sliding knockdown on cinematic hit Causes sliding knockdown on cinematic hit Increased use cases as a combo tool 236X ~ HBUFFIncreased active framesMade hitbox tallerChanged effect on cinematic hit Increased active frames Made hitbox taller Changed effect on cinematic hit Made the move stronger along with the Z Assist ver.. Made it so j.H causes a cinematic if Hit does not land before the combo ends Z Assist (A Type)BUFFInvulnerable frames start earlierIncreased untech timeDecreased startupIncreased active frames Invulnerable frames start earlier Increased untech time Decreased startup Increased active frames Made it easier to use, in line with other Z Assists Goku (SSGSS) 5S\"UNIVERSAL\" BUFFChanged knockback Changed knockback Made it easier to combo 236HBUFFChanged knockback on hitGoku can now act in the air after the air ver. is blockedFixed a bug where the move would act weird when targeting an opponent who is off screen Changed knockback on hit Goku can now act in the air after the air ver. is blocked Fixed a bug where the move would act weird when targeting an opponent who is off screen Made it easier to combo after. Fixed a bug 214XBUFFIncreased throw range Increased throw range Made it easier to land. Opponent can no longer walk out of M ver. midscreen 214M/HBUFFIncreased travel distanceChanged effect on cinematic hit Increased travel distance Changed effect on cinematic hit Made it easier to land. Made it so j.H causes a cinematic if Goku does not land before the combo ends j.214XBUFF Increased buffer time to cancel into supers Made it easier to combo into supers Z Assist (A Type)BUFFGround bounces on hitNow has head propertyIncreased hitbox Ground bounces on hit Now has head property Increased hitbox Made it easier to use, in line with other Z Assists Vegeta (SSGSS) 2MBUFFMade the hitbox tallerAdjusted hurtbox Made the hitbox taller Adjusted hurtbox This change is to make it easier to combo. The hurtbox was adjusted using Base Vegeta as a basis 5S/2SBUFFKnockback adjustedIncreased untech time Knockback adjusted Increased untech time Made it easier to combo 214XBUFFIncreased sliding knockdown time Increased sliding knockdown time Made it easier to continue offense after 214L/MBUFFDecreased the ground ver. startup Decreased the ground ver. startup Made it easier to use in mixups and combos 214MBUFFIncreased travel distance Increased travel distance Made it easier to use in mixups and combos 214M/HBUFFChanged effect on cinematic hit Changed effect on cinematic hit Made it so j.H causes a cinematic if Vegeta does not land before the combo ends 236L ~ MBUFFChanged knockback on non-cinematic hitIncreased untech time on non-cinematic hit Changed knockback on non-cinematic hit Increased untech time on non-cinematic hit Increased use cases of the button hold ver. Final Flash Attack - 214[L+M/H+S] (Lvl 5)BUFFChanged effect on hitCannot move until landing Changed effect on hit Cannot move until landing Made the hard knockdown on hit better Z Assist (A Type)BUFFIncreased damageDecreased damage proration on the initial hitIncreased untech time on the 2nd hit Increased damage Decreased damage proration on the initial hit Increased untech time on the 2nd hit Made it easier to use, in line with other Z Assists Beerus 5LBUFFCan be cancelled into 5LL on whiff earlier Can be cancelled into 5LL on whiff earlier This change is to allow a combo from 2L even if 5L whiffs 5LLBUFFDecreased startup Decreased startup This change is to allow a combo from 2L even if 5L whiffs 5HBUFFDecreased startup Decreased startup Made it easier to use in neutral 2HBUFFMoves forward during the beginning of the moveIncreased hitbox Moves forward during the beginning of the move Increased hitbox Made it easier to combo 2SBUFFCan cancelled into itself up to 3 times Can cancelled into itself up to 3 times Increased use cases All Beerus OrbsBUFFThe orbs do more damage when hit by Beerus' normalsThe orbs have large hitboxes when hit by Beerus' normals The orbs do more damage when hit by Beerus' normals The orbs have large hitboxes when hit by Beerus' normals Increased use cases. Buffed balls that have been hit by normals 214XBUFFGround bounces on hitDecreased the slide speed of the sliding knockdown Ground bounces on hit Decreased the slide speed of the sliding knockdown Made it easier to combo 214HREWORKDecreased damageGround bounces higher on cinematic hit Decreased damage Ground bounces higher on cinematic hit Made it easier to combo 236LM/HSBUG FIXFixed a bug where the super stayed on screen longer than it should Fixed a bug where the super stayed on screen longer than it should Fixed a bug Z Assist (A Type)BUFFIncreased damageChanged knockbackIncreased untech time Increased damage Changed knockback Increased untech time Made it easier to use, in line with other Z Assists Goku Black 5LLBUFFInitial hitbox is taller Initial hitbox is taller Made it easier to combo 5SBUFFChanged knockbackAlways knocks the opponent forwardCan be cancelled into 5H and 2H Changed knockback Always knocks the opponent forward Can be cancelled into 5H and 2H Made it easier to combo 2LBUFFMade moves cancelable into 2L Made moves cancelable into 2L Made it easier to use in neutral and pressure 2MBUFFDecreased startup Decreased startup Made it easier to use in neutral and mix-ups 2HBUFFIncreased untech time on cinematic hit Increased untech time on cinematic hit Made it easier to combo j.214XBUFFIncreased the size of the inner portion of the hitboxIncreased travel distanceChanged travel distance on cinematic hit Increased the size of the inner portion of the hitbox Increased travel distance Changed travel distance on cinematic hit Made it easier to land on opponents who are directly in the corner 214SBUFFMade it only usable once per comboChanged effect on cinematic hit Made it only usable once per combo Changed effect on cinematic hit Brought in line with other throw move. Made it so j.H causes a cinematic if Goku Black does not land before the combo ends 236HSBUG FIXFixed a bug where the projectile would not come out if the initial part clashed Fixed a bug where the projectile would not come out if the initial part clashed Fixed a bug Z Assist (A Type)BUFFDecreased recovery Decreased recovery Adjusted to fit other characters kamehamehas Android 21 214XBUFFChanged effect on cinematic hit Changed effect on cinematic hit Made it so other characters' j.H causes a cinematic if 21 does not land before the combo ends 236SBUFFDecreased startup on ground ver.Increased untech timeCauses sliding knockdown on hitIncreased damage prorationDecreased the followup window Decreased startup on ground ver. Increased untech time Causes sliding knockdown on hit Increased damage proration Decreased the followup window Made it easier to connect. Made it easier to combo 214SBUFFIncreased untech timeCauses sliding knockdown on hitIncreased damage prorationDecreased the followup window Increased untech time Causes sliding knockdown on hit Increased damage proration Decreased the followup window Made it easier to land. Made it easier to combo 214Y (Stolen Move - Yellow / Command Grab)BUFFCauses sliding knockdown on hitThe dive followup tracks the opponent Causes sliding knockdown on hit The dive followup tracks the opponent Made it easier to combo 236XBUFFIncreased hitbox Increased hitbox Changed to match the Z Assist (A type) 214LM/HSBUFFSteals all empty move slots on hit Steals all empty move slots on hit This change is to distinguish is from j.214LM/HS Z Assist (A Type)BUFFIncreased opponent's hitstop on hitIncreased hitboxDecreased startup Increased opponent's hitstop on hit Increased hitbox Decreased startup Made it easier to use, in line with other Z Assists Broly 5LBUFFChanged knockback Changed knockback Made it easier to combo after 5[H]\"UNIVERSAL\" BUFFIncreased damage on held ver. Increased damage on held ver. This damage increase is in addition to the universal damage increase to 5/2H 5SBUFFIncreased the lower portion of the initial hitbox Increased the lower portion of the initial hitbox Made it easier to hit small characters in standing state j.2HBUFFIncreased sliding knockdown time on cinematic hitIncreased the amount of time the opponent is frozen for on cinematic hit Increased sliding knockdown time on cinematic hit Increased the amount of time the opponent is frozen for on cinematic hit Made it easier to continue offense after this hit 236SBUFFChanged effect on cinematic hit Changed effect on cinematic hit Made it so j.H causes a cinematic if Broly does not land before the combo ends 236XBUFFChanged knockback, including the H ver.Changed effect on cinematic hit Changed knockback, including the H ver. Changed effect on cinematic hit Made it easier to combo into supers. Made it so j.H causes a cinematic if Broly does not land before the combo ends 214XBUFFIncreased travel distance on hitIncreased input buffer to cancel into supers Increased travel distance on hit Increased input buffer to cancel into supers Made it easier to continue offense on hit. Made it easier to combo into supers on hit j.214XBUFFRemoved landing recovery on hitIncreased input buffer to cancel into supers Removed landing recovery on hit Increased input buffer to cancel into supers Made it easier to continue offense on hit. Made it easier to combo into supers on hit j.214MBUFFIncreased sliding knockdown time Increased sliding knockdown time Made it easier to continue offense on hit 214SBUFFREWORKDecreased total durationCan be done even while Powered Shell (214S) is already active Decreased total duration Can be done even while Powered Shell (214S) is already active Made it easier to use in neutral 236HSNERFDecreased minimum damage Decreased minimum damage Made it do less damage to soften the combo Z Assist (A Type)BUFFDecreased startupReflects the opponents ki blastsChanged knockbackIncreased opponent's hitstop on hit Decreased startup Reflects the opponents ki blasts Changed knockback Increased opponent's hitstop on hit Made changes to distinguish it from his B Type Z Assist Vegito (SSGSS) 2SBUFFChanged knockback on non-cinematic hitIncreased untech time on non-cinematic hit Changed knockback on non-cinematic hit Increased untech time on non-cinematic hit Made it easier to combo on non-cinematic hit j.SBUFFIncreased untech time Increased untech time Made it easier to combo 236XBUFFDecreased damage proration on non-cinematic hit Decreased damage proration on non-cinematic hit Made the damage higher when used in combos 236M/HBUFFIf the first hit whiffs, the followup multi-hits can still cause cinematics If the first hit whiffs, the followup multi-hits can still cause cinematics Increased use cases 236SBUFFIncreased hitbox Increased hitbox Made it more useful in neutral and combos 236LM/HSBUFFREWORKDecreased damage at long range, increased damage at close rangeIncreased minimum damageChanged knockback on all hits but the lastAll hits but the last cause sliding knockdownIncreased active frames on the last hitThe last hit will not hit if the opponent is not below a certain height Decreased damage at long range, increased damage at close range Increased minimum damage Changed knockback on all hits but the last All hits but the last cause sliding knockdown Increased active frames on the last hit The last hit will not hit if the opponent is not below a certain height Made changes to distinguish is from j.236LM/HS. Made it harder for only the first hit to land, causing lower damage Z Assist (A Type)BUFFIncreased untech timeIncreased hitstopIncreased landing recoveryIncreased hitboxDecreased startupChanged knockback Increased untech time Increased hitstop Increased landing recovery Increased hitbox Decreased startup Changed knockback Made it easier to use, in line with other Z Assists Zamasu (Fused) 5LLLREWORKMade the throw range taller when used in a comboAdded throw damage proration Made the throw range taller when used in a combo Added throw damage proration Made it easier to combo. Brought the damage proration in line with other characters' 5LLL 5SBUFFIncreased projectile speedIncreased hitstopIncreased untech timeChanged knockbackIncreased recovery Increased projectile speed Increased hitstop Increased untech time Changed knockback Increased recovery Made it easier to combo j.2HBUFFDecreased startupChanged travel distanceIncreased landing recoveryRemoved landing recovery on cinematic hitRemoved landing recovery when done from flight Decreased startup Changed travel distance Increased landing recovery Removed landing recovery on cinematic hit Removed landing recovery when done from flight Made it easier to combo. Made it hit grounded opponents when done immediately after a jump. Made it easier to use for mix-ups j.SBUFFChanged knockback on all hits but the lastMade initial hitbox taller Changed knockback on all hits but the last Made initial hitbox taller Made it easier to combo 236XBUFFIncreased travel distance on ground ver.Increased travel distance on cinematic hitRemoved landing recovery on cinematic hit Increased travel distance on ground ver. Increased travel distance on cinematic hit Removed landing recovery on cinematic hit Increased use cases for the ground ver.. Made it easier to continue offense on cinematic hit Goku j.236MBUFFWall bounces on cinematic hit Wall bounces on cinematic hit Made it easier to combo j.236HBUFFIncreased travel distance downwards Increased travel distance downwards Made it easier to use in neutral and combos 214XBUFFCan call assists earlier on hit Can call assists earlier on hit Made it easier to combo with assists 214MBUFFDecreased travel distance on hitChanged knockbackChanged knockback on ground bounceIncreased hitstop Decreased travel distance on hit Changed knockback Changed knockback on ground bounce Increased hitstop Made it easier to combo with assists 214M/HREWORKMade attacks not land until the followup hits on a cinematic hit Made attacks not land until the followup hits on a cinematic hit Made it so the cinematic cannot be interrupted 214SBUFFCan Z Change on hitReduced recovery on hit Can Z Change on hit Reduced recovery on hit Made it easier to combo 236S (Ground, Upward Angled)\"UNIVERSAL\" BUFFIncreased damageReduced recovery Increased damage Reduced recovery Made it easier to use in neutral 236LM ~ HS/LMBUFFCan cancel into 3x Kaioken Kamehameha and 20x Kaioken Kamehameha on hit Can cancel into 3x Kaioken Kamehameha and 20x Kaioken Kamehameha on hit Made it easier to combo into an Ultimate Z Change Z Assist (A Type)BUFFREWORKChanged knockbackIncreased opponent's hitstop on hit Changed knockback Increased opponent's hitstop on hit Made it easier to combo. Less corner carry on hit Vegeta 5LLLBUFFAdded head property invulnerability Added head property invulnerability Increased use cases in the neutral 5S\"UNIVERSAL\" BUFFChanged knockback Changed knockback Made it easier to combo into 5S followup hits 2MBUFFMade hitbox taller Made hitbox taller Made it easier to combo. j.8SNEW MOVE...KINDACan now alter the ki blast's trajectory by inputting 8 Can now alter the ki blast's trajectory by inputting 8 Increased use cases 236L/MBUFFWhen the ground ver. is cancelled, Vegeta keeps his air options When the ground ver. is cancelled, Vegeta keeps his air options Vegeta can double jump and airdash after a vanish 236HBUFFBecomes invulnerable earlier Becomes invulnerable earlier Changed to be in line with other moves that become invulnerable in the same way. This is not referring to moves that appear behind the opponent, but to moves that have invulnerable frames a little after the start of the move 214LBUFFIncreased sliding knockdown time on cinematic hit Increased sliding knockdown time on cinematic hit Made it easier to combo 214MBUFFGround bounces on cinematic hit Ground bounces on cinematic hit Made it easier to combo 214SBUFFIncreased throw rangeIncreased active framesUntech time is unaffected by hitstun scalingIncreased untech time on cinematic hitIncreased recovery on hit Increased throw range Increased active frames Untech time is unaffected by hitstun scaling Increased untech time on cinematic hit Increased recovery on hit Made it easier to land. Made it so there are more followup options 236LM/HSBUFFDoes more damage when done from 214S Does more damage when done from 214S Made it do more damage when done from 214S 214LM/HSBUFFDoes more damage when done from 214S Does more damage when done from 214S Made it do more damage when done from 214S Z Assist (A Type)BUFFDecreased startupIncreased untech timeChange knockback Decreased startup Increased untech time Change knockback Made it easier to combo Cooler 5SBUFFIncreased opponent's hitstop on hitIncreased untech timeChanged knockback Increased opponent's hitstop on hit Increased untech time Changed knockback Made it easier to combo 6HBUFFMade hitbox tallerAlways knocks forward Made hitbox taller Always knocks forward Made it easier to combo 214LM/HSBUG FIXFixed a bug where meter cooldown would not happen when the ground ver. whiffed Fixed a bug where meter cooldown would not happen when the ground ver. whiffed Fixed a bug Z Assist (A Type)BUFFIncreased untech timeIncreased landing recovery Increased untech time Increased landing recovery Made it easier to combo Android 17 5LBUFFChanged knockback Changed knockback Made it easier to combo after 5LLBUFFDecreased startupChanged travel distance and character positionIncreased hitboxChanged knockback Decreased startup Changed travel distance and character position Increased hitbox Changed knockback Made it so 5LL combos from 2L even if 5L whiffs 5LLLBUFFChanged character positionIncreased hitboxDecreased hurtboxMade pushbox taller in the first half of the moveAdded invulnerability against lows Changed character position Increased hitbox Decreased hurtbox Made pushbox taller in the first half of the move Added invulnerability against lows Increased use cases 5MBUFFDecreased startupIncreased hitbox Decreased startup Increased hitbox Made is easier to use in neutral 5S\"UNIVERSAL\" BUFFChanged the knockback on all hits but the last Changed the knockback on all hits but the last Made it easier to combo 2LBUFFChanged knockback Changed knockback Made it easier to combo after j.SBUFFDecreased startupChanged travel distanceIncreased untech timeIncreased opponent's hitstop on hitChanged knockback Decreased startup Changed travel distance Increased untech time Increased opponent's hitstop on hit Changed knockback Made it easier to combo Rekka ~ 5H/SIncreased active framesIncreased recoveryCan only be cancelled into on hit Increased active frames Increased recovery Can only be cancelled into on hit Changed the move to account for EX moves costing less now. Changed the regular ver. to reflect changes to the EX ver. Rekka ~ 5HCan absorb hits from lvl 1s and lvl 3s Can absorb hits from lvl 1s and lvl 3s Made it stronger as a response to supers 236/214SBUFFCan do the air ver. after the ground ver.Decreased landing recoveryPushbox appears laterCan be cancelled earlier Can do the air ver. after the ground ver. Decreased landing recovery Pushbox appears later Can be cancelled earlier Increased use cases Z Assist (A Type)BUFFIncreased active framesIncreased untech timeReduced opponent's hitstop on hitChanged knockbackWall bounces on hit Increased active frames Increased untech time Reduced opponent's hitstop on hit Changed knockback Wall bounces on hit Made it easier to use in combos Jiren 5LBUFFIncreased lower portion of the hitbox Increased lower portion of the hitbox Made it easier to hit short characters 5SBUFFDecreased startupIncreased opponent's hitstop on hitDecreased untech timeIncreased recovery Decreased startup Increased opponent's hitstop on hit Decreased untech time Increased recovery Made it easier to use in neutral and combos 2S\"UNIVERSAL\" BUFFIncreased damage on cinematic hit Increased damage on cinematic hit This change is to reflect the damage change to 2Hs j.2HBUFFDecreased startupMade the initial hitbox tallerMade the hitbox come out even when done at minimum heightMade the attack come out as soon as you release the button holdIncreased the sliding knockdown timeChanged the timing for calling Z Assists when this move causes a cinematic hitIncreased damage on button hold ver. Decreased startup Made the initial hitbox taller Made the hitbox come out even when done at minimum height Made the attack come out as soon as you release the button hold Increased the sliding knockdown time Changed the timing for calling Z Assists when this move causes a cinematic hit Increased damage on button hold ver. Made it easier to combo. Increased damage to match the damage increase to j.H 236XBUFFBUG FIXIncreased hitstopDecreased damage proration on non-cinematic hitFixed a bug where the effect would not appear on clash Increased hitstop Decreased damage proration on non-cinematic hit Fixed a bug where the effect would not appear on clash Made combos after do more damage 214XBUFFIncreased damageChanged effect on cinematic hit Increased damage Changed effect on cinematic hit Made it easier to distinguish on a successful counter. Made it so j.H causes a cinematic if Jiren does not land before the combo ends 214L/MBUFFIncreased meter gain Increased meter gain Made it easier to distinguish on a successful counter 214LBUFFCan catch lows now Can catch lows now Made it easier to counter moves 214MBUFFDecreased total duration Decreased total duration This change is to distinguish is from the L ver. 214SBUFFCan now counter Z AssistsChanged effect on cinematic hit Can now counter Z Assists Changed effect on cinematic hit Increased use cases. Made it so j.H causes a cinematic if Jiren does not land before the combo ends Z Assist (A Type)BUFFREWORKPosition change based on the distance from the opponentChanged knockbackIncreased untech timeIncreased startup Position change based on the distance from the opponent Changed knockback Increased untech time Increased startup Made it easier to use, in line with other Z Assists Videl Great Saiyaman AttacksBUFFDecreased the cooldown time before another Great Saiyaman attack Decreased the cooldown time before another Great Saiyaman attack Made it easier to use in neutral and combos 5LBUFFIncreased travel distance other than when cancelled into itself Increased travel distance other than when cancelled into itself Made it easier to combo j.2SBUFFIncreased the sliding knockdown time Increased the sliding knockdown time Made it easier to combo 6HBUFFAdded invulnerability to ki blast Added invulnerability to ki blast Increased use cases 236HBUFFIncreased travel distance Increased travel distance Made it easier to use in neutral 22XBUFFChanged knockback on cinematic hitDecreased damage proration when used as a follow up from 236X Changed knockback on cinematic hit Decreased damage proration when used as a follow up from 236X Made it easier to combo 214MBUFFIncreased the sliding knockdown time on the Great Saiyaman attack Increased the sliding knockdown time on the Great Saiyaman attack Made it easier to combo 236HSBUFFBUG FIXCounters on frame 1Fixed a bug where meter gain cooldown does not kick in on whiff Counters on frame 1 Fixed a bug where meter gain cooldown does not kick in on whiff Increased use cases. Fixed a bug Z Assist (A Type)BUFFREWORKDecreased startupIncreased opponent's hitstop on hitReduced travel distance Decreased startup Increased opponent's hitstop on hit Reduced travel distance Made it easier to use, in line with other Z Assists Janemba 5S/2S/j.SBUFFDecreased startup outside of combos Decreased startup outside of combos Made it easier to use in neutral. The startup during combos is the same as before 236XBUFFDecreased recoveryJanemba falls earlier after the air ver.Changed recovery on cinematic hit Decreased recovery Janemba falls earlier after the air ver. Changed recovery on cinematic hit Made it easier to use in neutral 236/214SBUFFEven if the opponent is in the air and the corner, Janemba will teleport into the corner when teleporting from the air to the ground. Even if the opponent is in the air and the corner, Janemba will teleport into the corner when teleporting from the air to the ground. This change is to make it more clear when Janemba takes the corner j.214XBUFFThe projectile bounces off the cornerIncreased projectile travel distanceIncreased the amount of time before the attack automatically goes off The projectile bounces off the corner Increased projectile travel distance Increased the amount of time before the attack automatically goes off Increased use cases 214M/HBUFFChanged effect on cinematic hit Changed effect on cinematic hit Made it so j.H causes a cinematic if Janemba does not land before the combo ends Z Assist (A Type)BUFFDecreased startupIncreased number of attacksChanged single hit damage, increased overall damage Decreased startup Increased number of attacks Changed single hit damage, increased overall damage Made it easier to use, in line with other Z Assists Gogeta (SSGSS) j.HBUFFDecreased startup Decreased startup Made it easier to use in neutral and combos j.2H\"UNIVERSAL\" BUFFIncreased damage on cinematic hit Increased damage on cinematic hit Increased damage to match the damage increase to j.H 214LBUFFIncreased the window where the move cannot clash Increased the window where the move cannot clash Made it a better antiair 214SBUFFChanged effect on cinematic hit Changed effect on cinematic hit Made it so j.2H causes a cinematic if Gogeta does not land before the combo ends 236L ~ MBUFFMade it not do lower damage when done in the corner Made it not do lower damage when done in the corner Does the same damage in the corner j.236L~ MBUFFBUG FIXIncreased hitstop on hit Increased hitstop on hit This change makes it harder for the number of hits to decrease based on positioning Broly (DBS) 2LBUFFIncreased travel distanceIncreased hitboxIncreased hurtbox Increased travel distance Increased hitbox Increased hurtbox Made it easier to use in neutral and combos 5[H]\"UNIVERSAL\" BUFFIncreased damage on the button hold ver. Increased damage on the button hold ver. This is on top of the universal 5/2H damage increase 236XBUFFChanged effect on cinematic hit Changed effect on cinematic hit Made it so j.H causes a cinematic if Broly does not land before the combo ends 214XBUFFChanged effect on cinematic hit Changed effect on cinematic hit Made it so j.H causes a cinematic if Broly does not land before the combo ends Z Assist (A Type)BUFFDecreased startupChanged knockback Decreased startup Changed knockback This change is to distinguish this Z Assist from his B Type Z Assist" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.21", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Intro", "text": "Version1.33 Date Released:August 23, 2023 LinksBandai Namco EuropeBandai Namco Japan (Part 1)Bandai Namco Japan (Part 2)" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "System Changes", "text": "While in Limit-Breaking Power, Super Moves are now cancelable into Meteor Moves on block or hit. Certain Supers and Meteors are excluded Minimum active frames reduced from 35 to 23 Due to this change, total minimum animation sped up from 55 to 43, minimum Ki gain reduced from ?? to ??" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Android 16", "text": "j.LBuffActive frames increased from 10 to 22 Active frames increased from 10 to 22 MFlying Powerbomb (214Mandj.214M)GuardThrowStartup15Recovery+3LAdvantageReworked ◥kaiokek: Speeding these up made them worse at anti-airing SD because the invul window is shorterStartup sped up from 19 to 15 Startup sped up from 19 to 15 GroundHFlying Powerbomb (214H)GuardLow, ThrowStartup6Recovery+3LAdvantage-1BuffHitstun of the shockwave portion increasedKnockback on hit of the shockwave portion reduced Hitstun of the shockwave portion increased Knockback on hit of the shockwave portion reduced AirHFlying Powerbomb (j.214H)GuardThrowStartup9Recovery+3LAdvantageBuffStartup sped up from 12 to 9 Startup sped up from 12 to 9 GroundL+MHell Flash and Air Hell Flash (236L+M,j.236L+Morj.236H+S)GuardAllStartup9+4Recovery45Advantage-19BuffBlockstun increased. Due to this change, advantage on block increased from -23 to -19 Blockstun increased. Due to this change, advantage on block increased from -23 to -19 GroundH+SHell Flash (236H+S)GuardAllStartup9+4Recovery45Advantage±0BuffBlockstun increasedRecovery reduced from 45 to 26Due to this change, advantage on block increased from -23 to ±0 Blockstun increased Recovery reduced from 45 to 26 Due to this change, advantage on block increased from -23 to ±0 Hell Flash Maximum Output (214L+M)GuardThrowStartup9+3Recovery28AdvantageBuffForward movement increased Forward movement increased Last Resort (214H+S)GuardThrowStartup31+34 [7+34]Recovery37AdvantageBuffCan now be used in combosBase damage when used in combos reduced from 50000 to 5000. Minimum damage reduced from 10000 to 2500 Can now be used in combos Base damage when used in combos reduced from 50000 to 5000. Minimum damage reduced from 10000 to 2500" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Android 17", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Android 18", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Android 21", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Android 21 (Lab Coat)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Bardock", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Beerus", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Broly", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Broly (DBS)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Captain Ginyu", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Cell", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Cooler", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Frieza", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Gogeta (SSGSS)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Gogeta (SS4)", "text": "5Land4LBuffCan now chain indefinetly on whiff, hit, or block. Can now chain indefinetly on whiff, hit, or block. j.LBuffCan now chain up to 3 times on hit or block. Can now chain up to 3 times on hit or block. GroundL/MMeteor Strike (214L/M)Buff214LStartup sped up from 24 to 23214MStartup sped up from 28 to 26 214LStartup sped up from 24 to 23 214MStartup sped up from 28 to 26 Bluff Kamehameha (236S)BuffCan now cancel into Super Dash after hit Can now cancel into Super Dash after hit Ultimate Impact (236L+Mor236H+SAir OK)BuffCan be followed up by level 3 when Limit Break is active. Can be followed up by level 3 when Limit Break is active. Assist ABuffMeter gain now scales up to just over 75% of a bar as Finish Sign (6S) levels increase Meter gain now scales up to just over 75% of a bar as Finish Sign (6S) levels increase" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Gohan (Teen)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Gohan (Adult)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Goku", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Goku (Super Saiyan)", "text": "L/MDragon Flash Fist (236L/Mandj.236L/M)GuardHighStartup23Recovery17Advantage-5BuffStartup sped up:236Lfrom 24 to 23236Mfrom 28 to 26j.236Lfrom 20 to 18j.236Mfrom 22 to 20 Startup sped up: HDragon Flash Fist (236Handj.236H)GuardHighStartup24~32 [20~28]Recovery17Advantage+2BuffBlockstun increased:236Hfrom 15 to 22j.236Hfrom 15 to 21Due to this change, advantage on block increased:236Hfrom -5 to +2j.236Hfrom -4 to +2 Blockstun increased: Due to this change, advantage on block increased:" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Goku (SSGSS)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Goku (Ultra Instinct)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Goku (GT)", "text": "5LLBuffRange/travel distance increased, similar to pre-nerf distance. Range/travel distance increased, similar to pre-nerf distance. 5Sandj.SBuffIncreased advantage on block to ? Increased advantage on block to ? Kamehameha (236S)BuffGrounded version now has Ki blast invincibility while charging. Grounded version now has Ki blast invincibility while charging. Reverse Kamehameha (214S)BuffNow has Guard Point Armor after startup. Now has Guard Point Armor after startup. Super Kamehameha (236L+Mor236H+S)BuffIncreased hitstun on enhanced version.Knockback changed on enhanced version, now causes a wall bounce.Can be followed up by level 3 when Limit Break is active. Increased hitstun on enhanced version. Knockback changed on enhanced version, now causes a wall bounce. Can be followed up by level 3 when Limit Break is active." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Goku Black", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Gotenks", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Hit", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Janemba", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Jiren", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Kefla", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Kid Buu", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Krillin", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Majin Buu", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Master Roshi", "text": "2SBuffSped up timing at which mid-air movement is possible. Sped up timing at which mid-air movement is possible. j.2SCan now jump forward with a forward input. (j.3S)Increased distance moved during the attack. Can now jump forward with a forward input. (j.3S) Increased distance moved during the attack. Turtle Dropj.2MBuffAdded a light version. (j.2L)Reduced landing delay. Added a light version. (j.2L) Reduced landing delay. Evil Containment Wave (236L+M)BuffSped up the attack's start-up.Can be followed up by level 3 when Limit Break is active. Sped up the attack's start-up. Can be followed up by level 3 when Limit Break is active. Turtle Hermit Extraordinaire (236H+S)BuffCan be followed up by level 3 when Limit Break is active. Can be followed up by level 3 when Limit Break is active. Full-Power KamehamehaBuffCan be followed up by level 3 when Limit Break is active. Can be followed up by level 3 when Limit Break is active." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Nappa", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Piccolo", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Super Baby 2", "text": "5SBuffStartup sped up from 13 to 9 Startup sped up from 13 to 9 j.SBuffStartup sped up from 13 to 9Reduced recovery from ? to ?2nd hit much more likely to whiff when opponent is in hitstun, making combos easier and more consistent. Startup sped up from 13 to 9 Reduced recovery from ? to ? 2nd hit much more likely to whiff when opponent is in hitstun, making combos easier and more consistent. 6SBuffNow has projectile invincibility in the middle of the move. Now has projectile invincibility in the middle of the move. Full-Power Energy Wave (236L+Mor236H+SAir OK)BuffCan be followed up by level 3 when Limit Break is active. Can be followed up by level 3 when Limit Break is active. Great Ape Assault (214H+S)Can now be cancelled into from normals and specials. Can now be cancelled into from normals and specials." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Tien", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Trunks", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Vegeta", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Vegeta (Super Saiyan)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Vegeta (SSGSS)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Vegito (SSGSS)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Videl", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Yamcha", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Zamasu (Fused)", "text": "5LBuffForward movement increased Forward movement increased 5LLBuffForward movement increased Forward movement increased 5LLLBuffForward movement increased Forward movement increased 2LBuffForward movement increased Forward movement increased HWall of Light (214H,j.214H, andf.4H)GuardAllStartup113RecoveryTotal 22Advantage+29BuffStartup sped up. Due to this change, total animation sped up: Startup sped up. Due to this change, total animation sped up: Divine Wrath (236L+Mandj.236L+M)GuardAllStartup7+4Recovery35Advantage-19BuffCancel options changed from No cancel to Cancelable intoLightning of AbsolutionGuardAllStartup14+3~9RecoveryAdvantage-67on block/hit while Limit-Breaking Power is active Cancel options changed from No cancel to Cancelable intoLightning of AbsolutionGuardAllStartup14+3~9RecoveryAdvantage-67on block/hit while Limit-Breaking Power is active" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.33", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Version", "title": "Version", "section": "Intro", "text": "Officially documented gameplay changes will be prioritize for these pages. Language and terminology might be changed from the source for clarity or to match the wiki's own terminology. Version IDs and release dates were taken from the PC/Steam release. Consoles might include additional updates focused on improving game performance and stability, or minor bug fixes." }, { "url": "https://www.dustloop.com/w/DBFZ/Version", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.26", "title": "Version", "section": "Intro", "text": "Version1.26 Date Released:January 13, 2021 LinksSteamBandai Namco EuropeBandai Namco AmericaDragon Ball FighterZ Show - Super Baby 2 Showcase on YouTubeBandai Namco Japan (Part 1)Bandai Namco Japan (Part 2) AddedSuper Baby 2" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.26", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "Intro", "text": "Please feel free to make edits, but include edit summaries and sources where applicable." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "Overview", "text": "Brolyis a big-body zoner-grappler hybrid, a devilsh combination fitting for the for the Legendary Super Saiyan. Broly's giant frame and long-range normals command an intimidating presence in neutral and pressure, as he can effectively control any space on the screen with his armor and projectiles. Broly's5SGuardAllStartup13RecoveryTotal 42Advantage-9is an incredible zoning tool, much larger than other Ki Blasts while also piercing through them, and can be aimed upwards to stop opponents from escaping. If any opponent tries to retaliate against his5S, he will just set up214SGuardStartup29RecoveryTotal 40Advantage, shielding himself from every projectile and assist, winning neutral instantly. Plus, quite unfortunately, it's when Broly gets close that he's at his scariest. Terrific frame data, an armoredtick throwA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.with214LGuardThrowStartup17Recovery23Advantageand atiger kneeAn input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.-able air grab, Broly can easily grapple and frame trap opponents. Even on defense, Broly is far from helpless thanks to his armor andLariat Express. All of this resulted in Broly's famed community nickname being coined, \"Z Bully.\" What can be inferred from this is that Broly's strengths are unrivalled in number and magnitude. But the Bully is dwindled without his bat,per se. Because he only has one unscaled starter (5LLGuardAllStartup10Recovery14Advantage-2), Broly relies on having a lot of meter to burn to deal heavy damage, and eats through it fast, notably with Gigantic Meteor combos. Furthermore, being the largest character in the game, with a lot of recovery on his moves, means he can be left helpless if he misses. Finally, in a game where many characters have been retroactively given guard-pointontheirownattacks, Broly is still stuck with the classic armor system of 1 hit of armor most of the time. However, while you were reading that, you probably just got hit yet again by either tick throw214L, 10 rounds of5S, or a (236HGuardAllStartup19~37Recovery24Advantage-9) into a gigantic combo if you got impatient and skipped to this part. Broly truly is the controller-breaker and rage-inducer in one nasty package: If you like making opponents feel embittered, predictable, and helpless, you will revel in the might of the Legendary Super Saiyan, Broly. Brolyis a massive brute who uses a combination of powerful blows and command grabs imbued with super armor to bully his victims. Fantastic Neutral:Neutral game is absolutely devilish, with huge normals, one of a kindKi Blast, a counter-zoning tool inPowered ShellGuardStartup29RecoveryTotal 40Advantage, many armored moves, and a very proficient anti-air grab inGigantic StrikeGuardThrowStartup12Recovery22Advantage. Versatile Mix-ups:Strong stagger potential combined witha fast, armored grabGuardThrowStartup17Recovery23Advantagemake defending against him an absolute nightmare. Unique Level 3:Gigantic MeteorGuardAllStartup9+15RecoveryTotal 68Advantageis very versatile, enables extreme damage off of his grabs and can even give forbidden mixup in the corner. ItsH+Svariant on the other hand is very combo friendly and excellent for meter dumping. Resource Reliant:Without resources, Broly's damage output is on the lower end. He needs assists and meters to achieve Bully status, and will also burn through them relatively fast. Large Hurtbox:Broly's size makes him more susceptible to random hits than others. While Broly does have armor to compensate, his normals and special moves are pretty slow and leave him wide open if whiffed." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "Unique Mechanics", "text": "Almost all of Broly's moves can deflect Ki Blasts and have armor against all strikes and projectiles except Vanish, Supers and Sparking Blast. Though there are a few caveats: Armor comes with higher initial proration values, reducing his overall damage output Normal moves are only armored if they're the first attack of the string. He cannot utilize armor property during a blockstring without using Special moves Armored air normals lose to all Head invulnerable attacks" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "5L", "text": "A log of a 5L. Whiffs against short or crouching opponents at longer range. Uncharacteristically high and big for a jab, can be used as a ghetto anti-air, but is also susceptible to low profile attacks such as most 2Ms. At 7f of startup, Broly cannot use5Lto contest in ±0 situations like after a blocked6M. Thankfully, his armored specials can be used as reversals instead. Broly's bat. The only attack in Broly's moveset that is an unscaled / \"Medium\" starter. A common setup is5L> delay5LL. On almost all common openings, Broly's damage output can be described as on the lower end. This move however, exists to give you a taste of what a genuine demon Broly could've been if his other normals don't have extra proration. This is just one of the reasons why your opponent is doomed from the moment they block Broly. He can simply repeat5L> delay5LLto keep up his pressure in addition to literally every other tool. Both moves have great range and are only -2 on block, making them superb stagger tools. If they continue to block, then eating a command grab is inevitable, but if they wiggle to try to escape, then they risk outright die against5LL. Do not get hit by this. A convenient grab. Switches sides on hit. And despite the animation, Broly stays grounded. Cancelling into this from a blocked5LLalways leaves the opponent in too much blockstun for the throw to work. Mostly used for post-Vanish extension, as he has better combo routes in other situations." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "5M", "text": "Long range, advancing, big size attack. Due to having armor, has higher proration level than other characters' mediums. An unorthodox5Mthat trades damage and speed for range and armor. Fairly standard use otherwise." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "5H", "text": "(Hold OK) One of Broly's numerous smash starters. Cannot true string from any normal, always leaving at least an 1f gap. Smash hit wall splats. Can be charged by holding down the button. Full charge increases damage and makes Broly move forward further. Active on frame 8 after releasing H Values in [ ] are on full charge" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "5S", "text": "(Hold OK) A key part of Broly's neutral and maintains pressure at all ranges. The Ki Blasts are very fast, counterzone other Ki Blasts and can cover a large part of the screen when mixing between5Sand5S[8]. It's not completely infallible though, Broly still has to actively react to Super Dash for a punish, and the Ki Blasts themselves can be avoided by dash super jumps or beaten by beams. Any of the Ki Blasts can be aimed upwards with5S[8]. Pierces through other Level 1 projectiles on contact. Last Ki Blast launches on hit. Aimed down Ki Blasts have a small deadzone. Can whiff against small or crouching opponents at roundstart distance." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "2L", "text": "Another great, long range stagger tool along with5Land5LL. Being 0 on block means you can dashblock to bait a reversal, or even back dash5LLfor a nasty read." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "2M", "text": "Long range sweep that is not safe on block, making any string after lights somewhat committal. Moves Broly forward a tiny bit. Due to having armor, has higher proration level than other characters' mediums." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "2H", "text": "A terrifying 2H. Head invulnerable from frame 4, and fully armored from frame 9. It hits most characters at the apex of their jumps, which lets you shut down most air approaches and IAD pressure resets. If they block it, it also leads to a strike/throw mixup with236Sor214L. Run up >2His actually a pretty good idea with Z Broly due to the sheer amount of options it covers. Short horizontal range, but very big vertically. Combo into this with2M>5M, other routes will whiff." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "6M", "text": "Universal overhead with above average range.Very useful when used as a corner meaty thanks to its crazy range catching all techs and leaving Broly plus, if timed perfectly he can even continue a combo should the opponent get hit. It's gimmicky but fun." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "j.M", "text": "Aimed slightly downwards." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "j.H", "text": "Unique knockdownj.Hthat has uses as a combo extender. On Smash hit, Broly dunks the opponent down to the ground and bounces them up with so much hitstun that he can continue the combo with dash5L>5LL..." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "j.S", "text": "(Hold OK) Another solid zoning tool, though not as good as5S. Any of the Ki Blasts can be aimed downwards withj.S[8]. This can work as a same side fakeout to complement his crossups. Pierces through other Level 1 projectiles on contact. Last Ki Blast launches on hit. Freezes Broly in place while preserving his momentum." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "j.2H", "text": "Broly stomps down, bringing his opponent with him. One of his main combo enders. Smash on air-to-air hit, gives a short sliding knockdown. Holding a forward direction during startup will increase its range horizontally, thusj.[3]His the one to use most of the time." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "Lariat Express", "text": "236Lor236M/H(Hold OK) Broly clotheslines the enemy. Has armor, goes far, and converts into combos after theM/Hversions. Has 10 hits of armor. Smash hit carries to the corner, corner splats and can be comboed off of meterlessly. Regardless of Smash, all versions can combo directly intoH+SGigantic Meteor at low hitstun decay in the corner. On block, 236X > Vanish has an 1f gap. Spending a bar like this is safe against2H, but Reflect and frame 1 anti-air/DPs will still be a threat. Can be used very well defensively.With Sparking or Limit Break, it's one of the scariest and most obnoxious defensive options in the game. Moves forward about half screen. Used as a meterless reversal, since it has frame 4 armor and is decently fast. Moves forward about half screen. The armor property is lost after the active frames end, leaving Broly vulnerable to a counter hit if he only makes contact against an assist. Stays in place for a while before charging fullscreen forward. Not too recommended since it's horribly slow, allowing the opponent to react with Vanish or even Supers if they trigger his armor. Can be charged up for more damage. The charged up damage is applied once the screen starts shaking, a little before the max charge time. TheMversion but a lot faster. Combos from2M, allowing for full corner carry and a corner combo from anywhere on the screen. Broly can delay5Lto extend the combo after hitting this move. Enemy bounces off the ground comically before getting up, allowing for easy oki or super conversions." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "Gigantic Claw", "text": "214Lor214M/H(Hold OK) Scary grabs. They have fairly low recovery, so if the opponent guesses correctly and jumps up, Broly will most likely already recover in time against something like a fallingj.M. In order to punish these grabs, they will have to go for hard reads like IAD or SD. An unreactable, armored command grab that works at any point in a blockstring. Due to all of Broly's button having high blockstun, Broly has to delay cancel into this if he wants to tick throw.Delayed strikes and this grab are the main source of Broly's pressure. Always keep this option in mind when blocking against Broly! Always causes a sliding knockdown. Frame trap vs delayed214Lis a very efficient mixup. The opponent has very low chances of successfully mashing back due to Broly's armor, they can't chicken block because Broly can frame trap the jump's startup. Even though a solo Broly can only extend with Supers on hit, his reward off of command grab > Super is the highest in the game. On midscreen hit,214L>236H+Sis 3k, and if Broly's in Sparking or Limit Break,214L>214L+Mwill do a whopping 5.5k. Its high damage also makes it a good combo ender, e.g. corner [DR] >214L>236L+M. TheLversion if it was slower but let you combo out of it solo. Smash hit causes a wall splat for a conversion in the corner. Non-Smash hit causes a sliding knockdown like L version. Deceptively long range, about one character length. Can be charged up for more damage. Perfect amount of startup for frame-perfect tick throw from any normals, but inferior to the L version due to its much more reactable start-up animation. The charged up damage is applied once the screen starts shaking, a little before the max charge time. Fast and comboable grab, but the EX shine makes it more obvious to see. Smash hit wall bounces, allows for a solo combo anywhere on the screen. Non-Smash hit causes a sliding knockdown like L version. Huge range. Connects from round start position. Can also be charged up for more damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "Gigantic Strike", "text": "j.214Lorj.214M/H(Hold OK) Broly charges in place before violently thrusting upward and grabbing the enemy. All versions switch sides on hit. Like most of his special moves, M and H versions can be charged up for more damage. Doesn't go very far. Fast, but short range. Mostly used as combo filler before Vanish due to not having Smash property, while putting the opponent in a very convenient position for a grounded extension. Slower, but longer grab range. Causes a short sliding knockdown. Acts as a midscreen combo ender for when you don't wanna spend any extra resources. The sliding knockdown allows you to dash up and meaty5L/2L, but not much else. Broly's fastest air grab, with massive range to boot. Great for reading jumpy opponents in neutral, as it does some serious mental damage. Causes a big ground bounce sliding knockdown. Has crazy air control, as it's super fast, deals as much damage as a Level 1 Super (and more if charged up), and can be extended into even more damage. From a midscreen hit and at relatively low height, you can addj.S(4) before Vanishing.j.214H▷236H+Salso works anywhere on screen. With his back to the corner, Broly has combo routes that can meterlessly convert with the bounce as well." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "Eraser Blow", "text": "236S A cornerstone of Broly's combos and pressure. Broly throws a giant ball of energy that counts as a beam. Damage: Raw / Non-Smash / Smash. First part is a strike, second part is a projectile with beam properties. Projectile increases in speed as it travels. Smash on the strike. Smash hit sends opponents into a funny spinning animation that lets him combo off it anywhere on the screen. Safe on block with very good pushback, but doesn't true string from any normals and always leaves a 5f gap minimum. It can be chicken blocked out of, though Broly will be +1 if they do so. Typically a good pressure reset in this situation. This is an amazing zoning tool that compliments5Sif people start getting impatient, but it's best not to use this too much as the opponent can Level 1 or 3 super on reaction due to the lag that Broly goes through after use. P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "Powered Shell", "text": "214S(Air & Hold OK) Broly puts up a giant shield for a few seconds. Not an18 Barrier, but still horrifically oppressive in a different way. Guard point against all assists and projectiles except Supers and Sparking Blast.† Preserves air momentum when used in the air. Disappears if Broly blocks, gets hit, or triggers a cinematic with most attacks (notably, j.2H, Vanish and Sparking activation won't deactivate the shell). While the shell is active, Broly can still use this move again to refresh it. Doing so deactivates the current shell on frame 6, leaving him briefly vulnerable. Certain attacks like5Land2Hcan put Broly's hurtbox outside the shell, where he can still get hit by projectiles. If held, Broly will rise into the air. PressingL,MorHduring startup of the held version will cancel this move into Gigantic Strike. Shell loses to a few specific projectiles and assists: Android 18: last hit of214H~214H Frieza: close range5Hand close C assist Nappa: Saibaman's grab Tien:214Sand B assist Vegito (SSGSS): close range236S,j.236Sand A assist Unique interactions: Frieza:214Swill break upon making contact with the shell Super Baby 2:5Sand j.Swill pass through the shell instead of exploding on contact like normal Ki Blasts An insane special, reinforces every aspect of Broly's gameplan. A frequent goal Broly tries to achieve with zoning is a safe window to use214S. If Broly can get it up in neutral, then neutral is over. It absorbs not only every non-super projectile, but also every assist in the game, limiting your opponent's option to character-specific options and superdash. This is also a good argument to run Broly mid as opposed to anchor as most neutral assists will let you safely set this up." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "Assist A", "text": "Eraser Blow Basically236Swith a little dash. Only the projectile has hitboxes, unlike the point version. No armor, but keeps the Ki Blast guardpoint." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "Assist B", "text": "Machine Gun Shot j.S(8) from a relatively low height. A defensive assist with pretty good angle and also clears out other Ki Blasts like his pointj.S. Compared to Broly's other assists, this has the highest blockstun (if respected). Overall Broly's most versatile assist, but not always his best. Last Ki Blast launches on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "Assist C", "text": "Lariat Express Armored Lariat that can get people mad. Has 10 hits of armor. Teleports to the opponent on ground level. On hit, teleports behind the opponent and knocks them down into a ground bounce sliding knockdown. Values in [ ] are when the opponent is in hitstun/untech." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "Eraser Cannon", "text": "236L+Mor236H+S Broly does aHUGEuppercut that floats the opponent for a while until he throws a blast of energy. This uppercut won't consume Smash if Broly DHCs out before it can hit. Minimum damage: 120, 700. Frame 4 invuln. Can be funny, but it's not great or you'd see a lot more people using it as a reversal. Projectile wall splats on hit. While the opponent recovers in the air on hit, in the corner, Broly is pushed back at the perfect distance for further pressure where other characters would lose it.After this super in the corner: 5S(1) covers most options and furthers pressure, you can go into a stagger or a special You are at +11 if they air tech Their forward tech mash will get counter hit Their Up tech > backdash can be caught with5S[8] and you can pressure with a special afterward 236Swill tank Super Dash attempts and either blow them up or lock them down, since Broly is +1 if they block Generally the best response is not air teching at all and taking the soft knockdown. Broly will still do the full animation even if he's DHC'd out, allowing for some characters to continue the combo afterward for a bit more damage or even knockdown. An example of a character who benefits from this is Piccolo. Broly only throws the projectile, skipping the uppercut entirely. Often used midscreen whenL+Mversion won't connect, such as after aj.214Hender. In the corner you get similar oki to the L+M counterpart. Don't do this raw unless you're trying to snuff out a beam or equivalent." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "Gigantic Meteor", "text": "214L+M(Air OK)or214H+S(Air OK) Broly generates a ball of energy in his hand before dropping it downward diagonally. Very easy to use, consistent Level 3. Minimum damage in a combo: ~1740. Always flies at a 45 degree angle. Doesn't travel offscreen. Ground version auto-adjusts during startup to aim the ball directly at the opponent, but there's a limit to how high he can leap up to. Air version has very little to no adjustment. Broly is stuck in the air until after the ball explodes. Once it does, he will teleport to the ground. Flexible DHC Super since Broly will adjust himself to where the opponent is. With certain combo routes, Broly can set up Level 3 at just far enough from the corner that he can meaty236Son oki, which: Keeps him plus even if they block or Reflect. Lets him combo off of it with dash5L. Leaves him outside of Sparking Blast range, allowing him to whiff punish Spark with5L. Lets his assists regenerate. The easiest way to set this up is withj.214L> Vanish,j.2H>214L+M,236S. Broly throws out a small ball that accelerates at a much slower rate thanL+Mversion, multiplying in size once it gets near or connects with the opponent (on block or hit). Minimum damage in a combo: ~1500. The ball always explodes when it hits the floor, even if it somehow never expands and stays a baby ball. Broly recovers shortly after he releases the ball, allowing him to continue the combo. On hit, the opponent cannot be hit with anything else until after the explosion. Ball disappears only if Broly gets hit, but not if he blocks, tags out, or if the tagged out teammate gets hit. The opponent can be air tech shortly after the explosion. Causes soft knockdown otherwise. A horrible reversal compared toL+Mversion since the invulnerability goes away long before the hitbox comes out, but functions as the cornerstone of Broly's most damaging combos. Without assists, there are a few common ways to combo into this Super like midscreen236M/H, Smashj.H, or in the corner:236L(at low hitstun decay) or j.214X > Vanish >j.214H+S. Combos afterward aren't affected by Super scaling, and there are many ways to extend out of it like5L, a command grab, or Dragon Rush. If an enemy Broly has meter, be scared of this move's potential." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly", "title": "Broly", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Intro", "text": "Version1.11 Date Released:August 8, 2018 LinksSteamBandai Namco EuropeTranslationby @GREATFERNMAN" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Modes", "text": "Entry settings: Now Player’s Info is displayed Ranked MatchNow you can set the Opponent Rank settings to Same Rank, About the Same or Challenge in the entry settings.Network color will no longer be displayed on finding an opponent. Now you can set the Opponent Rank settings to Same Rank, About the Same or Challenge in the entry settings. Network color will no longer be displayed on finding an opponent. Casual Match: Now you can set the Opponent Color settings to Same Color, About the same or Anything goes. Added ‘Sorry’ and ‘Don't worry’ messages to Party Match Added Input Delay settings when playing against a player. On VS screen, players can now press and hold either the L1 button or L2 button on the screen before a match to change their first character. Player team can now be edited when making a World Match entry. Colors can now be selected when changing characters. Added Ki Gauge Recovery option and can stop Ki gauge from auto-recovering. Added Center(After KO/Switch), Center(After Stage Change) options to the Starting Side settings. Added the Reset Damage Information option Added Starting Position settings:Can switch the position of the characters.The position can also be switched by holding down ↑ Can switch the position of the characters. The position can also be switched by holding down ↑ Character Settings:Added Potential Unleashed settings for Gohan (Adult).Added Ginyu Force settings for Ginyu. Added Potential Unleashed settings for Gohan (Adult). Added Ginyu Force settings for Ginyu. Training Dummy Recording Settings:Training dummy's play records can now be saved to 8 different slots.Added a function to randomly play a record from multiple slots (with adjustable frequency for each slot). Training dummy's play records can now be saved to 8 different slots. Added a function to randomly play a record from multiple slots (with adjustable frequency for each slot). Enemy Settings:Added Counterattack Settings: Set an attack for the training dummy to reversal attack with after a block or a damage. Added Counterattack Settings: Set an attack for the training dummy to reversal attack with after a block or a damage. Character selection screen: Increased the cursor movement speed. Follow list: Followed players' names will now be displayed in blue. Button settings: Pressing OPTIONS on the Button Settings screen will now save current settings and exit the screen. Result screen: Z Stamps can now be used when rematch menu is displayed for online matches." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "System Changes", "text": "Now an attack won’t count as a counter hit during successful Z Reflect recovery frames." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Android 16", "text": "5LLLReduced the start up frame.Can no longer delay the attack after 5LL. Reduced the start up frame. Can no longer delay the attack after 5LL. Ground L/M Flying Powerbomb (214L/M)Added invincibility to jump attacks. Added invincibility to jump attacks. Ground H Flying Powerbomb (214H)Increased the duration of invincibility to jump attacks. Increased the duration of invincibility to jump attacks. Ground L/M Dynamite Driver (236L/M)Increased the damage. Increased the damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Android 18", "text": "5L, 2LCan now repeat whiffing the move consecutively by pressing ← at the same time. Can now repeat whiffing the move consecutively by pressing ← at the same time. Air S Support Attack (j.214S), Z AssistEnters the invincible state faster. Enters the invincible state faster. Barrier (22S)Enters the invincible state faster.Can now cancel into Super Attack just by pressing R1 or R2 on blocking an attack. (Press ←+R1 or R2 to Meteor Attack.) Enters the invincible state faster. Can now cancel into Super Attack just by pressing R1 or R2 on blocking an attack. (Press ←+R1 or R2 to Meteor Attack.) Dragon RushFixed an issue where Dragon Rush doesn't launch an opponent in certain situation. Fixed an issue where Dragon Rush doesn't launch an opponent in certain situation. L Back Grapple (236L)Reduced the start up frame.Can now connect into Super Attack on hit. Reduced the start up frame. Can now connect into Super Attack on hit. M/H Back Grapple (236M/H)Increased the move distance. Increased the move distance." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Android 21", "text": "2MShrank the hit box to reduce the reach. Shrank the hit box to reduce the reach. 3MAdded damage scaling when using this move as a combo starter.Expanded the hitbox inwardly. Added damage scaling when using this move as a combo starter. Expanded the hitbox inwardly. Z Assist:Increased the hit stun.Increased the non-recovery frame.Decreased the damage.Increased the recovery frame. Increased the hit stun. Increased the non-recovery frame. Decreased the damage. Increased the recovery frame. Total Detonation Ball (236L/M/H)Increased the hit stun.Now she will start recovering to the neutral state after the ball has exploded. Increased the hit stun. Now she will start recovering to the neutral state after the ball has exploded. L/M Total Detonation Ball (236L/M)Increased the recovery frame Increased the recovery frame Homing Energy Blast (236P and j.236P)Increased the hit stunIncreased the recovery frame. Increased the hit stun Increased the recovery frame. Barrier Sphere (214G and j.214G)Now enters the invincible state faster.Can now cancel into Super Attack just by pressing R1 or R2 on blocking an attack. (Press ←+R1 or R2 to Meteor Attack.) Now enters the invincible state faster. Can now cancel into Super Attack just by pressing R1 or R2 on blocking an attack. (Press ←+R1 or R2 to Meteor Attack.) Ground Aerial Connoisseur Cut (214S)Added invincibility to jump attacks. Added invincibility to jump attacks. Connoisseur Cut, Aerial Connoisseur Cut (236S, 214S, j.236S, and j.214S)Now faces towards an opponent on whiff. Now faces towards an opponent on whiff." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Bardock", "text": "L Rebellion Spear (236L and j.236L)Decreased the block stun. Decreased the block stun. Ground M Rebellion Spear (236M)Added invincibility to jump attacks.Increased landing recovery frame. Added invincibility to jump attacks. Increased landing recovery frame. H Rebellion Spear (236H and j.236H)Increased the duration of the first attack.Increased the damage of the follow up attack. Increased the duration of the first attack. Increased the damage of the follow up attack. Saiyan Spirit (236H+S and j.236H+S)Fixed so that the camera angle won't change in the latter part of the combo after hitting an opponent. Fixed so that the camera angle won't change in the latter part of the combo after hitting an opponent." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Beerus", "text": "All normalsCan now be canceled into Special move, Z change or Sparking! on repelling the sphere with a normal attack. Can now be canceled into Special move, Z change or Sparking! on repelling the sphere with a normal attack. 5LReduced the start up frame.Expanded the hitbox forward. Reduced the start up frame. Expanded the hitbox forward. 2LReduced the start up frame. Reduced the start up frame. Z AssistIncreased the move distance. Increased the move distance. Sphere of Destruction (236L/M/H and j.236L/M/H), Z Assist:Increased the non-recovery frame on hitting an opponent while they are not moving by Beerus' attacks.Changed the way an opponent is blown away on hit. Increased the non-recovery frame on hitting an opponent while they are not moving by Beerus' attacks. Changed the way an opponent is blown away on hit. Ground H Sphere of Destruction (236H)Now Beerus floats a little higher when pressing↓. Now Beerus floats a little higher when pressing↓." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Broly", "text": "Various armorsWill no longer endure Vanish attacks. Will no longer endure Vanish attacks. Z AssistExpanded the hitbox for the beginning of the attack.Increased non-recovery frame. Expanded the hitbox for the beginning of the attack. Increased non-recovery frame. Eraser Blow (236S)Expanded the hitbox for the beginning of the attack. Expanded the hitbox for the beginning of the attack. Gigantic Strike (j.214L/M/H)Now it's easier to follow up with Vanish attack. Now it's easier to follow up with Vanish attack." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Captain Ginyu", "text": "2HCan now Z combo into Standing Special. Can now Z combo into Standing Special. 5S (Jeice)Increased the hit stun and the non-recovery frame. Increased the hit stun and the non-recovery frame. Z AssistIncreased the hit stun and the non-recovery frame. Increased the hit stun and the non-recovery frame. Strong Jersey (236L/M/H and j.236L/M/H)Reduced the block stun. Reduced the block stun. M/H Strong Jersey (236M/H and j.236M/H)Increased the non-recovery frame on hit.Changed the way a damaged character is blown away. Increased the non-recovery frame on hit. Changed the way a damaged character is blown away. Air Strong Jersey (j.236L/M/H)Reduced the start up frame. Reduced the start up frame." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Cell", "text": "5L, 2LIncreased the start up frame. Increased the start up frame. 6HDamage scaling increased when using this move as a combo starter. Damage scaling increased when using this move as a combo starter. j.MIncreased the start up frame. Increased the start up frame. j.SIncreased damage scaling.The first hit now ground bounces an opponent. Increased damage scaling. The first hit now ground bounces an opponent. Ground M Rolling Crush (236M)The distance moved can now be adjusted by pressing either forward or back while rolling. The distance moved can now be adjusted by pressing either forward or back while rolling. Ground H Rolling Crush (236H)Reduced the start up frame.The distance moved can now be adjusted by pressing either forward or back while rolling. Reduced the start up frame. The distance moved can now be adjusted by pressing either forward or back while rolling. Air L/M Rolling Crush (j.236L/M)The move will no longer hit an opponent on the back. The move will no longer hit an opponent on the back." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Frieza", "text": "5SReduced the start up frame Reduced the start up frame Death Slash (236L/M/H), Z AssistIncreased the hit stun and the non-recovery frame. Increased the hit stun and the non-recovery frame. L Death Slash (236L)Reduced the start up frame Reduced the start up frame Warp Smash (22S)Frieza now becomes invincible faster. Frieza now becomes invincible faster. Air You might not survive this time (j.236S)Reduced the landing recovery frame on whiff. Reduced the landing recovery frame on whiff. Golden Frieza (214H+S):Reduced the recovery frame after the pause.If an opponent isn't taking any hits when this move is activated then it would take more time till the game pauses to zoom in to Frieza.However Frieza becomes invincible during this time.Z combo restrictions are lifted. (EX. Can perform a string such as the following: 5H > 5M > 5L) Reduced the recovery frame after the pause. If an opponent isn't taking any hits when this move is activated then it would take more time till the game pauses to zoom in to Frieza. However Frieza becomes invincible during this time. Z combo restrictions are lifted. (EX. Can perform a string such as the following: 5H > 5M > 5L)" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Gohan (Teen)", "text": "2SNow he can move while in the air after performing the move.Matched the landing recovery frame with Jumping Down Special.Expanded the hitbox for the beginning of the attack. Now he can move while in the air after performing the move. Matched the landing recovery frame with Jumping Down Special. Expanded the hitbox for the beginning of the attack. j.2SExpanded the hitbox for the beginning of the attack. Expanded the hitbox for the beginning of the attack. Z AssistNow the Z-Assist moves more forward while rising. Now the Z-Assist moves more forward while rising." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Goku (SSGSS)", "text": "Super God Shock Flash (214L/M/H)Reduced the start up frame.Changed the way an opponent is blown away on hit. Reduced the start up frame. Changed the way an opponent is blown away on hit. L/H Super God Shock Flash (214L/H)Increased the damage of the attack that is performed on whiffing the grab.Added damage scaling when using this move as a combo starter. Increased the damage of the attack that is performed on whiffing the grab. Added damage scaling when using this move as a combo starter. Instant Transmission (236S, 214S, j.236S, and j.214S)Now faces towards an opponent after the move. Now faces towards an opponent after the move. Extreme Speed Kamehameha (236L+M, 236H+S, j.236L+M, and j.236H+S)Increased the duration during which Ultimate Z change can be performed. Increased the duration during which Ultimate Z change can be performed." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Gotenks", "text": "5SMatched the cancel timing on additional inputs with the other characters. Matched the cancel timing on additional inputs with the other characters. Z AssistFixed an issue where the camera angle doesn't change in the latter part of the combo after hitting an opponent with the Assist attack. Fixed an issue where the camera angle doesn't change in the latter part of the combo after hitting an opponent with the Assist attack. Galactic Donuts (214S)Fixed an issue where the camera angle doesn't change on landing Heavy attack in the next combo after hitting an opponent's Z Assist. Fixed an issue where the camera angle doesn't change on landing Heavy attack in the next combo after hitting an opponent's Z Assist. DIE DIE Missile Barrage (j.214S)Reduced the start up frame.Increased the damage.Changed the way an opponent is blown away on hit.Increased the hit stun.Expanded the hitbox for the beginning of the attack. Reduced the start up frame. Increased the damage. Changed the way an opponent is blown away on hit. Increased the hit stun. Expanded the hitbox for the beginning of the attack. M Miracle Super Punch (236M and j.236M)Landing recovery frame has been increased when not holding down the Medium Button. Landing recovery frame has been increased when not holding down the Medium Button. Ground H Great Special Rolling Kick (214H)Increased the recovery frame.Can now air dash and double jump after the move. Increased the recovery frame. Can now air dash and double jump after the move. Air H Great Special Rolling Kick (j.214H)Reduced the recovery frame. Reduced the recovery frame. Feint Vengeful Shout (236[S] and j.236[S])Landing recovery frame has been increased. Landing recovery frame has been increased." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Hit", "text": "5LLLExpanded the hitbox upward. Expanded the hitbox upward. 5LLCan now cancel into 2L Can now cancel into 2L H Tides of Time (236H)Now enters the invincible state faster. Now enters the invincible state faster. Death Blow (236H+S)Fixed so that the camera angle won't change in the latter part of the combo on hitting an opponent with this move. Fixed so that the camera angle won't change in the latter part of the combo on hitting an opponent with this move." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Kid Buu", "text": "2M, 3MIncreased the start up frame.Increased the damage scaling when using this move as a combo starter. Increased the start up frame. Increased the damage scaling when using this move as a combo starter. 2SIncreased the landing recovery frame.Now the fireball will be thrown downward depending on the opponent's position. Increased the landing recovery frame. Now the fireball will be thrown downward depending on the opponent's position. j.SIncreased the landing recovery frame. Increased the landing recovery frame. Mystic Ball Attack (236L/M/H and j.236L/M/H)The attack will no longer hit an opponent on the back. The attack will no longer hit an opponent on the back. Mystic Arm Swing (214L/M/H)Added invincibility to jump attacks. Added invincibility to jump attacks." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Krillin", "text": "5SIncreased the non-recovery frame.Can now bend only the second fire ball by inputting ← + Special on an additional input. Increased the non-recovery frame. Can now bend only the second fire ball by inputting ← + Special on an additional input. j.SIncreased the non-recovery frame.Can now bend the fireballs upward by inputting ↑+ Special on an additional input. Increased the non-recovery frame. Can now bend the fireballs upward by inputting ↑+ Special on an additional input. Senzu Bean (214L/M/H and j.214L/M/H), Z AssistRocks no longer break by an opponent's attacks.Mitigated the damage scaling. Rocks no longer break by an opponent's attacks. Mitigated the damage scaling. Solar Flare (214S)Added invincibility to jump attacks. Added invincibility to jump attacks." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Majin Buu", "text": "5LNow the attack will hit a crouching opponent too. Now the attack will hit a crouching opponent too. 5LLReduced the start up frame. Reduced the start up frame. Z AssistIncreased the non-recovery frame. Increased the non-recovery frame." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Nappa", "text": "5LWill no longer be blocked by standing guard. Will no longer be blocked by standing guard. 2MWill no longer be blocked by standing guard. Will no longer be blocked by standing guard. 2HExpanded the hitbox forward. Expanded the hitbox forward. Z AssistIncreased the hit stun. Increased the hit stun. Blazing Storm (236S), Z Assist:Reduced the start up frame.Reduced frame disadvantage when blocked by an opponent. Reduced the start up frame. Reduced frame disadvantage when blocked by an opponent. Too bad (214S)Now enters the invincible state faster.Reduced the entire recovery frame. Now enters the invincible state faster. Reduced the entire recovery frame. Spit SaibamenCan now be canceled into Z Reflect or Super Dash on block (as same as other Ki Blasts). Can now be canceled into Z Reflect or Super Dash on block (as same as other Ki Blasts)." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Piccolo", "text": "Homing Energy Blast (236S) and Z AssistIncreased the hit stun and the recovery frames. Increased the hit stun and the recovery frames." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Tien", "text": "Z AssistIncreased the non-recovery frame. Increased the non-recovery frame. Ground L/M Volleyball Fist (236L/M)Fixed an issue where additional inputs could be made even when blocked by an opponent. Fixed an issue where additional inputs could be made even when blocked by an opponent. Ground M Volleyball Fist (236M)Now enters the armor invincible state faster. Now enters the armor invincible state faster. Ground H Volleyball Fist Follow-ups 1 and 2 (236X~H and 236X~X~H)Tien copies will appear to do the attacks. Tien copies will appear to do the attacks. Tri-Beam (236L+M, 236H+S, j.236L+M, and j.236H+S)Increased the duration during which Ultimate Z change can be performed. Increased the duration during which Ultimate Z change can be performed. Tri-Beam (236L+M, 236H+S, j.236L+M, and j.236H+S) and Neo Tri-Beam (214L+M and j.214L+M) The amount of self damage is reduced while Sparking!" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Trunks", "text": "5S, j.S, and Cyclone Buster (214X~S):Hitbox of these attacks now disappear when Z reflected and can now be cancelled into a Special Move after that.Fixed an issue where it was sometimes unable to cancel on hitting an opponent when the move is about to end. Hitbox of these attacks now disappear when Z reflected and can now be cancelled into a Special Move after that. Fixed an issue where it was sometimes unable to cancel on hitting an opponent when the move is about to end. Z AssistIncreased the hit stun and the non-recovery frame on hit. Increased the hit stun and the non-recovery frame on hit. H Shining Slash (236H and j.236H)Reduced the start up frame. Reduced the start up frame." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Vegeta (SSGSS)", "text": "Big Bang Attack (236S and j.236S), Z Assist:Increased the damage.Increased the hit stun and block stun.Changed the direction an opponent is blown away on hit. Increased the damage. Increased the hit stun and block stun. Changed the direction an opponent is blown away on hit. L Super Dash Kick Follow-up 2 (236X~X~L and j.236X~X~L)Increased the start up frame only when an opponent is in front. Increased the start up frame only when an opponent is in front. Ground Super Dash Kick (236L/M/H)Removed the jump attack property. Removed the jump attack property. Ground Super Dash Kick Follow-up 1 and 2 (236X~X and 236X~X~X)Unified the frame disadvantages. Unified the frame disadvantages. Galick Gun (236H+S)Increased the damage. Increased the damage. Niagara Pummel (236L+M):Increased the move distance.Reduced the start up frame.Mitigated the damage scaling. Increased the move distance. Reduced the start up frame. Mitigated the damage scaling. Held Niagara Pummel (236[L+M])Fixed so that the camera angle won't change in the latter part of the combo after hitting an opponent on holding down the button. Fixed so that the camera angle won't change in the latter part of the combo after hitting an opponent on holding down the button." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Vegito (SSGSS)", "text": "Barrier (214S)Now enters invincible state faster.Increased the entire recovery frame on whiff. Now enters invincible state faster. Increased the entire recovery frame on whiff. Ground Atomic Buster (214L/M/H)Added invincibility to jump attacks. Added invincibility to jump attacks. Spiral Heel Shot (236L/M/H and j.236L/M/H)Reduced the block stun of the last attack.Decreased the recovery frame. Reduced the block stun of the last attack. Decreased the recovery frame. Air Spiral Heel Shot (j.236L/M/H)Reduced the non-recovery frame when the camera angle doesn't change. Reduced the non-recovery frame when the camera angle doesn't change. Air L/M Spiral Heel Shot (j.236L/M)Increased the move distance. Increased the move distance." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Yamcha", "text": "Neo Wolf Fang Fist (236H)Changed the hit effect to wall bounce. Changed the hit effect to wall bounce. Spirit Ball (236L+M and 236H+S)Increased the least amount of damage. Increased the least amount of damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Zamasu (Fused)", "text": "j.LExpanded the hitbox upward. Expanded the hitbox upward. Z AssistShrunk the front part of the hurt box.Reduced the start up frame.Increased the projectile speed. Shrunk the front part of the hurt box. Reduced the start up frame. Increased the projectile speed. Ground L/H Eternal Justice (236L/H)Reduced the start up frame. Reduced the start up frame. Air H Eternal Justice (j.236H)Reduced the start up frame. Reduced the start up frame. Divine Order (236S and j.236S)Shrunk the front part of the hurt box. Shrunk the front part of the hurt box. Held Divine Order (236[S] and j.236[S]):Reduced the start up frame.Increased the projectile speed. Reduced the start up frame. Increased the projectile speed." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.11", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "Overview", "text": "Gogeta (SS4)orSS4 Gogetais the ultimate tribute to a long history ofDragon Ballfighting games. He was frequently designed as a \"final boss\" character in them, and this idea was retained forDBFZ: Gogeta is given stupendous normals,staggeringGuardAllStartup6Recovery12Advantage±0utilityGuardStartup4Recovery20AdvantagetoolsGuardHighStartup26Recovery15Advantage+2, and several unique mechanics. He is one of the few characters to have an extra airdash, and can routinely buff his super damage with his unique cancellable taunt,Finish SignGuardStartupRecoveryTotal 52 [Total 46]Advantage. The move stacks levels, and leveling him up to level 7 grants the privilege to use the definitive, instant killingx100 Big Bang KamehamehaGuardAllStartup25+3RecoveryAdvantage-51. This prompts the opponent to chase Gogeta down even at their own peril to stop him from reaching level 7. Gogeta's gameplan is solid and foolproof. He doesn't have any methods to zone characters out, but fortunately he can just bypass any enemy zoning attempts with his projectile-invincibleLightning Hammer, ensuring Gogeta stays in his opponent's face where he wants to be. On defense, he supports both a threateningcounterand anomnidirectional, meterless, invincible, cancellable reversal, constantly making the enemy think twice about their own offense. Any player that wants to parade their superior fundamentals and fight like a cocky bastard will revel at SS4 Gogeta and his glorious red hair, proving once and for all he is the ultimate fusion! (Unlike thoseothertwo) Gogeta (SS4)is a rushdown character who takes the bare-knuckle route to get in the opponent's face with oppressive up close pressure and mixups. Powerful Within Proximity: Stupendous normals, aprojectile-crush lariat, and two airdashes put Gogeta among the best at close to medium range. Brilliant Pressure: Some of the best stagger pressure in the game combined with reflect-proof strings,command normals, and aplus on block special. Mix-up: Gogeta's double airdash enables him to do ambiguous left/right mixups midscreen and uniqueF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.setups in the corner. Defensive Tools: Hasthe only DP in the game with a huge cancel window, which essentially lets him choose how/if he gets punished when it's blocked, as well asan air-ok f4 counter. Finish Sign: His taunt allows him to build levels to buff the damage on his supers. Seven levels enable his instant kill Super,x100 Big Bang Kamehameha. Cool: Super cool. Assist Inflexibility: AlthoughBis very strong,Aonly finds use in teams centered around abusing his instant kill mechanic and forces the point character to play neutral with just one assist.Cis generally awful with very little practical match usage. Ranged attacks: SS4 Gogeta may have phenomenal buttons, but he does not have any projectiles aside from a stationaryblinkGuardAllStartup13Recovery17Advantage-7and committal beam supers. This can make closing the gap against passive opponents quite difficult." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "5L", "text": "A jab. Solid 5L which can cancel into4Lan infinite amount of times. Hits high enough to check opponents after a blocked superdash.Standard speed, but very nice for stagger pressure considering the infinite potential to cancel the move into other threatening options. You'll never leave his blockstrings again, make yourself at home. Insane button where Gogeta hits with a rear arm punch. Features a large, sweeping, high hitbox that can catch opponents behind Gogeta, which can then lead straight into his5LLL. 5L>5LLwill get Reflected twice, pushing Gogeta back to full screen. Delaying5LLwill make it Reflect proof. Hits the entire smear, as well as a good distance above him. Since it's a5LL, it is a medium unscaled starter. It can be low profiled by some2Land 2Ms, but that's just about its only fault. Gogeta does a huge kick upward. Another insane button that side swaps on hit. Amazing anti-air. Frame 4 anti-air property. This with5LLmakes whiffing his autocombo pretty safe against superdash. Extreme directional tracking allows this move to easily snuff out aerial approaches and continue combos even when the5LLlaunches high. Being unscaled too makes this an all-around great multi-purpose button. Although it still requires you to input5LLbeforehand, giving it technically high startup. On the bright side, it's still safe on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "5M", "text": "Gogeta does a rushing roundhouse kick. Long range, high hitting5Mwith fast startup. Amazing as a roundstart option due to its speed, gatlings, and potential damage output. The Ragna Button. Being -5, you can also stagger with it. It will put you back at around the range you used it once it recovers, but you'll usually be in range to threaten with a2Mgatling or a2Lpressure reset. An overall excellent5M, one of the best in the game along with Vegito, Gohan (Adult) and Kid Buu's." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "5H", "text": "Gogeta does a stylish donkey kick, going pretty far in the process. The splat wallbounces in the corner. Catches opponents after reflecting Vanish." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "5S", "text": "Tracks in front of Gogeta up until half-screen and around jump height. Has enough hitstun to combo into Super Dash. Cancels into itself once per usage, allowing for more damage while still comboing into Super Dash but scaling the combo more. P1 projectile with Ki Blast property. On frame 12-17, the projectile has an extra hitbox that deflects other Ki Blasts which can leads to interesting interactions. On one hand, this deflect property allows5Sto beat other Ki Blasts regardless of their projectile level (i.e. things likeAndroid 215SGuardAllStartup13RecoveryTotal 37Advantage-4). On the other hand, deflecting counts as \"blocking\" for the opponent, so they will be able to cancel into things they couldn't have had it been a clash. The projectile's hitbox takes priority over the deflect hitbox, which means when overlapped, projectile clashing will happen before deflecting. Testing against a P1 Ki Blast: On frame 12, a deflect will take place, on frame 13-18, it'd be a clash instead. Testing against a P2 Ki Blast: Frame 12: Deflect. Frame 13-17: Clash > Deflect on the same frame. Frame 18: Clash and lose." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "2L", "text": "6-frame mid. Good range like its5Lcounterpart, but has marginally less. 0 on block. Cancellable into2LLan infinite amount of times, even on whiff." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "2M", "text": "Good anti-reflect tool. Catches reflect > raw tag after5L. Punishable up close but safe if spaced." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "2H", "text": "Smash hit has higher hitstun, combos into SD. Moves Gogeta very far forwards. Can trade movement for pushback by holding backwards(2H[4]). Catches airdash back after blocked superdash. Because of how far it moves forwards, it might not anti-air a SD if the opponent superdashed near you vertically, as the SD will cross-up." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "6M", "text": "Can be spaced to be plus. In corner, after aj.Hsliding knockdown, do6Sinto6Mto make it meaty and become plus on block. Usually can be followed after with5Lif it's +2 and5Mif it's +3 to maintain pressure. If used up close, Gogeta can use the threat of his22Sor214Sto scare the opponent into blocking and maintain his turn." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "6H", "text": "Saiyan Kick Jump cancellable on hit. Late cancellable into follow-ups. At minimum,6H~6Hhas a 5f gap on block, while6H~3Hhas an 11f gap. High hitstun on air hit. Its followups cancel back into it on block and hit, allowing you to safely extend block strings after either followup. Very high hitting normal, much like Gohan (Adult)'s3Hbut better because of its present follow-ups. The follow-up chain is a big part of Gogeta's pressure, as he can do a lot here for mix-ups. Follow-ups can be backdashed mid-screen, but you can answer those with5H. Gogeta's 214X moves will also catch backdash after this move, but they're more risky to attempt if your opponent is ready for them. Can also be good for extending Gogeta's blockstrings, or for his corner rejumps as6Hhits somewhat high, which allows him to convert off of his corner strings. Because of the minimum 5 frame gap, almost any move after (with the exception of2H) will likely be beat cleanly by reversals unless Gogeta commits to his counter, DP, or blocking instead of the usual follow-ups. Blocking comes with its own risk in that6His -8, but6H~6His usually enough to discourage mashing. As a last note, remember in your strings and combos the followups are only late-cancellable. The overhead and low are actually a lot faster than you think, but delaying them for more than a few frames is impossible due to the restriction. This also helps you in feinting, as it's a lot harder to tell what Gogeta is going for. Ground bounces on hit, can be converted withH/Snormals or specials. Only combos from6Hon air hit (like after a2M). Otherwise it will reset opponents. Fast overhead, will automatically catch people attempting to mash out of the chain. Delaying the button can make it harder to react to this and3H, but doing so leaves Gogeta wide open. Decent combo filler if you want to keep your opponent close to the ground for assists, but using this solo forces you to spend your Superdash earlier than6H> jump-cancel does. Launches on hit. Has very high hitstun that allow Gogeta to link into2M." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "6S", "text": "Finish Sign Stands still and taunts. Gains level and cancelable into Vanish on frame 15. Gains 10% Ki gauge and cancelable into other actions on frame 32. When canceled into, loses the first 6F of its animation, and can be cancelled earlier (Total 52 → 46, Level on 15, Meter on 32 → 26) Each level gained adds a bit damage to Gogeta's next Super (~60 minimum damage) Character defining. You can taunt in neutral, in blockstrings, and in combos. While the total animation is rather long, you can keep yourself safe by canceling into Vanish very early while still getting the Level. You also have a frame 4 counter and a DP to shut down the opponent's counterattack attempts. Don't be afraid to cash out on Supers either, since it's not hard to build Levels back up especially if you have assists to cover you. Generally requires specific team combinations centered around Gogeta or sacrifice favorable okizeme in order to obtain levels consistently. Without this, Gogeta's supers are also in the lower range for damage in the game. In a blockstring, anyM/H/Snormals >6Swill leave an 11F window to counterattack (or a total 27F for them to react). If not overused,6Scan be used to reset string very efficiently. Mid-combo, it's possible to do ground normals >6S> Vanish and get both the Level up and the wall bounce from Vanish." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "j.M", "text": "Fantastic normal." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "j.H", "text": "Dynamic hit can wall bounce. Smash hit causes a sliding knockdown. This move is huge. Catches all techs in the corner. Removes landing recovery on Smash hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "j.S", "text": "Halts all air momentum. Tracks in front of Gogeta up until half-screen with a wide vertical range below and above him. Has enough hitstun to combo into Super Dash. Cancels into itself once per usage, allowing for more damage while still comboing into Super Dash but scaling the combo more. P1 projectile with Ki Blast property. On frame 12-17, the projectile has an extra hitbox that deflects other Ki Blasts which can leads to interesting interactions (See the breakdown on5S) If you're not using it in a combo, it's best used to stop air-to-air attempts, but be careful as an expectant opponent can Super Dash preemptively and catch you wide open. It can also be used as a post-Super Dash option on characters with2Hnormals slower than 13 frames. Cancel intoj.214Hto convert into a knockdown on hit or pressure on block. You don't want to let this rock due to its recovery." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "j.2H", "text": "Jump cancelable." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "Lightning Hammer", "text": "236L/M/H(Air OK) Crushes all projectiles, including supers. All versions are medium starters, leading to extreme damage on hit. M and H versions are hitgrabs, meaning that both will beat any sort of challenge and are unaffected by hitstun scaling. Travels 1/2 of the screen. Mainly used as an additional movement option or to make sure a blockstring ends safely. Travels nearly fullscreen. Wallbounces with Smash, giving a combo in the corner. Can also extend combos midscreen with an airdash if you're not too high. Gives a mediocre sliding knockdown if U1 has been used and D1 has not. Opponent can airtech if both Smashes have been used. Gogeta's primary combo extender besidesj.2H. Air version leads to a rejump on every character midscreen (A specific combo is required onKrillin). Deadly frame trap option in the corner for having a higher reward on hit than5H, and not being any less favorable on block than the L version. Travels nearly fullscreen. Ground bounces with Smash, giving a combo anywhere. Gives a bounce sliding knockdown if U1 has been used and D1 has not. Switches sides. Opponent can airtech if both Smashes have been used. Buffered6H(whiff)-3His the best starter after this lands, and with theoptimal confirmleads into 50%." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "Meteor Strike", "text": "214L/M/H(Air OK) Overhead. Uses D Smash on hit. All versions can be anti-aired. -2 on block, allowing for a safe backdash. In the ballpark of +33 on most knockdowns, letting you SJ IADj.Hfor a safejump. Functions as an overhead mix-up and combo ender. Use afterj.H>j.Swhen you don't have smash for a knockdown, but keep in mind it grants less oki time if done so. +2 on block, allowing for RPS midscreen and pressure in the corner. In the ballpark of +55 on most knockdowns, giving you a similar setup to a Smashj.H. A sometimes move due to its startup, but good to use nonetheless as it's +2 on block. It's also Gogeta's best okizeme ender if he still has D1 Smash available, usually in corner combos. You'll most likely use j.DR instead, but it's there nonetheless. +2 on block, allowing for RPS midscreen and pressure in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "Bluff Kamehameha", "text": "236S Can only connect against grounded opponent. Cannot be combo'd into. Switches sides on hit, causes a wall splat. Allows for a combo anywhere by Superdashing after it." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "Punisher Guard", "text": "214S(Air OK) Frame 4 counter. Combos into superdash anywhere. Will not counter Ki Blast and beams, but will invul through if timed correct. Loses to command grabs and Dragon rush. Combos into Gogeta's Instant Kill. Excellent as a defensive tool. It's usable anytime that Gogeta is -2 or better, which is a wide range of opportunities in DBFZ. The most prominent of which are after a blocked6Mor an opponent's blocked vanish. Getting predictable with this move will get you killed, but it's great when unexpected. Can be used to make challenging j.Sscarier in post superdash scenarios." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "Plus Energy of Justice", "text": "22S Stays grounded and covers himself in a projectile. \"Immune\" to cross-ups as it hits both sides and doesn't require forward/backward input. Gains a Dragon Ball on frame 17.Dragon Ball cycle: Two-Star → Five-Star → Six-Star → Seven-Star → Four-Star → Three-Star → One-Star†Trivia: This is the order in which the Shadow Dragons were killed. Dragon Ball cycle: Two-Star → Five-Star → Six-Star → Seven-Star → Four-Star → Three-Star → One-Star†Trivia: This is the order in which the Shadow Dragons were killed. Smash hit causes a sliding knockdown. Minimum damage on D Smash: 40%. Unlike other DPs, on block it can be cancelled at any point during recovery. Gogeta's omnidirectional reversal. Has weaknesses compared to most DPs like having short range, zero vertical reach and also being a projectile. Despite that it is also one of the safer DPs as it is crossup immune and if blocked, a punish is not guaranteed since Gogeta can delay cancel into Vanish (among other things) at any point." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "Assist A", "text": "Finish Sign Grants half a bar, increasing slightly up to a maximum of just over 75% of a bar as levels increase. Levels Gogeta up, but cannot go past Level 5for obvious reasons. Gains Level and Dragon Ball on frame 1 Gains meter on frame 41" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "Assist B", "text": "Lightning Hammer Blisteringly fast strike assist with great range that is invulnerable to other assists and all projectiles. Little initial knockback makes for easy hit confirms. Projectile invulnerability activates on frame 10, assist hits frame 21. An extremely fast strike assist. Has high blockstun for a ~20f strike assist and is very easy to hit confirm. This is Gogeta's go-to assist because of how situational his A assist is and how little frame advantage his C assist has." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "Assist C", "text": "Plus Energy of Justice Gains a Dragon Ball on hit, block, or whiff. Dragon Ball cycle is different than that of the Dynamic! property: Two-Star → Five-Star → Six-Star → Seven-Star → Four-Star → Three-Star → One-Star Unfathomably less advantageous than every other C assist and some normal assists. This unusually low blockstun can allow it to be used for tick throws." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "Ultimate Impact", "text": "236L+M(Air OK)or236H+S(Air OK) Minimum damage: 754 → 808 → 862 → 916 → 970 → 1024 → 1078 → 1154 First hit only minimum damage (DHC): 720 → 774 → 828 → 882 → 936 → 990 → 1044 → 1098 Has Head property, making it vulnerable to2H. Tracks the entire screen. Side switches on hit for ground version. Regains side for air version. Ground version always puts opponent in the corner. Tracks anywhere on the screen, but deals rather poor damage without levels. At Level 3 or so, it might actually be more worthwhile to use this than continue going for the Instant Kill as this becomes one of the most solidly damaging Level 1s in the game. Both the ground and air versions give Gogeta oki, but the setups are different. The ground version only leaves him in position to meaty with a button, but the air version has enough advantage for an IAD or a214Mto cover all techs (except delay down, of course). It's better advised to use this immediately after any combo ender as it hits full-screen anyway, and you don't want to risk whiffing this move after a sliding knockdown due to its longer-than-most start-up." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "Ultra Big Bang Kamehameha", "text": "214L+M(Air OK) Minimum damage: 1654 → 1708 → 1762 → 1816 → 1870 → 1924 → 1978 → 2054 Adv. on hit: +44 Midscreen, a GO1 Jump/Moonjump can be used to close in on the opponent. That doesn't sound great by itself, but Gogeta does have access to an easy fuzzy overhead thanks to his double airdash. After a Level 3 in the corner,[9]j.M(whiff) >j.Mwill leave you at the perfect height to eitherIAD j.LMor land2M. On most characters, theIAD j.LMwill be a true blockstring as well as a combo if thej.Mconnected. You're also free to go for a DR or236Safter thej.Mfor additional layers." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "x100 Big Bang Kamehameha", "text": "214H+Sat Level 7 (Air OK) 540 × 54 = 29,160 damage. Minimum damage: 100%.This is a versatileInstant Killthat can be combo'd into from most Smash moves in Gogeta's kit:5H, anti-projectile strikes, plus on block overheads, command grab, counter, DP, Vanish, and so on. Essentially, he can always combo into IK. The requirement of reaching Level 7 can be made trivial with the right team. Gogeta can rack up 3 to 4 Levels per combo with high hitstun assists like16 BGuardAllStartup30RecoveryAdvantage+31orVegeta (Super Saiyan) AGuardAllStartup37Recovery69Advantage+87, not to mention that he can also gain Levels during neutral, blockstrings, and knockdowns. Once at Level 7, the threat of being IK'd by a random hit is always present even when Gogeta is not the point character, since it's possible to tag him in mid-combo into something like Vanish >j.214H+S. He can also react to assist calls and obliterate any assist that dares pop onto the screen. Take control of the pace of the match as fear of being robbed of their characters will often make the opponent play hyper-offensive to stop Gogeta from achieving his win condition, or hyper-defensive to avoid being executed. Keep in mind that while it's practical to reach Level 7, Gogeta on his own is still more than capable of deleting the opponent's health bar without IK. Maintaining Levels can be cumbersome at times since he has to avoid using Supers and wasting the Levels. If the team wasn't specifically built around Leveling up, by the time he gets to Level 7, the match might already be reaching its conclusion and IK wouldn't be any more useful than his other metered options. Due to the slow startup and Gogeta leaping up making the beam whiff on crouching or small characters at close range, IK on its own is a terrible reversal so stick to the other Level 3 or22Sthen hit confirm into this for the kill. Advantage on hit: +40 if it (somehow) doesn't kill Block, run up to him as he falls down and punish the landing recovery. Regardless of ground or air block, there's always enough time to dash fullscreen towards him and punish withMbuttons. If you're behind Gogeta, either patiently wait for him to land and punish as usual (recommended), or hit him out of the IK with a2H. If you're not on course to a Perfect victory, do not Reflect the beam. Reflecting the entire beam gives you 0.075 bars, while blocking will build 1.458 bars at the cost of 1458 blue health. This is almost the same amount of meter you would've received if you had been ToD'd. Other than preventing chip damage, Reflecting here does not give you any advantages over blocking." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)", "title": "Gogeta (SS4)", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12" }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Frame_Data", "title": "Krillin", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Frame_Data", "title": "Krillin", "section": "Sources", "text": "http://www.mediafire.com/file/vp0qxfbwaguq09y/Krillin%20Hitboxes.mkv(rec. April 24, 2018)" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.30", "title": "Version", "section": "Intro", "text": "Version1.30 Date Released:February 24, 2022 LinksBandai Namco Japan" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.30", "title": "Version", "section": "New Content", "text": "AddedAndroid 21 (Lab Coat)" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.30", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Combos", "title": "Cell", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Combos", "title": "Cell", "section": "Miscellaneous", "text": "More corner loop variations" }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Resources", "title": "Majin Buu", "section": "Intro", "text": "This page is Majin Buu's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Resources", "title": "Majin Buu", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Resources", "title": "Majin Buu", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Resources", "title": "Majin Buu", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa/Frame_Data", "title": "Nappa", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa/Frame_Data", "title": "Nappa", "section": "Sources", "text": "http://www.mediafire.com/file/bbwqdxqwmga2mns/Nappa%20Hitboxes.mkv(rec. April 24, 2018)" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Frame_Data", "title": "Goku (SSGSS)", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "Overview", "text": "He is the enigma. The anomaly. The anti-meta. Fitting for the legendary hitman from Universe 6,Hitis an oppressive offense-heavy neutral character with a wide variety of options for closing the gap, putting on the pressure, and shutting down your opponent - sometimes all at once. Hit has a number of powerful offensive techniques, like a fullscreen ground-based command grab and an unconventional focus on Stances for his special moves that allow him to attack from all ranges. He also has a good amount of defensive options, such as a counter for his special move and a good series of dashes withDeadly IntentandMark of an Assassin. All of these tools make it so that Hit can own the neutral game like few others on the roster, especially if backed with assists. Hitis a unique assassin who uses a variety of stances to penetrate defenses. Deadly Range:5LLGuardAllStartup11-13Recovery18Advantage-5,5MGuardAllStartup9-13Recovery15Advantage-2,5HGuardAllStartup11-17Recovery21Advantage-7, and all stance follow-ups have deceptively long reach and are resistant to Reflect. Command Movement:Deadly IntentGuardStartup5Recovery(stance)AdvantageandMark of an AssassinGuardStartup5RecoveryAdvantagegive him unparalleled ground maneuverability and make any normal safe on block. Commanding Screen Presence:Extremely fast and long-reaching attacks inDirect HitGuardAllStartup5-12Recovery14Advantage-2andGuard BreakerGuardAllStartup7-14Recovery18Advantage-5demand constant consideration from the opponent, lest they accidentally block them and immediately lose neutral - or worse. Strong Left/Right:Stance follow-ups double as left/right weapons and easy frametraps in conjunction with the command dashes and full-screen unblockable,Icy GlareGuardThrowStartup26Recovery24Advantage. Combo Parries:Hit's unique parry5SGuardAllStartupRecovery10Advantage-7leads into a full meterless combo, and his airborne parryj.SGuardStartup4Recovery27Advantagemakes you think twice before using Superdash against him. Always My Turn:With outstanding frame data, his best buttons and specials are not only safe, but plus on airblock - including hisinvincible launcherGuardAllStartup7-14Recovery18Advantage-5. All of these factors amalgamate Hit into having an unmatched grounded neutral. Anti-Meta:Everything above combined means Hit always has an answer to even the strongest options in the game. His very presence alone can neutralize your opponent's options when played correctly. Versatile Assists:A AssistGuardAllStartup25RecoveryAdvantage+29has decent range, high blockstun, is invincible on some frames and easily combos.B AssistGuardAllStartup24RecoveryAdvantage+32reaches fullscreen and wallbounces, andC AssistGuardAllStartup50 [20]RecoveryAdvantage+32is arguably one of the better C assists in the game for a multitude of reasons. Aerial Game?:Almost all his special moves are ground-only, limiting him in the air despite hisj.SGuardStartup4Recovery27Advantageparry. Weak High/Low:Has only one low in2MGuardLowStartup27Recovery18Advantage-5and it's the slowest low in the game, forcing him to use it as a conditioning tool and weakening an otherwise great mix-up game. Low Midscreen Damage:Hit's damage is on the lower end of the cast without the corner, especially if he can't invest resources. Specialist Anomaly:Initially hard character to play due to how different he is to everybody, possessing a high skill floor - his strong tools are specific in what they cover, and require a time investment to be adept at using him to his full potential. Assassins are Expensive:Hit's most threatening options cost meter, such asGuard BreakerGuardAllStartup7-14Recovery18Advantage-5andHTides of TimeGuardStartup14Recovery15Advantage. His main (albeit frame 4) reversal236H~Halso requires a whole bar, further bottle-necking his options if he's low on resources. This limits his choice of position on a team to mid or anchor to ensure he has some meter to spend. While not totally unviable to run him point, he will struggle to contend with aggressive round start options." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "5L", "text": "Fastest attack Hit has making it his go-to for punishes and abare. Being +0, starting staggers with 5L is a viable strategy when mixed in with other pressure. Can be risky to mash on defense since the short range can be baited, with his longer reaching moves being much slower. Can be chained into itself once with4L. Hit's first line of offense against Reflect. Shines after a Vanish as it catches both Reflect > buttons AND backdash, which will discourage your opponent from trying to take their turn or disengage without risking a reversal. Teleports Hit decently far giving it a very long range. Commonly used mid-combo after a vanish. Vertically deceptive hitbox, making it a good (if not accidental) anti-air. Very easy to confirm intoj.Lif you're ready. Essential 3-hit combo filler and extender. Always allows Superdash or236Lfollowups, which lets it double as a soft knockdown enabler when comboed into236L~LGuardAllStartup5-12Recovery14Advantage-2or a sliding knockdown with236L~MGuardAllStartup8-15Recovery17Advantage-4.Only drops very rarely when combo scaling is extremely high, and can be ended with5LLL>236L~S>5M>5H. Will hit 3 times if it connects, with Hit teleporting behind the opponent for the second hit. Only performs the first hit on block. First two hits and the third scale damage separately. All 3 hits are special cancellable, making it possible to side-switch after the second hit with a special, or even perform a reset on a grounded opponent." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "5M", "text": "A simple punch with some invisibility. Great staple of his neutral due to it's high speed, good range, and easy confirms on hit or block. Yet another normal Hit can use to stay in after Reflect. Unfortunately, he only strikes AFTER reaching the opponent, making clashing with other buttons near impossible and leaving Hit susceptible to running headfirst into attacks if used improperly. If you anticipate the opponent attacking first, you should consider236L~HGuardAllStartup7-14Recovery18Advantage-5instead. Despite this, it's still arguably one of the better5M's in the game. Use it, and use it a lot. Hit swiftly moves forward about 55% of the screen before the attack. Not invincible, despite the appearance of teleporting. Only -2 on block, allowing a safe backdash." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "5H", "text": "You're more likely to use5Mthan this, but it still makes an equally great poke due to the minimal startup differences between them. Seldom actually seen because of not keeping yourj.HSmash sliding knockdown after, but as with other5Hnormals, it's great for corner carry and works well with assists to secure the corner where Hit can reliably sustain his offense. Hit moves forward invisibly about 75% of the screen before the attack. As with5M, can be struck out of. Hit'sMautocombo skips2Mand goes straight to this because of how slow2Mis." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "5S", "text": "Hit poses with an aura around him. If he's hit with an attack, he feints getting hit and teleports to the opponent to strike. This unique parry is one of the many things that separate him from the rest of the cast, working against any attack that isn't a grab or a Super. His neutral can theoretically be played around this, making the opponent hesitant about how to approach Hit. Unfortunately, the long recovery also makes it very risky if it's baited, especially since the punish can be much more brutal than the reward for successfully parrying an attack - and it's strictly worse than the air version. However, it's not without use, For everyone's sake, don't try to use this as a reversal. Trust us. Can parry everything except grabs or Supers. The punch is not guaranteed - if an assist is parried the opponent can still block the followup, or even avoid it if they're moving fast enough. Can be followed up midscreen with236L~Lor236L~M. Cornersplats, allowing meterless followups - and a Happy Birthday if you manage it. Cancels into Vanish at any point due to being a normal. Does NOT true string on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "2L", "text": "Hit's standing overhead, replacing your average2Lattack. At 20 frames, it is by no means a button you can mash to get out of pressure, instead being exchanged for a pressure tool. On grounded hit, it's impossible even with Supers or assists to combo afterwards, but it makes great combo filler on air hits if you can fit it in. Hit's high/low game is very weak, but if you can get it to hit into the corner, immediately chain into6Mfor a guaranteed meaty - landingso latethat5Mcan be used to pick up an (albeit scaled) unusual combo starter if it hits, or be +6/+11 on ground/air block respectively. Usually seen afterGuard BreakerGuardAllStartup7-14Recovery18Advantage-5to pick up a combo in the form of5LL 2L5M. Can be used twice if2Lstarts the blockstring, leaving a 5 frame gap between them." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "2M", "text": "Hit's only low, and the slowest low in the game. With such a slow option, it's hard to imagine opening anyone up with this without having an assist or previously establishing strong conditioning, but it is more than doable with proper pressure. Being the only low threat from Hit, it's a generally strong strategy to avoid crouching against him and try to react to the low instead. However, it's speed can actually become a blessing in disguise, being so slow that some players will instinctively block high against something this slow. If you get hit by this in the corner, Hit's next magic trick will be making your health bar disappear. With how insane Hit's kit is, proper pressure can make it feel like it's always his turn. It can be worth sprinkling into strings randomly to make sure your opponent isn't asleep at the wheel. Despite it's speed, it can be cancelled like a regular normal." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "2H", "text": "Hit's universal Anti-Air.5M>2His Hit's go-to damage combo route most of the time, especially when he has the opponent in the corner. At very specific ranges2Hmight whiff, making5M>5Hthe better choice for confirming it but losing a bit of damage. However, this happens so rarely that you shouldn't have to worry about it. With assists and bar for vanish, it has strong potential for punishes. The launching Smash effect allows Hit to confirm into236M~LLLGuardAll [High]Startup9, 10, 11Recovery32Advantage-18, making it a very strong combo tool, even if the range is rather stubby compared to other2Hs." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "6M", "text": "Universal overhead. 1F more active than other6M, allowing Hit to do2L(hit) >6Mor2Mas a soft knockdown mixup in the corner. From this setup,6Mwill hit so meaty that: On block, can truestring into5L On hit, can solo extend with5Lagainst forward/back tech or2Hagainst up tech" }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "j.L", "text": "Amazing air to air button and IAD crossup tool. Unlike other characters, Hit cannot doj.MLLas a combo, with only the firstj.Lcoming out. This actually has a benefit though, asj.LL~Mwill option select anj.LLon hit and aj.Mon block. Incredible reach, able to stuff Superdash on reaction, thoughj.Sis generally better served for that purpose. On IAD crossup, microdash5Lwill be required. Doesn't always link if you land too far. Cannot gatling into itself like most other characters." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "j.M", "text": "Since it has higher hitstun and blockstun thanj.L, this is Hit's primary crossup normal despitej.Lhaving better range.5Mor microdash5Lis the main followup. Good downward range. Weirdly enough, also a good crossup button." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "j.H", "text": "Is almost always combo fodder, or sometimes a meaty on the opponent's wakeup in certain scenarios. Due to it stalling air momentum, it can be used as a surprise overhead when pressuring the opponent viaj.M>j.L>j.H, but you can't true string intoj.Hon block and can be Reflected. Fortunately, Hit has no issues sticking to the opponent and keeping his turn if they do. Stalls Hit's air momentum for a brief moment. The opponent can tech immediately after getting hit on the ground, limiting the move's uses as a jump-in." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "j.S", "text": "Aerial version of his counter, teleporting behind his opponent instead of striking back. The time freeze is much shorter as well, making it more or less a very different move from the grounded counterpart. It can give better meterless rewards if used against slower attacks like beam attacks or other specials. After countering a superdash, aj.Lmust be input quickly to catch them, but it's almost always guaranteed, giving a strong punish with the proper air combo. Be careful countering assists, as countering things like GT A might end up with you inside the beam. Invincible for a few frames after teleporting, but not enough to guarantee anything afterwards. Doesn't really freeze the opponent, which allows them to buffer Supers or other normals after triggering the counter. Beware if you counter5L, as eating5LLwill hurt significantly." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "Vital Point Attack", "text": "236L This stance might look like a taunt as Hit puts his hands into his pockets. Essential to the core of his gameplay. Stance can be cancelled by pressing S. Stance cancel recovery lasts 14f. Stance can be cancelled into other special moves, but not after a stance followup is used. If holding 4 when attempting any followups,they will NOT come out. Hit will never crossup the opponent from this stance. If they end up behind him and a followup is used, Hit will travel the minimum distance, effectively staying in place. Fast long-ranged attack. Reaches about 95% of the screen. Can be used to frametrap people during a blockstring by slightly delaying it. Can be used in conjunction with214Lto mixup. Is also plus on block if the opponent blocks in the air. Being -2 on ground block, it's also safe to backdash after against all but the most egregious normals, a property that is made even more potent by5M's massive range to punish whiffs. Using this move in a blockstring as mentioned above is a very good option for dissuading mashing so you can begin opening your opponent up with2L,2M, and other tactics. Absolutely shines when used as a meaty, being up to +1 on ground block and a very powerful +7 on air block. Hitting meaty in the corner also allows Hit to link a5L. This gives it the multi-purpose role of being a powerful meaty option, combo starter, and combo extender all in one. Learning the window for landing a meaty Direct Hit is extremely important to mastering Hit. Has the same Re-center property as Smash! attacks, meaning the opponent is put in the same position on hit every time. Hit's main combo extender with assists. It also acts as his most solid regular combo ender, as it causes a forced soft knockdown and can lead into any of his supers. Not a true teleport - Hit can be hit during the travel time. Full-screen and harder hitting. Generally not as useful as Direct Hit, due to not being as safe on block, and almost always requiring Vanish to convert into a bigger combo. Unfortunately, doing so will use up all of your Smash potential, needing even more resources in order to get any knockdown that is in Hit's favor. You're usually better off going intoRealized PowerGuardAllStartup7+4RecoveryAdvantage-18immediately after, unless the resulting combo will kill. Has a slightly unorthodox use in being a guaranteed combo intoDeath BlowGuardAllStartup16+4Recovery22Advantage-16on Smash hit, should the need arise to dump all of your meter into one character. Causes an unusually fast sliding knockdown on hit, flinging the opponent to the other side of the screen. After using it once and spending the sliding knockdown, any other hits will not cause sliding knockdown. If Hit combos with an assist after the attack, he can still use his smash attack for the likes of a2H, but can't get a sliding knockdown solo without Vanish -> DR. Not a true teleport - Hit can be hit during the travel time. The reason you play Hit. Hit teleports in and kicks upwards where it hurts the most. Contender for one of the best moves in the game. Guard Breaker has it all; The combination of full invincibility, fast start-up, and safeness on block make it a force to be reckoned with in neutral and on offense. It's ability to both snuff out opponents from doing anything on the ground and also allowing Hit to call his assists to take his turn on block (or even basically by itself on air block) make a Hit with meter nigh unapproachable. For the cherry on top, it has the hilarious property of being able to clash with physical hits of even Level 3 Supers, giving Hit the ability to even ignore moves such asJustice RushGuardAllStartup10+3RecoveryAdvantage-15andGigantic RoarGuardAllStartup10+3Recovery31Advantage-25. Also has the gimmick interaction where Hit is so invincible that kicking into just about any part ofGreat Ape AssaultGuardAllStartup18Recovery36Advantage-29will either leave Hit at +11 to +24, or just blast right past the active frames and hit Baby anyways. It's that good. Abuse it. Appears in front of the opponent, range is around 75% of the screen. Launches straight up on hit, leading to easy conversions. Fully invincible until Hit enters recovery(!), making it functionally impossible to trade with unless Hit recovers into a projectile." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "Tides of Time", "text": "236M/H Hit goes into a stance which causes his body to emit blue flames after a short moment. Once they're visible, Hit is invulnerable to everything except grabs. He also becomes immaterial, allowing his opponent to walk right through him. M Version has a small start up, while H Version is much faster. Both of them are identical, except for the speed of going in and out of stance. Once blue flames are active (17f/4f), Hit is invulnerable to everything except grabs. L and M followups do not carry invincibility. Hit can be struck out of them before they come out. H followup will carry invincibility. S stance cancel for both L and M stances are 20f, but H stance recovers faster at 15f. L and M stances S earliest cancel window is 10f, whereas H stance cancel window is 8f. Can be cancelled into other special moves, but not after using a stance followup. Fires sharp lines towards the opponent, with deceptively large hitboxes. Unlike Direct Hit, this can be followed up with 3 slashes. Cannot be superdashed through, but the tracking isn't the best. Hit's main combo extension tool when going for good damage, especially in the corner. Can be repeated up to three times. 2Lis an overhead,Land8Lare mids. Counts as physical strikes.Goes right throughBroly'sPowered ShellGuardStartup29RecoveryTotal 40Advantage, but teleports Hit into the loving arms of physical counters likeGogeta (SS4)'sPunisher GuardGuardStartup4Recovery20AdvantageandJiren'sShock TornadoGuardAllStartup1Recovery15Advantage. Highly unsafe on block, so be sure to cover failed attempts with an assist. Never true strings into Vanish. In terms of mix-up, Instant Blow is nowhere near as potent as Guard Breaker due to it being slower, being vulnerable to mashing, and requiring the use of Vanish to combo off of. Same as Instant Blow from Vital Point Attack, except Hit teleports behind the opponent before doing the attack. Variable startup based on how long it takes for him to get behind them. Hit appears on the opposite side of the opponent based on where he's standing, not where he's facing (i.e, Hit on the left side of the opponent will always appear on the right side, regardless of facing direction.) Not a true teleport; Hit can be interrupted if there are projectiles or any other long actives in his path. Good move for short conversions where it takes little damage to kill an opponent, due to even harsher scaling. Death Blow is an excellent move in tandem with this. Just as powerful as Guard Breaker from236L~H. On offense, the start-up is significantly faster when Hit is in close proximity to the opponent, so it can be used as a fast cross-up that leads into good reward. Same as Guard Breaker from Vital Point Attack, except Hit teleports behind the opponent before doing the attack. Variable startup based on how long it takes for him to get behind them. Hit appears on the opposite side of the opponent based on where he's standing, not where he's facing (i.e, Hit on the left side of the opponent will always appear on the right side, regardless of facing direction.) Because this move is frame 1 invincible and carries the invulnerability from236M/H,236H~Hcan be used as a 1-bar frame 4 reversal that is safe on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "Icy Glare", "text": "214L/M/H(Hold OK) Hit's command grab. Extremely important for opening people up, since his high/low game is non-existant without prior conditioning. Summons ice below a given point, growing outwards the longer you hold the button. Only grabs once the button is released, if held. Always appears in the same spot relative to Hit, not the opponent. Recovers deceptively fast, allowing for a counter2Hif the opponent happens to react with Super Dash too slowly. Ice originates from directly under Hit's feet. Ice originates from slightly less than fullscreen distance, but will still grab a fullscreen opponent. Pops the opponent far up, allowing for a solo followup. Spaced perfectly to catch an opponent from214S, if started point blank. Ice originates from about 3/4 screen distance, a bit behind where214Mstarts." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "Deadly Intent", "text": "236S Hit does 3 short dashes towards the opponent (2 if the first dash goes through them), immediately transitioning to his stance at the end. Hit is intangible during this move, allowing him to pass through opponents, but he CAN still be hit by any physical strikes in his way. Decent for crossups or neutral bypassing if the opponent has been conditioned not to mash or randomly swing moves, while also serving to nullify zoning and reactable projectiles (like Supers). Intangible and Projectile immune during the dashes. Immediately entersL stanceafter finishing his dashes. IfMorHis pressed while dashing, he goes into the respectiveTides of Time stanceinstead. IfSis held at the end of the dashes, will instead immediately cancel whatever stance was buffered." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "Mark of an Assassin", "text": "214S Identical to Deadly Intent, except he takes one dash backwards instead. Covers similar distance as a backdash, but it's important to note that he stands still for a bit before stepping back, so it's not a substitute for backdash at all. Trying to use it like one will get you hit. Special cancellable immediately after the dash, allowing Hit to cancel into a perfectly spaced command grab or right back into a stance followup to make them flinch. Often used in blockstrings to make almost any normal safe. Also occasionally useful if you wish to invalidate projectiles while still moving backwards. Projectile invincible from 5f onwards. You are safe coming out of this teleport, meaning that if you teleport into an active projectile attack, you can block it. Special cancellable into any other special move or5Sat any point after the dash." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "Assist A", "text": "Guard Breaker Invincible from 17f to 31f Comes out fast and launches the opponent on hit to allow for additional combos. Pretty good in blockstrings too, allowing some characters to go for high / low mixups." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "Assist B", "text": "Instant Blow Hit launches forward and strikes the opponent with an attack similar to his medium attack from light stance. Causes a wall bounce on hit. Unlike his A assist will attack the opponent even from full screen. Has the exact same blockstun as his A-Assist but takes longer to come out." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "Assist C", "text": "Time Release Easily one of the better C Assists in the game due to it's ability to track the opponent anywhere, and Hit's safety when using it. TheonlyC assist in the game thatalwaysdrags the opponent down completely from double jump height. Since Hit doesn't approach the opponent, he's usually safe when striking, making it a C assist you can throw out without much worry. Also because of its ability to track and its safety, it can be really good for neutral. Unlike theparent special move, this does NOT count as physical strikes, only an assist. Assist and/or projectile invincible moves such asBroly'sPowered ShellGuardStartup29RecoveryTotal 40Advantagewill stop this assist. Plays out all three hits on hit, two hits on block, only one on whiff. Fullscreen tracks the opponent, even if they're behind him. Projectile and strike invuln like Tides of Time during the blue flames. Can still be hit during the startup, and just before striking." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "Realized Power", "text": "236L+M(Air OK) Ground version pops the opponent up. Can DHC another super before or after the animation, allowing you to either stay or switch sides with the opponent. Air version dumps the opponent straight down, with Hit moving past them. DHC'ing early will pop the opponent up behind Hit, allowing for some niche super combos. Hit also teleports on the ground afterwards. Minimum damage: 203*4. Hit's main air combo ender for when you won't get a knockdown and you just want the damage. Can now DHC into most supers on air hit. If blocked, Hit will bounce off the opponent, which can grant them a punish. Optimal metered followup after a succesful ground counter. Although you might be tempted to vanish, do it only if it will get your opponent in the corner, since the scaling as well as Hit's poor air options will remove most of the route's effectiveness. Easily DHC's into Base Goku'sSuper Spirit Bombfrom anywhere, if you're into that sorta thing." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "Death Blow", "text": "236H+S(Hold OK) Combo ender and metered beam. Minimum damage: lvl 1 (564), lvl 2 (683, total: 1247), lvl 3 (532, total: 1779), lvl 4 (398, total: 2177), lvl 5 (417, total: 2594) lvl 6 (562, total: 3156), lvl 7 (519, total: 3675). Uses 1-7 bars depending on how longH+Sis held or pressed. Can be DHC'd into after a character has been KO'd by using the KO'd character's super input. Causes a sliding knockdown on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "I keep improving", "text": "214L+Mor214H+S Costs 3 Ki Gauges. Minimum damage: 1755. Advantage on hit: +42. Standard level 3 reversal." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit", "title": "Hit", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 131 Color 141 Color 151 Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Combos", "title": "Majin Buu", "section": "Combo List", "text": "Some things to consider while reading these combos: 1. Omit 5M if you started using another starter than 2LL, 5LL, 4LL, or 2L 5L. Alternatively, if your starter was j.ML, you can simply combo j.ML > 2M > 5M and continue the combo that way 2. All combos that end in j.L > j.L > j.L can be ended with j.S > 236H, however this requires half a bar of meter 3. j.S has up to 4 hits, and using 1 or 4 is optional to the player" }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Combos", "title": "Majin Buu", "section": "Corner", "text": "The assists these combos work with are: SSJ Vegeta: SSJ Goku, Hit, Yamcha, Gotenks, Janemba, Captain Ginyu, Trunks, Cell, Kid Buu, Majin Buu, Nappa, Android 16, Tien, Beerus, Goku Black, Goku (GT), Bardock, Videl, Zamasu." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Combos", "title": "Majin Buu", "section": "Gotenks and Janemba", "text": "Gotenks and Janemba can let Buu get some combos specific to their assists. Here's an example:" }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Combos", "title": "Majin Buu", "section": "Combo Theory", "text": "Generally with Buu you want to use this route: 2M > 2S > 5L > jump > j.L > j.L > 214M, 214L or j.2H The Cartwheel (214) will allow Buu to get a sliding knockdown. Both 214L and 214M can be followed up with SD anywhere on screen, but 214M is generally better used at midscreen, while 214L is better used in the corner. Using j.2H as a launcher instead has more corner carry, but will result in slightly less damage. After his regular combos, common enders are as listed:" }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Combos", "title": "Majin Buu", "section": "Anyscreen", "text": "j.H Post Cartwheel/2H this will give a sliding knockdown, useful in the corner for Fat Throw oki. j.S[x4] > 236H Works after any starter, but costs 1 meter. Results in your opponent being snared in fat throw unless you've already used it mid combo (such as catching their superdash and comboing off of it). After this, mixups can be done accordingly." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Combos", "title": "Majin Buu", "section": "Corner only", "text": "j.2H > j.S[x4] > 236L Works after 214L and j.2H starters. Using 214M as a starter will take them out of the corner, separate combo is listed below. This ender lets you either use assist to combo into fat throw or IAD safejump. You can also throw out fat throw after, details are in the okizeme section. j.S[x4] > 236S > vanish > dragonrush or j.S[x4] > 236S > vanish > 236M > assist > etc If your starter was 214M in the corner, the opponent will fly out of the corner before you can superdash them. This allows you to spend a meter to keep the corner and get more damage. End with sliding knockdown (dragonrush ender) or assist call fat throw, or assist call jump up dragonrush." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Combos", "title": "Majin Buu", "section": "Post-superdash", "text": "Buu likes getting sliding knockdowns when he's in the corner. Midscreen he doesn't get much off of one, so generally you would want to corner carry them ASAP. If you have no hope of getting to a corner or near one for a sliding knockdown, or you just used a superdash and want to get some kind of oki, you should probably end with: j.S[x4] > 236H or j.S[x4] > 236S > vanish > dragonrush or 236M > etc 236H ender results in the opponent being snared in fat throw. You can get a snap or a mixup after. Ending with vanish leaves you with the choice of dragonrush for snap and sliding knockdown, or if you want more damage you can use Dive Bomb to either get a ground tech, assist > fat throw, or assist > jump up dragonrush." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Combos", "title": "Majin Buu", "section": "Post-raw fat throw or 236H", "text": "After a fat throw, if you choose to combo after you can no longer combo into fat throw and the opponent will air tech immediately. Here are enders for those situations: j.L > j.L > j.L > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L or ...j.S[x4] > 236S > vanish > dragonrush The best way to get damage if you used 236H raw in neutral and the opponent got hit. After this you will get no oki at all unless you spend another meter to vanish into dragonrush. j.S[x4] > 236S > vanish > dragonrush or 236M If you didn't use up your Dive Bomb, you can combo into it. Slightly better oki but not much different." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Frame_Data", "title": "Gohan (Adult)", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Frame_Data", "title": "Gohan (Adult)", "section": "Z Combo Table", "text": "On hit or block, 5L can only cancel into normals and DR on the last hit On hit, block or whiff, 5LL(Lv.0) can only cancel into normals after the last hit If 5LL(Lv.5+) can't be used, 5LL will perform 5LL(Lv.0) instead and 5LLL will be 5LLL(Lv.0)" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Frame_Data", "title": "Gohan (Adult)", "section": "Sources", "text": "Turtleon's Frame Data" }, { "url": "https://www.dustloop.com/w/DBFZ/Universal_Strategy", "title": "Universal Strategy", "section": "Frame Advantage", "text": "Frame advantage is the concept of who is free to act first after an interaction. This is most commonly brought up after blocking an attack; who can act first - the attacker or defender? Frame Advantage has the answer! A negative value means the defender can act first, and a positive value means the attacker can act first. The value shows exactly how many frames one character can move before the other. Ex: Frame Advantage -5 means the defender is free to move 5 frames before the attacker. Ex: Frame Advantage +2 means the attacker can move 2 frames before the defender. Each character's Full Frame Data page shows both the Frame Advantage when an attack is blocked. Air attacks don't have Frame Advantage listed since that value is heavily influenced by when the attacker lands after an attack. Frame advantage assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. For more information on using frame data seehere." }, { "url": "https://www.dustloop.com/w/DBFZ/Universal_Strategy", "title": "Universal Strategy", "section": "Running Momentum", "text": "Performing actions while running will carry some momentum from the run into followup actions. This is a potent way to give attacks more range and make jumps move further, especially because this can used a frame immediately after starting a run. The run can even bebufferedand immediately cancel into a followup action to gain running momentum without even running for a single frame!" }, { "url": "https://www.dustloop.com/w/DBFZ/Universal_Strategy", "title": "Universal Strategy", "section": "Advanced Input", "text": "Hold an attack button to repeat the button input every frame for up to 4 frames. This will make difficult links are easier to do -- hold the button a little early and that 1F link usually becomes a 4F link! Inputting a run within 4F of returning to neutral (such as during an attack's recovery, during blockstun, on wakeup, etc.) will also have the same effect; regardless of any directional inputs after that, your character will begin running as soon as recovery ends! The same principle can be applied to backdash and airdashes. Advanced Input makes timing things as fast as possible easier, and is even better when buffering both an attack and a run. The attack will activate as soon as possible while sliding forward! This technique is useful for linking together combos as well as punishing things after blocking. In fact, some combos rely on Advanced Input to work." }, { "url": "https://www.dustloop.com/w/DBFZ/Universal_Strategy", "title": "Universal Strategy", "section": "Super Flash Buffer", "text": "Some attacks briefly pause the game to make the startup of the attack more dramatic. This is known as Super Flash or Super Freeze. When the opponent does an attack with super flash, commands inputted during super flash will be executed immediately after super flash ends. Players often use this to execute an invincible attack (such as Vanish or super) to counter the opponent's super. This is because supers usually have a bit of startup even AFTER the super flash, which allows the defender to input an attack of their own risk-free! Attacks with super flash list their startup values as:startup pre-flash + (super flash duration) + startup post-flash Ex: an attack with startup 5+(90 Flash)+5 has 5 frames of startup, then 90F super flash, then hits the opponent after 5 more frames for a total of 10 frames of startup. Some attacks are special: they have no additional startup after the super flash. Super Flash Buffer is useless against these attacks - you can think of the superflash as just a formality, the attack has already become active! Sparking Blast is a prime example of this; you must already be guarding BEFORE the super flash or else it will be too late. You can identify such attacks in the frame data by looking at theirstartup post-flash, which should be 0." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.01_Hotfix", "title": "Version", "section": "Intro", "text": "Version1.01 Hotfix Date Released:January 30, 2018 LinksSteam † For the Steam release, this version has identical ID to the launch version." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.01_Hotfix", "title": "Version", "section": "Bug Fixes", "text": "This minor patch addresses a save issue where the title would only save the second most recent change." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.01_Hotfix", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "Overview", "text": "Goku (Super Saiyan)is a balanced, fundamental character with great multi-purpose tools. Neutral: Great range on hisMediumnormals, aimable projectiles, and ateleporting overheadGuardHighStartup24~32 [20~28]Recovery18Advantage+1allow him to effectively control space. Damage: Solid damage output thanks to his flexible combo game. Support Values: Great selection of assists and can utilize Special Z Change really well. Knowledge Check: Borderline unpunishable left-right with236HGuardHighStartup24~32 [20~28]Recovery17Advantage+2and even his own Level 3. Plus on blockj.214LGuardAllStartup7Recovery18Advantagethat looks identical to his214LGuardAllStartup8Recovery11Advantage-2. He can be annoying even if his opponent has studied this Dustloop page. Basic: Beyond the knowledge checks, Goku has a simple and predictable gameplan. Ultimately his toolkit is average and can be methodically dealt with." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "5L", "text": "Goku'sLightSuper Combo, or commonly referred to as \"Lautocombo\". Pressingin succession will perform a series of attacks, even on whiff. 5Lis a basic, short ranged jab. Tied with2Lfor his fastest grounded buttons, so they're the go-to moves for starting pressure or for defensive challenges out of blockstrings (aka \"mashTo press button(s) rapidly without little thought.\" or \"abareAn attack during the opponent's pressure, intended to interrupt it.\"). Due to being safe on block and having plenty of cancel options,5Lis a good spot to apply mix-ups.5L> Dragon Rush (DR) is the universal tickthrow,5L>6Mis an overhead, and5L>2Mis true string low. 5Lis also cancelable back into itself once by holdingand pressingagain.5L>4LLis commonly used to extend pressure, as4LLis cancelable into all the above options. A safe on block yet high rewarding combo starter, although rather predictable since it can only be used right after5L. Nonetheless it's a good blockstring and combo filler. On hit,5Lalong with5LLand5Mare universally jump cancelable. If Goku gets a stray hit against an airborne opponent with these normals, be ready to jump cancel right away and chase after them. It's generally a good idea to avoid this move. Goku's5LLLhas no applications in neutral and very limited cancel options. It ends the blockstring prematurely, and while launching the opponent on hit and can be followed up with Super Dash (SD), this is rarely used in his common combo routes." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "5M", "text": "Fast button with a high hitbox, lots of active frames, and an excess of forward momentum. Goku's groundMbuttons are long ranged, high rewarding combo starters that are punishable on block. They're his main threats at midscreen range and are great for punishes, but beware of ending blockstrings with them." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "5H", "text": "Usually confined to combo/blockstring filler due to its slow startup and limited cancel options when it connects. Though the massive range makes it a good anti-Reflect button: if Goku is Z Reflected with his first normal, canceling into5Hwill put him right back in their face and stuffing their challenge attempt, forcing them to block or gamble a second Reflect. On Smash hit, almost allHbuttons in DBFZ will recenter the opponent before launching, making them very reliable combo extenders. For Goku,5Hoften leads to his highest damaging combos, especially advanced rejumps that can easily deal over 60% health bar and always carry the opponent to the corner. Damage values: Non-Smash / Smash Wall splats on Smash hit. Comboable into Super Dash" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "5S", "text": "(Hold OK) 5Sis a fast, low-commit screen control button which shoots P1 projectiles with Ki Blast property straight forward. It can shoot up to 6 Ki Blasts by mashing or holding, so can beat out characters with less amount of repeatable Ki Blasts. On hit, the final Ki Blast launches the opponent and can cause a wall bounce. At half screen and further,5S(6) combos directly into236S. Zoning with5Shas 2 simple counterplays: SD or dash jump-in. SD can be beaten easily if5Smade contact with them as Goku will be able to cancel into2H, the universal anti-air. Dash jumping is a lot more effective since they'll dodge over the Ki Blasts altogether, so it's recommended to use only 1 to 2 Ki Blasts before stopping and shooting again. Holdingorwill prevent further Ki Blasts from being thrown, so a common technique is holding[S], letting all 6 Ki Blasts rock if the opponent gets hit, or holdto halt firing and block if they're jumping over. Keeping[S]held down afterward will also allow Goku to easily high jump/super jump in neutral. This is a good point to end the string as it's safe on block and pushes the opponent far enough where it will be difficult for them to contest Goku. After blocking a Ki Blast, the opponent can escape the blockstring by Guard Canceling (GC) into 2 strong options: Reflect or Super Dash, at zero cost. This is where a basicRPSRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.\"mini-game\" often plays out:5S>5His a true blockstring that's interruptible with GC Reflect. Goku can stop at5Sto bait the Reflect and punish it, however the opponent can take advantage of this and simply block then attack to take their turn. Values in [ ] are when used as5S(2)~5S(6) Active until contact or off stage Cancelable into 5S(2)~5S(6) during frame 16-21 [11-16] Values in [ ] are for 5S(2)~5S(6) Values in { } are for 5S(6) only" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "2L", "text": "One on Goku's key stagger tools as being ±0 on block allows for easy pressure restarts, although its usage is somewhat limited due to its position as a very early button into the string. Similar to5L, it's cancelable into itself once by pressing2LL.2L> delay2LL,2LL, dash2L,5L>2Land so on are all extremely potent strings to wear the opponent down and beg them to mash, when Goku would counter hit them and melt their health bar. The fast recovery of this move allows it to to whiff through the startup of most invulnerable attacks and recover in time to block their active frames. In +2 on block situations like after236Mor a close-to-ground Vanish,2Lwill be safe against all reversals with startup of 16F or slower." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "2M", "text": "Almost identical usage to5M, this is a great midscreen poke that also acts as a strong punish tool. 2Mhas low hurtbox that canlow profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.a good amount of common attacks like5Lor5Mwith the tip of his foot. From there, he can then easily confirm into full combos with5M>2S> sjcj.Lor236S> SD. It's also a good anti-Reflect button similar to5H. However,2Mhas a major weakness:It can only cancel into other moves—barring Vanish—within the first 10 frames after making contact.This restriction on its late canceling can make it slightly awkward to use in blockstring, as well as being a common Guard Cancel point since Goku will be unable to retaliate with2H. Lastly, being his only low hitting attack and at 10f of startup, it's bordering on the slow side for effective high-low mix-ups. Goku often gets his openings from left-right mix-ups instead. Launches on hit" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "2H", "text": "The universal anti-air, a reliable counter against common air options like jump-ins, SD, Vanish, Z Change, Guard Cancel and so on. Though since its Head invulnerability doesn't kick in until frame 4, it can be stuffed if he reacts a bit too late, and will outright lose to safejumps when used on wakeup. Successfully2H-ing a Super Dash vs. getting stuffed and eating a full combo can be the difference between winning or losing a match. So even though the reward is lower, Reflect can be used as a safer alternative. Despite being a high damaging combo starter, landing a2Htypically nets rather mediocre punishes without additional resources due to the launch angle limiting combo potential. With that said, in the corner Goku has one of the highest damaging2Hcombos that can delete 70% of the opponent's health bar all by himself with 0 bar start. Puts Goku airborne Launches on hit. Smash hit is comboable into Super Dash Airborne on frame 14-39" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "2S", "text": "Shoots a P1 Ki Blast upward. Good frame advantage at -1 and usable twice per string making this an amazing blockstring filler and pressure reset tool. Can whiff against grounded opponents when not at point blank, so it's a bit restrictive in when it can be used in a blockstring. On block, will consistently connect after5Mor5H. Can also be used to snipe airborne opponents and stop their approach. Though the angle is too steep and fails to cover the common air space, and being a Ki Blast, it can be SD'd through. Active until contact or off stage Whiff cancelable into itself during frame 18-26" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "6M", "text": "The universal overhead, one of the fundamental mix-up tools along with DR. Puts Goku airborne so it looks like he's jumping up into something like anIADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump., but doesn't have Head property so it cannot be anti-air'd by2Hor other Head invulnerable moves. And despite being telegraphed and reactable in a vacuum,6Mis amazing at opening the opponent up when used in conjunction with other mix-up tools. By overloading offensive options like mixing up between5L> DR,5L>6M, IAD cross-upj.Mand so on, the opponent's reaction time will be cut short due to having to look for multiple cues that require different responses. This is known as \"Mental Stack\". In a blockstring,6Mwill always leave at least a 9f gap and is very vulnerable to mashing, reversals, or simply Reflecting. Being ±0 on block means any character with a 6f attack can initiate a clashing sequence afterward. Be ready to engage with something like5L>4LLor5L> Reflect. Characters without 6f options will have to continue to take the pressure or commit to a reversal, so6Mis inherently stronger against them. Airborne on frame 5-33" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "j.L", "text": "Despite its often short range for most of the cast,j.Lis a common air-to-air button thanks to being repeatable once per string similar to5Land2L, and can be confirmed intoj.LL. On block, inputtingj.L>j.Lwill repeat itself, which is useful for dragging an airborne opponent down to the ground. For examplej.L>j.L>j.His a typical \"staircase\" string that leaves both Goku and his opponent grounded, with Goku being plus on block and can continue his pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "j.M", "text": "Great air-to-air and jump-in normal thanks to its range. In midscreen blockstrings, Goku can cross-up the opponent with IAD delayj.M, which he can confirm or continue pressure with5Mor2Mupon landing." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "j.H", "text": "Downward hitbox makes this Goku's most common jump-in button along withj.M. Sends the opponent downward on air hit so it's also commonly used for assisted combos or as an alternate combo ender toj.236Msince it has faster startup and can work at higher hitstun decay. Dynamic hit5LLLLLLLhas a slightly different knockdown angle and effect compared to Smash hit, but this has next to no practical usage. Forces crouching on grounded hit. Knockdown on air hit Smash hit causes a sliding knockdown (SKD). Dynamic hit can wall bounce Values in [ ] are for Dynamic hit Removes all landing recovery on Smash! hit Values in [ ] are for Dynamic! 5LLLLLLL" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "j.S", "text": "Good neutral tool for sniping grounded opponents and a combo filler, but beware that it has punishable recovery upon landing. Pauses Goku's air momentum temporarily before throwing the Ki Blast, which can leads to interesting movements. IAD backj.Sis a good keep away and pushes Goku further back than a normal backward airdash. Active until contact, ground or off stage" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "j.2H", "text": "An air combo extender and filler. From common air-to-air hits, Goku can confirm intoj.2H> SD and gets a consistent combo afterward. Pushes Goku forward Launches on hit. Smash hit is comboable into Super Dash" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "Dragon Flash Fist", "text": "236L/M(Air OK)or236H(Air & Hold OK) Goku lunges forward and hits overhead.Lversions go half screen and cause a sliding knockdown on Smash hit.Mversions go almost fullscreen and cause a ground bounce sliding knockdown on Smash hit.Hversions teleport to the opponent before attacking, cause a ground bounce sliding knockdown on Smash hit. Ground versions puts Goku airborne, but do not have Head property. The fastest versions and act as alternative overheads to6M. On a grounded hit, Goku can only combo into Supers afterward. The air version can be used as an unreactable double overhead after a jump-in, although a bit inconsistent since it can whiff over the opponent. When done afterj.Morj.H, this leaves a 3f gap that cannot be2H'd. Ground version is rather slow for an overhead, so is instead used to reset pressure due to being plus on block. Thanks to the ground bounce on hit, it can be extended with resources such as Vanish. j.S>j.236Mis Goku's meterless sliding knockdown that can be done anywhere on screen at low hitstun decay. Useful in combo routes wherej.Hcannot give SKD like after5Hor Vanish. In the corner,j.236Malso enables advanced combos that pick the opponent up during the small ground bounce window. Close to the ground, he can linkj.236Minto land5Lor2L, slightly higher up he can hit withj.L>j.Son the way down, even higher up and it's possible to doj.M>j.S. Upgrades ofMversions: same plus frames and combos, with more interesting uses. Ground version has no vertical tracking, while air version tracks anywhere on stage. By default, will reappear from the direction Goku was facing. HoldingHwill delay the startup and attack from the opposite direction. Fully invulnerable during the teleport make these Goku's frame 4 reversals, neutral skips, and annoying left-right mix-up tools that are nigh unpunishable. In midscreen, Goku can further melt his opponent's brain by dash jumping over them intoj.236H, which will double cross-up and hit from the side he came from, whilej.236[H]in this setup will hit from the side he jumped to. The reward on hit can be lackluster since these require resources to be extended in midscreen. In Sparking however, they can be extended meterlessly such asj.236H>j.214L▷5Lagainst grounded opponent, orj.236H>j.236S[2] against airborne opponent. Values in [ ] are when the opponent is in untech time (air hitstun) 236H Values in [ ] are when the opponent is in air hitstun/untech 236[H] Values in [ ] are when the opponent is in air hitstun/untech j.236L Removes all landing recovery j.236M Removes all landing recovery j.236H Removes all landing recovery Values in [ ] are when the opponent is in air hitstun/untech j.236[H] Removes all landing recovery Values in [ ] are when the opponent is in air hitstun/untech" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "Flurry Kick", "text": "214L/M/H(Air OK) A series of advancing kicks, often referred to as \"tatsumaki\" or simply \"tatsu\". Ground214Mand214Hgo diagonally upward and recover in the air, but holding,, orduring their startup will keep Goku grounded. On hit,MandHversions consume Smash on the last kick. Function as safe blockstring enders, turning Goku's punishableMandHbuttons into unpunishable, e.g.5M>2M>5H>2H>j.214L. Air version is fast, pushes Goku forward with big hitbox and high clash level, making it a good air-to-air in situations where Goku can't influence his momentum such as after a blocked SD or DR break in the corner. When done close to the ground like withIASInstant Air SpecialConceptually includes Tiger Knee. Performing a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.For Example: 2369S for a j.236S input.j.214L, it becomesplus on blockand can be converted meterlessly into2Mon hit. In Sparking, Goku can true string into214M[2](1) >j.214L, which gives the most plus frames at +6 and can true string back into5Lor2L, making this an easy way to reset pressure and allow for infinite blockstring. j.214Mis an air-OK anti-air, usable for countering SD while he's airborne. Gives a good combo on hit by linking intoj.236S, however the opponents can often drop out in the middle of the kicks. Have great corner carry and are Goku's main combo enders to get SKD at high hitstun decay. Smash hit wall splats and can link into j.DR or double jumpj.Hin the corner. Non-Smash hit can combo intoj.236L+M[2] in the corner, and allow for Special Z Change > j.DR anywhere on screen. While Goku travels a fullscreen distance, it's not recommended to use this in neutral or to escape the corner due to its lengthy animation. It can be tricky to catch Goku wilding in the air, but all things considered, he's still horribly punishable. Smash5MMMwall bounces 214M Clash level 4 Values in [ ] are for angled down version 214H Clash level 4 Values in [ ] are for angled down version j.214M Clash level 4 j.214H Clash level 4" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "Kamehameha", "text": "236S(Air OK) The signature attack, also simply called \"beam\", is an air-OK screen-clearing move and a staple of Goku's combo game. These are piercing P3 projectiles that can be angled by holding any downward direction () or any upward direction () during startup, and can cancel into SD during recovery frames even on whiff. Values in [ ] are for angled versions Ground and air horizontal beams wall splat on hit. Angled versions launch upward on hit Screen control with higher risk and higher reward compared to his Ki Blasts, and due to being high level projectiles,236Swill destroy any Ki Blasts heading toward Goku. On hit, these combo directly into SD. On block, they can true string into Vanish and guarantee him plus frames against grounded opponent to start pressure. Be careful when zoning with236Ssince the recovery is quite high. The opponent can dash jump over or SD above the beam for a whiff punish, when Goku's only hope is canceling into SD to try to wiggle out. And note that while all versions of Kamehameha true string into Vanish, if the opponent Reflects the beam, they will auto-Reflect the Vanish and Goku will be horribly punishable at -22. Deal a good chunk of damage and comboable into SD without consuming Smash. Ground236S> SD leads into rejumps. In the corner,236S[8] can link into super jumpj.L. All of that combined means Goku wants to fit as many beams into his combos as possible. 236S Values in [ ] are for angled version Recovery on hit/block: 33 [27] Whiff cancelable into Super Dash during recovery j.236S Values in [ ] are for angled version Recovery on hit/block: 42 If land during recovery, has 3F of forced landing recovery Whiff cancelable into Super Dash during recovery" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "Assist A", "text": "Kamehameha An all-rounder assist that's good at everything. It maintains the piercing property and will wash away everything on ground level, letting the point character approach pretty much risk-free. Has good hitstun for combo extensions and good blockstun for starting/restarting pressure as well as mix-ups. While isn't particularly exceptional, the visual noise can still be used to mask the point character's actions and hide things like DR's visual cue. Though since it's very telegraphed, unless true string'd into, a common counterplay is Reflecting the beam or super jump out of the way. The good news is that even on Reflect, it still gives good frame advantage (+33), and holding,,while calling Goku will have him aim the beam upward to cover air space as well as baiting the opponent into anticipating a horizontal beam. Values in [ ] are for angled version Recovery on hit/block:" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "Assist B", "text": "Flurry Kick" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "Assist C", "text": "Dragon Storm A basic C assist: fast startup, extremely high blockstun, easy combo extensions, but has an absurdly long cooldown. Goku teleports to the opponent's position on the ground before performing 2 attacks. On hit, he teleports again behind the opponent and knocks them down into a ground bounce SKD. It has some unique synergies over the other 2 assists, such as some characters can benefit from the lengthy animation it does on hit, or they can use the backward hit to pull the opponent out of the corner for setups. The high blockstun is also nothing to sneeze at, as it can easily enable universal 50/50s or more complex mix-ups. However, having twice the cooldown simply means it can only be used at half the rate of A and B assist, so less screen control, less opportunities for mix-ups, and so on. This can be played around by usingDHCA term that describes when a character performs a super attack in a team game and tags into another characters super.to override the cooldown, but there are few reasons to actually use Goku C when A and B can fill its role in almost all cases, while being much more flexible. Values in [ ] are when the opponent is in hitstun/untech Values in [ ] are when the opponent is in hitstun/untech" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "Super Kamehameha", "text": "236L+M(Air OK) Standard fullscreen hitting \"Level 1\" Super. Useful for meter dumping at the end of combos, due to their ability to hit opponents in SKD (akaOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\") and not being affected by hitstun decay. Like236Sseries, Super Kamehameha can also be angled by holdingafter the super flash. Mid-combo, can whiff cancel into Warp Kamehameha for a \"Level 2\" Super. DHC-ing into Goku will still let him aim the beam up for more damage. And he can also aim after DHC-ing out, enabling some unique synergies like giving other characters SKD after their Supers, or allowingPiccoloto fully charge hisSpecial Beam CannonGuardAllStartup11~121+4Recovery33Advantage-17 [-2]. Values in [ ] are for angled versions Horizontal and aimed up versions launch on hit. Aimed down version causes a sliding knockdown Minimum damage: Horizontal: 83×10, Ground aimed up: 86×10, Air aimed down: 78×10 236L+M Values in [ ] are for angled version On hit, is cancelable into 236H+S during recovery j.236L+M Values in [ ] are for angled version On hit, is cancelable into j.236H+S during recovery" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "Warp Kamehameha", "text": "236H+S(Air OK) Teleports to the ground and behind the opponent during the super freeze. Goku's most common bar dump as it's combo-able from almost any knockdown move, without the need for SKD. Due to the fast startup mid-combo and only tracking the opponent's current position, a delay is often necessary to make sure they won't fly past Goku, e.g.j.236M> delayj.236H+S. Values in [ ] are when the opponent is in hitstun/untech Values in { } are when canceled from Super Kamehameha Minimum damage: 86×10 {43×10} 236H+S Values in [ ] are when the opponent is in hitstun/untech j.236H+S Values in [ ] are when the opponent is in hitstun/untech Values in { } are when canceled from j.236L+M" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "Meteor Smash", "text": "214L+Mor214H+S Meteor Attacks or \"Level 3 Supers\" are universal frame 1 reversals and excellent combo enders due to being the only moves that can inflict hard knockdowns. Goku stays grounded, with214L+Mmoving to behind the opponent after the super flash, while214H+Sattacks in front of them and allows him to keep corner pressure. On hit, he can get a safejump by buffering dash jumpj.M, or meaty their wakeup with a dash2Mor236M. Fast startup and huge damage make these moves quite terrifying reversals that can be game ending. The damage dealt is in recoverable blue health, but once the match is coming to an end, there are next to no ways to recover these health, and there won't be anything to recover if they just die to it. Simply having 3 bars can make the opponent play safer or even sabotage their own offense to try to bait the Level 3. Can act as a funny knowledge check with the left/right teleport. It's possible to tell which version he's using by looking at his hair:214L+Mturns into Super Saiyan 3 with long, luscious hair, while214H+Skeeps his hair short. Then, which side he attacks from is based on the directionhis opponent is facing, so be sure to block accordingly. During Limit Break, can be canceled into from all of his Supers, even when done in the air. Values in [ ] are forH+Sversion Minimum damage: 1759 [1719] Advantage on hit: +45 Values in [ ] are for 214H+S version" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Goku", "title": "SS Goku", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 131 Color 141 Color 151 Color 161 Color 592" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "Overview", "text": "Goku Blackis an easy-to-use all-rounder, presenting himself as an excellent pick for both new and veteran players alike. Sporting fantastic space control tools, great pressure and mixups, good support capabilities and simple but effective combos that synergize well with his partners, this villain sublimes any team he's in. Black's neutral game relies on his commanding hitboxes and projectiles, as well as his unique movement options inanti air lariatGuardAllStartup13Recovery20Advantage-27,teleportGuardStartupRecoveryTotal 28[Total 36]Advantage, anddivekickGuardAllStartup14Recovery19Advantage-5 ~ -1. However, while Goku Black has many neutral options to command different situations, many of them are committal and punishable and thus aren't to be solely relied upon. As a result, Black's neutral is one that grows with the player as they sharpen their fundamentals, especially at higher levels of play. Similarly to his neutral, Black's pressure is also characterized by having many tools and yet mostly thriving off fundamental improvement from the player. Black has essentially every mental stack tool available in DBFZ, from acommand grabGuardThrow, AllStartup25Recovery19Advantage-14to several ways to generate solo plus frames, as well as multiple ways to go into hard50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A \"true 50/50\" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.s with assists. To top it all off, he has amazing framedata and massive buttons that ensure the relentless Supreme Kai has free reign to crack his opponent open. Black's greatest strength is, ironically, his greatest weakness. He is a generalist with insane support value that makes him a worthy inclusion on almost any team, but his middling damage and meter build means he is often reliant on enabling a more specialized character who can set up more suffocating pressure situations and/or has more lethal routes, such as Zamasu or Baby. Goku Blackis a balanced character that dictates the flow of the game with ridiculous corner carry and magnificent moves. Splendidly Simple:Very low execution for his BnBs and straight-forward gameplan, buttons are generally easy to utilize, toolkit is overall very versatile. Great character to learn the game with. The Neutral of a God!:Black has many useful and flexible neutral tools, such as the oppressive, high priority5S/6S, multiple air and ground okay specials for movement, a beam, and an anti air lariat with massive vertical tracking (236H). Marvelous Mixups:Black can set up both high/low and left/right mixups anywhere on screen with214L/214H, the latter being possible with most assists. Sacred Staggers:Goku Black has utterly exceptional mental stack and stagger pressure. His buttons are massive, all of hisLandMbuttons are safe, the physical hit of5Sis unscaled making it a lethal frame trap, he has a respectable command grab, a fast low, a consistent crossup, a DR crush in214H, and many ways to generate plus frames with5S/2S. Anointed Assistance: Black has excellent support value, since he has supreme corner carry, excellent special tag moves with 236X/j214M, strong and easy to use A and B assists, can reliably be placed in any position, and can mix off a Level 3 DHC anywhere on screen. Mere Meter:Goku Black does not build as much meter as other point characters, and often has to use it on214H/236H, which is inconvenient if you want to use him on point. The Neutral of a Mortal:While his neutral tools are useful, his special moves are quite committal, being heavily punishable on whiff (or on crouch for236H), making his neutral very polarizing especially without assists. Miserable Midscreen:Goku Black's midscreen combos without using an assist to either tag out or extend are downright sad in terms of both damage and meter gain, but at least they'll always give a cornered SKD. Scattered Specials:His 236X series will fail to link into itself late into combos, andj236Mis so slow that it often drops after a corneredjS. As a result, while his combos are easy, it is important to take care and learn the optimal air series for each starter in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "5L", "text": "A standard jab. Usable as ananti-airA grounded attack that hits the opponent out of the airsince it's effective at catching falling opponents due to its fast startup and lowwhiffAn attack that completely misses the opponent, such as when the opponent is out of range of the attack.recoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.. Has betterFrame advantageThe difference in time an attacker and a defender can begin moving again after blocking an attack.than most other5Ls. You'll want to use this over2LGuardAllStartup7 [6]Recovery9Advantage±0in neutral, but in pressure2Lis usually the better choice as it is 0 on block. Autocorrects on side-switch. Has the damage and scaling of aMedium. Outer part of the foot has a slightDisjointA particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return.. Moves Goku Black forward a good distance and has great range, enough to completely close the gap if reflected (also referred to as an \"anti-reflect\"). Will almost always connect after5L, similar to Bardock but not as good. Additionally,5L's speed and ability to cancel into this on whiff makes this a powerful button in neutral, especially since it hasMscaling. Consumes Goku Black's Smash on hit. Always results in a Smash, regardless of whether or not Smash has been used up in a combo. Pressing Light on hit will result in a Super Dash. Completing the air autocombo immediately after this move will result in a Dynamic hit. Autocorrects on side-switch. Has head invulnerability (anti air property)." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "5M", "text": "Jump cancelable on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "5H", "text": "Consumes Goku Black's Smash on hit. Wall bounces if Smash is available. Pressing Heavy on hit will result in a Super Dash. Can deflect Ki blasts, but is unreliable for it. Combos into Superdash in the corner even without Smash. Combos into 2S in the corner Anti-reflects after5Land2L, though this has limited use." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "5S", "text": "[] is the Ki Blast. The physical hit has no proration in combos. 5SKi Blast starts slow but quickly picks up speed as it travels,6Smakes it travel instantaneously. Higher priority Ki Blast so will beat most other Ki Blasts in the game. The Ki Blast will still come out on block if you wait a little. The physical hit of 5S is essential combo filler in basically every route ever. Its impressive hitstun notably allows it to link into236S,5H, and2H, and combined with being unscaled and very damaging, the move increases Black's damage potential manifold. Slightly negative on block if only the blade connects, but the ki wave deals a large amount of blockstun, leaving Black extremely plus on block or even reflect up close. Also great for snuffing out zoning with low level ki blasts. There are two ways to make this move give you plus frames: The first method is to just5Sat any point in your blockstring and wait long enough for the projectile to come out. However, this actually leaves you minus (albeit safe) if the opponent is in the corner due to lack of proper pushback on5S. The second way is to manually space yourself out (with strings such as2LL,2LGuardAllStartup7 [6]Recovery9Advantage±05SorIADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.j.HGuardHighStartup13Recovery18Advantage+11 (IAD)2LL5S) so that the physical hit of the move barely whiffs, while the projectile hits. This works fine no matter where the opponent is. Keep in mind the plus frames aren't entirely free, as the projectile is Superdashable and jumpable, so you will have to play around it withgatlingThe special category of cancels that describe how each character can cancel normals into other normals and specials.s into5Hor2Hto make opponents want to sit still before taking advantage of these setups. Values in [ ] are for the projectile" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "2L", "text": "Cancels into itself. Value in [ ] is when being used as2LL. 2L>5L(whiff)>5LLcan combo if inputted quickly enough. Values in [ ] are when used as 2LL" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "2M", "text": "Goku Black's only low. Reaches roundstart. Goku Black's overall best combo starter." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "2H", "text": "Consumes Goku Black's Smash on hit. Deals extended hitstun if Smash is available. Head attribute invincible during start-up and active frames; his main anti-air. Deflects Ki blasts like5H." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "2S", "text": "Uses the same animation as hisj.SGuardAllStartup13RecoveryTotal 33+7LAdvantage Is plus even on reflect Forward advancing and plus on block, this is an excellent tool to establish respect for Goku Black's gameplan. Threatening a6MGuardAllStartup24Recovery4+6LAdvantage±0, aj.MGuardHighStartup9Recovery14Advantage+6 (IAD)crossupAttacking your opponent after changing which horizontal side you are on, typically by jumping over them.or a Dragon Rush, this normal opens a wide variety of ways for Goku Black to pressure the opponent. However it is fairly slow on startup and is ki blast property, so it is liable to be challenged with ki blast immune moves such as Superdash. Goku Black can somewhat combat this by buffering anHFierce God KickGuardAllStartup14Recovery19Advantage-5 ~ -1during the2S, but you will lose your turn if you didn't get the read correct. On hit, 2S is useful in corner combos when routing intoMGod SlicerGuardAllStartup20Recovery27Advantage. 2Sexcept Black leaps much further back (exactly 214M distance). Is also plus on reflect. Startup and plus frames depend on distance, which you can influence by changing up how many normals you use on block before this move." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "6M", "text": "Same hitboxes asj.H. Universal overhead. Jumps over lows." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "j.L", "text": "Double jump cancelable. Cancels into itself." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "j.M", "text": "Double jump cancelable. Reverse beats intoj.L." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "j.H", "text": "Knockdown state depends on Smash utilization. Dynamic hit results in a wall bounce in the corner and produces a random Dragon Ball. Flip kick with excellent range and his best-scaling air button, making it Goku Black's best jump-in and air-to-ground combo starter. Very useful forokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.off sliding orhard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.s. Has good synergy with hisInstant TransmissionGuardStartupRecoveryTotal 28[Total 36]Advantagewhere the timing of the input allows Black to either complete the move and hitoverheadAn attack that the opponent must block high.or touch the ground before the hitboxes appear to shift into2Mfor a low. Lastly, it shifts hishurtboxThe hitbox specifically relating to where a character is vulnerable to an opponent's attack. Shown as blue or cyan in visualizations.in a way that avoids more challenges that aren't anti-airs." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "j.S", "text": "Single projectile." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "j.2H", "text": "Double jump cancelable on hit. Consumes Smash on hit. Launches higher with more hitstun if Smash is available. Press H to follow-up with a Super Dash." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "God Slicer", "text": "236L/M/H(Air OK) Goku Black fires a Ki blast ahead while rushing forward and then follows up with an Ki-empowered stab. All versions of 236x put Goku Black airborne immediately. Every version of 236x allows for Special Tag > j.DR in the corner. TheLightversion of this move is mainly used as hisLariatSpecial move that covers a great distance very quickly, usually used with assists for getting in to pressure the opponent more easily.and his safe gapless blockstring ender. Goku Black fires 4 Ki blasts ahead while rushing forward and then follows up with an Ki-empowered stab. Causes asliding knockdownSelf-explanatorily, when a character is sliding on the ground after you've knocked them down, they are in SKD. This gives you time to set upokiShort for \"Okizeme\"Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups... Has superb corner carry if it lands on the opponent while in midscreen. Can only be comboed into while in the corner due to slower start up unless used after a Vanish. Invincible to jumping attacks when grounded, starting from frame 4, just like2H. Against some characters in the corner, Goku Black can tack on anj.Hfor a smidge more damage. This tech is mostly useless as it removes your slide knockdown, but it can help if you have no meter and need to close the round. Costs 0.5 of a bar. Goku Black fires 4 Ki blasts ahead while rushing forward and then follows up with an Ki-empowered stab. Has all the advantages of the Medium version combined with the speed of the Light version. Invincible to jumping attacks when grounded, from frame 1. A staple of Goku Black's combos. Generally comboed into fromj.Sduring air combos. Arguably one of the best EX Specials in the game since it's essentially a fullscreen, air tracking whiff punish that gives great corner carry and causes a sliding knockdown no matter the situation, for only half a bar. The massive (though not infallible) vertical tracking makes it useful to quickly hit an aerial enemy from the ground, even from fullscreen. Every version of this move loses entirely to high-priority Ki Blasts such as Z Broly, Trunks, and Majin 21's5Ses. Yes, even Black's own5S. MandHversions have roughly identical advantage to a smashj.Hor aj.DR, so your setups will be consistent between all of Black's sliding knockdowns. 236L Frame advantage is for final strike P in active frames represents a projectile spawned 236M Frame advantage is for final strike Each P in active frames represents a projectile spawned 236H Frame advantage is for final strike Each P in active frames represents a projectile spawned j.236L P in active frames represents a projectile spawned j.236M Each P in active frames represents a projectile spawned j.236H Each P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "Instant Transmission", "text": "214L/M/H 214Lteleports to the air directly in front of the opponent. Can be used instead of Super Dash to followup a successful2H, or for mix-ups with high-blockstun assists. Enables a dangerous high low50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A \"true 50/50\" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.using a delayed airdashj.Mvs landing and doing2M. This mixup can be further obfuscated midscreen by using airdashj.Mat a different timing to cross the opponent up, rendering the setup a 3 way mixup. Requires high blockstun. Otherwise, 214Lj.Hafter aframe killA technique where specific attacks or inputs are used to \"kill time\" to make timing a specific setup easier.is useful on sliding knockdownokiShort for \"Okizeme\"Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. 214Mteleports to the air slightly away from the front of the opponent. Can be used after knockdowns to bait enemy anti-airs. Ultimately, this version is most useful when contrasted with its L variant and used as a bait, rather than on its own merit. However, it is uniquely very good to end a blockstring if you want to return safely to neutral. 214Hcosts 0.5 of a bar. Teleport to the air directly behind the opponent. Used for mix-ups anywhere on the screen with most assists in the game. Hteleport enables a mixup where youfloatHolding up-left or up-right after a superjump or a special move with superjump install properties (aka most grounded moves that recover airborne) makes you fall slower than usual while also being able to slightly steer which way you go.in either direction for a left/right and combo with a slightly delayedj.Lorj.M. Larger characters can completely disarm this mixup by switching to stand block when Black uses 214H, rendering him unable to cross them up, and there isn't much Black can do about this, but ultimately the float setup is still incredibly ubiquitous. 214H also gives Black a strong mixup offLevel 3GuardAllStartup9+3RecoveryTotal 82Advantage-38. Can also be used as aDR CrushAn EX move done in place of a Dragon Rush to trick the opponent into teching and punish them for it. Must not start up too quick; an unreactable move is obviously too fast to bait out an incorrect reaction. Only works if your opponent can actually react to DR.by usingj.Hafter, although if the opponent techs DRs with 2H, you will still be punished. In that situation, you can simply block and call an assist after 214H. One of Goku Black's main tools for opening up opponents. Black is free to move immediately after teleporting in the air, allowing him to mix-up opponents in a variety of ways. Interestingly, Black can hold [2] during any version of the move allows Black to reappear on the ground rather than midair, but the grounded versions of each teleport are much slower, making their application in mixups limited at best. 214L Values in [ ] are for aimed down version 214M Values in [ ] are for aimed down version 214H Values in [ ] are for aimed down version" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "Fierce God Kick", "text": "j.214L/M/H j.214Ldoes not cause a knockdown. A powerful mobility tool for Goku Black, though it is vulnerable to anti-airs. Requires a Vanish or an assist to continue combos after. j.214MSmash version bounces opponents for combo extensions. Wall bounces if Black reaches the corner before the ground; convert with Superdash in this situation. Slower startup than the Light version. Opponents instantly, forciblytechTo recover from a knockdown or air hitstun state, usually by pressing a button.out of it if the move pins to the ground rather than the wall post-Smash, returning both players to neutral. Resets superdash count on hit. Used for high-damage midscreen-to-corner combos. If it doesn't reach the corner, it can still be comboed from midscreen with236Hfor easy corner carry, or with certain far-reaching assists (i.e.Kefla AGuardAllStartup25RecoveryAdvantage+30,Majin 21 AGuardAllStartup25RecoveryAdvantage+30,Janemba AGuardAllStartup30RecoveryAdvantage+50). Also enables Black to take any of his teammates from corner to corner by routing into this move and then slightly delaying a special tag. j.214HSmash version bounces opponents for combo extensions; comboes into Superdash anywhere on the screen for aj.Hknockdown. Wall bounces if Black reaches the corner before the ground. Same startup speed as the Light version. Resets Superdash and double jump count on hit. Post-Smash, opponent still stays in hitstun for a brief moment, allowing for optimal midscreen2Hroutes with assists. Go-to combo extender for when Black lands a Superdash or an air-to-air, as it provides good damage and immense corner carry while still retaining knockdown due to its unique properties. While it's most reliable to follow it up with an immediate SD, if you'd like more damage at the expense of no resourceless knockdown you can do 66j.H(whiff)2Mfor a longer combo. This extension is universal." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "Black Kamehameha", "text": "236S Plows through all ki blasts. Jails into Vanish. Cancels into SD." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "Binding Black Kamehameha", "text": "214S Afullscreencommand grab, important in Black's mixup game. Zamasu appears behind the opponent and grabs them while Goku Black fires a Kamehameha. Even if Zamasu misses the grab, Black will still fire off the beam. Use sparingly as this move is fairly easy to avoid by either jumping or hitting Black during the long start-up. [] is if the grab whiffs. Cancels into Superdash. Whiff version scales like the normal Kamehameha, grab version is highly scaled like most grabs. The whiffed Binding Black Kamehameha has less active frames, longer start-up, and 2 less hits compared to the normal Black Kamehameha." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "Assist A", "text": "Black Kamehameha 47-50f of hitstun Less hitstun midscreen if you move forward too fast during the assist and don't allow the wallbounce to occur" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "Assist B", "text": "Godly Severance MASSIVE anti air, great for combos and stopping Superdash. 55f hitstun. Has head invulnerability (anti air property)." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "Assist C", "text": "Fierce God Kick Divekick assist. Has head property. Tracks the opponent anywhere on screen. Starts up faster and gives a very lenient groundbounce during combos." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "God Slicer Dance", "text": "236L+M(Air OK) Is Goku Black's Ultimate Z Change Super. Minimum damage is the same regardless of how many ki blades land. Minimum is 810. Cinematic follow up doesn't play unless at least one projectile hits the opponent. Enters an uninterruptible cinematic animation on hit, making both Goku Black and his opponent invincible to any other attacks. Unlike all of his other God Slicer attacks, the blade has no hitbox and doesn't deflect ki blasts. Invincible on frame 4 of startup." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "Holy Light Grenade", "text": "236H+S(Air OK) Minimum damage: 300, 480. Goku Black teleports into the air to prepare the attack if he does this super on the ground. Invincible frame 1 on startup. Goku Black and Zamasu both create a sphere of Ki in their hands, then combine them into a more powerful sphere before dropping it on the enemy. Opponents trapped in it are carried all the way to the ground, making this useful for Ultimate Z Changes. Has one hit at the start from the grenade itself and a second hit at the end from the explosion as it hits the ground. 236H+S Values in [ ] are when the opponent is in hitstun/untech j.236H+S Values in [ ] are when the opponent is in hitstun/untech" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "The Work of a God", "text": "214L+M(Air OK)or214H+S(Air OK) Minimum damage: 1703. Invincible frame 1 on start-up. Results in a hard knockdown on hit. Projectile clashes with other supers, beats ki blasts and other non-super projectile. Goku Black forms the Sickle of Sorrow and releases a powerful wave of Ki across the screen that triggers asubarashiicinematic beatdown on hit. Inflicts ahard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.on the opponent, giving Black the chance to reliably continue his offense. His best meterless option is a dashjump (669)j.Hsafejump, both midscreen and in the corner. However, for half a bar, he gets a consistent, tight left/right with214H: input the Instant Transmission and immediatelyj.Hfor a verymeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.safejump, or airdashj.Mfor a crossup. This can be done anywhere on screen, heightening Black's support value since you can level 3 mix off any Ultimate Z Change, given that you have half a bar extra. The setup can also be done with214Lmidscreen only, but it's more difficult and riskier, so most opt to use H every time." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black", "title": "Goku Black", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Hitstun Decay failure", "text": "Version: Launch until somewhere around 1.04. Execution: Starting a combo with Android 21 5S or Ginyu's 236S Recoome will not trigger hitstun decay, so infinite combos are possible. Explanation: Hitstun decay doesn't kick in if the Combo Counter skips \"1\", so moves that arbitrarily add extra hits to the Combo Counter are infinite starters. Video:https://youtu.be/xe-DU5D2KJw?t=20" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Beerus infinite j.S", "text": "Version: Idk early Season 1 Execution: 2H > SD > j.M > j.214L(1) > j.236H+S, j.[S] Explanation: Something with air Level 1 hitting late so Beerus recovers earlier than usual, then immediately linking into j.S would let him shoot forever. Video:https://youtu.be/5GJOrMf8d8I" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Vegeta (Super Saiyan) ground bounce j.2L", "text": "Version: Launch until Season 2 Execution: Hitting a j.2L against low-to-the-ground airborne opponent would ground bounce them. The move normally only ground bounces grounded opponent. Explanation: 1F before landing, the opponent is considered grounded (some call it \"grounded by proximity\"). Though I think for this move the window to get the ground bounce is more lenient than 1F? Video:https://youtu.be/xe-DU5D2KJw" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Dynamic Install", "text": "Version: Launch until 1.27 Execution: Using one of these characters: Cooler, Master Roshi, Gogeta (SS4). Tag them out during any 5LLL string, then tag them back in in an U+ Smash combo > j.LLL. The j.LLL here would cause a Dynamic instead of a normal Smash sliding knockdown. Explanation: These characters (and Broly (DBS)) can manually trigger Dynamic with 5LLL > anything > j.LLL as long as it's a cancel string. When you tag out, the value for triggering Dynamic isn't cleared. This was also how they fixed it, simply clearing that value. Video:https://twitter.com/kaiokek1/status/1371495465959759875" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "D+ Smash failure", "text": "Version: Still in the game (Nov 2022: 1.31) Execution: Using one of these characters: Cooler, Broly (DBS), Master Roshi, Gogeta (SS4). Landing a D+ Smash at grounded by proximity height wouldn't trigger the cinematic + SKD, but still eats up D Smash. Explanation: Idk but it's something to do with their manual Dynamic quirks. Video:https://twitter.com/kaiokek1/status/1484909030447652864" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Buffer a move and Tag/DHC at the same time", "text": "Version: Probably launch until 1.30 Execution: Easiest example is Vegeta (SSGSS) j.214L > 236L+M 3214A on Season 3 patches I think. He would perform the Super while DHC at the same time but with reduced cost only if you don't have the meter for both the Super + DHC. So Level 1 + DHC Level 3 would only cost all of your meter if you have < 4 bars, but cost 4 if you have > 4 bars. Explanation: These moves allow for tags too? Idk never looked too much into it. Video: https://youtu.be/K5ypzqC-LQg https://twitter.com/Tak_Jersey/status/1508668501875175431" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Hit Level 3 breaks the game", "text": "Version: Somewhere in Season 1 Execution: Lands Hit 214L+M (214H+S). Now Smash 5H from any characters will allow a buffered move + tag at the same time Explanation: ??? Video:https://www.youtube.com/watch?v=J702N_EwrMo" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Zamasu (Fused) and Goku (SSGSS) break the game", "text": "Version: Somewhere in Season 2 Execution: Zamasu facing the corner, second teammate is Goku (SSGSS) (1). Training dummies are Goku (SSGSS) (2) and Goku (Super Saiyan) set to Counterattack: 2H. Snap one of the Gokus out, 2H, 236L+M (at this point a Goku should be j.2H-ing over your head), DHC to Goku (SSGSS) (1) right before the ball hit the dummy Goku. If done correctly, your Goku should be floating and sticking to the dummy. Explanation: Idk but the above is probably only one consistent way to set it up, and it could've been achieved differently. Video:https://youtu.be/PbK7G_fzdO0" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Goku Black Holy Light Grenade combos", "text": "Version: Season 1 Execution: At the right height and against big bodies, j.236H+S hits weirdly and so can be combo'd afterward or even looping it Video:https://youtu.be/maGuFQW0scc" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Assist consumes U Smash", "text": "Version: Early S1 If it hits then your U Smash is gone simple as. Probably copy-pasted property from his point version" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Level 3 failure", "text": "Version: Still in the game (May 2023: 1.32) Execution: Gotenks facing the corner, 214L+M while the dummy tags at the same time, should work on big bodies. If done correctly the dummy would be stuck in place and the Level 3 animation won't play out. Video:https://twitter.com/Potarian_/status/1572688780552802309" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Special cancels skip combo scaling", "text": "Version: Early S3 Execution: 236H > 236H > Vanish into a normal combo would do like 6k damage. 236H > 236H on its own did 2175, Vanish did 765 and dash 2M did 630... wait... Explanation: They added a new mechanic: When Miracle Super Punch or the spinning portion of Great Special Rolling Kick is canceled on hit, there will be a hitbox connecting them to the next attack. The problem was that the entire string of 236X/214X > facilitating hitbox > next move counted as a single move for scaling purposes, you can see where the damage is coming from. After the fix, 236H > 236H now does 2061, Vanish 680 and 2M 210. Video:https://twitter.com/kamoihito/status/1308403579464683526" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Autocombo automatically come out", "text": "Version: 1.31 Execution: On block or hit, 5L > delay 5LL would automatically give you 5LLL if you don't cancel 5LL into anything else Explanation: Something to do with his 5LL receiving faster startup but I'm not sure Video:https://twitter.com/Tyrant_UK/status/1545174052003790848" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "B Assist vacuums on hit", "text": "Version: Season 3 until now (May 2023: 1.32) Execution: Canceling spin into anything but 236X/214X series will break B assist's on hit effect until Gotenks does 236X/214X series again. The effect is most pronounced on EX spin moving backward while making contact with the opponent (either on block or hit). Video:https://twitter.com/kaiokek1/status/1575407456133742592" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Dash Macro giving Super Dash", "text": "Version: Still in the game (Nov 2022: 1.31) Execution: Using the dash macro, Goku (GT) airdash > j.1/2/3S would give you SD instead of his actual j.1/2/3S. Yamcha airdash > j.2H will also do the same thing. Kid Buu airdash > j.S on block/hit sometimes will automatically does SD (I don't have the energy to look into the exact conditions). In previous patches, some other characters had similar issues too like Gogeta (SS4). Video:https://twitter.com/kaiokek1/status/1582329240523276288" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Guard Cancel Vanish while not guarding", "text": "Version: 1.28 Execution: 6L+M+H+S during blockstun when you have 2 bars and Sparking. You'd do a GC Spark, but the next time you Vanish (still with 2 bars) it'll be a GC Vanish Video:https://twitter.com/kaiokek1/status/1427972921658470402" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Gohan (Adult) 214M weird tracking", "text": "Version: Found in 1.31, removed in 1.38 Execution: On block, 5LLLLL > 214M puts him further and higher up than where he should be (on top of the opponent). Video:https://twitter.com/AlukardNY/status/1588401068282884096" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Broly (DBS) Level 3 doesn't Happy Birthday", "text": "Version: Still in the game (Nov 2022: 1.31) Execution: 214L+M (214H+S) HPBD just fine in midscreen, but doesn't in the corner. Video:https://twitter.com/AlukardNY/status/1588390274153476096" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Plus on block 236H", "text": "Version: Still in the game (Nov 2022: 1.31) Execution: Almost any button (Reflected) > 236H (blocked both hits) is +4. Explanation: Not sure about the inner workings, but it has something to do with 236X(1) connecting right after Reflect enters recovery. Works for the entire 236X series, but 236H is the most applicable one." }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Level 3 Vanish sandwich", "text": "Version: Still in the game (Nov 2022: 1.31) Execution: Lands a HPBD Level 3 in the corner, Vanish. Depending on body sizes, Vegito can be pushed forward and switch sides as the dummies get up. Video:https://twitter.com/BiddoFGC/status/1578660022157905921" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Super Dash trades with another move", "text": "Version: Still in the game (Nov 2022: 1.31) Execution: Idk a reliable way to replicate it. But basically sometimes you can get SD to trade that's it. Explanation: I think the first frame when SD turns around, it's able to trade. It shouldn't trade basically ever especially against moves with higher clash level, but from my observation it's always when SD turns around. Video:https://twitter.com/SheMyCandy/status/1289847902961983489" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Multiple Dragon Rushes in one combo", "text": "Version: Season 1 Execution: It's said that you can land multiple DR as long as it's during your point character's projectile hitstun, but I don't think that's the whole story. It seems more like a few specific moves could do it. Video:https://youtu.be/xe-DU5D2KJw?t=41" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Cooler H Death Breaker Follow-up crashes the game", "text": "Version: Found in 1.31, fixed in 1.38 Execution: Any 214X, drops the combo due to hitstun decay or the dummy got hit by something else with low hitstun, dummy techs then jumps so that they can be hit again, H follow-up. The moment they get hit by H follow-up, the game crashes. Explanation: Idk but the short description is landing a hit with H follow-up outside of combos. Video:https://twitter.com/muto65536/status/1587019369749495808" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Un-GC-Reflect-able Ki Blast blockstun", "text": "Version: Still in the game (Nov 2022: 1.31) Execution: Easiest example that still works: Set dummy as Goku (Super Saiyan), run up 5L > 5S. If you block both hit while crouching, you won't be able to GC Reflect the 5S. Explanation: If there's a 1F to 4F (?) gap between a regular blockstun and a Ki Blast blockstun, and depending on stand block or crouch block, then the Ki Blast blockstun is not GC Reflectable. Against a training dummy, they would refuse to Reflect sometimes even though a human player would be able to." }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Boomerang Ki Blasts", "text": "Version: Still in the game (Nov 2022: 1.31) Execution: Goku Black in Sparking, 5S > delay Hold Vanish SD. The projectile will go backward if it's still accelerating, but only turns around while continuing to move forward after it's reached enough speed. Also works with Super Baby 2 5S, j.S. Explanation: It's a universal quirk, and works as long as the Super Dash goes in the opposite direction as the Ki Blasts. Other Ki Blasts will also flip its sprite around but don't actually \"boomerang\" like Black and Baby." }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Special Moves not refreshing air options", "text": "Version: Launch until Season 3? Explanation: When you land, air options are set to 0. Certain Special Moves that put the character airborne didn't refresh this to 1, so canceling into Hold Vanish and you wouldn't be able to double jump/airdash." }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Broly L+M Gigantic Meteor not refreshing Gigantic Strike usage", "text": "Version: Until 1.27 Execution: j.214X, then j.214L+M before landing. After Broly automatically teleports to the ground, he won't be able to use j.214X the next time he's airborne until he touches the ground again." }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Reviving dead characters", "text": "Version: S3 until 1.27? Explanation: Senzu Bean while on the ground can be picked up by KO'd character before the round transition. Video:https://mobile.twitter.com/Black_Yggdrasil/status/1424982649739882517" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Ki Blast Level 3", "text": "Version: Launch until 1.27 Explanation: The rain portion of his Level 3 wasn't supposed to be Ki Blast (Super Dash-able) ig" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Free DHC tag", "text": "Version: Season 3? until now (1.38). Whenever they added the alt Level 3 Execution: After Body Changing with a non-Ginyu, DHC into his level 3 will make him do the failed call for free Video:https://x.com/kaiokek1/status/1662820228978597891" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "1S doesn't attack", "text": "Version: Idk but it wasn't like this at launch, patched out already Execution: Ginyu 1S, 7S and j.1/4/7S don't do anything, so he could block with 1 while mashing S to tech DR without any risk. Video:https://twitter.com/bokobokoari/status/1239888131152728065" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "GC Vanish cancelable into j.S", "text": "Version: Still in the game (Nov 2022: 1.31) Explanation: Smash Vanish > j.S is probably a unique cancel that was coded specifically for Ginyu, and was carried over into GC Vanish. I think this works even if GC Vanish doesn't Smash. Video:https://twitter.com/muto65536/status/1557391750771064832" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Assist B breaks animation", "text": "Version: Probably still in the game Explanation: Ginyu Force doesn't disappear on certain (?) animation and messes with the move. Video:https://twitter.com/muto65536/status/1308326802876628992" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Assist B stops working", "text": "Video:https://twitter.com/LEXXLLUTHOR/status/1538547946056204289" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Assist B and Burter 236S", "text": "Version: Don't know when it started but still in the game now (May 2023: 1.32) Explanation: Once Ginyu B puts Recoome 5S on the screen (doesn't matter if he gets hit). Then for the rest of the game, whenever he does Burter 236S/214S as the point character, Burter will stay active even when Ginyu tags out. Video:https://twitter.com/lethal_strike/status/1662562061115617282" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Guldo > Body Change doesn't combo", "text": "Version: 1.33 Execution: The common combo (previously, ONLY way to combo) of 236S/214S Guldo into Body Change doesn't work anymore Explanation: They added Level 1 > Body Change as a new combo, but did an oopsie so the Guldo part was ignored by the code" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Locked in Heaven's Flash", "text": "Version: I think since they buffed flight movement until now Explanation: If flight auto-deactivates under some conditions idk then you're stuck in flight until landing or until something hit you Video:https://twitter.com/AlukardNY/status/1575639911717548032" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Heaven's Warp wonky tracking", "text": "Version: Ever since they introduced the move until now Execution: j.236S and f.6S affect the mid-combo properties of f.L/M/H~S Warp, even after the combo is over. j.236S blocked/whiffed: No tracking. Smash hit: Tracking type 1. Non-Smash hit: Tracking type 2. Zamasu starts with no tracking, and the tracking properties will be kept until the next j.236S / f.6S Video:https://x.com/kaiokek1/status/1607001411660967937" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Armored attacks delay follow-ups", "text": "Version: Still in the game (Nov 2022: 1.31) Execution: Android 16 5H vs GC. He'd tank the GC and Smash them to the wall, but cannot SD until it's too late to convert. Explanation: When an armored attack triggers its Smash while trading with another attack of same or higher clash level, all cancels afterward will be delayed." }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Smash attacks slow Super Dash", "text": "Version: Still in the game (Nov 2022: 1.31) Execution: Gohan (Teen) in the corner, confirm that you can do 5LLL > SD > j.MLL2H > jc > j.LLL. Now try 5H > SD > j.M > j.H > j.236L + Assist ▷ 5LLL > SD > j.MLL2H > jc > j.LLL. You'll find that Gohan is noticeably lower after the second SD and can't actually finish the combo. Explanation: Without looking directly into the code, I can only come up with this: Usually U Smash value can only be 0 or 1. 0 means \"no Smash yet\" and 1 means \"an U Smash has occurred\" When this value is at 1, 5H, 2H, j.H, j.2H will set it to 2 on the first frame of their startups Smash 5LLL, 5H, 2H, j.H, j.2H are coded to speed up SD if the value is at exactly 1. So when this value is at 2, SD travels at normal speed With outside tools, you can force the U Smash value to 0 to have a better look at this effect. Every Smash 5LLL, 5H, 2H, j.2H will have slower speed than what you're accustomed to. Video:https://x.com/kaiokek1/status/1643950880058933250" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "S doesn't attack", "text": "Version: Launch until a S3 patch Execution: Holding [H] then pressing S will straight up doesn't do anything. Allows him to block and mash [H]~SSSS to tech DR." }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Kaioken Finisher on whiff", "text": "Version: Noticed on 1.32 Execution: When used as the last follow-up, 5L, 2L, 5M, 2M can cancel into L+M even if they whiff or get Reflected." }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Fully invulnerable Super Spirit Bomb", "text": "Version: 1.33 until now (1.38) Execution: On whiff and at low height, Goku is invulnerable for the entire duration of the move Explanation: Something got broken when they increased the speed of the ball. I actually (briefly) looked at the code andnothingwas changed beside the ball's speed" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "214X whiff punch not connecting", "text": "Version: Season 2 until now (1.38) Execution: After the throw part of the move has landed in the combo, both it and the follow-up punch cannot hit the opponent again Explanation: Both the grab and the punch are treated as one when they reinforced the \"grabs cannot hit twice per combo\" rule" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "214H blue health and meter gain", "text": "Version: Season 2? until now (1.38) Execution: On D Smash hit, 214H deals regular amount of blue health (instead of no blue health) and builds a tiny bit of meter unlike other EX specials Explanation: They forgot to add EX stuff" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Fully invulnerable C assists", "text": "Version: Season 3? until now (1.38) Execution: Beam C assists when called mid-combo are invulnerable for the entire duration. Exact list: Frieza, Gotenks, Kid Buu, Gohan (Adult), Base Goku, Cooler, Jiren, Broly (DBS), Super Baby 2, Lab Coat Video:https://x.com/kaiokek1/status/1592246227621773312" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Spins cut through non-Ki Blast projectiles and beat strike protections", "text": "Version: 1.32 until now (1.38) Execution: All versions of 236X and 214X can now clash with P1 projectiles and beat moves that are only protected against strikes Explanation: Giving these moves Ki Blast properties make them both strikes and projectiles, in the best possible way Video:https://x.com/kaiokek1/status/1717199025970282647 https://x.com/kaiokek1/status/1766891212068552919" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Gaining meter with Super Jump", "text": "Version: Since he's released until now (1.38) Execution: Holding 9 in super jump state will gain meter, even though he can't drift Video:https://x.com/kaiokek1/status/1559936256301477888" }, { "url": "https://www.dustloop.com/w/DBFZ/Oddities", "title": "Oddities", "section": "Slightly different 5H+S", "text": "Version: Since he's released until now (1.38) Execution: On Smash 5H hit, pressing 5HH slightly slides forward before leaping, which causes this specific combo: 5H > 5HH > j.M ▷ 5M to drop on some body types in midscreen, but is universal with manual 5H+S" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Frame_Data", "title": "Piccolo", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Frame_Data", "title": "Piccolo", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total On hit, 5S/2S can always directly cancel into 5H/2H. This 5H/2H is ignored by the Z Combo limitation" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Frame_Data", "title": "Piccolo", "section": "Sources", "text": "http://www.mediafire.com/file/3uazwoyz1m96rm1/piccolo%20special%20beam%20cannon.mkv(rec. April 28, 2018)" }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren/Strategy", "title": "Jiren", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren/Strategy", "title": "Jiren", "section": "General Tactics", "text": "Jiren is purpose built to control neutral. His Ki Blasts are all very good, but don't over use them only to be punished. If the opponent is zoning you, 214S is a simple and effective way to stop them. 214H is a half bar reversal against normals, but don't spam that either as it is easily punishable and you cannot make it safe if it doesn't catch anything. Once you get them to block, that's when the real fun begins. Jiren may not have a fast low, but his stagger pressure and frame traps lead to some of the highest damage in the game. His most notable stagger is his 2L > 5L, as it leaves you at the perfect distance where most of the cast whiff their 5L and 2L in case they were mashing, which you can easily punish with a 2L starter leading into massive damage. Upon seeing that your opponent doesn't respect the staggers, you have two options : The risky one is to go for 2L > 5L into counters, however this requires you to know your opponent's tendencies. The better option is to go for the 2L > 5L > 2M string as it is a natural frametrap that will catch any mashing. 2L > 5L also allow for the perfect spacing for crossups: Against reflect happy players, don't forget that you 5H is a grab and the best way to use it is generally after 2L > 5L > (5LL) > 2M > 5M string. ( 5LL if you want a full blockstring ), when conditioning them to jump after the 5H, then you can start mixing them up with the 236S which frametraps any jumping/backdash/vanish attempts. If you come up against people who like to superdash a lot, you have two of the best launchers in the game : 2H and the GODLY 2S: Another think you can do, although a bit gimmicky, comes with the 236S move: With it being -2 on block, and his counters having 4 frames on startup (EX is 1 frame), you can pretty much, with the right timing, always steal your turn after this move seeing how the fastest move (5L) is 6 frames of startup. This is most effective against characters who lack a low hitting 2L as it doesn't make the counter choice uncertain (unless you want to go for the EX counter). Once you condition them to respect the 236S > 236L/M, some players might try to do 2M at the end of your blockstring. If you see them abusing this, know that if you hit 5L after the 236S and they hit 2M/5M, you are going to win everytime. You can also backdash out of 236S, (with it being -2 on block, it's basically the same as having them vanish on you on the ground), should they ever press a button trying to take their turn, an easy 2M should punish them quite well. Jiren can also deal, to a certain extent, with guard-canceling, should the opponent guard-cancel while you are in the middle of a normal move, if you have the reflexes, you can cancel either into his 236L/H counter or his 2S (2S is more strict on timing compared to 236L/H). Or if you ever catch them guard canceling during your 2L > 5L stagger, you can get an easy 2L starter combo that usually leads to massive damage or even TODs if you are optimized enough with all your assists available. TO sum up, Jiren is a straight up honest character, he requires a good playstyle, good neutral, and basically a good game sense as well as good mind reading abilities. He won't hit you with some nasty mixups or anything, but just like SSJ Goku, a good Jiren Player will give you a run for your buck." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren/Strategy", "title": "Jiren", "section": "Point", "text": "Jiren is self-sufficient enough to be Point, and running him Point can set the tone of the match early. Much of his character philosophy is centered around slowing down the pace of the match, contrasting the usual hectic nature of Point wars where each player strives to get the first hit as quickly as possible. Having access to two assists naturally supplements mix-ups, but for Jiren specifically it can also help his stagger game and alleviate a lot of his risky options. Taking all this into account, he can be better off further back in your team to make use of his great assist(s) as well as generally more meter for EX Counter and vanish confirms." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren/Strategy", "title": "Jiren", "section": "Mid", "text": "Mid allows Point characters to utilize Jiren's assists, and he also reciprocates them with DHC synergy from both his level 1 Supers. Jiren's ability to slow down the pace of the game also shines in this position since he has access to the most resources especially if you win the Point war, allowing you to further extend your advantage. Jiren has access to at least one assist here to make his multiple counters safe, and ideally a bit of meter to make your opponent respect EX counters and pressure resets through staggers + vanish as a failsafe." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren/Strategy", "title": "Jiren", "section": "Anchor", "text": "Jiren is a competent Anchor, and his self-sufficiency is tested the most at this position. His cross-up buttons are fantastic, Limit Break further bolsters his already huge damage, and he can now use EX Counter + Supers without abandon because of the typical late-game meter reserves. But while the upsides of Jiren are amplified, the downsides follow suit. He can't fall back on assists to aid his mix-ups nor make his counters safe, and has to rely solely on stagger pressure and conditioning from this point forward. Most importantly, he can get zoned out by characters like Z Broly since Jiren doesn't have many unique ways to approach, and this is exacerbated when the opponent has meter ready to counter-vanish Jiren's anti-zoning tool 214S." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren/Strategy", "title": "Jiren", "section": "Blockstrings", "text": "2L > 5L > 5LL > 2/5M > 5/2M > 2H > 236L/S (hit confirm) 5L > 5LL > 2L > 2/5M > 5/2M > 2H > 236L/S (post vanish) Jiren's blockstring aren't all that special, but what makes things interesting is 5H. Because it's a heavy, anything cancels into it, allowing for tick throws anywhere in a string. Cancelling into 236S instead of 236L acts as a frame trap, and leads to unholy amounts of damage on a trade." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren/Strategy", "title": "Jiren", "section": "Okizeme", "text": "Jiren's Oki is pretty basic, off of any sliding knockdown he can usually get an IAD into 1 overhead or double overhead. After that you are free to follow up with what u want (DR, Low, Grab, etc ...) In the corner, after a j2H, simply holding up allows you to do an option select that beats all physical DPs (Cooler, Vegeta, Gohans) : After his level 3, you can just 2M on wakeup, IAD into 1 overhead(jH) or 2 overheads(jM), or dash forward H grab, dash forward meaty." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren/Strategy", "title": "Jiren", "section": "Tips and Tricks", "text": "2H and 2S are interchangeable, usage depends on which side you want to throw the opponent Don't forget you can hold 214S for a longer party duration 2L > 5L is hitconfirmable because of 2L acting like a medium button Use j.2S over j.S in combos before superdash for easier assist conversions. j.S and j.2S allow for easy Raw Tags mid combo. Don't forget about ending a string in low parry for reasons mentioned in the move description. The key to Jiren is PATIENCE. However he has what you call passive aggression. There are scenarios where you can force the opponent into situations you want. Examples: blockstring > 236S to force reflects then be ready with a counter or 2S as 2S also hits BEHIND HIM. If the opponent chooses to not reflect your 6M and take the clash they do so at their own peril. Use the fear of just being countered to take your turn back during clashes." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren/Strategy", "title": "Jiren", "section": "Fighting Jiren", "text": "All of Jiren's mixup options are very slow and mostly reactable, and don't forget about the command grab if he scares you into blocking. Jiren's counters are easily punishable if baited, so make sure you can get the drop on it or he gets pressure back. A raw level 3 can easily clear out Counter Impact, on the unlikely chance the opponentactuallyuses it. DON'T MASH. NO, NO, NO. Blasts, buttons, just don't do it. His new and improved Counter Impact, as well as Shock Tornado, is a good way to assure your health bar is quickly eaten for one too many mistakes. Avoid a hit from 2Lat all costs. This move scales like a medium, and can easily walk you into a quick death." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Frame_Data", "title": "Majin Buu", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Frame_Data", "title": "Majin Buu", "section": "Sources", "text": "http://www.mediafire.com/file/jrq9j595170o7eq/Majin%20Buu%20Hitboxes.mkv(rec. April 24, 2018)" }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)/Resources", "title": "Zamasu (Fused)", "section": "Intro", "text": "This page is Zamasu (Fused)'s Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)/Resources", "title": "Zamasu (Fused)", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)/Resources", "title": "Zamasu (Fused)", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)/Resources", "title": "Zamasu (Fused)", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Resources", "title": "Goku", "section": "Intro", "text": "This page is Goku's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Resources", "title": "Goku", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Resources", "title": "Goku", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Resources", "title": "Goku", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Resources", "title": "Goku", "section": "Twitter", "text": "https://vxtwitter.com/Nightshifter96/status/1818455986593484882- All assists that allow Baseku to combo after 214L meterlessly" }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren/Frame_Data", "title": "Jiren", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren/Frame_Data", "title": "Jiren", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "Overview", "text": "Gogeta (SSGSS), often referred to asSSB GogetaorGogeta Blueby the community, is a high-risk, high-reward character with powerful burst options and explosive damage output. He has many moves that allow him to outright skip neutral, such as5SGuardAllStartup18Recovery33Advantage-24,j.2SGuardAllStartup18RecoveryTotal 71+10LAdvantage,2MGuardLowStartup12Recovery21Advantage-13, theMandHversions ofSoul StrikeandMultiplex Afterimage. Once he's in, he uses his plethora of mix-up options to keep his opponent guessing: high/low, left/right,overheadsGuardHighStartup10RecoveryAdvantage,command grabsGuardThrowStartup25RecoveryAdvantage, and more. Almost any hit that Gogeta connects will lead to insane damage, making him extremely good at two-touching, sometimes evenTODTouch of DeathA combo that can KO a character from full health.ing, the opponent. On top of that, he's no slouch defensively either, sporting some genuinely amazing DPs inRising Vortex. Gogeta Blue is a powerful rushdown character that will explode his opponent when things go his way. However, when things do not go his way, it's a nightmare. Gogeta Blue possesses burst options that fling him across the screen, but they leave him extremely vulnerable on whiff, making him susceptible to momentum shifts. High recovery and small cancel windows on his normals also mean he needs to look out forGuard Cancelmore than other characters. Additionally, due to the75% modifier on his meter build, managing meter for the team while playing him can be more difficult than usual. Gogeta Blue has an incredibly strong toolkit and an explosive, consistent gameplan, proving once and for all he is the ultimate fusion! (Unlike those other two) Gogeta (SSGSS)is a high-risk, high-reward character who uses his burst options to chase the opponent into the corner quickly and blows them up with explosive punishes. Burst Options: Gogeta has a plethora ofBurst OptionAn explosive, quick attack that is usually unreactable from close to medium range.s that allow him to easily close the distance:5SGuardAllStartup18Recovery33Advantage-24true-strings intoVanishA technique that costs 1 bar of meter, which will cause the player character to immediately teleport behind the opponent and attack. It can extend combos as well as being plus on block. It is inputted with M+H.,2MGuardLowStartup12Recovery21Advantage-13travels almost fullscreen,5SGuardAllStartup18Recovery33Advantage-24to236HGuardAll×2, HighStartup13RecoveryAdvantage-5and236SGuardAll×5, HighStartup34RecoveryAdvantage+2both being full-screen jails. Combo God: To compensate for his low meter build, Gogeta Blue deals extremely high meterless damage off any starter. Mix-up Monster:High-LowA mixup where the opponent must choose between blocking high and low.s,Left-RightA mixup where the opponent must choose between blocking left and right.s,Command ThrowA throw that is performed by inputting a special command like 214C. Generally command throws have special properties in comparison to normal throws like increased damage or being untechable.s... you name it, Gogeta has it. Rising Vortex: The only DPs in the game that can be solo-combo'd from with no extra resources. Volatile: Gogeta's burst options have substantialRecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.on whiff. Some moves carry so much risk that using them outside of combos is unwise. Frame Data: To compensate for his crazy mix-ups, most of Gogeta's normals are very negative on block and have small cancel windows. Assist Reliance: If Gogeta doesn't have any assistance to back him up, hisOffenseThe act of trying to do damage to your opponent, typically from ranges closer than full screen away. Offense is a broad, encompassing term that can include your ability to apply effective mixups, keep good frame advantage during your attacks, and convert openings into high damage.andNeutralWhen neither player is in an advantageous position in terms of stage position.game are riskier and limited. This enforces him to thePointIn a 3v3 fighting game, Point refers to the 1st character up to fight out of the 3 selected by the player.position and leaves him with little to no solo functionality." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "5L", "text": "5Lis Gogeta's fastest normal. It's a double-hitting jab with great range. The second jab will come out on hit, block or whiff, meaning that whiffing it puts Gogeta in a bad spot. Fortunately, the second hit will always connect on a reflect, giving you extra time to react with2Mand force them to reflect twice or to block it. Has a tendency to trade with other 6f jabs instead of clashing in ±0 situations. Since the first hit has abnormally low hitstop, such trades would put Gogeta at -5 costing all of his momentum, maybe even get counter hit for trying to5Lagain. In these situations, he'll have to fall back on defensive options like blocking, Reflecting or go wild with DPs. Gogeta moves forward while performing a quick hook. It has a decent upwards hitbox, and it can be comboed into j.DR,6Morj.Hdue to its launching properties on a grounded hit. However, it's rather slow and not good for mashing due to5L's long active frames. Very unsafe on block. Gogeta leaps forward and sledgehammers the opponent. On block or on hit, Gogeta will be launched forward, switching sides, and stealing the corner if the opponent had his back on it. Gogeta recovers mid air, allowing for a backdash to get back at the opponent. While it is a grounded overhead option, it is easily reactable. Though it can turn into a mix-up if you cover the large gap between5LLand5LLL, there is almost no need to try this when6Mis much safer and a less scaled starter. In the rare case you want to use this in pressure, immediately cancelling into236LLLwill let you land without a post-SD scramble, giving you time to call an assist and continue offense. Huge gap between5LLand5LLL, enough to be jabbed out or2H'd. On block, can cancel into SD early to stay same side." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "5M", "text": "Gogeta performs a rising kick while moving forward. Overall a great button, with amazing vertical reach and moving Gogeta forward, though outshined by2Min neutral. Because it hits pretty high up, it can meaty the opponent's up tech well, and can generously catch them trying to chicken block out of the pressure. Can go into a very tight (though still not gapless)6Mor2Mfor a mix-up if air blocked." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "5H", "text": "Gogeta smashes his elbow into the opponent's face and kicks them if the elbow isn't blocked. One of Gogeta's best starters and buttons. Teleports forward between frame 7 and 8 if the opponent is further away Values in [ ] are when he teleports" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "5S", "text": "Gogeta fires a Kamehameha instead of using Ki Blasts. Not the best projectile, lacking swiftness and fast recovery, but the benefit of having a beam property normal is being able to cancel it into specials or into vanish, even on whiff.236Hgoes hand in hand with this normal thanks to it both being a truestring and comboing anywhere on the screen after5Sconnects due to having a small wallbounce.236Mcan also be used - it leaves a 1f gap from fullscreen, but can lead into his high/low rekka mix unlike theHversion. On top of all this,5Salso has absurd hitstun which makes it easy for Gogeta to heavily punish faraway commitments without spending any meter (by cancelling into SD or, preferably,214S), and makes hitconfirming it into236Htrivial." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "2L", "text": "2Lis Gogeta's fastest low and a crucial part of his high/low mixups. Also a very strong option at match start, as its speed makes it difficult to contest. It's a sliding kick that launches on hit, and posseses variable frame data depending on how late it's blocked (up to 0 on block). Massive range for a2L. Will catch backdash after a blocked Vanish." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "2M", "text": "Gogeta performs a rotating sweep that travels about 2/3 of the screen. His premiere gap closer and one of the best2Ms in the game for neutral due to the sheer amount of space it covers in a brief amount of time." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "2H", "text": "Gogeta performs an advancing uppercut that leaves Gogeta airborne afterward. A great anti-air on its own and hits very high. Gogeta has air options after he recovers, but a keen opponent will recognize the situation and can punish Gogeta before he can recover. This can be remedied if he calls an assist to protect him when recovering." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "2S", "text": "Jumps and fires a Galick Gun to the ground. Groundbounces for simple followups with SD making it a common sight after5Sin combos, and also that's the only time you should use it. Terrible move anywhere else. Hefty startup and extremely long recovery, using2Soutside of a combo is asking to die. Stick to yourMnormals in neutral, they'll cover more ranges with less risk and greater reward." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "6M", "text": "The universal overhead. Gogeta has far stronger options to use for a high/low mixup such as hisL/MSoul Strike >Mmix, but6Mis still an option to consider if you don't have that option available. Be careful when going for6Mwithout assists; if the opponent blocks this mix-up, Gogeta's5Lwill tend to trade with 6F jabs instead of clashing, and due to the low hitstun on the first hit, it will usually leave Gogeta -5, costing his turn." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "j.M", "text": "Gogeta performs three downward kicks. An excellent air normal and one of the best in the game. It can shut down many approaches due to how active and large it is.j.Lis still generally better for jabbing out Superdash. All ofj.Mkicks must be blocked high, making it a triple overhead normal. This makes it very annoying to block on IADs since any delay will make only two kicks come out instead of three, letting you go low and potentially catch opponents off guard. The second hit ofj.Mhas less hitstun compared to the other two hits, so be aware of cancellingj.M(2)intoj.2Ssince it will drop. You also have to be fast with confirming a cross-up if only two hits are connected. You can confirm it with either 665L(the second hit of this will still reach if you get reflected) or5M. Can cancel on any hit. Great at maximizing damage in scaled combos. Gogeta's go-to air button for safejump set-ups." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "j.H", "text": "j.His a forward air kick that travels around the 70% of the screen. You can use this as a way to spend your Smash in combos, but there's no situation where you should sincej.214Mfulfills the same role but better anywhere on the screen, so keep this as just combo filler. A \"tiger-knee\"j.Hcan universally combo into 662Lmidscreen, or 665Lagainst characters that aren't small. You won't see this often, however, due to5H214Sroutes being strictly superior. Although this move has lots of range and converts into combos, it carries high risk in neutral due to its very hefty recovery. Gogeta is frozen in place during its last active frames, making him a sitting duck. Use it wisely. Big wall bounce on Smash hit." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "j.S", "text": "Air counterpart of5S, covers a higher part of the screen which the majority of assists won't reach, so can be used for screen domination, but the recovery is incredibly high, so it shouldn't be used outside of combos. In combos, however, it's amazing. It combos into SD anywhere, so it can be used as an alternative toj.2Smidscreen for better corner carry, and it also combos intoj.236S[4] at low hitstun decay. Additionally, you can doj.236Hafter it, but fake crossupj.2S>j.S>j.236Hactually scales worse than just doingj.2S>j.236H, so omit it in that situation. Causes a small wall bounce." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "j.2H", "text": "j.2His an air divekick, and a key combo tool that further increases Gogeta's stellar damage. As a combo ender, it has much better oki compared toj.236L~L~L, and leaves the opponent much closer, but is inferior toj.236L~M~Min the corner. When going for the DHC mid-screen,j.2His needed to connect Gogeta's supers without an extremely tight link fromj.236L~L~LintoBig Bang KamehamehaGuardAllStartup10+4RecoveryAdvantage-33. j.2Hshines the most as Gogeta's premiere combo extender. On Smash hit, causes a big ground bounce that knockdowns the opponent, and it can be cancelled into specials or Super Dash if it hasn't been used yet. The latter option is the most useful one, since it enables a rejump, granting more damage and corner carry. As a pressure tool,j.2Hhits overhead, but it's -2 on hit and gives no combos at all on grounded hit, and can't be followed into Vanish. However, it can be used as a surprise overhead by cancelling any hit ofj.Minto it. Holdingduring startup makes Gogeta slide forward before kicking down, increasing its startup but making it usable after midscreenj.2Sor Smashj.Hwith a slight delay. Jails into Vanish." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "j.2S", "text": "j.2Sis one of Gogeta's most used combo fillers combined withj.S. j.2S> SD is a common combination in Gogeta's combos, that works everywhere on screen. An extremely useful combo tool that enables a lot of flashy combos, or simple low-execution routes that still manage to deal great damage. j.2Ssees use in pressure, since it can be used for a non-2Hable same side crossup fakeout. If it hits, it can be cancelled into Super Dash,j.Horj.236Hfor a full combo. Rarely used in neutral due to its high recovery, though it can be strong as an air-to-ground option from far away, as it jails into Vanish. Beam property. Causes a big ground bounce." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "Soul Strike", "text": "236L/M/H(Air OK) Any followup can be used on whiff. Only ground L and L~Lrekkas keep grounded opponents standing. The others launch on hit. Ground rekka doesn't have head property, air rekka does. Distance traveled: Air H > Ground H > Ground M > Ground L = Air L > Air M Strikes half screen forward. Your safest bet. Most opponents will expect you to truestring into the rest of the L chain, making staggering with this not as scary as the framedata would lead you to believe. Can cancel into H followup during startup. Reels back before the attack. Travels fullscreen. Each hit of236Hautomatically does its next followup on hit, block, or reflect. Last hit causes a ground bounce, Smash hit adds sliding knockdown. After landing, does an extra hit that switches sides and causes a big wall bounce on Smash hit, and a sliding knockdown without. The second to last hit can also be cancelled instead for a grounded Super. The non-smash hit ALWAYS give sliding knockdown" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "Soul Strike Follow-up", "text": "L/MSoul Strike >L/M Ground236L~Lor236M~Lare true strings but recover on the ground. You can slightly delay these for more corner carry, even when finishing long combos. Gapless, but recovers on the ground and unsafe. This follow-up is used to set up hisF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.mix-up. Because the final hit is an overhead, the opponent will be forced to stand up to not get hit by the overhead and potentially a big combo. For this mix-up to work, you need a single-hit assist with at least 32f of blockstun. After they block the assist, you can go for IADj.LLor2L/2M. Mfollowup always recovers in the air but leaves a gap from236L/Mand their air versions. You can go for a50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A \"true 50/50\" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.high/low mix-up with late airdashj.Mor land2Lafter this. Becausej.Mis three hits and all must be blocked high, it can be very difficult toFuzzy GuardA defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right.this mix-up. 236X > M Head property if used in the air" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "Soul Strike Finisher", "text": "L/MSoul Strike >HorSoul Strike Follow-up >L/M/H Auto-corrects. Range: L > M > H Only causes a short sliding knockdown on Smash hit. Very poor oki. Extremely difficult to hit Big Bang Kamehameha after.Mis superior and will always work in the corner, so only end combos with this instead ofj.2Hif your corner carry wasn't enough. Smash hit causes a ground bounce and sliding knockdown. Hits below Gogeta. Leaves a gap from any 236X~X or j.236X~X You'll be using theMversion at the end of your combo for a knockdown in the corner. It causes a ground bounce, meaning that you can call an assist for an extension. Layer this in with his F-Shiki to keep opponents blocking high. Causes a ground bounce, Smash hit consumes sliding knockdown. After landing, does an extra hit that switches sides and causes a big wall bounce on Smash hit. The final hit can also be cancelled instead for a grounded Super. The final non-smash hit will always lead to a sliding knockdown. 236L~His a 100% unpunishable and gapless overhead.236L~His 25f,236M~His 26f, but at close range the opponent can block236Lbefore the H comes out, which doesn't happen to236M. 236X > X > H Head property if used in the air" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "Rising Vortex", "text": "214L/M/H(Air OK) Hitbox completely surrounds Gogeta. Frame 1 air invuln The fastest option Gogeta has Your typical light DP. Unscaled starter, so perfect for TODs and beating super dashes mid-air, however what makes this particularly standout is the 360 hitbox letting you even use this to easily beat crossups, especially with the incredible startup. Can also be used in clashes thanks to its speed, and is preferred over214Hthanks to its invincibility, multi-hits and TOD potential. Frame 1 full invul, true DP. Goes slightly further than L versions. Adds an extra kick at the end which uses Smash. Smash hit wall bounces, can link intoj.Horj.Seven midscreen. 360 DP. Also the only DP in the game that's comboable meterlessly anywhere on the screen. Gogeta can confirm it withj.Sinto SD for pretty good damage and particularly insane corner carry, as is usual for him. Frame 1 full invul, true DP. Ground version does a gut punch, air version is a fasterj.214M Both versions switch sides, causes a big wall bounce on Smash hit. The non-smash hit causes sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "Multiplex Afterimage", "text": "236S(Air & Hold OK) Can only be done once in the air. Fully invulnerable from frame 6-10 while Gogeta is invisible. Holdto usej.Sclone, andorto usej.2Sclone. During startup, the bottom clone is always the real one. Hitting fake ones will cause them to disappear. Normally does a trackingj.2Hon block or hit, causes a ground bounce. Smash even on grounded hit and adds sliding knockdown. 5Sclone true strings into the dive kick, making it plus even at point blank. This clone sets up for lows and command grab/DR. j.2Sclone's beam pops the opponent up like a typical beam instead of ground bounces. This clone sets up for a high/low 50/50 and cross-upj.L/M. Hold S to feint, can also choose which clone to warp to. Performing this at jump height will still give the ground version, so the feint into the5Sclone counts as landing, regaining your air options. Can super jump install into an airborne clone, retains super jump's momentum control. Can cancel into SD during the later half of the motion on whiff. Mainly seen in combos at lower levels of hitstun decay or off raw SD hits. Can be used to Special Tag a different character into a rejump. Smashless version gives a groundbounce that can combo into his grounded Supers, which can be handy as an ender off starters like236H." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "Punisher Drive", "text": "214S Full screen command grab, max range startup is 32. All assists immediately leave the screen on hit, also can't call any assist until after recovery. On hit, leaves Gogeta point blank behind the opponent, keeps grounded opponent standing. Whiffs on airborne. Can still hit airborne opponent mid-combo, causes sliding knockdown. Only hits once per combo, like most command grabs. This move is better off used as a neutral tool than a mixup tool. In pressure it's too telegraphed due to the bright glow and startup, along with giving very little reward. You can gimmick some people by cancelling the first hit of5Linto this, but it still rounds out to more risk on your end than reward. Against passive opponents who don't want to try to challenge Gogeta in the air however, this move really shines thanks to its short recovery. Fullscreen people are less likely to notice the startup, and if they do then it's already too late for them to punish it." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "Assist A", "text": "Super Dash Kick Big wall bounce. Enough for Goku (GT) to combo into Spirit Bomb from midscreen. Has head property." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "Assist B", "text": "Rising Vortex Big, lenient, and omnidirectional pinwheel allows versatility for pressure with a massive amount of hitstun. Blockstun is dependent on how far you are to the opponent when the assist is called, or how close the assist is to the opponent." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "Assist C", "text": "Galick Gun" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "God Punisher", "text": "236L+M Minimum Damage: 841 (425 additional damage for the 1 bar follow up) Leaves Gogeta almost full screen away from the opponent after it connects, giving him no oki." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "Stardust Fall", "text": "j.236L+M Causes sliding knockdown, though he doesn't get any oki from it. Good for DHCs as it puts the opponent from the air to the ground. Minimum Damage: 750" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "Big Bang Kamehameha", "text": "236H+S(Air OK) This is his DHC. Lasts long enough that some characters can get a Dragon Rush off of it when they DHC in after this super, such as Nappa and Gohan (Adult). Also sets up Base Goku's Spirit Bomb. Minimum Damage: 827" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "Meteor Explosion", "text": "214L+M(Air OK)or214H+S(Air OK) Minimum Damage: 1790 Puts Gogeta about a mid-screen length away from the opponent. Gogeta performs an advancing punch. Does above-average damage and leaves the opponent about mid-screen. Okizeme is pretty standard midscreen. You can go for IADj.Mfor a safe jump meaty. If you're fast enough, thej.Mwill miss and you can go for a fake, tricky mix-up such as Dragon Rush or214S. Meteor Explosion will pull the opponent out of the corner, so after doing the meaty, you can go for a IAD crossupj.Morj.2S>j.236Hfor a high-risk/high-reward same side option. Minimum Damage: 964 Puts Gogeta about a full-screen length away from the opponent." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Gogeta", "title": "SSB Gogeta", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 131 Color 141 Color 151 Color 161 Color 592" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.29", "title": "Version", "section": "Intro", "text": "Version1.29 Date Released:September 1, 2021 LinksBandai Namco Japan" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.29", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Combos", "title": "Android 18", "section": "Intro", "text": "This page is updated for 1.33.Notes: The majority of the combos on this page can be done scaled (j.5H>5L> ...) and will point out when there is an exception. It's a good idea generally to omit a combo fiiller button like5M/2Mearly in a combo if you're worried about a scaled combo dropping. Be sure not to use the correct version of Android 17's atttacks; the newest patches have updated Android 18 to be able to call 17's aerial attacks while she stays the ground and vice versa, so this may mess up some peoples' combos if they hold the button when meaning to tap it as an example." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Combos", "title": "Android 18", "section": "Combo Theory", "text": "Saiyan bnb + 17 calls is the majority of it. Unique combos can be found above. Honestly, her combo structure is very self explanatory. Feel free to remove this and add your own knowledge if you think there's anything to add!" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Strategy", "title": "Goku", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Strategy", "title": "Goku", "section": "General Tactics", "text": "Base Goku might as well say \"anchor\" on the tin. He has solo mixups with his 214X, he has amazing assists, his supers are safe DHCs that get stronger with every teammate that dies, and he adds tons of damage to your team. As a solo character, his goal is to stagger and command grab you to death, which he can do very effectively due to having solid frame data. When he's not in your face, he also has a strong ranged game: A great 5S, with 1-2 Ki Blasts being safe against Superdash, 2S for covering vertical space, an air-ok beam for better space control, and 214S which is a tracking, auto-confirm projectile that leads to big damage and beats all other projectiles." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Strategy", "title": "Goku", "section": "Point", "text": "Not the first option most people think of when looking at this character, but actually not a bad idea. Putting Baseku point lets him profit from 2 assists that can help him become stronger in several ways: easier access to Genki charges, improved mixups, and most importantly, easier neutral. Baseku himself builds plenty of meter and has decent ways to use Special Tag with the right combos, so his teammates won't be left underdeveloped if you ever want them to come in. The problem with putting Baseku here is that he's not really built to be a Point character. That is to say, he doesn't have the best tools for closing the gap, nor the crazy assisted mixups, and his meterless tools aren't the best (outside of214Lwhich, as insane as it is, requires either Vanish or a sideswitching Special Tag to be combo'd from, unless you have specific assists to use after it). You also lose access to his very strong A assist if he loses the Point war. In general, you lose out on many benefits that would come with putting him in the back. All in all, this position sacrifices much of what makes Baseku a good support/comeback character in favor of making him better right off the bat, using less gimmicks. Pretty controversial place to put him overall, but it's seen success at high level (see pro player Scamby) so if you think it's right for you, by all means go for it, even if others may call you crazy." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Strategy", "title": "Goku", "section": "Mid", "text": "This is the first position where another character can take advantage of his amazing assists and supers. He also gets at least one assist to abuse himself, which can help him a lot in neutral. Putting Baseku mid is a fine choice, but one you will only usually make if you have another dedicated anchor (such as Z Broly, Tien, Janemba) on your team that has an assist he likes, and even then you could make an argument for keeping him anchor anyway." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Strategy", "title": "Goku", "section": "Anchor", "text": "This is the position where Base Goku feels at home. His mixups are good enough that he doesn't have to rely on assists to open up his opponents, and his Kaioken gets better with each successive ally that gets K.Oed. His own assists are really good (especially A) and he has some of the best DHC supers in the game. In DBFZ it is important to rotate your team around a lot (and not live and die by a specific order your characters should come in) so as to preserve every character's health as much as possible, which means there may be times you'll have to tag Baseku in early. However, keeping him in the back gives his teammates more time to build meter for him and gain an advantage that he can press. Plus, should the first 2 characters on your team get steamrolled, he has absolutely amazing comeback potential. In most team comps you'll be playing him here." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Strategy", "title": "Goku", "section": "Picking teammates", "text": "Baseku isn't a particularly picky character. As he is a support/comeback character, the main thing he wants from his teammates ismeter. Do your best to play him with at least one character who can build it well so that Baseku always has access to his strongest tools. There's another thing he really appreciates having: neutral assists. Baseku's neutral needs to be played very carefully as many of his space control options are either committal or easily blown through, and his buttons are pretty small. Having assists like beams or DP assists can give him a considerably easier time keeping opponents in check or making his way in to pressure them. A few examples of solid teammates: Goku Black: Both provide amazing assists for each other. Black A helps Baseku with neutral while B helps his midrange. Baseku A is just fast enough for Black's preferred neutral tools and has great pushback for his left/right mixups, plus it's really good for his combos. On top of that, tagging after Black's ground 236M gives Baseku unique rejumps, as a bonus. Gohan (Teen): Amazing point character that builds all the meter in the world and provides Baseku with a crazy good DP assist should he be tagged in. Gohan (Teen) also benefits greatly from Base Goku's A assist himself, whether for combos or for mix. S Broly: Play these two together and you get what is likely the highest damage shell in the game. S Broly's B assist does wonders for Goku's neutral presence, he builds pretty decent meter, and combining his already very high damage supers with Super Spirit Bomb is a recipe for disaster. S Broly, in turn, loves Baseku A for practically everything, from combos to midrange neutral to unique command grab setups. Bardock: The classic father/son shell. Bardock builds consistently good amounts of meter for Baseku and provides him with a fast strike assist (Bardock A) in neutral which helps him in the area he struggles most: midrange. In turn, Baseku A provides Bardock with unique fuzzy mixups off his 214x, is great for his combo extensions, and it's just fast enough for lariat + assist approaches." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Strategy", "title": "Goku", "section": "How to Mix", "text": "Short version:Baseku mainly uses his 214H grab to crack people open, and it's enough to work with if you're just learning him. However, he also has a left/right - crossup j.M vs fakeout j.236H/j.236S[2]. He can abuse that mix as Level 3 oki as well (whiff j.2L then go for it). Finally, 10f 2M vs dl 66 j.M is valid as a SD 50/50 if you want to make him as threatening as possible. Long version:Baseku mix is all aboutstrike/throw. He has solid universal pressure backed up bythe strongest command grab in the gamein his214H. Every button the opponent blocks from him is a guess: either frametrap them or grab them. Baseku is gonna melt their health either way. If you're just starting out with him, this move alone will be more than enough for a good while.If you're ready for more details...214Lstill sees some usespecifically when Baseku's back is to the corner(since it gives better meter build and still-solid damage), and a good example of such a scenario would be... after hislevel 3 mix. After Super Spirit Bomb, you can whiff j.2L and then go for aleft/right: IAD crossup j.M or jump forward into j.236H for a fakeout. Sometimes the crossup option will leave Baseku with his back against the corner, which is where 214L comes into play.You can go for that left/right in other situations too, if you want to give the opponent more reasons to be scared of you. Using j.236S aimed downwards instead of EX elbow can prevent them from 2H-ing you (combo with vanish or a fast assist).Finally, he has some access to theSuperdash 50/50*with a 10f 2M vs delayed 66 j.M. It's not as good as for others with faster lows, but if you want to maximize how threatening your Baseku is against the more patient opponents, keep this in mind as a tool you can use." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Strategy", "title": "Goku", "section": "Detailed Blockstrings", "text": "In pressure, strike/throw is the name of Baseku's game. Let's start off simple. Baseku's safe gapless blockstring would be2L>5L>5LL>5M>2M>5S>5H>2H>j.236L. Instead ofj.236L, you can usej.236Swhich automatically frametraps and jails into Vanish on block (while Vanish lets you restart pressure). Be careful doing this, though, because if the opponent starts to expect it and reflects the beam, they'll get to2Hyou. It's recommended to use236S> Vanish in different parts of your blockstring when you want to restart. That's a lot of buttons, and we'll go over them, but for starters there is one thing you should keep in mind that's most important: you can frametrap at any time by delaying the next button you press in that string. After eating enough combos, opponents will learn not to mash on those frametraps or try to jump away, which is when they may resort to just blocking or trying to reflect... that's when you throw in a command grab (214x). Baseku can sneak in a grab after any of the normals in the above string. This is the core of how Baseku's pressure works: identify your opponents' habits and exploit them by either yeeting them with his grabs, or bonking them with anMstarter for trying to keep you from yeeting them. Important to note: Baseku gets significantly higher damage from frametraps than from grabs. This means smart players are more likely to respect his pressure and thus get grabbed more often. However, don't assume every player will play smart - make sure youearntheir respect. If they never give it to you... continue frametrapping them to death. With that out of the way, here's some key things to remember about his normals. 2Land5Lare his best stagger points by a mile, as they have the best frame data (especially2Lwhich is +0 on block). You can also cancel them into themselves via2LLor4LLwhich can give you more ambiguous pressure. For example, you can alternate between5L(dl)4L(restart)5L, and5L(restart)5L(dl)4L- they won't know where the frametrap is. ... Wait, why do you care when you could frametrap withMstarters? Those give a lot more damage after all. Besides strike/throw, Baseku is good at playing the game of frametrap/reset - he can make it hard to tell when he might frametrap or when he might restart his string altogether. This is another way besides his command grabs in which he can abuse opponents' respect. Why do this? Because ambiguous rhythms make people scared and the longer they block, the more prone they will be to pressing buttons when they shouldn't. Resetting your pressure multiple times will make most opponents very antsy to mash on you. Additionally, reversals beat frametrapsandcommand grabs, but they don't beat just stopping, so cutting your string short sometimes, maybe calling an assist at the same time to maintain pressure, can be good for conditioning. Baseku'sLbuttons are great places to restart your pressure because they recover very fast and have the threat of a potentialMstarter after them. Smart opponents will be hesitant to mash on you after these buttons, which gives you an opportunity to stop for a moment to bait out reversals and continue pressure if they didn't use one. If you have the execution for it, a great way to discourage it further is incorporating dashblocks. This will beat reversals while keeping the best possible spacing for your pressure. It's best done after2Lsince you can dashblock against even the fastest DPs that way, but against slower ones you can also do it after5Lor4LLtoo. 5LLand5Mare mostly just blockstring filler, though they will hurt alotif they land because, you know,Mstarters. Both are safe on block at -5 so if your opponent respects you a lot, they are usable as reset points. 5LLLisn't seen often in blockstrings, but has value in that it jails into Vanish. This can help him reposition himself when he wants to escape the corner or try to steal it for a left/right mixup. 2Mis Baseku's only low. True-stringing into it will beat reflect and jump attempts because you can't reflect or jump while crouch blocking, so this is a good normal to use to discourage opponents from trying to escape your grabs. Using it as a frametrap leads into Baseku's highest-damaging combos as well. 5Sis a good button to throw out after a frametrap as it will combo on hit and travel all the way to the opponent if Baseku got reflected, plus you can continue pressure using2Safterwards if the opponent is cornered (this stuff isn't as great if the opponent has a ki-blast invulnerable special move to attack you with after reflecting!). Using this as a frametrap itself is also strong against reflect as it will keep you point blank. Lastly, it initiates \"Ki blast RPS\" on block: After blocking a ki blast, opponents can guard cancel reflect, which will win if Baseku does5Hat all after it. However, Baseku can just bait the reflect or use a grab if they do it... but if they mash Baseku will lose his turn or get punished. But if they mash, a frametrap5Hwill catch them. It goes in circles, creating a rock-paper-scissors scenario. 5Hand2Hdon't have anything special about them, but they are ToD starters on hit so people still have to be very wary of them. 236Lis normally -5 on block which would make it the basic blockstring ender, however it has a few key bonuses. It has good pushback, which means if characters with smallerLbuttons try to take their turn after it, they might not reach Baseku and get smoked with anMbutton of his own. It also becomes -3 when done after2H. Lastly, the move itself is anMstarter so you can get huge damage off it with assists or even ToDs. Anti-Reflects: 2Manti-reflects after5Lor2Lup close (most consistent with dash momentum). 5Skeeps you point blank if it's reflected. As an anti-reflect, it works after any button and is a very good option because it allows you to cancel into2Hif the opponent used reflect > tag. However, opponents can use Ki blast invulnerable moves to go through it instead, so be wary of them. 5Hanti-reflects after any other button.5L>5S>5Hwould be a good go-to anti-reflect string for reasons cited so far. 236Lcan act as an alternative to5H. 214X at any point beats reflecting if expected. This was quite a long section, but if you can get a grasp for using everything written in here properly you will have a very strong Base Goku. Make sure to take things one step at a time and slowly incorporate each little tip into your gameplay until you feel comfortable enough to move onto the next." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Strategy", "title": "Goku", "section": "Okizeme", "text": "Baseku's okizeme boils down to just good ol' safejumps, but he does get a couple of bonuses that others don't. Most notably, he's able to get a214Scharge before his safejump off the right knockdown, and using j.H4Smay prevent people from reflecting Baseku out completely while having a reflect come out if they tried to DP thej.H(this is very weak to delay tech, be careful!). Keep in mind the following setups don't work well midscreen; good midscreen oki is hard to come by in this game in general. They also tend to \"lose\" to delay tech, but if you're worried about that you can option select it by doingj.Hinto backdash - the backdash only comes out on whiff, on hit or block you stay in their face. Smashj.H/j.DR oki - backdash, hold 9, time a fallingj.H. Safejumps anything and can be followed up withj.4Sto stay in even if opponents reflect the first button. 2SSSoki - This ender is the best one for oki.22S, whiff2L, sj IADj.H. Gives you a free Spirit Bomb charge and still safejumps, but adding in aj.4Swon't reach if they reflect unless they decide to press buttons after their reflect. HoldSdown after2Lto make the next IAD a sj IAD automatically, make good use of that macro. j.2Moki - sj IADj.H.j.4Sworks after this one. Back-to-corner Smashless214Moki - hold 9, time a fallingj.H. A lot more niche than the others but good to remember for when you've consumed down-Smash early in your combo (via2SSSfor example) and doubt the combo will kill." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Strategy", "title": "Goku", "section": "Tips and Tricks", "text": "214Ldoes not require any delay when tick throwing from lights, but requires a 4 frame delay when throwing from a medium. Alternatively,214MandHcan be used instead. 236MandHare bothframe 4 reversals, but236His the one you should be using as it's much faster and gives ridiculous reward on hit. You can use it after blocking Vanishes or otherwise in any situation you're -2... unless you've got your back to the corner, in which case this reversal easily gets stuffed. j.236His a super sneaky cross-up fakeout. If you notice your opponent blocks cross-ups a lot, jump forward and do this move next time. Be aware that this still loses to2Hlike any cross-up, though. Jumping intoj.236S[2] is also great as a fake cross-up, with the benefit of actually beating2Hattempts (so being better for conditioning), but the drawback of less reward on hit. Tiger Knee-ing grounded236Smakes it recover much faster than usual. If you've got the execution for it, make sure to do so. While charged Spirit Bomb is a crazy good neutral tool, don't be afraid to spend it in combos, even off scaled starters. It builds lots of meter for him and he can end with2SSSto get the charge right back anyway with the right routes." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Strategy", "title": "Goku", "section": "Fighting Goku", "text": "Strike/throw is Baseku's main way to mix you besides universal options. Reversals are very strong against him for that reason. In terms of neutral, Baseku is very weak to characters that have long ranged buttons and especially ki-blast invulnerable special moves. If you happen not to have those, Superdashing once in a while can still catch Baseku players off guard, especially when in closer ranges. It also helps a lot to vary your movement patterns, since while Baseku's space control is strong, it's also somewhat committal and you may get a positional advantage if not straight-up a punish if you get him to use the wrong tool at the wrong time. Baseku also doesn't have any great ways to move forward, so don't be afraid to just play his game once in a while and see whose patience runs out first. Baseku struggles hard to get in against opponents that don't mind staying away from him. When it comes to dealing with raw Kaioken... if you whiff something and Baseku does the finisher,delay your Vanish to escape.If you Vanish immediately, he will still kick you in the noggin, but if you time it as you see him teleport you will avoid it. Holding up-back after blocking a Kaioken followup can work well, but if the crackhead Baseku player is actually smart he'll be able to stop that by using Kaioken2M. The best options you can use are delay Vanish or simply blocking each followup (takes some practice, but it sends a message). The latter is the safest option since Kaioken5Lhas enough blockstun to true string into2L(overhead) or2M(low) alike, which forces you to react or fuzzy block." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Strategy", "title": "Goku", "section": "Punishing Super Spirit Bomb", "text": "Super Spirit Bomb is punishable, but not quite as hard as other Level 3s are, and only in a rather specific way. One must dash towards Goku a little bit (to avoid the explosion at the end), reflect and then immediately Superdash (you can also just block instead of reflecting, but then you take chip damage). While Goku's invulnerability lasts until he recovers if the bomb whiffs, if it connects with anything the invuln will go away, which is why dash-up reflect SD is a true punish. You can apply the same concept using air-tracking supers instead of SD. On one hand, getting punished with a SD is much better than getting punished with a ToD starter. On the other hand, Baseku's Lv3 is punishable in situations where other Lv3s are not. For example, Lv3-ing a frametrap with Baseku either returns him to neutral or gets him punished if the button the opponent whiffed recovered fast enough, whereas any other Lv3 would've just hit said opponent." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "Overview", "text": "Vegeta (SSGSS)—commonly referred to asSSB Vegeta,Vegeta Blue,Blugeta—is a hyper-charged version of a glass cannon, with extremely oppressive tools on offense and crazy damage. Vegeta's toolkit in his blue form is focused on agression thanks to his special moves and projectiles. He boasts the ability to do terrifying damage, overwhelm the opponent's guard, convert off even the most tiny openings (including some disgustingKi Blasts), burn meter to ramp all of these aspects up a few notches, and more. During neutral, SSB Vegeta can count onj.2SGuardAllStartup10RecoveryAdvantage,j.SGuardAllStartup12RecoveryAdvantageandBig Bang AttackGuardAllStartup9Recovery31Advantage+3, excellent zoning tools working together to cover a lot of angles. Should he find an opening, the Prince typically carries opponents all the way to the corner on combos as well, leading to great damage and further pressure afterward. These notable zoning and combos are made possible by his comically buffedBig Bang AttackGuardAllStartup9Recovery31Advantage+3special, an enormous high-priority projectile dealing almost as much as a level 1 Super, while being cancellable on hit or block. His pressure is also fairly good, as his normals are almost all safe on block for stagger pressure. Besides, the looming thought of getting caught by anarmored grabGuardThrowStartup20Recovery20+3LAdvantagealways exists, and he can also use236MGuardAllStartup15Recovery21 (in air)Advantage+2 (-8 if landed)to enable 50/50 mixups with assists. Vegeta can also burn meter like a champ. His236H Rekka kickGuardAllStartup12-18Recovery21Advantage-5become a fullscreen lariat, the followup can crossup and more, while hiscommand grabGuardThrowStartup20Recovery20+3LAdvantagegets Guard Point, blocking everything for a short duration. If he hasenoughbars, you may just end up dead to his devastating Level 5, which is extremely punishing. His faults mainly lie in his options while pressured, lack of crazy mix-up potential solo, and whiffing moves causing high lag likeBig Bang AttackGuardAllStartup9Recovery31Advantage+3, but these don't matter when Vegeta's slamming his opponent's face into the World Tournament Arena or pummeling them with rapid kicks because they thought they were done dealing with his pressure. Vegeta (SSGSS)fights using unparalleled aggression to pummel opponents into submission, with huge damage and unholy pressure. Absurd Damage:SSB Vegeta has some of the highest solo damage in the entire game, with236SGuardAllStartup9Recovery31Advantage+3dealing almost as much damage as a level 1. Lots of meter dump options. Corner Carry:Big Bang AttackGuardAllStartup9Recovery31Advantage+3cancelling into Superdash along with his other excellent specials, allows Vegeta to end up in the corner from most conversions. Scary Pressure:Impeccable pressure resets mean escaping is excruciating. Access to devastating mix-ups from as far as full-screen with plus on block236SGuardAllStartup9Recovery31Advantage+3and hisrekkalead to potent 50/50s. Reflect proof mix-ups with his exceptionalcommand grabGuardThrowStartup20Recovery20+3LAdvantage. Meter-dump:Vegeta benefits a lot from meter with a meter hungry236HGuardAllStartup12-18Recovery21Advantage-5and level 5 super extension letting him dish out extra punishment if you have the resources to back him up. Powerful Conversion Tools:Vegeta's ki blasts have a ridiculous amount of hitstun, allowing him to convert stray hits into big damage with a meterless236SGuardAllStartup9Recovery31Advantage+3leading to exceptional damage from anywhere on screen. Exceptional Zoning:Vegeta's ki blasts are incredibly fast, have 2 very good angles, low recovery and can be cancelled into236SGuardAllStartup9Recovery31Advantage+3on block/whiff safely which in turn can be cancelled into Superdash or other specials. This is tricky to navigate against. Range of Normals:A trait shared with all the Vegetas, SSB Vegeta's normal attacks are small and don't send him very far. Better with friends:Needing an assist for his rekka mix-ups makes Vegeta heavily reliant on his teammates. Using236SGuardAllStartup9Recovery31Advantage+3is great when an assist covers SSB Vegeta or on prediction in neutral, but otherwise is very slow and punishable. Lackluster Assists:SSB Vegeta'sA assistGuardAllStartup39Recovery137-144Advantage+45is slow to come out as a projectile,B assistGuardAllStartup20RecoveryAdvantage+29is a standard half-screen lariat and C assist is an unremarkably standardC assistGuardAllStartup23 [20]RecoveryAdvantage+55." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "5L", "text": "A typical jab. Decent frame data, which makes it good for stagger pressure. Has okay reach. Hitbox doesn't extend beyond his fist, and he doesn't move forward very much. If you catch the opponent in the air with this, then5LLLwill easily catch them. NOT an overhead. Moves Vegeta forward 50% of the screen. Safe on block and pushes opponent away a good amount." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "5M", "text": "Combo fodder or blockstring filler. About the same range as2Mand will hit higher." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "5H", "text": "Can be special cancelled into236Lfor rekka pressure. Vegeta lacks good range on both of his5Mand2Mmoves unlike many other characters who have one or both, which puts5Hin the spotlight. It is his farthest reaching normal, and it is quite fast compared to other5Hbuttons. However, it is still a heavy attack, making it slower than many other attacks. If it is blocked, always special cancel." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "5S", "text": "Throws a Ki Blast low to the ground. Launches on hit. Whiff cancelable to2S,236Sand Supers." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "2L", "text": "Typical crouching kick. Good for stagger pressure paired with5L" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "2M", "text": "Starter for high damage combos. Neither reaches far or moves him much closer." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "2H", "text": "Puts Vegeta in an aerial state." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "2S", "text": "Throws a Ki Blast upward. Launches on hit. Whiff cancelable to5S,236Sand Supers. 2Sa great way to put a check on jumpy and aggressive opponents. Since5Scannot clash with other projectiles that well,2Smust fill that role. Due to its angle, it can only clash when the opponent's projectile is close. However,5Scan be done immediately after to catch long recoveries." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "6M", "text": "Universal overhead." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "j.L", "text": "Typical air knee." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "j.M", "text": "Go-to air overhead." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "j.H", "text": "Standard IAD jump-in." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "j.S", "text": "Temporarily freezes momentum. Whiff cancelable toj.2S,236Sand Supers." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "j.2H", "text": "Hitbox is horizontally impaired. The move that every combo should try to fit in at least once. It doesn't hit in front of Vegeta very well, so because of this, combos can be dropped if2Mwasn't done close enough." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "j.2S", "text": "Keeps momentum unlike most air Ki Blasts. Whiff cancelable toj.S,236Sand Supers. Similar to Vegeta'sj.Sbut instead of throwing it downward, he'll throw it in a shallow upward angle. Can be a good air-to-air at a distance." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "Super Dash Kick", "text": "236L/M/H(Air OK) On whiff, can still do followup attacks. Kicks forward. Ground versions of236Ldo nothave head property and cannot be anti-aired by moves like2H. However, all the followups are very vulnerable to anti-airs. Can be used to close in on the opponent, but it can be reacted to with a2H, so be wary. If an opponent expect to see the followups, it can be stopped to reset Vegeta's blockstring and allow to his assists to recover, but it is a little reactable. Kicks upward and travels farther than L version. Theoretically can be used to catch jumping opponents pressured, but2Sand214Mis much better suited for jumpers. Mostly used for combos due to its angle, since it is not any better than236Lin keeping the opponent blocking. Can be used to cross up after2Lor2M, double cross up by using a backdash after that, or doing an overhead in the corner. It needs coverage though, like most of Vegeta's options. Kicks forward and travels farther than L version. Adds extra damage to all followups." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "Super Dash Kick Follow-up 1", "text": "Super Dash Kick >L/M/H Damage increases if H version was used in the string. On whiff, can still do followup attacks. Considered to be airborne throughout the move. Hits once and moves Vegeta slightly forward. On hit, bounces Vegeta back a small amount. A useful move for pressure, allowing Vegeta to escape with a backdash, or for a cleanj.Moverhead with an airdash forward, but can be interrupted and is not a tight blockstring without an assist. Also has the potential for a low mix-up with an empty jump-in. Cannot be reflected if launched after5H. It allows for an IAD after that or puts the opponent in good range for a2Min the corner, leading to a good 50/50 gapless situation with a correctly timed assist in the corner. M Hits thrice and moves Vegeta forward. Another option for pressure after the first kick, but instead of allowing Vegeta to hover in the air for a good bit, it will put him closer to the enemy and to the ground. This move has the ability to frame trap, since there's a gap of about 2 frames between the first kick and these ones, but they can be reflected. Despite having higher damage than the L version, the M version is comprised of weak kicks which may damage the proration of a combo negatively if done too early. While the M version goes much farther than the L version, this move is easily telegraphed after a whiffed236Land5H/2Hcan pierce through. Can be used with specific assists on block to put more scarier pressure that the L version cannot provide, but otherwise, serves the exact same purpose. H Hits once and moves Vegeta forward. Switches sides. Adds extra damage to all followups. 236X > L Values in [] are when done after 236H 236X > M Values in [] are when done after 236H 236X > H Values in [] are when done after 236H" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "Super Dash Kick Follow-up 2", "text": "Super Dash Kick Follow-up 1 >L/M/H Damage increases if5Hversions were used in the string. Tracks the opponent.However, H Follow-up 1 > L/M/HFollow-up 2 does NOT track on whiff. However, H Follow-up 1 > L/M/HFollow-up 2 does NOT track on whiff. Considered to be airborne throughout the move. L On hit, flips Vegeta above his opponent. Surprisingly difficult to punish. The same purpose as the L version of Followup 1, but instead of needing the airdash, it keeps Vegeta close. Has the added benefit of being able to cross-up midscreen with an airdash. In combos, the L version is used in lieu of the M version in situations where the proration of a combo is too high and it is too slow to connect. However, since it lacks the smash property, it can also be used early on to delay the use of smash attacks, paired with a Sparking Blast or a well-timed assist. Can be used to cross up the opponent after the flip, use light overheads when falling, or fake aj.Hwith a2L M Pulls back before lunging forward. Can be used to bait out attacks. Wall bounces. Not safe on block. Does not cross-up on block unlike his counterparts'236M. Unlike the2Lversion, Vegeta will recover very close to the ground, providing no chance to hit an overhead. This can be beneficial; if the opponent expected the high mixup that comes with the L version, the quick landing of the M version and a low can catch them off guard. This follow up, despite the slight delay, will not let the opponent have the time to2H, and will counter it. H Multi-hit move which travels full screen. Always does fixed amount of hits and damage. Wall bounces. On block, side swaps. 236X > X > L Values in [] are when done after 236H > L/M or 236L/M > H Values in {} are when done after 236H > H 236X > X > M Values in [] are when done after 236H > L/M or 236L/M > H Values in {} are when done after 236H > H 236X > X > H Values in [] are when done after 236H > L/M or 236L/M > H Values in {} are when done after 236H > H" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "On a scale of one to ten, I'll give you a three!", "text": "214L/M/H(Air OK) Whiffs on crouching opponents. Has projectile immunity. Causes a soft knockdown. If it whiffs, Vegeta can move after it. No more than one command grab can be used in a single combo. Command grab which can catch opponents who are reflect-happy or who block high, expecting IAD oki. Can also be especially deadly as an offensive tool in pressure against low-life characters whom are desperate to tag out. However, blocking low (making the grab whiff) is a natural response upon wake-up, and it is very susceptible to patient, tempered opponents who can2Hin response, making this move a gamble. Due to having shorter knockdown, it lacks the oki options of stronger versions and cannot be combo'd after. Since the move doesn't put Vegeta in a recovery state after it whiffs while leaving him at a low distance from the ground, he can either do an air dash to usej.Lin a safe jump situation, or just fall and use2L, making it an extremely scary mixup tool with an assist. Travels moderately upward.j.214Mtravels diagonally downward. Has projectile immunity. Smash version causes a wall splat that can be comboed into in the corner; non-Smash version causes a soft knockdown. If it whiffs, Vegeta can move after it. No more than one command grab can be used in a single combo. Used to catch opponents wanting to jump out of Vegeta's pressure, and unlike the L version, can be followed up after with certain fast assists which can pick up opponents off the ground. Additionally, it also provides better oki. Due to the upward trajectory, it has the most use has a combo-ender after Vanish, but is also a cheeky option for incoming opponents after a forced tag-out. Allows Vegeta to directly apply pressure by jumping if the opponent up tech or back tech, with a meatyj.Mand can freely move if it whiff, just like the L version. Moderately quicker than meterless versions. Whiffs on crouching opponents. Wallbounces. Deflects Ki Blasts. If it whiffs, Vegeta can move after it. No more than one command grab can be used in a single combo. Guard Point at frame 4. The Overview says armored for simplicity but there's technically a difference. Great air ender that carries to the corner and gives Vegeta more variety and better oki options, and generally used in combos to retain corner advantage, sacrificing combo damage. Like the M version, can be followed up with assists for an extension, and is much more generous in hitstun for slower assists to connect. Since it also whiffs on crouchers like the L version, it is not any more useful than its L version counterpart to hit an opponent, but it leaves a little more height than214L. This allows the use ofj.Minstead ofj.Lafter an air dash, leading to better damage, but it is reactable. 214Hwill travel the same amount of distance as the L version but will do so with greater speed, which can surprise opponents before they have a response or catch them performing moves which either have slow startup or lack upper-body invincibility. Because it also provides knockdown and corner carry like other versions, a single instance of this move can quickly change the momentum into Vegeta's favor, allowing him to have a meaty set up regardless of the opponent's reaction, making this move very threatening in neutral and good as a combo ender." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "Big Bang Attack", "text": "236S(Air OK) Has a hitbox while charging. Has beam properties; will always trade with other beams. If performed in the air, will fire downwards. The charging and actual shooting of the projectile have a gap between them (!) Cancels into his other specials and SD5MMM can be canceled into 236S as they are considered separate moves 5MMM can be canceled into 236S as they are considered separate moves Powerful but slow projectile. Because of its initial hit, it has use at close range, allowing for use in combos. Fit it into them when you can, as it can increase Vegeta's damage output by a tremendous amount due to the move's own damage being massive. Along with the pushback from shooting the projectile, this move is plus on block, and safe if the charging part gets reflected, unless Vegeta is against a wall." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "Assist A", "text": "Big Bang Attack Has a hitbox while charging. Places Vegeta in the air behind active character. Projectile is fired downward. The slow startup of this assist and its downward trajectory makes this move very hard to utilize as a combo piece. However, certain fast supers can utilize this to their advantage to extend hitstun beyond their recoveries, and certain characters which are capable of pulling/pushing the opponent towards their direction can even utilize the initial hitbox without the use of Vanish. The delay that comes with the move makes it sub-par in neutral, but allows it to be abused in blockstrings and in pressure, especially in the corner. When Vegeta is called out when facing the corner, instead of staying close to the active character, he will perform it much farther away, making it near impossible for the opponent to hurt him and cancel the animation, and scaring them into blocking." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "Assist B", "text": "Infinity Breaker Groundbounces on hit. 29 frames of blockstun." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "Assist C", "text": "Super Dash Kick Your average C Assist" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "Niagara Pummel", "text": "236L+M(Hold OK) Grounds the opponent on completion. Not invincible until after startup. Travels just a little over fullscreen. Minimum damage: 792 Comes out very quickly, has invulnerability, and allows for a free combo, making it a great punish to anything except aerial moves, but it is not a true reversal. Countering other supers will occasionally require the preemptive input of this move in order for the super flash to appear second. Using the canceled version as a punish after a reflect is extremely effective, as it travels a great distance really fast, especially if assists are available to add more damage. Since it grounds the opponent, certain supers which require characters to be close can properly connect, making this a very good move to DHC out of. Hold down any button to only perform the first punch. Has smash property. Wallbounces if smash hasn't been used in the combo. Combos into Super Spirit Bomb, but does less damage than Galick Gun, so there's no real reason to do it." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "Galick Gun", "text": "236H+S Acts as Vegeta's Z-Change super. Fires diagonally upward. Minimum damage is 81*10." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "Final Flash", "text": "214L+M(Air OK)or214H+S(Air OK) Acts as Vegeta's sole reversal option. Minimum damage: 1660. As it is the only air super in Vegeta's arsenal, oftentimes it may be necessary to use this move even without enough meter for the extra attack if it will guarantee a K.O. Additional attack requires 2 extra meters. Minimum damage: 83*20, (924). Minimum damage for the full super is: 2584." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)", "title": "Vegeta (SSGSS)", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161 Color 592Color 592" }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "Overview", "text": "Gotenksis a character that likes to get up in your face and make you block for a very, very long time, and he can open you up quite easily off of it. He's really strange to play at first, but once you figure him out, you'll find a bunch of crazy mixups for both himandhis team off of his A assist, as well as some very strong tools all-around such as his 236HS super, which sets up what is referred to as \"Ghost Oki\". Because of these tools, Gotenks can be a character that can constantly keep your opponent on their toes, guessing when and how they should be blocking something, and even if it's their turn to do anything. He can really force your opponent to be afraid, and you can take full advantage of that with his plethora of tools that'll control where the opponent goes and how you keep them down. He can even still utilize post-snap okizeme, which is a rarity (due to patches). However, Gotenksmustget in first. While this definitely isn't an issue for him, he can still struggle with it due to some stubby tools that can make it difficult if the opponent spaces themselves correctly. Moreover, Gotenks often struggles to get his game started without resources, which includes meter or assists (sometimes both). Despite these flaws, he's still able to output some frightening situations for the opponent to be in and can be an absolute monster when he's in his best scenario, as well as have some strong support value due to his assist lineup. Gotenkshits strong and fast. His range is lacking due to his short limbs, but once he's in range, he can put pressure on his opponents and force them to go on the defensive. Pressure Monster:strong mixup and pressure game, many of his specials are safe on block and can lead to tricky resets, as well as being able to set up very long blockstrings that can be mixed up in various different ways.236His +1 on block, allowing him to maintain pressure solo. Small Stature:Gotenks' small frame can make it so certain combos do not work on him, and can help him avoid certain moves Powerful Assists:Gotenks' assists are very powerful, all offering different things but all very good at what they do, giving him incredible support value on any team no matter the assist. Okizeme:Gotenks has incredible okizeme with236H+S, allowing Gotenks to set up incredible pressure or reset scenarios for 1 bar. Snap Pressure:Gotenks is one of the few characters in season 3 to still have post-snap oki thanks to214H, which allows him to still keep opponents in check with it. Corner carry:With his rejumps, Gotenks can easily drag an opponent from corner to corner to set up Ghost Oki and/or DHC synergy. Poor Tracking:Assist A is not great in neutral, as it's tracking is rather lackluster, which also may hurt it in certain midscreen blockstrings. Also has a skill floor, requiring a bit of labbing to implement in a team. Small Buttons:Being small is a double-edged sword. His buttons are a bit stubby, they can easily whiff or be beaten out. Resource Hungry:Two of his better pressure tools require meter, which can cause him to burn a lot of meter. Mixups without236H+Sor assists present can be a little weak." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "5L", "text": "A standard poke. Gotenks' fastest grounded button used for starting pressure, abare, and tickthrow. Short ranged blockstring and combo filler. Mostly a combo filler. Can be followed up into SD,214M,214S, etc." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "5M", "text": "Can be a stagger point, but technically punishable on block. Important for combos due to it's jump cancel. Can be up to -1 on block if spaced." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "5H", "text": "(Hold OK) 5H>5Sgenerally has great frame advantage and can be up to 0 on block at max5Hrange. Leads to above average damage with rejumps, but does not allow for sliding knockdown. [] is fully charged. Gotenks' strongest grounded normal. Has great forward momentum and a solid hitbox, but loses strongly to aerial approaches. If charged fully it is +1, does increased damage, and causes a strong wall bounce midscreen. Use the charged version sparingly as the startup is massive and the reward is minimal. Values in [] are for max charge" }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "5S", "text": "(Hold OK) Can be repeated up to four times." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "2L", "text": "Fast low for pressure. Good stagger tool." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "2M", "text": "5L>2Mor2L>2Mis anti reflect when used point blank" }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "2H", "text": "Unusually high reward due to rejumps. Hits high and on both sides of Gotenks. Very slow2H, but with a lot of active frames. Mostly used to punish aerial approaches and super dashes. This move whiffshard, so make sure it's going to hit if you throw it out. Cancels into air special moves, but all that means is you can't cancel into214S." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "6M", "text": "Standard overhead." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "j.L", "text": "Very active. You can usually just throw it out there. Once a hit has been blocked, the remaining hits can be blocked low." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "j.M", "text": "Weak hitbox, but high active frames." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "j.H", "text": "Smash hit causes a sliding knockdown Incredible hitbox and priority, can hit crouching opponents from almost apex of normal jump height. Standard combo ender and Air to Ground neutral tool." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "j.S", "text": "Pushes Gotenks back. Holdto roll forward." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "j.2H", "text": "Standard combo extender, jump cancellable." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "Miracle Super Punch", "text": "236L/M/H(Air & Hold OK) [] is on hold. Can cancel into other special moves on whiff or hit, including itself. Moves cancelled into will be their air versions, and you can cancel as soon as the hitbox comes out. Deals above average chip damage. Moves forward. Moves forward. Mostly blockstring filler. Good frame advantage at -2, allowing you to safely backdash away. Moves in an arc as if Gotenks jumps forward. Although has 16 maximum hits, Gotenks will stop punching once he touches the ground. Plus on block. Allows air actions afterwards but adds landing recovery. Yeah, it's plus, but not really worth going for. There's a gap because of how it moves that leaves it vulnerable to getting2H'd. Your opponent should not be letting you get away with this move. Partial held does 16 hits. Can control speed with left and right, holding left makes you go less distance while holding right sends you much further. Can combo into5L." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "Great Special Rolling Kick", "text": "214L/M/H(Air OK) Deflect Ki Blasts and have head property. All versions can be cancelled into other special moves on whiff or hit, including itself. You can cancel as soon as the hitbox for the move comes out. Moves cancelled into will be their air versions. Air versions can only be used once in the air. Ground version hops forward very fast. Air version spins diagonally downward. Stops spinning once Gotenks lands or if he gets all 7 hits in. Ground version can be used as a lariat, and with assists you can convert off of it. Not a great roundstart because it connects on frame 17. Most things will stuff it.. Air versions can set up for advanced rejumps. Can be good for getting to the ground quickly as well, though you still suffer the recovery. Not as useful as it's grounded version in terms of neutral but makes a wicked fake crossup. Spins in an arc upward. Last kick wall bounces in the corner if Smash hasn't been used. Allows for air actions afterwards but adds landing recovery. Usful for very damaging combo routes in the corner Can set up a left/right mixup by cancelling into214H. Great combo filler as it enablesj.H's sliding knockdown and therefore Ghost Oki. Without additional inputs, will slowly move straight forward. Can be directed with. This gives Gotenks extreme high mobility. Last kick wall bounces in the corner if Smash hasn't been used." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "Vengeful Shout", "text": "236S(Air & Hold OK) Gotenks leaps into the air and fires a beam from his mouth. 236[S]will feign the beam. Feign has 7 frames of landing recovery. Cancels into SD. Useful tool for Gotenks in neutral, while it isn't as good as Super Saiyan Goku's Kamehameha, it still is nice to have, especially because it is air OK. Can be useful for catching buttons from afar, or just to keep pressure on from full/midscreen. Still is somewhat slow though, so try not to get too reliant on this one." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "Galactic Donuts", "text": "214S Gotenks forms a ring that appears around the opponent as well before binding them with it. Tracks the opponent, it will spawn where they are when the input comes out. \"Beats\" super dash should it ever hits. Holding up during the move causes the donut to move upwards, allowing you to catch opponents who might jump out of it. Not entirely that useful, but it's something. Can cancel into other special moves as soon as the 2nd hit connects. You can get a superdash followup just by pressing S as the second hit connects. Can have some applications in some weird blockstrings that take advantage of your opponent being focused solely on defense. It can beat some buttons as well, as mashing5Lwill most likely lose to donut, but will lose to most reversals. Some buttons will even trade, and most will just hit Gotenks right out of it, such as2M. Some will whiff (SSJ Vegeta214H), but this is small compared to the amount of them that will hit Gotenks out of it. However, it is plus, so if you can perhaps scare your opponent into doing nothing but blocking, you might be able to get away with this. You can space this pretty well so that you might not get hit with5Hin blockstrings as well, so with that it functions well as a sort of blockstring reset, but it comes with some weaknesses as well. Use with caution." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "DIE DIE Missile Barrage", "text": "j.214S Gotenks fires a series of Ki blasts similar to Vegeta's Air Consecutive Energy Blast. Can be superdashed/reflected on block. Each P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "Assist A", "text": "Galactic Donuts Great combo extension tool. Incredibly high blockstun. On hit, will bind the opponent and hold them in place for an elongated period of time. This can be very useful as a means to expand combos, especially in the air, and has incredible utility in mix-ups and resets with its whopping 46 frames of blockstun." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "Assist B", "text": "Miracle Super Punch Incredibly strong combo and pressure tool. Give the gift of Hands. Has Head property, making it hard to use to cover your landings. Yamcha A assist, but on Gotenks. Neatly covers all the bases that Assist A does not, as it's helpful for characters that don't rely on blockstun as much. Sadly it's still not a true neutral assist, but it covers a good amount of the screen for how fast it is." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "Assist C", "text": "Vengeful Shout Beam assist. On hit, adds a strike that knocks the opponent back towards you. Values in [ ] is when the opponent is in hitstun/untech. Completes the holy trinity of assists. Having a beam assist, C Assist or not, fills the last niche that A and B do not." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "L+MSuper Ghost Kamikaze Attack", "text": "236L+M Gotenks spits out 6 ghosts, which immediately home in on and explode on the opponent. Minimum damage: 120*6 (720)" }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "H+SSuper Ghost Kamikaze Attack", "text": "236H+S Gotenks spits out 4 ghosts, taunting the opponent as he does. Minimum damage: 180*4 (720) All 4 ghosts stay in place until the corresponding button is released, allowing you to do blockstrings and combos with the ghosts covering any opening. Ghosts will wait for inputs for about 4 seconds before attacking by themselves. Ghosts are affected by negative edge, which can be buffered by holding buttons during the super animation. This allows Gotenks to throw out the ghosts without having to actually use a button, at the cost of not having the button available." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "Charging Ultra Volleyball", "text": "214L+M(Air OK)or214H+S(Air OK) Go-to meter dump for max damage combos, as being air OK allows Gotenks to fit in more attacks before ending with this. Due to the animation not resetting landing recovery, frame advantage on hit will fluctuate slightly depending on which moves were used in the combo. Gotenks will be +34 at best (no landing recovery) and +27 at worst (used afterj.214S). Either way, it's still good enough for a safejump or simply maintaining pressure. Is a P4 projectile, but only has 1 clash hit, so will lose against most other projectile Supers. Minimum damage: 120, 140×3, 1120 (1660) IfPiccolois on the team and hasn't been K.O'd, he will help out, and then afterward complain about how unnecessary that was 214L+M Beats lvl 2 projectiles, but loses to lvl 3s j.214L+M Beats lvl 2 projectiles, but loses to lvl 3s" }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks", "title": "Gotenks", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.14", "title": "Version", "section": "Intro", "text": "Version1.14 Date Released:January 30, 2019 LinksSteamBandai Namco EuropeBandai Namco Japan AddedJiren AddedVidel" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.14", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "Overview", "text": "Gogeta (SSGSS), often referred to asSSB GogetaorGogeta Blueby the community, is a high-risk, high-reward character with powerful burst options and explosive damage output. He has many moves that allow him to outright skip neutral, such as5SGuardAllStartup18Recovery33Advantage-24,j.2SGuardAllStartup18RecoveryTotal 71+10LAdvantage,2MGuardLowStartup12Recovery21Advantage-13, theMandHversions ofSoul StrikeandMultiplex Afterimage. Once he's in, he uses his plethora of mix-up options to keep his opponent guessing: high/low, left/right,overheadsGuardHighStartup10RecoveryAdvantage,command grabsGuardThrowStartup25RecoveryAdvantage, and more. Almost any hit that Gogeta connects will lead to insane damage, making him extremely good at two-touching, sometimes evenTODTouch of DeathA combo that can KO a character from full health.ing, the opponent. On top of that, he's no slouch defensively either, sporting some genuinely amazing DPs inRising Vortex. Gogeta Blue is a powerful rushdown character that will explode his opponent when things go his way. However, when things do not go his way, it's a nightmare. Gogeta Blue possesses burst options that fling him across the screen, but they leave him extremely vulnerable on whiff, making him susceptible to momentum shifts. High recovery and small cancel windows on his normals also mean he needs to look out forGuard Cancelmore than other characters. Additionally, due to the75% modifier on his meter build, managing meter for the team while playing him can be more difficult than usual. Gogeta Blue has an incredibly strong toolkit and an explosive, consistent gameplan, proving once and for all he is the ultimate fusion! (Unlike those other two) Gogeta (SSGSS)is a high-risk, high-reward character who uses his burst options to chase the opponent into the corner quickly and blows them up with explosive punishes. Burst Options: Gogeta has a plethora ofBurst OptionAn explosive, quick attack that is usually unreactable from close to medium range.s that allow him to easily close the distance:5SGuardAllStartup18Recovery33Advantage-24true-strings intoVanishA technique that costs 1 bar of meter, which will cause the player character to immediately teleport behind the opponent and attack. It can extend combos as well as being plus on block. It is inputted with M+H.,2MGuardLowStartup12Recovery21Advantage-13travels almost fullscreen,5SGuardAllStartup18Recovery33Advantage-24to236HGuardAll×2, HighStartup13RecoveryAdvantage-5and236SGuardAll×5, HighStartup34RecoveryAdvantage+2both being full-screen jails. Combo God: To compensate for his low meter build, Gogeta Blue deals extremely high meterless damage off any starter. Mix-up Monster:High-LowA mixup where the opponent must choose between blocking high and low.s,Left-RightA mixup where the opponent must choose between blocking left and right.s,Command ThrowA throw that is performed by inputting a special command like 214C. Generally command throws have special properties in comparison to normal throws like increased damage or being untechable.s... you name it, Gogeta has it. Rising Vortex: The only DPs in the game that can be solo-combo'd from with no extra resources. Volatile: Gogeta's burst options have substantialRecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.on whiff. Some moves carry so much risk that using them outside of combos is unwise. Frame Data: To compensate for his crazy mix-ups, most of Gogeta's normals are very negative on block and have small cancel windows. Assist Reliance: If Gogeta doesn't have any assistance to back him up, hisOffenseThe act of trying to do damage to your opponent, typically from ranges closer than full screen away. Offense is a broad, encompassing term that can include your ability to apply effective mixups, keep good frame advantage during your attacks, and convert openings into high damage.andNeutralWhen neither player is in an advantageous position in terms of stage position.game are riskier and limited. This enforces him to thePointIn a 3v3 fighting game, Point refers to the 1st character up to fight out of the 3 selected by the player.position and leaves him with little to no solo functionality." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "5L", "text": "5Lis Gogeta's fastest normal. It's a double-hitting jab with great range. The second jab will come out on hit, block or whiff, meaning that whiffing it puts Gogeta in a bad spot. Fortunately, the second hit will always connect on a reflect, giving you extra time to react with2Mand force them to reflect twice or to block it. Has a tendency to trade with other 6f jabs instead of clashing in ±0 situations. Since the first hit has abnormally low hitstop, such trades would put Gogeta at -5 costing all of his momentum, maybe even get counter hit for trying to5Lagain. In these situations, he'll have to fall back on defensive options like blocking, Reflecting or go wild with DPs. Gogeta moves forward while performing a quick hook. It has a decent upwards hitbox, and it can be comboed into j.DR,6Morj.Hdue to its launching properties on a grounded hit. However, it's rather slow and not good for mashing due to5L's long active frames. Very unsafe on block. Gogeta leaps forward and sledgehammers the opponent. On block or on hit, Gogeta will be launched forward, switching sides, and stealing the corner if the opponent had his back on it. Gogeta recovers mid air, allowing for a backdash to get back at the opponent. While it is a grounded overhead option, it is easily reactable. Though it can turn into a mix-up if you cover the large gap between5LLand5LLL, there is almost no need to try this when6Mis much safer and a less scaled starter. In the rare case you want to use this in pressure, immediately cancelling into236LLLwill let you land without a post-SD scramble, giving you time to call an assist and continue offense. Huge gap between5LLand5LLL, enough to be jabbed out or2H'd. On block, can cancel into SD early to stay same side." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "5M", "text": "Gogeta performs a rising kick while moving forward. Overall a great button, with amazing vertical reach and moving Gogeta forward, though outshined by2Min neutral. Because it hits pretty high up, it can meaty the opponent's up tech well, and can generously catch them trying to chicken block out of the pressure. Can go into a very tight (though still not gapless)6Mor2Mfor a mix-up if air blocked." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "5H", "text": "Gogeta smashes his elbow into the opponent's face and kicks them if the elbow isn't blocked. One of Gogeta's best starters and buttons. Teleports forward between frame 7 and 8 if the opponent is further away Values in [ ] are when he teleports" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "5S", "text": "Gogeta fires a Kamehameha instead of using Ki Blasts. Not the best projectile, lacking swiftness and fast recovery, but the benefit of having a beam property normal is being able to cancel it into specials or into vanish, even on whiff.236Hgoes hand in hand with this normal thanks to it both being a truestring and comboing anywhere on the screen after5Sconnects due to having a small wallbounce.236Mcan also be used - it leaves a 1f gap from fullscreen, but can lead into his high/low rekka mix unlike theHversion. On top of all this,5Salso has absurd hitstun which makes it easy for Gogeta to heavily punish faraway commitments without spending any meter (by cancelling into SD or, preferably,214S), and makes hitconfirming it into236Htrivial." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "2L", "text": "2Lis Gogeta's fastest low and a crucial part of his high/low mixups. Also a very strong option at match start, as its speed makes it difficult to contest. It's a sliding kick that launches on hit, and posseses variable frame data depending on how late it's blocked (up to 0 on block). Massive range for a2L. Will catch backdash after a blocked Vanish." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "2M", "text": "Gogeta performs a rotating sweep that travels about 2/3 of the screen. His premiere gap closer and one of the best2Ms in the game for neutral due to the sheer amount of space it covers in a brief amount of time." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "2H", "text": "Gogeta performs an advancing uppercut that leaves Gogeta airborne afterward. A great anti-air on its own and hits very high. Gogeta has air options after he recovers, but a keen opponent will recognize the situation and can punish Gogeta before he can recover. This can be remedied if he calls an assist to protect him when recovering." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "2S", "text": "Jumps and fires a Galick Gun to the ground. Groundbounces for simple followups with SD making it a common sight after5Sin combos, and also that's the only time you should use it. Terrible move anywhere else. Hefty startup and extremely long recovery, using2Soutside of a combo is asking to die. Stick to yourMnormals in neutral, they'll cover more ranges with less risk and greater reward." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "6M", "text": "The universal overhead. Gogeta has far stronger options to use for a high/low mixup such as hisL/MSoul Strike >Mmix, but6Mis still an option to consider if you don't have that option available. Be careful when going for6Mwithout assists; if the opponent blocks this mix-up, Gogeta's5Lwill tend to trade with 6F jabs instead of clashing, and due to the low hitstun on the first hit, it will usually leave Gogeta -5, costing his turn." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "j.M", "text": "Gogeta performs three downward kicks. An excellent air normal and one of the best in the game. It can shut down many approaches due to how active and large it is.j.Lis still generally better for jabbing out Superdash. All ofj.Mkicks must be blocked high, making it a triple overhead normal. This makes it very annoying to block on IADs since any delay will make only two kicks come out instead of three, letting you go low and potentially catch opponents off guard. The second hit ofj.Mhas less hitstun compared to the other two hits, so be aware of cancellingj.M(2)intoj.2Ssince it will drop. You also have to be fast with confirming a cross-up if only two hits are connected. You can confirm it with either 665L(the second hit of this will still reach if you get reflected) or5M. Can cancel on any hit. Great at maximizing damage in scaled combos. Gogeta's go-to air button for safejump set-ups." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "j.H", "text": "j.His a forward air kick that travels around the 70% of the screen. You can use this as a way to spend your Smash in combos, but there's no situation where you should sincej.214Mfulfills the same role but better anywhere on the screen, so keep this as just combo filler. A \"tiger-knee\"j.Hcan universally combo into 662Lmidscreen, or 665Lagainst characters that aren't small. You won't see this often, however, due to5H214Sroutes being strictly superior. Although this move has lots of range and converts into combos, it carries high risk in neutral due to its very hefty recovery. Gogeta is frozen in place during its last active frames, making him a sitting duck. Use it wisely. Big wall bounce on Smash hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "j.S", "text": "Air counterpart of5S, covers a higher part of the screen which the majority of assists won't reach, so can be used for screen domination, but the recovery is incredibly high, so it shouldn't be used outside of combos. In combos, however, it's amazing. It combos into SD anywhere, so it can be used as an alternative toj.2Smidscreen for better corner carry, and it also combos intoj.236S[4] at low hitstun decay. Additionally, you can doj.236Hafter it, but fake crossupj.2S>j.S>j.236Hactually scales worse than just doingj.2S>j.236H, so omit it in that situation. Causes a small wall bounce." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "j.2H", "text": "j.2His an air divekick, and a key combo tool that further increases Gogeta's stellar damage. As a combo ender, it has much better oki compared toj.236L~L~L, and leaves the opponent much closer, but is inferior toj.236L~M~Min the corner. When going for the DHC mid-screen,j.2His needed to connect Gogeta's supers without an extremely tight link fromj.236L~L~LintoBig Bang KamehamehaGuardAllStartup10+4RecoveryAdvantage-33. j.2Hshines the most as Gogeta's premiere combo extender. On Smash hit, causes a big ground bounce that knockdowns the opponent, and it can be cancelled into specials or Super Dash if it hasn't been used yet. The latter option is the most useful one, since it enables a rejump, granting more damage and corner carry. As a pressure tool,j.2Hhits overhead, but it's -2 on hit and gives no combos at all on grounded hit, and can't be followed into Vanish. However, it can be used as a surprise overhead by cancelling any hit ofj.Minto it. Holdingduring startup makes Gogeta slide forward before kicking down, increasing its startup but making it usable after midscreenj.2Sor Smashj.Hwith a slight delay. Jails into Vanish." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "j.2S", "text": "j.2Sis one of Gogeta's most used combo fillers combined withj.S. j.2S> SD is a common combination in Gogeta's combos, that works everywhere on screen. An extremely useful combo tool that enables a lot of flashy combos, or simple low-execution routes that still manage to deal great damage. j.2Ssees use in pressure, since it can be used for a non-2Hable same side crossup fakeout. If it hits, it can be cancelled into Super Dash,j.Horj.236Hfor a full combo. Rarely used in neutral due to its high recovery, though it can be strong as an air-to-ground option from far away, as it jails into Vanish. Beam property. Causes a big ground bounce." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "Soul Strike", "text": "236L/M/H(Air OK) Any followup can be used on whiff. Only ground L and L~Lrekkas keep grounded opponents standing. The others launch on hit. Ground rekka doesn't have head property, air rekka does. Distance traveled: Air H > Ground H > Ground M > Ground L = Air L > Air M Strikes half screen forward. Your safest bet. Most opponents will expect you to truestring into the rest of the L chain, making staggering with this not as scary as the framedata would lead you to believe. Can cancel into H followup during startup. Reels back before the attack. Travels fullscreen. Each hit of236Hautomatically does its next followup on hit, block, or reflect. Last hit causes a ground bounce, Smash hit adds sliding knockdown. After landing, does an extra hit that switches sides and causes a big wall bounce on Smash hit, and a sliding knockdown without. The second to last hit can also be cancelled instead for a grounded Super. The non-smash hit ALWAYS give sliding knockdown" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "Soul Strike Follow-up", "text": "L/MSoul Strike >L/M Ground236L~Lor236M~Lare true strings but recover on the ground. You can slightly delay these for more corner carry, even when finishing long combos. Gapless, but recovers on the ground and unsafe. This follow-up is used to set up hisF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.mix-up. Because the final hit is an overhead, the opponent will be forced to stand up to not get hit by the overhead and potentially a big combo. For this mix-up to work, you need a single-hit assist with at least 32f of blockstun. After they block the assist, you can go for IADj.LLor2L/2M. Mfollowup always recovers in the air but leaves a gap from236L/Mand their air versions. You can go for a50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A \"true 50/50\" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.high/low mix-up with late airdashj.Mor land2Lafter this. Becausej.Mis three hits and all must be blocked high, it can be very difficult toFuzzy GuardA defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right.this mix-up. 236X > M Head property if used in the air" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "Soul Strike Finisher", "text": "L/MSoul Strike >HorSoul Strike Follow-up >L/M/H Auto-corrects. Range: L > M > H Only causes a short sliding knockdown on Smash hit. Very poor oki. Extremely difficult to hit Big Bang Kamehameha after.Mis superior and will always work in the corner, so only end combos with this instead ofj.2Hif your corner carry wasn't enough. Smash hit causes a ground bounce and sliding knockdown. Hits below Gogeta. Leaves a gap from any 236X~X or j.236X~X You'll be using theMversion at the end of your combo for a knockdown in the corner. It causes a ground bounce, meaning that you can call an assist for an extension. Layer this in with his F-Shiki to keep opponents blocking high. Causes a ground bounce, Smash hit consumes sliding knockdown. After landing, does an extra hit that switches sides and causes a big wall bounce on Smash hit. The final hit can also be cancelled instead for a grounded Super. The final non-smash hit will always lead to a sliding knockdown. 236L~His a 100% unpunishable and gapless overhead.236L~His 25f,236M~His 26f, but at close range the opponent can block236Lbefore the H comes out, which doesn't happen to236M. 236X > X > H Head property if used in the air" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "Rising Vortex", "text": "214L/M/H(Air OK) Hitbox completely surrounds Gogeta. Frame 1 air invuln The fastest option Gogeta has Your typical light DP. Unscaled starter, so perfect for TODs and beating super dashes mid-air, however what makes this particularly standout is the 360 hitbox letting you even use this to easily beat crossups, especially with the incredible startup. Can also be used in clashes thanks to its speed, and is preferred over214Hthanks to its invincibility, multi-hits and TOD potential. Frame 1 full invul, true DP. Goes slightly further than L versions. Adds an extra kick at the end which uses Smash. Smash hit wall bounces, can link intoj.Horj.Seven midscreen. 360 DP. Also the only DP in the game that's comboable meterlessly anywhere on the screen. Gogeta can confirm it withj.Sinto SD for pretty good damage and particularly insane corner carry, as is usual for him. Frame 1 full invul, true DP. Ground version does a gut punch, air version is a fasterj.214M Both versions switch sides, causes a big wall bounce on Smash hit. The non-smash hit causes sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "Multiplex Afterimage", "text": "236S(Air & Hold OK) Can only be done once in the air. Fully invulnerable from frame 6-10 while Gogeta is invisible. Holdto usej.Sclone, andorto usej.2Sclone. During startup, the bottom clone is always the real one. Hitting fake ones will cause them to disappear. Normally does a trackingj.2Hon block or hit, causes a ground bounce. Smash even on grounded hit and adds sliding knockdown. 5Sclone true strings into the dive kick, making it plus even at point blank. This clone sets up for lows and command grab/DR. j.2Sclone's beam pops the opponent up like a typical beam instead of ground bounces. This clone sets up for a high/low 50/50 and cross-upj.L/M. Hold S to feint, can also choose which clone to warp to. Performing this at jump height will still give the ground version, so the feint into the5Sclone counts as landing, regaining your air options. Can super jump install into an airborne clone, retains super jump's momentum control. Can cancel into SD during the later half of the motion on whiff. Mainly seen in combos at lower levels of hitstun decay or off raw SD hits. Can be used to Special Tag a different character into a rejump. Smashless version gives a groundbounce that can combo into his grounded Supers, which can be handy as an ender off starters like236H." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "Punisher Drive", "text": "214S Full screen command grab, max range startup is 32. All assists immediately leave the screen on hit, also can't call any assist until after recovery. On hit, leaves Gogeta point blank behind the opponent, keeps grounded opponent standing. Whiffs on airborne. Can still hit airborne opponent mid-combo, causes sliding knockdown. Only hits once per combo, like most command grabs. This move is better off used as a neutral tool than a mixup tool. In pressure it's too telegraphed due to the bright glow and startup, along with giving very little reward. You can gimmick some people by cancelling the first hit of5Linto this, but it still rounds out to more risk on your end than reward. Against passive opponents who don't want to try to challenge Gogeta in the air however, this move really shines thanks to its short recovery. Fullscreen people are less likely to notice the startup, and if they do then it's already too late for them to punish it." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "Assist A", "text": "Super Dash Kick Big wall bounce. Enough for Goku (GT) to combo into Spirit Bomb from midscreen. Has head property." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "Assist B", "text": "Rising Vortex Big, lenient, and omnidirectional pinwheel allows versatility for pressure with a massive amount of hitstun. Blockstun is dependent on how far you are to the opponent when the assist is called, or how close the assist is to the opponent." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "Assist C", "text": "Galick Gun" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "God Punisher", "text": "236L+M Minimum Damage: 841 (425 additional damage for the 1 bar follow up) Leaves Gogeta almost full screen away from the opponent after it connects, giving him no oki." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "Stardust Fall", "text": "j.236L+M Causes sliding knockdown, though he doesn't get any oki from it. Good for DHCs as it puts the opponent from the air to the ground. Minimum Damage: 750" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "Big Bang Kamehameha", "text": "236H+S(Air OK) This is his DHC. Lasts long enough that some characters can get a Dragon Rush off of it when they DHC in after this super, such as Nappa and Gohan (Adult). Also sets up Base Goku's Spirit Bomb. Minimum Damage: 827" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "Meteor Explosion", "text": "214L+M(Air OK)or214H+S(Air OK) Minimum Damage: 1790 Puts Gogeta about a mid-screen length away from the opponent. Gogeta performs an advancing punch. Does above-average damage and leaves the opponent about mid-screen. Okizeme is pretty standard midscreen. You can go for IADj.Mfor a safe jump meaty. If you're fast enough, thej.Mwill miss and you can go for a fake, tricky mix-up such as Dragon Rush or214S. Meteor Explosion will pull the opponent out of the corner, so after doing the meaty, you can go for a IAD crossupj.Morj.2S>j.236Hfor a high-risk/high-reward same side option. Minimum Damage: 964 Puts Gogeta about a full-screen length away from the opponent." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)", "title": "Gogeta (SSGSS)", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 131 Color 141 Color 151 Color 161 Color 592" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.15", "title": "Version", "section": "Intro", "text": "Version1.15 Date Released:March 27, 2019 LinksSteamBandai Namco EuropeBandai Namco Japan (Part 1)Bandai Namco Japan (Part 2)Translationby @HiagoXYZand @GREATFERNMAN, compiled by Globku 5LLL:BUFFCan now be linked to a Z ChangeWill always knock the opponent forward on hit Can now be linked to a Z Change Will always knock the opponent forward on hit j.L:BUG FIXFixed an issue in which an air auto-combo would not occur if j.L connected at a low position in the air Fixed an issue in which an air auto-combo would not occur if j.L connected at a low position in the air j.H:BALANCE?Opponent falling speed increased on cinematic hitSliding knockdown time decreasedCan only transition to a Z Change when performed in a ground \"Dynamic\" combo (5LLLLLLL) Opponent falling speed increased on cinematic hit Sliding knockdown time decreased Can only transition to a Z Change when performed in a ground \"Dynamic\" combo (5LLLLLLL) Air Dragon Rush (j.DR):BALANCE?Mid-combo Opponent falling speed increased Mid-combo Opponent falling speed increased This change mimics the universal j.H change Hurtboxes:ADJUSTMENTAdjusted crouching and moving hurtboxes Adjusted crouching and moving hurtboxes Vanish:BUFFIncreased minimum damage Increased minimum damage Projectiles:BUG FIXFixed an issue in which damage scaling would not apply when a projectile connected during an attack Fixed an issue in which damage scaling would not apply when a projectile connected during an attack Sub-Character Attacks:BUG FIXFixed an issue in which guard direction would be reversed if a sub character's projectile flew past the opponent Fixed an issue in which guard direction would be reversed if a sub character's projectile flew past the opponent Button Settings:QUALITY OF LIFESimple Dash can now be set to \"Normal\" or \"Off\"Simple Z Change can now be set to \"Normal\", \"Down Input\", or \"Off\" Simple Dash can now be set to \"Normal\" or \"Off\" Simple Z Change can now be set to \"Normal\", \"Down Input\", or \"Off\" Goku (Super Saiyan) 5LLLBUFFInitial attack hitbox increased Initial attack hitbox increased j.2HQUALITY OF LIFEIncreased horizontal travel distance on use Increased horizontal travel distance on use j.SBUFFInitial hitbox increased Initial hitbox increased 236XREWORKBUFFIncreased damageAdjusted properties on cinematic hitAdjusted air ver. hitboxOpponent falling speed increased when hit airborne Increased damage Adjusted properties on cinematic hit Adjusted air ver. hitbox Opponent falling speed increased when hit airborne 236LREWORKIncreased air ver. active framesNow triggers a cinematic hit Increased air ver. active frames Now triggers a cinematic hit 236HBUFFAdjusted where Goku appears during the attackAttack start-up now changes based on distance from the opponent.Decreased startup when the opponent is in hit stun and airborne (Opponent is in a combo)Can buffer supers when ground ver. hits the opponentRemoved head property on ground ver. Adjusted where Goku appears during the attack Attack start-up now changes based on distance from the opponent. Decreased startup when the opponent is in hit stun and airborne (Opponent is in a combo) Can buffer supers when ground ver. hits the opponent Removed head property on ground ver. 214XREWORKBUFFIncreased untech timeAdjusted recovery, removed landing recoveryIncreased damageIncreased prorationAdjusted properties on cinematic hitRemoved head property on ground ver. Increased untech time Adjusted recovery, removed landing recovery Increased damage Increased proration Adjusted properties on cinematic hit Removed head property on ground ver. 214LADJUSTMENTBUFFIncreased horizontal travel distance on useAdjusted hit properties of ground ver. on hitting a grounded opponent Increased horizontal travel distance on use Adjusted hit properties of ground ver. on hitting a grounded opponent 214L now keeps the opponent standing on ground hit 236SBUG FIXFixed an issue in which recovery would increase if all hits of 236S[9] did not land Fixed an issue in which recovery would increase if all hits of 236S[9] did not land 214L+M/H+SNERFAdjusted properties on hit Adjusted properties on hit Changed hard knockdown okizeme. Opponent is pushed full screen on hit Vegeta (Super Saiyan) Wake upAdjusted wake up timing Adjusted wake up timing j.SAdjusted when projectile starts movingDecreased blowback on hitInitial attack hitbox increased Adjusted when projectile starts moving Decreased blowback on hit Initial attack hitbox increased 236XAdjusted properties on cinematic hit Adjusted properties on cinematic hit 236LDelayed window for cancelling into vanish Delayed window for cancelling into vanish 236MReduced recovery for air ver. Reduced recovery for air ver. 214X Increased recovery for air ver. Increased recovery for air ver. 214M/H Opponent falling speed increased when final hit connectsSliding knockdown time decreased Opponent falling speed increased when final hit connects Sliding knockdown time decreased j.2LNo longer triggered when inputting j.1L or j.3LIncreased recoveryAdjusted travel distanceWill no longer ground bounce when hitting the airborne opponent from low heightsWill no longer cross up No longer triggered when inputting j.1L or j.3L Increased recovery Adjusted travel distance Will no longer ground bounce when hitting the airborne opponent from low heights Will no longer cross up 236SIncreased damageIncreased meter gainDecreased start upDecreased hitstopIncreased untech time for ground ver.Adjusted blowback for ground ver.Adjusted when projectiles start moving for air ver.Initial attack hitbox increased for air ver. Increased damage Increased meter gain Decreased start up Decreased hitstop Increased untech time for ground ver. Adjusted blowback for ground ver. Adjusted when projectiles start moving for air ver. Initial attack hitbox increased for air ver. j.236H+SWill now ground bounce on hitIncreased Ultimate Z change windowReduced base damage Will now ground bounce on hit Increased Ultimate Z change window Reduced base damage 214L+M/H+SAdjust blowback on hitIncreased untech timeVegeta can no longer move until he landsVegeta falls faster after air ver. Adjust blowback on hit Increased untech time Vegeta can no longer move until he lands Vegeta falls faster after air ver. Piccolo 5HInitial attack hitbox increased upwards Initial attack hitbox increased upwards j.HBUFFDecreased damage Decreased damage 5S/2S/j.SIncreased prorationIncreased damage Increased proration Increased damage 6S/3SDecreased hitstopNow unable to Z change cancel on whiff Decreased hitstop Now unable to Z change cancel on whiff 214XUnified directional input when canceling into Super AttacksGround ver. can no longer tank sparking activation Unified directional input when canceling into Super Attacks Ground ver. can no longer tank sparking activation j.214LIncreased proration when used as a combo starter Increased proration when used as a combo starter j.214MDecreased proration when used as a combo starter Decreased proration when used as a combo starter j.214HIncreased damageIncreased proration when used as a combo starterIncreased sliding knockdown time Increased damage Increased proration when used as a combo starter Increased sliding knockdown time 236XDecreased startup when opponent is in an air comboAdjusted properties on cinematic hit Decreased startup when opponent is in an air combo Adjusted properties on cinematic hit 236SBUFFIncreased untechable timeIncreased blowback on hitIncreased recovery when the opponent is hit the moment the projectile becomes active Increased untechable time Increased blowback on hit Increased recovery when the opponent is hit the moment the projectile becomes active 236HSDecreased interval between each projectileAdjusted properties for the last hit Decreased interval between each projectile Adjusted properties for the last hit AssistBUFFIncreased untechable timeIncreased blowback on hit Increased untechable time Increased blowback on hit This change mimics the changes to the point ver. of the same move Gohan (Teen) Mid-air StunHurtbox increased upwards when falling Hurtbox increased upwards when falling 5LDecreased time window for cancelling into 5LL on whiff Decreased time window for cancelling into 5LL on whiff 5LLDecreased landing recovery Decreased landing recovery 5LLAdjusted travel distanceNow always faces the opponents directionIncreased startup Adjusted travel distance Now always faces the opponents direction Increased startup 2LInitial attack hitbox increased Initial attack hitbox increased 236XCan now be followed up with H (236LLLHis now possible)Can now follow up even if only the last active frames hit the opponentDecrease hitbox upwardsFixed an issue where the timing for using vanish on cinematic hit was weirdDecreased last hits recoveryDecreased blowback on last hitIncreased untechable time on last hit Can now be followed up with H (236LLLHis now possible) Can now follow up even if only the last active frames hit the opponent Decrease hitbox upwards Fixed an issue where the timing for using vanish on cinematic hit was weird Decreased last hits recovery Decreased blowback on last hit Increased untechable time on last hit 236LAdjusted landing recoveryGohan now falls to ground when it hits the opponent Adjusted landing recovery Gohan now falls to ground when it hits the opponent 236M/HRemoved head propertyAdjusted travel distanceLowered height on activationAdjusted landing recovery Removed head property Adjusted travel distance Lowered height on activation Adjusted landing recovery 214HAdjusted properties on non-cinematic hitIncreased untechable time on non-cinematic hit Adjusted properties on non-cinematic hit Increased untechable time on non-cinematic hit j.236LCan now hold either L, M or H to continue kickingNow attacks right before landingIncreased landing recoveryAdjusted blowback based on opponents heightIncreased untechable timeDecreased travel distanceCan now buffer supers on landing Can now hold either L, M or H to continue kicking Now attacks right before landing Increased landing recovery Adjusted blowback based on opponents height Increased untechable time Decreased travel distance Can now buffer supers on landing j.236MDecreased damageDecreased meter gain Decreased damage Decreased meter gain j.236M/HAdjusted travel distanceAdded slight rebound effect after the attack is blockedIncreased recoveryAdjusted properties on cinematic hit Adjusted travel distance Added slight rebound effect after the attack is blocked Increased recovery Adjusted properties on cinematic hit 236L+M/H+SAdjusted hit properties when closed to the opponent Adjusted hit properties when closed to the opponent AssistAppears further foward when the opponent is close to you or when opponent is in an air combo Appears further foward when the opponent is close to you or when opponent is in an air combo Frieza Mid-air stunHurtbox increased upwards when falling Hurtbox increased upwards when falling Air Dragon Rush (j.DR)Adjusted travel distance when you're snapbacked Adjusted travel distance when you're snapbacked 5LDecreased startupIncreased travel distance Decreased startup Increased travel distance 5LL > 5LLLLonger time window for cancelling into 5LLL on whiff Longer time window for cancelling into 5LLL on whiff 2LDecreased startupDecreased initial hits hitstopIncreased travel distance Decreased startup Decreased initial hits hitstop Increased travel distance 5HIncreased the first hits active framesDecreased the first hits hitstop on blockDecreased the first hits knockbackInitial attack hitbox has being increasedProjectiles disappear when you cancelled into vanishDecreased blockstunIncreased buffer time for when a cinematic hit is triggered Increased the first hits active frames Decreased the first hits hitstop on block Decreased the first hits knockback Initial attack hitbox has being increased Projectiles disappear when you cancelled into vanish Decreased blockstun Increased buffer time for when a cinematic hit is triggered 5SDecreased last hits unctechable time Decreased last hits unctechable time j.MDecreased first hits hitboxDecreased first hits hitstopDecreased startupReduced blowback on hitAdjusted moves speed in an air auto-combo Decreased first hits hitbox Decreased first hits hitstop Decreased startup Reduced blowback on hit Adjusted moves speed in an air auto-combo j.2HAdjusted travel distanceNow triggers cinematic hit on airborne opponents Adjusted travel distance Now triggers cinematic hit on airborne opponents j.2SIncreased hitbox Increased hitbox 236XDecreased recoveryDecreased hitstop on blockChanged the time window for cancelling into vanish Decreased recovery Decreased hitstop on block Changed the time window for cancelling into vanish 236L/MDecreased untechable time Decreased untechable time 236SIncreased hitboxDecreased first hits blowback on hitDecreased recovery on whiffDecreased blockstunDecreased untechable time for projectile part of the moveDecreased startup for ground ver. Increased hitbox Decreased first hits blowback on hit Decreased recovery on whiff Decreased blockstun Decreased untechable time for projectile part of the move Decreased startup for ground ver. 214SDecreased startupDecreased recoveryIncreased proration Decreased startup Decreased recovery Increased proration 22SIncreased hitbox Increased hitbox 236L+M/H+SBUG FIXFixed issue where the minimum damage would change sometimes Fixed issue where the minimum damage would change sometimes 214L+MAdjusted hit propertiesAdjusted blowback on hitAdjusted speed when the opponent is hit Adjusted hit properties Adjusted blowback on hit Adjusted speed when the opponent is hit Now harder to cross up the opponent 214H+SAdjusted meter penalty time after triggering Golden Frieza Adjusted meter penalty time after triggering Golden Frieza Captain Ginyu Dragon RushCan now cancel into S move when used in a combo Can now cancel into S move when used in a combo 5LLAdjusted blowback on hitDecreased startup of second hit if the first hit confirmsDecreased hitstop of first hit Adjusted blowback on hit Decreased startup of second hit if the first hit confirms Decreased hitstop of first hit 5H/5[H]NEW MOVE...KINDACan now charge 5H by holding HHolding 4 while charging will change the travel distance Can now charge 5H by holding H Holding 4 while charging will change the travel distance j.LAdjusted blowback on hitDecreased startup of second hit if the first hit confirmsOnly the first hit that connects with the opponent will hit overhead Adjusted blowback on hit Decreased startup of second hit if the first hit confirms Only the first hit that connects with the opponent will hit overhead 5S/j.SWill no longer trigger attack when holding 4 Will no longer trigger attack when holding 4 5S/j.S (Recoome)Increased hitstop Increased hitstop j.S (After body change)Increased recoveryKeeps momentum from last movement Increased recovery Keeps momentum from last movement Ginyu Force movesWhen the Ginyu Force assist and the opponent collide, the assist position will differ slightlyAdded foward blowback on hitAdjusted timing for cancelling into vanishWhen used midair, now less prone to land mid-startup When the Ginyu Force assist and the opponent collide, the assist position will differ slightly Added foward blowback on hit Adjusted timing for cancelling into vanish When used midair, now less prone to land mid-startup 236SNEW MOVEAdded new command for Ginyu Force moves Added new command for Ginyu Force moves 236S (Recoome)Holding S no longer changes the moves properties Holding S no longer changes the moves properties New Recoome command Decreased startupBlowback on hit adjustedIncreased hitstopIncreased damageIncreased prorationInvul to ki blast Decreased startup Blowback on hit adjusted Increased hitstop Increased damage Increased proration Invul to ki blast 236S (Burter)Increased moves hurtboxBurter's attacks will no longer hit the opponent if they're far away from each other Increased moves hurtbox Burter's attacks will no longer hit the opponent if they're far away from each other 236S (After body change)Can now be used after 236X Can now be used after 236X 236MDecreased startup on ground ver.Adjusted properties on hit Decreased startup on ground ver. Adjusted properties on hit 214L+M/H+SDecreased startup Decreased startup AssistDecreased blowback on hit Decreased blowback on hit Trunks 5LLDecreased travel distance Decreased travel distance 5LLLIncreased the hitbox and collision box upwardsFixed an issue where the conditions for a cinematic hit differed from the other characters Increased the hitbox and collision box upwards Fixed an issue where the conditions for a cinematic hit differed from the other characters 2HNow unable to cancel into 5S Now unable to cancel into 5S jHIncreased the blowback on a cinematic hit Increased the blowback on a cinematic hit 5SDecreased recovery when hitting the opponentIncreased buffer time Decreased recovery when hitting the opponent Increased buffer time jSIncreased buffer time Increased buffer time 236XIncreased travel distanceAdjusted landing recovery on cinematic hitAdjusted properties on a cinematic hitIncreased damage for ground ver. Increased travel distance Adjusted landing recovery on cinematic hit Adjusted properties on a cinematic hit Increased damage for ground ver. 236L/M/HIncreased recovery Increased recovery 236HAir ver. has faster startup Air ver. has faster startup 214XFixed an issue where you couldn't perform certain gatlings after inputting additional commandsIncreased buffer time after inputting an additional commandIncreased time window to cancel into other commandsNow able to cancel the ground ver. into the air ver.Now unable to use it more than once in the airAir ver. no longer spends jumps Fixed an issue where you couldn't perform certain gatlings after inputting additional commands Increased buffer time after inputting an additional command Increased time window to cancel into other commands Now able to cancel the ground ver. into the air ver. Now unable to use it more than once in the air Air ver. no longer spends jumps 214HIncreased travel distance Increased travel distance 214X ~ SIncreased untechable timeFaster startupIncreased recoveryIncreased buffer time Increased untechable time Faster startup Increased recovery Increased buffer time 214LMDecreased active framesAdjusted travel distanceAdjusted blowback on hitAdjusted Trunks' position after hitting the opponent Decreased active frames Adjusted travel distance Adjusted blowback on hit Adjusted Trunks' position after hitting the opponent AssistDecreased untechable timeDecreased blowback on hitNow appears on a different position if you're in the corner Decreased untechable time Decreased blowback on hit Now appears on a different position if you're in the corner Cell 5LDecreased active framesDecreased startup Decreased active frames Decreased startup 5LLIncreased the travel distance when holding 4Now also decreases travel distance if you hold 2 Increased the travel distance when holding 4 Now also decreases travel distance if you hold 2 5LLLIncreased vertical distance between Cell and the opponent when grabbedIncreaased buffer time for Super DashIncreased untechable timeDecreased active framesFixed an issue where the interaction looked off when you used Vanish on specific timing Increased vertical distance between Cell and the opponent when grabbed Increaased buffer time for Super Dash Increased untechable time Decreased active frames Fixed an issue where the interaction looked off when you used Vanish on specific timing 2LDecreased startup Decreased startup 2SAdjusted the time it takes until landing and overall recovery frames Adjusted the time it takes until landing and overall recovery frames j.SStartup is now faster when used after a Smash-triggering j.H Startup is now faster when used after a Smash-triggering j.H 236X seriesAdjusted properties on hit Adjusted properties on hit 236LNow triggers a cinematic hit on the last hitIncreased startup on air ver.Increased fall speed on air ver.Increased opponent's blowback on air ver. Now triggers a cinematic hit on the last hit Increased startup on air ver. Increased fall speed on air ver. Increased opponent's blowback on air ver. 236HIncreased untechable timeDecreased startup on air ver. Increased untechable time Decreased startup on air ver. 214HNow pulls the opponent closer on blockAdjusted properties on hitDecreased damageChanged the last hit's behavior on hitGround ver. last hit can only be triggered once per combo Now pulls the opponent closer on block Adjusted properties on hit Decreased damage Changed the last hit's behavior on hit Ground ver. last hit can only be triggered once per combo 236SFixed an issue where the ground diagonal ver. would have increased recovery unless all hits confirmed (same as SSJ Goku change)Fixed an issue where the air ver. would have increased recovery unless all hits confirmedIncreased hitstop for air ver.Adjusted air ver. blowback on hitIncreased hitbox for air ver. Fixed an issue where the ground diagonal ver. would have increased recovery unless all hits confirmed (same as SSJ Goku change) Fixed an issue where the air ver. would have increased recovery unless all hits confirmed Increased hitstop for air ver. Adjusted air ver. blowback on hit Increased hitbox for air ver. AssistIncreased hitstopAdjusted blowback on hitIncreased hitbox Increased hitstop Adjusted blowback on hit Increased hitbox Android 18 5LIncreased travel distanceDecreased startupCan no longer gatling into itselfDecreased active framesDecreased horizontal hitboxIncreased vertical hitbox Increased travel distance Decreased startup Can no longer gatling into itself Decreased active frames Decreased horizontal hitbox Increased vertical hitbox 5LLIncreased travel distanceIncreased startupAdjusted hitbox and hurtboxIncreased knockbackIncreased recovery Increased travel distance Increased startup Adjusted hitbox and hurtbox Increased knockback Increased recovery 5LLLIncreased travel distanceIncreased hitbox Increased travel distance Increased hitbox 5MIncreased travel distance Increased travel distance 5HAdjusted the properties on a cinematic hit Adjusted the properties on a cinematic hit 2MDecreased travel distance Decreased travel distance 2HInitial attack hitbox increased downwards Initial attack hitbox increased downwards 2SAdjusted travel distanceIncreased startupDecreased blockstunAdjusted hitstopIncreased untechable time Adjusted travel distance Increased startup Decreased blockstun Adjusted hitstop Increased untechable time j.MIncreased startup Increased startup j.2HAdjusted travel distance Adjusted travel distance j.SStops air momentum faster than before Stops air momentum faster than before 236XIncreased hurtbox on whiffOpponent's position after being grabbed is now uniformedIncreased damageDecreased proration Increased hurtbox on whiff Opponent's position after being grabbed is now uniformed Increased damage Decreased proration 236LDecreased startupDecreased travel distanceDecreased recovery on hitIncreased slide knockdown time Decreased startup Decreased travel distance Decreased recovery on hit Increased slide knockdown time 236M/HCan now hold either L, M or H for the charged ver.Adjusted the input timing for charged ver.Increaed startupIncreased hitboxIncreased untechable timeWill now knock down the opponent if the smash properties are already used in a comboChanged the timing for cancelling into vanish or supersNow able to buffer vanish and supers Can now hold either L, M or H for the charged ver. Adjusted the input timing for charged ver. Increaed startup Increased hitbox Increased untechable time Will now knock down the opponent if the smash properties are already used in a combo Changed the timing for cancelling into vanish or supers Now able to buffer vanish and supers 236HIncreased blowback on hit Increased blowback on hit 214X seriesAdjusted the travel distance for air ver. Adjusted the travel distance for air ver. 214LCancel time window for ground ver. is now later Cancel time window for ground ver. is now later 214MDecreased startup for ground ver.Increased landing recovery for air ver.Air ver. now a head property moveIncreased hitstop for the air ver. last hitIncreased the air ver. hitbox downwards Decreased startup for ground ver. Increased landing recovery for air ver. Air ver. now a head property move Increased hitstop for the air ver. last hit Increased the air ver. hitbox downwards 214HBUFFAndroid 17 is now invulnerable Android 17 is now invulnerable 214SOpponent's blowback trajectory is now reliant on the move's projectilesAndroid 17 becomes invulnerable faster in air ver. Opponent's blowback trajectory is now reliant on the move's projectiles Android 17 becomes invulnerable faster in air ver. 22SBUFFNow cancel-able into supers even if you hold the buttonThe super's startup will be faster if you cancel into a super Now cancel-able into supers even if you hold the button The super's startup will be faster if you cancel into a super 236L+M/H+SBUFFDecreaed startupWill now track the opponent in mid air combos. Decreaed startup Will now track the opponent in mid air combos. 214L+M/H+SAdded a hitbox that will only hit the opponent's assistsIncreased recoveryFixed an issue where the minimum damage value would change Added a hitbox that will only hit the opponent's assists Increased recovery Fixed an issue where the minimum damage value would change AssistBUFFInvulnerability starts faster Invulnerability starts faster Gotenks Mid-air stunHurtbox increased upwards when falling Hurtbox increased upwards when falling 5LTime window for canceling into 5LL on whiff is now slower Time window for canceling into 5LL on whiff is now slower 5HDecreased travel distanceIncreased knockback Decreased travel distance Increased knockback j.LOnly the first hit that connects with the opponent will hit overhead (Same as Captain Ginyu)Increased recovery Only the first hit that connects with the opponent will hit overhead (Same as Captain Ginyu) Increased recovery 236XCan now be held with either L, M or H for the charged ver. Can now be held with either L, M or H for the charged ver. 236LDecreased recovery for ground ver.Increased travel distance for ground ver. Decreased recovery for ground ver. Increased travel distance for ground ver. 236HIncreased travel distanceDecreased blowback on hit for air ver.Decreased recovery for air ver. Increased travel distance Decreased blowback on hit for air ver. Decreased recovery for air ver. 214XIncreased damageAdded starter prorationAdjusted blowback on hitAdjusted properties on a cinematic hitNow faces the opponent's direction on the last hit Increased damage Added starter proration Adjusted blowback on hit Adjusted properties on a cinematic hit Now faces the opponent's direction on the last hit 214LIncreased travel distanceIncreased recovery for ground ver. Increased travel distance Increased recovery for ground ver. 214MIncreased travel distance Increased travel distance 214SIncreased the untechable time on cinematic hitIncreased blowback on hitCinematic hit will no longer trigger when only the 2nd hit confirmsHolding 8 now makes the attack hitbox moveNow 2nd hit won't confirm if the 1st one is reflected Increased the untechable time on cinematic hit Increased blowback on hit Cinematic hit will no longer trigger when only the 2nd hit confirms Holding 8 now makes the attack hitbox move Now 2nd hit won't confirm if the 1st one is reflected j.214SIncreased meter gain Increased meter gain 214L+M/H+SThe moves positioning will no longer change when Piccolo is in your teamNow unable to move until landing on whiff The moves positioning will no longer change when Piccolo is in your team Now unable to move until landing on whiff AssistNow 2nd hit won't confirm if the 1st one is reflected Now 2nd hit won't confirm if the 1st one is reflected This change mimics the changes to the point ver. of the same move Krillin 5HIncreased knockback on block Increased knockback on block 5S/j.SDecreased damageIncreased untechable timeDecreased blowback on hit Decreased damage Increased untechable time Decreased blowback on hit 2HDecreased startup Decreased startup j.MDecreased startup on 2nd hitDecreased hitbox on 1st hitDecreased hitstop on 1st hitAdjusted speed in an air auto-combo Decreased startup on 2nd hit Decreased hitbox on 1st hit Decreased hitstop on 1st hit Adjusted speed in an air auto-combo 236XChanged the conditions for a cinematic hitAdjusted properties on a cinematic hitIncreased damageDecreased knockbackDecreased recoveryOpponent falls faster on hitUnable to move until landing Changed the conditions for a cinematic hit Adjusted properties on a cinematic hit Increased damage Decreased knockback Decreased recovery Opponent falls faster on hit Unable to move until landing 236MNow feints a backdash on ground ver. Now feints a backdash on ground ver. 236HDecreased recovery for the charged ver.Increased hitstop Decreased recovery for the charged ver. Increased hitstop 214X (Bean)Increased recoveryDecreased distance travelThrows bean faster Increased recovery Decreased distance travel Throws bean faster 214X (Rock)Increased hitstopIncreased untech timeIncreased startupChanged trajectoryRemoved landing recovery on ground ver. Increased hitstop Increased untech time Increased startup Changed trajectory Removed landing recovery on ground ver. 214HNow throws 2 rocks Now throws 2 rocks 236SFalling speed now increases if you hold 2 Falling speed now increases if you hold 2 214SCancel window now later than before Cancel window now later than before 236L+M/H+SYou can now fire diagonally by holding 8 or 2 You can now fire diagonally by holding 8 or 2 214L+M/H+SIncreased recoveryThe falling part of the super will always appear on-screen, even if the opponent is up high in the air Increased recovery The falling part of the super will always appear on-screen, even if the opponent is up high in the air Ultimate Z-Change (DHC)Adjusted position Adjusted position AssistDecreased startupAdjusted positionChanged rock trajectory Decreased startup Adjusted position Changed rock trajectory This change mimics the changes to the point ver. of the same moves Kid Buu Mid-air stunHurtbox increased upwards when falling Hurtbox increased upwards when falling 1MIncreased recovery Increased recovery j.M Adjusted behaviour for when it's used close to the ground j.SInitial attack hitbox increasedDecreased blowback on hit Initial attack hitbox increased Decreased blowback on hit 236XIncreased knockbackIncreased blowback on hitIncreased travel distanceDecreased hitboxIncreased startup for ground ver.Added starter proration for ground ver.Adjusted properties on a cinematic hit Increased knockback Increased blowback on hit Increased travel distance Decreased hitbox Increased startup for ground ver. Added starter proration for ground ver. Adjusted properties on a cinematic hit 236LDoesn't leap forward after touching the ground anymore Doesn't leap forward after touching the ground anymore 236HIncreased damage Increased damage 214XAdjusted properties on a cinematic hit Adjusted properties on a cinematic hit 236SAdjusted properties on a cinematic hitCancel window on block is now slower Adjusted properties on a cinematic hit Cancel window on block is now slower 214SNow cancels inertia on startup Now cancels inertia on startup 214L+M/H+SNow unable to move until landing in air ver.Falling speed increased in air ver.Position and recovery will change based on height in air ver. Now unable to move until landing in air ver. Falling speed increased in air ver. Position and recovery will change based on height in air ver. Majin Buu 5LL > 5LLLReduced the cancel window from 5LL to 5LLL Reduced the cancel window from 5LL to 5LLL 5LLLNow a throw moveDecreased active framesIncreased travel distance Now a throw move Decreased active frames Increased travel distance j.HIncreased blowback on hit Increased blowback on hit 236XChanged the conditions for triggering a cinematic hitChanged the movement for when a cinematic hit is not triggeredAdjusted the behavior on hitIncreased damageDecreased prorationGround ver. now hits above Buu as well Changed the conditions for triggering a cinematic hit Changed the movement for when a cinematic hit is not triggered Adjusted the behavior on hit Increased damage Decreased proration Ground ver. now hits above Buu as well 236HAdjusted properties on a cinematic hit Adjusted properties on a cinematic hit 214XAdjusted properties on a cinematic hitIncreased travel distance Adjusted properties on a cinematic hit Increased travel distance 214MIncreased startup Increased startup 214SIncreased hitstopAdjusted the projectile's trajectoryHitbox increased downwardsOpponent will now be airborne if he's released naturally by the fat Increased hitstop Adjusted the projectile's trajectory Hitbox increased downwards Opponent will now be airborne if he's released naturally by the fat 214L+M/H+SAmount of hits no longer changes when hitting from far awayDecreased blowback Amount of hits no longer changes when hitting from far away Decreased blowback Nappa 5L > 5LLReduced the cancel window between 5L and 5LL Reduced the cancel window between 5L and 5LL 5LLWon't chain from 5L anymore when holding 2 Won't chain from 5L anymore when holding 2 5SAdded a strike-type hitbox at the startWill always blowback forward nowIgnores ki blasts at the startDecreased number of ki blasts it clashes withIncreased the projectile's hitstopIncreased the projectile's blowbackIncreased hitbox Added a strike-type hitbox at the start Will always blowback forward now Ignores ki blasts at the start Decreased number of ki blasts it clashes with Increased the projectile's hitstop Increased the projectile's blowback Increased hitbox j.SIncreased startupIncreased blowback on hitDecreased untech timeDecreased blockstunAdded proration Increased startup Increased blowback on hit Decreased untech time Decreased blockstun Added proration j.2HLanding part of the move is now also jump cancelable in SparkingJump count no longer resets at the landing part of the moveDecreased startupIncreased travel distanceIncreased blowback on hitIncreased hitbox on the landing partUnable to cancel the move right before landingNow triggers a cinematic hit on hit Landing part of the move is now also jump cancelable in Sparking Jump count no longer resets at the landing part of the move Decreased startup Increased travel distance Increased blowback on hit Increased hitbox on the landing part Unable to cancel the move right before landing Now triggers a cinematic hit on hit 236XMoves behavior now changes if you hold the buttonIncreased damageAdjusted proerties on a cinematic hitAdjusted static difference on block (either more or less safe on block) Moves behavior now changes if you hold the button Increased damage Adjusted proerties on a cinematic hit Adjusted static difference on block (either more or less safe on block) 236LNow triggers a cinematic hit Now triggers a cinematic hit 214HPressing buttons during the move will change the Saibaiman's attacksSaibaiman's color has changed Pressing buttons during the move will change the Saibaiman's attacks Saibaiman's color has changed 214X (Nail Slash)Increased untech timeIncreased hitbox downwards Increased untech time Increased hitbox downwards 214X (Slide)Decreased damageIncreased hitstop Decreased damage Increased hitstop 214X (Vomit)Decreased damageUntech time won't be affected by the combos proration Decreased damage Untech time won't be affected by the combos proration 214X (Self-destruct)Increased damage Increased damage 236SChanged the attacks positionHolding the button changes the attacks position Changed the attacks position Holding the button changes the attacks position 214SCinematic hit will trigger regardless of whether guard point activated or notAdjusted properties on a cinematic hitDecreased damageChanged the timing for holding the buttonDecreased the blowback on the first hitIncreased hitbox Cinematic hit will trigger regardless of whether guard point activated or not Adjusted properties on a cinematic hit Decreased damage Changed the timing for holding the button Decreased the blowback on the first hit Increased hitbox AssistWill always appear at close-range (not sure if refers to Nappa itself or the explosion) Will always appear at close-range (not sure if refers to Nappa itself or the explosion) Android 16 Ground Dragon RushFixed an issue where the camera would move too much on a Snapback Fixed an issue where the camera would move too much on a Snapback 6MAdjusted hitbox Adjusted hitbox 5LIncreased recoveryIncreased hitbox downwards Increased recovery Increased hitbox downwards 5LLLThrow range increased vertically Throw range increased vertically 2HIncreased recoveryInitial attack hitbox increased downwards Increased recovery Initial attack hitbox increased downwards j.MDecreased damage Decreased damage j.HAdjusted properties on hit when used from a ground \"dynamic\" combo (5LLLLLLL) Adjusted properties on hit when used from a ground \"dynamic\" combo (5LLLLLLL) j.2HIncreased startupNow hits overheadAdded starter prorationIncreased recoveryIncreased hitstop on blockNo longer hits behind 16Triggers a cinematic hit on air hitAdjusted properties on a cinematic hitNow jump cancelable in sparking Increased startup Now hits overhead Added starter proration Increased recovery Increased hitstop on block No longer hits behind 16 Triggers a cinematic hit on air hit Adjusted properties on a cinematic hit Now jump cancelable in sparking j.SInitial attack hirtbox increasedAdjusted blowback on hit Initial attack hirtbox increased Adjusted blowback on hit 236XOpponent's position after being hit is now uniformed Opponent's position after being hit is now uniformed 236LDecreased startup Decreased startup 236M/HAdjusted properties on a cinematic hitCancel-able into Super Dash and Z-Change on a cinematic hit Adjusted properties on a cinematic hit Cancel-able into Super Dash and Z-Change on a cinematic hit 214XIncreased upper and lower hitboxesOpponent's position after being hit is now uniformedIncreased damageDecreased damage for when a cinematic hit triggers mid-comboDecreased meter gain for when a cinematic hit triggers mid-combo Increased upper and lower hitboxes Opponent's position after being hit is now uniformed Increased damage Decreased damage for when a cinematic hit triggers mid-combo Decreased meter gain for when a cinematic hit triggers mid-combo 214M/HAdjusted properties on a cinematic hit Adjusted properties on a cinematic hit 214HDecreased startup on the throw part of the moveDecreased proration on the last part of the moveDecreased damage on the ground ver. last partIncreased proration on the ground ver. last part Decreased startup on the throw part of the move Decreased proration on the last part of the move Decreased damage on the ground ver. last part Increased proration on the ground ver. last part j.236X seriesIncreased hitbox downwardsIncreased travel distanceIncreased recoveryWill face opponent's direction after the moveOpponent's position after being hit is now uniformedIncreased damageDecreased damage for when a cinematic hit triggers mid-combo Increased hitbox downwards Increased travel distance Increased recovery Will face opponent's direction after the move Opponent's position after being hit is now uniformed Increased damage Decreased damage for when a cinematic hit triggers mid-combo j.236X seriesDecreased meter gain for when a cinematic hit triggers mid-combo Decreased meter gain for when a cinematic hit triggers mid-combo j.236M/HDecreased startupIncreased active framesAdjusted properties on a cinematic hitCancel-able into Super Dash, Z-Change, and 214X on a cinematic hit Decreased startup Increased active frames Adjusted properties on a cinematic hit Cancel-able into Super Dash, Z-Change, and 214X on a cinematic hit 214SThe last hit won't come out when the move is reflected The last hit won't come out when the move is reflected 236L+MIncreased the cancel window for a Ultimate Z-Change (DHC)Increased active frames when whiffedAdjusted properties on hitIncreased air ver. damage when done from long-rangeIncreased air ver. damage when done from long-range (cont) Increased the cancel window for a Ultimate Z-Change (DHC) Increased active frames when whiffed Adjusted properties on hit Increased air ver. damage when done from long-range Increased air ver. damage when done from long-range (cont) AssistHitbox disappears if the point character takes damage Hitbox disappears if the point character takes damage Yamcha j.2HInitial attack hitbox increased Initial attack hitbox increased 236L/M ~ L/MNow able to use follow-ups on whiff as wellFollow-ups now won't come out if you hold 4Now able to use 214X as a follow-up Now able to use follow-ups on whiff as well Follow-ups now won't come out if you hold 4 Now able to use 214X as a follow-up 236Mtiming for the H follow-up is now slower timing for the H follow-up is now slower 236X ~ L/MIncreased travel distance Increased travel distance 214XAdjusted the blowback on hitNow faces opponent's direction right before the last hitIncreased recoveryAdjusted properties on a cinematic hitIncreased hitstop for the ground ver. last hit Adjusted the blowback on hit Now faces opponent's direction right before the last hit Increased recovery Adjusted properties on a cinematic hit Increased hitstop for the ground ver. last hit 214L/MIncreased travel distance for ground ver. Increased travel distance for ground ver. 214MYamcha floats lower if the ground ver. is blocked Yamcha floats lower if the ground ver. is blocked 214HIncreased untech time for the rotating part of the move Increased untech time for the rotating part of the move 236X ~ SDecreased buffer windowThe inputted direction will align with the opponent's direction Decreased buffer window The inputted direction will align with the opponent's direction 236X ~ 6L/MDecreased blowback on hitAdjusted properties on a cinematic hit Decreased blowback on hit Adjusted properties on a cinematic hit 236X ~ HDecreased recoveryWill no longer come out if you have the M button pressed when pressing H Decreased recovery Will no longer come out if you have the M button pressed when pressing H 214L+M/H+SDecreased minimum damage Decreased minimum damage Tien 5LLDecreased damageAdjusted blowback on hit Decreased damage Adjusted blowback on hit 5LLLAdjusted the hitstop on hitIncreased hitboxAdjusted blowback on hit Adjusted the hitstop on hit Increased hitbox Adjusted blowback on hit 5S/j.SIncreased damageIncreased untech timeAdjusted blowback on hit Increased damage Increased untech time Adjusted blowback on hit 5SIncreased recovery Increased recovery j.LOnce the 1st hit touches the opponent, the 2nd hit won't be an overhead anymore Once the 1st hit touches the opponent, the 2nd hit won't be an overhead anymore j.SInitial attack hitbox increased Initial attack hitbox increased 236MIncreased the ground ver. travel distance Increased the ground ver. travel distance 236HIncreased the ground ver. travel distanceDecreased startup on ground ver.Changed the conditions for triggering a cinematic hitIncreased damage for air ver. Increased the ground ver. travel distance Decreased startup on ground ver. Changed the conditions for triggering a cinematic hit Increased damage for air ver. 214XIncreased damageAdjusted properties on a cinematic hitIncreased travel distance Increased damage Adjusted properties on a cinematic hit Increased travel distance 214XAdjusted blowback on hitNo landing recovery when the move is blocked Adjusted blowback on hit No landing recovery when the move is blocked 214LNow triggers a cinematic hitIncreased startup on air ver.Doesn't leap backwards on hit anymore Now triggers a cinematic hit Increased startup on air ver. Doesn't leap backwards on hit anymore 214MIncreased startup on air ver. Increased startup on air ver. 214HDecreased startup on ground ver. Decreased startup on ground ver. 214SIncreased untech timeIncreased hitstop on block Increased untech time Increased hitstop on block 236L+M/H+SDecreased HP penaltyIncreased minimum damageNow activates a follow-up by holding the buttons Decreased HP penalty Increased minimum damage Now activates a follow-up by holding the buttons 214L+MDecreased HP penaltyIncreased minimum damageIncreased untech timeAdjusted blowback on hitAdjusted position Decreased HP penalty Increased minimum damage Increased untech time Adjusted blowback on hit Adjusted position Gohan (Adult) 5LLLLL (Level 1-7)Increased untech time on air hit Increased untech time on air hit 2HAt Level 7, Gohan can cancel landing into any ground moves At Level 7, Gohan can cancel landing into any ground moves 5SIncreased buffer window for gatlings Increased buffer window for gatlings j.HIncreased blowback on a cinematic hit Increased blowback on a cinematic hit j.SIncreased buffer window for gatlingsIncreased travel distanceAt Level 7, Gohan can cancel j.S into other aerial moves Increased buffer window for gatlings Increased travel distance At Level 7, Gohan can cancel j.S into other aerial moves j.236XCan now be held with L, M or H buttonsIncreased travel distanceDecreased damageDecreased meter gainAdded hitbox right before landingNow able to buffer supers while in landing recovery Can now be held with L, M or H buttons Increased travel distance Decreased damage Decreased meter gain Added hitbox right before landing Now able to buffer supers while in landing recovery j.236MDecreased landing recovery Decreased landing recovery j.236HAdjusted travel distanceLeaps slightly when blocked Adjusted travel distance Leaps slightly when blocked 214XIncreased travel distanceAdjusted blowback on hitChanged the conditions for triggering a cinematic hitAdjusted properties on a cinematic hitWill face the opponent's direction after the moveNow able to buffer supers right before landingHas decreased startup if done while the opponent is taking damage mid-air (needs to be Level 1)Less recovery on ground ver. if done to an airborne opponent (needs to be Level 1) Increased travel distance Adjusted blowback on hit Changed the conditions for triggering a cinematic hit Adjusted properties on a cinematic hit Will face the opponent's direction after the move Now able to buffer supers right before landing Has decreased startup if done while the opponent is taking damage mid-air (needs to be Level 1) Less recovery on ground ver. if done to an airborne opponent (needs to be Level 1) 214HDecreased startup on air ver. (needs to be Level 1) Decreased startup on air ver. (needs to be Level 1) 214L+M/H+SDecreased knockback Decreased knockback AssistIncreased hitstopNow appears a bit farther ahead than before when the opponent is close to you, or when the opponent is taking damage mid-airNow only invulnerable to head property attacks Increased hitstop Now appears a bit farther ahead than before when the opponent is close to you, or when the opponent is taking damage mid-air Now only invulnerable to head property attacks Hit VanishAdjusted opponents position on a cinematic hit Adjusted opponents position on a cinematic hit 5L > 5LLReduced cancel window between 5L and 5LL Reduced cancel window between 5L and 5LL 5LLIncreased startupIncreased travel distance Increased startup Increased travel distance 5LLLAdjusted blowback on hitIncreased recovery on hitDecreased active frames on the 3rd hit Adjusted blowback on hit Increased recovery on hit Decreased active frames on the 3rd hit 2LIncreased damage Increased damage 236XChanged the timing for cancelling into the S follow-upDecreased recovery for the S follow-up Changed the timing for cancelling into the S follow-up Decreased recovery for the S follow-up 236X ~ LDecreased starter prorationDecreased damageDecreased meter gain Decreased starter proration Decreased damage Decreased meter gain 236X ~ MDecreased starter proration for same side ver. (236L ~ M)Increased damageIncreased untech timeAdjusted properties on a cinematic hit for crossup ver. (236M ~ M)Increased damageIncreased hitbox upwards Decreased starter proration for same side ver. (236L ~ M) Increased damage Increased untech time Adjusted properties on a cinematic hit for crossup ver. (236M ~ M) Increased damage Increased hitbox upwards 214L/MIncreased damage Increased damage 236L+MOther attacks no longer hit the opponent while the air ver. is in motion Other attacks no longer hit the opponent while the air ver. is in motion 236H+SREWORKSpends all meter at once to cause more damageAdjuster blowback on hitIncreased recoveryUnable to follow it up after successfully hitting it Spends all meter at once to cause more damage Adjuster blowback on hit Increased recovery Unable to follow it up after successfully hitting it Goku (SSGSS) 5LLAdjusted blowback on hitAdjusted untech timeAdjusted hitstop Adjusted blowback on hit Adjusted untech time Adjusted hitstop 5M/4MIncreased travel distanceIncreased recovery Increased travel distance Increased recovery 5SIncreased damageAdjusted blowback on hit Increased damage Adjusted blowback on hit j.2HIncreased travel distance Increased travel distance j.SInitial attack hitbox increasedAdjusted blowback on hit Initial attack hitbox increased Adjusted blowback on hit 236XAdjusted properties on a cinematic hitIncreased untech timeIncreased hitstop on hitDecreased recoveryIncreased travel distanceIncreased blowback on hit Adjusted properties on a cinematic hit Increased untech time Increased hitstop on hit Decreased recovery Increased travel distance Increased blowback on hit 236LDecreased startup Decreased startup 236MIncreased active framesIncreased damage for ground ver. Increased active frames Increased damage for ground ver. 236HDecreased startupIncreased damageIf the opponent is within a set height, Goku will teleport to the opponent's location (Air ver. only) Decreased startup Increased damage If the opponent is within a set height, Goku will teleport to the opponent's location (Air ver. only) 214XIncreased damage on a successful throwIncreased hitstop on a successful throwRemoved invulnerability during the H ver. teleportNo longer able to connect two or more throws at once in a combo Increased damage on a successful throw Increased hitstop on a successful throw Removed invulnerability during the H ver. teleport No longer able to connect two or more throws at once in a combo 214LIncreased startup Increased startup j.214X seriesAdjusted blowback on hitIncreased travel distanceIncreased untech timeNo longer hits opponents behind GokuInitial attack hitbox increased Adjusted blowback on hit Increased travel distance Increased untech time No longer hits opponents behind Goku Initial attack hitbox increased j.214L/MDecreased startupAdjusted properties on hit Decreased startup Adjusted properties on hit j.214HChanged the behavior on hit Changed the behavior on hit 236S/214SAdjusted the teleport positionIncreased travel distanceDecreased blockstunAdjusted properties on a cinematic hitIncreased active framesDecreased startup on crossup ver. Adjusted the teleport position Increased travel distance Decreased blockstun Adjusted properties on a cinematic hit Increased active frames Decreased startup on crossup ver. 236L+M/H+SAdjusted the conditions for teleporting before the superDecreased startupIncreased recoveryIncreased Ultimate Z-Change (DHC) cancel window Adjusted the conditions for teleporting before the super Decreased startup Increased recovery Increased Ultimate Z-Change (DHC) cancel window 214L+M/H+SIncreased travel distanceAdjusted position for when it's Ultimate Z-Changed (DHC)Holding the buttons before lv5 ver. switches sidesAdded a hitbox that only hits assists Increased travel distance Adjusted position for when it's Ultimate Z-Changed (DHC) Holding the buttons before lv5 ver. switches sides Added a hitbox that only hits assists 214[L+M/H+S] (Level 5)Changed the behaviour after hitting the opponent Changed the behaviour after hitting the opponent AssistNow appears a bit farther ahead than before when the opponent is close to you, or when the opponent is taking damage mid-airAdjusted blowback on hit Now appears a bit farther ahead than before when the opponent is close to you, or when the opponent is taking damage mid-air Adjusted blowback on hit Vegeta (SSGSS) Wake upAdjusted wake up timing Adjusted wake up timing 5LAdjusted the animation when you whiff cancel this move Adjusted the animation when you whiff cancel this move 5LLLIncreased hitbox Increased hitbox 5SDecreased blowback on opponents close to youIncreased hitbox Decreased blowback on opponents close to you Increased hitbox 2LIncreased recoveryAdjusted the animation when you whiff cancel this move Increased recovery Adjusted the animation when you whiff cancel this move 2HIncreased active frames Increased active frames 2SDecreased blowback on hitDecreased untech time Decreased blowback on hit Decreased untech time j.S/j.2SDecreased blowback on hitIncreased hitbox Decreased blowback on hit Increased hitbox 236XWill face the opponents direction after the moveTravel distance now changes according to the follow-up usedAdjusted blowback on hitAdjusted untech timeAdjusted hitstopAdjusted damageIncreased recovery Will face the opponents direction after the move Travel distance now changes according to the follow-up used Adjusted blowback on hit Adjusted untech time Adjusted hitstop Adjusted damage Increased recovery 236LDecreased startup Decreased startup 236MIncreased startup Increased startup 214XIncreased damageIncreased prorationChanged travel distanceIncreased active framesWill face the opponent's direction after the moveAdjusted properties on a cinematic hit Increased damage Increased proration Changed travel distance Increased active frames Will face the opponent's direction after the move Adjusted properties on a cinematic hit 214LDecreased active frames on ground ver. Decreased active frames on ground ver. 236SDecreased startupNow able to buffer supersIncreased prorationMoves forward before attacking on ground ver.Decreased recovery on air ver.Increased hitstop on 1st hitDecreased hitstop on blockIncreased untech timeIncreased hitbox Decreased startup Now able to buffer supers Increased proration Moves forward before attacking on ground ver. Decreased recovery on air ver. Increased hitstop on 1st hit Decreased hitstop on block Increased untech time Increased hitbox 236L+MIncreased damage when holding the buttonsAdjusted blowback on hit Increased damage when holding the buttons Adjusted blowback on hit 214L+M/H+SAdjust blowback on hitIncreased untech timeVegeta can no longer move until he landsVegeta falls faster after air ver. Adjust blowback on hit Increased untech time Vegeta can no longer move until he lands Vegeta falls faster after air ver. AssistIncreased hitstop on the first hitDecreased hitstop on blockIncreased untech timeIncreased hitbox Increased hitstop on the first hit Decreased hitstop on block Increased untech time Increased hitbox Beerus 5LL/2H/jMAdjusted Beerus Balls trajectory when hit by these moves Adjusted Beerus Balls trajectory when hit by these moves 5LLLAdjusted hitbox for airborne opponentsDecreased startup when the opponent is taking damage mid-airIncreased hitbox upwards Adjusted hitbox for airborne opponents Decreased startup when the opponent is taking damage mid-air Increased hitbox upwards 5MDecreased startupIncreased hitbox upwards Decreased startup Increased hitbox upwards 2MAdjusted blowback on hit Adjusted blowback on hit j.MIncreased active framesIncreased hitbox downwards Increased active frames Increased hitbox downwards j.2HAdjusted blowback on hit Adjusted blowback on hit j.SInitial attack hitbox increasedAdjusted blowback on hit Initial attack hitbox increased Adjusted blowback on hit 236XCan now be held with L, M or H buttonsIncreased damageIncreased prorationIncreased the Beerus Balls damageDecreased the Beerus Balls knockbackBeerus Ball hitstop increases when launched by one of Beerus' movesAny Beerus Balls Beerus launches with his attacks won't disappear even if you perform a Z-ChangeAdjusted properties on a cinematic hitLanding recovery is cancelled if the hitbox appears on air ver. Can now be held with L, M or H buttons Increased damage Increased proration Increased the Beerus Balls damage Decreased the Beerus Balls knockback Beerus Ball hitstop increases when launched by one of Beerus' moves Any Beerus Balls Beerus launches with his attacks won't disappear even if you perform a Z-Change Adjusted properties on a cinematic hit Landing recovery is cancelled if the hitbox appears on air ver. 214XNo longer hits opponents behind BeerusIncreased prorationAdjusted travel distanceIncreased damageNow able to buffer supers while landingMade it so it's harder for Beerus to switch sides at the corner when using the ground ver. No longer hits opponents behind Beerus Increased proration Adjusted travel distance Increased damage Now able to buffer supers while landing Made it so it's harder for Beerus to switch sides at the corner when using the ground ver. 214SIncreased recoveryIncreased the falling speed after attacking Increased recovery Increased the falling speed after attacking Goku Black 5SIncreased untechable time on sword hitDecreased knockback on sword hitProjectile speed changedKi blast speed can be controlled by inputting 4 and 6 Increased untechable time on sword hit Decreased knockback on sword hit Projectile speed changed Ki blast speed can be controlled by inputting 4 and 6 j.SIncreased initial hitbox Increased initial hitbox 236XThe projectile levels are reduced, and they now cancel out with ki blastsChanged the projectiles damage prorationDecreased damageIncreased initial hitboxGround ver. recovery increased The projectile levels are reduced, and they now cancel out with ki blasts Changed the projectiles damage proration Decreased damage Increased initial hitbox Ground ver. recovery increased 236LChanged how the opponent is blown back Changed how the opponent is blown back 236MBlack falls faster on hit Black falls faster on hit 236HIncreased projectile speeedIncreased damageBlack falls faster on hit Increased projectile speeed Increased damage Black falls faster on hit j.214XWill not hit opponents behind BlackKnockback reducedFall speed increased on hitIncreased landing recoveryEffect on cinematic hit changed Will not hit opponents behind Black Knockback reduced Fall speed increased on hit Increased landing recovery Effect on cinematic hit changed j.214LDecreased hitstop Decreased hitstop j.214MDecreased startupDecreased damageChanged how the opponent is blown back Decreased startup Decreased damage Changed how the opponent is blown back j.214HIncreased damage prorationFixed a bug where some damage would be recoverable damage Increased damage proration Fixed a bug where some damage would be recoverable damage 214SChanged effect on cinematic hitIncreased damage Changed effect on cinematic hit Increased damage 236L+MFixed a bug where minimum damage changed Fixed a bug where minimum damage changed 236H+SInitial hitbox increasedFixed a bug where the move would act weird if Ultimate Z Changed before the hitChanged how the opponent is blown backIncreased untechable timeIncreased recovery Initial hitbox increased Fixed a bug where the move would act weird if Ultimate Z Changed before the hit Changed how the opponent is blown back Increased untechable time Increased recovery 214L+M/H+SAdded recovery until landing Added recovery until landing Android 21 Wake upAdjusted wake up timing Adjusted wake up timing 5L/2LDecreased startup Decreased startup 2MIncreased recoveryUntechable time increased for 3M ver.Changed how the opponent is blown back for 3M ver. Increased recovery Untechable time increased for 3M ver. Changed how the opponent is blown back for 3M ver. 2SDecreased startupDecreased recovery Decreased startup Decreased recovery j.HIncreased startup Increased startup j.SChanged how the opponent is blown back Changed how the opponent is blown back 214XDoes not hit opponents behind herMovement distance changedChanged how the opponent is blown backIncreased untechable time on first hitIncreased hitstop on last hitIncreased recoveryDecreased startupDecreased meter gain on non-cinematic hitsIncreased damage on last hitIncreased damage proration on last hitDecreased untechable time on last hit Does not hit opponents behind her Movement distance changed Changed how the opponent is blown back Increased untechable time on first hit Increased hitstop on last hit Increased recovery Decreased startup Decreased meter gain on non-cinematic hits Increased damage on last hit Increased damage proration on last hit Decreased untechable time on last hit 214LDamage on non-cinematic hits decreased Damage on non-cinematic hits decreased 214MDamage on non-cinematic hits decreasedGround ver. wall sticks on cinematic hit Damage on non-cinematic hits decreased Ground ver. wall sticks on cinematic hit 236SIncreased horizontal travel distance Increased horizontal travel distance 236S/214SCan followup into various attacks with different button inputs on hitDecreased damageDecreased startup on Air ver. Can followup into various attacks with different button inputs on hit Decreased damage Decreased startup on Air ver. Stolen movesMoves are discarded after one useCan follow-up into various attacks with different button inputs mid-moveFollow-ups transport 21 near the opponent when done on hit Moves are discarded after one use Can follow-up into various attacks with different button inputs mid-move Follow-ups transport 21 near the opponent when done on hit 236B (Blue / Kamehameha)Untechable time reducedDecreased knockbackDecreased recovery Untechable time reduced Decreased knockback Decreased recovery 236Y (Yellow / Ki blast flurry)Decreased hit countIncreased hitstopDecreased hitstop on blockIncreased startupIncreased damageIncreased meter gainIncreased hitboxDecreased untechable timeChanged movement distanceChanged how the opponent is blown back Decreased hit count Increased hitstop Decreased hitstop on block Increased startup Increased damage Increased meter gain Increased hitbox Decreased untechable time Changed movement distance Changed how the opponent is blown back 236G (Green / Explosive ki blastMoves fartherChanged how the opponent is blown backIncreased hitboxChanged the window for cancelling into followupsDecreased startup on ground ver. Moves farther Changed how the opponent is blown back Increased hitbox Changed the window for cancelling into followups Decreased startup on ground ver. 236P (Purple / Homing ki blast)Decreased startupCan have 2 on screen at onceIncreased untechable timeIncreased recovery when it hits at a close range Decreased startup Can have 2 on screen at once Increased untechable time Increased recovery when it hits at a close range Absorbed Solar FlareAdded head invulnerabilityDecreased startupDecreased recoveryMovement changed, now leaves 21 airborne on ground ver. Added head invulnerability Decreased startup Decreased recovery Movement changed, now leaves 21 airborne on ground ver. 214Y (Yellow / Command grab)Head invulnerability on frame 1Air ver. now has head invulnerabilityDecreased recovery on air ver. Head invulnerability on frame 1 Air ver. now has head invulnerability Decreased recovery on air ver. 214P (Purple / Instant Transmission)Increased recoveryFollowups have damage proration on the first hitChanged where the 21 appears after the teleport, air ver. now appears on the ground Increased recovery Followups have damage proration on the first hit Changed where the 21 appears after the teleport, air ver. now appears on the ground 214G (Green / Barrier)The barrier stays even when cancelled into followupsWhen cancelled into supers, the supers have decreased startupSuper followups are possible even with held buttons The barrier stays even when cancelled into followups When cancelled into supers, the supers have decreased startup Super followups are possible even with held buttons j.214L+M/H+SAdded recovery until landing Added recovery until landing Bardock j.MDecreased hitstop on the 1st hit Decreased hitstop on the 1st hit j.SChanged the way the opponent is blown backDecreased landing recovery Changed the way the opponent is blown back Decreased landing recovery 214XChanged the conditions for a cinematic hitChanged movement distanceIncreased recovery Changed the conditions for a cinematic hit Changed movement distance Increased recovery j.214LDecreased startup Decreased startup j.214MIncreased startup Increased startup 236M/236H ~HChanged the hit effect on cinematic hitMade the 2nd hit of the ground ver. whiff on grounded opponentsWhen the air ver. hits an airborne opponent, it will not go down to the groundIncreased hitbox for the first hit of the air ver. Changed the hit effect on cinematic hit Made the 2nd hit of the ground ver. whiff on grounded opponents When the air ver. hits an airborne opponent, it will not go down to the ground Increased hitbox for the first hit of the air ver. j.236L+M[2]Increased Ultimate Z change windowNow ground bounces on hitDecreased hitstopDecreased minimum damage Increased Ultimate Z change window Now ground bounces on hit Decreased hitstop Decreased minimum damage 236H+SDecreased startupIncreased recoveryChanged hitboxFixed a bug where minimum damage changed Decreased startup Increased recovery Changed hitbox Fixed a bug where minimum damage changed 214L+M/H+SAdded recovery until landing on the air ver. Added recovery until landing on the air ver. Broly M auto-comboChanged moves used when inputting 5MMMM Changed moves used when inputting 5MMMM 5LLLCan now cancel into Z-change Can now cancel into Z-change 2MChanged how the opponent is blown back Changed how the opponent is blown back 5HIncreased damage when button is held Increased damage when button is held j.LIncreased lower part of the initial hitbox Increased lower part of the initial hitbox j.HIncreased untechable time on cinematic hit Increased untechable time on cinematic hit j.2HNow triggers a cinematic hit when it hits an airborne opponentChanged the opponent's position after the move hits Now triggers a cinematic hit when it hits an airborne opponent Changed the opponent's position after the move hits j.SAltered the angle at which the upwards ki blasts shoot Altered the angle at which the upwards ki blasts shoot 236M/HIncreased damage Increased damage 236HChanged how the opponent is blown back Changed how the opponent is blown back 214XMovement distance changedEffect on hit changed Movement distance changed Effect on hit changed 214LDecreased startup Decreased startup 214HIncreased damage Increased damage j.214XEffect on hit changedAdded a buffer for vanish and sparking Effect on hit changed Added a buffer for vanish and sparking j.214MIncreased startup Increased startup j.214HDecreased damage Decreased damage 236L+M/H+SIncreased number of hits the armor can absorb Increased number of hits the armor can absorb 236H+SChanged how the move acts Changed how the move acts 214L+M/H+SFixed a bug where the minumum damage changed Fixed a bug where the minumum damage changed 214L+MBroly falls faster after the move is over Broly falls faster after the move is over 214H+SDecreased startup for air ver. Decreased startup for air ver. AssistIncreased hitstop on hitDecreased untechable time Increased hitstop on hit Decreased untechable time Vegito (SSGSS) VanishChanged the opponent's position during the cinematic Changed the opponent's position during the cinematic 5LLLIncreased throw range Increased throw range 5SRemoved the ability to cancel into Z change when the 6S followup whiffsIncreased untechable timeIncreased hitstopIncreased recovery on hit Removed the ability to cancel into Z change when the 6S followup whiffs Increased untechable time Increased hitstop Increased recovery on hit j.HDecreased damage Decreased damage 2SCan now longer gatling from 2S into 5SIncreased untechable timInputting S during the cinematic cancels into super dashDecreased meter gainChanged where the opponent goes on hit Can now longer gatling from 2S into 5S Increased untechable tim Inputting S during the cinematic cancels into super dash Decreased meter gain Changed where the opponent goes on hit j.SChanged how the opponent is blown backIncreased untechable time on cinematic hitInputting S during the cinematic cancels into super dashDecreased meter gainChanged where the opponent goes on hit Changed how the opponent is blown back Increased untechable time on cinematic hit Inputting S during the cinematic cancels into super dash Decreased meter gain Changed where the opponent goes on hit 236XChanged knock backIncreased damageIncreased prorationDecreased horizontal travel distanceGround ver. motion on hit changedRemove landing recovery on ground ver.Changed effect when the first hit is reflectedAir ver. moves upwards if the opponent is above Vegito Changed knock back Increased damage Increased proration Decreased horizontal travel distance Ground ver. motion on hit changed Remove landing recovery on ground ver. Changed effect when the first hit is reflected Air ver. moves upwards if the opponent is above Vegito 236MDecreased startup Decreased startup 214XChanged movement distanceChanged throw rangeDecreased startupDecreased recoveryAdded recovery until landing on hitChanged effect on hit Changed movement distance Changed throw range Decreased startup Decreased recovery Added recovery until landing on hit Changed effect on hit 214SChanged movement distance on successful counterIncreased throw range Changed movement distance on successful counter Increased throw range 214L+M/H+SAdjust blowback on hitIncreased untech timeVegeta can no longer move until he landsVegeta falls faster after air ver. Adjust blowback on hit Increased untech time Vegeta can no longer move until he lands Vegeta falls faster after air ver. Zamasu (Fused) 5L/2L/2MDecreased startup Decreased startup 5LL > 5LLLReduced cancel window between 5LL and 5LLL Reduced cancel window between 5LL and 5LLL 5LLLNow a throw moveDecreased startupDecreased active framesChanged how far Zamasu moves Now a throw move Decreased startup Decreased active frames Changed how far Zamasu moves 2HIncreased startupMade it carry more dash momentumIncreased hitbox Increased startup Made it carry more dash momentum Increased hitbox 5SDecreased recovery Decreased recovery j.LIncreased initial hitbox Increased initial hitbox j.2HNow a cinematic hit on airborne opponentsChanged effect on cinematic hitIncreased startup Now a cinematic hit on airborne opponents Changed effect on cinematic hit Increased startup 236XIncreased damageIncreased knockback Increased damage Increased knockback 236HChanged effect on cinematic hitChanged the movement of the S followupIncreased startup Changed effect on cinematic hit Changed the movement of the S followup Increased startup 214XIncreased hitstop on hitDecreased blockstun Increased hitstop on hit Decreased blockstun 236SDecreased startupDecreased recoveryChanged the way the opponent is blown backIncreased damageChanged effect on cinematic hitProjectile hitbox increasedAir ver. movement distance changed, and has a set height when done low to the ground Decreased startup Decreased recovery Changed the way the opponent is blown back Increased damage Changed effect on cinematic hit Projectile hitbox increased Air ver. movement distance changed, and has a set height when done low to the ground 214SChanged the effect of flight ~ 236X on hitFlight ~ 214X comes out even when the button is not heldThe window for flight ~ 214X button hold is longer Changed the effect of flight ~ 236X on hit Flight ~ 214X comes out even when the button is not held The window for flight ~ 214X button hold is longer Flight ~ j.2HNo longer triggered when inputting 1 or 3Now triggers cinematic hit on grounded opponents No longer triggered when inputting 1 or 3 Now triggers cinematic hit on grounded opponents Flight ~ j.SIncreased untechable timeCan now gatling from j.S to j.2H Increased untechable time Can now gatling from j.S to j.2H 236H+SProjectiles travel furtherEffect on hit changedWhen near the corner, Zamasu moves backwardsFixed a bug that changed the minimum damage Projectiles travel further Effect on hit changed When near the corner, Zamasu moves backwards Fixed a bug that changed the minimum damage 236L+MFixed a bug that allowed attacks to land during the cinematic time freeze Fixed a bug that allowed attacks to land during the cinematic time freeze 214L+M/H+SChanged how the opponent is blown backIncreased recoveryDecreased startup if the opponent is in a comboZamasu falls faster after the move Changed how the opponent is blown back Increased recovery Decreased startup if the opponent is in a combo Zamasu falls faster after the move AssistIncreased untechable timeIncreased hitstop on hitChanged how the opponent is blown back Increased untechable time Increased hitstop on hit Changed how the opponent is blown back Goku VanishChanged the opponent's position during the cinematic Changed the opponent's position during the cinematic 5LLChanged how the opponent is blown back on hitDecreased travel distanceDecreased untechable time Changed how the opponent is blown back on hit Decreased travel distance Decreased untechable time 5LLLRecovery standardisedDecreased startup Recovery standardised Decreased startup 5HChanged how the opponent is blown back on hit Changed how the opponent is blown back on hit 2S/2SSChanged how the opponent is blown backIncreased the cancel window on whiffIncreased untechable time Changed how the opponent is blown back Increased the cancel window on whiff Increased untechable time 2SSChanged the location of the ki blast Changed the location of the ki blast 2SSSEffect on cinematic hit changedMade the ki blast disappear on cinematicCan now special cancelChanged how the opponent is blown back Effect on cinematic hit changed Made the ki blast disappear on cinematic Can now special cancel Changed how the opponent is blown back j.HChanged how the opponent is blown back Changed how the opponent is blown back j.2HIncreased travel distance Increased travel distance j.SIncreased initial hitboxChanged how the opponent is blown back Increased initial hitbox Changed how the opponent is blown back 236XDecreased startupChanged how the opponent is blown backIncreased travel distanceDecreased untechable timeIncreased hitstop on hitKeeps opponent grounded on ground hitChanged effect on cinematic hitAir ver. has increased recovery Decreased startup Changed how the opponent is blown back Increased travel distance Decreased untechable time Increased hitstop on hit Keeps opponent grounded on ground hit Changed effect on cinematic hit Air ver. has increased recovery 236M/HAdded invulnerability in the middle of the animationIncreased damageIncreased damage proration Added invulnerability in the middle of the animation Increased damage Increased damage proration 214XChanged effect on hit Changed effect on hit 236SDecreased startupj.236S[2]Changed how the opponent is blown backIncreased untechable timeSlide knocks down the opponent on hit Decreased startup j.236S[2] Changed how the opponent is blown back Increased untechable time Slide knocks down the opponent on hit 214S (Spirit Bomb)Decreased startupCan now special cancel on hitChanged effect on cinematic hit Decreased startup Can now special cancel on hit Changed effect on cinematic hit 236L+M/H+SMade it so it cannot be followed up by a cinematic hit (other than supers)Fixed a bug that changed the minimum damageIncreased blockstun on the L followup Made it so it cannot be followed up by a cinematic hit (other than supers) Fixed a bug that changed the minimum damage Increased blockstun on the L followup Kaioken Finisher (Kaioken ~ L+M)Goku autocorrects to face the opponent Goku autocorrects to face the opponent 214+L+M/H+SDecreased startupSpirit bomb moves fasterChanged where the attacks startsFixed a bug that changed the minimum damage Decreased startup Spirit bomb moves faster Changed where the attacks starts Fixed a bug that changed the minimum damage AssistIncreased untechable timeIncreased hitstop on hitWhen the opponent is in air hitstun and close, Goku appears further foward Increased untechable time Increased hitstop on hit When the opponent is in air hitstun and close, Goku appears further foward Vegeta Wake upAdjusted wake up timing Adjusted wake up timing VanishChanged the opponent's position during the cinematic Changed the opponent's position during the cinematic 2SIncreased initial hitbox Increased initial hitbox j.SIncreased initial hitboxKnocks opponent back furtherDecreased damageDecreased landing recovery Increased initial hitbox Knocks opponent back further Decreased damage Decreased landing recovery 236LVanish window moved laterDecreased landing recovery Vanish window moved later Decreased landing recovery 236M/HChanged cinematicAltered how far it moves, and removed momentum on landingDecreased recovery Changed cinematic Altered how far it moves, and removed momentum on landing Decreased recovery 236HIncreased damageMade it harder to reach the corner on hit Increased damage Made it harder to reach the corner on hit 214XDecreased startup when the opponent is in a comboChanged how the move hits when it is a cinematic hit Decreased startup when the opponent is in a combo Changed how the move hits when it is a cinematic hit 214LAdded cinematic hit Added cinematic hit 214SAdded special cancel on hitIncreased untechable timeStandardised the location of the opponent on hit Added special cancel on hit Increased untechable time Standardised the location of the opponent on hit 214L+M/H+SKnocks opponent furtherIncreased recovery Knocks opponent further Increased recovery AssistIncreased hitstop on hit Increased hitstop on hit Cooler 5L > 5LLReduce cancel window between 5L and 5LL Reduce cancel window between 5L and 5LL 5LLDecreased startupMade hurtbox shorterMade hitbox shorter Decreased startup Made hurtbox shorter Made hitbox shorter 5LLLKnocks opponent back lessChanged effect on hit Knocks opponent back less Changed effect on hit 5HFixed a bug where the move was jump cancelable on hit Fixed a bug where the move was jump cancelable on hit j.LMade the initial hitbox of the move hit higher Made the initial hitbox of the move hit higher 6HMade the initial hitbox of the move hit higherDecreased damage Made the initial hitbox of the move hit higher Decreased damage 3HDecreased startup if the opponent is closeCan now cancel into 5SKnocks opponent back lessDecreased damage Decreased startup if the opponent is close Can now cancel into 5S Knocks opponent back less Decreased damage 236XChanged the effect on cinematic hitChanged the cancel timing (supers etc)Increased damageMoved the moment the move adds damage proration to the last hit Changed the effect on cinematic hit Changed the cancel timing (supers etc) Increased damage Moved the moment the move adds damage proration to the last hit 236MDecreased startup for air ver.Increased blockstun Decreased startup for air ver. Increased blockstun 236HIncreased blockstun Increased blockstun 214XCooler falls fasterKnocks opponent further back in the beginning of the moveIncreased recovery for air ver. Cooler falls faster Knocks opponent further back in the beginning of the move Increased recovery for air ver. 214LIncreased travel distance Increased travel distance j.214MDecreased travel distance Decreased travel distance 236SDecreased startup Decreased startup j.214L+M/H+SNow has recovery until landing on whiffCooler falls faster after move Now has recovery until landing on whiff Cooler falls faster after move AssistCooler appears further foward if the opponent is in an air combo Cooler appears further foward if the opponent is in an air combo Android 17 5LLIncreased travel distance Increased travel distance 2MIncreased travel distanceKnocks opponent back less Increased travel distance Knocks opponent back less 5SKnocks opponent back less Knocks opponent back less 3HAttack level reduced (L starter?)Decreased startupDecreased recoveryIncreased travel distanceKnocks opponent back lessHitbox made tallerHurtbox made taller Attack level reduced (L starter?) Decreased startup Decreased recovery Increased travel distance Knocks opponent back less Hitbox made taller Hurtbox made taller 236/214XIncreased untechable timeIncreased hitstopPushbox during the attack made larger Increased untechable time Increased hitstop Pushbox during the attack made larger 236LDecreased startup Decreased startup Rekka ~ 5LDecreased damage prorationStandardized recoveryCancel window for followups increasedDecreased untechable timeIncreased hitstop Decreased damage proration Standardized recovery Cancel window for followups increased Decreased untechable time Increased hitstop Rekka ~ 6LNo longer has head propertyChanged how far 17 moves, and lowered his vertical heightDecreased hitboxIncreased hitstopIncreased hurtbox No longer has head property Changed how far 17 moves, and lowered his vertical height Decreased hitbox Increased hitstop Increased hurtbox Rekka ~ 2LDecreased untechable timeIncreased hitstopChanged how the opponent is blown back on hitMade it harder to cross up the opponent Decreased untechable time Increased hitstop Changed how the opponent is blown back on hit Made it harder to cross up the opponent Rekka ~ 5H/5SChanged the effect on cinematic hitIncreased damage prorationDecreased recoveryDecreased untechable timeIncreased the size of the barrier Changed the effect on cinematic hit Increased damage proration Decreased recovery Decreased untechable time Increased the size of the barrier 22S (Charge)Charges fasterDecreased active framesDecreased recoveryDecreased hitstopIncreased untechable timeChanged how the opponent is blown backIncreased hitboxMade cancel timing later Charges faster Decreased active frames Decreased recovery Decreased hitstop Increased untechable time Changed how the opponent is blown back Increased hitbox Made cancel timing later 236H+SNew input, can be done on the groundNow frame 1 unvulnerableCan only be Ultimate Z Changed on hitDecreased startup17 falls faster after the moveChanged how the opponent is blown backIncreased recoveryThe ground ver. adjusts for the opponent's height New input, can be done on the ground Now frame 1 unvulnerable Can only be Ultimate Z Changed on hit Decreased startup 17 falls faster after the move Changed how the opponent is blown back Increased recovery The ground ver. adjusts for the opponent's height This move is now a true reversal, it can be vanished out of though 214L+M/H+SIncreased recoveryIncreased untechable timeChanged how the opponent is blown backHitstop changed Increased recovery Increased untechable time Changed how the opponent is blown back Hitstop changed Ultimate Z ChangeChanged from End Game to the new ground ver. of Barrier Explosion Changed from End Game to the new ground ver. of Barrier Explosion Assist17 will appear further forward if the opponent is in a comboDecreased startupIncreased the number of hits that can be absorbedIncreased the size of the barrierIncreased hitstopDecreased untechable timeThe opponent is knocked back further 17 will appear further forward if the opponent is in a combo Decreased startup Increased the number of hits that can be absorbed Increased the size of the barrier Increased hitstop Decreased untechable time The opponent is knocked back further Jiren 5LLCan now gatling into 2L Can now gatling into 2L Makes 5L > 5LL > 2L... possible 5HDecreased startup Decreased startup 2SWill display \"AntiAir\" when beating air attacks nowInputting 1S on hit will cancel into a superdash Will display \"AntiAir\" when beating air attacks now Inputting 1S on hit will cancel into a superdash j.MDecreased hitstop on first hit Decreased hitstop on first hit j.2HIncreased initial hitboxNow has a cinematic hit effect when it hits an airborne opponentFixed a bug where the opponent would be frozen in place when trading with the held ver. Increased initial hitbox Now has a cinematic hit effect when it hits an airborne opponent Fixed a bug where the opponent would be frozen in place when trading with the held ver. j.SReduced blown back Reduced blown back 236L+MFixed a bug where the super would appear far away from Jiren Fixed a bug where the super would appear far away from Jiren Videl Reflect (Videl's spot dodge)Throw invulnerability disappears once reflect starts up, just like other charactersThe sound effect for a successful dodge has been changed Throw invulnerability disappears once reflect starts up, just like other characters The sound effect for a successful dodge has been changed 5LLLThrow range larger Throw range larger 5MIncreased cancel timing for 4MM Increased cancel timing for 4MM 5S/2S/j.S/j.2SVanish window changed Vanish window changed 214XNo longer hits when Videl is not the point characterUntech time on the held ver. changedWhen the opponent is in a combo, the throw range is larger No longer hits when Videl is not the point character Untech time on the held ver. changed When the opponent is in a combo, the throw range is larger 236L+M/H+SFixed being able to Z change while canceling into a special Fixed being able to Z change while canceling into a special" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.15", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.16", "title": "Version", "section": "Intro", "text": "Version1.16 Date Released:April 3, 2019 LinksBandai Namco Japan" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.16", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Combos", "title": "Hit", "section": "Sparking", "text": "Hit gains the ability to jump cancel from 5LLL and 5H giving new combo routes." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Combos", "title": "Hit", "section": "Notes", "text": "Most of Hit's combo extensions are in the corner. Other than that, you'll be using an assist to get a slide knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Combos", "title": "Hit", "section": "Combo Theory", "text": "Most of Hit's combos will branch into either a damage route with an air combo or an okizeme route with a Vital Blow stance ender. 236L~M is a sliding knockdown from anywhere and 236L~L is a remarkably good soft knockdown in the corner. Hit's air combos can also end in j.236L+M, which will allow for even higher damage from DHC supers. Here are some other things to keep in mind: Hit is rarely ever going to land a 2M, but if it does happen, chain into 5M and do the 2H > 236M combo from there. His 236L~L has a property where it will re-center the opponent so supers after will always connect. Meaty 236L~L will allow a link into 5L. Most combos that have 5LL hit while the enemy is in the air can cancel into 2L > 5M > 5H for extra damage unless the hitstun scaling is too high." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Frame_Data", "title": "Broly", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Frame_Data", "title": "Broly", "section": "Super Moves", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Frame_Data", "title": "Broly", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total" }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "Overview", "text": "The ruler of the largest intergalactic army in the cosmos and Emperor of Universe 7:Frieza... is currently training inside a Hyperbolic Time Chamber to find his identity. In DBFZ, Frieza's toolkit is half the size of an average character's kit, and the tools themselves are janky and mediocre. He's not sure if he should be a zoner, a rushdown character, or maybe an Install character to make the craziest 1v3 comebacks. Hurting himself in his confusion, he ends up in the beginning of play leaning into one of three things. You can still find a lot to love about Frieza. His5SGuardAllStartup9Recovery25Advantage-4is one of the best in the game that shoots out extremely fast Ki Blasts with piercing property.Death SaucerGuardAllStartup30RecoveryTotal 61Advantage+2or \"Discs\" are unique returning projectiles, great for neutral and blockstrings. And of course, the famedGolden FriezaGuardStartup34+0RecoveryAdvantagegreatly enhances his movement, pressure and damage output. Friezacan control space, can pressure, and can coat himself in gold. He's one of the characters of all time Powerful Space-Control: Loads and loads of projectiles to keep the enemy at bay. Incredible EX Move:EX Death SlashGuardAllStartup12Recovery20Advantage-2is an instant screenfiller that only costs half a bar and is safe. Good Pressure: Solid framedata, especially on2MGuardLowStartup10Recovery14Advantage-2, and a pressure reset inDeath SaucerGuardAllStartup30RecoveryTotal 61Advantage+2that simultaneously enables tricky mixups. Golden Frieza:Golden FriezaGuardStartup34+0RecoveryAdvantageis a very important tool to keep in mind, enabling for terrifying and deadly comeback potential thanks to its speed, damage and reverse beat. Sparking also pauses its timer, and switching resets it! Mediocrity: Zoning is outclassed bya grappler. His Install are outclassed by amonkey. And his pressure Is left in the dust bysomeblueMonkeys Anti-Airs: Frieza's ability to stop people from jumping over his projectiles is limited to his2SGuardAllStartup12Recovery24Advantage-3and its variations. He's also terrible once airborne with few options to air-to-air with. Crossups in Install: His Universal crossup usingj.Hin neutral or blockstring doesn't work in because of his speed increase" }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "5L", "text": "Standard5L. A far reaching5LLthat's -2 when blocked at max range. Tracks fullscreen. At very close range, the explosion sends them outward. Otherwise, it sends them inward. No longer counted as a ki-blast so this will beat superdash." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "5M", "text": "Strange, proximity-based normal Allows Golden Frieza to combo off of5Sat far ranges" }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "5H", "text": "Goofy, inconsistent, held together by duct tape.5Hserves as a typical blockstring filler and horizontal launcher for combos, and still somehow managed to suck at that. Itcanbe used similar to a beam for things such as controlling the ground and clearing Ki Blasts, and the spread makes it somewhat difficult to avoid. However, the rocks won't start moving until frame 26, so it's slower than a typical beam while losing to beams. Rocks will no longer instantly evaporate if Frieza cancels into Vanish, so it can jail into Vanish again! Unfortunately though,there's a punishable gap between the rocks appearing on screen and them moving forward. This allows the opponent to visually attack Frieza through the wall of rocks. On block, frame advantage varies depending on spacing and how many rocks make contact. In most cases like when used after5Mor2M, it'll be -12 to -8. Smash on the first hit and wall bounces, comboable into SD in midscreen and214Sin the corner. Even then, the rocks can spawn behind the opponent and fly offscreen if used too close to the corner. When this happens, at best he loses out on some damage, and at worst it completely messes up the combo. Rocks spawn on frame 9 and can clash with other projectiles even while their active frames are deactivated If5Hclashes with another projectile before it hits the opponent and causes a Smash hit (happens more often than you'd think), the move will just fail and oftentimes decide not to give Frieza a proper wall bounce. Has both properties of a physical attack and a projectile, which has the unfortunate side effect of causing it to lose to more forms of guardpoint and armor. For example, it will lose toAndroid 16's strike armored5HGuardAllStartup15Recovery21Advantage-5, and also to his projectile guardpoint236MGuardThrowStartup26Recovery28Advantage. Recovery on Smash hit: Total 66 Rocks spawn on frame 9 and can clash with other projectiles even while their active frames are deactivated" }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "5S", "text": "(Hold OK) Hold or mash S to shoot all 6 Ki blasts. Sixth hit launches and wall bounces." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "2L", "text": "Low-hitting2L. Not the best range, but quite useful as a low nonetheless." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "2M", "text": "Frieza's main low normal. Being -2 on block makes it extremely useful for stagger pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "2H", "text": "Leaves a blind spot over Frieza's head" }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "1S/2S/3S", "text": "1Sshoots almost horizontally,2Sshoots at a 30 degree angle,3Sshoots at a 60 degree angle. 1S,2S, and3Scan cancel into eachother. Jump cancellable. Good range and covers some useful anti-air angles, can also be cancelled into2Heven on whiff making this very safe to use when the enemy is jumping in neutral." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "6M", "text": "Universal overhead." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "j.L", "text": "Hits at a downward angle, useful for IAD-pressure. Ridiculously fast as an IAD crossup, can be converted off of withj.2Sinto a superdash combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "j.M", "text": "First hit has no range at all, second hit has much longer range. Great air-to-air normal. The first hit has the same startup as hisj.L, making it excellent for combos." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "j.H", "text": "Dynamic hit can wall bounce. Is a Heavy with a fairly good reach. Smash hit causes sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "j.S", "text": "(Hold OK) Hold or mash S to shoot all 3 blasts. Piercing projectiles that also beat Super Dash, sending the opponent full screen. Third hit wall bounces." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "j.2H", "text": "Command normal that causes sliding on air hit and an immediate tech on ground hit. Mainly used afterj.2Sorj.Sin the corner for sliding knockdown, will keep the enemy quite close to Frieza." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "j.2S", "text": "Fires a ki blast in a downward angle." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "Death Slash", "text": "236L/M/H Explodes the ground in front of Frieza. Frieza's main way of safely ending blockstrings. Explodes the ground on the other half of the screen. Doesn't reach fullscreen. Can be used after a long-range5Hor5Sto tack on some additional damage either by itself, or can be vanished for even more damage. Creates 2 explosions that covers the entire screen. A good way to catch people trying to doanything." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "You might not survive this time", "text": "236S(Air OK) Smash at point blank, the opponent will be locked inside the ball before it starts traveling, explodes once it touches the wall. On Smash hit, becomes full invulnerable until after recovery. Cancelling the move will cause the ball to explode early. Breaks out of move when Frieza takes damage. Hold 4 to make the ball move slowly." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "Death Saucer", "text": "214S Throws 2 discs forward that come back after traveling off screen. Discs going forward launch with an absurd amount of hitstun that combos into the returning discs. Causes a sliding knockdown on the way back. The return trip discs can friendly fire and hit Frieza and his assists. Friendly fire discs scale less and deal more damage to Frieza than they do to the opponent (700+560 to foe and 700+630 to Frieza). Can be crouched under, includingL+SKi Charge. Disappear if Frieza's hit or tagged out, but not if he blocks." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "Warp Smash", "text": "22S(Air OK) Teleports a set distance forward, auto corrects. Teleports to the ground if used in the air. Can pull the opponent out of the corner. Invulnerable from frames 4 to 19. Causes a ground bounce on the opponent when they're either standing or in the air." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "Assist A", "text": "Death Slash Hold 1 to have it hit the close distance of the L version. By default it will hit the medium distance of the M version. Hold 3 to have it hit a farther distance than that. The damage buff from Golden Frieza applies to this assist as well. Has a minimum distance, stunting its use." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "Assist B", "text": "You might not survive this time The damage buff from Golden Frieza applies to this assist as well Large enough hitbox to catch vanishes. Hold [4] to make the ball move slowly." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "Assist C", "text": "Psychokinesis Fast start up Good screen carry Same properties as5H" }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "Death Ball", "text": "236L+M(Air OK)or236H+S(Air OK) Costs 1 Ki Gauge. L+Mversion throws towards the middle of the screen,H+Sversion throws towards the edge of the screen. Minimum damage: 4*N, 754. A useful level 1 super that does additional damage if done from big heights. Because of how slowly the ball travels, some characters can DHC and then get an extension afterward, usually in the form of air DR orj.H." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "Nova Strike", "text": "214L+M(Air OK) Costs 3 Ki Gauges. Minimum damage: 1680. Inconsistent frame advantage on hit, based on which one of the two hits the ground first. High damaging level 3. Is only one hit, which means an opponent in Sparking won't get any regeneration done during the animation, making it an excellent combo ender." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "You must die by my hand!", "text": "[H+S]while knocked down Costs 3 Ki Gauges. Minimum damage: 208*10. Only invulnerable during active frames. Not a good wakeup option compares to the 2 other Lv3s he has. However, the insanely high minimum damage means it's the bestcomboender, used after getting hit by his own Death Saucer. (which is kind of ironic if you think about it) Oftentimes used in Golden Frieza TOD's" }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "Golden Frieza", "text": "214H+S The Emperor comes to reclaim his throne. Just don't run out of time. Costs 3 Ki Gauges. Can only be done once per match. Inputting214H+Sagain will deactivate Golden Frieza. During Golden Frieza, gains a 20% damage buff, a second air dash, access to full reverse beat, and increased movement speed. Lasts about 51 seconds when he's the point character, won't deactivate until he returns to neutral ground stance. The timer is paused when he's in Sparking, as well as resetting the timer whenever he's tagged out or an enemy's character dies. Raw startup is long, but autoguards and recovers instantly after the super flash. Startup during combos is fast, so you can go Golden Frieza mid-combo. Can be used to tank raw supers and instill fear into your opponent Has ~1 second of Ki gain cooldown. Reverse beat gives him access to unpredicatable DR in blockstrings LOOPS" }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "Sorbet's Ray Gun", "text": "Swhen Golden Frieza ends Costs 1 Ki Gauge. Minimum damage: 840. Has some invulnerability and hits opponent during timestop. Crumples grounded opponent, causes a sliding knockdown on airborne. Does hit off sliding knockdowns but since the shot is small and goes quite high up, it requires strict timings. By timing the shot as late as possible into Frieza's crumple animation, you can get enough frame advantage for extra followups like Supers or even just run up5L. Comboing after this Super doesn't receive Super scaling. Hits during superfreeze" }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza", "title": "Frieza", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 131 Color 141 Color 151 Color 161 Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 131 Color 141 Color 151 Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Frame_Data", "title": "Hit", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Frame_Data", "title": "Hit", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total" }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Frame_Data", "title": "Hit", "section": "Sources", "text": "https://twitter.com/GFAnBi/status/957915601095352320" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.06", "title": "Version", "section": "Intro", "text": "Version1.06 Date Released:March 28, 2018 LinksNone" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.06", "title": "Version", "section": "DLC", "text": "BardockandBrolyhave been added as a playable characters Added data forBardockdownloadable content Added data forBrolydownloadable content Added data for Commentator Voice Pack" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.06", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "Overview", "text": "Goku (Ultra Instinct), referred to asUI Gokuby the community, is characterized by his strong defensive prowess and a preference for mental stack over 50/50s. He is easy to pick up, hard to pressure, and his many tools are intuitive to understand, though he suffers harsher consequences than most for using them wrong. As such, UI Goku rewards a careful, passive-aggressive playstyle and thrives off analysis of the other player's habits. Goku (Ultra Instinct)is a masterful defensive character who controls the neutral game with his array of counters and anti-meta tools. Infamous Autocombo:5LGuardAllStartup7Recovery19Advantage-9and5LLGuardAllStartup14Recovery17Advantage-5are enormous buttons with properties that make for a particularly annoying autocombo.5LLLGuardThrowStartup11Recovery20Advantageis even a solo tick throw. Great Defense: Difficult to approach and pressure thanks to a plethora of defensive options, such asEmbodied LightGuardAllStartup18Recovery29+10LAdvantage-5and anair-OK counter SuperGuardThrowStartupRecoveryTotal 70Advantage, among others. Absurd Corner Carry: Even for the standards of this game, UI Goku's corner carry is crazy. Any hit is guaranteed to put his opponent with their back against the wall. Inconsistent Gameplan: UI Goku's gameplan is very reliant on his player's ability to correctly analyze their opponent. One must be very careful not to overextend with him as most of his moves either have high recovery or are very slow. Situational Kit: UI Goku has many tools but all of them fulfill very specific purposes. Misusing them can mean death. Resource Hungry: UI Goku needs meter and assists for basically everything, and is significantly weaker without them. Poor Supers: His Level 3 allows for virtually nookiShort for \"Okizeme\"Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., and his Level 1 deals low damage without the extension." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "Unique Mechanics", "text": "Goku (Ultra Instinct) is invulnerable to Ki Blasts while walking forward, starting on frame 4. Successfully passing through a Ki Blast will be indicated by a blue bubble, similar to2HGuardAllStartup13Recovery21Advantage-16against Head attribute attacks. Since it's a walk, he can stop and block at any moment, or \"cancel\" it into other moves. This invulnerability goes away the moment he switches to a different action." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "5L", "text": "Huge range with really good pushback on block, putting Goku out of range of most normals. Having this button reflected leaves UI Goku too far away to meaningfully continue pressure. If this button whiffs, there is little point in continuing to mash autocombo with UI, as they are too far away. As this button is 7 frames, UI Goku has to rely on6Sor his counters when he's 0 on block, like after a blocked6M. When he's +1, though, he's fine despite5Lbeing 7f, because it has enough hitstun to combo into itself on trade. The massive hitbox and range on5Lis not to be understated, making it your best poke at closer ranges and what you will usually start blockstrings with. It will beat out a lot more than it really should; it's so big you can use this move as an anti-air and punish Superdash with it. However, in pressure, it would be best practice to alternate between this and2Lsince they serve different purposes in pressure and this makes it harder for opponents to adapt. This move creates great spacing, making it fantastic for conditioning opponents to respect you, which then lets you get away with murder. Ground bounces on hit. Tracks horizontally for about half screen. Low and throw crush from frame 4. Has Head property(!). After a reflected5L, use2Hto beat5LL. Hold 6 during this to make it cross over the opponent in blockstrings. This gives UI Goku a solo5LLLtick throw. Because of5LL's slow speed and low crush, a delayed5LLcan be used as a fake Dragon Rush once the opponent is conditioned to look for a gap after5L. This move is amazing and it just catches people because of all its weird properties. Though it can be anti-aired, you're very unlikely to be blown up from this. 5L>5LLalso auto-confirms on air hit due to the high reach of both of these moves. Switches sides on hit. Cancelling into this from a blocked5LLalways leaves the opponent in too much blockstun for the throw to work. In combos, this is mostly used after Vanish, sincej.2H> delay SD is much better for his damage. As a mix-up, it can work in tandem with a low-blockstun assist. 5L Clash level: 1 Hitstop: 15F 5LL Clash level: 2" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "5M", "text": "Both hits can be jump canceled. Second hit counts toward scaling mid-combo. 5Lis generally a better poke in neutral and should be used instead of this The second hit always comes out on its own unless cancelled on hit or block, making it way too dangerous to poke with. In combos, adding the second hit is not recommended due to its low damage, but it's great for blockstrings since it's a late low that's also safe on block, letting you use it as a stagger point or your safe ender. Forms a basic mix-up between5M(2) and5M(1) >6M. Once you can get them to block, then you can start to use214L/M. Notably great for mix: if you Superdash right before the 2nd hit connects, it will move UI Goku forward enough to allow for SD 50/50s midscreen (with assists that have small enough pushback). Also synergizes extremely well with Kid Buu, as calling Kid Buu A assist just a tad before pressing5Mwill auto-time the universal Kid Buu mixup." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "5H", "text": "Smash hit has good corner carry. Launches at a higher angle than normal, like S Broly's5H, though the wall splat itself also lasts much longer. Travels fullscreen. Will stop depending on the opponent's position on the screen." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "5S", "text": "Jails into Vanish. On hit, automatically shoots 3 extra blasts and causes a wall splat. Goku can only cancel the first or the last hit. Good as a far neutral tool as it travels across the screeninstantly, but comes with a few drawbacks: namely, its slow startup and high recovery. While it beats Superdash, it will clash with Ki Blasts and straight-up lose to beam priority moves. Chains fromM/Hnormals will have a 6-frame gap, but the wallsplat makes it a trade in your favor. Off of said trade, you can connect a5Lin the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "2L", "text": "2Lslides forward a bit,2LLstays in place. This move singlehandedly gives him mix-ups, with the most notable example being the classic Superdash 50/50 in the corner (SD + assist, 66j.Lvs land2L). This move has far better frame advantage than5L, which makes it safer for stagger pressure. Its hit level is far below5Lthough, so5Lis better to use when re-establishing pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "2M", "text": "Launches on hit. Creates a frametrap if used after his2L." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "2H", "text": "Smash on the second hit if both hits connect. Second hit always whiffs on crouchers. Non-Smash can still combo into SD in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "2S", "text": "Jails into Vanish. Whiffs on crouching opponents. Wall bounces on hit. Combos into SD anywhere on the screen. Use3Sto make UI Goku step forward before firing the projectile." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "6M", "text": "Universal overhead Can cancel from the first hit of5Mfor an easy high/low mix-up, though it isn't true and is reactable." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "6H", "text": "Secret Sensation A command dodge that requires matchup knowledge to maximize its potential. Using this correctly like against beam specials gives Goku a free punish withMbuttons while the opponent stays there unable to retaliate and wondering why they even bothered. Using it incorrectly is essentially forfeiting neutral by bringing Goku directly to them, though he can't be outright punished as he can always resort to blocking or opting for his multiple invincible options if they decide to challenge. Frame advantage changes depending on what was countered, and against projectiles like Ki Blasts, it also depends on distance from the opponent. For example, countering a jab will leave Goku neutral at best, but moves with high whiff recovery will allow him to go for punishes. In general, anything outside ofLnormals will give enough time to land a punish with5L/j.L, or a2Hpunish if they try to Vanish. Invulnerable to all blockable attacks beside Supers and Sparking Blast On successful dodge, Goku will move to behind the opponent. If they're grounded during the dodge animation, he'll stay grounded, and if they're airborne, he'll become airborne Dodges have 2F of lingering full invul after recovery if Goku doesn't perform another action" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "6S", "text": "Shining Soul On block, there's a minimum 12f gap between Goku spinning the Ki blasts > shooting them out. The spinning portion are strike attacks with very strong pushback on block, launches the opponent on hit. Shot Ki Blasts wall splat on hit. Good hitstun. Often used in corner combos due to its high overall damage. Also has some interesting applications in neutral due to its invulnerability to ki blasts and lower commitment than his flips, for example against Base Vegetas spammingj.S. The first hit of6Sspaces out opponents perfectly for makingflipGuardStartupRecoveryTotal 59Advantagefollowups more ambiguous. On hit, recovery is: Total 83 P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "j.L", "text": "Beefy hitbox for a jab." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "j.M", "text": "Fantastic range." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "j.H", "text": "5LLLLLLLDynamic hit can wall bounce. j.HSmash hit causes a sliding knockdown. Removes landing recovery on Smash hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "j.S", "text": "5Sbut in the air, which allows for a ton of horizontal airspace control. Whiffs on crouching opponents and a few standing small characters. First and last hit combo into Superdash in the corner. Close to the ground, the first hit ground-bounces and can combo into Superdash, which can then lead into a re-jump. First hit combos intoj.236Sanywhere on the screen. Using this in the air about the same time as a beam assist virtually covers the entire screen with a hitbox." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "j.2H", "text": "Pushes Goku up and forward. Smash hit has more hitstun and combos into SD." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "Godly Display", "text": "236L/M/H Hitgrab that sides switches on hit or block. Cannot true string into from any normal. Smashless, every version gives a big enough wall splat to combo into5Sorj.S. LandHversions are handy to use as tight (1f gap) frametraps during blockstrings (Mversion is too slow for this), and if blocked, they are only -2 so UI Goku can attempt to retreat by backdashing or superjumping away. It can also be further covered by214H. Travels about 50% of the screen. Smash hit wall splats, though it can only be converted with assists or Vanish. Generally what you will end your blockstrings with. It may leave a gap, but because it is invulnerable after startup, UI Goku will simply phase through any reversal attempts from opponents, making them whiff and question their decisions. Exceptions to this rule are: Ssj4 Gogeta, Cell, Broly (DBS) and Beerus, because their DPs also hit behind them; Videl, Jiren, Cooler and UI Goku himself, because of their frame 1 counters. This tech will also not work if you236Lafter5Hor6Ssince those moves space out too much for the lariat to go behind opponents' reversals. As a combo ender, DR >236L> Super will put the opponent back into the corner if you really want the corner, otherwise DR >22S> Super is better in almost every way. Can also be used as a whiffed command dash in combos, and is optimal to use in back-to-corner combos if you can go into it quickly enough. Travels full screen. Smash hit wall splats. Can be followed up with5Sorj.Smidscreen. If used preemptively, the full invul during active frames and the gigantic range allow this to beat things like beams, although the superior beam punish on reaction is6H, since you can get a full unscaled combo instead. Travels 75% of the screen. Smash hit wall bounces. Aside from frametrapping like the other versions, this is actually fantastic as a midrange neutral tool due to its great range, fast startup and invulnerability while active. As a blockstring ender, it disregards spacing issues against reversals since it goes much further than236L." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "Autonomous Fist", "text": "j.236L/M/H Halts all momentum and moves slightly forward. If any of the hits landed, will automatically followup with a few extra hits. All hits can be cancelled. Smash on the last hit only. M and H versions move almost half-screen. All versions can be safe on block (upto -5) depending on the height. 2H(1) > j.236X is Goku's only gapless blockstring ender, but it's unsafe at -7, so without assists it's better to just do2H(1) >j.214S. All versions, especially M and H versions, set up a special-tag into aerial DR perfectly, and H version even allows special-tag into grounded DR. All versions can be used to challenge superdash better than regular normals can on anticipation/reaction because of their active frames. Causes a soft knockdown. Used for low hitstun decay assist extension. The fast startup also allows it to combo from j.LL2H with autocombo boost. If you don't have an assist that allowsj.LLL>j.214L+ Assist DR due to it being a pop up assist, you can go for j.LL2H >j.236L+ Assist DR instead and it'll deal almost the same damage. Smash hit causes a sliding knockdown. Used for midscreen oki since it leaves UI right next to the opponent and gives tons of time to decide pressure, or for when you can't get non-Smashj.H>j.214Lender like from DR starter or if UI is too close to the ground. Side switches on the last hit. Smash hit causes a ground bounce sliding knockdown. Non-Smash last hit only causes a ground bounce." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "Unencumbered Mind", "text": "214[L/M/H] Goku front flips around before ending with a dash toward the opponent.Lflips once,Mflips 3 times,Hdisappears for a bit before flipping twice. PressingL/M/H/Swill do a corresponding follow-up. While Goku's airborne,L/M/Sfollowups will be \"queued\" until he's on the ground again. All versions can autocorrect every time he touches the ground, but only M and H versions can crossup and steal the corner. Holding back (4) will make UI Goku flip backwards. The more flips Goku does, the more distance each flip will cover. All follow-ups deal more damage the more you flip before them. L version has a collision box preventing it from going over the opponent. Invulnerable to all projectiles during flips, including Supers. UI Goku's pressure and solo mixup, heck even a lot of his assist mixups, are centered entirely around his flip game. The projectile invuln will save you from a ton of reversals including most Level 3s, holding the button down will save you from counters, and there are plenty of ways to stop mashing through the followups. This is a big part of what makes the character scary on offense. However, flips have a distinct weakness: they lose their luster against patient players with good reactions.214Lis the only flip option that catches opponents' jumps - every other flip option loses to and can be punished by jumping out. Of course, you can try to keep abusing214Lfor free turns if they continue trying to jump, but remember they can plant their feet and2Hit. At that point you have to play 4D chess and catch this with a point blank214Mor214[L]~H... and so on. The better your opponent's awareness, the more you will have to adapt your options. Remember to use everything in your arsenal to overload them." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "Godly Strike", "text": "214L(Air OK)orUnencumbered Mind >L Jails into Vanish. Doesn't overshoot the opponent. Ground version can autocorrect during startup, air version can't. Air version teleports to the ground. When the opponent is in untech time, it will also have reduced startup, better tracking, and will wait till they are in range before attacking. Smash hit always causes a sliding knockdown that leaves Goku +42 on hit. Non-Smash hit has much lower damage, but is good for continuing combos. At around2Hheight and up, non-Smashj.H>j.214Lis a guaranteed combo into SKD with a lot of corner carry and also the best combo ender damage and meter-wise. Smashj.H>j.214Lonly works higher up (due to increased falling speed) and is used for easy assist extensions. Since the move always hits at the exact same height, the sliding knockdown will always leave you with a +42 frame advantage, similar to Janemba'sj.2M. While being +3 frames on block, 7f5L/2Lmeans it's equal to +2 frames with most other characters (they can backdash away from midscreen). When blocked in the air close to the ground, it becomes a ridiculous +9 frames. On top of that, if this happens to frametrap something, it is a ToD starter. That said, this move can be anti-aired with a reactionary2H, so don't abuse ittoomuch." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "Transcendence", "text": "214M(Air OK)orUnencumbered Mind >M Autocorrects if he overshoots the opponent. Air version teleports to the ground. Smash hit switches sides, wall splats. Can be used in combos, though it is either very situational or very difficult. Can combo without meter midscreen via5S>5H,j.Sinto Superdash, or5Hin the corner. On its own, it is a very reactable command grab with its start-up being 31 frames, but due to the ambiguity of going into either plus-frame/frame trap214Lor psuedo-reversal 214[X]~H, it becomes a significantly better mix-up tool. This is to be used once your opponent respects 214X~Land 214X~Sto make them even antsier and potentially open them up to significant damage. Oddly enough, if used point blank, this move tends to beat attempts at mashing2H." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "Embodied Light", "text": "214H(Air OK)orUnencumbered Mind >H Hits directly in front of Goku. Smash hit causes a crumple state on grounded opponent, wall splats airborne opponent. Non-Smash launches them forward. Useful for a lot of things. When using Unencumbered Mind, it's a good way to beat out opponents who are ready to2Hyou out of it. Can be used as a pseudo-Vanish of sorts during blockstrings due to it costing less meter and having a bigger reward on hit, being able to escape gaps that are larger than 4F. The crumple state that grounded214Hoffers can lead into lots of cheeky resets, such as...214H66j.M5Ldl5LLfor a reset into an unscaled starter (which theycanblock if they're aware of it, but is great against unsuspecting players),j.M5L5M(2) to reset into a low, or5L5M(1)6Minstead, or5L5M(1) IAD crossupj.M, or even5Ldl DR... these aren't recommended against players with good awareness and it's perfectly fine to just take the damage a standard214Hconfirm gives you, but they can be a fantastic way to stack on more damage against most opponents and keep them awake." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "Kamehameha", "text": "236S(Air OK)or214S(Air OK)orUnencumbered Mind >S 236Sflips forward,214Sflips backwards. 214[X]~Sversion can cross up, even in the corner. Jails into Vanish. Obnoxiously large hitbox.214SHits behind UI Goku as well. Superior to use this after5Hbefore popping Spark, rather than using22S. Can cancel into SD. 214X~Sis safe on block and even safer against Reflect (-3), have fun with an unpunishable beam. Doing flips before the beam also makes it retain the projectile invuln even during its startup and active frames (unlike other flip followups), making it a nice counterpoke option in neutral.214[H]~Sis also a nearly invisible cross-up, albeit solo it's very expensive, costing half a bar for the214[H]stance and potentially an extra bar to jail into Vanish if it's blocked. If it hits, you can Super Dash and either get a small combo by doingjLafter thej2H, or do214Hafter the Super Dash and get an OK damage combo. But with assists you can special tag off of the beam, so the cost is only half a bar. Due to its long active frames and massive hitbox,214Swill catch held Vanish almost 100% of the time." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "Rising Heat", "text": "22S Stays grounded and shoots a projectile straight up. \"Immune\" to cross-ups as it hits both sides and doesn't require forward/backward input. ToD starter, make sure you've got your oki down pat against him. P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "Unrestrained Will", "text": "[L+M]during recovery Tracks the opponent until frame 25 before punching forward. Attacks from the direction he was facing after teching. Smash hit causes a sliding knockdown. Horrible startup for what its supposed to do. Works on any ground wake-up, air tech and DR tech. Doesn't work with grounded hitstun and snapback. UI Goku's only frame 1 invuln reversal besides his supers. Like any other DP, this is super negative on block and UI cannot call assists to make it safe. It can also be anti-air'd or safely meatied with certain2L, you can find a list of moves that can low profile it onhis Strategy page. To top it off, it has a telegraphed startup with Goku warping away and is much slower than your average DP. As such, it's not very great at first glance." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "Assist A", "text": "Rising Heat Like22S, this also hits all the way to the top of the screen. Huge amount of hitstun, low amount of blockstun. Has head invulnerability, but will still lose to grounded pokes and projectiles." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "Assist B", "text": "Kamehameha UI Goku does236S. Goes fullscreen. Launches at a very combo-friendly angle." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "Assist C", "text": "Unrestrained Will Invulnerable(!) tracking C Assist. Horizontal trajectory can make it whiff after a down smash, so experiment with different combo enders. If called carelessly in neutral it can be2H'd. The tracking is not the best if used in neutral, use carefully." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "Accelerating Battle Spirit", "text": "236L+M(Air OK) Minimum Damage: 750. Teleports behind the opponent. Startup reduced if the opponent is in any hitstun. Relatively low damage in comparison to the cast. Can also be used as a desperate tag into another character by DHCing when blocked, as its long duration is enough for the game to revert back to neutral. Minimum Damage: 506 (1256 total). Switches sides back." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "Guiding Impulse", "text": "236H+S(Air OK) Parry super similar to Cooler's Lv3:On parrying strikes, Goku acts instantly and punishes the opponent without any chance of escaping.On parrying projectiles or assists, the counter attack is a throw that grabs both standing and airborne opponents, but not crouching, allowing them to act or even punish him. On parrying strikes, Goku acts instantly and punishes the opponent without any chance of escaping. On parrying projectiles or assists, the counter attack is a throw that grabs both standing and airborne opponents, but not crouching, allowing them to act or even punish him. Allows for DHCs if the counter is triggered. Deals 100% blue health, including any additional supers afterwards. Can be used at the end of combos, giving a +40 sliding knockdown, but extremely low minimum damage (591)." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "Silver Dragon Flash", "text": "214L+M(Air OK)or214H+S(Air OK) Minimum Damage: 1759. Adv. on hit: +38. Charges fullscreen forward. Ground version tracks vertically during startup. Switches sides on hit, leaves your opponent almost fullscreen. Themost visually stunning level 3 in the game, it's so pretty to look at." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)", "title": "Goku (Ultra Instinct)", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17/Frame_Data", "title": "Android 17", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17/Frame_Data", "title": "Android 17", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total On hit or block, 5L > 2L and 2L > 2L can only be late cancelled" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Strategy", "title": "Piccolo", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Strategy", "title": "Piccolo", "section": "General Tactics", "text": "Piccolo is a tricky mixup character with decent neutral tools and a good set of assists. He has all the tools he needs to fight on his own, albeit his kit is lacking in terms of dealing with zoners. With assists and meter, Piccolo can make any hit or blockstring into another lethal mixup. He does his best work in the corner, so your main goal is to get there no matter the cost. Piccolo really likes to have a beam assist, as it mostly negates his zoning weakness and gives him Hellzone blockstrings and combo extensions. Otherwise, he can mostly fight for himself by advancing behind236S, using his second airdash with whiffed j.236X, and controlling the skies withj.L.j.His also notable as IAD backj.His a completely safe retreat tactic." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Strategy", "title": "Piccolo", "section": "Point", "text": "Take advantage of Piccolo’s mixup potential and build up meter for your team by getting many small hits through left right/high low mixups as well as smaller combos and his grab and orb setups. Piccolo can be a meter hog at times when using his special moves to mix up your opponents; however he does benefit from multi-hitting assist to setup his mixup game. If you can use Piccolo without using too much meter, he’ll serve you well as a point character" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Strategy", "title": "Piccolo", "section": "Mid", "text": "If you have the meter, be sure to use Hellzone Grenade for some setups on knockdown (especially in corner) or for mixing up your 214 or 236 specials. While his assist leaves something to be desired, it can still be used effectively with a variety of point characters; however Piccolo makes an excellent mid character when there is plenty of meter to be used." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Strategy", "title": "Piccolo", "section": "Anchor", "text": "Be sure to take advantage of your mixup potential to finish off/frustrate opponents and eventually finish them with a Special Beam Cannon or Light Grenade." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Strategy", "title": "Piccolo", "section": "Picking Teammates", "text": "Super Saiyan Goku’s Kamehameha Assist can help Piccolo in Neutral. Should Goku (Super Saiyan)'s assist hit, Piccolo can vanish to score a combo. Piccolo’s assist can also help Goku (Super Saiyan) have more options on knockdown due to Goku (Super Saiyan)’s “honest” nature. When used in conjunction with Piccolo’s Hellzone Grenade, Super Saiyan Vegeta's Consecutive Energy Blast assist can easily overwhelm the screen and your opponent. Use that assist to extend combos, cover your approach, or to give yourself a free Hellzone Grenade without worry of your opponent retaliating. Gohan (Teen)'s Super Dragon Flight assist and Gohan (Adult)'s Jet Uppercut assist can provide a solid defensive option for Piccolo, since he doesn't have many. Gotenks' Galactic Donut assist allows Piccolo to get the much sought-after hard knockdown midscreen without burning meter by holding them in place during an air combo allowing him to connectj.214M" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Strategy", "title": "Piccolo", "section": "Blockstrings", "text": "2L/5L>2L/5LL>2M>5M>5H>236S(Has a small gap between the5Hand236S. Can be useful for catching opponents mashing) 2L/5L>2L/5LL>2M>5M>5H>6S Basic blockstrings to use with assists. ... >5H> Assist >236H+S> 9 > ... Hellzone Grenade assist safejump. Cannot be guard canceled and leads to an airdashj.M/land2Lmixup that's nearly invisible because of the explosions." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Strategy", "title": "Piccolo", "section": "Okizeme", "text": "Piccolo doesn't get any real okizeme off of aj.214Lender, but he gets a safejump or a236Ssetup off ofj.214Min the corner.236Sis interesting as it pulls the opponent out of the corner. If you cover your oki with an assist, this can lead to some really mean crossups that Piccolo can take back to the corner with aj.236M> airdashj.Hrejump. Piccolo Hellzone Grenade uses guide bySonTheBoss" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Strategy", "title": "Piccolo", "section": "Tips and Tricks", "text": "Wearing an orange costume allows you to blend in with the Hellzone Grenade explosions, making it harder for the opponent to see your mix up. 214Hhaving guard point from frame 1 allows it to beat safejumps, but the follow-up will tend to whiff." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Strategy", "title": "Piccolo", "section": "Fighting Piccolo", "text": "Piccolo is a character who struggles at full screen without assists, and as such, zoning him out and burning his assists is a strong option to get in safely. Avoid letting him get you in the corner and setting up 50/50." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.25", "title": "Version", "section": "Intro", "text": "Version1.25 Date Released:September 16, 2020 LinksSteamBandai Namco EuropeDragon Ball FighterZ Show #02 on YouTubeBandai Namco Japan (Part 1)Bandai Namco Japan (Part 2) AddedMaster Roshi" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.25", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "Overview", "text": "Captain Ginyuis a setplay character who stands out in DBFZ as one of the cast's most unique characters. Alone, Ginyu is the most average character in the game with an average toolkit. Of course, the great captain is never truly alone: Ginyu's claim to fame is hisGinyu Force, which replaces his basic Ki Blast and allows him to call in Guldo, Recoome, Burter and Jeice to help him out in battle. These can be thought of as mini-assists, each with their own specific moves that all have their own quirks and opportunities. Mastering the Force members gives Ginyu unparalleled pressure, mixups and okizeme. The sheer amount of creativity that can be applied to Ginyu'soffensive gameplanis too vast to list. Even better, Ginyu's legendary Level 3Body ChangeGuardAllStartup45+12Recovery39Advantage-24is one of the best momentum flippers in the entire game, able to instantly change the flow of the match by successfully taking over his opponent's character and forcing them to play with a Ginyu lacking in his Ginyu Force-related moves. Hilarious, freakishly powerful and tough to use, this move is the embodiment of who Captain Ginyu is as a character and can force his opponent to respect him no matter what the situation in the match is. Captain Ginyuis a wild set-play character who creatively uses the Ginyu Force to lock down the opponent and begin extremely powerful pressure, mixups, and okizeme. 5 v 1: As unfair as it sounds. Ginyu will pose on the opponent while the Force clutters the screen with all kind of nonsense, backing them into the corner where they'll be pummeled to death not even knowing what hit them. Body Change: His other win condition. Stealing the opponent's character while dumping on them a useless one. Assist B:Ginyu BGuardStartupRecoveryAdvantagegives the point character a taste of what it's like being the captain. Spoiler: It rules. Gimmicky: Ginyu's desired tools are not always available to him. They can become predictable if used unwisely, and Ginyu still wants assists or meter to help him get his train started. Matchups:Characters with powerful, low commit neutral tools can completely shut down the Ginyu Force and exploit his lack of defensive tools." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "Unique Mechanics", "text": "Using5S/236S/214Sor their air versions, Ginyu will call forth other members of the Ginyu Force to aid him in battle. Ginyu Force members have a set rotation that they will always follow, starting from the beginning of the match:Guldo→Recoome→Burter→Jeice." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "5L", "text": "Decent range. Can cancel into itself with4L. Good stagger tool, but outclassed in the frame advantage department by2L. Unlike2L, this normal routes directly into5LL. Second part of5LLcomes out faster if the first part hits. Grounded combo and blockstring filler. It's safe so you can also attempt a pressure reset off this. Under no circumstance should you use this in neutral, as it takes forever to whiff.5Mand even5Hare much better suited. Always Smashes on hit. Vacuums out of the corner" }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "5M", "text": "Slightly less than half screen in reach as he slides forward." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "5H", "text": "(Hold OK) Hold H to spin forwards,during spin to move back andto do a short hop.Data in [] is fully charged.The short hop will go over all crouchers and steals corner.Fully charged kick auto corrects and faces the opponent.Can pass through projectiles while spinning. Data in [] is fully charged. The short hop will go over all crouchers and steals corner. Fully charged kick auto corrects and faces the opponent. Can pass through projectiles while spinning. Not a true blockstring, but will frame trap from any normal.Only catches 4-frame reversals from M buttons.Frame traps lights thanks to priority. Only catches 4-frame reversals from M buttons. Frame traps lights thanks to priority. Invincible to low attacks partway through the motion of the attack. Can cancel the spin into force calls. Can cancel the spin into Dragon Rush." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "2L", "text": "Mid2L, but 0 on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "2M", "text": "Amazing combo starter. Just barely unsafe against most characters." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "2H", "text": "Universal anti-air. Good horizontal range. Leaves Ginyu grounded, cancel into236Lto make it safe." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "6M", "text": "Universal overhead. Good for Ginyu as both his jabs are 6 frame startup." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "j.L", "text": "Once a hit has been blocked, the remaining hit can be blocked low. Self gatlings, so it still can lead to double overheads." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "j.M", "text": "Good air to air normal. Can be used to snuff out superdashes." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "j.H", "text": "5LLLLLLLDynamic hit can wall bounce. j.HSmash hit causes a sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "j.2H", "text": "Midscreen combo extender." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "Strong Jersey", "text": "236L/M/H(Air OK) Ginyu recovers on contact, making this move always -5. Range is reduced in the air. Air versions also have weird forced landing recovery at certain heights, standardizing their frame advantage (lame). All versions of Strong Jersey are incredibly vital to Ginyu's gameplan, as it can be special cancelled into5Sor236S/214Son hit or block. Don't neglect this tool. Good range and decent startup for a lariat Decent pushback on block. True blockstring from5LLand any M or H normal. Overall pretty good neutral tag tool, scales very well so you can TOD off of this as well. This is Ginyu's safest blockstring ender. Wallbounces on Smash, vital to Ginyu's corner combos. Decent pushback on block. The pushback on block lets you potentially call the force from a position where you can't be mashed, but opponents may still jump out. Has a gap if used after any normal, giving you a very easy frametrap that can be followed up with the Ginyu Force. Causes wall bounce to mid screen can also be used to combo into Ginyu force members from any position. True blockstring from any normal. Extreme pushback on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "5S/j.S", "text": "(Hold OK) Ginyu strikes a quick pose and summons a member of the Ginyu Force to perform an attack. Startup refers to the first frame that Force Member appears. Has both properties of a normal and a special: can be canceled into from Strong Jersey, mid-combo DR, Smash Vanish and all normals except6M(even in Sparking). Whiff cancelable into Vanish from frame 19, letting you make a safe and nearly unpunishable pressure reset, or neutral skip. 5Shas invincibility to Ki Blasts from partway through the motion to the end of the motion. Similarly,j.Sdeflects Ki Blasts partway through the motion of the attack." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "Together We Are...the Ginyu Force!", "text": "236S(Air & Hold OK)or214S(Air & Hold OK) Ginyu strikes an elegant pose and summons a member of the Ginyu Force to perform a special attack. Startup refers to the first frame that Force Member appears. Ground version can be whiff canceled into Vanish from frame 23, air version is frame 34." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "General Notes", "text": "Below are data for the Force member themselves to actually attack. Ginyu is almost always given enough time to follow up with5Lafter a force call on the ground, which is vital to his combo plan. All Ginyu Force attacks count as projectiles, and are susceptible to projectile counters. The cycle isGuldo->Recoome->Burter->Jeice. This is your entire gameplan, don't mess it up or forget your order!" }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "Guldo", "text": "From the ground, aims a projectile at opponent. Has limited angle, won't hit opponents that are too high up. Has invincibility to Ki Blasts. Good projectile due to its size, speed and tracking. Although it beats Super Dash, it will lose to beams. Appears on the ground and attempts to freeze the opponent. Both versions can autocorrect on sideswitch. Though, like all assists, crossup Guldo can be blocked both ways. 236Swill warp ahead.214Swill warp closer to Ginyu and never ahead of the opponent, sometimes as far as behind Ginyu. Deals a LOT of hitstop and hitstun on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "Recoome", "text": "Poses before rushing at the opponent with a charging knee. Wall bounces on hit. Deflects Ki Blasts. Goes full screen. Useful for many setups to make things safe. Not very good as a pressure reset by its self due to its slow speed, if you happen to get mashed out it's likely Recoome will get hit as well. Appears on the ground and fires a beam. Hits more than a regular beam, but still clashes one. Beam assist on demand! Good to call in after Guldo's236Son wakeup, and leads to Ginyu's deadliest combos. The beam lasts for an incredibly long time. You can use it for incredibly easy corner carry in combos just by superdashing after Recoome fires. Charges in place before unleashing a huge explosion that does a ridiculous amount of hitstun and heavily scales your combo. Is only invulnerable to non-Super projectiles. The funniest thing in the entire game to hit someone with or combo into, and you don't need to disconnect the opponent's controller to do so unlike Gamma Ray." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "Burter", "text": "Teleports in with a flurry of kicks.5Swill warp to the ground,j.Swill warp to the air. Insane tracking in combos. Hits faster than Ginyu can. Basically just Yamcha Assist on demand, complete with high hitstun. Excellent pressure reset and combo extender. Flies back and forth 4 times. Only tracks airborne opponents from jump height and up. Breaks more combos than it has any reason to. One of the best special moves in the game. Effectively denies the opponent's right to be in the air, blocking Burter will drop them straight back down to the ground where Ginyu can catch them. Because so many combos are also in the air, Burter will free Ginyu from basically any combo thrown his way and allow a reversal. Poses, then flies back and forth 2 times on the ground. Vacuums the opponent out of the corner. Yes, this is as good as it sounds." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "Jeice", "text": "Warps directly above the opponent and throws a Crusher Ball at the opponent, tracks even better in combos. Insane groundbounce and hitstun, Ginyu can convert off of this from fullscreen or get a Dragon Rush at the end of a combo. Has Ki Blast properties. Really dumb projectile, can frequently stuff an opponent's movements or beat out other projectiles simply because Jeice attacks from above. It has so much hitstun that you can actually link Jeice5Sinto Guldo5Sin a midscreen combo. Jeice and Burter launch a cooperative attack. If Burter is currently out (from5S,236S,214S, or Assist B) he will immediately warp to Jeice. 236Sappears at the opposite side of the screen,214Sappears behind Ginyu. After charging up, they will accelerate in the other direction and shower down Ki Blasts everywhere. Covers the entire screen in purple, making it harder to see Ginyu. Can vacuum opponents out of the corner. Has Ki Blast properties. Similar to Burter236Sin use, except now you can also use it for grounded pressure and corner mixups. Some cheeky opponents will try to superdash out, but it's very easy to2Hand they'll likely get blasted the moment they hit Ginyu any way. 236S Jeice Each P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "Assist A", "text": "Strong Jersey Good range and moderate startup. Useful for blockstring pressure and some combo extensions in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "Assist B", "text": "We are the Ginyu Force! Ginyu calls in 2 members of the Ginyu Force to do a special attack. B assist follows a combination of two rotations, the Ginyu Force rotation (Guldo -> Recoome -> Burter -> Jeice) and an attack rotation that applies to both members called in (5Sfor both ->236Sfor both ->214Sfor both). If Ginyu is tagged in and does5S,236S, or214S, then the Ginyu Force rotation will change the next time the assist call is used. For example, if Ginyu is tagged in and calls out Guldo, then the next assist will have Recoome and Burter paired together. If the Ginyu Force rotation is changed, the attack rotation will stay the same. For example, if the last assist call was5S, then the next assist will be236Sno matter which member is called. If Ginyu is hit before a member got called out, the attack rotation will progress, but the Ginyu Force rotation will stay the same. If Jeice and Guldo are paired together and are on their attack rotation for236Sor214S, then 3 Ginyu Force members will be attacking on-screen (Jeice, Burter, and Guldo) instead of just 2 members. Body changed Ginyu B will do A assist instead of having a heart attack. When this assist is first called, it will generate 25% of a Ki Gauge bar. The second time, it will generate 50% of a Ki Gauge bar. The third time, it will generate 75% of a Ki Gauge bar. The fourth time, the cycle starts over anew back to generating 25%. The most gimmicky assist for the most gimmicky character. This throws away any practicality or traditional use for an assist for \"random\" forcecalls. While certainly silly, the randomness can frequently find itself detrimental when you just want to secure a regular assist extension. Worst of all, the assists still go away if you get hit, leaving you without one of the many advantages Ginyu himself gets from his force. Calls first member on frame 19, second member on frame 39 Gains Ki on frame 33" }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "Assist C", "text": "Strong Mixer Ironic name Does not vacuum on block like5LLL." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "Powerful Energy Wave", "text": "236L+M(Hold OK)or236H+S(Hold OK) Unique Super that can be held to spend more Ki for different properties. At Level 1, it's just a typical fullscreen hitting Super for damage at the end of combos. At Level 2, it deals as much damage as Level 1, but is cancelable into Specials and Supers. This acts as a meter dump into even more Supers, for example Level 2 > delay214H+Sworks as a \"Level 5\" Meteor in the corner. Can be used for oki since Level 2 >236S/214Ssets up for an IAD safejump with a Ginyu Force member behind. And it's useful as a safe on block Super for DHC purposes: Level 2 >236Lis a true string at close range, although note that there's a punishable gap if the initial Super is Reflected. Finally at Level 3, it deals much more damage and causes a hard knockdown. However, for DHC, Level 2 > Level 1 does more damage with the same amount of meter. And if you want the knockdown, then214H+Salso does more damage with a better hard knockdown. Minimum damage: 800 → 800 → 1410. Advantage on hit (Level 3): +40." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "Body Change", "text": "214L+M(Air & Hold OK) Hold the button to deal 4000 unrecoverable damage to Ginyu for 1 bar during the Super freeze. Switches health bars and movesets on hit, if the opponent isn't another Ginyu, they won't have access to the Ginyu Force (S normals, S specials, B assist,214H+S) and Body Change. Comboable from Guldo236S/214S, and236L+Mduring limit break Characters affected by Body Change who are revived by Shenron will come back in the switched body, not their original one. Possible to have two of the same character on your team. Not so much a reversal as it is a team killer. Ginyu without the Ginyu Force is just an average, basic character who can't get very much mileage, so Body Changing an important member on the opponent's team can win the game right there. This allows you to play Ginyu like a win-condition character instead of a gimmicky setplay one. As an Anchor, this super is specifically more of a consistent comeback tool for Ginyu: get four bars, end your combo in a Sliding Knockdown, then do Level 1 into Body Change. Doing this means Ginyu can be more or less dead weight on your team that you plan to offload on the opponent, so it's advised you build your team with a powerful shell just to make sure you can pull your bearings if you happen to swap into a character you don't know how to play. 214L+M Pierces through lvl 3 projectiles Hold button to do 3000 damage to Ginyu j.214L+M Pierces through lvl 3 projectiles Hold button to do 3000 damage to Ginyu" }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "Failed Call", "text": "For the victim of Body Change. If they weren't another Ginyu, attempting to use5S,236S,214S,214L+M,214H+S, and air versions will give them this animation instead. This doesn't do anything beside holding them in place, but is cancelable into Vanish at any point." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "Together we are... the Ginyu Force!", "text": "214H+S This is his DHC Lv3. Charges fullscreen forward. Minimum Damage: 1755 Naming is hard. +43 on hit, it's a pretty good Level 3. Midscreen you get either a meatyj.M, a meaty2M, or a force call. In the corner, everything changes. You're right next to the opponent and are free to use force calls to safely begin pressure and punish them if they disrespect the force member. Check the Okizeme section of theStrategy Pagefor a list of safe calls." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu", "title": "Captain Ginyu", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.05", "title": "Version", "section": "Intro", "text": "Version1.05 Date Released:March 16, 2018 LinksSteam" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.05", "title": "Version", "section": "New Features", "text": "Added Z-Union feature that enables players to join “Unions” (fan clubs) of their favorite character and get special rewards. And the longer you stay in a Union, the better the rewards become. Added the possibility to leave the Lobby by using the stairs at the entrance Added option to enter the Offline Lobby from title screen" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.05", "title": "Version", "section": "Modes", "text": "To enable implementation of the below gameplay adjustments, recorded data from Replay Channel will be erased Changed rematch system to 3 matches in both Ranked and Casual World Match Improved match-making and server stability" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.05", "title": "Version", "section": "System Changes", "text": "Fixed a bug that makes characters float in the air if Dragon Rush Clash happens when landing from mid-air back step Fixed a bug that makes main characters say the wrong name when calling a Z-Change or Z-Assist Fixed a bug that alters the hit box of Z-Assist characters under certain circumstances" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.05", "title": "Version", "section": "Captain Ginyu", "text": "Fixed a bug that makes Ginyu Force members collide with the opponent character and sometimes interrupts the latter’s attacks" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.05", "title": "Version", "section": "Goku (SSGSS)", "text": "Fixed a bug that makes “x10 Kaioken Kamehameha” combo continue even if the opponent gets away from the attacks Fixed a bug that triggers Z-Change voice over dialogues instead of Z-Assist ones" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.05", "title": "Version", "section": "Hit", "text": "Fixed a bug that triggers Z-Change voice over dialogues instead of Z-Assist ones" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.05", "title": "Version", "section": "Nappa", "text": "Fixed a bug that makes Saibamen collide with the opponent character and sometimes interrupts the latter’s attacks" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.05", "title": "Version", "section": "Vegeta (SSGSS)", "text": "Fixed a bug that triggers Z-Change voice over dialogues instead of Z-Assist ones" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.05", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Frame_Data", "title": "Vegito (SSGSS)", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Frame_Data", "title": "Vegito (SSGSS)", "section": "Z Combo Table", "text": "5L can only cancel into normals, DR and jump on the last hit. In Sparking, gains the ability to jump cancel on each hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Frame_Data", "title": "Vegito (SSGSS)", "section": "Sources", "text": "Turtleon's Frame Data" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Strategy", "title": "Vegito (SSGSS)", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Strategy", "title": "Vegito (SSGSS)", "section": "General Tactics", "text": "Vegito is a stagger pressure monster. Instead of having strong mixups, Vegito has some of the most potent frame traps in the game and some of the highest damage to back it up. His premier tool is his 5L: a massive, 7-frame, multi-hitting normal that's only -5 on block. At the correct spacing, it will beat any other normal in the game (except for itself). Once Vegito can scare the opponent into blocking, he can keep them locked down almost endlessly. 5S and 6S are really only useful for combos and blockstrings, as they can be superdashed through and are too slow to really use. 2S and j.S are mostly the same, except they cover different angles. In order for Vegito to get in and lock the opponent down, he needs a little help in neutral. But once you're in, you're staying there." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Strategy", "title": "Vegito (SSGSS)", "section": "Point", "text": "This is the most common place to see Vegito. Two assists makes his pressure even scarier, and having a tracking assist lets him keep a lot more meter than he would be able to keep on his own. Neutral assists are the most helpful thing for him, as you don't need to go in on his mix and almost all neutral assist will extend his pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Strategy", "title": "Vegito (SSGSS)", "section": "Mid", "text": "Mid starts to take advantage of his assists. Most likely you'll be using A Assist for its screen control to cover your point character, but it's also fast enough to convert 6M on reaction. Having an assist backing Vegito is always good as it opens up his pressure and combos, but he doesn't always need one to play his game." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Strategy", "title": "Vegito (SSGSS)", "section": "Anchor", "text": "Anchor isn't a common position for Vegito, but his oppressive pressure game lets him compete with other anchor characters. He also has a suprizingly strong neutral game with 236S and j.S, as well as 236H functioning as a lariat-style special move within half-screen distance." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Strategy", "title": "Vegito (SSGSS)", "section": "Picking Teammates", "text": "If the team is primarily centered around Vegito, pair him up with pressure and neutral focused assists. He is pretty self-sufficient combo-wise, and he can stagger well without assists. He doesn't have any real high-low mixups, so any assist that allows him to do crossup mixups with 214X helps him a lot. A second point is recommended so he can regen blue health, characters like Cell are good because of their high metergain. Gotenks is the best over-all teammate as his A Assist lets Vegito end combos with a sliding knockdown without having to switch sides and gives him crossup mixups midscreen. Goku (GT) A is also an excellent choice as his assist shuts down the portion of the screen that Vegito has the hardest time controlling. Because Vegito can pressure people on his own, he also works with Base Goku's B assist. The extra meter also heavily increases his damage and he can DHC into Spirit Bomb with Smash-less j.236H." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Strategy", "title": "Vegito (SSGSS)", "section": "Blockstrings", "text": "5L > 5LL > 5M > 2M > 5S > 5H > 236L > Assist > ... Your basic lockdown blockstring. If the opponent starts to reflect after your Ki Blasts delay the 5H or use a delay 2S to get a hit, as long as the 5S is not delayed they cannot reflect the ki blast since it's a true string but they can reflect out of the blockstun hence delaying the 5H or delay 2S will hit. In the corner, you can add a 6S before the 236L for a little more lockdown. Gotenks A doesn't work for this style of pressure, but he gives you crossup mixups that are detailed below. ... 2L > Vanish > ... 2L has \"Special Blockstun,\" allowing for this to happen. Beware that there is a sizable gap between 2L and anything chained into it, large enough to be Vanished (because it's 5 frames). Blocked Superdash midscreen sets up some of it's own RPS, with the main options being crossup or not with j.S thrown in to catch slow 2H's. ... 5H > Assist > 214L/M Basic crossup mixup setup. Works best with Gotenks, as the assist call is between the preceding medium and 5H. Using 214L means you have to commit to using an airdash j.S, but 214M lets you do same side or crossup j.L's or j.M normals." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Strategy", "title": "Vegito (SSGSS)", "section": "Staggers", "text": "This deserves it's own section because of how strong Vegito's staggers are. 5L and 5LL are -5 and form the core of his pressure game. After a sequence that ends in 5H > 5S, you are at almost the perfect distance to re-establish pressure with 5L. The ideal range is just at the tip of 5L's range. If you think they will respect 5L, press it again. If you think they will disrespect it, delay 5LL. The next move you should consider using is 5M, as spaced out it can be -2, allowing you to backdash safely or re-establish pressure again. This works because of how big 5L is. If your opponent presses a 2L or a 6f 5L, the range of their button is almost always smaller than Vegito's 5L and you will auto-whiff punish them. If you happen to catch them with 5LL, it's lights out. Once you condition them to block, then you can start using other options like 6M and Dragon Rush. 6M is a decent option in and of itself for the same reason that spaced-out 5L is, but it being 0 can also be detrimental if you're too close." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Strategy", "title": "Vegito (SSGSS)", "section": "Tips and Tricks", "text": "5L is really good, but you will lose if you mash it after 6M. If you want to take the risk, 214S works much better. Eventually as you move up the ranks 5L will lose it's potency as a button you can just mash, it's best to start figuring out how to use it properly, so you don't get punished for mashing Tracking assists are generally really good for Vegito's combos, as they can eliminate the sideswitch without spending a bar of meter. 2L goes over Lows and Throws, making a somewhat-reliable throw tech replacement. Watch Coach Steve to see it in action. 236S is incredibly good at discouraging zoning, but it is not a zoning tool in and of itself. In some cases you can beat out Z Broly if you do it high enough in the air. 5H > 5S is the safest way to set up 5L stagger spacing, but after you get them to respect you it's easy to walk back and forth to reach it. 5S and 6S are not neutral tools, as their range is limited and they do not beat Superdash. They are for pressure and combos. Vegito's left right mix is potent but will require that he is midscreen. You will also need to know how to properly pressure people if he is to open people solo even at high level." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Strategy", "title": "Vegito (SSGSS)", "section": "Fighting Vegito", "text": "Vegito may not have high/lows, but his crossups are what you have to look out for. If you reflect something, be ready to reflect 2M right after. Vegito must commit to something after a 6M without assists because of his 7f 5L. 6f 5L's will win against his 5L, but his counter will beat 6f 5L's. If he has meter, you have to be careful within half-screen. If he 236H's you, its easily half of your lifebar gone. Vegito can IAD out of 5L at any time during Sparking. Watch your back in case he IAD's you. If your 2H is 15f or slower, you have to be careful after blocking a Superdash. j.S is technically a projectile and it will win. You aren't losing anything by simply waiting out his pressure, especially in the corner. Vegito can't hit you in the corner unless you can't block system mechanics or you mash. A patient player is the most annoying opponent for Vegito to fight. Eventually he has to stop, mainly cause of the assist regen nerf in S3, or he'll do something unsafe which you can punish him for." }, { "url": "https://www.dustloop.com/w/DBFZ/Nappa/Combos", "title": "Nappa", "section": "Combo Theory", "text": "Nappa absolutely needs the corner to do his best work. Midscreen, your only goal is to push them to the corner. Once you're in the corner, your goal is to land a Saibaman reset. Most characters have at least one assist that will let you get the restand, and a full list can be found here:https://cdn.discordapp.com/attachments/478947295371591680/710509617519657102/unknown.png" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Resources", "title": "Vegito (SSGSS)", "section": "Intro", "text": "This page is Vegito (SSGSS)'s Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Resources", "title": "Vegito (SSGSS)", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Resources", "title": "Vegito (SSGSS)", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Resources", "title": "Vegito (SSGSS)", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)/Combos", "title": "Goku (Super Saiyan)", "section": "Notes", "text": "Basic Vanish ender examples for when you really wanna squeeze out as much damage as you can. j.LLS > j.236S > Vanishis the most consistent at low hitstun decay. j.LLS > j.214Mbuilds the most meter,j.LL2H > j.214Ldoes the most damage and works at high hitstun decay. However, the latter two are finicky and don't always work as they require autocombo boost from j.LL." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)/Combos", "title": "Goku (Super Saiyan)", "section": "Miscellaneous", "text": "2M > 5M > jc.M2H > SD > j.MLL2H > backward jc.L > delay j.LLS, j.LLS > j.236L Midscreen, Sparkless \"loop\" example. Can be done on all characters, but the timing on j.L > delay j.LL isn't universal, nor are the setups leading up to it. The link works by letting j.S hit at least 1f later than point blank, by spacing Goku slightly away from the opponent. With this route specifically, delaying the SD can make the link easier. ... > Vanish ▷ delay IAD j.MS ▷ 5M > 2S > SD > j.ML2H > jc.LLS > j.236L Advanced grounded Vanish conversion. Both Goku and the opponent has to be close to the ground when IAD j.M hits. 2M > 5M > 2S, super jump delay j.LML2H > SD > j.MLL2H > jc.LLS > j.236L Tight (universal) link that barely adds any damage. It's best delaying j.L just a tiny bit, since buffering it during super jump startup can cause it to whiff due to Goku not being high enough. 5H > delay SD > airdash j.L > delay j.S ▷ dash jump j.L Harder rejump that does less damage for slightly more Ki gain. The dash jump cannot be buffered and is only there so Goku can reach the opponent from midscreen. 2M > 214M, j.236M, ▷ 2L > 5H ... 2M > 2S, 2S > SD > j.M > jc.MS > j.214M, j.236M, j.LS ▷ 5H ... Various ways to extend with j.236M in the corner. Though these routes are harder to confirm into. 2M > 5M > jc.M > jc.MS > j.214M, delay j.236M ▷ 5L > 5S > 5H > SD > airdash j.L > delay j.S > j.236S[2] ▷ super jump j.LML2H > jc.LL2H > j.214L(2) > j.236L+M 2M > 5M > jc.M > jc.MLS > j.214M, delay j.236M ▷ 5L > 5S > 5H > SD > airdash j.L > delay j.S > j.236S[2] ▷ super jump j.LML2H > jc.LLS > j.214M(4) > Vanish > j.236M > delay j.236H+S Dead routes? 5L > 5S > 5H > SD doesn't connect anymore. (1) Universal, highest damage route using j.236S[2] rejump. Kame has to be done as close to the ground as possible. The super jump afterward isn't require for the link, but rather so Goku can do j.LML. (2) Slightly less raw damage in exchange for more Ki gain. Builds 2 bars on its own to spend on Vanish and H+S Lv1." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Combos", "title": "Goku Black", "section": "The Bones of Basic DBFZ Combo Structure", "text": "2M>5Mjc >j.M>j.LL>2H> SD >j.M>j.LL>j.2H> jc >j.LLLThe basic DBFZ BNB for a large majority of the cast consists of2M>5Mjc >j.M>j.LL>2H> SD >j.M>j.LL>j.2H> jc >j.LLL. You may have noticed that you can do something like5LLto go into this combo but this isn't ideal. When you start a combo with a light starter like5L, it causes heavier scaling which means that your combo will do lower overall damage. Starting a combo with a heavy or medium starter will give it much better scaling with a lot more damage. That's also why you should manually inputj.M>j.LLduring the BNB instead of opting for using the auto combo since that counts as two light inputs rather than a medium input with two light inputs. When you start a combo with2M, it will put the opponent in a sort of \"trip\" state that will allow you to continue the combo and even take it to the skies. In this situation, you use5Mto hit the opponent up a bit so you can jump cancel and convert into the air portion of the combo. From this point on, DBFZ conversions are very lenient and multiple routes can open up. You can either use an assist to bounce up the opponent more, go intoj.M>j.LL>j.S>j.236Hor whatever really. Try experimenting to see what you can come up with and feel free to use the combos below to help with that. Anything is possible in a 3v3 tag fighter!" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Combos", "title": "Goku Black", "section": "Combo Theory", "text": "236HGuardAllStartup13Recovery20Advantage-27Goku Black's combos are relatively basic. Because he lacks a non-metered special move to use his smash on for mid-screen combo extensions, he relies on universal options like smash5H/2Hor assists. Black also doesn't have a resource-less way to end his combos with a sliding outside of smashj.H. While he does have two rejump combo options after5H, both of these are difficult to execute consistently and may drop if the opponent reaches the corner before super dash connects. His options expand greatly in the corner, both in terms of extending and ending combos.j.214MGuardAllStartup18Recovery19Advantage-5 ~ -1can either ground bounce or wall bounce the opponent and both lead into good damage.5Scombos directly into super dash, even if Black's smash has already been used.j.Scan be followed-up withj.236MGuardAllStartup20Recovery27Advantageso long as hitstun hasn't degraded too far, granting him a meterless sliding knockdown without needing a smash launcher. After using a Vanish(H+M), Goku Black can usej.236MGuardAllStartup20Recovery27Advantagefor a knockdown and corner carry, though he can do2M>5S>j.236MGuardAllStartup20Recovery27Advantagefor extra damage if he is near the ground. When going for damage is preferred over a knockdown, use his autocombo for its forced smash. Whiffing5Land hitting with 5LL makes this option more consistent and reduces combo scaling. If the opponent is high in the air after a vanish and Black still has his super dash (such as when using214LGuardStartupRecoveryTotal 28[Total 36]Advantageinstead of SD after a smash2H), he can do SD >j.LLLfor both extra damage and a sliding knockdown. Both of his level 1 supers lack a knockdown so they are best used when they will K.O. an opponent or if DHC'ing into another character.236L+MGuardAllStartup9+4RecoveryTotal 88Advantage-28is his most damaging super so use this one if possible. If the opponent is too high to combo into a DHC, usej.236H+SGuardAllStartup9+4 [9+1]RecoveryUntil L+7Advantage-30to bring them back to the ground. Black's level 3 will always bring him back to the ground after the final hit so it can be used at any position and still grant him safe-jump oki." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Combos", "title": "Goku Black", "section": "Beginner Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple If you're new, these are the combos you should focus on learning for a baseline of being able to play Goku Black. Don't worry too much about knowing every single combo, just having these simple ones down can do you pretty well." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Combos", "title": "Goku Black", "section": "Searching For Greater Power", "text": "So you want to take Black to the next step? Here's some extra stuff that isn't needed to play the character but is good to know if you're really trying to get serious with your Godly (Mid Tier) Ki." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Combos", "title": "Goku Black", "section": "Out For Blood?", "text": "DBFZ is an inherently monkey game, might as well go all out with some Sparking combos." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2/Resources", "title": "Super Baby 2", "section": "Intro", "text": "This page is Super Baby 2's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2/Resources", "title": "Super Baby 2", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2/Resources", "title": "Super Baby 2", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2/Resources", "title": "Super Baby 2", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)/Resources", "title": "Goku (Super Saiyan)", "section": "Intro", "text": "This page is Goku (Super Saiyan)'s Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)/Resources", "title": "Goku (Super Saiyan)", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)/Resources", "title": "Goku (Super Saiyan)", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)/Resources", "title": "Goku (Super Saiyan)", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)/Frame_Data", "title": "Goku (Super Saiyan)", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)/Frame_Data", "title": "Goku (Super Saiyan)", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)/Frame_Data", "title": "Goku (Super Saiyan)", "section": "Sources", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "Intro", "text": "This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.Consider helping rewrite it." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "Overview", "text": "Keflais a rushdown character with an emphasis on applying strong pressure and an array of strong neutral tools to win neutral. She shoves opponents into the corner and builds resources for her teammates. Kefla's mobility on the ground is very strong thanks to her teleport, which crosses up and can be used for left/right mixups with assists, as well as her variety of useful moves like 3 lows and a long overhead. Her pressure is also extremely potent and makes her extremely difficult to block for extended periods of time. Additionally, she is able to easily play keep away with an excellent suite of powerful zoning tools like ki blasts and beams.Gigantic Rayis a very powerful oki tool of which at worst, sets up a reflect mindgame of which Kefla is strong in, and at best, gives Kefla a 50/50. However, it's guard-cancellable in blockstrings, so it is highly advised you don't use it there. 2L(7f) Keflais a rushdown character that flourishes in scrambles with a frightening ground game. Pressure:Fantastic frame data, multihitting normals, and good range on her moves. The range on her normals also let her easily outspace most of the cast and punish any attempt to take their turn back or escape. She also as a standing overhead, plus on block special and low lariat that goes through Ki-Blasts. Neutral:Kefla's neutral is very potent and she has plenty of tools to navigate neutral and poke with fast ki blasts. Her tools also allow her to easily swap between playing keep away or rushing them down. Gigantic Ray:A strong oki tool that either gives a grimy 50/50 or forces a reflect mind game of which Kefla will almost always win. Also helps rack up damage in combos to help secure a kill. Versatile:Has plenty of great projectiles and defensive options too, letting her swap between rushdown and zoning when necessary and even escape pressure. Meter Gain:Has some of the highest meter gain solo among the cast as she is able to build well over 2 bars on nearly every grounded confirm if near the corner. Her highest meterbuild routes can crack 2.5 bars with relative easy execution. Whiff Punish:5Mare great buttons, but their long multi-hitting active frames make them very easy to punish on whiff. Slow Level 3 Super:Her level 3 has very slow startup making it harder for her to use a reversal" }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "5L", "text": "5Lslides forward,4LLdoesn't.Good frame advantage.4 hits Good frame advantage. 4 hits 4LLhas considerable pushback and makes Kefla outspace most characters attempt to mash. Kefla's premier pressure normal. Overall an excellent jab due to the properties listed above and further complemented by the rest of her moveset. On hit,5LLforces crouching opponent to stand up, holds airborne opponent mostly in place for all hits to connect. Don't guard cancel this button. All hits are normal/special cancellable on block and on hit. Any hit can be jump cancelled in Spark. Can immediately be canceled into 5LLL Multi-hitting, large hitbox kicks that lock the opponent in place on hit for a very easy followup. If blocked, allows Kefla to safely Z-Change into a different character. All-around excellent normal. 5LLLalways whiffs against crouching characters, even if they're visually standing. Recovers in midair. Has 5f of landing recovery on block, 7f on whiff or hit. Has Anti-Air Properties Jails into Vanish. 5LLL>j.214Sis -5 on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "5M", "text": "Multiple hits, lower than average damage. All hits are jump cancellable on hit or in Sparking. Advances just over halfscreen. Any of the hits of the hits can be gatling into a an M, H or special VERY punishable on whiff, but has a big hitbox Don't guard cancel this button." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "5H", "text": "Smash hit wall splats, combos into SD. Tall hitbox, making it good for corner combos. Kefla can perform the rejump combo, it's much like Bardock's but harder." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "5S", "text": "(Hold OK) Hold or mash S to shoot all 6 Ki Blasts. One of the fastest Ki Blasts in the game at 11 frames. Each P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "2L", "text": "Short low." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "2M", "text": "Rather short, but the 2nd fastest2Min the game. Can be up to -2 if spaced." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "2H", "text": "Smash hit combos into SD. Puts her airborne. If cancelled early, stays grounded. Inputting3H(or holding forward immediately after inputting2H) lunges her forward. This lets you side switch." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "6M", "text": "Universal overhead. Same Hitbox as j.H" }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "6H", "text": "Double Hammer Extendable overhead thanks to its gatling options and high hitstun. Versatile combo filler after assists,6H>5H>214Mdoes a ton of damage. Scales poorly." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "j.L", "text": "A high jab with some range. Very easy to snipe superdashes with." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "j.M", "text": "Very active with good range. Incredibly Active Multihitting move Very low knockback, some basic combos don't work as a result. IAD j.M first hit can whiff" }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "j.H", "text": "5LLLLLLLDynamic hit can wall bounce. j.HSmash hit causes SKD. jH is her main corner oki tool as it is effective against uptech." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "j.S", "text": "(Hold OK) Hold or mash S to shoot all 4 Ki blasts. Stops all air momentum. Can be used for fast albeit riskier and costly crossups instead ofj.M jS is a faster cross up as it can be done while she is mid-dash, allowing very ambiguous left rights with correct spacing. Use assist, meter or spark to confirm. It is also the most meter efficient ender if going into supers midscreen. Each P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "j.2H", "text": "Push Kefla forward, keeps some momentum. Can link into jLL after on medium to large body characters when smash is consumed, making it an optimal meterless/assistless SD confirm." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "Super Cannonball", "text": "236L/M/H Beam property projectile. Jails into Vanish. All versions can cancel into SD or214Son hit, block or whiff. Throws a projectile forward. Jails into SD anywhere on the screen which means it's mixup city. Abuse this. In neutral, treat it like a beam, because that's exactly what it is. Throws a projectile angled upward. Too slow to be used on reaction to a jump, but236M> Assist can get you in if the projectile is blocked. Anything that prevents opponents from jumping is a good thing for Kefla. Combos into superjumpj.Lorj.Min the corner, forming the basis of her optimal routes. Throws 2 projectiles forward. +4 on block, meaning the opponent can't backdash out of5L. Very, very punishable on reflect. Part of what makes Kefla's damage so high as it also combos out of Smash5H. Can be used to make yourself +4 for half a bar which is still pretty good. 236L Whiff cancelable into Super Dash starting from frame 43 Enters 30F of recovery after the ball makes contact, cancelable into Super Dash starting from frame 14 of recovery 236M Whiff cancelable into Super Dash starting from frame 20 Enters 23F of recovery after the ball makes contact If the ball makes contact before frame 20, still cancelable into Super Dash starting from frame 20 236H Whiff cancelable into Super Dash starting from frame 46" }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "Ain't nobody that can stop me!", "text": "214L/M/H Ki Blast invulnerable. All versions only have a hitbox upon arriving. They do not possess one as they travel. Travels forward about half screen. Basic blockstring ender. Decent as a roundstart but somewhat slow.2Hinto214Lcatches people more than it rightfully should. Travels 75% of the screen. Smash hit wall splats, has enough frame adv to link into5Hin the corner. Corner combo starter. Also makes for a decent autotimed frame trap in the corner. Travels 80% of the screen and can go fullscreen if you buffer a microdash before doing it. Smash hit wall splats really high up, forces a soft knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "Gigantic Breaker", "text": "236S(Air & Hold OK) Kefla stands still to charge her attack, then dashes forward 80% of the screen and throw a beam projectile. Smash on the dash. Smash hit causes SKD. Projectile guard point from frame 4 to when she throws her projectile. Holding S will extend the first part, but lose the dash. Cancel it into SD during combos for high damage routes. Projectile jails into Vanish, but there's a gap between charge > dash and charge > projectile. Smash version can combo into236H+S. Mostly useful for assisted corner combos, as Kefla can't combo into it solo without losing a ton of potential damage. Will almost always combo out of6H. Charged version is plus on uptech which makes it good for oki if the opponent doesn’t have a bar to guard cancel. Primary force Slide Knockdown ender." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "Time to test this power out!", "text": "214S(Air OK) Dashes forward, tracks horizontally and always sides switches. Has a minimum distance she has to travel. At close range, the dash will leave her slightly away from the opponent, at far range she'll stay right behind them. Fully invincible from frame 4. Special cancelable Allows her to sneak past beams, or other things that may be annoying for her to deal with. However it is punishable so it should only be used as an escape tool or to punish a high commitment option from your opponent. Dashes diagonally downward, can also steal the corner like the grounded version. Fully invincible from frame 4." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "Assist A", "text": "Super Cannonball Stands still and does236L. A great assist. It's fast, has almost a second of hitstun, isn't too bad on block, and has beam properties allowing it to smack superdash and Ki Blasts. Good for neutral and combos, although her B assist has it beat in the blockstun department." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "Assist B", "text": "Mighty Kick Slides forward and does5LL. On ground hit, the opponent is kept grounded. On air hit, they are sent away slightly." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "Assist C", "text": "Gigantic Breaker Slides forward and does236S. There's a gap between charge > projectile. On hit, teleports behind the opponent and knocks them down into a ground bounce SKD." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "Ultra Cannonball", "text": "236L+M(Air OK) Shoots 6 projectiles forward. Air version tracks the opponent vertically. Minimum Damage (Air Version): 139*6 (834) Minimum Damage (Ground Version): 144*6 (864)" }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "Gigantic Ray", "text": "236H+S Hellzone Grenade-style Super: slow startup, very plus on hit or block, no post-Super scaling, low minimum damage, disappears on DHC, cannot be SD'd through, cannot GC Reflect or SD. +50 on block. Can be combo'd from essentially every ground Smash:5H,2H,214H,236S, and also236H. Will true blockstring from5Hwith an assist with 24 or more frames of blockstun. Each P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "Gigantic Chaser", "text": "j.236H+S Kefla's DHC Super. Tracks the opponent anywhere on screen, then dives straight down. Launches, the opponent can tech before they touch the ground. Minimum Damage: 765." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "Gigantic Burst", "text": "214L+Mor214H+S Minimum Damage: 1668. Full-screen, frame 1 invincible Super. Autocorrects on hit. Value in [ ] is when the opponent is in any hitstun. +44 on hit. Being full-screen, punishes the opponent for almost anything they do even if they vanish, but its extremely slow startup makes it hard to use this as a true catch-all whiff punish tool. It's also a Level 3, which means it inflicts only blue health damage if used raw. Starts up faster in combos, and is certainly excellent there." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla", "title": "Kefla", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12" }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "Overview", "text": "Vegeta (Super Saiyan)orSS Vegetais similar to Goku (Super Saiyan): a mostly honest character with a straightforward skillset that lets him do work at all levels of play. There are many places in which SS Vegeta differs from his rival, though. While he lacks a beam, he more than makes up for it with fast, rapid-firing ki blasts, which serve as a compliment to hisanti-air attack(Medium/Heavy versions beingDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.s) andRocket Kickspecial moves. His normals, while small (a trait shared among all Vegeta incarnations in this game), have great frame data, and he also has an assisted mixup option in his236LGuardAllStartup11Recovery26Advantage-5. His supers are straightforward, which makes them easy for DHC as well. Finally, SSJ Vegeta's assists are superb in variety and can fulfill whatever role you need them to, whether it's for defensive cover fire, a DP, or just a snappy and consistent kick. Vegeta (Super Saiyan)is a balanced, rushdown fighter that takes pride in honest fundamentals. Jack Of All Trades:Super Vegeta is extremely well-rounded, allowing him to adapt to nearly every situation. Relatively Safe Zoning:Ki blasts5SGuardAllStartup8Recovery24Advantage-2andj.SGuardAllStartup12Recovery23Advantageenforce zoning, as they can be canceled intoCrushing Knee KickGuardAllStartup9Recovery31Advantage-28when the opponent commits to an approach. Special Assist:Exceptional support value with hisAssist AGuardAllStartup37Recovery69Advantage+87, among the best for neutral and combo extension while also offering Vanish protection. Reversal:214M/HGuardAllStartup16Recovery30Advantage-30is an air-ok DP and is the heart of his zoning.214LGuardAllStartup9Recovery31Advantage-28is also an anti-air that can lead to great damage/TODs if valuable resources are spent. Pressure Beast:All of Vegeta's normals are safe (excluding heavies), giving him consistent and foolproof pressure. Master of None:Vegeta isn't bad in any facet, but can be outclassed by specialist characters in various situations. Range of Normals:A trait shared with all the Vegetas, SS Vegeta's normal attacks are small and don't send him very far. Blockstring Support:Assist AGuardAllStartup37Recovery69Advantage+87is nonexistent during blockstring pressure if the enemy knows it can be reflected and superdashed on block, andAssist CGuardAllStartup40 [20]RecoveryTotal 126~177Advantage+18 ~ +24has pitiful blockstun if it is blocked on the ground. Ki Blast Neutral: In spite of being a strong tool, Vegeta's Technique is still just Ki Blasts and can be countered by a plethora of universal and character-specific tools. Super Vegeta in particular has no beam-property specials, so constant attention is required to anti-air or DP while Ki Blast spamming." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "5L", "text": "Chains twice with4L. 6-frame startup, Vegeta's fastestAbareAn attack during the opponent's pressure, intended to interrupt it.option. Fairly unremarkable jab, but does it's job just fine. If there's a big enough delay between5Land a follow-up4L, you can make6Mplus on block to continue pressure. Advances Vegeta forwards. Vegeta's best combo starter altogether. -2 on block, great button for stagger pressure and guarantees a safe backdash on block. Blockstring, stagger, and combo tool like most other5LL's in the game. Its frame advantage allows for a safe backdash during pressure, giving Vegeta safe ways to bait the opponent. Jails into vanish. Always results in the cinematic. Also -2 on block, also allows for safe backdashes. Similarly good as a pressure reset, though a worse starter than5LLsince it doesn't go intoMnormals. Also good to use in corner combos after your smash is used, but otherwise you usually have better combo and blockstring options." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "5M", "text": "Hitbox shrinks on the fourth active frame. Safe on block and can be up to 0 on block if spaced well enough." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "5H", "text": "(Hold OK) Can be charged by holding down the button. Full charge increases damage and makes Vegeta move forward further. Leads to rejump combos with Smash or without Smash if in the corner. Highest range normal (sadly) Uncharged version advances a little less than 1/3 of the screen Charged version advances about 1/2 of the screen." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "5S", "text": "(Hold OK) Can be repeated up to eight times." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "2L", "text": "Vegeta's primary mixup tool. Good for staggers, but not as good as5L." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "2M", "text": "Vegeta's best midscreen combo starter." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "2H", "text": "Recovery can be canceled intoj.2L, but notj.S." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "6M", "text": "Universal overhead." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "j.L", "text": "Most commonly used as a second overhead. Can whiff after a max-rangej.M." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "j.M", "text": "Good air-to-air and jump-in normal. Amazing crossup button." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "j.H", "text": "Hitbox shrinks on the fourth active frame." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "j.S", "text": "(Hold OK) Can be repeated up to five times. Great offensive angle for zoning." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "j.2H", "text": "Long and strangely disjointed horizontal reach. Hits mid but is advantageous on block. Good mixup tool, using this after level 3 allows for a 50/50 with airdashj.L/land2L." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "Interceptor Kick", "text": "j.2L/M Divekicks at a 45-degree downward angle. Good for baiting anti-air attempts as it stalls Vegeta midair during startup. Groundbounces grounded opponents. The j.2L version is useful for assist combos as it sends you and the opponent downwards without using SKD. The j.2M version can be used as a midscreen combo ender if you cancel into it from 236S." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "Super Dash Kick", "text": "236L/M/H(Air OK) Vegeta's lariat series. All 3 versions of this special move are very different from one another, each one serving specific purposes. Bounces off the opponent on hit or block. Hold [6] to have Vegeta bounce forwards. Can cancel recovery into an air option such as double jump or air dash.Gives Vegeta a high/low in the corner with [3] superjump float. Gives Vegeta a high/low in the corner with [3] superjump float. When covered with an assist, this can be an efficient mixup tool in the corner. Traditionally you'd need an assist with 38 frames or more to do aj.2Hmixup, but not anymore thanks to236Lleaving Vegeta in superjump state. Floating down and towards the opponent lets his stubby2Lconnect and makes his airdash mixup real. Wall bounces in the corner with Smash. Combo extender. Has niche uses in blockstrings with assists, but less versatile than236L. Liable to drop at the 3rd hit when hitting the opponent at certain heights. The M version of this move is 3 hits and the third hit will bounce in the corner. On block, the last hit crosses up behind the opponent. You can extend your combo off of this wall bounce by linking a normal. Most of this move's usage will be for combos as236Lis a better mixup tool. Also of note is the5MMMversion of this attack, which can be combo'd after resource free mid screen if you backdash, due to its unique wall bounce. Goes fullscreen and passes through the opponent on hit or block. Launches the opponent directly upward in a tailspin on smash hit. Hold or tap 2 (down) on hit for hit stop to combo easier. Ground version is very unsafe on block, air version isn't." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "Crushing Knee Kick", "text": "214L/M/H(Air OK) Vegeta'sDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.series. While all versions are extremely commital to use, they are nonethless essential to Vegeta's gameplan as a whole. Frame 1 anti-air. Only does a rising knee. Doesn't lead to much damage without resources, but what it does for Vegeta's neutral game is staggering. Vegeta is no longer a sitting duck to Superdash while he's in the air or throwing Ki Blasts because he can consistently pop it withj.214L. Invincible reversal. Second hit gives sliding knockdown. If the rising knee hits, Vegeta automatically follows up with a teleporting bicycle kick to send the opponent back down to the ground. Fully invincible but very slow, meaning it is quite easy to safejump. It's better used when challenging after an opponent is plus, though214His often better for that due to the faster startup. Also a reversal, albeit much faster than214M. The rising knee hits multiple times. The bicycle kick switches sides and gives a ground bounce on smash hit." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "Consecutive Energy Blast", "text": "236S(Air OK)or214S(Air OK) 236Sfires a volley of ki blasts straight forward,j.236S,214Sandj.214Sfire them at a downward angle. 214Shas Vegeta raise into the air to fire the ki blasts. j.214Shas Vegeta lower to the ground while firing the ki blasts, lowering the opponent with him during combos. Opponent can reflect/superdash out of blockstun. Can perform special attack and/or Super Dash after any ki blast hits, and can be cancelled into vanish after whiff/block. Amazing as a combo tool as it is very fast and builds a lot of meter on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "Assist A", "text": "Consecutive Energy Blast Good for hindering an opponent's approach in neutral. One of the best assists to extend combos. HasKi BlastA projectile attack that is usually inputted with the S button. The properties of the Ki Blast vary to each character.property (can be super-dashed through) and the opponent can reflect/superdash out of blockstun like the point version. Super Vegeta's assist is the air version of his Consecutive Energy Blast special. The angle that it fires at makes it hard for your opponent to approach if they find themselves on the other side of it. Not good on block but extremely easy to convert into a combo. Also protects you from Vanish. This assist is by far one of the most interesting and useful assists in the game. It's long active frames and angle of attack turns it into a projectile wall for its duration. While your opponent can still reflect it, you are distinctly still at the advantage on block at +20. It is also really easy to sniff out superdashes with2H, as low-level players will try to use it to go through the assist." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "Assist B", "text": "Super Dash Kick Generic strike assist, very fast but has low range. Bounces off the opponent on hit/block like the point version. While the assist lacks a neutral presence compared to his other 2 assists, it makes up for it with its quick speed and blockstun." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "Assist C", "text": "Crushing Knee Kick Invincible(!), can plow through level 3s. Teleports on frame 22. Vegeta stops his assault if the point character is hit, but not if they block. Completely circumnavigates neutral if blocked while airborne." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "Big Bang Attack", "text": "236L+M(Air OK)or236H+S(Air OK) AirH+Sversion will aim downwards and groundbounce opponents, setting up for DHCs. Minimum damage: sideways: 814, downward: 770." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "Final Flash", "text": "214L+M(Air OK)or214H+S(Air OK) Minimum damage: 83*20 (1660) Slower than average, as well as below-average damage. +42 on ground hit, but air version has less advantage the higher Vegeta is." }, { "url": "https://www.dustloop.com/w/DBFZ/SS_Vegeta", "title": "SS Vegeta", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 131 Color 141 Color 151 Color 161 Color 592" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.17", "title": "Version", "section": "Intro", "text": "Version1.17 Date Released:May 8, 2019 LinksBandai Namco Japan AddedGoku (GT)" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.17", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "Overview", "text": "Bardockis a beginner-friendly, pure rushdown character who brute-forces his way through neutral to get into his opponent's personal space and crack them open with DBFZ's standard mixup tools, complemented by great up-close buttons. Bardock's kit focuses on extremely quick but linear approach options mixed with strong pressure, all in one easy-to-use package. His main way to get in is hisRebellion Spear(236LGuardAllStartup7Recovery20Advantage-4), the fastest \"lariat\" series in the game and one of the OG neutral skips of DBFZ. Paired with assists or a vanish, this air-OK special is a major threat the opponent needs to actively play around when navigating neutral. Once he's in, Bardock can apply stagger pressure very effectively as almost every single one of his normals is safe on block, like2LGuardLowStartup7Recovery13Advantage-4,5MGuardAllStartup12Recovery16Advantage-4,2MGuardLowStartup10Recovery18Advantage-5or5SGuardAllStartup13RecoveryTotal 34Advantage-1. This makes him a scary opponent to challenge, as all these buttons lead to combos and can be delayed in order to create ambiguous gaps, either to trick them into attacking at the wrong time or to start another blockstring if the gap isn't checked. Bardock also has access to236SGuardAllStartup20~28Recovery21Advantage+4, a chargeable gut punch, another option in his arsenal that lets him reset pressure. All these moves make him very good at conditioning opponents to sit still, in order to later abuse their respect by going for riskier mixups like the SD 50/50 or his powerful left/rights withj.236MGuardAllStartup9Recovery28Advantage-5. With all that being said, Bardock does have his weaknesses. His ranged game is quite weak, as his normals are generally stubby and his5SGuardAllStartup13RecoveryTotal 34Advantage-1is a singular ki blast when other characters shoot multiple or can just go right through it. On that note, his lariat is one of the few that lacks projectile invincibility, which makes him easier to keep out than other rushdowns in that sense. In general, Bardock is a character that's been power crept, as there are now many others who can do what he does and more. Bardockis a brawler character who excels at neutral-skipping with his fast and far-reaching lariat before using his great normals for stagger pressure. Rebellion Spear: The special move that started it all, also known as \"lariat\". These are still the fastest, forward-advancing, neutral skip moves in the game, and are Bardock's main approach tools due to their efficiency. Strong Pressure: Excellent stagger capabilities with almost every normal being safe on block. Also has the ability to make himself plus on block withTyrant LancerGuardAllStartup20~28Recovery21Advantage+4. Autocombo:Lautocombo is a string of 3 solid normals boasting great range and properties, allowing him to go wild with them during scrambles. Ease of use: Bardock's gameplan is simple and straighforward, and his attacks are easy to understand and use, making him an easy character to pick up and play. Honesty: Simple and predictable gameplan. Defending against Bardock is often described as \"easy\" because of his reliance on DBFZ's stagger pressure with no access to baked-in mixup opportunities. Therefore, Bardock needs to rely on some specific mixs to open up overly patient players, such as the SD 50/50 or his left/right mix by using236MGuardAllStartup8Recovery21+7LAdvantage-16. Non-existent projectile game: With only a single ki-blast as his5SGuardAllStartup13RecoveryTotal 34Advantage-1andj.SGuardAllStartup13RecoveryTotal 34+5LAdvantage, Bardock has no way to play without being in the opponent's face, forcing him to play pure rushdown and navigating through the zoning of his foes, a complicated task against dedicated zoners like Super Baby 2, Janemba or Frieza." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "5L", "text": "This button is utterly amazing. It's one of the few attack level 2 jabs in the entire game, which gives it some unique properties. Its massive range lets him re-assert easily after spacing himself out, and being a higher level than most jabs, it will leave you at advantage on trades. His tick DR is about 4 frames slower because it has more blockstun, but this is only a slight inconvenience. You also have more time to delay a2Land keep the string true, making it even easier to space yourself out. Its speed and range also makes it a good check to superdash if you happen to catch a raw tag. Ground bounces on hit. Infamously large hitbox and its ability to bring down airborne opponents along with the ground bounce property gives Bardock a very easy conversion. He can \"unga bunga\" mash in scrambles to great effect, and to great reward being an unscaled starter. Its only real downside is how slow it is at 11 frames, meaning you'll be relying on4Lin clashes instead of this button. This is also a very important enabler for Bardock's more complex combos like Sparking! and Sparkless loops as well as for optimal corner routes. Invincible to jumping attacks. 5L Clash level: 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "5M", "text": "Great frame advantage. 2L>5Mis Bardock's main antireflect string, but it only works up close." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "5H", "text": "Disjointed hitbox swing. Mostly blockstring filler." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "5S", "text": "Launches on hit. Great frame advantage when even slightly spaced out." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "2L", "text": "Hits low." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "2M", "text": "Bardock's party starter. Another surprisingly good stagger tool. Doesn't advance Bardock forwards very much, which can set up threatening spacings after2L. Will whiff after5L>LLat max range so be careful not to autopilot your strings when spaced out." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "2H", "text": "Go to anti-air." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "6M", "text": "Universal overhead. If blocked,4LL236x clash beats nearly anything that isn't invincible, making Bardock's6Muncontestable for a lot of characters" }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "j.L", "text": "Low horizontal range, and nerfed vertical range. Can gatling into itself usingj.4LL." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "j.M", "text": "Hits twice, both are overheads. Chains backwards intoj.L. Faster than usual, but also higher commitment. Can crossup, but only at the base of the kick. The first hit can combo intoj.214Meverywhere on screen. It's also possible to comboj.M(1) jc j.DR at low hitstun decay." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "j.H", "text": "5LLLLLLLDynamic hit can wall bounce. j.HSmash hit causes a sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "j.S", "text": "Pauses his air momentum during the shot." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "j.2H", "text": "Pushes Bardock up and forwards." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "Rebellion Spear", "text": "236L/M/H(Air OK) Attacks straight ahead. Keeps the opponent in place on grounded hit. Sends opponent flying horizontally on air hit. This version specifically jails into Vanish. Oh, the memories... Bardock's iconic Rebellion Spear, often called his \"lariat\" by the DBFZ community - a nickname which spread to other advancing moves in the game. Travels incredibly far and incredibly fast, allowing it to be used as an ability to dominate neutral. When combined with an assist, can be used to instantly start pressure and turn the blocked attack into his favor. If it hits, Bardock can get a full combo afterwards. Due to its extreme speed and threat, opponents will generally refuse to be in a horizontal line from Bardock, or will constantly be attempting to sniff it out and punish with a backwards IAD. As a little extra, this move alone makes Bardock a huge pain to deal with after blocked6Ms. Every version of 236x is so fast (with236Hnotably being 6 frames) that doing5L>4L> 236x is basically unbeatable by any other strings opponents might do. Damage depends on distance. Both ground and air versions are the cornerstones of Bardock's combos. Aerial version jails into Vanish. On Smash hit, ground bounces and spikes the opponent back up. Grounded version has Bardock recover airborne, leaving him in SJ Install and allowing for some left-right mixups. Air version is integral to his left/right mixup game; Bardock doesn't have a good cross-up button at point blank so he can usej.236Mfor cross-ups instead in those situations. It's also very strong as a same side fakeout. Ground version is a very fast anti-air but with low reward in mid-screen. Smashless version can link intoj.Lorj.Manywhere on the screen, allowing for extra corner carry and some very silly optimal corner loops. Air version is used at the start of midscreen combos and can be used for things like SD confirms as well, since the Smash version bounces opponents up to where Bardock is no matter how high up he is. Smashless version meanwhile has a small groundbounce that allows for easy and consistent assist extensions. Finally, both versions can combo into DR in the corner, allowing for snap if you want it, or a way to get a knockdown after a raw 214x starter should you ever land one. Damage depends on distance: midscreen → midscreen to almost fullscreen → exactly fullscreen. Moves straight ahead, crosses up on hit or block. On hit, can followup with an additional attack by pressingL/M/H. This attack is identical to236M/j.236Mand doesn't cost Ki. Six frame startup, goes even further, hits twice and will blow through a lot. If236Lwasn't enough to get in, this is a great use of meter. Mostly handy as a potential full-screen conversion off of5S." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "Raging Meteor", "text": "214L/M/H(Air OK) Smash effect occurs on the last hit. Every version's last hit is an overhead. The spinning portion of the move (everything but the last hit) whiffs against crouchers. However, this makes the move usable as a surprise overhead, with the EX version clocking in at 22 frames. Additionally, if opponents manage to block it, Bardock gets to do fuzzy mixups off it with the right assists (i.e. Baseku A, 17 A). Smash hit causes a very short sliding knockdown. Grants next to no oki from midscreen, but is a decent combo ender in the corner. Gives a superjump IAD safejump in said corner. Smash hit causes a ground bounce SKD. j.S>j.214Mis Bardock's preferred corner combo ender at low hitstun decay, as the ground bounce gives lots of time for easy assist extensions, supers, or simply better oki. Some players also prefer ending combos with ground214Moverj.214Ldue to having better oki, though at the cost of damage and meter. Ground214Malso sets up an assist-regenerating safejump with214M>5M(whiff) > IADj.M.If it hits, you can convert with236M. This is also your ideal blockstring ender thanks to its corner carry, speed and safety but it can be a bit weak against some guard cancel options. Smash hit causes a ground bounce SKD. j.S>j.214Hworks from midsceen with all the pros of cornerj.214M." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "Tyrant Lancer", "text": "236S(Hold OK) Wall bounces, can only followup without resources in the corner. Jails into Vanish. Bardock's best combo starter in the corner and is commonly used as a reset tool in blockstrings as it's plus on block. Cancelling from any normals will leave a gap just small enough to beat mashing, though it may lose to f4 reversals. Mixing this in with superdash + assist is a great way to horrify opponents into either mashing preemptively or respecting way more than they should. This is also a good combo ender alternative to grounded DR when possible, as it builds a lot of meter and supers will always connect after it. Big wallbounce that can be followed up anywhere. Even higher reward on hit, commonly used after popping Spark for midscreen Sparking combos. In blockstrings, can be used to scare opponents from Reflecting uncharged236S." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "Assist A", "text": "Rebellion Spear Swiftly performs236L, covering a large distance. Bardock A is solid, and is always a good choice if you're looking for something that can quickly get a hit in during the mid range. Launches at a nice angle for combos and travels the screen very quickly, making Bardock A an assist that can cover several bases all while remaining simple to use. You can't go wrong with this." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "Assist B", "text": "Tyrant Lancer Somewhat slow, but very high blockstun and hitstun." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "Assist C", "text": "Rebellion Combination Teleports to the opponent and performs a two-hit combo. Causes groundbounce sliding knockdown on hit. Tracksanywhereon the screen" }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "Riot Javelin", "text": "236L+M(Air OK) Hold [9] or [3] to aim the ground version upwards, and air version downwards. Downward version causes a ground bounce. Normal version has minimum damage of 814, downward is 748. As Saiyan Spirit follow-up, only does half the damage. If you Ultimate Z-Change into this move in the corner, Bardock will be pushed out of the corner, seemingly to allow you to aim it easily." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "Saiyan Spirit", "text": "236H+S(Air OK) Minimum damage: 395, 318. Goes just over half screen, only does 1590 if hits at the tip. Can be followed up with Riot Javelin by pressingL/M/H/Son hit. This version can also be directed up or down. Although invincible on start-up, opponents can Vanish on reaction to the super flash, making it a near-useless reversal against normals. The forward movement does make vanishes whiff, so it's more of a get-out-of-jail-free card as opposed to a damaging reversal." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "Revenge Assault", "text": "214L+M(Air OK)or214H+S(Air OK) Charges straight forward. On hit in midscreen, Bardock is left a full screen away from the opponent. H+Sversion sideswitches. Minimum damage: 1718." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock", "title": "Bardock", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "Intro", "text": "You can help by editing it." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "Overview", "text": "Kid Buuis a dominating, brutal character, fitting of his status as the final villain of Dragon Ball Z. Kid Buu has lots of ways to not only pressure your opponent, but mix them up constantly, with a strong neutral to allow him to get in and begin making his opponent guess and block for a very, very long time. This allows Kid Buu to totally overwhelm entire teams, constantly keeping up pressure and forcing your opponent to guess where he's going to hit you. He can do this even when he's on the bench, as he brings 3 versatile assists with him (Assist Aallowing him to enable almost the entire cast to have very strong mixups), making him a strong team member as well. It's no wonder Kid Buu has been good for almost the entire game's lifespan - fitting of a character who kept regenerating and refused to be taken down. Kid Buuis a terrifying menace who forces his victim to block and take a brutal mix-up. Extremely Solid Mix-ups:Kid Buu's mix-ups are monstrous.Mystic Ballis ridiculous on block and can set up 50/50s when paired with an assist,j.Screates extremely fast left-right mixups, andArm Ballenables pure lockdown. Ridiculous Pressure:Great reflect-proof strings combined with solid stagger pressure makes defending against him agonising. Small:Kid Buu being small makes him difficult to hit compared to other more normal-sized characters. Versatile Assist Selection:Ahas the highest blockstun in the game and can enable nearly every type of mix-up,Bis a fast strike assist, andCis a beam. Low Damage:Without the corner, Kid Buu is reliant on resources to extend his damage output, as most of his moves have below-average scaling. Flawed Anti-Airs:Kid Buu's2Hhas a comically small hitbox andMystic Arm Swingis both more committal and less rewarding on hit. Post-Super Okizeme:Ironically,Planet Burstdoes not have a good knockdown, contrary to the rest of his kit. Unorthodox Normals:Almost every button you press takes commitment, as Kid Buu being able to have really long normals comes at the cost of really long recovery" }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "5L", "text": "Pretty far range for a jab. Its frame advantage is perfect for stagger pressure. Moves Kid Buu forwards It's a standard5LLwith lots of forward momentum. However, Kid Buu's medium buttons both vastly outrange this, making this button only really good for strings and mashing. Mostly only good for vanish combos. There's really not much more to be said about this button. It's situational in combos, and it has very limited cancel options on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "5M", "text": "Pulls him forward about halfscreen. Second hit ground bounces on airborne opponents." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "5H", "text": "Mostly useful for the optimal corner combos or blockstring filler. Moves very far forwards, but still has less range than his medium buttons. Considerably faster than the average5H Smash wallbounce can be linked off of in certain corner combos." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "5S", "text": "Fires a single Ki Blast across the screen. Pressing S again will make Kid Buu throw2Safterwards. Cancels into5M." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "2L", "text": "Kid Buu's primary mixup tool. Less range than5L. Doesn't directly combos into2M. The viable combo route is2L>5LL>2Mor2L>1M." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "1M/2M/3M", "text": "A disgusting poke perfectly engineered to be your opponent's worst nightmare. Uncontestable as the leg has completely disjointed hitbox, great tracking, and can easily be confirmed into a combo regardless of where it hits on the screen. Kid Buu can aim this with1M,2Mor3M, and all versions will track within their designated zones.1Mis the fastest version that hits from directly in front of Buu to almost half screen.2Mand3Mare slower and have extra combo proration, with2Mtracking from Buu to just over half screen while3Mtracks from half screen to about 3/4 of the screen. Since1Mhas the best frame data, it will be your go-to for common usage like combos or round start poke. Each version also counts as a separate normal, so Buu can use them as multiple lows per string. On hit, they can cancel into themselves to bring the opponent closer to Buu. On block, these can set up for corner-stealing cross-ups with IADj.S. The default order of versions used is3M→2M→1M. Inputting a version that has already been used will perform the next available one in line, e.g. inputting3MMMwill give3M>2M>1M. Values in [ ] are for on hit self cancels (when used as2MM,3MMM, etc.) Vacuums on block or hit Launches on hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "2H", "text": "Very bad horizontal hitbox, basically have to be touching the opponent if they are grounded. Vertical hitbox is pretty good, hits above Buu rather than in front." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "2S", "text": "Jumps up and throws a Ki blast in an upward arc. At close range, will throw the Ki blast downward. 5SSwill also execute this attack. Recovery can be cancelled with an airdash. Has stored landing recovery. Can cancel intoj.M" }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "6M", "text": "Universal overhead." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "j.L", "text": "Hits crouchers more often than its animation would suggest." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "j.M", "text": "Pulls him forward about half-screen. An excellent air-to-air attack. First hit has a normal launch angle, second hit knocks the opponent down at a 60 degree angle. The first hit can reverse Gatling intoj.L, the second can only chain into Heavies/Ki blasts." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "j.H", "text": "Useful in mixups afterj.M. Sometimes whiffs afterj.Mif it's used too close to the ground." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "j.S", "text": "Halts Kid Buu's air momentum, useful for cross-ups. Has enough hitstun to combo into any of Kid Buu's aerial special moves or supers. Can cancel intoj.M." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "j.2H", "text": "Carries a lot of momentum. If smash hasn't been used, by delaying the super dash, Buu can switch sides with this move. Useful in non-Smash combos due to its jump cancel properties." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "Mystic Ball Attack", "text": "236L/M/H(Air OK) Hitbox completely surrounds Kid Buu. All versions are extremely useful for Kid Buu one way or another. Used in combos, confirms, blockstrings, mixups, and more. Lands close to start point. Recovers very quickly on the ground. Can be used like a divekick in neutral 236Lcan be used along with236Mfor gimmicky high/low resets, but it's generally not worth it due to the tech options your opponent has. Ends further horizontally from the light version. Recovers in the air If the first hit whiffs, there's a second hit that comes out once Kid Buu bounces back up. Second hit is plus on block and uses Smash on hit, granting SKD. This move is a staple in setting up mixups for Kid Buu since he recovers in the air. With a decent blockstun assist you can set up simple unreactable 50/50s, the only problem is the gap. Similar to236M, except the second hit always comes out. j.236His ridiculously fast. Hits twice during the fall, but only once when he bounces up. Retains smash when used. j.236His quite possibly one of the best moves in the entire game. Outside of giving Kid Buu confirms off of any air hit along with Smash allowing him to SKD later in the combo, it's shockingly safe on block since Kid Buu can set up RPS situations afterwards. Has a huge hitbox covering Kid Buu's entire body to boot, this move plays a large part in Kid Buu's bunga shenanigans." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "Mystic Arm Swing", "text": "214L/M/H Immune to air attacks from frame 1. A better move to anti-air than2H, although it has significantly worse scaling. Gives slide knockdown. Combos from5LLLand Stomps. A decent tool for grabbing opponents out of the air, but it's a bit niche and inconsistent. You'll end up wishing the hitbox was larger than it actually is most of the time. Otherwise you'll be using this for SKD after certain combos. Gives a ground bounce that can be comboed after. Too slow to combo into. Almost worthless. You'll only be using this on the hardest of Superdash reads, or after Dragon Rush in the corner. Results in a ground bounce that can be comboed after. Often leads to more damage than Vanish in triple stomp confirms." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "Candy Beam", "text": "236S Teleports to the opponent's position on hit, allowing you to easily combo into your Level 1 or Level 3 Super. Heals 400 blue health on Smash hit. Kid Buu is stuck until the beam hits something or the other side of the screen, extremely punishable on whiff. Never use Candy Beam. A Tiger-Knee'd Kamehameha is better than this move in nearly every situation, and the reward is a menial amount of blue health. For ending combos,214Lhas the same startup, deals more damage and gets a slide knockdown while214Mis better post-Dragon Rush for the same reason." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "Kamehameha", "text": "j.236S Using a Tiger Knee motion (2369) will allow you to use this move while close to the ground. Cancels into SD. Quicker than most beams by 1 frame. If you want to use a beam while close to the ground, use a Tiger Knee input for Kamehameha instead of risking Candy Beam." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "Arm Ball", "text": "214S On hit or block, holds the opponent in place for a ridiculous amount of time. 5H>214Swhen covered by an assist is usually how this is utilized on block. Powerful setplay and pressure reset tool, allowing for a mix-heavy character practically the ocean in terms of its stupendous mélange of mix-up capabilities. Assists with 21 frames or more are required for this to be a true blockstring, but more is better as it becomes easier to time." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "Assist A", "text": "Arm Ball Elite for pressure and lockdown, but piss-poor in neutral. Single-handedly enables a large portion of the cast." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "Assist B", "text": "Mystic Ball Attack 30-32 frames of blockstun ranging on how far the assist is if both hits connect on block. 20 frames if only the second hit connects." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "Assist C", "text": "Kamehameha Fires a beam, then follows up with aj.Hon hit for an easy pickup." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "Human Extinction Attack", "text": "236L+Mor236H+S Minimum damage: 90, 35*17, 100*11 (700) Fires a volley of beams into the air that fall down after a delay. At close range will pull the opponent up into the air and drop them down right next to Buu.5 beams fall in front and 5 in the back, these will never hit the opponent if they were caught during the liftoff.1 extra beam (the second to fall) tracks the opponent. 5 beams fall in front and 5 in the back, these will never hit the opponent if they were caught during the liftoff. 1 extra beam (the second to fall) tracks the opponent. Immediate DHC (before the attack itself starts) or delay DHC (once the opponent is knocked back to the ground) is necessary for horizontal supers." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "Pearl Flash", "text": "j.236L+Morj.236H+S Minimum damage: 805 Buu travels down to the ground before curving up, starting and ending in the air. If the opponent is hit in the first part of the arc, the hitstun is increased. Additionally, if the opponent is hit in midair, Buu will carry them to the ground, allowing for grounded DHCs to connect." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "Planet Burst", "text": "214L+M(Air OK)or214H+S(Air OK) Minimum damage: 180, 1520 (1700). Freezes sparking recovery, good burst damage. Advantage on hit is fixed at +32. Does not hit assist characters." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu", "title": "Kid Buu", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Strategy", "title": "Goku (Ultra Instinct)", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Strategy", "title": "Goku (Ultra Instinct)", "section": "High Level Gameplay Example", "text": "†Note: This footage came from the Dragon Ball FighterZ National Championship US West Week 4 (Source:YouTube), being played onVersion 1.25. Many adjustments have since been made to the game, but they wouldn't affect the high level decision making being showcased here. †Note 2: Play \"Entrance of the Gladiators\" alongside the clip to enhance the experience." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Strategy", "title": "Goku (Ultra Instinct)", "section": "Team positioning", "text": "Goku (Ultra Instinct) is a character with powerful screen control, solid meter gain, extremely strong assist-regen okizeme off most knockdowns and access to easy Special Tag > j.DR synergy, which makes it easy for him to develop his teammates and get them their win conditions. However, a lot of his neutral tools are committal, his mixup is lacking solo, and his Lv3 oki is downright bad. With all this in mind, Goku (Ultra Instinct)'s best position is that of a Point. However, he can also work great as a Mid, because meter enables many of his strongest options that can help turn the tides or press an already secured advantage harder, and his assists can prove to be very useful to the Point you play with him, between a defensive assist, a neutral assist and even an air-tracking DP assist, all the while your Anchor still provides an assist for UI himself to abuse." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Strategy", "title": "Goku (Ultra Instinct)", "section": "Point", "text": "Putting Goku (Ultra Instinct) on Point allows him to cover a lot of the weaknesses mentioned above through assists. With assists available, he can make neutral easier to navigate, opening up opponents becomes less troubling, and you get access to better DHCs than his own. UI's strengths are very well-defined, so being able to cover his weaknesses and taking advantage of everything he can bring to his teammates is extremely beneficial. However, the one downside to this is that he has less access to his really strong metered options such as214H(held or unheld) and 214[X]~H, his frame 1 counter super, his Lv2, his grounded and aerial236Hmoves... which can sometimes feel limiting, especially if you end up in a situation without assists." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Strategy", "title": "Goku (Ultra Instinct)", "section": "Mid", "text": "Usually, you want to put Goku (Ultra Instinct) on Mid if you want to play him with a character that's already a designated Point (i.e. Blueku, Bardock, Baby2) because compared to him, such Points donotnecessarily have their strongest options locked behind meter, and they may provide him with more than he could for them as a Point (for instance, they may build more meter, skip neutral more easily, make better use of UI's assists than he would make use of theirs, etc). Luckily, Goku (Ultra Instinct) is flexible enough not to really care if he's not the Point. With more access to his metered options and the guarantee of still having at least one assist in the back to help him out, he suddenly switches to an entirely different gameplan here, where instead of providing things for his team, he uses the resources given to him to absolutely terrify his opponents with crazy neutral skips, even more mindgames, much better damage and an almost impenetrable defense." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Strategy", "title": "Goku (Ultra Instinct)", "section": "Anchor", "text": "This is Goku (Ultra Instinct)'s worst position if played in the traditional \"comeback character\" sense. In this game, it's extremely important to rotate your team around a lot for reasons like health management or having a good building>spending>building cycle for resources, and this isespeciallyimportant if you want to put UI here... because his assists are not outstanding enough to warrant keeping him in the back as a support over others who would fill this role. Meter gives him just enough options to get by solo, but assists are even more valuable to him, and in most reasonable team comps, you'd do yourself a favor by putting him in a different slot." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Strategy", "title": "Goku (Ultra Instinct)", "section": "Picking Teammates", "text": "Goku (Ultra Instinct) is probably the least picky character in the game when it comes to what assists he wants, as he can make basically anything work. Whether it's ki blast assists for flip mix (which has built-in options to kill reflect or SD attempts), fast strike assists and projectile assists to help him navigate neutral more safely, or blockstun assists for tricky mixups and easier combos, the only limit is your imagination and you are heavily encouraged to experiment with your own teams and see what feels best for you. However, a popular opinion is that his favorite assists are defensive ones, such as 17 A or Gohan (Adult) A, since they help make his committal options safer both in neutral and in pressure... but he also enjoys beam assists like Goku (Super Saiyan) A a lot since they're extremely consistent for his neutral and combos, and even serve as good smokescreens for flip mix. Baby B allows for use of 22S in combos. One notable exception to the rule here would be Kid Buu A. Despite not being his favorite type of assist, it completely deletes his \"no mix\" weakness unlike other blockstun assists, making it a very appealing choice." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Strategy", "title": "Goku (Ultra Instinct)", "section": "Overview", "text": "Goku (Ultra Instinct)'s main thing is mindgames - the constant threat of him stealing his turn back and laughing in your face, or making you pay severely for disrespecting him. As a character, he expands upon universal options like6M, DR and crossups, bringing new options to the table that serve to overload his opponents. Through normals with good frame data and special properties, the flip series as a whole, strong DR Crushes, unique ways to vibe check people and a player that understands how to adapt their pressure to their opponent's habits, Goku (Ultra Instinct) becomes a terrifying monster that gets hard to contest and even harder to defend against the longer you fight him." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Strategy", "title": "Goku (Ultra Instinct)", "section": "The basics", "text": "As a starting point, Goku (Ultra Instinct)'s safe gapless blockstring would be:2L>5LL>2M>5M(2) >5H>236L. Technically, \"safe gapless\" ends at5Msince236Lleaves a 1f gap, but it's safe from basically anything opponents may try (for more info check the 236X section on the main page), so stick with it for now. 2Lis -4 on block, so it's the button you'll be using the most for the \"up close and personal\" kind of pressure that may encourage opponents to do something they'll regret. You can do2LLand create ambiguous strings like \"2L[stop]2L(dl)L\" to make them guess where you'll reset and where you'll frametrap. It's also nice for making it harder for your opponents to reflect (since you can't reflect while crouch blocking) and it makes for a good reset point. 5Lis the behemoth of a button we all know and love for its enormous size and pushback. Use this for the \"social distancing\" kind of pressure, when you want your opponent to feel like they should not contest you - a feeling which you can then take advantage of. You can also threaten a DR or a spaced (meaty, plus on block)6Mafter this button, so take advantage of the extra options it gives you. By delaying5LLand5Ma smidge, you get your strongest frametraps, both being safe on block to boot.5Mnotably lets you do a simple high/low between doing5M(1)6Mor just letting both hits rock, which can catch low to mid level players off-guard. 2Mis your go-to after5Lif you want to keep the social distancing while threatening with a low, and it automatically frametraps after2L. Not the best stagger point otherwise, though, since it's -7. 5Hand236Lare optional moves you can tack on to the end of your string while remaining safe if you've failed to open up your opponent. Goku (Ultra Instinct) can also add6Sin his blockstrings to add some variety to them, best done after his Mediums.6S(1) >5Hcreates a tight frametrap, and the first hit of6Son its own spaces out opponents considerably, enough for214Land214Mto be virtually indistinguishable from each other after it. The massive cancel window6Shas also makes it quite scary to challenge, so you can play around with your frametrap timing or wait for UI to fire off the projectiles, which leave him very plus on block. In the corner, you can try adding in a5S, as it will trade with 6f jabs if the opponent mashes and actually link back into5Lfor a full combo. Midscreen it has crazy pushback while being -5, so it can be good for ending blockstrings, but it doesn't give you anything on trade there. Keep in mind it loses to even f4 reversals, though reflecting it will keep UI in the opponent's face." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Strategy", "title": "Goku (Ultra Instinct)", "section": "The -2 Game", "text": "Goku (Ultra Instinct) is famous for being an \"Your turn is my turn\" kind of character. When he's -2, he can try superjumping away or backdashing to escape like any other character, but the special thing about him is he can also do214Hto beat mashing attempts... and unlike other f4 reversals, even if the opponent baits it, it's extremely hard to actually punish since it recovers airborne and UI is free to do whatever after it, including anotherj.214Hif he's feeling mean, or even calling an assist after it and straight up starting his own pressure. This makes him a nightmare to really take your turn against in those situations... and he is -2 not only when he blocks an opponent's Vanish, but also after any version of 236X, so he can \"end\" his blockstring then turn around and punish you for assuming it was ever your turn." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Strategy", "title": "Goku (Ultra Instinct)", "section": "Flip series", "text": "Each flip followup has a unique role and, put together, they can become dizzying. The main 2 you would start out with are214L(the plus on block move) and214M(the grab). Both lose to2H, but Goku (Ultra Instinct) has ways to combat this. For one, using214Mpoint blank rather than after spacing himself out will actually win against2Hattempts. However, this makes the grab easier to distinguish from other moves since UI will cross over you. So it's easy to tell when he does the grab and214Lis still a free2H. Now what? Enter... held flips.214[L]keeps UI from flipping over the opponent, while214[M]lets him cross over them even when they're cornered. The strongest bait against people prone to2Hing is214[L]~H. If they block it, you can do the exact same stuff as after any other214H. If they get hit... well, combo time. Once opponents get scared enough to just hold the plus frames or try to reflect them, that's when you can throw in the grab. You can also use a similar strategy with214[M]~Hor214[M]~Lagainst people trying to react and jump away from your point blank grab, with the former potentially frametrapping their jump and the latter being +9 on air block. If they attempt to respect you, you can also use 214[X]~Sas a crossup option. The layers go on and on. Certain opponents will try to always jump UI's flips on reaction to avoid the threat of getting mixed by his grab or his beam crossup. Remember214Lwill drag them back to the ground for a free extra turn if they keep doing it. Then once they sit down you can try mixing them or baiting out their desperate2Hes. At the end of the day, meterless flips are mindgames with endless layers, and how effective they are depends on your experience with Goku (Ultra Instinct) and how well you can understand your opponent. 214[H], meanwhile, does away with all the layered mindgames and essentially creates solo mixups for Goku (Ultra Instinct), albeit expensive.214[H]~Lmakes the punch start up faster and gives it amuchmore ambiguous animation... while214[H]~Sserves as the other side of this coin, as a lightning fast crossup option. Both of these are also extremely strong DR Crushes with different tradeoffs:214[H]~Lis a ToD starter and plus on block, but loses to opponents who tech DR using2Hand needs extra resources like Vanish, assists or Sparking to combo from. On the other hand,214[H]~Sbeats2Hand is solo-confirmable for free, but it scales much worse." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Strategy", "title": "Goku (Ultra Instinct)", "section": "Midscreen", "text": "Midscreen oki is not the best for any character, really, as many setups tend to lose to in-place tech, but Goku (Ultra Instinct) has some decent options against uptech and backtech. Smashj.H/ j.DR -> You can stick with the classic dash-up IADj.H. j.236M->5L(whiff) IADj.Mregenerates assists. You do the same setup in the corner off this knockdown. j.214L-> Same as Smashj.H" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Strategy", "title": "Goku (Ultra Instinct)", "section": "Corner", "text": "Thankfully, Goku (Ultra Instinct) easily takes you to the corner off any touch, and when he's there he has access to very strong oki. All of the following safejumps catch uptech and backtech while also regenerating assists. Smashj.H/ j.DR ->2M(whiff) IADj.H j.236M->5L(whiff) IADj.M(this particular setup loses to uptech > jump) j.214L-> 665L(whiff) IADj.H(for an easier version that doesn't require the microdash, you can just whiff2Minstead, but it won't regen assists anymore)" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Strategy", "title": "Goku (Ultra Instinct)", "section": "Tips and Tricks", "text": "Don't be afraid to back off when you're unsure what course of action to take in pressure; neutral is not a bad place for UI to be. Use236Hto catch landings from far away, it's a great jumpscare move. Use j.236X as a defensive wall if you notice your opponent getting a bit desperate to approach you. It will stuff practically anything. Take advantage of held flips' projectile and assist invuln. You will find opponents get very surprised when you flip through their assist calls on reaction. If you want to flip in neutral, use theLversion to approach as it travels forward quickest. Use theMversion if you want to bait something as those flips cover less ground but are faster in general. Delay tech into heldHflip is an incredibly scummy wakeup option that mixes your opponent on their own oki, be sure to abuse it once in a while. 214[X]~Sis the only flip option that retains projectile invuln the whole way through, even during active frames. Don't be afraid to use it as a counterzoning tool." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Strategy", "title": "Goku (Ultra Instinct)", "section": "Fighting Goku (Ultra Instinct)", "text": "It may seem scary to chuck Ki Blasts at him, but considering all he can do is walk forwards or commit to flipping (which is punishable via Superdash in most cases), it's not as horrible a risk as it may seem. Most people who play this game dash around anyway so his walk being invulnerable doesn't really mean much. Don't get too careless either, though, as if he6Hes a special move of yours, let's just say it won't feel great. A lot of UI players sometimes fish for counters too much, so don't let them get what they want. UI's flips are scary, but don't let him get away with predictable play. Keep calm and2Hhis plus punch until the other playershowsyou they will adapt to this. If not, keep doing it. Jumping on reaction is a very strong option against UI flips if you can do it. It will beat every option except214L, which does leave him +9, but at least you didn't get hit. Be patient. Any time that Goku (Ultra Instinct) is -2, he can threaten with214H. Mashing loses, but jumping beats214Hwhile also being unpunishable by his5L. Simply jumping away will make that move whiff if he tries it, and that could net you a punish, so it really is the best option to simply retreat sometimes. Don't be afraid to disengage. Stay outside of his range. A lot of people get bonked by autocombo mashers because they essentially run into it. If the UI player starts flailing, either babysit them until they feel like actually playing, or do your best to whiff punish them. Don't get too petty about it though, it doesn't have to be anMstarter to drive the point home. All of Goku (Ultra Instinct)'s zoning and counter-zoning options are committal. If you can bait one, there's often a wide window to punish. The window that Goku (Ultra Instinct) can cancel his22Sand Unrestrained Will moves into Supers is actually quite small. Often all you need is to wait just a hair before you stick out a button to punish one that's blocked. If you block Unrestrained Will, the \"Vanish vs f1 counter rps\" is entirely fake as you can combat it by simply waiting and reacting to the Vanish, if it ever comes. If he does the f1 counter instead (or just nothing), you won't have a Vanish to react to, but you will have plenty of time to punish. 2Sis an incredibly strong neutral tool, but there are some things to keep in mind should you keep blocking it. Firstly, blocking2Smeans your movement is predictable, as its 18 frame startup makes it impossible to do on reaction. Secondly, it's usually better to take the hit as2Scannot be hit-confirmed without Sparking. Lastly, it has roughly ten years of recovery on whiff and the UI player knows this, so look out for panic Vanishes if you see him miss it, or simply whiff punish it if you're in range." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Strategy", "title": "Goku (Ultra Instinct)", "section": "Low Profiling Unrestrained Will", "text": "Specific smaller characters have the privilege of being able to low-profile UI's \"DR tech\" by properly timing a whiffed 2L/2M, leading to them having the ability to get a full unscaled punish on him. The list includes: 2L:Gotenks, Kid Buu, SSJ Vegeta, Vegeta (SSGSS) 2M:Frieza (automatically counterhits), Gohan (Teen), Android 17, Krillin, Vegeta, SSJ Vegeta, Vegeta (SSGSS)" }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)/Combos", "title": "Zamasu (Fused)", "section": "Midscreen Combos", "text": "Note:*X*Represents when an orb fromWall of Lightexplodes." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)/Combos", "title": "Zamasu (Fused)", "section": "Meterless", "text": "Note: j.2H may not connect in heavily scaled combos" }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)/Combos", "title": "Zamasu (Fused)", "section": "Assist Specific", "text": "Zamasu relies on assist for \"meterless\" Blades of Judgment setups. Basically any assist can setup Blades of Judgment, some will be straight forward and some will require some creativity to make work." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Guard", "text": "Guarding, commonly known as Blocking, is the fundamental form of defense in fighting games. Most special and supers moves also inflict a small percentage of their damage through guard. This is known as chip damage. When a player guards, they are put into a state known asblockstunduring which their ability to act is mostly taken away.Guard Cancel,Vanish Guard Cancel, andSparking Blastcan still be used during blockstun. Guarding an attack also pushes the defender back. This phenomenon is calledpushback. The amount of pushback varies by attack, though generally the higher theAttack Level, the more pushback. Some attacks even pull in the defender instead of pushing them back (known asvaccum)! When the defender guard a strike in the corner, pushback is applied to the attacker instead, making sure that the net pushback both characters experience is the same regardless of corner. This corner effect does not apply to projectiles, but does apply to strikes done by Z Assists. During blockstun the defender will automatically block other attacks regardless of what direction the defender holds until blockstun ends! This effect is known asBlock Carryoverand lets the defender more easily prepare reversal inputs. Block carryover ends immediately when blockstun ends, even if it's only a one frame gap Block carryover works even when the opponent switches sides. Defenders must still block correctly - low attacks must be blocked low, and high attacks must be blocked highHold any downward direction to block low. All other directions will block high. Hold any downward direction to block low. All other directions will block high." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Grounded Guard", "text": "Hold 4 or 1 While Grounded There are 2 types of ground guard: standing guard and crouching guard. Standing guard will block high and mid attacks, crouching guard will block mid and low attacks. Remember, you cannot block against throws." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Airborne Guard", "text": "Hold Any Backwards Direction While Airborne There is no high-low blocking in the air, making it a common place for defenders to go to avoid blocking ground-based high/low/throw mixup. That's not to say that being airborne is a fail-safe defensive posture; getting airborne is a risk since blocking is disabled duringprejump. Plus you need to deal with air throws and crossups. There is also 2 frames more blockstun when blocking in the air. Landing while in air blockstun will replace any remaining air blockstun with ground blockstun plus 4!" }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Cross-up Protection", "text": "When a character is in blockstun, they will be able to block attacks coming from behind them by holding either backward and forward directions, or even by not inputting any direction at all. Crossup protection doesn't allow \"illegal\" blocks: defenders still must block high/low correctly. Projectiles and assist-type attacks has an extra layer of protection. If a side switch happens while these attacks are active, they can also be blocked with backward and forward directions, but not while running. While it is impossible to have left-right mixups using assists with long blockstun, if there's even an 1F gap in the blockstring, the character will turn to face the opponent and you will not be protected from crossups. A rule of thumb is to always block with respect to the opponent's point character. WIP: Airborne and grounded crossups are treated differently..." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Rising Overhead Protection", "text": "Most overhead air normals when done with upward momentum will whiff against characters that are blocking low, even if their hitbox and hurtbox are overlapping! Air normals that push the character upward are also affected by this. There are special cases that aren't air normal, also have this restriction on them. This results in a few inconsistencies in Sparking state: At certain angles, canceling a blocked Super Dash into j.L can sometimes stuff reversal 2H, while other times will whiff and be punished. This is because blocked Super Dash at these angles will push the character slightly upward, triggering this protection Using Vanish (No Attack) immediately into an overhead can also whiff against crouching opponents due to the same reason that the character is pushed upward" }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Z Reflect", "text": "4Swhile Grounded Z Reflect is a defensive tool that starts reflecting on frame 1 against all strikes and projectiles besideSparking Blast. This is a very strong defensive option as it works on meaties, safejumps, and frametraps while creating space between you and the opponent. Successfully reflecting any attack will make the defender invulnerable to throws and allow the defender to cancel into any attack. Reflecting a strike will also push the attacker half-screen away. These 2 properties can be used in tandem to open up new punish opportunities -- reflect a strike and let the opponent's attack whiff due to the pushback, then cancel Z Reflect into an attack to punish! The frame advantage against any attack on Reflect is most often better than on block, but not strictly better all of the time. And depending on the situation, pushing the opponent away might not be desirable. Thus, it is important to learn when and when not to use Reflect. Notes about Reflect: Must be inputted with 4S (not 7S or 1S). While mashing Reflect will disarm any frametrap in a blockstring, defenders have to be standing in order to use it, leaving them vulnerable to any true string low attacks. When attacks are Reflected, attacks will be treated as though they were blocked. Although some attacks will also have unique behaviors only for when they're Reflected. Learning which attack to use after a successful Reflect, and when you should attack at all is also important, as certain blockstrings can continue pressure even after they're Reflected and will Counter Hit you. Videl does not have Z Reflect, but rather, a unique command dodge. H- HeadB- Body Invul through all blockable attacks except Sparking Blast Removes residue throw invul like the 8f after exiting blockstun, hitstun etc. Successful reflect's recoveryisthrow invul and automatically reflects all further attack, including Sparking Blast Ki gain on reflecting Strike: 17.5 first hit, 5 every next hit. Ki Blasts: 12.5, other projectiles: 7.5, consecutive reflected projectiles don't give extra Ki Hitstop 4F Z Reflectwhile Guarding Ki Blast When in blockstun from aKi Blast, defenders can cancel into Z Reflect. This is a weaker version of Guard Cancel, but is useful for preventing the attacker from easily starting offense from a stray Ki Blast." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Walking", "text": "[4] or [6] while on the ground Walking is the most basic form of movement by holdingor. Characters will continue to walk so long as their player holds down the directional input. 1 and 3 are not valid walk inputs. Each character has a unique walk speed for both forwards and backwards. One of the main advantages to walking is that it provides fine grain control over one's positioning. By contrast, jumps lock the player into a fixed arc, and runs maintain momentum for a time after the player releases their input. Because walks can be canceled immediately, they allow the user to block freely after forwards movement, which running on its own does not allow. Another advantage is that walks are usually silent. Without an associated audio cue, walks can be hard to react to." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Running", "text": "6[6] while on the groundor6H+Swhile on the ground Running is conceptually similar to walking, but faster and with some negative trade-offs. Although running requires two consecutive6inputs, the player can shift their forwards input into a3input so long as they maintain a constant forwards input. The player character will continue to run so long as a valid run input is held (up to 82F). If the player releases the run input and does not cancel the run into another action, they will perform a run skid animation that can be canceled into all actions except run, backdash, or neutral crouch.Runs will sometimes maintain momentum when canceled into another action, and other times can have their momentum negated. This varies on a case-by-base basis." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Backdash", "text": "44 while on the ground Backdashes are movement options which provide a quick burst of backwards movement with lots of invulnerability to throws. Backdashes travel a fixed distance at a set speed, are not cancelable, and are completely vulnerable for some period in the latter portion of their animation. For these reasons, they are not always preferable to backwardswalking." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Jumping", "text": "Any Upward Direction while on the ground Jumping is the most basic way to put one's player character into the air.Players can jump while on the ground, or while in the air. When a character jumps, they are locked into a fixed arc which is determined by the direction of the jump input combined with any momentum they have at the time of the jump. Most characters have the samejump physics, with only a few outliers. These determine the speed, height, and duration of their jumps. Before the character becomes airborne, there is a shortPrejumpAnimation with some limitations, explained in its respective section. After a player jumps, they take on the airborne property, which affects what moves they can use, as well as how they receive incoming hit effects. During the first airborne frame, characters can only guard and not attack. This is only a factor when calculating the fastest input forInstant Air Specials.Characters can jump two times before returning to the ground under normal circumstances." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "High Jump", "text": "Any Downward Direction > Any Upward Direction while on the groundorHoldS> Any Upward Direction while on the ground High Jumping (aka super jump) travels higher vertically than standard jumping. It can be done by going from neutral, then tapping any downward direction (), then tapping any upward direction (). Pressingwill change which direction you high jump, just like normal jumping. You will automatically turn to face your opponent during a High Jump. You also maintain partial control over your horizontal movement during a High Jump; Holdorto influence your direction as you fall. You can continue this influence after attacks or double jumps, but not during them. See the Frame Data/System Data page for specific valuesfall speed values. High Jump> Hold Downward Direction Short High Jump (aka Super Hop) travels the height of a normal jump with the acceleration and character direction correction properties of a High Jump. Note you must hold the downward input until after the crest of the jump or it will revert to a normal High Jump fall speed. Players can double jump after a Short High Jump, but they must re-input a downward direction after double jumping or their air momentum will revert to normal." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Prejump", "text": "Jumps and High Jumps are not instantaneous - before going airborne, characters will enter a standing state called prejump for 4F. During prejump they can not guard, but are invincible to throws. It is actually possible to cancel prejump into Specials and Supers, though for most characters is not used very often. The reason for this is that players can be slightly sloppy with their inputs and still get specials (ex2369Sinstead of236S)." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Air Dash", "text": "j.44 or j.66orj.6H+S Air Dashes are the near universal burst movement option while airborne. The character is not actionable for the first 6F of an air dash. Air backdash is also throw invulnerable for 1~15F. To air dash as soon as possible from a grounded state, players use a technique known asInstant Air Dash." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Air Options", "text": "Air Options conceptually represent the amount of times a character can jump or dash while in the air without returning to the ground. All characters have 1 air option and can regain their air option by touching the ground,Air Recovering, or air guarding." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Landing Recovery", "text": "Landing from the air has recovery. This recovery comes in 2 kinds: Standard Landing Recovery and Special Landing Recovery. Another quirk about landing is that the frame before actually landing is considered grounded. Meaning during this frame, getting hit will result in ground hitstun and ground throws can hit. During the first 3 frames of landing the following actions are disabled: forward/backward walk, all jumps, and backdash All other actions are available immediately on 1F after landing - notably attacking, guarding, and run" }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Ground Recovery", "text": "Direction when knocked to the ground Ground Recovery (also known as Ground Ukemi) is available immediately on falling to the ground. There are 4 main options: Hold Forward or Backward to flash white and flip off the ground.Forwardhas the character recover in-place andBackwardshas the character move backwards. Both take 21 frames and are fully invincible. HoldUpto flip off the ground and recover in the air. This can be useful to avoid the attacker'sokizemeby being airborne instead of grounded like usual. This version takes 21 frames and is fully invincible. HoldDownwhen falling to the ground to lay on the ground for 34 framesAfterwards, input Up/Back/Forward to recover in that directionInput Down to continue laying on the ground for 4~31F. Input any other direction during this time to perform a 15 frame get-up animation.Will automatically perform get-up after 31F.This can be used to throw off the opponent'sokizemetiming. Afterwards, input Up/Back/Forward to recover in that direction Input Down to continue laying on the ground for 4~31F. Input any other direction during this time to perform a 15 frame get-up animation. Will automatically perform get-up after 31F. This can be used to throw off the opponent'sokizemetiming." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Disabling Ground Recovery", "text": "Certain hit effects disable Ground Recovery by inflicting eitherHard KnockdownorSliding Knockdown. They are often used to extend combos or set up unique okizeme situations." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Air Recovery", "text": "Direction +L/M/HAfter Leaving Untechable State Air Recovery (also known as Air Ukemi) is useful for getting out of the opponent's combo, regain control of your character, and restoresair optionsas soon as possible! Usually, defenders want to recover immediately when possible, but attackers can take advantage of this behavior by setting up a mixup that defenders will be forced to block when they recover. A common counter to this tactic is to delay recovering in order to throw off the opponent's mixup timing, but this carries some risk; the attacker can simply hit the defender before they recover andcontinue the combo! 20f total animation, fully invulnerable Throw invulnerable 8f after teching" }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Incoming after Forced Switch", "text": "Hold 4 AfterForced Switch Defenders who enter after a Forced Switch are susceptible to incoming mixups since they are airborne and haveGuard Cancel Changelocked out. The defender can delay their entrance by up to 30F by holding." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Normal Attacks", "text": "There are four primary normal attack buttons,L,M,H, andS. While every character has different normals with different ranges, damage, speed, etc, many have similar properties to help players have a base set of tools to work with when picking up new characters." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Z Combo", "text": "Normal attacks can cancel into other normal attacks. The standard progression is L > M > H > S for both standing, crouching and airborne normals, and you can freely cancel between standing and crouching normals with some exceptions. General rules include: 5L and 2L can be performed a combined total of twice per Z Combo 6M cannot be canceled into any other normals 2H cannot cancel into S normals Grounded S normals can cancel into grounded H normals j.L can be performed twice per Z Combo j.M can reverse beat back into j.L once per Z Combo There are some exceptions to the above throughout the cast, but these are still good general rules to take into account when starting out. See each character'sZ Combo Tablefor specifics." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Super Combo", "text": "LLL...orMMM... Dragon Ball FighterZ has an autocombo system called Super Combo. Players can prevent the autocombo by holdingwhen pressing the attack button. In the case of the L Super Combo, performing 5L > 4L will result in 5L > 5L on the ground and j.L > j.L in the air. 5LL and 5LLL come out even on whiff, and will auto-correct on sides switch. Pressing 5L again after 5LLL on hit will perform an automatic Super Dash. Pushes the attacker up and towards the defender, auto-correct on sides switch and overriding attacker's current momentum.This \"boost\" gets stronger the further they are from the defenderThis special property is often used to reposition attackers in situations where a manual j.L > j.M wouldn't connect, and is often used in more advanced combos as well. For example, by delaying button presses (j.L > delay j.LL) and letting the opponent float a bit higher than you, you can get a bigger boost than if you've just done j.L > immediate j.LL, allowing for new follow-ups This \"boost\" gets stronger the further they are from the defender This special property is often used to reposition attackers in situations where a manual j.L > j.M wouldn't connect, and is often used in more advanced combos as well. For example, by delaying button presses (j.L > delay j.LL) and letting the opponent float a bit higher than you, you can get a bigger boost than if you've just done j.L > immediate j.LL, allowing for new follow-ups Doesn't come out after 2 j.Ls in a row Can't reverse beat back to j.L Successfully landing the last hit of the grounded L Super Combo, in a combo that hasn't usedU Smash!, continue into the automatic Super Dash (5LLLL) and then cancel into the air L Super Combo, the final j.L (5LLLLLLL) will cause Dynamic! property on hit instead of the usual Smash! property of j.H, granting you a Dragon Ball and causing a different knockdown. More information on this is described in theDragon Ballssection. 5M > 2M (on block) 5M > 2M > Special Move > Super Attack (on hit) Specials performed through 5MMM sometimes have different properties than their manual counterpart. This usually takes the form of a wall bounce that if performed in the corner will push them out of it. There are some minor exceptions to the standard M Super Combo sequence. Like Piccolo's M Super Combo performing an additional 6S after 2M on hit, or Hit's M Super Combo does 5H instead of 2M, as his 5M does not combo into his 2M. 5H and 2H on Smash! hit can automatically cancel into Super Dash by pressing H again. Characters with unique launchers like 5S or j.LLL can also be canceled into Super Dash on Smash! hit by pressing S or L again, respectively. Unlike the automatic Super Dash from 5LLL that's crucial for Dynamic! property, these shortcuts only serve to make combo inputs easier." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Throws", "text": "Throws are proximity based attacks which the opponent cannotguardagainst, but can not hit assist characters. In order to throw an opponent, a few conditions must be met: The players must be in a similar grounded or airborne state.To throw a grounded opponent, the attacker must also be grounded.To throw an airborne opponent, the attacker must also be airborne. To throw a grounded opponent, the attacker must also be grounded. To throw an airborne opponent, the attacker must also be airborne. The defender must not have throw invulnerability. The defender must be within the throw's range (see below). If all of the conditions are met, then the attacker can hit the opponent with a throw. The horizontal range of throws is measured from the edge of the attacker's collision box. The vertical range is measured from the origin of the attacker's collision box, which is at the bottom-center of the box." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Dragon Rush", "text": "L+MWithin close proximity of an opponent (Air OK) Dragon Rush is a throw that all characters have access to, and can be canceled from: 5L on block or hit Super Dash on hit (and on block during Sparking!) Once inputted, the character will halt all momentum and charge about half screen forward. Air Dragon Rush has slight vertical tracking, but cannot fall to the ground until after active frames. On hit, sends the opponent high up and automatically performs a followup Super Dash, even if Super Dash has already been used Has a height limit it can take you and your opponent to, and will lower you two to this limit if it's landed anywhere above Cannot K.O. When the opponent is in untechable time, ground Dragon Rush has increased forward momentum and throw range, air Dragon Rush has increased throw range On hit, ground Dragon Rush knocks the defender away into a soft knockdown, air Dragon Rush causes a sliding knockdown Last hit can be canceled into Vanish, Sparking Blast, Specials, Supers, Meteors. In Sparking!, it's also jump and forward airdash cancelable H- HeadB- Body Green flash appears on frame 7 Holding L/M/H/S increases the amount of hits Values in [ ] are when the opponent is in hitstun or untechable time Values in { } are Forced Switch version Unaffected by hitstun decay Removes all landing recovery on hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Forced Switch", "text": "SuccessfulDragon Rush> A1/A2 Forced Switch (aka Snapback) will force the defender's point character out and bring their teammate in. This is a very powerful tool to force a character to enter the ring and stop them from regaining health. Opponents who enter this way are also susceptible to incoming mixups since they are airborne and haveGuard Cancel Changelocked out, though the timing of this jump in can bedelayed. If the opponent has no teammates left, Forced Switch will instead float the opponent up with significant untechable time, enabling new follow-up combos." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Command Throws", "text": "Some special moves have the throw property.Android 16'sDynamite DriverGuardThrowStartup10Recovery+3LAdvantageandCell'sPsycho CrashGuardThrowStartup30Recovery25Advantageare two examples of such throws. While command throws can be comboed into, a command throw (and all of its versions) they used once per combo. For example, Android 16 can combo M Dynamite Driver into M Flying Powerbomb, but can’t do M Dynamite Driver into L Dynamite Driver. A few throws ignore this restriction like throws that are part of autocombos." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Throw Invulnerability", "text": "Characters cannot always be thrown. Below is a list of situations when a character cannot be thrown: Duringprejump During 1~15F of both backdash and air backdash During blockstun plus 8F after After hitstun ends for 8F After Ground or Air Recovery for 8F When they have Throw Attribute invulnerability" }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Priority of Strike vs Throw vs Command Throw", "text": "When two strikes hit each other, either a clash or trade occurs, but what happens when throws are added to the mix? Throw vs Strike or Any Throw vs Command Throw:The character withPrioritywill lose. Dragon Rush vs. Dragon Rush:Athrow break animationoccurs." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Dragon Rush Escape", "text": "Any Button While Being Dragon Rushed Players can escape (aka throw break or throw tech) the opponent's Dragon Rush by pressing any attack button between 4 frames before the hit until 4 frames after the hit to break the rush (total 9F: 4F before + the frame it hits + 4F after). Dragon Rush' green flash cue appears on frame 7, thus at point blank, the last frame you can break a Dragon Rush is frame 17 from the flash. If two Dragon Rushes meet each other, both are automatically broken. This increases the break window as you can input L+M way earlier than the 9F window of other buttons. On Dragon Rush break, both players break away from each other, recover full screen away, and restore all air options." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Super Dash", "text": "H+S(Air OK) Super Dash is a multi-purpose tool that can be used to quickly approach the opponent and extend combos. Super Dash,Z Change, and the automatic Super Dash at the end of aDragon Rushall have the same properties (except Z Change is also cancelable from specials) and the same damage: Cannot K.O. Deflects Ki Blasts like most characters' 5S, as well as some Specials like Piccolo's Homing Energy Blast and Beerus's Cataclysmic Orbs. Cancelable from normals on block or hit, as well as mid-combo Dragon Rush, Smash! Vanish, and Ki Charge Cancelable into attacks and airdashes on hit During Sparking!, pushback is reduced and becomes attack cancelable (beside Vanish) on block Note: Master Roshi does not have a Super Dash, but has two unique movement options. H- HeadB- Body Hitbox doesn't become active until it gets very close to the opponent Startup: Point blank: 21f; Fullscreen: 34f Ground version becomes airborne on frame 5 Removes all other added landing recovery Recovery: On block: 5; On hit: 0; On clash with another Super Dash: 10; On whiff or clash with anything else at a slight upward angle: 0; On whiff or clash with anything else at other angles: 0+10L; On block by Android barriers: 5+10L Super Dashwhile Guarding Ki Blast When in blockstun from aKi Blast, defenders can cancel into Super Dash. This is a weaker version of Guard Cancel, but is useful for preventing the attacker from easily starting offense from a stray Ki Blast." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Z Assist", "text": "A1/A2 (Air OK) Press A1 or A2 to summon one of your teammates to do an attack. All characters have a choice between 3 different Z Assists that must be selected during team selection: A, B, and C. These Z Assists are different per character, and have a universalcooldown timeracross all characters. Assist A and B have a fast cooldown, while Assist C have a much slower cooldown, but is stronger and have a gold circle effect when they are called out. When calling a Z Assist, there is a small amount of time where they are vulnerable before they start performing a move (1F). This is true even for invincible assist attacks like Gohan (Teen)'s Super Dragon Flight - the attacks has a bit of additional vulnerable startup even though the attack normally is invincible on startup. Z Assist can be called even while attacking with your point character, making them useful for continuing offense or extending combos. Z Assist cannot be used when: Getting hit Blocking, including pre-block animation During ground/air recovery During Vanish During capture states with fully cinematic cameras When the Z Assist is on cooldown/lockout During a Super Attack -Ultimate Z Changewill be performed instead" }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Z Change", "text": "[A1]/[A2] (Air OK)or6+A1/A2 (Air OK)or2+A1/A2 (Air OK) Hold A1/A2 to swap out your point character with the corresponding partner on your team. After a Z Change, teammate usage is brieflylocked out, after which the character that was called back will be oncooldown. Z Change cannot be used while in blockstun or while inproximity guard animation. Z Change is available while in a neutral state or when your normals or specials are blocked/on hit. Players often cancel into Z Change after hitting the opponent with 5H, 2H, j.2H or during a special with a long attacking duration since that allows players to safely change in a new character while extending the combo. Z Change can alternatively be performed with+A1/A2, but players can change the command to+A1/A2 or turn off these alternate commands in the button settings." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Ki Charge", "text": "L+Swhile on the ground Ki Charge quickly fill up the Ki Gauge. There is a fairly long minimum duration that Ki Charge is active for, and you are in Counter Hit state the entire time you're charging. The gain rate Ki increases the longer the buttons are held. Ki Charge isn't affected by Sparking! bonus, but is affected by Ki cooldown. H- HeadB- Body Gains Ki at an increasing rate during active frames. Ki gain rate stops increasing mid-combo Cancelable into Super Dash during active frames starting from frame 30 In neutral, charge time to reach 1 Ki Gauge: 91F; 2 Ki: 127F; 3 Ki: 156F; 4 Ki: 180F; 5 Ki: 201F; 6 Ki: 220F; 7 Ki: 236F Total animation that can be held after reaching 7 Ki gauges: 300F" }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Cancels", "text": "There are many types of cancels. A cancel is the act of interrupting the current action and starting a different one. While most cancels are available on hit/block, some are available on whiff, some are only available on hit, and a rare few are even only available on block!" }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Vanish", "text": "M+H(Air OK). Costs 1Ki Stock. Vanish teleports you behind the opponent and hits them. Vanish can only be performed once each time you are airborne, and can be done again after Air Recovery or air blocking. But unlike air options, simply touching the ground won't regain Vanish, the character has torecoveron the ground (return to neutral stance). Vanish can be canceled from: The middle of all movement options (beside standard and added landing recovery) Normals on whiff, block, hit, and even during their startups Specials on block and hit H- HeadB- Body Sides switches and becomes airborne during super freeze Removes all other added landing recovery Values in [ ] are when the opponent is in hitstun or untechable time Smash! if it's inputted during: 10F of strike hitstun/untech, or 15F of projectile total hitstun/untech + hitstop that only affects defender Minimum damage: 170 Can only be performed once per combo, attempting to do this again will get normal Vanish While the opponent is in any hitstun, beside the character performing hold Vanish and their attacks, everything else will be frozen from the super freeze until 11F after hold Vanish' recovery, unless the opponent gets hit during this period Vanish serves many different purposes like a combo extender or an escape tool." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Guard Cancel", "text": "6+A1/A2 while in Ground Blockstun. Costs 1Ki Stock. Guard Cancel will swap out your point character with another on your team (corresponding to A1/A2) at the cost of 1 Ki Stock. On hit, the opponent is knocked away about half screen, resetting the game back to neutral. On block, you cannot act and are fully punishable. As with a Z Change, you are locked out of using the character you tagged out for a short period of time. If you are down to one character, you will cancel into an attack that teleports behind the opponent instead, similar to a Vanish, only much slower and with some forward movement after the teleport. Combos started with a Guard Cancel cannot KO. H- HeadB- Body Clash level: 4 If buffered during hitstop, gains full invul right away, but the attack only comes out after hitstop ends Hitbox doesn't become active until it gets very close to the opponent Startup: Point blank with back against the corner: 22f; Point blank midscreen: 22~24f due to hitbox differences Recovery: On block: Until L+10; On hit: Until L; On whiff: 0+10L On hit, can only cancel into Vanish Clash level: 4 Stays grounded, teleports to the opponent's back during the super freeze For most of the cast, uses hitbox and hurtbox of 5H" }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Vanish Guard Cancel", "text": "6M+Hwhile in Blockstun (Air OK). Costs 2Ki Stock. Vanish Guard Cancel allows for escapes from stronger pressure at a higher cost. It allows one to keep the point character on and side swap against the opponent, making it an effective means of escaping the corner. However, it is weak to stagger pressure as the opponent can react with a 2H anti air and punish it. It can also be reacted to with a Vanish if the opponent wants to maintain their advantage and deal a small bit of damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Special Move", "text": "Motion Input +L/M/H/S Each character has a variety of special moves done by performing+ a button or+ a button These moves usually have unique properties like traveling fullscreen, invincibility, or deals lots of damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Powered-Up Special Move", "text": "Motion Input +H. Costs 1/2Ki Stock. When a special move has L/M/H variants, the H version costs 1/2Ki Stockand is typically a better version of the special. They usually allow for extended combos or offer other unique utility. For example, the H version of Vegeta's Super Dash Kick launches the opponent high into the air, allowing for follow-ups afterwards. The H version of Tien's Volleyball Fist is a command throw, unlike the L and M versions, which are strikes." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Super Attack", "text": "Motion Input +L+M/H+S. Costs 1Ki Stock. Super Attacks are flashy attacks that cost 1Ki Gaugeand usually do lots of damage or have unique properties. Higherminimum damagethan other attacks Can be canceled into from normal moves and special moves Can cancel into other teammate's Super Attacks viaUltimate Z Changeand Meteor Attacks when inLimit-Breaking Power" }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Meteor Attack", "text": "Motion Input +L+M/H+S. Costs 3Ki Stocks. Some Super Attacks require 3Ki Gauges(For this reason, they are often referred to as Level 3s) and are typically very powerful attacks. All characters have at least one of these. Most have startup invincibility Can be canceled into from normal moves, special moves and Super Attacks when inLimit-Breaking Power Can not Ultimate Z Change into other Super Attacks" }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Ultimate Z Change", "text": "A1/A2 During Super Attack. Costs 1Ki Stock.or4+A1/A2 During Super Attack. Costs 3Ki Stocks. Press A1/A2 in the middle of your own Super Attack to cancel into the corresponding teammate's Super Attack. Similarly, you can also input+A1/A2 to cancel into the corresponding teammate's Meteor Attack. Typically a character's preset Super Attacks is their+L+M Super Attack and their+L+M Meteor Attack. Exceptions will be listed in specific character pages as they are discovered. 41236+A1/A2 After Attack Connects. Costs 1Ki Stock.or63214+A1/A2 After Attack Connects. Costs 3Ki Stocks. It is also possible to cancel into your teammate's Super Attack without performing one of your own! Cancel a successful hit into+A1/A2 or+A1/A2 to bring a teammate in to perform their preset Super Attack and Meteor Attack, respectively. Thus Ultimate Z Change is used for two purposes: either to tack on extra damage in a combo or to safely tag in a character since supers are generally safer than manually tagging out at neutral. With this in mind, you also have to be aware of what supers cancel out and which ones don't when another one is tagged in." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Sparking!", "text": "UseSparking Blastto enter Sparking! state. Sparking! is a very powerful state that grants your team a multitude of power-ups: Damage increases by 20% Ki gain increases by 100% Point character's blue health will regenerate fully in 240F (4 Seconds), regardless of how much there is. Healing will be paused temporarily during hitstop/Super freeze. If the point character receives damage during Sparking, regeneration will be recalculated each hit, ensuring that after receiving the latest bit of damage, blue health will regenerate fully again in the next 4 Seconds Damage dealt to the opponent has reduced blue health All normals become jump cancelable (or forward air dash cancelable) on hit/block 6M can be special canceled on hit/block Super Dash has reduced pushback, can cancel into attacks immediately on block, and leaves grounded opponents standing Hold buttons duringVanishto not attack after teleportingThis will allow you to perform your own combo after teleporting instead of relying on the preset follow-up attack This will allow you to perform your own combo after teleporting instead of relying on the preset follow-up attack Assist cooldownwill start to recover even while the opponent is in blockstun/hitstun Special moves can be canceled into other Special moves greatly increasing combo damage or leading to incredible mix ups depending on the character. These buffs greatly increase your offensive and combo potential by allowing you to do more freeform blockstrings and by opening up new combo opportunities. Sparking! lasts longer the fewer teammates are left on your team: 3 characters: 420F (7 Seconds) 2 characters: 840F (14 Seconds) 1 character: 1260F (21 Seconds)" }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Sparking Blast", "text": "L+M+H+S(Air OK). Costs 1Sparking Icon. Sparking Blast is an invincible attack that serves two purposes depending on when it's used: However you use Sparking Blast, you will enterSparking!afterwards and have all the benefits listed. H- HeadB- Body Removes all added landing recovery Character becomes airborne, thus despite being ±0 on ground block, you're -1 if canceling landing recovery with an attack Values in [ ] are when canceled into from an attack Values in { } are when the opponent is in hitstun or untechable time Unaffected by hitstun decay" }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Sparking Blast Icon", "text": "The Sparking Blast Icon is located under the health gauge and indicates that you can use aSparking Blast. While it can only be used once per match, Sparking gives players added bonuses that last longer with each character that dies. You can see the level of Sparking by looking at how vibrant the icon is. The only way to get another is to summon Shenron and choose the wish \"Give me the ultimate power!\"." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Limit-Breaking Power", "text": "When a team is down to one character, they will be given a multitude of powerful perks: Gains 1 Ki stock Damage is increased by 20% Deals 10% more unrecoverable health (yellow health) Sparking! will not end if you're in the middle of doing a combo Allows character to cancel Super Attacks into Meteor Attacks Resurrecting a teammate withShenronwill remove these perks (beside the 1 Ki gauge) until the team's reduced to one character again. Limit-Breaking Power won't trigger if the team starts out with one character, via Local Battle Mode's \"1 vs. 1\" or \"Any Number\" Battle Format or other means." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Ki Gauge", "text": "Ki is the primary offensive resource in the game. Players will use Ki to perform Vanish, Guard Cancels, Powered-Up Special Moves, Super Attacks and Meteor Attacks." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Gaining Ki", "text": "Ki is increased by advancing toward the opponent, landing attacks, blocking, and getting hit. Sparking! doubles the amount of Ki gain from both means, but doesn't affect Ki gain from Z Assists." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Ki Cooldown", "text": "After using Ki, Ki gain from offensive means is reduced by 90% for: A set amount of time afterward, varies between attacks. Until the current combo ends, if the attack landed. This cooldown overwrites Ki gain bonus from Sparking!" }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Assist Cooldown", "text": "After using a Z Assist, that character will not be able to be used again for a set amount of time - that character cannot be used for Z Assist nor Z Change until this cooldown ends. Each assist has a different amount of cooldown time and the cooldown timer only begins once after the opponent leaves hitstun/blockstun. During Sparking!, the cooldown timer will start even when the opponent is in hitstun/blockstun. This cooldown also applies after manually tagging in a character. Ultimate Z Changeis unaffected by this cooldown and can be used at any time." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Assist Lockout", "text": "After manually tagging in or getting forced out viaDragon Rush, your teammates enter a lockout state with a red X over their portrait. They cannot be used for Z Assist nor forUltimate Z Changeuntil the lockout is over. Lockout duration depends on how the teammate was tagged out:" }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Dragon Balls", "text": "Players can collect Dragon Balls through various methods. Two of which can be utilized by the entire cast. The first method is performing combos of specific length: The second method is by successfully landing an attack withDynamic! property. This will unlock Dragon Balls in the following order: If a Dragon Ball in this sequence was already claimed through the first method, the next in sequence will be obtained instead. The Dragon Balls are shared between players, meaning either player can use them to summon Shenron." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Summoning Shenron", "text": "Hit Opponent With Dynamic! Property Attack With 7Dragon Ballsand 7Ki Stocks The summoner has 5 seconds to choose one of four benefits: Restore my health!— Fully heals the current character. Bring back my ally!— Revives a fallen teammate with 40% health. If both teammates are dead, the one earliest in initial team order will be revived. Give me the ultimate power!— Gives an additional Sparking Icon. Make me immortal!— Active character recovers blue health for the rest of the match. Stacks with Sparking!'s health recovery. Summoning Shenron does not consume the 7 Ki Stocks - you need only possess it. Shenron can only be summoned once per match." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Attack Level", "text": "Most attacks in the game deal standardized amounts of hitstun, blockstun, etc. based on their Attack Level. Some moves override these standard values, which will be noted in the frame data. In addition to these exceptions, some attacks knock the enemy into the air, wallbounce, crumple, etc. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Counter Hit", "text": "A counter hit (CH) occurs when hitting the opponent when they are in Counter Hit state. The opponent will flash red, the HUD will show \"Counter!\" and the announcer will say \"Counter\". On Counter Hit, the attacker will gain 50% more Ki on that attack only, and there is no additional benefit to counter hits compared to normal hits. All attacks are in CH state during an attack's startup and active time. Most attacks are not in counterhit state during recovery, but there are exceptions: All Dragon Rush Most command throws All Guard Cancels All Supers and Meteors Moves with invulnerable or guard point startups. Some other moves, noted in frame data." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Attack Attributes", "text": "Each attack in the game has an attribute. Attributes are broken up into two broad categories:physicalandprojectile. These attributes interact with each other to trigger certain effects like invulnerability and guard point." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Projectile Attribute", "text": "Each projectile has adurability level. When two projectiles of equal durability clash, each projectile will lose one hit (so a 5 hit projectile will become a 4 hit projectile, and a 1 hit projectile will disappear). Higher level projectiles will reduce one hit of lower level projectiles without losing any hits. Projectiles will have their hitboxes disable for the frame that they clash, even if they have different durability levels. In DBFZ, projectiles of same durability will often extend their own active frames on clash to ensure that they'll cancel each other out. Such as Goku (Super Saiyan)'s Super Kamehameha (10 hits) will always cancel out with Vegeta (Super Saiyan)'s Big Bang Attack (1 hit). Projectiles cannot clash with strikes or throws. The frame data will list the durability level alongside its attribute. For example, a projectile with durability level 2 will showP2. Certain moves will have guard point specifically against Ki Blasts, notably Super Dash Ki Blast's blockstun is cancelable into Reflect or Super Dash, but not their blockstopIf a Ki Blast connects exactly 1f after the opponent escapes from another blockstun, its blockstun won't be cancelable. If a Ki Blast connects exactly 1f after the opponent escapes from another blockstun, its blockstun won't be cancelable." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Attribute Invulnerability", "text": "Some attacks are invulnerable or automatically guard against certain attributes. Attribute invincibility is only active for a specific time frame, see Frame Data for each move for details." }, { "url": "https://www.dustloop.com/w/DBFZ/Mechanics", "title": "Mechanics", "section": "Clash", "text": "During a clash, that hit is nullified and each character can cancel the attack into any other attack, Z Reflect, and any options available on block. Almost all strikes can clash, with very few exceptions. There are 2 ways to trigger a clash: Disjointed hitboxes hit each other (See here for a more detailed visual example) regardless of Clash Level. When two hitboxes of equalClash Levelhit each other even when not disjointed. When clashes happen either the players are unable to react to the clash because it is unexpected, or they understand how the attacks interact well enough to intentionally cause the clash to cancel out the opponent's attack, then retaliate with their own! When two non-disjointed hitboxes hit each other but are of different Clash Level, the higher level attack will win. The higher level attack gains invincibility to the lower level attack, and the loser gets hit. You might think that thanks to how Clashes and Crushes work, it is impossible for two strikes to trade (aka both characters get hit), but this is not true! Trades are still possible, just fairly rare. Remember, Clashes only occur when two attack's attackboxes intersect. If two strikes hit each other's hurtboxes without touching attackboxes then they will trade, regardless of Clash Level!" }, { "url": "https://www.dustloop.com/w/DBFZ/Esoterica", "title": "Esoterica", "section": "Hitting Two Opponents With the Same Attack", "text": "One attack can hit multiple targets when they are within range. For example one attack can hit BOTH a character and their assists. Normally, when an attack touches the opponent, the remaining active frames can not hit the opponent again. However, if there is a second hittable character, then the remaining active frames can still hit him! This leads to visually strange situations like a normal hitting an assist, then a moment later, the opponent jumps into the active frames and gets hit. This is further compounded by the fact that hitstop only applies to the attacker and the target, thus allowing the attack to hit the unaffected character with the active frames plus the hitstop frames! This also applies to projectiles like Goku's Kamehameha and Piccolo's Homing Energy Blast, but the later case is more difficult to take advantage of since the projectile will shatter the instant it touches an opponent. This leads to strange situations like harder conversions during aHappy Birthdaycombo (a combo that hits more than one opponent at the same time), an attack can hit the main character, then a moment later, the second character who is slightly behind gets hit by the remaining active frames. This is further compounded by the fact that hitstop only applies to the attacker and the target, thus allowing the attack to hit the unaffected character with the active frames plus the hitstop frames! With regards to cancels on hit/block, hitting assist characters counts as the opponent blocking an attack If two opponents are in range of your attack, they are hit on the same frame" }, { "url": "https://www.dustloop.com/w/DBFZ/Esoterica", "title": "Esoterica", "section": "Hitstop", "text": "When an attack hits an object, both objects freeze in place briefly to give the attack the feeling of more impact. This effect is known ashitstopand can vary in duration, like Goku (Super Saiyan)'s 5L compared to his Dragon Flash Fist (236X). Hitstop helps with combo consistency because you canbuffercommands like special cancels during hitstop and it will be executed immediately after hitstop ends. Hitstop applies to anything that can attack or get hit - including projectiles and assists. We will refer to all of these as \"objects\" for the sake of brevity. Objects experiencing hitstop are frozen in place, but other objects on the stage are unaffected. For example, when Goku's projectile hits the opponent, Goku does not experience hitstop, only the projectile and the opponent do. From Goku's perspective, the hitstop the opponent experiences can be thought of as additional blockstun/hitstun! When an attack hits an objects, both usually experience the same amount of hitstop, but this is not always true. Some attacks deal different amounts of hitstop on hit vs block, and on the attacker vs defender. Attacks with armor and parry-type attacks are attacks that guard the opponent's attack before retaliating with their own. When these attacks guard the opponent's attack, they can also change how much hitstop each object experiences! This is why some counter type attacks can beatsafe jumps; they force the attacker into more hitstop that the defender, and the defender can attack before the attacker can reach the ground and guard! Jiren's H Shock Tornado (214H) is an example of this. As mentioned above, projectiles are considered separate objects from the character that summoned them, so when they hit other objects, the character doesn't experience hitstop. The projectile itself does experience hitstop - which explains why multihit projectiles don't do their hits one frame after the other, they need to wait for hitstop to end before they can hit the opponent again!" }, { "url": "https://www.dustloop.com/w/DBFZ/Esoterica", "title": "Esoterica", "section": "Character Priority", "text": "Some mechanics in the game depend on priority, notably same frame situations such as throw trades. Character priority is determined by the latest player to strike the other, including with projectiles. The sprites of the character with priority will be displayed in front of the sprites of the lower priority character. Character priority can be gained or lost by doing actions such as walking or crouching. Projectiles are always lower priority than characters. If a character's attack and a projectile hit on the same frame, the character's attack will be applied last. If a projectile and throw occur on the same frame, the throw will be applied after the projectile." }, { "url": "https://www.dustloop.com/w/DBFZ/Esoterica", "title": "Esoterica", "section": "Airborne Crossup Protection", "text": "If a characterNormal Jumps, that character's facing will not change until one of three things happen: They finish using an air option: Double jump or Airdash. They block an attack. They land on the ground. Because of this, jumping can be used to defend against crossups as the defending player does not need change block or barrier direction until facing is corrected by one of the above conditions. Offensive setups can deal with this crossup protection by doing multiple hits quickly, which may or may not be possible to do depending on what the setup is." }, { "url": "https://www.dustloop.com/w/DBFZ/Esoterica", "title": "Esoterica", "section": "Proximity Guard", "text": "SeeProximity Guard." }, { "url": "https://www.dustloop.com/w/DBFZ/Frame_Data", "title": "Frame Data", "section": "How to Read Frame Data", "text": "If this is your first time looking at Frame Data, or if you need a better understanding of anything you see within the charts, please refer to thereading guideon Frame Data." }, { "url": "https://www.dustloop.com/w/DBFZ/Frame_Data", "title": "Frame Data", "section": "Frame Data", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Frame_Data", "title": "Frame Data", "section": "Walk Speed", "text": "Yes characters have different walk speed. If you have the exact numbers, please feel free to add them here." }, { "url": "https://www.dustloop.com/w/DBFZ/Frame_Data", "title": "Frame Data", "section": "Fall Speed", "text": "Every character shares the same fall speed in DBFZ, withMajin Buuas the only exception having slower fall speed (gravity or weight in other ArcSys games). This only affects his neutral and his own combos, and doesn't come into play when he's getting hit, ensuring that beside hurtbox differences, there are no combos that only work on Buu due to his unique fall speed. Different fall speed also doesn't affect his frame advantage after using Vanish or Sparking Blast." }, { "url": "https://www.dustloop.com/w/DBFZ/Frame_Data", "title": "Frame Data", "section": "Air Speed", "text": "Most of the cast share the same horizontal air acceleration and max speed while drifting. Air acceleration is applied for each frameoris held down." }, { "url": "https://www.dustloop.com/w/DBFZ/Frame_Data", "title": "Frame Data", "section": "Dragon Rush Ki Gain", "text": "On hit with a Smash!Dragon Rush, the attacker will continuously gain Ki as they chase their opponent down with the automatic Super Dash. However, due to hurtbox differences, they'll reach the defender after a varying amount of frames, resulting in different amounts of Ki gain. Which character performs Dragon Rush and their positions on stage do not affect Ki gain. For example, if one lands a partial hold Smash! Dragon Rush (27 hits) on Kid Buu, they'll gain 2.5*7 + 25 + 49.75 = 92.25% Ki gauge, but against Cell, they'll only gain 2.5*7 + 25 + 45.25 = 87.75% Ki gauge." }, { "url": "https://www.dustloop.com/w/DBFZ/Frame_Data", "title": "Frame Data", "section": "Whiff Vanish", "text": "Vanish's hitbox has a consistent minimum height across every character (beside one that will be noted below), and during a normal ground bounce, there's a 1F to 2F window right before the character leaves the ground again where their hurtbox is extremely low to the ground. This means that it is possible to use Vanish against some ground bounced opponents, whiff it, and continue with the combo similar to a Vanish (No Attack). Characters that can be Whiff Vanished: Android 17, Android 18, Android 21, Beerus, Frieza, Gohan (Teen), Gohan (Adult), Goku (GT), Hit, Kefla, Kid Buu, Krillin, Trunks, Vegito (SSGSS), Zamasu (Fused). Characters that can perform Whiff Vanish: Everyone except Majin Buu, as his Vanish is the only one with lower hitbox." }, { "url": "https://www.dustloop.com/w/DBFZ/Frame_Data", "title": "Frame Data", "section": "Dragon Rush", "text": "Green flash appears on frame 7 Holding L/M/H/S increases the amount of hits Values in [ ] are when the opponent is in hitstun or untechable time Values in { } are Forced Switch version Unaffected by hitstun decay Removes all landing recovery on hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Frame_Data", "title": "Frame Data", "section": "Vanish", "text": "Sides switches and becomes airborne during super freeze Removes all other added landing recovery Values in [ ] are when the opponent is in hitstun or untechable time Smash! if it's inputted during: 10F of strike hitstun/untech, or 15F of projectile total hitstun/untech + hitstop that only affects defender Minimum damage: 170 Can only be performed once per combo, attempting to do this again will get normal Vanish While the opponent is in any hitstun, beside the character performing hold Vanish and their attacks, everything else will be frozen from the super freeze until 11F after hold Vanish' recovery, unless the opponent gets hit during this period" }, { "url": "https://www.dustloop.com/w/DBFZ/Frame_Data", "title": "Frame Data", "section": "Super Dash", "text": "Hitbox doesn't become active until it gets very close to the opponent Startup: Point blank: 21f; Fullscreen: 34f Ground version becomes airborne on frame 5 Removes all other added landing recovery Recovery: On block: 5; On hit: 0; On clash with another Super Dash: 10; On whiff or clash with anything else at a slight upward angle: 0; On whiff or clash with anything else at other angles: 0+10L; On block by Android barriers: 5+10L" }, { "url": "https://www.dustloop.com/w/DBFZ/Frame_Data", "title": "Frame Data", "section": "Ki Charge", "text": "Gains Ki at an increasing rate during active frames. Ki gain rate stops increasing mid-combo Cancelable into Super Dash during active frames starting from frame 30 In neutral, charge time to reach 1 Ki Gauge: 91F; 2 Ki: 127F; 3 Ki: 156F; 4 Ki: 180F; 5 Ki: 201F; 6 Ki: 220F; 7 Ki: 236F Total animation that can be held after reaching 7 Ki gauges: 300F" }, { "url": "https://www.dustloop.com/w/DBFZ/Frame_Data", "title": "Frame Data", "section": "Sparking Blast", "text": "Removes all added landing recovery Character becomes airborne, thus despite being ±0 on ground block, you're -1 if canceling landing recovery with an attack Values in [ ] are when canceled into from an attack Values in { } are when the opponent is in hitstun or untechable time Unaffected by hitstun decay" }, { "url": "https://www.dustloop.com/w/DBFZ/Frame_Data", "title": "Frame Data", "section": "Z Reflect", "text": "Invul through all blockable attacks except Sparking Blast Removes residue throw invul like the 8f after exiting blockstun, hitstun etc. Successful reflect's recoveryisthrow invul and automatically reflects all further attack, including Sparking Blast Ki gain on reflecting Strike: 17.5 first hit, 5 every next hit. Ki Blasts: 12.5, other projectiles: 7.5, consecutive reflected projectiles don't give extra Ki Hitstop 4F" }, { "url": "https://www.dustloop.com/w/DBFZ/Frame_Data", "title": "Frame Data", "section": "Guard Cancel", "text": "Clash level: 4 If buffered during hitstop, gains full invul right away, but the attack only comes out after hitstop ends Hitbox doesn't become active until it gets very close to the opponent Startup: Point blank with back against the corner: 22f; Point blank midscreen: 22~24f due to hitbox differences Recovery: On block: Until L+10; On hit: Until L; On whiff: 0+10L On hit, can only cancel into Vanish Clash level: 4 Stays grounded, teleports to the opponent's back during the super freeze For most of the cast, uses hitbox and hurtbox of 5H" }, { "url": "https://www.dustloop.com/w/DBFZ/Frame_Data", "title": "Frame Data", "section": "Attack Level", "text": "Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.18", "title": "Version", "section": "Intro", "text": "Version1.18 Date Released:August 7, 2019 LinksBandai Namco Japan AddedJanemba" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.18", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "Overview", "text": "Android 21 (Lab Coat)is a well-rounded character who slices through the screen with her Savory Slicer. Neutral: Great neutral control with her projectiles and fullscreen advancing attacks. Defense: Omnidirectional anti-air and barrier perfectly compliment her neutral game as well as making her hard to lock down. Pressure: Heavy layered pressure with 6 lows, an extra overhead, and 2 command grabs that she can freely cancel into. OTG: One of the few characters that can pick up combos after sliding knockdowns, extending her and her team's combos significantly. Happy Birthdays: Has high chances of catching and vacuuming assists into a combo, with a toolkit full of Happy Birthday friendly moves. Meter Deprived: The only character with an innate 50% modifier that cripples her meter gain. Restrained Assists: Her assists all have critical weaknesses that undermine their potential." }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "5L", "text": "Lab Coat's fastest button that's also a 6F low, useful for poking, starting blockstrings, defensive challenges and punishes. Advances pretty far forwards so it can stagger into itself indefinitely, and works for SD mixup in midscreen. Though as both a blessing and a curse, the lack of vertical reach can be undesirable at times. For example: in ±0 situations, the opponent will be able to jump away from her5L, and it often trades against other5Ls instead of clashing. In a similar vein, Lab Coat's5Lcan also whiff against point blank Super Dash. Has great range and hits very high up, useful for typical5LLthings like as combo and blockstring filler. When whiff canceled from5L, will hit on frame 17 at earliest. This lets Lab Coat to punish backdash whenever she's plus, e.g. post Vanish or when the opponent airblocks her214XGuardAllStartup9Recovery17Advantage-4series. However since it's so fast, on Reflect,5L>5LLtends to be Reflected twice, pushing her back into neutral. Mediocre just like most other throw5LLLs. Very rarely used for combo purposes and requires specific assists to set up tick throws. Avoid mashing too hard so you don't get this accidentally. Canceling into this from a blocked5LLalways leaves the opponent in too much blockstun for the throw to work Combos into SD on hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "5M", "text": "Great vertical range, but lackluster horizontal range. Very strong combo and blockstring filler as it can pull airborne opponents down into a grounded string. After the first hit lands, the second can be canceled at any point, and thus is entirely GC safe as Lab Coat can freely cancel into2H/214X on reaction. Due to the second hit always coming out unless canceled on hit or block, she's wide open on whiff so avoid aimlessly throwing5Mout in neutral. If you allow the second hit to come out on block, you leave a 4-frame reversable gap if you go into5H. Going into2Mcreates an autotimed frame trap. If you've already used 2M in a block string, you should cancel out of the first hit of5Minto your heavies or5Sto keep your block string true. 2nd hit ground bounces airborne opponents If the first hit makes contact, active frames transition immediately into (8)4" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "5S", "text": "(Hold OK) Stays in place and shoots out basic P1 projectiles with Ki Blast property. Great neutral tool and corner combo filler for meter gain. On block,5H>5S(1) will space her out nicely for stagger strings or disengaging. She also plays the Ki Blast minigame pretty well thanks to5H,3Hand her command grabs.5Hand3Hwill beat GC SD, while command grabs beat GC Reflect. Hold or mashSto shoot up to 5 Ki Blasts 5th Ki Blast launches on hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "2M", "text": "One of the best2Ms in the game for pressure and mix-up. Both hits are lows,, scale like typical Medium buttons, and due to the first hit being as fast as some characters' low2Ls, it can be used in SD mixups in the corner for devastating damage. After the first hit lands, the second is entirely GC safe as Lab Coat can freely cancel into2H/214X on reaction into a full combo. Second hit being cancelable at any point also makes it a good mixup opportunity like2M(1) > delay6Hwhich can be visually confusing and will catch opponents on autopilot expecting2M(2). As a combo filler, both5M(2) >2M(2) and2M(2) >5M(2) always combo and are essentially identical strings that can lead to all of her basic grounded routes. The second hit of2Malso combos into SD anywhere on screen at low hitstun decay, allowing for Smashless rejumps with any starter. Unfit for neutral usage as similar to her5M, the second hit will always come out on whiff and puts her at -47, very punishable. If you let2Msecond hit come out on block, any follow up normal can be stuffed by a four frame reversal, including5MIt's best to skip using that part of the move in block strings and only use it in your combos. Additionally, there is no way to true string into 2M from 5LL or 5M(1), always leaving a reversable gap before and after both hits 2M. Launches on hit If the first hit makes contact, active frames transition immediately into (14)4" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "2H", "text": "Lab Coat's highest rewarding anti-air, and has additional utility of keeping a Happy Birthday combo going. On block, can sort of keep herself safe with2H>j.214L(-4) or2H>j.236L(-5), though beware of GC Reflect. Has great vertical reach, but the horizontal range leaves a lot to be desired. It'll clip opponents directly above her or flying straight at her, but it has trouble with weird angles. Luckily, she hasVertical SlicerGuardAllStartup9Recovery17Advantage-4to deal with that. Puts Lab Coat airborne Launches on hit. Smash hit combos into SD" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "6H", "text": "Strong overhead that leads into combos without needing additional resources, as it ground bounces on hit and has enough hitstun to combo into3Hor even SD. Similar to6M, it doesn't have Head property despite being airborne, so cannot be anti-air'd by typical Head invul attacks. A good spot to sneak this in is after2M(1)." }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "3H", "text": "Combo filler and acts as an extra low that chases after the opponent, usually from5S(1) >3Hwhere 22X would whiff.5S>3His also good against delay GC Reflect in attempt to push Lab Coat away, they will be standing for the 4S input and get hit low. Additionally, the hitbox is high enough to hit them out of GC SD. Beware that3Hdoes not true string from any of Lab Coat's normals. Has a 7F gap when canceled from5L,2L, and6H(loses to most abare5Ls), 3F gap from all other normals (frame traps and beats frame 4 reversals). Launches on hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "j.M", "text": "If the first hit makes contact, active frames transition immediately into (6)4" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "j.H", "text": "Huge and covers all techs pretty easily when used for a safejump. This is also Lab Coat's primary jump-in and crossup normal. Due to the lack of fast advancing normals, after a crossup IADj.H, she usually has to convert or continue pressure by microdashing into buttons. Point blank crossup IADj.Hwill not true blockstring into any dash button, and since her5Lhas a low hitbox, the opponent can slip out of her pressure in these situations. Forces crouching on grounded hit Smash hit causes a sliding knockdown. Dynamic hit can wall bounce" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "j.S", "text": "(Hold OK) Halts all air momentum and shoots out P1 Ki Blasts at a shallow angle. Each shot pushes her a bit backward. Synergizes very well with the rest of her kit. Lab Coat has strong Ki Blast game as not only isj.Srepeatable with very low landing recovery, she also can react to SD and cancel into j.214X, an airborne anti-air that can be extended into big damage through the use of 22X or assists. When spaced,j.S(2~4) can combo into SD, though the timing for this cancel is rather tight. Hold or mashSto shoot all 4 Ki Blasts Last Ki Blast launches on hit After a Ki Blast makes contact, the one immediately after can be kara canceled into Specials/Supers" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "j.2H", "text": "Standard combo extender that's useful for air-to-air confirms. In the corner, instantj.2Hafter a ground jump leads into her optimal beam loops. Halts all momentum and kicks sideways. Stays mostly in place throughout recovery animation Smash hit wall splats, combos into SD. In the corner and at low hitstun decay, can link toj.L" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "Savory Slicer", "text": "236L/M/H(Air OK) Lab Coat turns herself into a beyblade and lets it rip. These are powerful approaching tools with great range, 360 hitbox and Ki Blast deflect property. The backside hitbox allows them to punish panic Vanish, and they also have tendency to pull the opponent in if they're in her vicinity. EX spin is one of the most oppressive advancing special in the game that literally slices through neutral and leads into a full combo on hit. You should keep an assist available before spinning, to keep yourself unapproachable on whiff, or to gain advantage and start your offense on block. Do notmake these your only means of navigating through neutral however, for each of their outstanding pros, there's an equally terrible con. They have Head property so can be anti-air'd on a read, and can be2H'd if canceled into Vanish. Despite the insane range, bothMandHversions can also whiff at fullscreen distance if the opponent holdsand walks out of range. And finally, the worst part: They can be GC Reflected on block. Not only are they already punishable on block, Reflecting them put Lab Coat even worse at -15. While pushed far away, some characters can still reach her in time for the punish. You should not use these moves willy nilly, always call assists for backup, and mix her options up by using Ki Blasts or beam to control the screen. Smash on the last hit forMandHversions. Smash hit will reposition the opponent to be in front of her Decent neutral tools but are overshadowed byMandHversions. Cover roughly the same range as5H. Travel fullscreen and are her go-to corner combo tools. Have good corner carry and wall splat on Smash hit. In midscreen, ground version can link into236Sfor big damage, though this only works against medium sized and larger characters (2/3rd of the cast). 236L Clash level: 3×6, 3 236M Clash level: 3×6, 3 236H Clash level: 3×6, 3 j.236L Clash level: 3×6, 3 Removes landing recovery j.236M Clash level: 3×6, 3 Removes landing recovery j.236H Clash level: 3×6, 3 Removes landing recovery" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "Vertical Savory Slicer", "text": "214L/M/H(Air OK) Okay but what if we make the beyblade goes upward instead? Introducing: Contenders for the best anti-air in the game. Fast, Head invulnerable, 360 hitbox so they can blow up cross-ups, Ki Blast deflect property and are extendable into combos on hit thanks to 22X. While the 236X series are terrifying approach tools, 214X make it terrifying to approachher. Do not Super Dash at Lab Coat ever you WILL regret it. These moves carry low risk while giving Lab Coat great reward. Additionally thanks to the autocorrect property, it can also sometimes cross the opponent up for a free hit. While there's little these moves aren't good for, similar to the horizontal spins, they have quite a list of downsides. They also have Head property, which means they're anti-airs that can be anti-air'd.MandHversions have horrendously long animations that stay roughly in place, so they can be consistently whiff punished with something like super jumpj.L. And despite being safe on block, GC Reflect will make them -8 at best and it can only get worse, especially with a well timed Reflect on the final slash. So definitely think twice about using them as reversals, and always prepare an assist to be used for backup. Each slash during the spin vacuums on block/hit and only has Clash Level 2 (loses toj.Hand most specials in a trade) Turns to face the opponent before the final hit Smash on the last hit forMandHversions. All versions ground bounce on non-Smash hit Lowest commitment and are best used with an assist. They quickly cover all around Lab Coat, then the assist will either give her a combo extension or protect her from being punished. Combo enders for high hitstun decay combos. Don't give SKD but the ground bounce makes it very easy to extend into Assist +j.214M▷22M> Supers etc. The vacuum property along with not requiring Smash makes this a good Happy Birthday tool as well. Go-to combo enders as they cause a sliding knockdown on Smash hit, and always leave Lab Coat close enough to combo into 22X. Whilej.214Mandj.214Scan be used interchangeably as they have similar startup and give good knockdowns,j.214Mis what you wanna use in most situations since it stays same side and can easily be extended with 22X for even more damage. j.214Malso allows for special tag > j.DR anywhere on screen, though the timing is a bit strict (using quick tag shortcuts will help). The best versions and one of the best defensive options in the game thanks to their speed and frame 1 Head invulnerability. Fantastic anti-Super Dash, anti-Ki Blast objects being put on top of her on oki, or even just anti-approach. Bonus as good combo enders since they have the same speed asLversions while causing a ground bounce sliding knockdown on Smash hit.Hversions knocks the opponent back a bit further thanMversions but have more frame advantage, so instead of immediately 22X upon landing, you should do dash 22X instead. The ground bounce SKD on Smash hit enables for better combo routes compared toMversions, such as whiff Sparking before going into 22X. Ground214Hon Smash hit can also link to5Lif all 11 hits connect and Lab Coat doesn't turn around on the last hit, allowing her to convert without spending additional meters or assists.j.214Hallows for special tag > j.DR as well, and is much easier to perform than withj.214M. Frame 1 Head invulnerability and the ability to hit both sides allow Lab Coat to counter the other best defensive option in the game: Sparking Blast into held Vanish. For most characters, they'll be facing the wrong direction and often have to block against this setup, but Lab Coat can justj.214Hthrough it. j.214M On Smash hit, recovery is Until L+6 j.214H On Smash hit, recovery is Until L+6" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "Mignardise Heel", "text": "22L/M/H Top 3 uncontested best OTG moves in the game due to their speed and Smash properties allowing for conversions, as they can reliably connect after any of Lab Coat's solo sliding knockdowns. Not only do these moves make Lab Coat extremely self sufficient, they also give plenty of synergies with other characters. One egregious example is being able to extendZ Broly'sLcommand grabGuardThrowStartup17Recovery23Advantagein the corner by special tagging into22H. Ground bounce on hit Can hit opponents in OTG state and are not affected by hitstun decay. Meaning these moves can almost always be used as combo enders into Supers Special cancellable on Smash hit True blockstring from any normal, so can be tacked on as an extra low at the end of the string. Doesn't use Smash but cannot be converted solo, so it's often used with assists to pick up after SKD. Go-to version for most OTG purposes, such as extending after Smash214M/Hor combo ender into Supers. On Smash hit,22Mgives a SD rejump in midscreen and can cause a corner splat. Corner splat instead of wall splat also means it will Happy Birthday, so this is also an alternative corner combo tool to236Mspecifically for the purpose of wiping the opponent's assist(s). Beside going for SKD oki, hitting OTG with a non-Smash22Malso sets up an auto-timed IADj.Hsafejump in the corner. If you're weary about whiffing22M, you can use22Linstead at slightly lower damage. Identical startup to3Hmeans it does not true string from any of Lab Coat's normals. Has a 7F gap when canceled from5L,2L, and6H(loses to most abare5Ls), 3F gap from all other normals (frame traps and beats frame 4 reversals). THE combo extender, a beast of a tool that breaks the rules of the game. Extremely fast startup and causes a huge ground bounce and corner splats on Smash hit, letting Lab Coat combo fromandinto basically anything. The bounce is so high she can choose which side she wanna be on for the combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "Photon Swipe", "text": "236S(Air OK) A screen control move for when you're bored of using the other ones, as well as a great combo filler. It's a typical piercing P3 projectile beam that's whiff cancellable into SD and can jail into Vanish. Can be made -3 on block with a frame perfectIASInstant Air SpecialConceptually includes Tiger Knee. Performing a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.For Example: 2369S for a j.236S input.j.236S. And despite its appearance, the hitbox extends downward so it can hit small or crouching opponents, even when done as IAS." }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "Connoisseur Cut", "text": "214S(Air OK) Another mixup tool to overwhelm your opponent. On ground hit, immediate22Mwill lead to a full combo. However at 24F of startup and a recognizable pose as visual cue, it will take some conditioning to have a good shot at landing, and you likely won't see this as much as hercommand grab superGuardThrowStartup21Recovery17Advantage. The air version can be used as a pseudo movement option and is also a great combo ender. If you can afford to switch sides, or have meters to burn with Vanish > delayj.214S, then it can be worth going for just for the healing alone. Landingj.214Sat jump height or lower can also extend further with immediately airdashing into 22X. Dashes half screen forward. Ground version only performs the grab once she's near the opponent, while air version is active throughout the dash When used outside of combos,214Sonly connects against grounded opponents andj.214Sonly connects against airborne opponent. Mid-combo, ground214Swill also connect against airborne opponents On hit, throws the opponent backward into a sliding knockdown and heals 500 total HP. Example: If she has 400 blue health, she will heal 400 blue health and 100 yellow health 214S On hit, heals 500 total HP j.214S On hit, heals 500 total HP" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "Barrier Sphere", "text": "22S(Air OK) An air OK frame 4 reversal that can lead to devastating punish thanks to the special cancelation property. Relatively low risk as it has a short and ambiguous punish window on whiff. Gives a great amount of meter when guarding multi-hit moves like beams, so it's good for reacting to assist calls, using against zoning or as a round start option when combined with her own assists. With her5Mand2Mbeing GC safe, canceling into22Sagainst GC then punishing the landing recovery is much deadlier than simply anti-airing. Guard point against all attacks except throws, Supers, and Sparking Blast On successful guard:Guard frames will extend until end of recoveryGains12.5%It's 25% × 0.5 from her Ki gain modifierKi Gauges for each hit guardedGuarding Super Dash-type moves will give the opponent 10F of landing recoveryCancelable into Specials, Supers, Meteors, and will autocorrect to face the opponent. Canceling into Supers/Meteors can be inputted with shortcuts (air OK):L+Mfor236L+M,H+Sfor236H+S,4L+Mfor214L+Mand4H+Sfor214H+S Guard frames will extend until end of recovery Gains12.5%It's 25% × 0.5 from her Ki gain modifierKi Gauges for each hit guarded Guarding Super Dash-type moves will give the opponent 10F of landing recovery Cancelable into Specials, Supers, Meteors, and will autocorrect to face the opponent. Canceling into Supers/Meteors can be inputted with shortcuts (air OK):L+Mfor236L+M,H+Sfor236H+S,4L+Mfor214L+Mand4H+Sfor214H+S 22S Guard point against all attacks except throws, Supers, and Sparking Blast Values in [ ] are on successful guard j.22S Guard point against all attacks except throws, Supers, and Sparking Blast Values in [ ] are on successful guard" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "Assist A", "text": "Savory Slicer Impressive looking strike assist that's not as good as it might seem. Only a handful of assists have this same combination of fast startup and high blockstun, Lab Coat A on top of that has huge hitbox, lengthy active frames, and Ki Blasts deflection starting as early as frame 4. And in spite of being multi-hit, it works well for combo extensions at high hitstun decay where assists likeYamchaAGuardAllStartup19Recovery48Advantage+45orGoku (Super Saiyan)BGuardAllStartup20Recovery32Advantage+40would drop. However, it keeps the same properties as the point versions, and can be GC Reflected on block. In practice, there are no reasons not to Reflect it, so Lab Coat A is incapable of giving you true string mixups, and frame advantage against Reflect is only +30. It also keeps Head property so can be anti-air'd, and is trickier to use in common situations like approaching with SD + assist, or as an anti-ground call when you're in the air. The recovery is also rather high for this type of assist, putting her at risk of getting Happy Birthday'd. Launches on hit Frame advantage is for all hits. Last hit only is +29 Damage increase from Photon Pulse only applies to the last hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "Assist B", "text": "Barrier Sphere Lab Coat's B assist is her Barrier that defends against incoming attacks. Takes a different approach to her other assists given that it doesn't have a hitbox, but can be beneficial to certain team compositions or countering East Coast players. If your character is already good enough in scrambles then this assist could prove to be more useful than A, much likeA18GuardStartupRecoveryAdvantageorA17's barrierGuardAllStartup40Recovery47Advantage+35. On how good this is at its intended purpose, Lab Coat spawns behind the point character which is often a detriment, as even when used against things like GC, advancing attacks will put your character outside the barrier where they will get hit. Another note is since the barrier is pink, it's less effective at hiding DR than the other Androids' barriers. Guard point against all attacks except Supers and Sparking Blast Absorbs hits for both the point character and any other assists inside it Does not gain Ki for blocking attacks Frame 9-11: Invul all Frame 12-46: Guard all except Supers and Sparking Blast Frame 47: Invul all except Supers and Sparking Blast" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "Assist C", "text": "Photon Swipe Her only assist with real blockstun. It's a typical piercing beam that clears the ground and polices the opponent's assist calls. On hit, teleports behind the opponent and knocks them down into a ground bounce SKD, giving easy combo extensions. The cooldown is twice as long as her A and B assists, although it might just be worth it for the blockstun. Values in [ ] are when the opponent is in hitstun/untech Values in [ ] are when the opponent is in hitstun/untech Damage increase from Photon Pulse only applies to the beam portion" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "Total Detonation Ball", "text": "236L+M(Air OK)orj.236H+S Standard Level 1 Supers for meter dumping at the end of combos. Ground version throws an energy ball along the floor that launches on hit. Air versions throws the ball diagonally downward that slide against the corner wall, explodes if it hits the ground and causes a ground bounce sliding knockdown on hit. AirH+Sversion teleports behind opponents before throwing the ball and has reduced startup when used mid-combo, useful for combos that can't end in SKD (which is rare for her). Values in [ ] are when used mid-combo Minimum Damage (Ground): 827 Minimum Damage (Air): 784 j.236H+S Values in [ ] are when the opponent is in hitstun/untech" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "Photon Pulse", "text": "236H+S The icing on the cake: A devastating command grab with the meanest reward on hit. It can be used as a tickthrow from essentially all normals without having to delay the input, doubles as frame trap to beat mashing attempts due to invulnerability frames. Since it's a Super, she can also do236S> immediate236H+Sfor an extra sneaky tickthrow. All the while this grab is very hard to react to despite the startup of 21F, since its key pose is very subtle, has no Super flash until it connects, and is yet another mixup option at her disposal. On hit: Character that got grabbed will deal 21% less damage until the end of battle. This debuff is applied on top of everything else including Sparking, Limit Break, Super's minimum damage and so on. Debuff does not stack upon multiple uses Increases Lab Coat's Special Moves and Assists damage by 21% until the end of battle. Thankfully, this also doesn't stack It completely removes the damage upsides from Sparking, Limit Break and installs likeGolden FriezaGuardStartup34+0RecoveryAdvantage, Gohan (Adult)'sPotential UnleashedGuardAllStartup9+3Recovery44Advantage-29and more. You can't even use traditional Happy Birthday/Merry Christmas team wipe combos with this debuff applied to your character, as even highly damaging sparking combos ending in a Level 3 will simply deal the same damage as a regular combo using meter. Now imagine how little you're doing without spending those resources. Not as much as it might seem, since the buff is only applied to her special moves and when she's used as an assist. It's most apparent when she front-loads the combo with special moves, but is barely noticeable otherwise. From a normal starter (5L,5M,2H,j.H...), her damage output is increased by 1~2% From a special starter (236H,214H,214S...), damage output is increased by 7~10% (before Super) If two Lab Coats debuff one another, their normals and Supers damage will be reduced by 21%, while Special Moves and Assists' damage will only be reduced by 4.41% (actual calculation is 0.79 × 1.21) Debuff stays on the character's body whenBody ChangingGuardAllStartup45+12Recovery39Advantage-24, aka Ginyu will be possessing a debuffed character and vice versa Debuff persists even after death. Summoning K.O'd characters withParasite TakeoverGuardStartupRecoveryAdvantagewill give you debuffed assists. Additional Things to Know: Cannot hit airborne characters or characters in hitstun/untech Launches the opponent into a soft knockdown on hit and does not consume Smash. Adv: +27 against up/back/forward tech. In the corner, IADj.Hafterward is a safejump" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "Appetizing Rush", "text": "214L+M(Air OK) High damaging and flexible Super, especially since this is also her DHC Super. Tracks the opponent anywhere on screen so it can be used to punish willy nilly usage of special moves. In midscreen, this gives a rather average knockdown as she can only get a safejump afterwards. However when the opponent is at rejump height and up, a back-to-corner214L+Mlike fromj.214S> immediatej.214L+Mwill put them just outside the edge of the screen allowing for a nasty \"invisible\" IADj.Lcross-up. This can also work regardless of height against a few characters. Bardock,Broly (DBS),Captain Ginyu,Cooler,Gohan (Adult),Goku,Goku (Super Saiyan),Goku (SSGSS),Majin Buu,Nappa,Piccolo,Yamcha Not a very good reversal as it is slow outside of combos and especially 12F of startup post Super flash means the opponent can use delay Vanish to escape. Teleports behind opponents before attacking. Values in [ ] are when used mid-combo Advantage on hit: +28 Minimum Damage: 1721 214L+M Values in [ ] are when the opponent is in hitstun/untech j.214L+M Values in [ ] are when the opponent is in hitstun/untech" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "Excellent Full Course", "text": "214H+S(Air OK) Go-to reversal Level 3 since it has faster startup overall compared to214L+Mwhen used outside of combos. Has a small blind spot directly underneath Lab Coat due to her leaping up before attacking, so beware of low profile attacks as they will be able to slide under and dodge her. Stays same side and can Happy Birthday so will mostly be used if you wanna keep the corner or for team wipe combos. Okizeme is identical to214L+M, but has no corner steal potential so she can only safejump with IADj.Hafterward. Midcombo, has reduced startup and if Lab Coat isn't already on the same horizontal line as the opponent, will autocorrect and teleport vertically to their height before attacking. Values in [ ] are when used mid-combo Crosses over the opponent on block Advantage on hit: +28 Minimum Damage: 1721 214H+S Values in [ ] are when the opponent is in hitstun/untech j.214H+S Values in [ ] are when the opponent is in hitstun/untech" }, { "url": "https://www.dustloop.com/w/DBFZ/Lab_Coat_Android_21", "title": "Lab Coat Android 21", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Resources", "title": "Gohan (Teen)", "section": "Intro", "text": "This page is Gohan (Teen)'s Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Resources", "title": "Gohan (Teen)", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Resources", "title": "Gohan (Teen)", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Resources", "title": "Gohan (Teen)", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Resources", "title": "Kid Buu", "section": "Intro", "text": "This page is Kid Buu's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Resources", "title": "Kid Buu", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Resources", "title": "Kid Buu", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Resources", "title": "Kid Buu", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "Overview", "text": "Goku (SSGSS)- more commonly known asSSB Goku,Goku Blue, orBluku/Blueku- is a character that excels at rushdown even in a game that's already very rushdown-oriented. His neutral is very,verystrong with a lightning fastdivekickGuardAllStartup13Recovery20Advantage, aki-blast invulnerable lariatGuardAllStartup9Recovery23Advantage-5and aj.SGuardAllStartup13RecoveryTotal 40+7LAdvantagethat retains all of his momentum, tools which make it extremely hard to stop him from getting in and staying right in your face to terrorize you. He has excellent frame data and a plethora of mix-up options that allow him to overwhelm the opponent in blockstrings, including possibly the single bestcommand grabGuardThrow [All]Startup17Recovery[18]Advantage[-5]in the game and some of the best high/lows and left/rights. His ki-blasts are also very scary due to being able to convert off them better than most, and he has stellar normals, including a ludicrously fast and long-ranged2MGuardLowStartup10Recovery18Advantage-10. His ability to move forward is just as crazy as his plethora of options for combos, including multiple routes of ki-blasts loops along with alevel 5 superjust in case. All of this makes Bluku an unbelievably strong character, but you cannot just pick him up and expect to tear up the opposition - he is considered one of the hardest characters to master in the entire roster. Many of his strong neutral options require thought and commitment in use, and he puts an incredibly strong emphasis on execution, especially regarding his optimal combos. Still, this doesn't take away from what his strengths are. Goku (SSGSS)has a similar fighting style to that of his Super Saiyan form, with long reaching normals and good frame data. Goku Blue serves as the more mix-up oriented version to his counterpart. His massive toolbox allows him to layer his mix-up options efficiently and make defending against him stressful. Strong Neutral Options:Great footsies with his medium normals that have long range and high reward. Has great ki blasts,j.Sin particular keeps his air momentum allowing him to approach safely with an IAD,Divine Void Strikewhich beats ki blasts,Dragon Flash KickandInstant Transmission, the latter of the 3 being plus on block. Incredible Pressure Game:Has a2Llow and fantastic frame data on his normals which make his staggers incredibly strong. Equipped with arguably the best unreactable command grab in the game. LightDragon Flash Kickacts as an unreactable same side option when faking crossup and the EX version gives a left/right 50/50 or sometimes a 4-way when backed up by an assist. High Damage:Corner loops give him very high damage, solo or assisted. Versatile Combo Routes:Dragon Flash Kickgives Goku sliding knockdowns at the end of any combo and high damage vanish extensions.2Mdelay5Mlets him sideswitch with ease while sacrificing no damage.Instant Transmissionallows him to side switch or stay same side easily on super dash confirms. Strong Supers:Access to a level 3 that can optionally sideswitch and gives insane oki, alevel 5and a trackinglevel 1that gives him a sliding knockdown. Great Assist:Blueku sports a uniquely strong A assist which adds to his support value when not on the field. High Commitment Moves:Some of his neutral tools, while good, are very high commitment and need to be timed well. Execution Heavy:If you cannot perform his elbow loops, his damage is really low and he becomes much less scary. Even if youcando them, other characters are able to dish out similar damage with much easier combos. This is often the main reason players have for dropping him or not picking him up. Meter Efficiency:Blueku is not as good at building meter as other dedicated Point characters, and he often needs to spend it onj.214Hcombo enders. Limited Fullscreen Control:Outside of his grounded ki blasts, he lacks safe ways to pressure an opponent from fullscreen. This makes him a bit more reliant on assists than other characters when playing at that distance." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "5L", "text": "Standard jab, and Goku's fastest normal. 4LL>2Mor2LL>2Mare really strong stagger string. Launches on hit. Strong normal in pressure thanks to the fact that it hits low and can cancel into another low, an overhead, a grab, or even sides switches. The large amount of hitstun combined with a low hitbox also allow Goku to go for more unique combo routes. Strong stagger normal after4LL 5LL>5LLLhas a massive gap in between. Combos into SD midsceen or even links to air normals in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "5M", "text": "Holdingduring startup will reduce forward momentum and recovery. Values in [ ] are for5M[4] version. Deflects Ki Blasts. 5Mhas extremely good range, comparable to2M.5Mwith dash momentum is very scary. 5M[4] (or simply4M) is the safest normal he has that also pushes the opponent just far enough that he can safely backdash out of almost every5L/2L.2M>4Malso auto spaces him for another2M." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "5H", "text": "Wall splats on Smash hit. Combos into SD. Non-Smash only combos into SD in the corner. Holdingafter inputting the move lets 5H cover less distance, but also increase knockback on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "5S", "text": "(Hold OK) Mash or hold S to shoot all 6 Ki blasts. Last Ki blast launches on hit. This is his only grounded projectile, making it vital for his neutral game. You should always only use 2 Ki blasts. Shooting less is safer overall, shooting more is easier to confirm, 2 is the perfect amount to react with2Hpunish or Vanish/236Hconfirm. Each P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "2M", "text": "Great range and very active hitbox. Launches on hit. Holdingafter inputting the move will cause him to not travel as far Can anti-reflect from5L,2L,4Mor5M. From max range it can be spaced to be -3 on block. His third low. IADj.S▷2Mhas deceptively long range and can fully true string in the corner. Get ready to explode." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "2H", "text": "Puts Goku airborne. Smash hit has more hitstun and combos into SD. Delaying your super dash allows a side switch. Holdingafter inputting the move lets the 2H not move forward as much, making it more consistently hit a superdash right above him. This will also increase knockback on block. Go to anti-air, though since it has a firmly vertical hitbox and a large amount of recovery it should be used carefully. Smash hit can also combo intoj.236Sfor a quick sides switch into SKD." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "2S", "text": "1Steleports Goku up and backwards 2Steleports Goku upwards 3Steleports Goku behind the opponent A teleporting Ki blast that puts Goku into the air where he can threaten dive dicks against the opponent. Goku recovers in the air, meaning he can jump or air dash afterwords. Goku can also cancel into special moves on contact with the opponent. However, all versions are negative on block and have ki blast property, so the opponent can Reflect any follow up Dive kicks or Super Dash to contest the situation. 2Scan be linked into from5LLwhich allows Goku to then combo intoj.214Mfor meterless knockdowns. Unfortunately this is difficult to set up in Goku's optimal combo routing as it requires delays to link his5LLfrom shoulder loops in the corner so it does little to increase his damage or preserve his meter. 2S Values in [ ] are when the opponent is in hitstun 3S Values in [ ] are when the opponent is in hitstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "6M", "text": "Counts as airborne. Uses the same hitboxes and hurtboxes as Goku'sj.Mas of version 1.28. Tied with Janemba for the biggest6Min the game. The massive reach of Goku Blue's6Mallows for plus frame setups via a late connect on block when spaced." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "j.H", "text": "Dynamic hit can wall bounce. Smash hit causes sliding knockdown. Removes landing recovery on Smash hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "j.S", "text": "Doesn't halt air momentum like mostj.S. Doesn't launches airborne opponent like mostj.S, instead it pushes them down. Your main crossup button, as well as your safejump button as it keeps you in even if they reflect. Forward IADj.Sbeats anti-airs and puts Goku +10 at minimum. Landing recovery applies from frame 9" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "j.2H", "text": "Smash hit has more hitstun and combos into SD." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "Divine Void Strike", "text": "236L/M/H(Air OK) Removes other landing recovery. Deflects Ki blasts from frame 4 (H version from frame 1). Goes half screen. Effective range can be massively increased by inputting it like 2366L. General purpose blockstring ender. 236Lis Blueku's go-to lariat in neutral and one of the strongest roundstart options in the game with assists. This version is anMstarter, so it can lead to massive damage. It's also a safe blockstring ender and a great combo filler, used in Goku's advanced combos. The air version has much better frame advantage if done close to the ground, which forms the basis of his corner loops. j.S>j.236Lis a good combo ender into his Lv1 Super for when you don't want to spend meter onj.214H, want to maintain a high altitude, or just can't get a sliding knockdown outside of his Lv1. Goes 90% of the screen. Smash hit wall splats, Smash5MMMwall bounces. Cancelling into this move from ANY normal will have a small gap that beats mashing, or in the case of2H>j.236M, it beats even counter2H. This version isalsoanMstarter, do not get hit by this. You will die. 236Mis used in corner combos. Smashj.236Malso links into j.DR in the corner for an easy snapback or for getting a knockdown after confirming214Lwith an assist. Teleports toward to the other wall, then charges backward. Goes fullscreen. Air version has slight vertical tracking. Wall bounces on Smash hit. Air version on ground block (2H>j.236H+ assist) leaves Goku at -5 in the air. 236His faster at fullscreen.A fullscreen5Scan now confirm to236H A fullscreen5Scan now confirm to236H Startup becomes instantaneous when used against a launched opponent, or right after his Level 3. 236His a good neutral check that can be solo converted anywhere on screen. More importantly, it's a fantastic DR crush that adds onto Blueku's already brain-melting pressure. It's also a good sideswitch tool for when your back is to the corner, as it sets up optimal loops like236Mdoes in that situation. 236L Teleport on frame 18, reappear on frame 28 236M Teleport on frame 18, reappear on frame 28 236H Teleport on frame 18, reappear on frame 28 j.236L Teleport on frame 18, reappear on frame 28 j.236M Teleport on frame 18, reappear on frame 28 j.236H Teleport on frame 18, reappear on frame 28" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "Super God Shock Flash", "text": "214L/M/H A series of command throws, with214Lbeing Goku's most potent tickthrow. LandHversions does a short ranged strike if the initial throw whiffs. Values in [ ] is if the throw whiffs. If the strike hits, Blueku can combo off it with5Lfor some reason. MandHversions move forward before performing the throw Smash on the throw. U Smash wall bounces, D Smash launches into a sliding knockdown The throw cannot hit opponents in airborne state. After the throw has landed in the combo, both it and the follow-up punch cannot hit the opponent again The one you should learn to use and abuse.214Lis an unreactable command throw with subtle animation that not only gives Goku SKD oki, but can also be easily converted with assists if he wants the damage. The downside is that it has very short range so will require specific strings in order to land, and can whiff against opponents holdingin midscreen, as they will walk out of the throw. Common ways to land this throw is staggering into dash214L, dash5L/2L>214L, IADj.S▷214Lor with2M> delay214L. It's also possible to do5H> delay214L, though214Lmust be delayed much later on big bodies, and this cannot be done onBroly. In corner combos, DR214Lis a possible combo ender that tacks on about 200 extra damage. However it requires you to input the214Lexactly 5 frames after the last hit of DR, making it a frame-perfect input. You probably won't see it outside of combo videos. If the throw misses but the opponent gets hit by the follow up punch, Goku is +6 and can link a5Lto get a combo. This is extremely rare in actual matches, and likely occurs if you misspace or mistime one of your tick throw attempts. Has much more range and can be used at any point in the blockstring, but it's much slower and more telegraphed than214L. On U Smash hit, the wall bounce allows for a solo conversion in the corner. A faster and stronger version of214M, can be converted into a combo anywhere on screen. Should be used sparingly as it can still be reacted to especially with the EX flash. 214L Teleport frames 33-35, no counterhit state during recovery 214M Counterhit state during recovery 214H Teleport frames 36-38, no counterhit state during recovery" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "Dragon Flash Kick", "text": "j.214L/M/H Reels back a tiny bit before diving 45 degree downward. Advantage ranges from -1 to -6.2H>j.214Lis a true blockstring that leaves Goku at -3 on the ground. One of the fastest divekicks in the game. Can be used to get in and out of pressure. Also good as a crossup fakeout as on hit it keeps the opponent grounded for assist extensions. Does slightly more damage thanj.Hand can combo fromj.S, making this move slightly more preferable toj.Hin assisted and Vanish combos. Smash hit causes sliding knockdown. Advantage ranges from -1 to -6.2H>j.214Mhas a gap that beats counter2H, leaves Goku at -3 on the ground. Goku's anywhere meterless SKD, with less frame advantage than Smashj.Hbut more corner carry. Only really worth doing off Vanish confirms or other short combos. In the corner, hold up (8) and do a fallingj.Safter it as safejump oki that catches all techs. On hit, follows the opponent down to the ground before doing a quick sideswitching 2-hit combo. Smash on the last hit, causes sliding knockdown. On block, after touching the ground, switches sides and teleports up in the air. Can steal corner and is at a height where he can airdash over anybody for a double sideswitch. Advantage ranges from -3 to -7.2H>j.214His a true blockstring that leaves Goku at -1 in the air. j.S>j.214His your go-to ender for long combos. For oki after it you can do5H(whiff), IADj.Mto catch all techs while regenerating assists. But where this move really shines is as a mixup tool covered by assists. After a blockedj.214H, Goku can do a 4-way mixup with empty2L, empty214L, airdash crossj.S, late airdash same sidej.L. However, late airdashj.Lwhile universal is rather hard to pull off, the setup requires good blockstun assists and it also usually requires you to2Hj.214Hbeforehand, so it's susceptible to GC (Guard Cancel the actual divekick, not the2H!). With lower-blockstun assists you can only get a left/right with same side vs crossup floatj.L. This mixup is at its most effective if you can get your opponent to respect you enough for you to do a TKj.214Hfor it. No one can GC that on reaction, so they basically have to hold the mix with no escape." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "Instant Transmission", "text": "236S(Air OK)or214S(Air OK) Teleporting kick that tracks anywhere on screen.236Sgoes behind the opponent,214Sgoes in front. Uses the direction Goku's facing to determine how he teleports. After teleporting, the move still has some vertical tracking to make sure it connects. Smash hit causes sliding knockdown. Extremely bad move in neutral, effectively a check if your opponent was falling asleep as it's easy to punish, especially if your opponent is on the ground. On raw hit, you get nearly no reward. If you really need a crossup in neutral, you should use236Hinstead. 236S Teleport frames 17-21 214S Teleport frames 17-21" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "Assist A", "text": "Dragon Flash Kick Has fullscreen horizontal tracking. Ground bounce into sliding knockdown on hit. A screen control assist, fantastic when used in conjunction with ki blasts in neutral. On hit, the ground bounce also enables unique air-to-ground extension unlike most other pop-up assists." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "Assist B", "text": "Divine Void Strike Deflects Ki Blasts. Launches on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "Assist C", "text": "Instant Transmission Tracks the opponent anywhere on screen. Bad hitbox that whiffs a lot. On hit, teleports behind the opponent and knocks them down into a ground bounce SKD." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "Extreme Speed Kamehameha", "text": "236L+M(Air OK)or236H+S(Air OK) Done raw, grounded version will have Goku leap towards the opponent, air version stays still. Mid-combo, both version teleports to the opponent instead. Rarely misses if ever. Always shows up from the direction Goku's facing. Last hit causes sliding knockdown. Minimum damage: 75×10 (750). 236L+M Non-invuln teleport frames 6-7 j.236L+M Non-invuln teleport frames 6-7" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "x10 Kaioken Kamehameha", "text": "214L+M(Air OK)or214H+S(Air OK) Hits fullscreen. There are 2 spots where you can hold a button for a sideswitch or double sideswitches. A \"free\" one before the upward kick, and one that cost 2 extra Ki gauges after the kick. Minimum damage: 1759, add 900 if 5 bars are used for a new total of 2659. Has enough frame advantage in the corner for a superjump IAD float or fastfall high/low 50/50. In addition doing (j.)236Hright after it in the corner will make Goku teleport much faster than usual (since the game still considers the opponent as being in untech time), turning it into a very effective mixup tool." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)", "title": "Goku (SSGSS)", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161 Color 592Color 592" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Combos", "title": "Piccolo", "section": "Assist Extensions", "text": "... j.214L + Assist ▷ 236H+S Midscreen Hellzone without spending an extra bar on j.214H, works with any high hitstun assist like beams. ... j.214M + Assist ▷ 5H > 3S > 2S > 236L > Vanish ▷ DR Corner grounded DR using beam assists. Useful for when you can't do j.214M ▷ 5L. Comboing into fully charged Special Beam Canon Only a handful of characters can DHC into fully charged SBC, and only Goku (Super Saiyan) and Base Vegeta can do it midscreen. Here's a simple midscreen route with Goku (Super Saiyan): 2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.L > delay j.LLS > j.214L > j.236L+M + UZC, [2X]~6~6~6~6 In this example, call Piccolo during the super flash, then hold 2 and any button for the Super Kame to shoot downward and Piccolo to hold his charge. Then teleport forwards 4 times to keep Piccolo close to the opponent. Beware that Piccolo autocorrects every teleport so he can end up shooting in the wrong direction if you mess up the timing." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Combos", "title": "Piccolo", "section": "Sparking", "text": "2M > 5M > Spark, IAD j.H ▷ 5H > IAD j.H ▷ 5H > 3S > sjc.M(2)H2H > jc.LL(1)L > j.214M + A1 ▷ 2M > 6S > 5H > 3S > 2S + A2, [DR] > 236S > Super Corner 0 bar TOD with DHC. You can only do IAD j.H ▷ 5H after Spark or a Smash 5H, so it can't be looped. A1 should be a high hitstun assist that holds the opponent in place (beam assists...), A2 can be anything. If A2 is a pop-up assist, can do j.DR into Super instead, which does less damage and requires some minor changes to the route for it to kill. 5H > Spark (whiff), 2L > 5H ... Corner link. Spark can't whiff on Broly, 2L won't connect on ???" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Combos", "title": "Piccolo", "section": "Miscellaneous", "text": "... Vanish > j.236L (whiff), j.S > j.214H Midscreen j.S link. Meme. 5H > delay SD > j.M(1) > delay j.H ▷ 2S > 5H ... Corner 2S link. Does less damage than the normal BnB. 5H > 236S, 2M > 5H > 2S > 5H > 6S > SD > j.M(1) > delay j.H ▷ jump j.L > delay j.LL(2)L2H > jc.LL(2)L > j.214H Corner orb link. From 2M > 5M, builds exactly 2 bar before j.214H. Can use either 236S or 236[S]. Only works on Goku (Super Saiyan), Majin Buu, Nappa, Android 16, Yamcha, Goku (SSGSS), Broly (uncharged 236S only), Cooler, Jiren, and Janemba. 2M > 5M > 5H, 2L > 5H > 2S ... Sparkless corner 2L link. Not much more damage than the universal 5H route, has to be 2M > 5M instead of 5M > 2M for more frame adv. Works on Goku (Super Saiyan), Gohan (Teen), Frieza, Cell, Android 18, Gotenks, Kid Buu, Nappa, Tien, Goku (SSGSS), Goku Black, Android 21, Base Goku, Zamasu, Vegito, Cooler, Videl, Goku (GT), Janemba, Gogeta, and Broly (DBS)." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "Overview", "text": "Gohan (Teen), also referred to asTeen Gohan/Teenhan/Tohanby the community, is a pure rushdown character who yields higher reward than most, even in a game as volatile as DBFZ. Amongst the damage-heavy cast of the modern day meta, Gohan remains on the higher echelon with a consistently high damage output all across the screen via bomb loops,one of the best level 1 supers in the game,a highly damaging level 5 meter burnand an equally high amount of meter gain to expand his already absurd damage output. On top of this, Teen Gohan also sports great normals for pressure like2LGuardLowStartup7Recovery13Advantage-4or5MGuardAllStartup7Recovery17Advantage-3, and he has one of the best mixup options in the game with little counterplay against it;236HGuardAllStartup13Recovery16Advantage-5is a very easy way to set up true high-low and even 4-way mixups with a near-perfect immunity to guard cancels. This gives plenty of room for Tohan to toy with his opponent on offense, especially when he can cover his mix with assists. On paper, all those pros make Teen Gohan seem like a character who would be absurdly strong, and his rewards definitely are top-tier level, but he is unfortunately held back heavily by a very powercrept neutral game. In an age with characters likeVegito,Super Baby 2andTrunks, our boy is still playing a fairly honest neutral. He doesn't have any asinine neutral tools nor any ways to easily skip neutral, his normals barring2MGuardLowStartup11Recovery12Advantage-8are very stubby, and he notably lacks more options than most when he is airborne, which is a particularly strong place to be in DBFZ. Unfortunately, our Cell Saga champion still relies on the old strategies of using his (admittedly faster-than-average)5SGuardAllStartup11Recovery25Advantage-4, using assists + his236X lariat, and the system mechanics of the game itself. Gohan (Teen)is a relentless rushdown character who overwhelms his opponents with tricky mix-ups and explosive damage output. Autocombo:Famously possesses the best5LLLset in the game due to its functionality, versatility, mix-ups, and sheer range. Excellent Damage and Meter Build:Gohan has some of the most flexible combos in the game usingbomb loopsand5-Hit-Combo, leading to great corner carry, meter build and extremely high damage, even for modern DBFZ damage standards. Powerful Offense:236Hsets up an unseeable high-low mix-up when paired with an assist that is notably resistant to guard-cancelling, and he has a solid left-right mix-up withIADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.j.Landj.1S. Reversal:Super Dragon Flightis a powerful reversal, being an unscaled anti-air that can startTODsTouch of DeathA combo that can KO a character from full health.with theLversion, and aDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.with theMandHversions. Short Reach:Gohan's stubby normals require him to both have strong spacing awareness in neutral, and to consequently rely on other tools at the midrange. Assist Reliance:Without assists, he loses out on his stronger options such as hisFlying Kick/236Hmix-ups, neutral options, and combo routes. Aerial Game:Limited viable options in the air, having only ki-blasts, air normals, and hisFlying Kickto use. Combo Awareness:Gohan's combo routes change greatly depending on where he is on the screen. Midscreenbombroutes will drop close to the corner, and different delays on5-Hit Combois the difference between a high-damaging corner combo or a drop." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "5L", "text": "Advances forward. Good reach for a5L, will catch opponents after a blocked superdash. Gatlings into4LLfor great stagger pressure. Launches on hit. Recovers in the air. Only gatlings to5LLL. Be careful with it, as both this and5LLLhave Head property and get countered by2H. Leaves Gohan high enough after the recovery to airdash over most crouching characters and cross them up. Also typically crosses up opponents trying to IAD over Gohan. Tracks vertically to almost super jump height and has long horizontal range. On hit, slightly delaying Super Dash lets you switch sides for free. Has Head property Teen Gohan's infamous autocombo ender. This is a very useful tool in neutral, as delaying the hits will allow Gohan to float up further and catch opponents." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "5M", "text": "The shortest reaching5Min the game." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "5H", "text": "Standard5H. His main combo starter in the corner, as it can be followed up with SD 66j.Mdlj.1Sinto more bomb loops for fantastic solo damage and meter build. Also works for assist combos in the corner, as5H> SD > j.MH > j.236[L]works with or without smash for big damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "5S", "text": "(Hold OK) Hold or mash S to shoot all 4 Ki blasts. Fourth hit launches." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "2L", "text": "Very short range, but slides forward." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "2M", "text": "Baseball slide, can be plus if spaced. Carries dash momentum." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "2H", "text": "Puts Gohan airborne. Very short horizontal range. It lacks a good hitbox and is quite slow compared to the rest of the cast, making cross-up situations very hard to deal with on defense." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "2S", "text": "Ki blast that explodes only when it touches the ground. The explosion also has Ki blast property. Recovers in the air. Advantage values in [] is if you do nothing and land. Ki blast on the way down keeps grounded opponent standing, ground bounces airborne opponent. Explosion always launches. 1Sand [2]S leaps backward,2Sand3Sleap forward. Leaps keep all momentum if Gohan is also moving in the same direction. The directional input is what controls which way he moves. So if you tap 2 but hold S, he still moves forward. Hisj.2Salso has similar quirk but with different directional inputs." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "6M", "text": "Universal overhead with short reach." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "j.L", "text": "Mini sword normal. The hitbox extends well past the hurtbox and is placed low." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "j.M", "text": "Range and active frames typical of aj.Lrather than aj.M. The hitbox extends lower than the visual would suggest. Absolutely insane hitstun to the point you can combo it into jc j.DR anywhere on the screen or even SD if you wanna be silly. Yes, this also means he gets rejumps." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "j.H", "text": "5LLLLLLLDynamic hit can wall bounce. j.HSmash hit causes sliding knockdown. The low reaching hitbox makes it a good button for air-to-ground, but it is difficult to use in cross ups or air-to-air." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "j.S", "text": "(Hold OK) Hold or mash S to shoot all 4 Ki blasts. Fourth hit launches on hit. These ki-blasts are less than ideal in neutral. Due to the angle that Gohan fires his ki-blasts, he can only usej.Swhen he's in close proximity with the opponent, making him vulnerable against superdash." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "j.2H", "text": "Typical air launcher. Stops all air momentum and raises Gohan up and forward slightly." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "j.2S", "text": "2Sbut in the air. j.[1]S leaps backward,j.2Sandj.3Sleap forward." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "5-Hit Combo", "text": "236L/M/H 236L/Mon hit can pressL/M/Hfor extra attacks. Each followup switches sides. Doesn't have Head property, despite being considered airborne - which means it can often ignore grounded grabs. All versions become more advantageous the further Gohan is, up to -1 on block at max range. Reaches almost halfscreen. Keeps grounded opponent standing. Reaches almost fullscreen. On block, can cross over crouching opponent. Can't steal the corner and doesn't work on big bodies. On hit, sends the opponent flying. If Gohan is pushing against crouching opponent in midscreen, this will hit from their back. With small bodies only standing next to them is enough, but bigger characters require forward momentum. A tiny bit shorter than236M. On hit, automatically performs all followups. Stays same side, Smash on the last hit. Smash hit wall splats, can followup with Super Dash for sliding knockdown. In the corner, non-Smash hit can link intoj.L,j.Mandj.236L/H." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "5-Hit Combo Follow-up 1-3", "text": "L/M5-Hit Combo >L/Mon hit Does not launch grounded opponents. Gently knocks away airborne opponent. You can do some cute reset with236L~LLLseries by delaying each followup or from the combo naturally dropping. Do keep in mind that despite 236X doesn't have Head property, these followupsdo. Sends opponent far away into a small wall bounce. Less vertical knockback than L followup. 236X > L Values in [ ] are for Follow-up 3 236X > M Values in [ ] are for Follow-up 3" }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "5-Hit Combo Finisher", "text": "L/M5-Hit Combo >Hon hitor5-Hit Combo Follow-up 1-2 >Hon hitor5-Hit Combo Follow-up 3 >L/M/Hon hit Sends the opponent behind Gohan. Smash hit corner splats. Only really useful if you use 236X when cornered, which will not happen often. Sends the opponent in front of Gohan. Smash hit corner splats. In the corner, Smash hit can link into j.DR, non-Smash hit can link intoj.L,j.Mandj.236L/H. Vital to his corner combos and part of what gives him such high metergain and damage. Immediately ends the sequence, compound damage from unused followups. E.g. if there's 3 followups left, it will do 550*2, 700. Sends the opponent in front of Gohan. Smash hit wall splats and can followup with Super Dash for sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "Flying Kick", "text": "j.236L(Hold OK)orj.236M/H Upon using, Gohan pauses for a split second and starts a fall. L version keeps all momentum, M and H always moves forward. j.236M/Hcan be guard cancelled on reaction, but the resource trade will always favor Gohan. Hold down L, M, H to continue kicking until landing. Performs 3 kicks at minimum. Very long landing recovery which can only be Super cancelled. Combos into both Supers at intermediate hitstun decay. Depending on the height, Gohan will do an extra kick before landing even if no buttons are held to make it easier to combo afterward. Anti-airing someone with5LLLcan lead to plus frames by making them airblock this move. Performs 7 kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit. Smash hit wall splats, can link into236Mfrom midscreen. Scales like a medium starter. On hit, only recovers upon landing. On block, Gohan will reposition himself to a fixed height. Removes all other added landing recovery. With Smash, this lets you link a 5-Hit Combo midscreen and a2Lin the corner for combo extensions. One of Gohan's main mixup tools (with the other beingj.236H). There will always be a reflectable gap between5LLLandj.236M, but opponents typically won't reflect out of fear of getting2M'd and dying. Connecting this solo will let you backdash safely. With assists, this becomes a mixup tool between airdashj.Land land2L, but some assists will have too much pushback for the low option midscreen. Similar to M version but with 13 kicks. On hit, recovers in the air. Smash hit wall bounces. Removes all other added landing recovery." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "Super Dragon Flight", "text": "214L/M/H The uppercut's first 2 active frames can be cancelled into Supers, since he's still considered as grounded. Frame 1 anti-air. Unscaled starter, devastating punish for any airborne shenanigans and a common TOD starter. Frame 1 reversal. Smash5MMMcan wall bounce. Gohan's invincible uppercut. Slow and easy to safejump, so mainly useful in minus frames situations to catch buttons. Frame 1 reversal. Smash hit performs the full uppercut. Gut punch crumples grounded opponent on Smash hit, launches them high up on non-Smash. Increased hitstun when there is no camera effect." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "Assist A", "text": "Super Dragon Flight DP on demand. Good for controlling vertical space and during aerial scrambles where the assist comes from out of view below." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "Assist B", "text": "Masendan Appears in front of the opponent on the ground and does three3S. Tracks fullscreen. One of the best assists in the game for combos, but has worthwhile applications in other areas as well. In neutral, it can be used defensively as it's very easy to make it spawn behind your character after a dashblock. The fact that it tracks to the opponent and is active for about 84 years also makes it effectively lock off an entire portion of the screen, which can make approaching easier. In blockstrings, it's bad for high/low mixups since it's all ki blast property, but you may find great success using it as a smokescreen to make your next option ambiguous, or for left/right mix." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "Assist C", "text": "Flying Kick" }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "Motionless Kamehameha", "text": "236L+Mor236H+S Minimum damage: 91×10 (910) Close hit, the beam will try to vacuum the opponent into its center, making it possible to DHC into some grounded Supers. Cancels into SD but whatever combo you follow it up with retains the terrible post-super scaling, and can jm jc dr for a kd. The funny part is that you can SD after it even on block, which makes it surprisingly annoying to punish." }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "Father-Son Kamehameha", "text": "214L+Mor214H+S Minimum damage: 87×20 (1740) Hits full screen and has good vertical reach as well. Slower startup than average so be careful about using it as a reversal. Limited to use on the ground, which makes comboing into it difficult if you've already used your vanish in some cases. Almost always works out of j.236[L], but will drop in high hitstun decay due to how slow it is. Minimum damage: 87×20, 55×20 (2840)" }, { "url": "https://www.dustloop.com/w/DBFZ/Teen_Gohan", "title": "Teen Gohan", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 131 Color 141 Color 151 Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus/Combos", "title": "Beerus", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus/Combos", "title": "Beerus", "section": "Notes", "text": "This may require some unique routing to get the opponent high enough above you, but in the corner beerus j.236M leads to a free j.DR for any character you decide to tag in, allowing him to effectively support characters like Gohan (Adult) who appreciate being tagged in on a knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus/Resources", "title": "Beerus", "section": "Intro", "text": "This page is Beerus's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus/Resources", "title": "Beerus", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus/Resources", "title": "Beerus", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus/Resources", "title": "Beerus", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren/Resources", "title": "Jiren", "section": "Intro", "text": "This page is Jiren's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren/Resources", "title": "Jiren", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren/Resources", "title": "Jiren", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren/Resources", "title": "Jiren", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "Overview", "text": "Videlis certainly an odd case in Dragon Ball FighterZ, as she's a regular teenage girl in a cast of space monkey gods. On top of the weird properties of her attacks inspired by her poor understanding of Ki, her Z Reflect is replaced by a spot dodge with different applications than the standard. Two aspects she does not struggle in are her mixups and defense. Videl is a very strong character when she's able to start mixing people up, with a massive assortment of mixup tools just begging to be put to use, and the Great Saiyaman is there to cover her in neutral and provide oki. As the cherry on top, her strange normals are loaded in hitstun, giving her plenty of combo routes once she gets the hit. This gives Videl some really strong pressure if she can get started, making sure the opponent has to respect her or pay for it. And with recent changes to her dodge, what once was considered the weakest tool in the game is now an easy, hard to counter, and unique answer to many common pressure situations. Combine that with a nicely packaged suite of other reversal tools, and all it takes is one slip-up from her opponent and she'll slip right out of their hands, and they'll potentially just catch hers for it. Videl may be an odd choice, but if you like the pressure, safety, difficulty, and underdog status she brings, then she might be the character for you. Videlis a unique mixup character with good vortex options and defensive tools that make her good at both dishing and avoiding damage. Human Blender: Great mixup potential; several options available to her at all times and is able to maintain that momentum thanks to her great oki. High Mobility: Herj.22X seriesGuardHighStartup30Recovery5Advantage+5 (airborne)as well as236H/j.236HGuardAllStartup12Recovery19Advantage-5make her challenging to approach yet hard to keep away. No-Blocking Zone: Her unique spot-dodge denies and outright beats many mixups and situations that other characters would just have to hold, and having two frame-one reversal options along with an air-OK frame 4 reversal really doesn't hurt either. No standard Beam or Ki-Blast: Has to use Great Saiyaman, who has a cooldown, instead of a regular beam or Ki-Blast to control long range space. Stubby Normals: Videl's humble punches and kicks are significantly lacking in range, and they don't advance forward as much as other stubby characters do to make up for it. Her2Mdoesn't reach after an opponent Reflects, and6His ridiculously commital to go for outside of strings. No Reflect: Videl is the only character to lack the universal mechanic of Z Reflect, which makes her defense notably riskier in certain situations." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "Unique Mechanics", "text": "Videl has a unique Z Reflect that grants her invulnerability and intangibility instead of the usual guard point.Click hereto read more about it." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "5L", "text": "Pushes Videl slightly forward. Hits pretty high. Stays stationary when done as 4LL. Can whiff on crouchers and short characters at max range. Forces stand on hit. It's a jab, and Videl's fastest normal. Good for stagger pressure. While it may look like it can anti-air, it is very inconsistent at doing so. Pushes Videl forward. Value in [] is when forward is held. Moves Videl a lot farther, but not enough to continue pressure after a Reflect. Hold 6 while inputting this move to increase startup and make it whiff on crouching opponents. This allows5L>5LL(whiff) >5LLLto work, and will catch immediate mashing. On air hit,5L>5LLwill very often drop, making chaining into5Mor jump-canceling straight away preferable. Switches sides on hit. Canceling into this from a blocked5LLalways leaves the opponent in too much blockstun for the throw to work." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "5M", "text": "Values in [ ] are when being used as4MM" }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "5H", "text": "Wallbounces on smash hit. Forced knockback on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "5S", "text": "Plows through smaller projectiles. Jails into vanish. Loses to superdash, but will oddly beat some projectile invulnerable moves. Crazy hitstun, in the corner can link to5Lafter a microdash, or evenj.Lorj.Mif already close enough. Videl calls the Great Saiyaman to do a dashing punch. Travels fullscreen very fast, at the cost of having a hurtbox. Interestingly, despite counting as a projectile, it'll beat multiple projectile invulnerable moves." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "2L", "text": "Hits low" }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "2M", "text": "Hits low" }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "2H", "text": "Universal Anti-Air. Keeps Videl grounded." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "2S", "text": "Can be superdashed through." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "6M", "text": "Universal overhead. Uses animation and hitboxes/hurtboxes ofj.H" }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "6H", "text": "Justice Combination A 3-hit combo normal. Invincible to ki blast projectiles. The gaps inbetween each hit beat buttons, but lose to reflects and reversals. Special-cancelable on every hit and6Mcancelable as well. 6H(x) delay6Mwill beat reflect Videl's command normal. Very useful for her grounded routes, as it allows her to not only have great corner carry but gives her a solid combo option that doesn't use up her Smash, which gives her potential to combo into her Level 1 and get extensions." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "j.L", "text": "Good reach." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "j.M", "text": "Also has good reach. Very fast for a single-hitj.M." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "j.H", "text": "Deals below average damage for aj.H." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "j.S", "text": "Travels extremely fast Jails into vanish Cannot be superdashed through Obscene hitstun, can be linked off of in the corner for extensions or even loops." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "j.2H", "text": "Smash hit launches higher. Very good vertical range, can be used to cover both uptech and normal tech after a sliding knockdown. Does not change air momentum like other launchingj.2H." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "j.2S", "text": "Cannot be superdashed through Always causes a sliding knockdown on hit Doesn't use up smash, so you can follow up with a lvl1 into a combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "Z Reflect", "text": "4S Deactivates Videl's collision box during frame 1-22 (intangible) Invulnerable against all strike and projectile attacks. Note that this is different from the guard point of a normal Reflect Cancelable into from Ki Blasts' blockstun Dodge is considered \"successful\" only if a hitbox passes through her. This is indicated with a sound effect and blue circle Successful dodges become fully invulnerable throughout recovery, cancelable into unique follow-up starting from frame 8, cancelable into any other actions starting from frame 36. Canceling into actions will autocorrect to face the opponent Successful dodges do not give Videl any meter Unique follow-up is a Special Move that's nigh identical to her DP (214S), with the only difference being their startups The best way to describe Spot Dodge is that it'sdifferentthan Reflect. On one hand, Videl gets access to new punishes unlike any other character in the game, and safety against common RPS and stagger situations that usually does not get planned around. On the other, Spot Dodge does not push opponents away from her and unless she uses the follow-up (whichsometimescan be baited), she will often be left in the same or worse situation than before. A lot of its strength comes from the lack of labbing and preparation around it, as you have to treat it differently than Reflect or pay the price." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "Videl Rush", "text": "236L/M/H Videl's version of a lariat, which is also a rekka starter. Do note that you can delay your follow-ups by a few frames, and even 50/50 with an assist between delayed 236X-L and 2L. Pressing L during the move continues the rekka chain. Pressing M during the move performs22M. Pressing H during the move performs214H. Re-centers the opponent on air hit. Travels 1/4th of the screen. Outclassed in every way except for startup by236M. Do not throw this out in neutral, you will do negative nothing. Travels 1/2 of the screen. This is the version you'll be using most often in combos, and sometimes even in neutral if you don't have meter. Travels 3/4ths of the screen. As fast as the L version." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "Videl Rush Follow-ups", "text": "Videl Rush >L/MorVidel Rush >H(Hold OK) Hits overhead. Doesn't use smash. Doesn't have Head property, cannot be Anti-air'd. Always has a gap from any version of 236X. Videl does an elbow drop. Because it's an overhead (that must be blocked standing), it forms a good mixup between it and her 214X moves (which have to be crouched). Doesn't use Smash. Easiest place to fit in an assist extension as it keeps the opponent in place for a while and builds a ton of meter. LLL followup is214S, but mid rekka. Consumes Smash. Wallbounces on hit. Causes Videl to go into a landing animation if blocked, but not if she combos afterwards. Cancelable into an airdash. Your go-to meterless corner combo extender. Avoid using this midscreen as it leads to nothing and has very poor okizeme options. M followup is22M, but mid rekka. Consumes Smash. Invulnerable from frame 4 for some reason. Command crossup from rekkas. Good to have. The best place for it is generally right after 236X as the opponent also has to worry about the initial high as well as a \"low\" from the H follow-up (or just recovering and using2L). Also very useful as an anti-reflect tool when paired with an assist - as after they reflect you you'll end up flying right back in their face (but not crossing up). H followup is214H, but mid rekka. Consumes Smash. Cannot hit crouching opponents." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "Air Videl Rush", "text": "j.236L/M/H One of Videl's two air combo enders. Can be used as an extra air option. Soft knockdown on hit. This is Videl's primary combo extender with an assist, as it outdamagesj.H. It also is not tied to a U1+ cinematic which makes it especially useful after2H. Sliding knockdown with D1 Smash, soft knockdown without. This is the air combo ender. If you can combo intoj.2H(at the right height) this move is all but guaranteed. Sliding knockdown with D1 Smash, soft knockdown without." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "Frankensteiner", "text": "214L(Air OK)or214M/H(Air & Hold OK) Treated as a command grab. Whiffs against crouching opponents. Only one command grab is allowed per combo. Always slides on first use. Videl's other combo ender. If your D1 and U1 smashes are used up, route into this. Tap M for a sliding knockdown, hold M to use a U1 Smash combo starter/extender. Slower and therefore less useful. Tap H The Great Saiyamann, hold H to deny his power (and the sideswitch)." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "Moonsault Kick", "text": "22L/M/H(Air OK) All versions cross up on the opponent. All versions jail after vanish if blocked. All versions can be canceled into superdash, 22X, or 236X (Special Moves) on hit or block. M and H versions use smash on hit to create a ground bounce (or wallbounce if opponent is launched into a corner) Good to catch opponents that aren't totally prepared on defense, as well as possible tricky setups with certain assists - especially due to it being plus, but if the opponent sees this it isn't very hard for them to just2Hit on reaction due to it's somewhat slow startup. Still, it being plus helps Videl restart pressure a little, but don't abuse this very much as a good opponent will simply react and2Hthis." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "Rising Eagle", "text": "214S Fully invincible from frame 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "Assist A", "text": "Videl Rush Goes about as far as Bardock's A assist." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "Assist B", "text": "Eagle Rush 56 frames of hitstun." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "Assist C", "text": "Rising Eagle Has invincibility after teleporting to target Tracks anywhere on the ground." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "Rainbow Storm", "text": "236L+M Costs 1 Ki Gauge Minimum damage: 120, 555 Recovery is cancelable into all actions except backdash Smash hit does not trigger Super Scaling, and has higher hitstun allowing for conversions with SD orj.2S. Invincible to jumping attacks at the beginning of the attack (anti-air). Increased hitstun when there is no camera effect." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "Defender of Love & Justice, Great Saiyaman!", "text": "236H+S Guard point against all strikes except Supers. On successful counter, all assists will leave the screen and Great Saiyaman will appear above the opponent and attack during the super freeze, causing a sliding knockdown. After attacking, Great Saiyaman shall perform his trademark heroic pose. Doing this gives him a damage increase on all of his attacks (5S,2S, etc), and drains exactly 1 Ki Gauge from the opponent along with their patience. Great Saiyaman will pose even if the initial attack K.O'd the opponent, but he won't pose again if he has already received the damage buff. DHC-ing early will also skip the animation and all of its effects. As the opponent also gains Ki from their attack being blocked and then being hit by Great Saiyaman, in most situations, the net amount of Ki lost is ~62% Ki Gauges. Adv on grounded hit against up/back/forward tech: With pose: +30; Without pose: +24. Air hit such as against safejumps will give slightly better adv." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "Justice Rush", "text": "214L+Mor214H+S Costs 3 Ki Gauges Fully invincible on startup Ends with a hard knockdown Minimum damage: 1604 [1711]." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "Justice Revenge", "text": "[H+S]while knocked down Gohan shows up in front of Videl and does a Kamehameha. Causes hard knockdown on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl", "title": "Videl", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 131,2 Color 141,2 Color 151 Color 161 Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 131,2 Color 141,2 Color 151 Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus/Strategy", "title": "Beerus", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus/Strategy", "title": "Beerus", "section": "General Tactics", "text": "In Neutral, you want to safely place an Orb out. You can special cancel any hit after hitting your orb into a special move, vanish, or super dash. This means that if you buffer your 214 motion after striking an orb, you can have your God of Destruction ready to safely deal with most, if not all retaliations someone may have vs Beerus." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus/Strategy", "title": "Beerus", "section": "Point", "text": "Beerus is not a good point. While he appreciates having 2 assists, his neutral is not strong compared to most normal point characters. His midscreen J214 M oki is also not good; Beerus really wants the opponent in the corner. Finally, Beerus' best damage comes when he has meter, and he's not very good (or at least, average) at building meter." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus/Strategy", "title": "Beerus", "section": "Mid", "text": "This is the best spot for Beerus, hands down. The 1st character can build meter for him, and potentially give Beerus an advantageous corner position/kill an opponent's character first, helping Beerus with his biggest weakness: neutral. It is almost always best to put Beerus here, which makes teambuilding somewhat restrictive." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus/Strategy", "title": "Beerus", "section": "Anchor", "text": "Once again, Beerus' neutral is bad. Lacking assists will not help this. Yes, he does absurd damage in Limit Break, and he'll have meter to work with, but there are much better characters for the anchor spot." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus/Strategy", "title": "Beerus", "section": "Picking Teammates", "text": "Some good teammates for Beerus include: Base Goku (anchor): generally viewed as Beerus' best friend. Beerus can DHC directly into Super Spirit Bomb. Base Goku's A assist gives high blockstun (always good) and a wallbounce for corner carry, making it a great assist (although not great in neutral). Beerus' A and B assists allow for air DR knockdowns for Base Goku (a small benefit). Base Goku is also one of the best and most self-reliant anchors in the game. Janemba (anchor): also Beerus' best friend, although usually not in conjunction with Base Goku. Janemba's A assist allows DR finishers and many combo extensions after 214L/214M. Beerus' damage output is very, very high with Janemba A assist. The only problem is the lack of blockstun with A assist. Beerus' A assist makes Janemba's autocombo a true blockstring, and any teleport will make A assist harder to reflect (you can always reflect after the orb). B assist, since it ground bounces, is also a fine combo assist for Janemba. Janemba's Z change makes Beerus' super safe on block. Finally, Janemba's alternate super gives corner from anywhere; if Beerus DHCs into lvl 3 it's fullscreen HKD from anywhere. Goku (GT) (anchor): in addition to Goku (GT) just being a really good anchor character, the main benefit of this is Goku (GT)'s A assist, which totally dominates the air, greatly helping Beerus' neutral game. Z Broly (point): Has great neutral (read: armor), can tag in Beerus meterlessly with M Lariat Express, has a good assist (A) (C assist is also a tracking armored assist, so not bad), and can also DHC directly into SSB. Kid Buu (point): Has great neutral, has 2 great assists (A and C), and can also DHC directly into SSB. S Broly (point): Builds -a lot- of meter, has armored moves, has a great assist (B) that function similarly to Goku (GT)'s, and can also DHC directly into SSB. Gotenks (point): Has great neutral, has 3 great/good assists, and can also DHC directly into SSB. Goku (Ultra Instinct) (point): Has probably the best neutral in the game, has the best uppercut assist in the game (A) (B and C are also good if you want a beam/an anywhere tracking C assist), and can (situationally) DHC directly into SSB. Generally any character that can DHC directly into SSB is at least an okay partner. If you don't use Base Goku anchor, than generally (any dominant point)/Beerus/(Janemba or Goku (GT)) is a good shell." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus/Strategy", "title": "Beerus", "section": "Blockstrings", "text": "2LL/5LL > 2M > 5M > 5H > 214L > Assist > airdash ... Basic blockstring with an assist. Keep in mind that Beerus can extend his pressure with 236H." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus/Strategy", "title": "Beerus", "section": "Okizeme", "text": "Beerus relies on his Orbs of Destruction for his strongest oki. Lots of Beerus oki relies on some good reads due to orbs having Ki property, so players should have orbs covered with assists that can stuff superdash. SKD midscreen can be covered by bis 236L; by setting an orb and launching it with j.2H, Beerus can cover upteching opponents. Beerus' orb mechanics allow him to cancel into any special after hitting an orb with a normal, letting him catch opponents superdashing through a launched orb with 214M. Assists that catch superdash (beams, Frieza, Trunks, etc.) are ideal for covering Beerus' incoming, allowing him to continue his pressure. In the corner, Beerus can set orbs off of SKD to limit the opponents options. Saving airjump allows Beerus to airdash in after setting the orb for a safe jump with j.M, allowing Beerus to continue pressure. Off of an aerial smash (e.g. 2H>...>j.H), Beerus can safely perform 236S, severely limiting opponent options, providing his strongest oki. From here, Beerus can perform 214M and cover with an assist to airdash back in for an overhead, land for a low with 2M, or dash in for a dragon rush." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus/Strategy", "title": "Beerus", "section": "Video Examples", "text": "Beerus Okizeme guide :" }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus/Strategy", "title": "Beerus", "section": "Tips and Tricks", "text": "Beerus can make really strange movement patterns by colliding with orbs. j.2H's momentum is preserved when you special cancel it on impact with an orb, meaning j.2H > hit orb > j.236[X] will make Beerus continue moving like j.2Hafterj.236[X] ends. 2S is -2, meaning Beerus can safely backdash at the end of a blockstring. 236[X] are also -2, letting Beerus disengage safely whenever he wants and potentially set up a whiff punish. j.214H can continue a combo if you still have an air action afterwards. This is particularly helpful in M starter combos, as the damage gain is much smaller from scaled starters. Certain DHC supers can make Beerus' DP safe. Doing a sequence like 214S > j.236L+M > DHC can potentially leave the DHC-ed in character plus on block and sometimes even on reflect with supers like Janemba's." }, { "url": "https://www.dustloop.com/w/DBFZ/Beerus/Strategy", "title": "Beerus", "section": "Fighting Beerus", "text": "Orbs can be superdashed through, but being predictable can get you killed. Beerus' DP is vulnerable to DR and particularly Air DR. Beerus' level 3 being a throw makes it a poor wakeup reversal. If you see the flash, try to IAD or Superdash and punish." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Strategy", "title": "Hit", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Strategy", "title": "Hit", "section": "General Tactics", "text": "Hit as a character is very different from the rest of the cast. His main goal is to play reactive and whiff punish, or use his counters to scare the opponent into blocking. Moves like 5M and 236L~L are excellent for this purpose, as being -2 allows Hit to safely back up and potentially rush back in to punish mashing. Hit also has decent ranged abilities with his stance moves and 5M/5H traveling very far. Tides of Time is also noteable for having Time Release, a tracking pseudo-projectile that allows him to fight characters like Z Broly. Hit's command dashes also aid him when fighting zoners, making him comfortable at almost any range. Once the opponent is conditioned to block, Hit can open them up with either his Tides of Time follow-ups, 214X, 2L, or 2M." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Strategy", "title": "Hit", "section": "Point", "text": "While he can use 2 assists to help with his lower damage output and mix-ups, Hit's lower meter gain and amazing assists means he's typically better played further back." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Strategy", "title": "Hit", "section": "Mid", "text": "Arguably the best position to play him. Allowing your point to use his great assists while also giving Hit the opportunity to use both meter and another assist means you can capitalize on many of his strengths, while still mitigating his weaknesses." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Strategy", "title": "Hit", "section": "Anchor", "text": "If you’re confident in your neutral, hard reads and mixups without assists then feel free to use it but Hit isn’t super reliant on meter. Hit can actually use a lot of meter if you're willing to spend it on vanishes, in order to do 5LLL cancels to mixup and wither down your opponent's healthbar. As of 1.15, he also has his 236HS super which allows him to dump all his meter, potentially winning an otherwise losing fight. However due to how harshly the super scales, this is not a very viable win condition for an Anchor. If you want an anchor that can dump bars for cataclysmic damage, consider looking at Tien and hisNeo Tri-Beam" }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Strategy", "title": "Hit", "section": "Picking Teammates", "text": "Hit isn't really picky when it comes to teammates, but he's typically paired with Beams or outward-launching assists to maximize his corner carry and corner combo damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Strategy", "title": "Hit", "section": "Blockstrings", "text": "Hit has several mixup possibilities during a blockstring. As a basic example, blocked 5LL can lead to : 2L, an overhead (if blocked, you can cancel it into 5M ; if it hits, it resets your blockstring) 2M, a low (similar startup to 2L), hitconfirm with 5M 214L, command grab 236L~L, frametrap 214S, command backdash. Canceling any normal in the string into 214S pulls you back to a safe distance, and you have three main options from said distance: 5S - Use this when you think your opponent is going to mash out of your string in any way 214M - It's a command grab from half screen, no one sees this coming. You can also skip the 214S and just use 214L instead. Stance - The alternative to 214X. 236L or 236M can be used, depending on if you want to go left or right. Because 214S can be special canceled, all of these options are nearly instant, plus the dash itself is completely invincible. You can also use 236S into a stance for more left/right shenanigans, but the delay of exiting stance makes it harder to land 214X moves." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Strategy", "title": "Hit", "section": "Tips and Tricks", "text": "236M stance is completely invincible and has no collision box, making it incredibly easy to bait reversals with and punish with236M~M > vanish" }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Strategy", "title": "Hit", "section": "5LLL Mixups", "text": "Because 5LLL can be special canceled and teleports you around, depending on what hit you cancel, you can be on the left or the right. If you cancel the 2nd hit into 236L~L, you get a ridiculously fast left-right mixup, and mixing that with 236M~M will go a long way. On top of all that, 214L is a tick throw option, making 5LLL an incredibly potent tool in Hit's arsenal. This tech is well worth getting used to the tough timing, so keep it in mind." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Strategy", "title": "Hit", "section": "Fighting Hit", "text": "Be mindful of the distance covered by his normals. 5S follow-up can be blocked if you use an assist to trigger it, so it's a good option to get out of his blockstring if he tries to bait mash-out. Another good option is using a grab or a super, which could deal to way more damage, but it's more risky and could be a potential waste of meter if he anticipates to a super reversal. In most cases assists are a preferred option. He has no fast lows, his only low (2M) is super slow to the point of being reactable, so avoid crouching and just react to the 2M. Learn the distances that his 214X cover. The blind spot is between half screen distance and himself. Try to bring the fight to the air, where he is lackluster. A very common tactic to counter it that Hit players will use is to try to condition you in return to play more grounded by punishing with 2H, assists, aerials, and sometimesTime Release." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Combos", "title": "Vegeta (Super Saiyan)", "section": "Notes", "text": "You can end with 214M midscreen but it doesn't give you okizeme compared to j.LLL 214M is the only source of SKD for rejumps" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Combos", "title": "Vegeta (Super Saiyan)", "section": "Notes", "text": "Both 236M and j.236M combo into Dragon Rush with Smash, but that's not written as it's not useful in the current meta." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Combos", "title": "Vegeta (Super Saiyan)", "section": "Miscellaneous", "text": "2M > 5M > jc.M > j.236M, SD > j.LL2H > jc.LLL Corner link. Might be useful for air-to-air confirms. 2M > 5M > jc.MS > j.236M, airdash j.M ▷ 5M > jc.LL2H > j.LLS > j.214M Midscreen 236M link, not damage optimal but it looks cool. 5M > jc.S > j.2L ▷ delay 2L > 5H, 5L > 5S > 5H > SD > airdash j.M ▷ dash jump j.LL2H > jc.LL[S](5) > j.214M Corner link, does less damage than BnB. Meaty 5H is universal(?), but 5L whiffs on small characters." }, { "url": "https://www.dustloop.com/w/DBFZ/Damage", "title": "Damage", "section": "Health", "text": "Every character has 10,000 health." }, { "url": "https://www.dustloop.com/w/DBFZ/Damage", "title": "Damage", "section": "Recoverable Health", "text": "When characters take damage, a percentage of that damage can be healed if they are able to tag out (colloquially called blue health). Tagging back in or getting forced back in removes any recoverable health the character has, so players will need to decide if tagging in a character is worth the potential health lost. The amount of recoverable health depends on the context: Characters tagged out and not oncooldownregain health at the rate of 3.17 health/frame (190.2/s). During Sparking! the point character regains health at a variable rate determined by the amount of recoverable health." }, { "url": "https://www.dustloop.com/w/DBFZ/Damage", "title": "Damage", "section": "Damage Scaling", "text": "As you combo the opponent, you will notice that each attack does less damage than they would individually. This is due to damage scaling, otherwise known as damage proration. Each attack has an Initial Proration value and how many \"steps\" it proceeds down the scaling table. The first hit of the combo will always do 100% damage, and unless stated otherwise, all attacks have a minimum damage of 10%. To determine how much damage the second hit onwards in a combo will deal, there is a formula: For example, most5Ms have Initial Proration value of 100% and increments scaling by 1 step (100%+1), this means that the next attack will do 90% of its base damage. Similarly, most5Ls' Initial Proration value is 90% and increments scaling by 1 step (90%+1), so the next attack will do 80% damage. Here's how the scaling table looks like for all Initial Prorations from 100% to 50%: Notice that at 100% Initial Proration, the table benefits the most from damage scaling and damage also never goes below 15%. Thus moves with 100%+1 or even 100%+0 proration are the best combo starters. Here's an example to get the hang of combo scaling: Start withAndroid 16'sMDynamite DriverGuardThrowStartup26Recovery28Advantage, cancel intoMFlying PowerbombGuardThrowStartup15Recovery+3LAdvantage, then Vanish and finally Super Dash. The first hit of the combo always does 100% damage: 1800, and it'll set the Initial Proration of the combo to 80% Since the first attack is +0, the second attack stays at 80% damage: 700 × 0.8 = 560 The third attack goes 2 steps down to 60%: 850 × 0.6 = 510 The fourth attack goes 5 steps down to 10%: 300 × 0.1 = 30. After this point, all attacks will do 10% damage, unless they have unique Minimum Damage Thus the total damage of this sequence up till the fourth attack is: 1800 + 560 + 510 + 30 = 2900" }, { "url": "https://www.dustloop.com/w/DBFZ/Damage", "title": "Damage", "section": "Multi-Hit Attacks", "text": "Depending on the move, each part of the attack can apply scaling individually or together as one hit. For example,Goku (Super Saiyan)'sKamehamehaGuardAllStartup18Recovery21 [17]Advantage-16 [-10]has 5 hits with each doing 262 damage and a proration value of 90%+1. If all 5 hits connect, it will do 262 + 262 × 0.8 × 4 damage, and the next attack will also do 80% damage. On Dustloop Wiki, we denote the scaling for Kamehameha as90%+1 (Once), or90%+1×5 (Once)to be more precise." }, { "url": "https://www.dustloop.com/w/DBFZ/Damage", "title": "Damage", "section": "Damage Boosts", "text": "There are 6 sources of damage boost in the game: Sparking!, Limit-Breaking Power,Android 21 (Lab Coat)'sPhoton PulseGuardThrowStartup21Recovery17Advantage,Broly (DBS)'sGigantic RoarGuardAllStartup10+3Recovery31Advantage-25,Frieza'sGolden FriezaGuardStartup34+0RecoveryAdvantage,Gohan (Adult)'sPotential UnleashGuardAllStartup9+3Recovery44Advantage-29. These buffs stack as follow: †Only applies to Android 21 (Lab Coat)'s Special Moves and damage she deals as an Assist." }, { "url": "https://www.dustloop.com/w/DBFZ/Damage", "title": "Damage", "section": "Damage Reduction", "text": "There are 2 sources of damage reduction in the game: Super Scaling andAndroid 21 (Lab Coat)'sPhoton PulseGuardThrowStartup21Recovery17Advantage. These debuffs stack multiplicatively: Without any damage debuffs, all attacks with damage higher than 0 cannot drop below 1 damage. With debuffs, attacks can be scaled to 0 damage. Landing a hit with a Super or Meteor Attack will mark the combo with Super Scaling. Once the current point character returns to neutral state, the rest of the combo will suffer a 40% damage multiplier. Certain Super/Meteor Attacks do not have this property, allowing you to freely combo afterward with normal damage output. One caveat is that if Super Scaling has already been marked before these attacks, follow-ups will still suffer reduced damage once the point character has fully recovered. Example:Vegeta (Super Saiyan)hits withBig Bang AttackGuardAllStartup9+4RecoveryTotal 69Advantage-27(has Super Scaling), then Ultimate Z Change intoNappa'sBreak CannonGuardAllStartup12RecoveryAdvantage-24(when held, does not have Super Scaling), after Nappa returns to neutral state, the rest of the combo will do 40% damage. Full list of Supers/Meteors without Super Scaling property is as follows: Broly'sH+SGigantic MeteorGuardAllStartup9+15RecoveryTotal 68Advantage Broly (DBS)'s second part ofMeteor ShowerGuardAllStartup9+2RecoveryTotal 94+25LAdvantage-50 Frieza'sSorbet's Ray GunGuardAllStartup8+0RecoveryAdvantage Goku (GT)'sSuper Ultra Spirit BombGuardAllStartup12+1RecoveryAdvantage Gotenks'H+SSuper Ghost Kamikaze AttackGuardAllStartupRecovery57 TotalAdvantage+20 (per Ghost) Kefla'sGigantic RayGuardAllStartup11+12RecoveryTotal 58Advantage+50 ~ +52 Krillin's second part ofScattering Energy WaveGuardAllStartup9+3RecoveryAdvantage+35 Nappa'sBreak Cannon (Hold)GuardAllStartup12RecoveryAdvantage-24 Piccolo'sHellzone GrenadeGuardAllStartup9+15RecoveryTotal 41Advantage+62 ~ +71 Smash! version ofVegeta (SSGSS)'sNiagara Pummel (Hold)GuardAllStartup8+7RecoveryAdvantage-14 Smash! version ofVidel'sRainbow StormGuardAllStartup7+4RecoveryAdvantage-20. However, Non-Smash! version will Super Scale the combo immediately after the last active frame, rather than when she returns to neutral state. Yamcha'sSpirit BallGuardAllStartup9+4RecoveryAdvantage-23itself has Super Scaling property. However after landing Spirit Ball, if Yamcha stays as the point character and no attacks in the combo has dealt Super Scaled damage, then his Meteor Attack:Ultimate Wolf Fang FistGuardAllStartup9+3RecoveryAdvantage-15will be unaffected by Super Scaling. This allows him to link Spirit Ball directly into Ultimate Wolf Fang Fist and get full damage, even though Yamcha has entered neutral state and can even perform other actions between the two attacks. Zamasu (Fused)'sBlades of JudgmentGuardAllStartup9+41RecoveryTotal 42Advantage~+110" }, { "url": "https://www.dustloop.com/w/DBFZ/Damage", "title": "Damage", "section": "Other Damage", "text": "When blocking specials and supers a very small percentage of the attack's base damage will be dealt in the form of recoverable health. This is colloquially known as chip damage (i.e. chipping away an the opponent's health). Some attacks do a significant amount of chip damage, like Krillin's Destructo Disc. Normals and regular Ki blasts do not perform chip damage. A character will not die from chip damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Damage", "title": "Damage", "section": "Combo System", "text": "The combo system in Dragon Ball FighterZ is very freeform, however there are a few rules that limit things. Moves that cause the camera to briefly change angles and zoom in are considered to have the Smash! property, which puts the opponent in an extended hitstun state compared to normal. These often cause a special hit property, such as launching, wall bouncing or sliding the opponent, although this is not always the case. Attacks that can trigger Smash! property do not trigger these effects at all times, as certain circumstances can prevent the camera change and the effect from taking place. Typically, each combo can only have one Smash!, with the following exceptions: The third hit of the L Super Combo (5LLL) will always Smash! A Smash! that ground slides will still do so following any other type of Smash! and vice versaThis is not the case of Dynamic!, which prohibits any further Smash! except Vanish and the guaranteed Smash! on 5LLL This is not the case of Dynamic!, which prohibits any further Smash! except Vanish and the guaranteed Smash! on 5LLL Vanish can be used for an additional wall bounce, however any further Vanishes will not wall bounce j.H will ground slide only if used after an attack with launching Smash! property (most 5LLLs, 2H, most j.2Hs, raw Dragon Rush and more) within the same comboAndroid 16 and Gogeta (SSGSS)'s j.H wall bounces on Smash!Broly's j.H captures into launch on Smash!Piccolo, Yamcha, Android 21, Vegito and Goku (GT)'s j.H cause blowback and have no Smash! propertySuper Baby 2's j.H uniquely sends upwards with no Smash! property Android 16 and Gogeta (SSGSS)'s j.H wall bounces on Smash! Broly's j.H captures into launch on Smash! Piccolo, Yamcha, Android 21, Vegito and Goku (GT)'s j.H cause blowback and have no Smash! property Super Baby 2's j.H uniquely sends upwards with no Smash! property" }, { "url": "https://www.dustloop.com/w/DBFZ/Damage", "title": "Damage", "section": "Hitstun Decay", "text": "As a combo goes on, the amount of hitstun each attack deals is reduced as it reaches certain time thresholds. Hitstun decay (for a grounded opponent) and untechable decay (for an airborne opponent) are determined by the amount of time that has passed in the combo. Certain moves ignore this decay, such as most throws and Super/Meteor Attacks." }, { "url": "https://www.dustloop.com/w/DBFZ/Damage", "title": "Damage", "section": "Cinematic Attacks", "text": "A lot of moves will change their properties depending if they whiff, are blocked, or hit. These changes can only be triggered by the your point character, upon hitting the opponent's point character, and must either start or be done inside a combo: All three of these properties aren't mutually exclusive, going back to Cell's Perfect Attack, the M version on block or hit will automatically do the second hit, if that hit lands he will do the third hit, and finally if that one lands it can be a cinematic one." }, { "url": "https://www.dustloop.com/w/DBFZ/Damage", "title": "Damage", "section": "Smash!", "text": "Cinematic version of attacks typically triggers immediately on hit and have higher damage or stronger properties, with some cinematics having stricter trigger conditions like only triggering on air-to-air, having to be canceled into from another move, etc. During a combo, the game will keep track of which types of cinematic have been used and either enable or disable other cinematics from triggering. This is colloquially known as the \"Smash!\" system and is the meat of DBFZ combo structure. There are two main types of cinematic attacks, usually distinguished by their common effects: Type U:Knocks the opponent up into the air or sideways into a wall bounce. Type D:Sends the opponent down into a sliding knockdown. On top of different types, each Smash! attack can only be triggered a limited number of times per combo: 1.Only triggers if no Smash! of the same type has been used. 2.Triggers even if the same type has been used, but only once. 3.Always triggers. While most attacks only have one Smash! property, there are attacks that have more than one Smash! and will use the corresponding one depending on the conditions. While type U and D don't interfere with one another, type U+ and D+ do. After hitting the opponent with a type U+ Smash! that's the first U Smash! of the combo, any following D+ attack will trigger their Smash! so as long as you don't re-enter neutral stance on the ground. Meaning: If you're grounded, you must cancel the U+ Smash! move's recovery frames with another action, such as Super Dash. If you're airborne, you mustn't land. Though using special moves that teleport you back to the ground are still OK, so as long as their recovery frames are canceled into something else. Using a type U Smash! move will prevent further U1 Smash!, and vice versa with type D Smash!. There are also multi-type Smash!, for example: a Smash! attack type UD1 on hit will prevent further usage of both type U1 and D1, however, it can only be triggered if neither type has been used in the combo. Despite this, there are attacks that block Smash! usage despite not having a Smash! version. The most common instances of this are attacks that \"consume\" U1 Smash!, D1 Smash!,andthe U2 Smash! of Vanish. This specific consumption of Smash! is denoted by UDV, and is put next to the Smash! type the move actually belongs to." }, { "url": "https://www.dustloop.com/w/DBFZ/Damage", "title": "Damage", "section": "Hit Effects", "text": "Ground bounce is a hit state where you get hit to the ground and then rebound off it, floating up into the air. The amount bounced varies by move and can also vary based on starting height. Wall bounce occurs after you're blown back into and then rebound off of the edge of the visible part of the battlefield. Full wallbounce rebounds the player back out to approximately the same place they started when they were hit. Wall splat is similar to wall bounce, with the exception that instead of bouncing all of the way back out, they drop in place after hitting the wall, usually meaning followups are only possible if you were already in the corner. Corner bounce/corner splat is when you're blown back into and then rebound only off of the corner of the field. Soft Knockdown: The opponent is able to perform a ground recovery as soon as they touch the ground. This is the default knockdown state for all attacks, though usually when a move is stated to \"cause a soft knockdown\", it means it has long enough untechable time to force the opponent back on the ground. Sliding knockdown: After touching the ground, the opponent will suffer a second untechable time where they're only vulnerable to Off The Ground attacks. Afterward, they will be able to perform ground recovery, but cannot combine delayed recovery with any other recovery options like they can with a soft knockdown. Hard knockdown: Completely disables any recovery options after landing and is forced to stand up. This type of knockdown only comes from Meteor Attacks." }, { "url": "https://www.dustloop.com/w/DBFZ/Damage", "title": "Damage", "section": "Invalid Combos and Resets", "text": "Because characters can delay their recovery, this leads to the possibility of combos that work only if the opponent chose to not recovery. This means that some combos are not \"true\" combos; the game's HUD differentiates between the two classes of combos by showing the hit counter as red for a valid combo and blue for an invalid combo. The invalid combo HUD also show which hit was invalid. Invalid combos still behave the same as normal combos for the purposes of damage scaling, hitstun reduction, etc. Sometimes player on defense will intentionally delayair recoveryto avoid a mixup or a reset. For example, players often avoid air recovery while Android 16's Dynamite Driver is active because air recovering will let Android 16 hit the opponent with an unblockable air throw and start a new combo! Delaying air recovery is a low risk tactic since a few extra hits at the end of an already long, heavily scaled combo are unlikely to actually add much more damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "Overview", "text": "Vegeta (Super Saiyan)orSS Vegetais similar to Goku (Super Saiyan): a mostly honest character with a straightforward skillset that lets him do work at all levels of play. There are many places in which SS Vegeta differs from his rival, though. While he lacks a beam, he more than makes up for it with fast, rapid-firing ki blasts, which serve as a compliment to hisanti-air attack(Medium/Heavy versions beingDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.s) andRocket Kickspecial moves. His normals, while small (a trait shared among all Vegeta incarnations in this game), have great frame data, and he also has an assisted mixup option in his236LGuardAllStartup11Recovery26Advantage-5. His supers are straightforward, which makes them easy for DHC as well. Finally, SSJ Vegeta's assists are superb in variety and can fulfill whatever role you need them to, whether it's for defensive cover fire, a DP, or just a snappy and consistent kick. Vegeta (Super Saiyan)is a balanced, rushdown fighter that takes pride in honest fundamentals. Jack Of All Trades:Super Vegeta is extremely well-rounded, allowing him to adapt to nearly every situation. Relatively Safe Zoning:Ki blasts5SGuardAllStartup8Recovery24Advantage-2andj.SGuardAllStartup12Recovery23Advantageenforce zoning, as they can be canceled intoCrushing Knee KickGuardAllStartup9Recovery31Advantage-28when the opponent commits to an approach. Special Assist:Exceptional support value with hisAssist AGuardAllStartup37Recovery69Advantage+87, among the best for neutral and combo extension while also offering Vanish protection. Reversal:214M/HGuardAllStartup16Recovery30Advantage-30is an air-ok DP and is the heart of his zoning.214LGuardAllStartup9Recovery31Advantage-28is also an anti-air that can lead to great damage/TODs if valuable resources are spent. Pressure Beast:All of Vegeta's normals are safe (excluding heavies), giving him consistent and foolproof pressure. Master of None:Vegeta isn't bad in any facet, but can be outclassed by specialist characters in various situations. Range of Normals:A trait shared with all the Vegetas, SS Vegeta's normal attacks are small and don't send him very far. Blockstring Support:Assist AGuardAllStartup37Recovery69Advantage+87is nonexistent during blockstring pressure if the enemy knows it can be reflected and superdashed on block, andAssist CGuardAllStartup40 [20]RecoveryTotal 126~177Advantage+18 ~ +24has pitiful blockstun if it is blocked on the ground. Ki Blast Neutral: In spite of being a strong tool, Vegeta's Technique is still just Ki Blasts and can be countered by a plethora of universal and character-specific tools. Super Vegeta in particular has no beam-property specials, so constant attention is required to anti-air or DP while Ki Blast spamming." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "5L", "text": "Chains twice with4L. 6-frame startup, Vegeta's fastestAbareAn attack during the opponent's pressure, intended to interrupt it.option. Fairly unremarkable jab, but does it's job just fine. If there's a big enough delay between5Land a follow-up4L, you can make6Mplus on block to continue pressure. Advances Vegeta forwards. Vegeta's best combo starter altogether. -2 on block, great button for stagger pressure and guarantees a safe backdash on block. Blockstring, stagger, and combo tool like most other5LL's in the game. Its frame advantage allows for a safe backdash during pressure, giving Vegeta safe ways to bait the opponent. Jails into vanish. Always results in the cinematic. Also -2 on block, also allows for safe backdashes. Similarly good as a pressure reset, though a worse starter than5LLsince it doesn't go intoMnormals. Also good to use in corner combos after your smash is used, but otherwise you usually have better combo and blockstring options." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "5M", "text": "Hitbox shrinks on the fourth active frame. Safe on block and can be up to 0 on block if spaced well enough." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "5H", "text": "(Hold OK) Can be charged by holding down the button. Full charge increases damage and makes Vegeta move forward further. Leads to rejump combos with Smash or without Smash if in the corner. Highest range normal (sadly) Uncharged version advances a little less than 1/3 of the screen Charged version advances about 1/2 of the screen." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "5S", "text": "(Hold OK) Can be repeated up to eight times." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "2L", "text": "Vegeta's primary mixup tool. Good for staggers, but not as good as5L." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "2M", "text": "Vegeta's best midscreen combo starter." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "2H", "text": "Recovery can be canceled intoj.2L, but notj.S." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "6M", "text": "Universal overhead." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "j.L", "text": "Most commonly used as a second overhead. Can whiff after a max-rangej.M." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "j.M", "text": "Good air-to-air and jump-in normal. Amazing crossup button." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "j.H", "text": "Hitbox shrinks on the fourth active frame." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "j.S", "text": "(Hold OK) Can be repeated up to five times. Great offensive angle for zoning." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "j.2H", "text": "Long and strangely disjointed horizontal reach. Hits mid but is advantageous on block. Good mixup tool, using this after level 3 allows for a 50/50 with airdashj.L/land2L." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "Interceptor Kick", "text": "j.2L/M Divekicks at a 45-degree downward angle. Good for baiting anti-air attempts as it stalls Vegeta midair during startup. Groundbounces grounded opponents. The j.2L version is useful for assist combos as it sends you and the opponent downwards without using SKD. The j.2M version can be used as a midscreen combo ender if you cancel into it from 236S." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "Super Dash Kick", "text": "236L/M/H(Air OK) Vegeta's lariat series. All 3 versions of this special move are very different from one another, each one serving specific purposes. Bounces off the opponent on hit or block. Hold [6] to have Vegeta bounce forwards. Can cancel recovery into an air option such as double jump or air dash.Gives Vegeta a high/low in the corner with [3] superjump float. Gives Vegeta a high/low in the corner with [3] superjump float. When covered with an assist, this can be an efficient mixup tool in the corner. Traditionally you'd need an assist with 38 frames or more to do aj.2Hmixup, but not anymore thanks to236Lleaving Vegeta in superjump state. Floating down and towards the opponent lets his stubby2Lconnect and makes his airdash mixup real. Wall bounces in the corner with Smash. Combo extender. Has niche uses in blockstrings with assists, but less versatile than236L. Liable to drop at the 3rd hit when hitting the opponent at certain heights. The M version of this move is 3 hits and the third hit will bounce in the corner. On block, the last hit crosses up behind the opponent. You can extend your combo off of this wall bounce by linking a normal. Most of this move's usage will be for combos as236Lis a better mixup tool. Also of note is the5MMMversion of this attack, which can be combo'd after resource free mid screen if you backdash, due to its unique wall bounce. Goes fullscreen and passes through the opponent on hit or block. Launches the opponent directly upward in a tailspin on smash hit. Hold or tap 2 (down) on hit for hit stop to combo easier. Ground version is very unsafe on block, air version isn't." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "Crushing Knee Kick", "text": "214L/M/H(Air OK) Vegeta'sDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.series. While all versions are extremely commital to use, they are nonethless essential to Vegeta's gameplan as a whole. Frame 1 anti-air. Only does a rising knee. Doesn't lead to much damage without resources, but what it does for Vegeta's neutral game is staggering. Vegeta is no longer a sitting duck to Superdash while he's in the air or throwing Ki Blasts because he can consistently pop it withj.214L. Invincible reversal. Second hit gives sliding knockdown. If the rising knee hits, Vegeta automatically follows up with a teleporting bicycle kick to send the opponent back down to the ground. Fully invincible but very slow, meaning it is quite easy to safejump. It's better used when challenging after an opponent is plus, though214His often better for that due to the faster startup. Also a reversal, albeit much faster than214M. The rising knee hits multiple times. The bicycle kick switches sides and gives a ground bounce on smash hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "Consecutive Energy Blast", "text": "236S(Air OK)or214S(Air OK) 236Sfires a volley of ki blasts straight forward,j.236S,214Sandj.214Sfire them at a downward angle. 214Shas Vegeta raise into the air to fire the ki blasts. j.214Shas Vegeta lower to the ground while firing the ki blasts, lowering the opponent with him during combos. Opponent can reflect/superdash out of blockstun. Can perform special attack and/or Super Dash after any ki blast hits, and can be cancelled into vanish after whiff/block. Amazing as a combo tool as it is very fast and builds a lot of meter on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "Assist A", "text": "Consecutive Energy Blast Good for hindering an opponent's approach in neutral. One of the best assists to extend combos. HasKi BlastA projectile attack that is usually inputted with the S button. The properties of the Ki Blast vary to each character.property (can be super-dashed through) and the opponent can reflect/superdash out of blockstun like the point version. Super Vegeta's assist is the air version of his Consecutive Energy Blast special. The angle that it fires at makes it hard for your opponent to approach if they find themselves on the other side of it. Not good on block but extremely easy to convert into a combo. Also protects you from Vanish. This assist is by far one of the most interesting and useful assists in the game. It's long active frames and angle of attack turns it into a projectile wall for its duration. While your opponent can still reflect it, you are distinctly still at the advantage on block at +20. It is also really easy to sniff out superdashes with2H, as low-level players will try to use it to go through the assist." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "Assist B", "text": "Super Dash Kick Generic strike assist, very fast but has low range. Bounces off the opponent on hit/block like the point version. While the assist lacks a neutral presence compared to his other 2 assists, it makes up for it with its quick speed and blockstun." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "Assist C", "text": "Crushing Knee Kick Invincible(!), can plow through level 3s. Teleports on frame 22. Vegeta stops his assault if the point character is hit, but not if they block. Completely circumnavigates neutral if blocked while airborne." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "Big Bang Attack", "text": "236L+M(Air OK)or236H+S(Air OK) AirH+Sversion will aim downwards and groundbounce opponents, setting up for DHCs. Minimum damage: sideways: 814, downward: 770." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "Final Flash", "text": "214L+M(Air OK)or214H+S(Air OK) Minimum damage: 83*20 (1660) Slower than average, as well as below-average damage. +42 on ground hit, but air version has less advantage the higher Vegeta is." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)", "title": "Vegeta (Super Saiyan)", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 131 Color 141 Color 151 Color 161 Color 592" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Resources", "title": "Goku (SSGSS)", "section": "Intro", "text": "This page is Goku (SSGSS)'s Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Resources", "title": "Goku (SSGSS)", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Resources", "title": "Goku (SSGSS)", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Resources", "title": "Goku (SSGSS)", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "Overview", "text": "As seasonal updates kicked in,Yamchawas powercrept out and is often very overshadowed by other fighters. In the field, Yamcha is honest to a fault, with normals ranging from okay to terrible for neutral and having straightforward mixups. This bodes poorly for him against the stronger tiers of this game who have neutral skip tools that lead to explosive damage and pressure. Simply put, Yamcha is a fair earthling fightercompetingagainstgods. Yamcha's kit is still worth appreciating, and it's not bad. In fact, it's just enough to get the job done with a serviceable sense of neutral and yomi. Yamcha's most definitive strength is how slippery he can be on the offense and in neutral, being hard to catch and hard to escape from. In neutral, Yamcha has simple yet surprisingly useful S buttons due to him leaping back every time he fires, putting distance between the opponent and forcing them to take more predictable and punishable approaches, which he can hit confirm intoFlash. As for pressure, Yamcha has one of the best rekkas in the game withWolf Fang FistGuardAllStartup11Recovery20Advantage-5, and its infamousFlashGuardAllStartup7Recovery30Advantage-5followup is great for both neutral and crossup mixups that even allow Yamcha to combo from on hit. Thanks to all of this, Yamcha can operate decently solo. Yamchais a tricky rushdown fighter who uses his speed and cross-ups to outwit his opponents. Mid Value:Yamcha's toolkit lends itself very nicely to the mid role thanks to him having a really good blockstun and scramble assist, being meter reliant, while still needing a little extra for neutral and mix Wolf Fang Fist:One of the better rekkas in the game thanks to being safe on block and having several options to creatively confuse opponents with left/right mixups.Flashis also a great followup that can be used to whiff-punish reliably and allow him to do cross-ups in blockstrings during rekka pressure. Sparking:By default, Yamcha's5LLhas the useful benefit of pulling opponents out of the corner, but Sparking enhances this benefit with being able to jump-cancel out of5LLand every hit of5LLL, giving Yamcha opportunities to jump-cancel into an IADj.Mcorner crossup or jump-cancel into hisj.2H. Sparking loops also get Yamcha access to high damage combo routes anywhere on-screen. Mixed Normals:Stubby buttons can be awkward to use in pressure, and others are suicidal to use in neutral. His2Lis one of the shortest ranged in the game with no forward movement while his5M's strengths as a frametrap are overshadowed by how useless it is everywhere else. Poor Risk/Reward:Tools like5Hand Flash have extremely high recovery and are easily punished." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "5L", "text": "Slow but great jab Staggers indefinitely into itself, and will connect after nearly all of Yamcha's buttons Can be cancelled into itself with4L. Go-to starter for both pressure and combos thanks to the fact that its speed and range make up for the lack of said traits on his mediums. Vacuums on block or hit. Works even in the corner for surprise IADj.Mcrossup. This button being safe is a godsend since your strings will start having holes from here on out. Smash hit wall splats. Combos into SD. All hits can be cancelled into jumping during the Sparking! state. More often used as a blockstring filler before going into 236X because the only truestring alternative to this button is2M, so using this in your pressure doesn't actually sacrifice much else than a low. This also true strings into Z Change, letting you tag in safely." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "5M", "text": "Reels back then strikes. The strike has good forward movement. Slow, mid-hitting5Mintended for frametraps Will still reliably connect after2Mand5LL Has invulnerability from frames 4-14 for non-Low attacks. This is particularly useful against mashers. A built in frame trap from5LLor2Mthat's 0 on block, making it a good point to reset pressure. In turn, it sacrifices absolutely everything that would make another5Mgood, failing to truestring from any normal and being horrible as a poke. It doesn't deal any more damage than the average5Mdespite the startup, which means as a frametrap it's not actually any better than just delaying a regular5M. It being 0 on block also loses luster when other characters can typically use5Sand5Hin their strings as well, something Yamcha cannot do without additional sacrifices." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "5H", "text": "Performs a back flip then lunges forward. Has invulnerability from frames 4-20 for all attacks. This is particularly useful against mashers. Smash hit wall splats. Combos into SD. Can be cancelled with specials, ki blasts, or superdash at the apex of the back flip. Reaches full screen, takes about 40 frames to do so. 5HHwill back flip twice and reach from fullscreen, taking about 61 frames until the hit comes out. This normal exists to bait sparks, reversals, and mashing, and that was about it. Now, since you can cancel it, you can use it for pressure and disengaging, but these remain rather niche options for it.5Husually gives you lower reward than5Mfor even higher startup, making it easily reactable and almost impossible to use in combos. If the opponent jumps, it can be reliably punished. It's always +4 on block so this is more often the best spot for you to cross them up." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "5S", "text": "Leaps back while shooting a Ki Blast. Recovery is low enough that if the opponent tries to chase you down with SD, you can easily anti-air on reaction. Does NOT whiff on crouchers or small characters." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "2M", "text": "Vacuums on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "2H", "text": "Smash on the second hit if both hits connect. Smash hit has longer hitstun and combos into SD. Non-Smash can still combo into SD in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "6M", "text": "Universal overhead." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "j.H", "text": "Knocks aerial opponents sideways instead of the standard diagonal downward angle. Dynamic hit causes a wall bounce. Yamcha has absolutely NO hurtbox below his crotch, so this is his best jump-in." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "j.S", "text": "5Sbut in the air, except it travels much faster. From a distance, this gives a wallbounce that lets you combo it into SD." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "j.2H", "text": "Knockdown airborne opponent. On hit or block, can cancel into5H,5S, or 236X after landing. This can be used for combo follow-ups or for left/right mixups. On block, frame advantage varies depending on height. In most cases like when used after a jump in, Yamcha will be left at -7 to -8. Since this move is almost always minus (even on hit) when hitting a grounded opponent, get used to canceling into 236X." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "Wolf Fang Fist", "text": "236L/M Regular rekka starter. Covers 80% of the screen. Dashes forward for a bit before starts attacking, goes further than full screen. Teleports behind enemy to attack if he reaches them during the dash, otherwise it's the same as theLversion. Can work even without corner space. Extremely simple and efficient mixup. All rekka follow-ups can come out on whiff, and can combo into Gale Claws. Most of the rekka follow-ups can only be used once (the exceptions being Whiskers and Tail, which can be used twice per string). Attempting to do Pack Attack after it's been used in the rekka string will give you Finisher instead. Flash can becanceledinto at any point during the string. Using Finisher or Flash will end the string. Can cancel into Kamehameha from the rekka starter and from all rekka follow-ups, giving you an option to jail into Vanish and open up combo routes. Can cancel into [DR] by holding [4]+[DR] during the rekka starter and all rekka follow-ups." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "Pack Attack", "text": "5L/Mduring Wolf Fang Fist When one version of Pack Attack is used in a string, the other may be used afterWhiskersGuardStartupRecovery30 Total (cancel to 6L/M on frame 22 and H on 17)19 Total from 4S (cancel on frame 13)AdvantageorTailGuardStartupRecovery14 TotalAdvantage. [] is when used immediately after236L/M. The fastest followup without the use of bars. 236L>Lis a true blockstring. This followup is slower thanLfollowup, but does more damage. 236L>Mhas a gap which will catch mashing." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "Finisher", "text": "6L/Mduring Wolf Fang FistorPack Attack >L/M Has a short hitbox in front of Yamcha but has fast recovery frames. Causes a sliding knockdown.Surprisingly long range where you even can use Tail and still hit at that distance.Pack AttackL>Mhas a gap that will catch mashing. Surprisingly long range where you even can use Tail and still hit at that distance. Pack AttackL>Mhas a gap that will catch mashing." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "Flash", "text": "5Hduring Wolf Fang Fist Used in metered combos to boost damage by around 500. Crazy high recovery on whiff, Yamcha is visibly stuck in place and punishable. Useful in neutral as a full screen poke thanks to its speed and easy confirms, and after Whiskers for a quick cross-up. Can catch your opponent pressing buttons after a blocked5S, and catches opponents after a reflected vanish. It's that fast. Yamcha's infamous Wolf Fang Fist Flash. One of Yamcha's strongest tools and the butter that holds his kit together. With its insanely fast start-up, high priority, and being -5 on block, the move alone commands a ground presence. Flash complements with his5Sas it can be confirmed from massive distances while spacing Yamcha out from dangerous ranges. On hit, Flash will bring the opponent up, allowing for extensions that scale like a medium starter, allowing Yamcha to finally get some decent damage. Unfortunately, Flash has terrible recovery, and thanks to it being ground only means the opponent will likely find themselves jumping a lot versus Yamcha, where using the move is a death sentence." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "Whiskers", "text": "5Sduring Wolf Fang Fist Dashes a short distance forward, passing through the opponent if close. For a short while after this move, only rekka follow-ups are available. Can be performed up to 2 times in one string. Can be cancelled into immediately from other WFF followups, similarly to Flash. This makes it potent for mixups and can potentially even be used as a movement option." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "Tail", "text": "4Sduring Wolf Fang Fist A special backdash, can be used to disengage from a blocked rekka. Can use Whiskers to dash back in. Can be performed up to 2 times in one string. Can be used in the same fashion as Whiskers as this can also be early cancelled into." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "Neo Wolf Fang Fist", "text": "236H Consumes 1/2 Ki Gauge. A faster version of236Lthat covers a slightly shorter distance. On hit or block, automatically performs Pack Attack > Finisher > Flash. Can use vanish to cancel these followups. On whiff, does not have access to236L/Mrekka followups. Wallbounces, allowing you to squeeze out a bit more damage in your strings. Easily combos into214Mfor a sliding knockdown. Can combo into itself once for a \"level 2\". Consumes smash on the final hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "Wolf Fang Fist: Gale Claws", "text": "214L/M/H(Air OK) Good for its soft knockdown to mixup and surprise the opponent. Takes priority over the opponent's jumping attacks. Keeps the least momentum of the three versions. The classic air combo ender that gives a sliding knockdown. Keeps the most momentum of the three versions (specifically, almost all the momentum is kept). Is able to easily followup afterj.Hin midscreen due to its very fast startup and snappy movement. Good followup for5Sorj.S(when they are done at close range). If blocked standing Yamcha is +4, however, the move will whiff on crouchers and the last hit only connects on taller characters If the last hit whiffs on block, Yamcha is -12 to -16 depending on character height" }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "Kamehameha", "text": "236S Slower startup than other Kamehamehas. -4 on block, but can link to2Lor2Mon hit in the corner. Flash will catch the opponent trying to hit buttons after this. Can be cancelled into from all Wolf Fang Fist inputs (the rekka starters and the rekka follow-ups), giving you an option to jail into Vanish and open up combo routes. Cancels into SD. Sub par neutral tool due to its speed, but weirdly enough better suited for pressure. Once you have conditioned your opponent to look out for WFF cross ups, this move can be used as a same side option that still converts to a combo in the corner. It's only 2-3 frames slower, so the difference is hardly noticeable if your opponent is simply reacting to the delay. The reward on hit is slightly higher in terms of damage than DR and you have the option to Vanish if it is blocked to continue pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "Assist A", "text": "Wolf Fang Fist Yamcha dashes forward with a series of claw swipes. Opponent stays grounded on hit. Travels forward about 80% of the screen." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "Assist B", "text": "Kamehameha It's a beam assist. Use it for beam things." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "Assist C", "text": "Wolf Fang Fist: Pack Attack Very niche." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "Spirit Ball", "text": "236L+Mor236H+S Can only be landed once per combo (unless you have another Yamcha through Body Change). PressingL/M/H/Sand a direction after the first ball causes the Spirit Ball to fly in that direction, up to 5 more hits. The first hit that lands will always deal 1300, every next hit deals 200. Minimum damage for all 6 hits: 390, 60*5. Downward directions cause sliding knockdowns, unless the opponent is too high up. Can force the opponent into different positions for oki or follow-up Supers such as high up, knockdown, close or far away, behind you... For example, Yamcha can combo Spirit Ball into Ultimate Wolf Fang Fist by pressing buttons with these directions:(this is NOT the only direction combination that allows Yamcha to combo Spirit Ball into Ultimate Wolf Fang Fist). There are 2 cycles: is the main cycle that will repeat itself if no direction is inputted. Forcing the ball to move in the same direction as its last move will instead perform the next one in the queue. Holding a single direction while mashing will make the ball alternate between 2 directions, e.g. holdingwill give you" }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "Ultimate Wolf Fang Fist", "text": "214L+Mor214H+S Yamcha dashes fullscreen forward. Minimum damage: 1622." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha", "title": "Yamcha", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Miscellaneous", "title": "Miscellaneous", "section": "Change Character Order Before a Match", "text": "You can swap the position of two characters on your team by holding Z Assist 1/2 before a match." }, { "url": "https://www.dustloop.com/w/DBFZ/Miscellaneous", "title": "Miscellaneous", "section": "Discord Server and Twitter Hashtags", "text": "With the ease of posting videos and discussion to Twitter and Discord, it can be helpful to know how to track this information down. Each character in the game has a specific hashtag which people should aim to use when posting tweets for ease of searching. The most popular hashtags are as follows:" }, { "url": "https://www.dustloop.com/w/DBFZ/Miscellaneous", "title": "Miscellaneous", "section": "Character Height", "text": "This table refers to the height of a character's hurtboxes. It is a rough estimation but can be useful to give a general idea of what can and cannot work on certain characters due to height differences. These heights tend to have a lot more to do with each character'sposturethan their \"real\" height. This explains things like Frieza being \"taller\" than Goku and Gogeta being \"taller\" than Vegito." }, { "url": "https://www.dustloop.com/w/DBFZ/Miscellaneous", "title": "Miscellaneous", "section": "Assist chart", "text": "More..." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Combos", "title": "Goku (SSGSS)", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Combos", "title": "Goku (SSGSS)", "section": "Notes", "text": "j.214M is an anywhere meterless sliding knockdown, but it's a lot slower than j.H and will drop at high hitstun decay." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Combos", "title": "Goku (SSGSS)", "section": "Notes", "text": "Corner loops. Goku needs to be on the way down when he does j.S, then j.236L needs to hit near the ground so it can link into 5L, and finally the opponent also has to be at a specific height so either: j.LL doesn't give you too much autocombo boost which would ruin the momentum for falling j.S. (LOOPS) j.MLS doesn't whiff. (LOOPS #2) Doing j.ML instead of j.LL does a tiny bit more damage depending on the starter, there's only 1 delay instead of 2, but it doesn't have the slight height correction of j.LL. Just pick one you feel comfortable with. There's a lot of leeway with the delays to make the combo work. Depending on juggle height, you can even get away with no delay at all. General rule when confirming into loops and your not sure if the opponent will drop out of the combo because of high HSD. If the combo counter passes 15, prepare to end the combo and if the combo counter says anything above 17 the j.236L ▷ 5L link will not work." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Combos", "title": "Goku (SSGSS)", "section": "Miscellaneous", "text": "... > Vanish > j.214S Less damage than just using j.DR, but a lot more corner carry. ... > Vanish > delay j.236L, j.LL > j.214M Optimal air Vanish extension, still does less damage compared to j.214L > delay Vanish into grounded routes. 5LL > IAD j.M ▷ 5M > sjc.MLL2H ... Does the same damage as 5LL > 2M > 5M, but it builds a bit more meter and has slightly more corner carry. 2M > 5M > jc.MLL2H > j.214S, j.LL2H > jc.LLS > j.214L 5LL > 6M, 5L > Loops 5LLL, jump j.L > Loops 5LLLLLLL > j.S > delay j.236L ▷ 5L > Loops 5LL > 2M > 5M > jc.M > j.236M ▷ [DR] > delay 214L More corner links and combos. 214X can combo on grounded-by-proximity opponents into SKD." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Intro", "text": "Version1.08 Date Released:May 9, 2018 LinksSteamBandai Namco Europe" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "New Features", "text": "More information will be revealed soon for the events linked to these new features A monthly competition where players can fight and collect points for their respective Z-Union Co-op fights where 3 players can join forces to defeat fearsome bosses" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Modes", "text": "To enable implementation of the below gameplay adjustments, recorded data from Replay Channel will be erased Fixed an issue where there was a gap between when the timer starts counting and the game starts allowing some inputs when performing position reset in a combo challenge Fixed an issue where the training dummy doesn't guard/unguard properly with Enemy Settings set to Guard First Only Fixed an issue where the training dummy doesn't properly playback movements that are recorded in advance when using Ginyu's Body Change after performing Dragon Rush (Forced Switch) and not resetting the positions in-between these two actions. Fixed an issue where the combo damage is not displayed when an attack is counteracted by an armor move . An adjustment has also been made to prevent immediate health recovery when an attack is counteracted by an armor move. Fixed an issue where “OK!” is displayed on the Assist character icons even when they are crossed out with Assist Cooldown Setting set to Quick Recovery Fixed an issue where the training dummy fails to recover its health with some specific unconnected strings of moves Fixed an issue where the training dummy fails to guard in some cases even when the Guard Follow-ups option is selected Self-damaging moves will no longer affect the Combo Damage displayed Fixed an issue where the training dummy fails to guard attacks with some specific strings when the Guard Settings is set to Guard Follow-ups Fixed an issue where the defense-up skills are taking effects only the half of what they are supposed to" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "System Changes", "text": "Fixed an issue where some characters don't instantly transition to their down motion but keeps performing their super armor moves until the end in the case the character loses all its health by an opponent's move that has a property to lock down an enemy Fixed an issue where a character reacts and turns back to an opponent after the Vanish attack while they are performing certain Special Moves or Super Attacks such as Goku (Super Saiyan)'s Kamehameha Fixed an issue where a character floats in the air for a short period when getting a sliding knock down by particular moves such as Goku Black's Holy Light Grenade Fixed an issue where Z Assist characters fly high up in the air when they are forced to leave the screen by certain moves such as Goku Black's God Slicer Dance Fixed an issue where a player's character loses its ability to move properly when the player performs Z reflect against some specific moves such as Android 16's Hell Flash Fixed an issue where a player's normal Jumping Heavy Attack works in the same way as an auto combo finisher when an opponent's Z Assist character leaves the screen while the player is performing a combo Fixed an issue where scaling that should have been applied to non-recovery frame to prevent a combo loop isn't applied when starting a combo with certain moves Fixed an issue where a character slides horizontally with facing downward when triggering Super Dash under specific conditions Fixed an issue where certain voices aren't played in certain situations Fixed KO voices so that the appropriate voices that are corresponding to certain characters will be played Increased the duration of throw invincibility for both air and ground back dash Made some adjustments to make it harder to execute the Z reflect for the second time in succession Fixed an issue where the invincibility of Z assist characters aren't properly disabled when leaving the screen due to the main character getting a hit Fixed an issue where a player's main character is able to cancel moves to an another move even when they are whiffing in the case the player team's fireballs got reflected by an opponent's Z-reflect or Super dash." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Android 16", "text": "Now players will be able to recover from the ground when hit by Android 16's Dynamite Driver Removed the invincibility to ranged attacks from Android 16's Standing Heavy, Jumping Heavy and Crouching Heavy" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Android 18", "text": "Modified the light version of Android 18's Back Grapple's so that the hit count increases when an opponent is smashed into the ground Also modified the damage value and the damage scaling in accordance with the above modification" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Android 21", "text": "Fixed an issue where the move property of Android 21's Solar Flare which becomes available after absorbing an opponent isn't ranged attack Android 21's Total Detonation Ball has been adjusted so that it now disappears when hit by Broly's Powered Shell Fixed an issue where a sound effect isn't played when Android 21 executes a mid-air version of her special move Sticky Energy Blast Fixed an issue where Android 21's hurt box isn't consistent depending on which mid-air damaged motion is triggered" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Beerus", "text": "Fixed an issue where Beerus' Standing Unique Attack, Jumping Unique Attack and Sphere of Destruction disappear before they destroy what is in the background when reflected Fixed an issue where the lower energy ball of the two created by Beerus's heavy version of Sphere of Destruction cannot be repelled by Beerus' attacks when it bounced back without hitting an opponent Fixed an issue where Beerus is able to keep shooting Ki-blasts without an end after hitting an opponent with his Beerus Ball in a certain way Fixed an issue where Sphere of Destruction keeps flashing and making sounds when it takes hits during a pause Reduced the recovery frame of Beerus' down medium attack to match with other moves" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Broly", "text": "Fixed an issue where the energy ball goes up in the air when Broly's Gigantic Meteor is clash canceled Fixed an issue where Broly's Jumping Heavy Attack doesn't clash cancel Fixed an issue where the Powered Shell effect appears for a split second when Broly gets K.O-ed Fixed an issue where an opponent wall bounces when a player hits the opponent with Broly's Gigantic Strike with corner on the back Fixed an issue where hit count doesn't increase when hitting an opponent with Broly's Jump Heavy Attack, the medium and the heavy versions of Lariat Express Matched the number of times Broly's Jumping Down Heavy attack can endure hits with other moves to allow an opponent to counter it with a Crouching Heavy attack Fixed an issue where Broly's Powered Shell disappears when hit by certain ranged Special Moves Fixed an issue where Broly is able to cancel into his Super Attack at the moment he catches an opponent with his Eraser Blow the medium and the heavy versions of the Lariat Express, Gigantic Claw and Gigantic Strike Fixed an issue where Broly’s barrier effect is out of sync when canceling into Sparking Blast 1 frame after the start of a Super Dash" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Captain Ginyu", "text": "Fixed an issue where the Z Assist Character is displayed while performing Ginyu's Body Change Fixed an issue where Ginyu's Jumping Heavy attack can put an opponent in the sliding knockdown state in a different timing than other characters" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Cell", "text": "Cell's Psychokinesis Crash has been adjusted so that the attack no longer appears behind an opponent character" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Frieza", "text": "Fixed an issue where Frieza's Death Saucer doesn't vanish after clashing with Broly's Powered Shell Extended the inner part of the hit box for Frieza's Crouching Heavy Fixed an issue where damage scaling isn't properly processed when executing Frieza's You might not survive this time and connecting it with following Death Ball. Fixed an issue where Frieza's Death Saucer flies in a wrong path when clashed once Fixed an issue where Frieza's You must Die by my Hand! cannot be executed when getting a hard knock-down by certain moves (Nappa's Arm Break, etc.) Adjusted the damage and the damage scaling for Frieza's You might not Survive this Time" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Gohan (Teen)", "text": "Fixed an issue where wrong down state is applied to a character when getting hit by the medium version of Gohan (Teen)'s Flying Kick high up in the air Fixed the timing when Gohan (Teen)'s 5-Hit Combo disappears Fixed an issue where the effect was out of synch during Son Gohan (Adult)'s Jet Upper and Z Assist Fixed an issue where characters' appearances become strange while they're falling when Son Gohan (Adult) hits an opponent high up in the air with his ground version of the Ultimate Back Attack (after Potential Unleashed)" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Gohan (Adult)", "text": "Modified the property of Gohan (Adult)'s down light attack to match with other light attacks Modified Gohan (Adult)’s heavy version of mid-air Ultimate Back Attack so that opponents are now able to ground recover when hit Reduced the frame advantage of Gohan (Adult)'s heavy version of Machine Gun Kick when it's blocked by an opponent" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Goku (Super Saiyan)", "text": "Fixed an issue where the dust effect displayed for Goku (Super Saiyan)'s Kamehameha and Warp Kamehameha continues to be displayed while the game is paused by an opponent’s Super Attack" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Goku Black", "text": "Made an adjustment so that Goku Black's medium and heavy versions of the Fierce God Kick no longer locks down even a knocked out opponent" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Gotenks", "text": "Fixed an issue where the hitbox of Gotenks' Z Assist remains even after he has left the screen Fixed an issue where Gotenks' Jumping Heavy can put an opponent in the sliding knockdown state in a different timing than other characters Fixed an issue where Gotenks' Z Assist can forcibly put an already mid-air opponent's position back to the ground" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Hit", "text": "Fixed an issue where Z assist characters remain on the screen in the case Hit's I Keep Improving hits an opponent while the characters are in their hit stun" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Kid Buu", "text": "Fixed an issue where Kid Buu's Candy Beam sometimes hits an opponent for several times Made a modification to Kid Buu's Pearl Flash so that the damage scaling of Super Attacks is now applied" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Krillin", "text": "Now Krillin's Z assist will always throw a rock unless a player is inputting left when he appears on the screen Increased the duration of hit stun and the time an opponent isn't able to recover for Krillin's Z Assist" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Nappa", "text": "Adjusted the knock back distance of an opponent so that Nappa's Jumping Down Heavy attack is more likely to hit twice Mitigated the damage scaling of Nappa's Too Bad to balance out with other invincible moves Adjusted damage scaling of Saibaman's explosive attacks" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Piccolo", "text": "Fixed an issue where Piccolo's Z Assist doesn't fire the energy blast when used right after a Super Attack Fixed an issue where a player can't block Piccolo's Z Assist unless the player is inputting the direction away from an opponent when the opponent switches the positioning of the player's main character and the opponent's main character while Piccolo's Z Assist Homing Energy Blast is still on the screen" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Tien", "text": "Fixed an issue with character displays that's observed when Tien hits an opponent who is positioned at the backside of Tien" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Trunks", "text": "Fixed an issue where Trunks sometimes doesn't execute follow up attacks after hitting an opponent with his Shining Slash" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Vegeta (Super Saiyan)", "text": "Reduced the duration of block stun for Vegeta (Super Saiyan)'s Z assist" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Vegeta (SSGSS)", "text": "Fixed an issue where the Vegeta (SSGSS)'s Big Bang Attack does not explode when blocked by a Z Assist with an armor property (such as Android 18's Z Assist) Fixed an issue where player cannot perform Vanish move when Vegeta (SSGSS)'s Big Bang Attack hits armor property objects (such as Broly's Powered Shell) Modified the damage scaling of Vegeta(SSGSS) several Ki-Blast moves to match with a normal Ki Blast Modified the amount of the damage that's done with the first attack of Vegeta(SSGSS)'s Niagara Pummel Adjusted Vegeta (SSGSS)'s On a Scale of One to Ten, I'll Give You a Three! so that it's easier now to grab an opponent and follow up with Z assists Fixed an issue where the move sometimes hits an opponent even after they're K.O.-ed Fixed an issue where Vegeta (SSGSS)'s invincibility is disabled at the wrong timing when executing Final Flash Attack" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Yamcha", "text": "Fixed an issue with appearances when a player defeats the last character of an opponent with Yamcha's Ultimate Wolf Fang Fist" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.08", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "Overview", "text": "The Turtle HermitMaster Roshiis an extremely technical character loaded with tools to let him do just about anything, assuming you're a master yourself. Where other characters have only a handful of tools that are used for multiple applications, Master Roshi has many tools with specific applications. While he does not have a traditional superdash, his replacements in Masterful Leap and Reverse Kamehameha give him movement like no other character in the cast and have their own benefits and detractions. When all of his unique tools are put into good use, he is a scary opponent to face and proves that the Old Turtle Hermit isn't old yet. Master Roshiis a high-skill all-rounder with an absurdly large toolkit that allows him to play nearly every situation. Insanely Massive Toolkit:Master Roshi's toolkit is incredibly expansive, combo-friendly and versatile. All of his moves have several applications for combos, knockdowns, mix-ups, and pressure. Amazing Pressure:Master Roshi has plentiful mixup tools and pressure resets despite his poor frame data. Cycling his options effectively makes him very difficult to defend against. Aerial Denial:214Sforces opponents to avoid jumping, being a completely air unblockable fullscreen beam that can lead to deadly Sparking combos. Movement Like No Other:While his lack of a Superdash may initially seem like a liability, its substitutes inReverse KamehamehaandMasterful Leapgive Roshi ground and air manuverability like no one else on the roster.2Salso gives Roshi a quick way to return to the ground while also being Ki Blast invulnerable. Defensive Powerhouse:214Land214Mare both frame 4 reversals that are -5 on block and can be made plus with assists.214Hhas guard point frame 1, making it nearly impossible to safejump, as well as22Hbeing frame 1 low crush and anti air while being safe on block. Inability to Super Jump Float:Master Roshi is the only character in the roster who can't Super Jump Float, making his aerial keepaway game weaker and makes it difficult to contest opponents that are directly below him. Additionally, some universal mixups are less threatening because of his lack of Float. High Execution:Master Roshi's unique mechanics and massive toolkit makes him unintuitive to pick up and play. Knowledge of his toolkit and high execution are required to maximize his strengths. Unintuitive:Master Roshi takes a LOT of getting used to in comparison to the rest of the cast, with his huge movepool and inability to superdash." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "Unique Mechanics", "text": "Master Roshi is unable to steer his movement in the air (aka \"float\"), and his Super Dash is replaced by two unique options:Masterful LeapandReverse Kamehameha. Masterful Leap is a Ki Blast invulnerable command jump with five different arcs depending on directional input, while Reverse Kamehameha is an aimed Ki Blast deflecting airdash with a lingering projectile hitbox trailing behind. Masterful Leap and Reverse Kamehameha count as different moves, so he can use Masterful Leap to leave the ground and then use Reverse Kamehameha. Ki Blasts' blockstun can still be canceled into Masterful Leap and Reverse Kamehameha. Similarly, Ki Charge can also be canceled into Masterful Leap When canceled from Masterful Leap, Roshi's normals will gain Ki Blast invulnerability, allowing him to punish Ki Blast zoning On block or hit, the strike portion of Reverse Kamehameha can be canceled into any attack, while the beam portion can only be canceled into Specials and Supers. Hitting with the strike puts Roshi at +5 on block and +4 on Reflect, while Super Dash is ±0 on block and -1 on Reflect As a combo starter, Dragon Rush will automatically use up Reverse Kamehameha Z Change and Guard Cancel Change are replaced with a horizontal Reverse Kamehameha. These have vertical tracking before Roshi enters the battlefield, and have faster travel speed than the typical Z Change/Guard Cancel that utilize Super Dash" }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "5L", "text": "Big, advancing jab. Roshi's5Lis a massive 6-frame button, pushing him very far forwards. This makes it great as a punish tool, but being -5 on block it's less suited to stagger pressure than other5Lbuttons. A perfect microdash5Lwill catch both buttons and backdash after vanish, but keep in mind the gap will allow your opponent to jump out. Being able to stop backdashing and mashing at the same time is great for Roshi. Jumping isn't even all that bad for Roshi anyway, as he'll be +1 and able to press5Lagain anyway. Short ranged multi-hitting normal. 8-frame startup. Quick for an M button but 214X are typically better in clashes. Active for a very long time, both a good thing and a bad thing. Mainly good for blockstrings, occasionally for mashing. You generally won't want to whiff this.5L>2Mshould be your go-to string instead of5L>5LLwhen resetting pressure because of this. Vacuums on block.On hit, pressing L again will give3H+S. On hit, pressing L again will give3H+S. Not a throw." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "5M", "text": "Good vertical range. Moves Master Roshi forward a decent amount." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "5H", "text": "A standard5Hwith good range, used as blockstring/combo filler and for anti-Reflect. Most of Roshi's buttons are very lacking in horizontal reach, so stray hits with this can serve him well. Wall bounces on Smash hit, and is Roshi's preferred launcher for corner loops." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "5S", "text": "(Hold OK) Covers 80% of the screen, launches on hit. Doesn't have Ki Blast property, will beat superdash." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "2L", "text": "Low. Disjointed reach." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "2M", "text": "Big range. Roshi slides and does a sweep. Has a decent reach and is one of his best starters, but is on the slower side compared to other2Ms. You're mainly going to use this in pressure and in combos." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "2H", "text": "Shimmies backwards during recovery Smash hit has higher hitstun, pressing H again will give2H+S. Non-Smash hit can still combo with2H+S>j.Leven in midscreen. Grounded cancel options. 214X gives you plenty of time to confirm as you're safe thanks to the guard point. 1Hcan get crossed up and give you3H, which is a lot harder to confirm. Keep this in mind when crouching/blocking." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "2S", "text": "Backwards flip Invuln to Ki Blasts frame 1 Gives Roshi an air action Great tool to both disengage in pressure or bait a big response from your opponent. Against solo characters,2S>2Mwill beat guard cancel on reaction. Otherwise, it will cancel to other H/Sbuttons upon landing (as well as special moves).2S>5Hcan be used to bait your opponent into doing something." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "6M", "text": "Universal overhead" }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "6H", "text": "Afterimage Teleports behind the opponent. Doesn't hit airborne opponents. No sound cue. Hard to react to when the screen is focused on someone above him." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "6S", "text": "Turtle Orb Roshi throws a blue ball upwards. Inputting6SSwill direct it back behind the opponent. 6SSis plus on block and can jail into vanish, however the timing is a bit tricky. Covers a great angle as a neutral tool and can be converted into plus frames with an assist. Keep in mind that it is superdashable, so you must be ready with2Hin case your opponent does something stupid." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "3H", "text": "Rising Phoenix Jump cancelable on hit. Very high recovery. Acts like2Hin gatlings, but does not gatling from5H." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "j.L", "text": "Massive." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "j.M", "text": "Massive. Slow." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "j.H", "text": "Dynamic hit can wall bounce. Smash hit causes a sliding knockdown. Removes landing recovery on Smash hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "j.S", "text": "Freezes momentum. Downward angle means Ki Blasts will barely whiff an opponent at full screen from the crest of a jump. Used to hit meaty in certain combos, allowing for mid-air links." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "j.2H", "text": "Wall splats on Smash hit, pressing H again will givej.H+S[8]. Not jump cancelable, so mostly useless for combs after Smash is used. Combos intoj.2Min the corner and a bit further out as this move has a lot of hitstun." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "j.2S", "text": "Air2S. Handy to mix up your landings after Reverse Kamehameha. Landing recovery is whiff-cancelable into H/Snormals and special moves. Hold3Sto jump forwards instead." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "j.4M", "text": "Back Kick Crossup KING." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "Masterful Leap", "text": "5H+S Replaces Super Dash while grounded. Command jump, can be aimed with4H+S,1H+S,2H+Sor3H+S. Cancelable into attacks after startup. 5H+Slunges forward almost fullscreen. 4H+Shops forward halfscreen. Best used for midscreen left/right mixups. 1H+S,2H+Sand3H+Sjumps very high into the air, Roshi will autocorrect on sideswitch when canceling into attacks or after recovery. Input determines how far Roshi travels horizontally. Grazes Ki Blasts instead of Guard Point, making it more potent than Super Dash against5Szoning since they won't be able to cancel into2Hto counter Roshi's approach." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "Reverse Kamehameha", "text": "j.H+S Shoots a beam to propel Roshi forward. Both the strike and beam come out on the same frame. Replaces Super Dash while airborne. Also acts as his Z Change and Guard Cancel, trading the homing capability for faster travel speed, but otherwise mostly identical to other character's Z Change/Guard Cancel Cancelable into any move on block/hit with his body Cancelable into special moves orj.2L/Mon hit with beam The landing recovery will remain even if Roshi does a jumping normal after the animation Can be aimed six ways with directional inputs (specifically, the six ways are - downleft, downright, left, right, upleft, and upright) Holding 4, 7, or 1 will effectively give Roshi an aerial beam, as well as the only aerial beam that can be aimed in any direction Beam jails into vanish, hitting with Roshi's body removes his landing recovery Landing withj.2L/Mwill also negate the landing recovery and make Roshi recover much faster than normal. Especially useful in conjunction with the 7 beam Values in [] are for the beam, {} is for upward beam" }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "Turtle Drop", "text": "j.2L/M Smash hit causes sliding knockdown. j.2Lcauses a small groundbounce that allows you to easily extend with assists, or combo into supers if you've already used a sliding knockdown move like 22H earlier on." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "Wise Warrior", "text": "236L/M/H(Air OK) Switches sides on block/hit, even in the corner. Roshi can use air actions on the way down after the air version connects. Travels half screen. Useful for mixups after a jump-inj.H. Depending on the assist, you can get a left/right/high/low going in the corner thanks to the sideswap. Travels 80% of the screen. Wall splats on Smash hit. Smashj.236Mcan link intoj.H+S[2], acts as a sideswitch combo. Mostly useful if your back is to the corner, otherwise you'll be using the L or H versions. Travels borderline fullscreen Huge wallbounce on Smash hit, leading to a combo anywhere on the screen. Master Roshi's lariat. Travels practically fullscreen and is completely unreactable. Will lead to high damage on hit and is safe on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "Martial Spirit", "text": "214L/M/H(Hold OK) Roshi hulks out, surrounding himself in a 360 barrier before delivering an attack in Max Power. Armored until after the initial flex's active frames are over. Guard point against Ki Blasts and has 10 hits of armor for non-Super strikes and projectiles. Can be held to delay the second hit. There's a 3F gap at minimum between the first and the second blow on block. First attack ground bounces on hit. Second attack can auto-correct on sideswitch. Roshi is generally safe if the second hit whiffs. Strikes the opponent with very little knockback. Excellent for converting with an assist if you have one on the ready, since you won't be spending Smash. Smash on the second hit, identical to L version otherwise. Smash hit causes a wall splat. Generally used in the corner over the L version for beating Guard Cancel and for some corner combos. Smash on the third hit, there's a 4F gap on block between the second and the third hit. Smash hit causes a wall splat." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "Jumping Splits", "text": "22L/M/H Split kick with the backside hitting a bit later than the front. Smash on the front kick only. Launches on Smash hit. Low crushes and air invulernable from frame 4 (H version from frame 1) Leaps backward. Safe blockstring ender. Useful in edge cases during combos and blockstrings. It's also Roshi's non-sideswap blockstring ender special, and the spacing can set up mixups with Masterful Leap and a lockdown assist. Leaps forward and slightly higher than L version. Smash hit causes a sliding knockdown. Can be linked into5Lif it hits meaty, and can allow5Hto link into5Lin the corner if used after5H. Damage loss between using this andj.2Misn't worth the okizeme. Leaps in place. Smash hit causes a wall bounce into sliding knockdown. Frame 1 invul to both high and low attacks The main version you are going to use. Combos directly into 236M/H. Roshi can followup with a combo before the opponent lands into SKD.22H>22Mis actually a combo extender that links into5Lin the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "Kamehameha", "text": "236S Only hits once, unlike other beams. Wall splats on hit. Leads to Loops in the corner Can be cancelled into Masterful Leap. Can now perform other special moves after hitting the opponent." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "Thunder Shock Surprise", "text": "214S Only whiffs against crouching opponent. Ground bounces on hit. Can be aimed at a steeper angle by holdingorduring startup. On hit, positions the opponent in front of Roshi just far enough for assisted combos, comboing into Supers, and notably for Sparking activation to whiff (even in the corner!), enjoy your TOD. Long-range and air unblockable. Excellent as an anti-air if you notice your opponent jumps a lot." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "Lullaby Fist", "text": "22S Can only connect against grounded opponent, causes a crumple on hit. Is only Vanish cancelable on hit, however doing this won't give a Smash Vanish for follow-up combos." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "Assist A", "text": "Kamehameha Single-hit beam assist." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "Assist B", "text": "Martial Spirit Each hit has 25 frames of blockstun with a 6 frame gap in-between. Guardpoint starting on frame 26. Incredibly fast for the amount of utility Martial Spirit provides. Second attack will auto-correct on sideswitch like point version. Assist B is fantastic on offense as it allows for gapless corner superdash 50/50s out of M/Hnormals. Interestingly, it also has a property where the second hit will always hit after the first. This is expressed as a delay between the two hits, as Roshi waits for the opponent to fall down before punching them away." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "Assist C", "text": "Turtle Hermit Flurry Teleports to the opponent on ground level. On hit, teleports again behind them and knocks down into a ground bounce SKD. Values in [ ] are when the opponent is in hitstun/untech." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "Evil Containment Wave", "text": "236L+M Forces a switch on hit, identical effect and frame advantage as a forced switch from ground DR. Can only DHC before the beam hits. DHC-ing early doesn't lose damage nor force a switch. Does a bit more damage if done on the opponent's last character, causes a soft knockdown and leaves Roshi at +1 at minimum. Get in the jar. Minimum Damage: 770.KO cinematic occurs if Roshi doesn't DHC and the opponent has 916 health or less. KO cinematic occurs if Roshi doesn't DHC and the opponent has 916 health or less. Deals bonus psychological damage. Always try to kill with this if your opponent's healthbar is below the sparking indicator at the end of the combo for instant serotonin." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "Turtle Hermit Extraordinaire", "text": "236H+S Minimum Damage: 864 (lvl2 adds 400) Roshi's DHC Super. Doesn't consume Smash if DHC before it hits. Can be extended into Full-Power Kamehameha for 1 bar, allows for combos into Charged Special Beam Cannon and Super Spirit Bomb." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "The Greatest Kamehameha", "text": "214L+Mor214H+S Minimum Damage: 1672 (only around 400 more than his level 2) +42 on hit, leaves opponent far away if used midscreen." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi", "title": "Master Roshi", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "Intro", "text": "This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.Consider helping rewrite it." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "Overview", "text": "Broly (DBS), orSuper Broly(= S Broly), is an unorthodox rushdown grappler, a combination fitting for a caveman. Armed with multiple command grabs, large normals, screen-spanning projectiles and armored moves, Broly wants to get in and open you up by mixing frametraps and throws, before obliterating your HP with his outrageous damage output. Broly's defining features are his damage and meter gain. His combo game can melt health bars with ease and build meter reliably, and his5LLLGuardStartup1RecoveryAdvantagebuilds an entire bar of meter for free. In addition, Broly's level 3 superGigantic RoarGuardAllStartup10+3Recovery31Advantage-25rips his shirt off, boosting his damage output by 15% and building meter passively for the rest of the game. This turns our saiyan into a TOD machine and an automatic ki battery, greatly helping his meter-hungry tendencies. Regarding neutral and mixups, Broly has access to several projectiles he can use to catch opponents and control the screen, like2SGuardAllStartup24RecoveryTotal 71Advantage-18or236SGuardAllStartup17RecoveryTotal 46Advantage-5. Once he's in, he can leverage his large but commital normals like5MGuardAllStartup15Recovery23Advantage-11,2MGuardLowStartup14 [21]Recovery19Advantage-7or5HGuardAllStartup15~38Recovery31Advantage-16to create lethal frametraps, conditioning opponents to sit still and making them vulnerable toGigantic FuryGuardThrowStartup22 [12]Recovery21 [23]Advantage, Broly's comboable command grab. Along with this, Broly's assists and supers are strong enough to fulfill basically any team synergy, especially thanks to his air-snipingB assistGuardAllStartup25RecoveryAdvantage+30. He also extends his partners combos extremely well thanks to the Special Tag mechanic, allowing extensions other characters could only dream off. To offset these strengths and his absurd damage, basically everything Super Broly does has long recovery andevery single normalis unsafe on block, which makes his gameplan extremely commital and therefore riskier than other characters. At the end of the day, Broly is atricky and commital character, but devastating in the right hands. Play him if you love high risk/high reward gameplay. If you enjoyed his debut movie, you'll get to experience it all over again whenever he lands a hit. Broly (DBS)is an aggressive rushdown grappler who tears down his foes up-close with frametraps and powerful command grabs. Insane Damage:The main reason to play him. Broly's combos are among the most rewarding in the game, with amazing corner carry and extremely high damage. This combined with his very long blockstrings can scare opponents into hanging themselves. Well-Rounded:With solid projectiles, big buttons, various command grabs, good defensive tools and strong oki, S Broly has options for just about any situation. Combo Extender:S Broly is one of the biggest beneficiaries of the Special Tag mechanic, since his enders can tack on loads of extra damage to even the longest of combos. Fantastic Supers:On top of them all dealing very high damage, Broly's Supers can easily enable any character-specific Super synergy you could think of. His level 3 is noteworthy for buffing his damage and turning him into a... Self-Charging Battery:Not only does Broly's level 3 gives him a passive meter gain that persists for as long as he's on point, and not only do his combos build high meter naturally, but his5LLLgives him almost a full baron its own. Frame Data:No normals are safe on block and their slow speed makes stagger pressure borderline impossible. Committal:Pretty much everything has high recovery, meaning S Broly has to think fast and be very deliberate in how he deals with any given situation. Limited Mix-up Options:Broly has no fast mix-up options outside of hisH Gigantic Fury, meaning that he heavily relies on conditioning his opponent to not jump or mash out of his pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "5L", "text": "Can challenge or continue pressure after a blocked236S. Because5Lis slower compared to most jabs, you're better off using2Lto challenge instead. However, this serves as a good midrange poke, usually preferred over hisMbuttons. It's also a really strong option post-Vanish, as it out-prioritizes other5Ls, catches backdash, jails down jumps and can be followed up with5Mto anti-reflect. Launches very high, centers the opponent on hit. Has enough hitstun to combo into Super Dash orj.Lfor a full combo. Combo and blockstring filler. Integral to Broly's corner combos because of how it launches opponents. Only comes out if5LLhits Gain 95% Ki during the animation, unaffected by any multipliers Since it's frame 1, it can't whiff 5LLL Gain 95% Ki during the animation, unaffected by any multipliers" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "5M", "text": "Goes almost halfscreen." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "5H", "text": "(Hold OK) Has 1 hit of mid/high strike armor beginning on frame 10. During5[H], if the armor is triggered, he will automatically stop charging and attack. Values in [] is when fully charged. Goes over half screen uncharged, but goes fullscreen when fully charged. Smash hit launches higher than most5Hs in the game, wall splats and combos into Super Dash. Can link into2Lin the corner. Non-Smash can still combo into Super Dash in the corner. Active on frame 5 after releasing H Values in [ ] are on frame 36-38" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "5S", "text": "(Hold OK) Hold or mashSto shoot all 5 Ki blasts. Last Ki blast launches on hit. Can cancel into6H- making for some tricky long-range frametraps and mixups, especially when combined withRaging Quake. Your standard Ki blasts. Faster than average but unsafe on block. The startup looks similar to his command grab, so it can be used in pressure to trick the opponent into jumping, allowing for a frame trap or putting his anti-air grabs into use. Each P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "2L", "text": "Launches on hit. Clash level: 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "2M", "text": "Can chain into itself up to 4 times. On block, there's a 6-frame gap between each follow-up2M. If cancelled from5M, only stomps twice. Similarly, stomping more than 2 times will prevent a gatling into5M." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "2H", "text": "Smash hit combos into Super Dash. A bit slower than average and moves Broly forward, meaning Super Dash will sometimes cross him up." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "2S", "text": "Wall splats on hit, can true string into Super Dash in the corner. Scales poorly as a starter and mid combo. Only has one hit, so it will not clear the ground. Can cancel into6H- making for some tricky long-range frametraps and mixups, especially when combined withRaging Quake." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "6M", "text": "Universal overhead." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "6H", "text": "Headbutt Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne. On hit, keeps grounded opponent standing, ground bounces airborne. The ground bounce can combo into SD even midscreen. Useful mixup tool: big damage on hit, forms a mixup between214L(beats block/reflect) or2L(beats mash/jump) Can be cancelled into from5Sor2S- making for some tricky long-range frametraps and mixups, especially when combined withRaging Quake." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "j.L", "text": "Huge hitbox for aj.L" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "j.M", "text": "Shorter range thanj.Lin exchange for lower hitbox. Puts the opponent into a short reeling animation on air-to-air hit, allowing a link intoj.Seven midscreen" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "j.H", "text": "5LLLLLLLDynamic hit can wall bounce. j.HSmash hit causes sliding knockdown. Very slow for aj.H." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "j.S", "text": "Hitbox is active as he's holding the ball up. Can't go offscreen, will \"slide\" against the corner's wall. Explodes when it hits the ground, enabling relaunches with2L. Cannot be Super Dashed through. Hold 8 to make the ball slow. Hold 2 to make the ball fast." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "j.2H", "text": "Airthrow with some limited tracking. Smash hit wall bounces, combos into SD." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "Raging Quake", "text": "236L/M/H(Air OK) Damage: Raw / Non-Smash / Smash Has 3 hits: one when he's airborne, a punch when he lands, and the shockwave Smash on the first two, but not on the shockwave Non-Smash first hit causes very small ground bounces Shockwave only hits in front of Broly. Your gapless blockstring ender for when you want to restart pressure with an assist, or otherwise don't want the gap that236Sleaves. Decent for High HSD combos into assists, but not much more than that in combos. Shockwave hits fullscreen. Ground version can wall splat on Smash hit. 236Mis very useful for corner combos due to the wallbounce. It's also useful as a confirm from2S. Shockwave on hit can be confirmed into236L+Mor214L+Meven at fullscreen. Shockwave hits fullscreen. Can combo into6H>2Lanywhere on screen for an easy, high damage combo route. Both versions bounces them up on Smash hit, with ground version having higher hitstun. 236L Damage: Raw / Non-Smash / Smash 236M Damage: Raw / Non-Smash / Smash 236H Damage: Raw / Non-Smash / Smash j.236L Damage: Raw / Non-Smash / Smash j.236M Damage: Raw / Non-Smash / Smash j.236H Damage: Raw / Non-Smash / Smash" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "Gigantic Fury", "text": "214L/M/H U Smash hit wall bounces, D Smash causes sliding knockdown. Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne. Similar in use to DBZ Broly's214M. Allows for a meterless combo anywhere. The only real issue with it is the 24f startup. When used in conjunction with his other options, it starts becoming far more deadly. On midscreen U Smash hit, can be extended without resources with dash5L. This is harder (though still possible) on small characters. In the corner you get much more time. U Smash hit wall bounces, D Smash causes sliding knockdown (identical effects to214L) Head invul from frame 4. Can only grab airborne opponents. Very useful post-snap in conjunction with assists. Calling the assist a little late can scare the opponent into blocking, which in turn opens them up to getting scooped. Common combo ender, e.g. [DR] >214M. After it, whiffing5Land doing an IADj.Mresults in an autotimed safejump that catches all techs and regenerates assists. U Smash hit bounces them up with high hitstun, D Smash causes sliding knockdown If the opponent is grounded when this move is inputted, Broly will do a ground throw similar to 214L, if they're in the air, he will do an anti-air throw similar to 214M Values in [ ] are for the anti-air version Grounded grab is significantly faster if the opponent is in hitstun. This move is crazy. The fact that it can be an air throw or a ground throw is both a blessing and a curse. The built-in option select is very strong, but it can be beaten. It has longer range than L and M versions and can be extended midscreen, even allowing for a Dragon Rush. The grounded grab is excellent; faster than the average command grab and will lead to a combo anywhere on the screen. Due to it leading into high damage, especially when Broly is powered up, this is the mix-up you want to structure your offense with." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "Eraser Blow", "text": "236S Damage: Raw / Non-Smash / Smash. Throws an orb at a 35 degree angle. Has 1 hit of super armor from frame 4. Smash on the physical hit before the projectile, Smash hit followups with a sideswitching hit into sliding knockdown. Smash hit can link into dash214Sin midscreen. Near the corner, the knockdown keeps the opponent very close to Broly, allowing for linking into214Swith ease. On offense, Eraser Blow is mainly used to safely end pressure, as it pushes Broly back considerably. The physical hit also jails into Vanish. Leaves a gap that will catch people trying to jump out of Broly's blockstrings after any normal; be wary of Level 3s and frame 1 counters. If they jump extremely late to prevent being caught by the physical hit, Broly is plus and can safely continue the string with2L. P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "Gigantic Heave", "text": "214S Raw hit can only grab standing opponent (whiffs on crouching). Mid-combo can grab grounded, airborne, and OTG. On hit, switches sides, is special cancellable. Smash hit combos into SD. Enables a meterless full combo after236S. This move has almost a half-screen's worth of corner carryall on its own. The sideswap property makes it really handy when your back is to the corner. The only moves it combos into after smash is used are his Air Level 1's, so keep that in mind." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "Assist A", "text": "Raging Quake Only the shockwave has hitbox, hits fullscreen." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "Assist B", "text": "Eraser Blow 55 frames of hitstun. +30 on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "Assist C", "text": "Blaster Cannon Broly does his2S, and on hit he teleports behind you to dunk you to the ground for a combo extension. 34 frames of startup. 32 frames of blockstun. 72 frames of hitstun. Oddly, due to having less active frames than multi-hitting beams (17 vs 25), the projectile does not extend as far before disappearing. You may notice it failing to reach if you're chasing a retreating opponent after calling the assist from full screen." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "Gigantic Charge", "text": "236L+M Switches sides on hit and block. On hit, forces a soft knockdown, leaves you in the +20 range. Minimum damage: 160, 700 (860). He will still continue the super even if DHC'd out." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "Gigantic Impact", "text": "j.236L+M Minimum damage: 300*3 (900). PressL/M/H/Sto do followups, can be done even on whiff. Has guard point till recovery. All 3 hits can be aimed. Doesby default. give sliding knockdown on hit. switch sides on block and hit. if done at the edge of the screen will pull the opponent out of the corner.only does so as a followup. Can be DHC'd into if you have a downed character by DHCing into that character's slot. This super gives better positioning than the grounded version while dealing a little more damage too. If your assists let you combo into this while maintaining corner and optimal routing, then do it. You can also use it as a nice little save when you accidentally usej.2Hmidscreen with SD already consumed. Angle it up-forward for the first hit (if done afterj.2H) and then drag your opponent to the ground with the rest, since this super gives a sliding knockdown with enough frame advantage to go for a safejump. Flying around doesn't consume Smash on hit, though this doesn't have any real applications. Minimum damage: 110*6 (660)." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "Meteor Shower", "text": "236H+S(Air OK) Reversal Super, autocorrects on startup. Does 1 hit with barrier, shoots 20 Ki blasts in all directions (only 8 directed at the ground), then after recovery 11 more Ki blasts will fall down (5 in front and 6 in the back). Always teleports back to the ground during recovery. The Ki blasts won't rain down if he DHC out. These Ki blasts will also disappear if he gets hit, but not if he blocks or raw tags out. Minimum damage: 20%. The \"shower\" won't trigger Super Scaling, but the initial barrage does. 236H+S P in active frames represents a projectile spawned j.236H+S P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "Gigantic Roar", "text": "214L+Mor214H+S Goes almost fullscreen. While the opponent is in hitstun/untech, distance travelled is increased (goes over fullscreen). On hit, from the moment he takes off his armor, all damage from Broly is increased by 15% and he will continuously gain Ki at the rate of 0.05% per frame (3% per second). This passive Ki gain is unaffected by any multipliers Minimum damage: 280, 100*15 (1780), or 2018 if already shirtless before using it. Spark + Limit break + Shirt off = You are dead Even without Spark or Limit break, you can get touch of death combos starting at half a bar with the right assists This super is flexible, has one of the highest minimum damage values among level 3s when shirtless, and is easy to combo into, as Broly charges nearly full screen when he's DHCed into." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)", "title": "Broly (DBS)", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 131 Color 141 Color 151 Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Resources", "title": "Yamcha", "section": "Intro", "text": "This page is Yamcha's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Resources", "title": "Yamcha", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Resources", "title": "Yamcha", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Resources", "title": "Yamcha", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.13", "title": "Version", "section": "Intro", "text": "Version1.13 Date Released:November 28, 2018 LinksSteamBandai Namco EuropeTranslationby @GREATFERNMAN Super Dash:BUG FIXFixed a bug where your characters position (left or right) affected the trajectory of super dashFixed super dash not ending immediately when it clashes with other movesFixed super dash's trajectory acting strange when the opponent vanishes Fixed a bug where your characters position (left or right) affected the trajectory of super dash Fixed super dash not ending immediately when it clashes with other moves Fixed super dash's trajectory acting strange when the opponent vanishes Super Dash, Z Change, Guard Cancel Change:BUG FIXFixed a bug where the character immediately landed after hitting an opponent near the ground Fixed a bug where the character immediately landed after hitting an opponent near the ground Z Change, Guard Cancel Change:ADJUSTMENTMade hitstop on block the same as super dash Made hitstop on block the same as super dash Guard Cancel Change:NERFTakes smash on hitIncreased recovery on hitIncreased untech time on hit Takes smash on hit Increased recovery on hit Increased untech time on hit Z Assist:NERF ASSIST ON DEFENCEYou can no longer call a Z Assist in the same situations where you cannot Z Change (e.g: after blocking or taking damage) You can no longer call a Z Assist in the same situations where you cannot Z Change (e.g: after blocking or taking damage) Air Dragon Rush (j.DR):NERFAdded Head property Added Head property Vanish:BUG FIXFixed Z Change's trajectory becoming weird when vanished against Fixed Z Change's trajectory becoming weird when vanished against Ground Dash (Foward):ADJUSTMENTSpecial moves can be done during the startup of dash now Special moves can be done during the startup of dash now Dragon Balls:UIWhen a character is KOed, the game will now show how many dragon balls there are When a character is KOed, the game will now show how many dragon balls there are Special Move Inputs:QUALITY OF LIFEMade it so special moves have input priority over Z Reflect when inputted at a specific timing (probably to make inputs easier) Made it so special moves have input priority over Z Reflect when inputted at a specific timing (probably to make inputs easier) K.O Cinematic:BUG FIXFixed a bug where the animation continued when killing an opponent with a cinematic move Fixed a bug where the animation continued when killing an opponent with a cinematic move Goku (Super Saiyan) 236L/MBUFFRemoved Head property on ground ver. Removed Head property on ground ver. This move can no longer be anti-aired Vegeta (Super Saiyan) j.2HAdded more horizontal travel distance Added more horizontal travel distance Piccolo 2SBUFFDecreased startupIncreased hitbox Decreased startup Increased hitbox AssistADJUSTMENTThe orb no longer disappears during cinematics as long as Piccolo is still on screen The orb no longer disappears during cinematics as long as Piccolo is still on screen 214LBUFFGround ver. ground bounces on hit now Ground ver. ground bounces on hit now j.214L/HDecreased startupChanged the falling speed on hitIncreased untech time Decreased startup Changed the falling speed on hit Increased untech time 3/6S:Increased hitboxKnocks opponent back on hitChanged effect on hit Increased hitbox Knocks opponent back on hit Changed effect on hit 3S:Decreased startup Decreased startup Gohan (Teen) 5LLChanged the amount of vertical distance gainedIncreased untech timeAdded landing recovery Changed the amount of vertical distance gained Increased untech time Added landing recovery 5LLLChanged the movement speedChanged the effect on hitIncreased untech timeMade the move Head property Changed the movement speed Changed the effect on hit Increased untech time Made the move Head property This move can now be anti-aired 2S/j.SBUG FIXFixed a bug where the ki blast would not explode when hitting things like barriers Fixed a bug where the ki blast would not explode when hitting things like barriers Frieza 5LLLBUG FIXFixed a bug where the cinematic would play out in an odd way Fixed a bug where the cinematic would play out in an odd way 214SChanged the effect on hit if it hits on the way back Changed the effect on hit if it hits on the way back OTG[H+S] (Reversal level 3)BUFFChanged the situations and timings during which the super can be doneIncreased startupIncreased damage Changed the situations and timings during which the super can be done Increased startup Increased damage Captain Ginyu 5LLBUFFDecreased startup Decreased startup 5LLLBUFFMade it possible to cancel into S moves on block or hit Made it possible to cancel into S moves on block or hit Trunks 236L/HRemoved Head property Removed Head property This move can no longer be anti-aired 214L+M/H+SIncreased grab range Increased grab range Cell 2SMade the initial hitbox largerBlows opponent back on hit Made the initial hitbox larger Blows opponent back on hit Android 18 Z Assist/j.214SBUFFBarrier size increased Barrier size increased 22S/j.22SBUFFCan now protect allied Z Assists Can now protect allied Z Assists Gotenks 2HBUG FIXBUFFIncreased the hitbox on the bottom of the move in the initial frames Increased the hitbox on the bottom of the move in the initial frames Probably fixes anti-airing small characters 214SBUG FIXFixed a bug where the move would act strangely when it hit an assist Fixed a bug where the move would act strangely when it hit an assist 214L+M/H+SNERFRecovery until landing on hit Recovery until landing on hit Nerfed hard knockdown okizeme on hit Krillin j.2SBUG FIXFixed a bug where the ki blast would not explode when hitting things like barriers Fixed a bug where the ki blast would not explode when hitting things like barriers 236X/j.236XBUFFIncreased untech time Increased untech time 214SBUFFReduced recovery on whiff or block Reduced recovery on whiff or block Kid Buu 236LBUFFIncreased startup on ground ver. Increased startup on ground ver. j.236L+MIncreased untech time if it hits on the way downMade it cross up less often after hitting Increased untech time if it hits on the way down Made it cross up less often after hitting Majin Buu 5MPush back reduced Push back reduced 5HBUFFDecreased startupChanged movement speedUpper hitbox reduced Decreased startup Changed movement speed Upper hitbox reduced Nappa 214L/M (Saibamen)Total duration decreasedNappa recovers faster from planting Total duration decreased Nappa recovers faster from planting 214S2nd hit startup decreased 2nd hit startup decreased Android 16 Z AssistNERFBlockstun decreased Blockstun decreased 214SMade it a multi hit move Made it a multi hit move 236SDecreased startupRecovery on whiff decreased Decreased startup Recovery on whiff decreased 214L+MBUG FIXNERFFixed a bug where the last hits could be blocked when Ultimate Z Changing at a specific timingChanged opponent's distance after hit Fixed a bug where the last hits could be blocked when Ultimate Z Changing at a specific timing Changed opponent's distance after hit Yamcha 214X/j.214XUntech time increased Untech time increased All Wolf Fang Fist movesBUFFMade it easier to combo airborne opponents Made it easier to combo airborne opponents Tien 214X/j.214XBUFFReduced landing recovery Reduced landing recovery 214L+M ~ X...Altered the damage distribution of the followups Altered the damage distribution of the followups Gohan (Adult) 5HIncreased push back on blockRemoves momentum Increased push back on block Removes momentum 2HReduced the amount Gohan moves forward Reduced the amount Gohan moves forward 5H and 2H changes combined makes 2H whiff when the opponent blocks5H > 2H 236HSIncreased damage when charged Increased damage when charged 214L+M/H+SFixed a bug where the opponent would appear in the cinematic Fixed a bug where the opponent would appear in the cinematic Hit 236LM/j.236LMBUFFChanged the timing where Ultimate Z Changes are doableIncreased damage and changed the effect on hit when the cinematic does not play Changed the timing where Ultimate Z Changes are doable Increased damage and changed the effect on hit when the cinematic does not play 236LMBUFFHitbox increased above Hitbox increased above j.236LMBUFFChanged effect on hit Changed effect on hit 214L+M/H+SBUG FIXFixed a bug where Z Change could be done at the same time as supers after this move hit the opponent Fixed a bug where Z Change could be done at the same time as supers after this move hit the opponent Goku (SSGSS) 214M/HBUFFNow teleports before attackingIncreased startup Now teleports before attacking Increased startup 236L/MBUFFReflects ki blasts earlier Reflects ki blasts earlier Vegeta (SSGSS) j.2HIncreased horizontal movement Increased horizontal movement 214X/j.214XBUFFReflects ki blasts earlier now Reflects ki blasts earlier now Beerus 214X/j.214XBUFFDecreased startupIncreased movement speed Decreased startup Increased movement speed 236SDecreased startupDecreased total duration Decreased startup Decreased total duration 214SBUFFDecreased startupAdded guard-point property during the middle of the move Decreased startup Added guard-point property during the middle of the move 214L+M/H+SBUFFRecovery on hit decreased Recovery on hit decreased Goku Black 236LM/j.236LMBUFFIncreased damage Increased damage 236HS/j.236HSChanged effect on hit Changed effect on hit Android 21 5MPush back decreased Push back decreased 214G (Green - Barrier)BUFFCan now protect allied Z Assists Can now protect allied Z Assists This change is to match the Android 18 barrier changes j.214L+M/H+SRecovery on hit decreasedBlows opponent back on hit Recovery on hit decreased Blows opponent back on hit Bardock 214X/j.214XIncreased untech time Increased untech time 214L+M/H+SIncreased recovery on hitChanged distance from opponent on hit Increased recovery on hit Changed distance from opponent on hit Broly 2HBUG FIXBUFFIncreased the hitbox on the bottom of the move Increased the hitbox on the bottom of the move Probably fixes anti-airing small characters Various Special MovesArmour starts earlier Armour starts earlier Vegito (SSGSS) j.2HBUFFNow jump cancelable on hit Now jump cancelable on hit j.236L+M/H+SBUFFMinimum damage increased Minimum damage increased Zamasu (Fused) 5MBUFFIncreased movement speed Increased movement speed 236S/j.236SBUFFMade it easier to follow up into 236X/j.236X after Made it easier to follow up into 236X/j.236X after 214L+M/H+SBUG FIXFixed a bug where the hit effects would look weird in certain situations Fixed a bug where the hit effects would look weird in certain situations Goku 236LMBUFFIncreased buffer time on the follow ups Increased buffer time on the follow ups 236LM ~ MBUFFAdded invulnerability during the spin Added invulnerability during the spin 236LM ~ S/2SBUFFDecreased start up Decreased start up Vegeta 2S/j.2SBUFFDecreased recovery Decreased recovery j.2HDecreased recoveryDecreased active framesDecreased horizontal movement Decreased recovery Decreased active frames Decreased horizontal movement Android 17 236LMBUG FIXFixed a bug where the hit effects would look weird in certain situations Fixed a bug where the hit effects would look weird in certain situations Cooler AssistBUG FIXFixed a bug where Cooler would not push the opponent back Fixed a bug where Cooler would not push the opponent back j.236LMBUG FIXFixed a bug where the cinematic would look weird when this move killed Fixed a bug where the cinematic would look weird when this move killed" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.13", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "Overview", "text": "Zamasu (Fused)is a pressure character with the mix-ups and combos of a god. His unique mechanic, Heaven’s Flash, gives him the ability to fly and lets him do everything from skipping neutral, to mix-ups, to combos, you name it. Zamasu's toolset is complex and can be daunting at first glance, but what it offers when in the right hands is monumental. To start off, Wall of Light is one of his most important tools that gives him fiendish mix-up capabilities, enhanced okizeme, and creative combo structures. Blades of Judgment is his Hellzone-style super that provides him with oppressive oki options, insane combo damage, and a ToD from nearly any starter when given the resources to do so. To top it all off, Heaven’s Flash provides him with Heaven’s Warp, a move that means everything to Zamasu because it gives him the ability to phase through Super Dash, create even more mix-ups, and skip neutral entirely. Zamasu (Fused)is a mix-up character who rules the skies with his unmatched mobility. Heaven's Flash (AKA Flight): Omnidirectional movement stance unique to Zamasu, loaded with powerful properties. Mastering this gives him unmatched flexibility in neutral, especially since it comes with a much-needed frame 1 reversal in Warp. God of Stalling:Zamasu's Flight grants him nigh-unparalleled defensive neutral, allowing him to camp and run away in order to stall out an enemy's Sparking timer, wait out his own assist cooldowns, or force the enemy to approach when Zamasu has more resources or health. Certain characters' neutrals are just completely invalidated by this. Brutal Pressure:On top of fantastic universal pressure, Zamasu has all the high/low and left/right mixups you can imagine (some using the aforementioned Flight), and quite possibly the best okizeme tool in the game... Blades of Judgment:This super gives Zamasu multilayered mixup oki that is extremely hard to contest, and it can also be used tosignificantlyboost his damage to the point he may ToD people on accident. Celestial Normals:Zamasu's buttons are very good all-around, with excellent range and frame data. Among them,5Mstands out as an 8f medium and2His an incredibly huge button that sometimes \"just wins\" in situations it shouldn't due toprojectile and assist invuln. Divine Blessings:Despite otherwise being rather selfish, Zamasu provides a surprisingly strong selection of assists.A assistGuardAllStartup34RecoveryAdvantage+30is an enormous beamlike,B assistGuardAllStartup20RecoveryAdvantage+29is a solid strike assist and, most notably,C assistGuardAllStartup28 [20]RecoveryAdvantage+29is among the most degen in the game, allowing other characters to essentially skip neutral with the press of a button. Gods Demand Sacrifices:While his damage is still quite high, the crux is that he needs assists and/or meter to be able to fully take advantage of it, unlike others who can match him. Sloth is the Deadliest Sin:Zamasu is a complex and mechanically demanding character in a game where ease of use is the standard. Getting used to him takes more time and effort than average. Some Mortals Plan:Since Blades of Judgment oki only works in the corner, and he needs meter to both set it up and kill on the subsequent touch, Zamasu vastly prefers Point characters who can givespecial tag DRand great corner carry, enabling him to run his gameplan off the first touch. A partner who cannot provide these things will ultimately leave Zamasu wanting for more, so he can be somewhat picky when you build a team around him. Lightning of Destitution: His Level 3 has below-average damage, and despite its tracking, it's too slow to be a good reversal. While it does give a 50/50 in the corner, there's no real reason to use it over the cheaper and tighter BoJ." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "5L", "text": "Great reach but2Lwill whiff if chained at max range. Unlikely to happen though. Can cancel into itself using4L. Crazy range and good frame advantage. Staggering from2L, into2L, back into itself, or for setting up a dragon rush is all quite simple and powerful thanks to the way Zamasu slides forward as he does it. Blockstring and combo filler. Slower than5M, on clash do5L>4L>5M. Advances forward a fair bit, making it a consistent anti-reflect. Otherwise, mostly just blockstring and combo filler. Command grab.Tick throw can be set up with assists.Without assists5LLhas too much blockstun for5LLLto connect. Tick throw can be set up with assists. Without assists5LLhas too much blockstun for5LLLto connect. Can be used as a tick throw setup with a low blockstun assist. You can do some silly stuff like using this to style on people trying to reflect delayed normals in your strings, but if you're gambling on them respecting so much you should just try to get away with orbs instead. Command grab.5LLL except Zamasu pauses before the grab, making it WAY slower.Values in [] are for this version. 5LLL except Zamasu pauses before the grab, making it WAY slower. Values in [] are for this version. Can only be input after 5LL. 5LLL Values in [ ] are when used as 5LL~6L" }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "5M", "text": "Long range, but very punishable on whiff. Hits 2 frames meaty at roundstart distance with 10f startup and being -5 on block. As Zamasu lacks a slide, this is his best advancing normal." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "5H", "text": "Basic combo blockstring filler. Useful for combo extensions, but generally outclassed by236S." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "5S", "text": "Combos into236Sreliably. Can go over low high-priority beam attacks such as Goku's Kamehameha." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "2L", "text": "Can be chained twice. Good stagger tool with amazing range, usable for all sorts of 50/50s even midscreen." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "2M", "text": "Maintains some dash momentum. Has a smaller hitbox than it seems." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "2H", "text": "Deceptive horizontal range. Large spherical hitbox above Zamasu's head, but will not hit crossups. Guardpoint against projectiles, along with head invul. Invulnerable against Head attribute attacks, guard point against non-Super projectiles, deflect Ki Blast" }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "6M", "text": "Unlike many, Zamasu's universal overhead can be deadly thanks to orbs." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "j.L", "text": "Allows for a double overhead after IADj.M. Crossup IADj.Lcan be converted out of with5M." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "j.M", "text": "Decently active and good range for air-to-airs. Allows for a double IAD overhead in conjunction withj.L." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "j.H", "text": "Flight cancels allow for multiple overheads. Deceptive horizontal reach." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "j.S", "text": "(Hold OK) Can be repeated 3 times in total. Basic lv. 1 projectile. Completely resets your momentum, making you fall straight down afterward." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "j.2H", "text": "[] is on Smash hit. Spikes the opponent at a slightly more vertical angle thanj.H. Ground bounces grounded opponent, though can't be extended with Vanish. Combos off ofj.S. Can be used as another overhead making him even tricker to block." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "Eternal Justice", "text": "236L/M/H(Air OK) All versions keep dash momentum so you can2366L/M/Hto cover ground. Press S on hit, block, or whiff to trigger Heaven's Flash.If you are holding any direction besides 8 when you press S, the flight cancel will not be activated. This applies to all versions of 236X.Flight cancel is -5 on block. If you are holding any direction besides 8 when you press S, the flight cancel will not be activated. This applies to all versions of 236X. Flight cancel is -5 on block. Reliably sets up a high low 50/50 with high blockstun assists (usually only in the corner due to too much pushback). Sets up a midscreen-only left right 50/50 with most assists, in tandem withf.2L. 236L~Skeeps Zamasu in place. Your safe, gapless blockstring ender.2M>5H>236Lis your main grounded assist combo filler due to its high overall damage. Gives a sliding knockdown. Doesn't have enough advantage to linkBlades of Judgment. Combos reliably after a236Swallbounce. Air version starts up 1f SLOWER than grounded version. 236M~Spushes him back. While it's technically his best lariat in neutral due to going farther than the H version, the low reward on hit combined with Zamasu's unorthodox neutral structure and being slow up close means it isn't super strong. Is outclassed in combos by its flight variant and236H. Faster than the M version, still doesn't true string on block. Longer knockdown than236M. 236H~Sshoots him forward, going over the opponent. Gives a long sliding knockdown. Combos into Blades of Judgement and can give Zamasu his236L~Smixups with lower blockstun, at the cost of half a bar." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "Wall of Light", "text": "214L/M/H(Air OK) Freezes Zamasu in place while preserving (some of) his momentum. The orbs disappear if you take damage, block anything, activate a super, or land or break a Dragon Rush. All orbs for all versions are Ki Blast property. Slow startup but cancelable into Heaven's Flash if you press S at the end of the move.On the ground this puts him at about the same height as activating 214S.Conversely, cancelling into flight with this move midair has Zamasu stay in place.This input can be tricky to time, especially with a single button press, so give it practice. You can hold S while the move occurs to make it much easier. On the ground this puts him at about the same height as activating 214S. Conversely, cancelling into flight with this move midair has Zamasu stay in place. This input can be tricky to time, especially with a single button press, so give it practice. You can hold S while the move occurs to make it much easier. Orbs hit on frame 126.For all versions, the second orb hits 14f after the first one. For all versions, the second orb hits 14f after the first one. 2M>5H>5S>236Lright after the ending of this move will ensure lightning hits, extending the combo, although this series can and will change depending on necessry delays, screen position, being in the air or ground, etc. Crucial move forBlades of Judgmentcombo enders. Orbs hit on frame 219. The startup of this move is 2f faster than the L variant, but the orbs hit much later. This move is mainly used as the lynchpin ofBlades of JudgmentokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.setups, but it also sees use in less-scaled combo extensions like2Hconfirms. Orbs will shoot out twice, first wave on frame 126, the second on frame 216 (4 orbs in total, so the 14f delay between each orb still applies). A useful pressure tool, as its lightning fast recovery lets him reset pressure with it surprisingly easily. Really good (albeit somewhat difficult to use) for solo corner combos, letting him dish out massive damage even without the help of assists when need be. Is fast enough to be used as aDR CrushAn EX move done in place of a Dragon Rush to trick the opponent into teching and punish them for it. Must not start up too quick; an unreactable move is obviously too fast to bait out an incorrect reaction. Only works if your opponent can actually react to DR.in combination with5M, but only when spaced (i.e: with4LL. Buttons that are both quick and large may still be able to punish you. 214L Orbs spawn on frame 16 214M Orbs spawn on frame 15 214H Each P in active frames represents a projectile spawned Orbs spawn on frame 12 j.214L Orbs spawn on frame 16 j.214M Orbs spawn on frame 14 j.214H Each P in active frames represents a projectile spawned Orbs spawn on frame 12" }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "Divine Order", "text": "236S(Air & Hold OK) Has smash properties and will trigger a wallbounce, even midscreen. The blade's hitboxes can deflect Ki blasts. Always leaves a 3-frame gap on block if chained into from medium or heavy attacks. Zamasu's midscreen combo extender, although it's much more difficult to link after than5H. Has an enormous hitbox, better in some scramble situations than you'd realize thanks to it covering a huge horizontal and vertical space on the screen. Shoots a projectile that clashes with beams and can not be superdashed through. At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.Links into5Lin the corner. Links into5Lin the corner. 236[S] P in active frames represents a projectile spawned j.236[S] P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "Heaven's Flash", "text": "214S(Air OK) Zamasu's flight. The single most important tool in his arsenal. A Zamasu who can't fly is a dead Zamasu. You can only fly once per jump. Buttons will now give you special attacks without having to manually input them. You can move around while doing attacks during flight. Attacking or blocking will end the flight. Assists will not begin cooldown until your flight ends. Grounded flight puts you at a set height in the air. Aerial flight keeps you in place and starts up 9f faster. You can use tiger knee motion (2147S) to take advantage of this. Flying can still be cancelled into superdash, as well as a special airdash that warps Zamasu forward and can pass through the opponent. Movement during flight is superb, and you can still block so there's very few downsides. Being locked to only using mid-hitting special moves is absolutely nothing to worry about given your extremely speedy dash that crosses up. If you need to high/low someone, fly/unfly with an assist is a quick and easy way to do it." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "Heaven's Warp", "text": "f.66orf.44orf.4H+S Teleports a fixed distance. Can warp backwards or forwards horizontally. Maintains air action. Passes through opponents at certain heights. Frame 1 invincible. Using the dash macro for this moveonly works for the backwards versionas of v1.38.Using forward dash macro (6 + HS) will give youf.6S. Using forward dash macro (6 + HS) will give youf.6S. Heaven's Warp (often just called \"dash\", \"teleport\" or \"warp\") is everything you could ever ask for. It's invincible from the very first frame, giving Zamasu a way to fight superdash by simply going through it. It gives better mixups from flight and can set up high/low/left/rights from anywhere. All of Flight's tools become exponentially better when flight cancelled; he can use it to approach behind Divine Order (f.6S) and be plus on block from halfscreen or greater with little to no commitment, use it for surprise overheads after shooting, and all around make his opponent paranoid of everything in the neutral game. In addition to being able to turn a neutral situation into a blockstring solo from fullscreen, the backwards version also allows him to shootf.6Sand retreat instead of advancing forward, allowing him to pester the opponent while shooting high-priority projectiles without much (if any) risk. Combined with Zamasu's unique ability to sit back at the top corner of the screen, \"backwarp\" is what makes Zamasu's defensive neutral such a living nightmare to face." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "f.S", "text": "(Hold OK) Can be repeated 3 times in total. Basic Ki Blast. Has more hitstun that the basicj.S.Combos into Dragon Rush in the corner. Combos into Dragon Rush in the corner. Neutral and combo tool. Combos intof.Mfor Blade of Judgement combos, or more commonlyf.6Sin most 214X combos. Outrageous and obnoxious thanks to flight's speed and Zamasu's free movement while firing. Cancel into Heaven's Warp if the opponent superdashes at you." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "f.2H", "text": "Spikes the opponent at a slightly more vertical angle thanj.H. Combos off ofj.S. Always gives a sliding knockdown, unlike j.2H. The only normal that can be performed in flight other thanj.S." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "Eternal Justice", "text": "f.L/M/H Cancelable into Heaven's Warp on hit, block, or whiff.You can use any of the traditional warp inputs to do it, but for this move you can also press S or 4+S to get a warp. You can use any of the traditional warp inputs to do it, but for this move you can also press S or 4+S to get a warp. Can be steered up or down as Zamasu is charging forward, letting you hit crouching opponents.Inputs like this are notated as \"f.2X\" (down) or \"f.8X\" (up, much less common). Inputs like this are notated as \"f.2X\" (down) or \"f.8X\" (up, much less common). Data in parenthesis refers to dash cancel. Combos reliably after f.S. Provides sliding knockdown on hit.Advantage is equivalent to normal 236M. Advantage is equivalent to normal 236M. Not as useful as f.M for combo purposes. Can be used to give midscreen left/right mix with an assist after 236L. Combos reliably after Wall of Light, even if only one orb hits. Provides a lengthy sliding knockdown.Advantage is equivalent to normal 236H. Advantage is equivalent to normal 236H. Gives plenty of advantage on hit and combos into Blades of Judgement, similarly to 236H. Is the most efficient and reliable way to go into BoJ. Has a lot of advantage on knockdown, but this doesn't end up meaning much since BoJ okizeme works perfectly well off j.2H/j.DR/smash j.H knockdowns. Provides a ground bounce sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "Wall of Light", "text": "f.4L/M/H Freezes Zamasu in place while preserving (some of) his momentum. Functionally the same as their non-flight versions aside from the input. f.4L Orbs spawn on frame 16 f.4M Orbs spawn on frame 14 f.4H Each P in active frames represents a projectile spawned Orbs spawn on frame 12" }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "Divine Order", "text": "f.6S(Hold OK) Smashes if the physical hit connects, causing a wallbounce. Like f.2X, for this move you can also press S or 4+S to get a warp on top of the traditional inputs for it.This move description will refer to \"f.6S> warp\" asf.6SS, but you can use any warp input in the exact same way (i.e:f.6S>f.66). This move description will refer to \"f.6S> warp\" asf.6SS, but you can use any warp input in the exact same way (i.e:f.6S>f.66). This move is most commonly referred to by its input,f.6S. Prime move for approaching and playing keep away while in flight mode. Always fires the projectile and is whiff cancelable into Heaven's Warp.f.6SSis +14 at point blank and can get up to +18 at max range, truestrings into basically all air buttons and lets Zamasu start his offense. On hit at close range,f.6SSalso allows for comboing intoj.L. Key for certain Blades of Judgment okizeme setups, and is his primary source of damage and knockdowns (f.6S> warp > j.DR in the corner) if he isn't routing into BoJ. Can slightly drift around during startup. Charge version is significantly slower than usual, but drifting will allow him to aim the shot better. f.6S P in active frames represents a projectile spawned f.6[S] P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "Assist A", "text": "Divine Order Can't be super-dashed through. Only the projectile has hitboxes. Excellent hitstun and average blockstun." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "Assist B", "text": "Eternal Justice Quick lariat assist, that's about it This assist managed to go over a year on the Dustloop Wiki without anyone ever adding a description or caption to it. That should tell you how noteworthy it is." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "Assist C", "text": "Divine Authority Has head and projectile invul after the teleport, just like2H. What was once a forgettable assist has transformed into one of the most disgusting options you could ask for in neutral. The aforementioned properties it shares with 2H alongside its tracking, typical C assist confirm window, and ridiculous hitbox means this assist is extremely easy to utilize and pretty difficult to deal with. Notably, DBFZ classifies assists (strike or otherwise) as projectiles, so its invulnerability effectively allows it tobeat other assistswhen timed correctly." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "Divine Wrath", "text": "236L+M(Air OK) On the way down the ball hits for 700, explosion does 400*3, 800. Minimum damage is 210, 120*3, 240 (810) Descending ball super. If you input the move and DHC into a sufficiently short non-cinematic super before it hits at all (like doing it off an aerial SKD), you can get follow ups afterwards." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "Blades of Judgment", "text": "236H+S(Air OK) The blades obscure Zamasu significantly on the ground, allowing for ambiguous mix-ups while the opponent is locked down. Wormholes disappear as soon as Zamasu tags out. Each blade does 100 damage and ground bounces airborne opponent. Each explosion does 350 damage and pops the opponent up. Always shoots down at the same angle, activating Blades of Judgment at various heights and positions on screen can yield different results and unique situations. Every hit perpetuates scaling, but has the initial scaling of M normals (uses the least scaling table). Combos following after this super will have 15% minimum damage. Blades of Judgment, AKA BoJ, Zamasu's key meter dump tool, completely defines his okizeme and combos. Due to its extremely long startup, BoJ is completely un-interchangeable with Divine Wrath or Lightning of Absolution; don't treat it like a traditional super. In combos, leads to hellacious damage potential off any starter, but needs a resource (assist/meter) to set up. In terms of practical, efficient combos, BoJ can only be linked into with fM or 236H. Depending on HSD and screen position, the combo extension you do during BoJ will vary, with corner BoJ routes doing a lot more damage than midscreen BoJ as a result. Some assists can allow you to BoJ again after BoJ (known as Double BoJ) with a specific extension, which is useful for meter dumping if you have a lot of it. 236H+S Projectiles go active on these frames: 50, 54, 60, 66, 72, 78, 82, 88, 94, 97, 100, 101, 106, 107, 110, 113, 119, 125 Advantage assuming the opponent blocks the first projectile can range from +94 to +127, depending on positions and body sizes j.236H+S Projectiles go active on these frames: 50, 54, 60, 66, 72, 78, 82, 88, 94, 97, 100, 101, 106, 107, 110, 113, 119, 125 Advantage assuming the opponent blocks the first projectile can range from +87 to +128, depending on positions and body sizes" }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "Lightning of Absolution", "text": "214L+M(Air OK)or214H+S(Air OK) Minimum damage is 12, 280*6 (1692) Zamasu's only invincible reversal. Is quite slow for a Level 3 super. Tracks the opponent anywhere on screen as long as they are in front of Zamasu. Quite good against assists, as he'll still do the entire lighting barrage even when it's blocked or whiffs. Can whiff if opponent is actively super dashing." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)", "title": "Zamasu (Fused)", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Frame_Data", "title": "Vegeta", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2/Frame_Data", "title": "Super Baby 2", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Super_Baby_2/Frame_Data", "title": "Super Baby 2", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "Overview", "text": "Vegeta (SSGSS)—commonly referred to asSSB Vegeta,Vegeta Blue,Blugeta—is a hyper-charged version of a glass cannon, with extremely oppressive tools on offense and crazy damage. Vegeta's toolkit in his blue form is focused on agression thanks to his special moves and projectiles. He boasts the ability to do terrifying damage, overwhelm the opponent's guard, convert off even the most tiny openings (including some disgustingKi Blasts), burn meter to ramp all of these aspects up a few notches, and more. During neutral, SSB Vegeta can count onj.2SGuardAllStartup10RecoveryAdvantage,j.SGuardAllStartup12RecoveryAdvantageandBig Bang AttackGuardAllStartup9Recovery31Advantage+3, excellent zoning tools working together to cover a lot of angles. Should he find an opening, the Prince typically carries opponents all the way to the corner on combos as well, leading to great damage and further pressure afterward. These notable zoning and combos are made possible by his comically buffedBig Bang AttackGuardAllStartup9Recovery31Advantage+3special, an enormous high-priority projectile dealing almost as much as a level 1 Super, while being cancellable on hit or block. His pressure is also fairly good, as his normals are almost all safe on block for stagger pressure. Besides, the looming thought of getting caught by anarmored grabGuardThrowStartup20Recovery20+3LAdvantagealways exists, and he can also use236MGuardAllStartup15Recovery21 (in air)Advantage+2 (-8 if landed)to enable 50/50 mixups with assists. Vegeta can also burn meter like a champ. His236H Rekka kickGuardAllStartup12-18Recovery21Advantage-5become a fullscreen lariat, the followup can crossup and more, while hiscommand grabGuardThrowStartup20Recovery20+3LAdvantagegets Guard Point, blocking everything for a short duration. If he hasenoughbars, you may just end up dead to his devastating Level 5, which is extremely punishing. His faults mainly lie in his options while pressured, lack of crazy mix-up potential solo, and whiffing moves causing high lag likeBig Bang AttackGuardAllStartup9Recovery31Advantage+3, but these don't matter when Vegeta's slamming his opponent's face into the World Tournament Arena or pummeling them with rapid kicks because they thought they were done dealing with his pressure. Vegeta (SSGSS)fights using unparalleled aggression to pummel opponents into submission, with huge damage and unholy pressure. Absurd Damage:SSB Vegeta has some of the highest solo damage in the entire game, with236SGuardAllStartup9Recovery31Advantage+3dealing almost as much damage as a level 1. Lots of meter dump options. Corner Carry:Big Bang AttackGuardAllStartup9Recovery31Advantage+3cancelling into Superdash along with his other excellent specials, allows Vegeta to end up in the corner from most conversions. Scary Pressure:Impeccable pressure resets mean escaping is excruciating. Access to devastating mix-ups from as far as full-screen with plus on block236SGuardAllStartup9Recovery31Advantage+3and hisrekkalead to potent 50/50s. Reflect proof mix-ups with his exceptionalcommand grabGuardThrowStartup20Recovery20+3LAdvantage. Meter-dump:Vegeta benefits a lot from meter with a meter hungry236HGuardAllStartup12-18Recovery21Advantage-5and level 5 super extension letting him dish out extra punishment if you have the resources to back him up. Powerful Conversion Tools:Vegeta's ki blasts have a ridiculous amount of hitstun, allowing him to convert stray hits into big damage with a meterless236SGuardAllStartup9Recovery31Advantage+3leading to exceptional damage from anywhere on screen. Exceptional Zoning:Vegeta's ki blasts are incredibly fast, have 2 very good angles, low recovery and can be cancelled into236SGuardAllStartup9Recovery31Advantage+3on block/whiff safely which in turn can be cancelled into Superdash or other specials. This is tricky to navigate against. Range of Normals:A trait shared with all the Vegetas, SSB Vegeta's normal attacks are small and don't send him very far. Better with friends:Needing an assist for his rekka mix-ups makes Vegeta heavily reliant on his teammates. Using236SGuardAllStartup9Recovery31Advantage+3is great when an assist covers SSB Vegeta or on prediction in neutral, but otherwise is very slow and punishable. Lackluster Assists:SSB Vegeta'sA assistGuardAllStartup39Recovery137-144Advantage+45is slow to come out as a projectile,B assistGuardAllStartup20RecoveryAdvantage+29is a standard half-screen lariat and C assist is an unremarkably standardC assistGuardAllStartup23 [20]RecoveryAdvantage+55." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "5L", "text": "A typical jab. Decent frame data, which makes it good for stagger pressure. Has okay reach. Hitbox doesn't extend beyond his fist, and he doesn't move forward very much. If you catch the opponent in the air with this, then5LLLwill easily catch them. NOT an overhead. Moves Vegeta forward 50% of the screen. Safe on block and pushes opponent away a good amount." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "5M", "text": "Combo fodder or blockstring filler. About the same range as2Mand will hit higher." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "5H", "text": "Can be special cancelled into236Lfor rekka pressure. Vegeta lacks good range on both of his5Mand2Mmoves unlike many other characters who have one or both, which puts5Hin the spotlight. It is his farthest reaching normal, and it is quite fast compared to other5Hbuttons. However, it is still a heavy attack, making it slower than many other attacks. If it is blocked, always special cancel." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "5S", "text": "Throws a Ki Blast low to the ground. Launches on hit. Whiff cancelable to2S,236Sand Supers." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "2L", "text": "Typical crouching kick. Good for stagger pressure paired with5L" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "2M", "text": "Starter for high damage combos. Neither reaches far or moves him much closer." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "2H", "text": "Puts Vegeta in an aerial state." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "2S", "text": "Throws a Ki Blast upward. Launches on hit. Whiff cancelable to5S,236Sand Supers. 2Sa great way to put a check on jumpy and aggressive opponents. Since5Scannot clash with other projectiles that well,2Smust fill that role. Due to its angle, it can only clash when the opponent's projectile is close. However,5Scan be done immediately after to catch long recoveries." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "6M", "text": "Universal overhead." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "j.L", "text": "Typical air knee." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "j.M", "text": "Go-to air overhead." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "j.H", "text": "Standard IAD jump-in." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "j.S", "text": "Temporarily freezes momentum. Whiff cancelable toj.2S,236Sand Supers." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "j.2H", "text": "Hitbox is horizontally impaired. The move that every combo should try to fit in at least once. It doesn't hit in front of Vegeta very well, so because of this, combos can be dropped if2Mwasn't done close enough." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "j.2S", "text": "Keeps momentum unlike most air Ki Blasts. Whiff cancelable toj.S,236Sand Supers. Similar to Vegeta'sj.Sbut instead of throwing it downward, he'll throw it in a shallow upward angle. Can be a good air-to-air at a distance." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "Super Dash Kick", "text": "236L/M/H(Air OK) On whiff, can still do followup attacks. Kicks forward. Ground versions of236Ldo nothave head property and cannot be anti-aired by moves like2H. However, all the followups are very vulnerable to anti-airs. Can be used to close in on the opponent, but it can be reacted to with a2H, so be wary. If an opponent expect to see the followups, it can be stopped to reset Vegeta's blockstring and allow to his assists to recover, but it is a little reactable. Kicks upward and travels farther than L version. Theoretically can be used to catch jumping opponents pressured, but2Sand214Mis much better suited for jumpers. Mostly used for combos due to its angle, since it is not any better than236Lin keeping the opponent blocking. Can be used to cross up after2Lor2M, double cross up by using a backdash after that, or doing an overhead in the corner. It needs coverage though, like most of Vegeta's options. Kicks forward and travels farther than L version. Adds extra damage to all followups." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "Super Dash Kick Follow-up 1", "text": "Super Dash Kick >L/M/H Damage increases if H version was used in the string. On whiff, can still do followup attacks. Considered to be airborne throughout the move. Hits once and moves Vegeta slightly forward. On hit, bounces Vegeta back a small amount. A useful move for pressure, allowing Vegeta to escape with a backdash, or for a cleanj.Moverhead with an airdash forward, but can be interrupted and is not a tight blockstring without an assist. Also has the potential for a low mix-up with an empty jump-in. Cannot be reflected if launched after5H. It allows for an IAD after that or puts the opponent in good range for a2Min the corner, leading to a good 50/50 gapless situation with a correctly timed assist in the corner. M Hits thrice and moves Vegeta forward. Another option for pressure after the first kick, but instead of allowing Vegeta to hover in the air for a good bit, it will put him closer to the enemy and to the ground. This move has the ability to frame trap, since there's a gap of about 2 frames between the first kick and these ones, but they can be reflected. Despite having higher damage than the L version, the M version is comprised of weak kicks which may damage the proration of a combo negatively if done too early. While the M version goes much farther than the L version, this move is easily telegraphed after a whiffed236Land5H/2Hcan pierce through. Can be used with specific assists on block to put more scarier pressure that the L version cannot provide, but otherwise, serves the exact same purpose. H Hits once and moves Vegeta forward. Switches sides. Adds extra damage to all followups. 236X > L Values in [] are when done after 236H 236X > M Values in [] are when done after 236H 236X > H Values in [] are when done after 236H" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "Super Dash Kick Follow-up 2", "text": "Super Dash Kick Follow-up 1 >L/M/H Damage increases if5Hversions were used in the string. Tracks the opponent.However, H Follow-up 1 > L/M/HFollow-up 2 does NOT track on whiff. However, H Follow-up 1 > L/M/HFollow-up 2 does NOT track on whiff. Considered to be airborne throughout the move. L On hit, flips Vegeta above his opponent. Surprisingly difficult to punish. The same purpose as the L version of Followup 1, but instead of needing the airdash, it keeps Vegeta close. Has the added benefit of being able to cross-up midscreen with an airdash. In combos, the L version is used in lieu of the M version in situations where the proration of a combo is too high and it is too slow to connect. However, since it lacks the smash property, it can also be used early on to delay the use of smash attacks, paired with a Sparking Blast or a well-timed assist. Can be used to cross up the opponent after the flip, use light overheads when falling, or fake aj.Hwith a2L M Pulls back before lunging forward. Can be used to bait out attacks. Wall bounces. Not safe on block. Does not cross-up on block unlike his counterparts'236M. Unlike the2Lversion, Vegeta will recover very close to the ground, providing no chance to hit an overhead. This can be beneficial; if the opponent expected the high mixup that comes with the L version, the quick landing of the M version and a low can catch them off guard. This follow up, despite the slight delay, will not let the opponent have the time to2H, and will counter it. H Multi-hit move which travels full screen. Always does fixed amount of hits and damage. Wall bounces. On block, side swaps. 236X > X > L Values in [] are when done after 236H > L/M or 236L/M > H Values in {} are when done after 236H > H 236X > X > M Values in [] are when done after 236H > L/M or 236L/M > H Values in {} are when done after 236H > H 236X > X > H Values in [] are when done after 236H > L/M or 236L/M > H Values in {} are when done after 236H > H" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "On a scale of one to ten, I'll give you a three!", "text": "214L/M/H(Air OK) Whiffs on crouching opponents. Has projectile immunity. Causes a soft knockdown. If it whiffs, Vegeta can move after it. No more than one command grab can be used in a single combo. Command grab which can catch opponents who are reflect-happy or who block high, expecting IAD oki. Can also be especially deadly as an offensive tool in pressure against low-life characters whom are desperate to tag out. However, blocking low (making the grab whiff) is a natural response upon wake-up, and it is very susceptible to patient, tempered opponents who can2Hin response, making this move a gamble. Due to having shorter knockdown, it lacks the oki options of stronger versions and cannot be combo'd after. Since the move doesn't put Vegeta in a recovery state after it whiffs while leaving him at a low distance from the ground, he can either do an air dash to usej.Lin a safe jump situation, or just fall and use2L, making it an extremely scary mixup tool with an assist. Travels moderately upward.j.214Mtravels diagonally downward. Has projectile immunity. Smash version causes a wall splat that can be comboed into in the corner; non-Smash version causes a soft knockdown. If it whiffs, Vegeta can move after it. No more than one command grab can be used in a single combo. Used to catch opponents wanting to jump out of Vegeta's pressure, and unlike the L version, can be followed up after with certain fast assists which can pick up opponents off the ground. Additionally, it also provides better oki. Due to the upward trajectory, it has the most use has a combo-ender after Vanish, but is also a cheeky option for incoming opponents after a forced tag-out. Allows Vegeta to directly apply pressure by jumping if the opponent up tech or back tech, with a meatyj.Mand can freely move if it whiff, just like the L version. Moderately quicker than meterless versions. Whiffs on crouching opponents. Wallbounces. Deflects Ki Blasts. If it whiffs, Vegeta can move after it. No more than one command grab can be used in a single combo. Guard Point at frame 4. The Overview says armored for simplicity but there's technically a difference. Great air ender that carries to the corner and gives Vegeta more variety and better oki options, and generally used in combos to retain corner advantage, sacrificing combo damage. Like the M version, can be followed up with assists for an extension, and is much more generous in hitstun for slower assists to connect. Since it also whiffs on crouchers like the L version, it is not any more useful than its L version counterpart to hit an opponent, but it leaves a little more height than214L. This allows the use ofj.Minstead ofj.Lafter an air dash, leading to better damage, but it is reactable. 214Hwill travel the same amount of distance as the L version but will do so with greater speed, which can surprise opponents before they have a response or catch them performing moves which either have slow startup or lack upper-body invincibility. Because it also provides knockdown and corner carry like other versions, a single instance of this move can quickly change the momentum into Vegeta's favor, allowing him to have a meaty set up regardless of the opponent's reaction, making this move very threatening in neutral and good as a combo ender." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "Big Bang Attack", "text": "236S(Air OK) Has a hitbox while charging. Has beam properties; will always trade with other beams. If performed in the air, will fire downwards. The charging and actual shooting of the projectile have a gap between them (!) Cancels into his other specials and SD5MMM can be canceled into 236S as they are considered separate moves 5MMM can be canceled into 236S as they are considered separate moves Powerful but slow projectile. Because of its initial hit, it has use at close range, allowing for use in combos. Fit it into them when you can, as it can increase Vegeta's damage output by a tremendous amount due to the move's own damage being massive. Along with the pushback from shooting the projectile, this move is plus on block, and safe if the charging part gets reflected, unless Vegeta is against a wall." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "Assist A", "text": "Big Bang Attack Has a hitbox while charging. Places Vegeta in the air behind active character. Projectile is fired downward. The slow startup of this assist and its downward trajectory makes this move very hard to utilize as a combo piece. However, certain fast supers can utilize this to their advantage to extend hitstun beyond their recoveries, and certain characters which are capable of pulling/pushing the opponent towards their direction can even utilize the initial hitbox without the use of Vanish. The delay that comes with the move makes it sub-par in neutral, but allows it to be abused in blockstrings and in pressure, especially in the corner. When Vegeta is called out when facing the corner, instead of staying close to the active character, he will perform it much farther away, making it near impossible for the opponent to hurt him and cancel the animation, and scaring them into blocking." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "Assist B", "text": "Infinity Breaker Groundbounces on hit. 29 frames of blockstun." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "Assist C", "text": "Super Dash Kick Your average C Assist" }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "Niagara Pummel", "text": "236L+M(Hold OK) Grounds the opponent on completion. Not invincible until after startup. Travels just a little over fullscreen. Minimum damage: 792 Comes out very quickly, has invulnerability, and allows for a free combo, making it a great punish to anything except aerial moves, but it is not a true reversal. Countering other supers will occasionally require the preemptive input of this move in order for the super flash to appear second. Using the canceled version as a punish after a reflect is extremely effective, as it travels a great distance really fast, especially if assists are available to add more damage. Since it grounds the opponent, certain supers which require characters to be close can properly connect, making this a very good move to DHC out of. Hold down any button to only perform the first punch. Has smash property. Wallbounces if smash hasn't been used in the combo. Combos into Super Spirit Bomb, but does less damage than Galick Gun, so there's no real reason to do it." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "Galick Gun", "text": "236H+S Acts as Vegeta's Z-Change super. Fires diagonally upward. Minimum damage is 81*10." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "Final Flash", "text": "214L+M(Air OK)or214H+S(Air OK) Acts as Vegeta's sole reversal option. Minimum damage: 1660. As it is the only air super in Vegeta's arsenal, oftentimes it may be necessary to use this move even without enough meter for the extra attack if it will guarantee a K.O. Additional attack requires 2 extra meters. Minimum damage: 83*20, (924). Minimum damage for the full super is: 2584." }, { "url": "https://www.dustloop.com/w/DBFZ/SSB_Vegeta", "title": "SSB Vegeta", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161 Color 592Color 592" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Combos", "title": "Vegeta", "section": "Intro", "text": "This page is accurate to patch 1.33.Notes: The majority of the combos on this page can be done scaled (j.5H>5L> ...) and will point out when there is an exception. It's a good idea generally to omit a combo fiiller button like5Mearly in a combo if you're worried about a scaled combo dropping." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Combos", "title": "Vegeta", "section": "Corner", "text": "If you're having trouble, scroll down for a tutorial on this specific combo. Example here:https://streamable.com/jdlltj If connecting the j.MS is too hard, you can use j.LS. Damage will be 3417 instead." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Combos", "title": "Vegeta", "section": "Sparking", "text": "This is a wormhole you will get sucked into, have fun." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Combos", "title": "Vegeta", "section": "Combo Theory", "text": "Base Vegeta excels in converting hits into larger combos than usual, but doesn't get much midscreen aside from ending in j.5LL> j.2H> j.2S>214Lfor extra damage before a knockdown when a combo doesn't have heavy hitstun scaling. The corner is where this character opens up combo-wise. If you want to Z-Tag him out, you're typically going to use236Lto do so. If you hit236H>236M, it's a good choice to Z-Tag to another character there too if you don't want to use meter to continue the combo. In the corner, Vegeta has access to a plethora of free-form looping combos, which have become iconic and synonymous with the character. They revolve around Base Vegeta's Ki Blasts having a unique property where they don't affect Vegeta's gravity, leading to j.5L> j.5L> j.5Sloops. Realistically, if you do not want to do any form of Vegeta's Ki Blast loops, you probably don't want to play this character competitively as his damage in the corner is otherwise subpar." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Combos", "title": "Vegeta", "section": "LLSand Looping Ki Blasts", "text": "Understanding how these combos work and mastering the unique delays in the strings is essential for Base Vegeta, as they also come with a sliding knockdown, set up okizeme, do good damage, and build good meter. This section will go over everything about his classic and modern corner loops. How to do the classic loop Right as you hit the smash starter that sends Vegeta and the opponent upward, SD and subsequently hit j.MS, should be easy. Hit j.5L. This is the tightest part of the combo. Delay the second j.5Lso that Vegeta physically dips below the opponent before that second light comes out. This is a fairly lenient delay, but it needs to be enough so where Vegeta visibly comes back up after a slight fall due to the auto combo tracking. Instantly input j.5S. Instantly repeat steps 2-5 for however many loops you want to go for, probably 2-3. If you're having trouble with the visual of Vegeta dipping,this tutorial may work for learning the loop as well, which relies on a metronome instead of a visual.If you are familiar with DDR (the rhythm game),this could help too! Each delay, or lack of, does something different in the combo, as shown in the chart below.Once you understand the timing for the loop, you will start to make adjustments based on Vegeta's position mid-combo, potentially saving it from a drop. 5H>236S, and Modern Ki Blast LoopingVegeta's more optimal corner loops differ from his classic ones in that there are less delays and slightly more damage + meter gain. These usually start off5H>236Sinstead of2H> SD > j.M. These may be easier mechanically, but this doesn't invalidate the classic loops; Vegeta still needs them whenever he needs to do a loop high up in the air, which encompasses tons of situations. Some combos also combine the two, like a midscreen to corner combo of his. These modern loops rely on the enemy's height gain from j.5L> j.5L> delayed j.5S, allowing Vegeta to land while the enemy is stuck in the Ki Blast's hitstun, and higher in the air compared to if there was no delay. This then lets Vegeta extend with5Linto things like5Sand5H, or5LLL." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Combos", "title": "Vegeta", "section": "Midscreen Ki Blast Loop", "text": "Some character's assists give Base Vegeta Ki Blast loopsmidscreenfor full corner carry.A document of all the characters that can (in patch version 1.25) with demonstrations can be found here. These are extremely cool and give a lot of corner carry, but are extremely finnicky and precise to the point that they're seldom used. The loop relies on Vegeta getting lots of speed from the ground, so he needs a good, long dash before he starts the loop or this just won't work; if you can't start the loop at all, this is likely why. Whether you want to do these or not is up to you, as it's not required; still, they'reREALLY sick...It's the same input as the classic loop. Happy midscreen looping if you choose to go down this rabbit hole." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "Overview", "text": "Whereas Frieza favors a more slender form and a long-ranged approach, his brotherCooleris infamous for his brutish build and memetic ability to skip neutral. This amarinthine alien has very good midscreen control thanks to his absolutely huge normals, divekicks andj.SGuardAllStartup15RecoveryTotal 27Advantage, as well as long strings that have plenty of stagger and frame trap opportunities. The most notable thing that Cooler can do is counter opponents trying to zone you out or otherwise relying on \"meta\" strategies like beam spamming and careless Superdashing. Cooler'sGenocidal Uppercut (3H)GuardAllStartup19~28Recovery23Advantage-10launches him forward with a projectile and air invulnerable charge for about 70% of the screen, and can be cancelled into5SGuardAllStartup11RecoveryTotal 26Advantage-5on block to make it either safe or plus if the opponent is still in the air. Cooler also has access to5HGuardAllStartup17Recovery22Advantage-1which lets him go 90% of the screen quickly with relatively low recovery. With these tools used properly, Cooler can counter many keepaway strategies and lock down the opponent. If the opponent fails to respect Cooler and his enormousness, they can find themselves being brought straight to the corner by his infamous corner carry combos. Complete with aDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.GuardAllStartup18Recovery46Advantage-44and aframe 1 counter level 3GuardStartupRecoveryTotal 71Advantage, Cooler is well-rounded and can go toe to toe with anyone, and their pitiful beam assists too. Unfortunately, Cooler's brawnish body is also his biggest blunder, as his wide normals and slow attacks make him very susceptible to whiff punishing. Failing to accommodate for this can have Cooler be swamped by his opponent as his size is turned against him. If the opponent learns to respect Cooler, he also loses some of his effectiveness, meaning a Cooler player must tread a fine line between punishing his opponents' carelessness and bullying them with his huge normals. Cooleris an all-arounder who dominates the battlefield with oppressive range, in barbaric contrast to his brother. Gigantic Buttons:Big range and utility on normals like hisMbuttons and5H, which reach exceptionally far, andGenocidal Uppercut, an anti-air that beats projectiles. Great Pressure:FantasticLbuttons, huge (most reflect proof) normals, many frametraps, solid frame data and solo plus frames with236M/Hdiscourage disrespect from opponents, allowing for strong mental stack. Space Control:Commands the screen with5S,Death Chaser,Flash,Shaker, and the aforementioned3H. Combo Damage & Corner Carry:Strong corner carry abilities like5HandDeath Chaseralmost always lead to the corner after a combo, where Cooler can dish out plenty of damage thanks to236S> Superdash routes. Great Defense:Death Breakeris a huge air-OK reversal, andAtomic Supernovais a counter-based level 3 that can completely negate safejump set-ups. Solid Assists:His A Assist is a large DP, B assist is invulnerable to projectiles, and C assist is a beam. Okizeme:Cooler's oki is almost unrivaled. He can get a meaty safejump, a2M, or a crossup after his level 3.236Lgives him great resets, while236Hgives him auto-timed safejumps in the corner. Mix-ups:High/lows are impossible due to his slow2M, and hisj.2Hmix, while potent, is not universal. Cooler relies on conditioning more than most other characters to open people up. Whiff Punishment:Huge hurtboxes (as large as his hitboxes) on his moves, paired with lengthy recovery and somewhat slow start-up make Cooler susceptible to whiff punishes. Linear:Many of his options in neutral are committal and can become predictable. Careful usage is required to keep them oppressive. Defensive inconsistencies:His DPs can be low-profiled and his2Hcan sometimes whiff against Superdash due to the awkward forward momentum. Odd combos:Cooler reaches high hitstun decay very quickly, which can often lead to unexpected drops. Some labbing is required to ensure his combos land consistently." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "5L", "text": "Cooler's fastest normal, good for pressure and confirms. 6f jab. Moves him forward. Combo and blockstring filler. Huge range makes it reflect-proof. Connects after a Vanish with microdash5Lwhiff. 5LLhas huge range and moves Cooler forward a lot. Unsafe on block, but due to Cooler generally having great pressure you might be able to get away with staggering this. Switches sides on hit and frametraps. Cooler is in the air on hit and grounded on block. Safe on block. Enough blockstun to true string into light and Heavy divekicks Startup is faster when opponent is in hitstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "5M", "text": "Like his other mediums,5Mis really long range. Moves Cooler forwards, giving it even more range and easy spacing." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "5H", "text": "Carries the opponent to the current wall on Smash hit, making it a powerful corner carry tool. The attack itself makes Cooler travel across 90% of the screen. Usable after a lowj.2Hin the corner for optimal combo setups. Has enough hitstun to effortlessly combo with2MSmash hit or5Swithout." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "5S", "text": "Single-hit projectile that travels downward about half-screen. Integral to Cooler's pressure, but not really useful in neutral. His only safe, gapless blockstring ender pastLbuttons. Very high hitstun, allowing for Sparking loops and even Super Dash anywhere on the screen." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "2L", "text": "Exchanges the low property for huge range and being 0 on block. Good for staggers due to its fast startup and long range." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "2M", "text": "Cooler's most ignorant normal. Can link into5H,5M, or6Hat the start of the round for a decent corner carry setup. Has a hefty hurtbox befitting of its range, so make sure it doesn't whiff. Can connect5Sand214Sat max range after a hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "2H", "text": "Universal anti-air that can lead to huge damage. Decent upwards range. Cooler doesn't have any safe cancel options on block. They can either be disrespected or punished if blocked." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "6M", "text": "Universal overhead. Short range for a character with generally large range." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "6H", "text": "Crushing Stomp Scales like a light (thanks a lot, Cell). Confirms from2Mon hit but not5M. Ground bounces on air hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "3H", "text": "Genocidal Uppercut Tracks the opponent relative position, goes through non-Super projectiles. Projectile invul starts at either 6f or 7f. Also has anti-air properties. Able to combo into Super Dash and5Son hit. Can gatling into5S,5Hand6Hon block to make it safe or even extend pressure. If the opponent blocks this high enough,5Swill make Cooler +1." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "j.L", "text": "Has a tendency to whiff in air combos if used more than once before a double jump." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "j.M", "text": "Long range, great air-to-air normal." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "j.H", "text": "Gives the most frame advantage out of all Cooler's air normals. This move causes a ground bounce on Smash that can be linked into 5L afterwards, making his 2H punishes scarier." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "j.S", "text": "Has more use than its grounded counterpart due to being the only way to confirm air strings into j.214X andj.236L/H. Does not have enough hitstun on its own to combo intoj.236M. Can be linked afterj.2Hin the corner to squeeze a little extra damage out of combos." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "j.2H", "text": "Typical sideways air launcher that wall splats on Smash hit, his main combo extender and useful for air-to-air confirms. Unique to thisj.2H, a low-to-ground Smash hit can be linked into grounded combos even in midscreen. At close range, immediatej.2Hafter a ground jump acts as an instant cross-up that works on 50% of crouching characters. Cooler lunges over the opponent and will hit cross-up thanks to hitbox that extends downward. If they're standing, they will body block him from moving forward andj.2Hwill hit same side instead. On block, he's -1. Below is a list of crouching characters that can be crossed up, tested with this string:662L, 9j.2H. A16A21L21BRSCELFRZGTAGT4YGH†GUIBLKGTK†HIT†RSH†SB2TENTNKVGN†VGTBVGVTO†ZAM BDKBROSBRGNYCLRAGHGKNGKUBGKMBUNAPPICYAM A17A18GTGJNBJRNKEFKBUKRLVDL" }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "Death Chaser", "text": "236L/M/H(Air OK) Damage: Raw / Non-Smash / Smash L and M versions make Cooler bounce back on hit, while H versions keep him grounded. During the bounce back, Cooler can perform actions before he hits the ground. If you've saved air actions during the combo, this allows for an easy airdash safejump in the corner, or tech chase, mixups, etc. H versions' lack of bounce back has a slight advantage: Since his ground level 1 does more damage than his aerial one, this is one of the few ways he can combo into this ground Super. Causes soft knockdown that can still be extended with Supers. On Hit, Cooler can vanish and convert with OTG214Sand a assist, keeping both Smash hits for the ensuing combo. The opponent recovers quite fast after this which can be useful for instant overheads, or cheeky lows for when they're anticipating the overhead. Smash hit gives sliding knockdown, but its slow startup means it cannot easily be comboed into without the help of an assist or Smashj.2H. Non Smash only hits twice, soft knockdown like the L version. Plus on block. 236Mis mostly used as a pressure reset, since236Land236Hare better in every other way. If you do land it, though, you can extend off it using214S. Smash hit gives even better sliding knockdown than the M version, combined with the L version's speed, making it an ideal combo ender for both pressure and damage. You can get an auto-timed safejumpjHfrom this SKD, or alternatively, combo off it using214S. Non Smash only hits twice, soft knockdown like L version. Also plus on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "Death Breaker", "text": "214L/M/H(Air OK) Has anti-air property. Scales less than the other versions. Can still call assists on block or whiff. Primarily used to hit Super Dash or to end corner combos at high scaling. Fully invincible from the 1st frame. Slightly slower than most reversals. A DP with a great hitbox and lots of range. Some opponents might not be able to punish Cooler on whiff thanks to how far he goes. 214Minvul with214L's speed. Powers up the H followup." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "Death Breaker Follow-up", "text": "Death Breaker >L/M/Hon hit Switches sides. Smash hit causes a short sliding knockdown. The ender of choice due to not switching sides. Smash hit causes a short sliding knockdown. If used after H Death Breaker, gains an extra hit. Switches sides. Smash hit causes a sliding knockdown. Leaves Cooler next to the opponent like H Death Chaser. However unlike that move, non-Smash hit cannot be extended with Supers." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "Death Flash", "text": "236S(Air OK) Multi-hitting beam with slow startup. Safe on block, making this a viable blockstring ender. Confirms into Death Crasher from full screen and SD anywhere (can cancel into SD). Slower than average beam but better height and recovery, it'll more reliably beat people trying to shoot you from the air. You'll either use this in neutral, corner carry, or corner combos." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "Death Shaker", "text": "214S Fullscreen low, can confirm into his level 1 or Vanish. Use with a good assist for some mix-up potential. Gives OTG (hits opponents that are already in a sliding knockdown)." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "Assist A", "text": "Death Breaker Larger hitbox than other DP assists, which can make it a slightly more useful tool for getting out of pressure. Invincible from frame 10 onwards. Takes up a huge portion of the screen and is confirmable on hit with Super Dash or superjump." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "Assist B", "text": "Genocidal Uppercut His3H. Goes through all non-super projectiles, assists and has anti-air property BUT is vulnerable at the very start. Great for dealing with zoning and has better blockstun than A assist, but not particularly useful otherwise. Can be used to combo from but timing can be tricky. This assist beats some characters neutral all by itself." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "Assist C", "text": "Death Crasher Typical beam C-assist." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "Death Crasher", "text": "236L+Mor236H+S Switches sides, you'll lose corner pressure if used in the corner. Not invincible until after startup. Cinematic super, so other projectiles will whiff when Cooler's is used. DHC-ing immediately won't trigger the side switch while not sacrificing too much damage. Minimum Damage: 908 (360 + 150*2 + 248)" }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "Death Drop", "text": "j.236L+Morj.236H+S Easily confirms off of the M and H versions of Death Chaser and any version of Death Breaker. The only one of Cooler's supers that doesn't switch sides, making it the best option for keeping the opponent cornered after a combo. Input2369L+M/H+Sto use this super after a grounded combo if you want to avoid Death Crasher's side switch. Vulnerable to anti-airs similar to Vegito's Omega Finishing Blow. Minimum Damage: 800 (320 + 480)" }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "Atomic Supernova", "text": "214L+M(Air OK)or214H+S(Air OK) On the ground, Cooler uses up 3 Ki gauges and enters a stance. He will only attack if he is hit during this stance. Has guard point against everything but grabs. However its downfall comes from the fact that: It will only stun the opponent on guarding physical attacks. The actual attack is a throw that will whiff on crouching, low profile attacks, or even charactersfalling down. All of these combined means a lot of projectile attacks will get away scot-free, e.g. shooting Ki blasts and spamming2H, Vanish on reaction to the grab. However, it can do a few things other level 3s cannot, notably countering safejumps. This super is better than how it seems. Cooler loses corner, but has more than enough frame advantage (+56) to go for a left-right mix-up, as well as a meaty2M. Combined with the rest of Cooler's options and it can be surprisingly scary to block. Has frame 1 invulnerability like typical level 3 but is vulnerable to anti-airs. Minimum damage: 1779. Whiffs on crouchers, but will hit anyone in the air. This is also Cooler's DHC." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler", "title": "Cooler", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Strategy", "title": "Krillin", "section": "Intro", "text": "Disclaimer: feel free to fix any errors or outdated info!" }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Strategy", "title": "Krillin", "section": "General Tactics", "text": "Krillin is an offensive character with short reach but great tools to keep his offense going. With his opponent cornered he has scary pressure and once he gets a knockdown he can set up a nasty vortex. While he's lacking in normals that have great range (particularly in the air,) he has tools to make up for this--steerable fireballs, a projectile that aims straight down, and a feintable overhead flip with great range that gives him advantage on block. Because he has options other than assists to keep his offense going, he can also afford to be more liberal using them instead to make up for the areas where his neutral is lacking. On the other hand, hisownassist is very awkward. The senzu bean can recover huge amounts of health quickly (e.g. if another character has been hit by a level 3,) but it doesn't provide any space control unless the rock comes out, and even then it's a projectile vulnerable to super dashing and being cancelled by stronger projectiles. On top of that, senzu used outside of a knockdown situation is risky, since your opponent can steal it to heal themselves. Because of this, Krillin seems best suited to being a point character backed up by strong neutral assists." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Strategy", "title": "Krillin", "section": "Normals", "text": "With what Krillin lacks in range, his buttons make up for in disjoint. All of Krillin's buttons have above average disjoint (the amount of space the hitbox is past the hurtbox) and are all extremely fast and lead well into his damaging combos. Brief summary of Krillin's key buttons created by HexPro99 (frame data is possibly off)[[1]] Krillin's lights are all extremely fast with great usage. 5L puts him in the 6f jab group and lets him do dash forward 5L for punishes some characters couldn't. The low recovery and but decent pushback means Krillin's staggers are greatly benefited from it. Due to the threat of Krillin's great mediums, going from 5L to 5L can be easy for Krillin. His 2L is also an extremely fast low that can link into itself on hit or on block. Meaning Krillin can do triple low true blockstrings. This allows example blockstrings and staggers such as5L microdash 2L 2L delayed 2Mto be exceptionally powerful. Krillin's mediums are where the real meat of his kit starts. 5M being extremely fast and moving an entire character length makes it a key normal to whiff punish and space for grounded neutral plays. 2M is his most common starter and gives him 2 lows, which is something important for any character to have. Krillin has a strong stagger due to this and the threat of frame trapping into 2S for a high damage starter. Krillin's heavies are somewhat lackluster, with 2H having memes of its low range. Though 2H is has extremely low recovery and can be can be canceled into the 214S which is only -4 oB and is + on air block. Meaning empty jumping Krillin's 2H leads to free pressure for Krillin, instead of an escape route for the opponent. Krillin's 5H however, is a relatively good horizontal AA and can stuff superdash from specific angles due to its far reaching hitbox." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Strategy", "title": "Krillin", "section": "Ki Blasts", "text": "Krillin's S normals are all very unique. 5S and j.5S both cover horizontal space, and with an additional S input can be sent up for 5S or down for j.5S, to attack an opponent that's not aligned with you horizontally. These projectiles are special cancellable, so you can cancel to M or EX flip to start your offense if you're low enough. The projectiles from 5SS will come down from above after a short period if they don't hit the opponent on the way up. While in neutral, Krillin can buffer 236x from his j.S or it's followup, this means you can control the whole stage or setup and approach once someone is conditioned to attempt to super dash. While on the ground you keep these same cancels, but also get access to 5H, 2H, or 214S from the ki blast. All useful moves to stuff any super dash approaches through the attack. For oki Krillin can do 5SS as a delayed projectile that can hit after your meaty, allowing you to do extended pressure or even more complex setups. 2S and j.2S both shoot a ki blast downwards and creates a giant explosion once it connects with the ground. j.2S technically has travel time while 2S doesn't. Both moves are high damage combo starters and doesn't prorate nor scale the combo hard. Both can be super dash canceled allowing for confirms on hit or, in the case of 2S, can be comboed afterwards with j.L with no resources. 2S is especially good for frame trapping after mediums or heavies and opening up for his combo game; especially in the corner. Due to 236L/M only using a smash if 2H is precendent, j.2S 236L is a key combo extender for his corner routes with assist. J.2S 236H also works but can be finicky, at which point j.S 236H rounds out to be the safer (and most of the time better) option. Another important note that's still being explored is that at certain heights Krillin can do j.2H 236[H] j.LL and have it all combo in the corner, allowing 1 more rep in his bomb loops, it also allows for meter neutral loops with sparking krillin that deals a decent chunk of damage. It also helps if there's a specific amount of meter you want to spend but don't want to lose oki by ending in Level 1, j.2S 236[H] j.LL ends up adding enough damage to a route to only be 300-400 below a level 1 ender. Some interesting things to note are : a dash can trigger the change in ki direction as can a dragon rush. Meaning you can change your ki direction while doing 2 different things. One allows you to toss out a heavy while the other allows you to play a bit more aggressively. 2S is a great way to reset pressure. If you slightly delay it, it becomes a frametrap that can lead to a full combo. Not only this, but you have full control of yourself in the air , essentially as if you had just super dashed into them , meaning you basically have another turn. Once they respect your landing enough after you cancel 2S into j.2S and then combo them for trying to anti air you, you then are able to take advantage of your second turn and land with an aerial move to reset the pressure and now you are back at square 1." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Strategy", "title": "Krillin", "section": "236X", "text": "Krillin's overhead flip special has a lot of useful properties. It covers a good distance, hits overhead, has advantage on block, and can be feinted. The air version is particularly nice, as the M and EX versions are very fast and cover great horizontal space. j.5S used from a low height is good to cancel into M or EX overhead as a way to get in." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Strategy", "title": "Krillin", "section": "236S", "text": "Krillin's kamehameha can be used on the ground or in the air, and has the unique property of being chargeable. While the charged version doesn't do any extra damage, it gives him the option to delay his release and potentially change the height he releases at, either by starting the charge in the air and releasing as he falls, or starting on the ground and jumping during his charge. If j.5SS is blocked from a height or distance where 236X can't connect, cancelling to a briefly charged kamehameha that fires on landing can be another good option." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Strategy", "title": "Krillin", "section": "Offense", "text": "Use Krillin's decent lows and afterimages covered by assists to keep the opponent guessing. Use his rock for oki." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Strategy", "title": "Krillin", "section": "Point", "text": "Generally considered the best place for Krillin, as outlined above." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Strategy", "title": "Krillin", "section": "Mid", "text": "Putting Krillin on mid makes use of his A assist and you can tag him in whenever your point is hurt badly. Mid is also good because he will have an assist to extend his combos." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Strategy", "title": "Krillin", "section": "Anchor", "text": "Better anchor than you would think... While losing assists with Krillin isn't ideal, this position will ensure he is able to use the most amount of Senzu beans to heal up both your Point and Mid characters; and as a solo fighter, Krillin solo damage (specially with Limit Break) and setplay aren't half bad. Really, your biggest problem will be rumbling on neutral against characters with better midrange than you (so most of the cast), but he still has access to his pretty good zoning with Ki blasts." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Strategy", "title": "Krillin", "section": "Picking Teammates", "text": "Since Krillin has stubs in the neutral it is very important to pick teammates that have good buttons or an assist that allows you to corner carry since that's when his real gamplay starts. Corner carry examples: Goku (Super Saiyan) Goku Black Beerus (Short juggle into j.M > jc > j.M > j.H > Assist relaunch and dash after them) Alternatively you can pick someone who is good in the neutral with their basic buttons such as Android 16. His heavy will plow through just about anything meaning you just need something that corner carries easily such as a launcher assist which Android 16 also has." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Strategy", "title": "Krillin", "section": "Video Examples", "text": "Anti-deflect Rock Oki bySD Toki" }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Strategy", "title": "Krillin", "section": "Fighting Krillin", "text": "Since Krillin has such terrible reach, his neutral is almost entirely based on hard reads and ki blast/kamehameha pokes. Punishing the former is self explanatory : Mix him up and don't commit until you know what he is going to do or until you have an assist to cover you. The latter however is also simple enough : rush him down and don't give him the space he needs to set up a falling ki blast or a rock. Once he sets those up he generally has a lot more room in neutral because he has advantage to an extent. Of course you can always negate said advantage with a teleport or a super dash , but once he changes the ki's direction or summons a rock he has very little endlag , meaning its better to wait for HIM to commit to an approach and then weasel your way out." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Resources", "title": "Hit", "section": "Intro", "text": "This page is Hit's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Resources", "title": "Hit", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Resources", "title": "Hit", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Hit/Resources", "title": "Hit", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Version_History", "title": "Version History", "section": "Intro", "text": "Officially documented gameplay changes will be prioritize for these pages. Language and terminology might be changed from the source for clarity or to match the wiki's own terminology. Version IDs and release dates were taken from the PC/Steam release. Consoles might include additional updates focused on improving game performance and stability, or minor bug fixes." }, { "url": "https://www.dustloop.com/w/DBFZ/Version_History", "title": "Version History", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Strategy", "title": "Gohan (Teen)", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Strategy", "title": "Gohan (Teen)", "section": "General Tactics", "text": "Gohan (Teen) is a brute of a character. He likes to have assists to help him get in, but he can use pretty much any assist to keep his combos going. He works great as a team player with how high his damage and meter gain is, and he works particularly well with Base Goku. Generally he prefers to have neutral assists backing him up or any assist that lets him get a sliding knockdown from j.236L. Most assists can also cover his j.236M/H mixup due to how little blockstun it actually requires, making him an excellent character to just slap onto a team. Gohan (Teen) has the Ki Blasts to play a competent space control game, and his 214L makes it scary as an unscaled frame 1 DP that he can ToD from. His 236M is a long-reaching pseudo-lariat, giving him a way to force himself in with assists or a high damage combo on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Strategy", "title": "Gohan (Teen)", "section": "Neutral", "text": "Gohan (Teen)'s main neutral tools are his ground Ki Blasts, 236L/M, and weirdly enough his Bombs. His Ki Blasts are some of the best in the game, and he also gets very high return from 2H with assists. 236L/M is a lariat-style move that can be made plus with assists. It comes with the upside of being hit-confirmable by itself due to the follow-ups. Depending on how late the M version hits, it can also be quite safe and sometimes close to 0 on block. Dash 2S is also a great neutral tool, but especially with neutral assists. 2S is weak to reflect and superdash, but a neutral assist will either keep them pinned down long enough to get there or smack them out of their Superdash for Gohan to confirm into a combo.Defensively, Gohan can use his j.236L and j.236H to stop air approaches and superdashes. It's not quite as good nor as helpful as an air DP, but it's still quite good once Gohan gets the lifelead." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Strategy", "title": "Gohan (Teen)", "section": "Point", "text": "Point is Gohan (Teen)'s best spot. He builds tons of meter for your other two characters to use, as well as having plenty of points in his combos to tag into another character. He gets his best damage and mixups through assists, as well as having much stronger neutral with long-range assist support." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Strategy", "title": "Gohan (Teen)", "section": "Mid", "text": "Gohan (Teen) makes for a decent Mid, but faults start to appear in his gameplan. His mixups lean more into RPS if he has to use his assist for neutral, and using an assist for a mixup means he has to pick between Sliding Knockdown or damage. j.236H is still good, but it is really all he has outside stagger pressure. On the upside, his A assist is one of the few invincible assists left in the game. It also has high blockstun for being a single hit and is great for forcing airborne opponents back to the ground after they block your superdash." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Strategy", "title": "Gohan (Teen)", "section": "Anchor", "text": "Gohan (Teen)'s weakest position. He can be played here but he's severely outclassed by every other anchor in the game." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Strategy", "title": "Gohan (Teen)", "section": "Picking Teammates", "text": "Gohan (Teen) likes neutral assists above all. He doesn't need Kid Buu to do mixups thanks to j.236M/H, so most assists with around 20-30 frames of blockstun are all that is needed." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Strategy", "title": "Gohan (Teen)", "section": "Blockstrings", "text": "2L > 5L > 2M > 5M > 2H > j.236M/H ... > 5H > 236L/M (2L) > 5LLL > j.236M/H Assists are needed to cover the airdash mixup after j.236M to make it airtight, otherwise it's a true 50/50. Gohan's 5M is notable in that it is both 9f startup and -3 on block, rare traits to share on a 5M. Think of this more as a replacement for 5LL being unusable as a pressure tool. Keeping this in mind, Gohan (Teen)'s main stagger normals are 2L, 5L, and 5M. He can stagger off of 5S like other characters, but this is more telegraphed. People tend to press buttons less against Gohan (Teen) because of his massive damage output." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Strategy", "title": "Gohan (Teen)", "section": "Okizeme", "text": "Most of Gohan (Teen)'s okizeme is autotimed safejump setups. He has a few very basic ones: Smash j.H Corner non-smash j.H Smash j.H is pretty standard, but corner non-smash j.H from 236MLLLM height allows for a safejump after a whiffed j.236L. Other than that, all he gets off a j.236L ender or smashless j.H is a 5L meaty. Not great." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Strategy", "title": "Gohan (Teen)", "section": "Tips and Tricks", "text": "Don't be afraid to use his ground Ki Blasts, it's one of the best of it's kind in the game due to its speed. 236X is anunscaled starter,meaning the damage potential on hit is the same as a Medium or Heavy normal. 214L ToD's are a great thing to learn in order to keep your opponent's oki honest. 236H + assist is another 50/50 option in your kit, and you j236M/H mix-ups are good, but abuse your stagger pressure to the fullest and it might just be enough. If you're serious about Gohan (Teen), learn some anti-reflect TODs, for use specifically after 5LLL at different positions on the stage. Ther reason you should learn these are that your j236M/H leg 50/50s aren't threatening if your opponent can safely reflect you off of them without fear - knowing these takes that option away and put that fear in them. As your opponents get better they will respect you less the less damage you do to them for disrespecting you. These TODs are also some of the easiest and most fundamental in Gohan (Teen)'s whole kit, so they're a good place to start your journey and improve your general gameplan as well." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Teen)/Strategy", "title": "Gohan (Teen)", "section": "Fighting Gohan (Teen)", "text": "5LLL > j.236M is a mindgame that is in Gohan (Teen)'s favor. Both it and j.236H are weak to guard cancel, but you will be losing more resources than he will most of the time.(While reflect does beat it against weaker Gohan (Teen) players, if a Gohan (Teen) worth his salt baits your reflect you areinstantlygoing to die - play the game at your peril.) Being in the air with him is generally a good strategy against Gohan (Teen), as his only real answer is air-to-air with j.L or now j.M if he's fast enough. That said, do not blindly rush at him IN the air or you will get legged on (236L/M/H). 2S in pressure is weak to both Reflect and Superdash, but the Superdash has to be done pre-emptively in order to punish. You will seldom see good Gohan (Teen) players going for 2S in pressure for those reasons - more often than not if you see this it's a sign that you can disrespect their pressure. Try your best not to block EX lariat if you do not have to - as if you do you will HAVE to eat a 50/50 or spark. He does not have a beam, nor does he have any moves to beat Ki Blasts. USE THIS TO YOUR ADVANTAGE." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Resources", "title": "Broly", "section": "Intro", "text": "This page is Broly's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Resources", "title": "Broly", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Resources", "title": "Broly", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Resources", "title": "Broly", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "Overview", "text": "The rat monkey child,Goku (GT)orGT Gokuis a very small character capable of leaping across the screen and putting opponents into nasty mixup situations. GT Goku is heavily meter dependent as his normals are honestly god awful with several weaknesses, but once he has meter he gains access to his amazing EX moves, allowing him to jump past neutral and straight into pressure should he catch the opponent off-guard. GT Goku's aerial beam is also a very helpful neutral tool, as it has a very friendly air-to-ground angle which works wondrously with Vanish to help get GT Goku into the fray. Once in, GT Goku can call assists to begin a left/right/high/low mixup train of death. He also has a very strong movement and space control tool in214S, which has excessive guard point and the ability to zoom around the screen and nearly never be punished. That said, GT Goku is best on your team as a mid. His very poor normals do not lend themselves nicely to solo mixup situations, even though they work great for pressure. His assist selection is also a bit mixed; his B assist is relatively strong but his A and C assists are both slow to come out and not helpful for pressure, although they still work fine for neutral. If you want GT Goku on your team, put him mid so he can exploit his meter gain. Goku (GT)is an advantageously tiny, standout all-rounder who provides good support to a team. Potent Mix-up:Very long blockstrings, 3 lows (2L,2Mand2S), and an aerial fast fall make him annoying to block. Meter Efficient:Dragon Flurry Fist,Dragon Flash FistandSuper Ultra Spirit Bomball allow him to put his meter to great use. Great Staggers:5Land2Lpush him forward, allowing him to be kept in whenever he wants, and serving as excellent pressure resets. High Damage Potential:In the corner, his damage output is bolstered with assist extensions andSuper Ultra Spirit Bomb. Tiny:Having the smallest hurtbox in the game makes it hard to hit him or even identify what GT Goku is doing. Tiny:All of his normals are very small and stubby, all requiring point-blank range to connect. Mixups can be inconsistent and crossups often need meter to confirm. Post-Reflect:Due to his season three nerfs, his only options after being reflected (5S,Dragon Flurry Fist) leave him negative on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "5L", "text": "Pushes Goku forward a bit, giving it deceptive range. Has next to zero knockback on air hit, allowing him to convert into5LL. 4LLis available on clash only. Very strong button, but it has its weaknesses. It advances very far forwards for how small it looks, but the vertical range leaves a lot to be desired. Challenging with this after6Mis likely to get stuffed because of this. Not an anti-reflect string after5Lanymore. Very punishable on whiff, especially because5LLLis a grab. Has next to zero knockback on air hit. On some characters it requires a delay to combo into2M, but5Mis universal. Better than most5LLon block, since it locks down the opponent for longer as Goku stalls for his assist to regen. Scales combos like a medium button but eats up the combo timer. Switches sides on hit. Cancelling into this from a blocked5LLalways leaves the opponent in too much blockstun for the throw to work. Very commonly used for back-to-corner combos and to combo into Spirit Bomb. Good for sideswaps in general, but will always lead to less damage than the same-side combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "5M", "text": "Advances forward a respectable distance. Fixed frame disadvantage. No matter how meaty, it will always be -5." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "5H", "text": "Leads to a rejump in the corner, with or without Smash." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "5S", "text": "Near-fullscreen physical strike that does not have any hurtbox. The pole's hitbox is at the tip and travels forward like a projectile. Wall splats on Smash hit, can confirm into SD. On paper, its range and disjointed hitbox seems amazing. Unfortunately, it is rather slow, loses to projectiles, controls a very limited space, reward on hit is rather lacking. Don't whiff this." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "2L", "text": "2Lslides forwards, but2LLdoes not." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "2M", "text": "Shorter range than5M, but goes further than2L." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "2H", "text": "Universal anti-air, faster than the average2H. Puts Goku in the air. On Smash hit, combos into SD." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "2S", "text": "Vaults almost fullscreen. Holdduring startup to leap half as far. Recovers in mid-air and has access to air options. Whiff cancellable intoj.S,j.2H,j.2S, specials and supers. On block or hit, can be cancelled early into grounded attacks." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "6M", "text": "Universal overhead. Uses hit and hurtboxes ofj.H." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "j.H", "text": "Dynamic hit can wall bounce. Launches forward instead of down. Faster than mostj.Hmakes this the preferred jump-in compared toj.M, sincej.Hdoes more damage, has more range, and is almost equally as fast. can be cancelled into jump." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "j.S", "text": "Temporarily stalls momentum. Similar traits to5Sbut hits with the entire pole instead of extending it out. Smash hit can confirm into Super Dash." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "j.2H", "text": "Stops all air momentum. Smash on air-to-air, gives SKD. As a blockstring,2S>j.2His a low > high that can be used really late into the string. It's not a true blockstring (12f gap) andj.2Hcan be easily anti-aired, but if they choose to block, then this leaves Goku at +4 at minimum." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "j.2S", "text": "Falls straight down and then recovers in the air. Only hits once he touches the ground. Can be aimed withj.1Sorj.3S. After touching the ground, is whiff cancellable toj.S,j.2H, specials and supers, and can also choose the direction he hops to withor.j.1Sandj.2Sdefault to hopping backward,j.3Shops forward. Since all of Goku's air normals are either stubby or incredibly slow, he won't be doing typical IAD cross-ups like most characters (without set-ups). So instead, he'll be mixing left/right with this move. It's still rather slow, but is really ambiguous." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "Dragon Flurry Fist", "text": "236L/M/H(Air OK) Auto-followup only comes out on hit. Frame advantage on block is fixed. M/Hversions will cause friendly assist characters to leave. Relatively short range. 5MMMwall bounces. Mostly useful for ending blockstrings, particularly with Kid Buu A backing him up. If you're solo it's generally better to end your blockstrings with214Las it lets you backdash away to safety. Excellent for Special Tag combos as the second hit activates after the superdash connects, leaving your tagged character heavily advantageous. Pauses for a bit before charging just over halfscreen. Smash hit wall splats. Will re-center the opponent without Smash. Essential combo extender in the corner. Unlike236L,236Mhas a property where it will launch the opponent the same way every time. Usually this is only used when you have Smash left, but236Mwill always re-center the opponent, making it amazing for combos into supers. It's also great for assist extensions, but it only works with faster assists. Range of M version with speed of L version. Smash hit wall bounces. Can be followed up with dash5LL. Extremely fast and low commitment, always -3 on block regardless of distance, beats any form of challenge since it's a hitgrab, and leads to a corner carry combo on hit. Amazing lariat that shines as both a movement tool and whiff punisher. It's both hard to challenge and hard to punish." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "Dragon Flash Fist", "text": "214L/M/H(Air OK) Bounces back and recovers in the air after attacking. All hits besides the last one launch. Considered a beam projectile. Excellent as a post-superdash option as it's not technically a Head property move. Since all versions always give an identical ground bounce, Goku can always end his corner combos with 214X or j.214X into assist and5LLLfor Spirit Bomb setups. Stays mostly in place. Last hit causes a ground bounce that also forces soft knockdown. Filler for assisted combos since it doesn't Smash. Okay in neutral since it's a fast big orb right in front of Goku, stopping most approaches. 2H>j.214Lis a true string that leaves you completely safe. Leaps forward farther than214L. Last hit on Smash causes a ground bounce SKD, non-Smash is similar to L version. Alternate combo ender toj.2H, though it's almost always a better ender in the corner. 214Htracks the opponent's horizontal position, goes fullscreen and won't overshoot. Last hit on Smash causes a ground bounce SKD, non-Smash is similar to L versions." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "Kamehameha", "text": "236S(Hold OK)orj.236S Angled slightly upward. Hold S to charge and start running (data in [] refers to maximum charge without running back). Holdduring the charge to shimmy backward. Can be cancelled into SD. Has Ki Blast Invul until the beam is released. Not all that great without having an assist to cover its recovery. Frametraps out ofM/Hnormals, but doesn't catch frame 4 reversals like Vanish. Punishable gap if used from a light normal other than5LL. Stops all air momentum. Slightly angled downward. Can be cancelled into SD." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "Reverse Kamehameha", "text": "214S(Air OK) GT Goku's BEST space control tool. virtually unpunishable and uninteractable due to its armor, but can be beaten with anti air grabs, so watch out against vegito, 16, and other characters with such moves. A useful way to counter this is to bait it out with his 214X, since it's ki blast properties render it unable to be anti-air'd. Pauses for a bit, shoots a blast behind him and then dashes forward. Blast does more damage and hitstun/blockstun than headbutt. On block, blast jails into Vanish, while headbutt makes Goku recover in the air. Direction + S allows 2 extra dashes even on whiff or block. No direction + S doesj.236S, if Goku hasn't used all of his air options yet. Can be aimed diagonally. The first hit can only be,,, while the next 2 can be all 6 directions besideand. Upward: Blast ground bounces Sideways: Blast wall bounces Downward: Headbutt ground bounces First dash of grounded version does not have Head property, and cannot be2H'd. Incredibly useful combo tool, allowing Goku to convert fromj.2S, raw SD, and of course, solo combo into Spirit Bomb. Can be used as frame trap since it doesn't Smash, cannot be2H'd, and Goku can solo convert off of this without meter anywhere with the kamehameha followup. Keep in mind that the armor does NOT beat2Hon the physical portion of the attack, so an aware opponent may2Hthe approach if you're too predictable." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "Assist A", "text": "Kamehameha Ground beam, runs slightly forward before charging in place. Cuts off the far upper corner of the screen, preventing superjumps completely. Ridiculous hitstun. Almost always combos into Super Dash. Very low blockstun for a beam assist. Advantage is better on air block, but they can still act before they hit the ground. Although with very poor startup, it is a phenomenal anti-air once it actually fires thanks to the excellent angle the beam covers, and its hitstun. Unfortunately, that's all it's good for thanks to its blockstun being bad both for tick throw characters and pressure characters, as well as immense startup. Another weakness is its inability to hit grounded opponents beyond close range. Unlike every other beam assist, opponents can sit below the beam, and are free to challenge your point character if they decide to run under it." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "Assist B", "text": "Dragon Flash Fist Causes a ground bounce. Very fast for the amount of hitstun and blockstun it has. GT Goku's B assist is an incredible pressure assist, an area his A assist is generally weak in. The combination of fast startup, high blockstun and large hitbox make it great at pinning down the opponent, allowing the point character to go for their most potent mix-ups. Its high hitstun also makes it a very reliable combo filler for pretty much any grounded or air-to-ground combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "Assist C", "text": "Power Pole Average blockstun. Range is worthless given it tracks. It's a C assist alright." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "Super Kamehameha", "text": "236L+Mor236H+S Costs 1 Ki gauge. Damage is increased when a teammate is downed. Minimum damage: 72*10 [87*10]" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "Dragon Fist Explosion", "text": "214L+M(Air OK) Costs 3 Ki gauges. Goes halfscreen. Switches sides on hit. Damage is increased when a teammate is downed, but oki is unchanged. Minimum damage: 1659 [1859]" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "Super Ultra Spirit Bomb", "text": "214H+S(Air OK) Costs 3 Ki gauges. Minimum damage: 39*31, 159 (1368) Teleports backward in midscreen before throwing the bomb. If he's cornered and the opponent is less than halfscreen away from the corner, will teleport out and throw the bomb back in. Recovers in the air almost immediately after he throws it. Bomb only disappears if Goku is hit, so it's unpunishable, since you also retain your air action, and can be used similarly to Beerus' level 3. Combos afterward don't receive Super Scaling. Soft knockdown if the opponent is left falling to the ground. Can be Level 3 DHC'd into if you have a downed character by Level 3 DHCing into that character's slot." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)", "title": "Goku (GT)", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131,2Color 131,2 Color 141,2Color 141,2 Color 151,2Color 151,2 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Intro", "text": "Version1.28 Date Released:August 10, 2021 LinksDRAGON BALL FIGHTERZ SHOW 07 on YouTubeBandai Namco Japan (Part 1)Bandai Namco Japan (Part 2) Z Change: Special Fast TagZ Changes can now be performed from special moves. This Z Change has different properties from Normal Z Changes. When this type of Z Change of blocked, it is affected by landing lag upon touching the ground, making it punishable. Z Changes can now be performed from special moves. This Z Change has different properties from Normal Z Changes. When this type of Z Change of blocked, it is affected by landing lag upon touching the ground, making it punishable. Aerial Guard CancelGuard Cancel can now be performed in the air using 1 bar of Ki meter Guard Cancel can now be performed in the air using 1 bar of Ki meter Vanish Guard Cancel2 bars of Ki meter can now be spent to perform a Vanish Guard Cancel while in blockstun. This input is similar to Normal Guard Cancel, but Forward Vanish input (6MH) is used instead of Forward Assist button. Vanish Guard Cancel has a similar property as a regular Vanish, being plus on block at grounded Vanish height, however this move can be anti-aired similarly as well. 2 bars of Ki meter can now be spent to perform a Vanish Guard Cancel while in blockstun. This input is similar to Normal Guard Cancel, but Forward Vanish input (6MH) is used instead of Forward Assist button. Vanish Guard Cancel has a similar property as a regular Vanish, being plus on block at grounded Vanish height, however this move can be anti-aired similarly as well. Dragon Rush during Ki ChargeDragon Rush can now be performed by inputting the Medium Attack button during Ki Charge Dragon Rush can now be performed by inputting the Medium Attack button during Ki Charge Ki Charge changesKi Charge can now reflect Ki blasts from the start of the move.Ki Charge can be performed after guarding a Ki Blast Ki Charge can now reflect Ki blasts from the start of the move. Ki Charge can be performed after guarding a Ki Blast Sparking Blast change in Limit BreakWhile in Limit Break, Sparking Blast's effect will not run out while performing a combo on the opponent. While in Limit Break, Sparking Blast's effect will not run out while performing a combo on the opponent. Chip damage from Z assistsRemoved the chip damage caused by some Z assists Removed the chip damage caused by some Z assists Cooldown adjustment on Z assist (C type)Lengthened cooldown time needed before next usage Lengthened cooldown time needed before next usage Vanish changeNow invincible from the beginning of the move if the opponent is performing a Vanish. This change is done in regard to the addition of Vanish Guard Cancel so that it is able to be countered by a Vanish on reaction. Now invincible from the beginning of the move if the opponent is performing a Vanish. This change is done in regard to the addition of Vanish Guard Cancel so that it is able to be countered by a Vanish on reaction. Ki meter penalty adjustment after EX Special MovesKi meter increase is now dependent on time rather than of the opponent's status. This means that Ki meter can now increase after an EX Special move in a combo if enough time passes to bypass the Ki meter penalty time.Lengthened time during which Ki meter increase scaling applies Ki meter increase is now dependent on time rather than of the opponent's status. This means that Ki meter can now increase after an EX Special move in a combo if enough time passes to bypass the Ki meter penalty time. Lengthened time during which Ki meter increase scaling applies New Jump propertiesSuper jump float is now installed from any move that leaves you in the air. This means that the character is now treated as if they performed a high jump, allowing them to float or fast fall after a move leaves them airborne. Super jump float is now installed from any move that leaves you in the air. This means that the character is now treated as if they performed a high jump, allowing them to float or fast fall after a move leaves them airborne. Simple High Jump inputHigh Jump can now be more easily done by holding the Unique Attack button (S) while performing a Normal Jump. This simple input change helps doing Moon jumps (Dash High Jump) much easier. High Jump can now be more easily done by holding the Unique Attack button (S) while performing a Normal Jump. This simple input change helps doing Moon jumps (Dash High Jump) much easier. Double Supers Damage Scaling adjustmentsReduced damage scaling for attacks performed after Super Attacks (excluding Ultimate Z Changes). Reduced damage scaling for attacks performed after Super Attacks (excluding Ultimate Z Changes). Jumping Heavy Attack (j5H) Bug FixesOpponent is now knocked forward when there is a camera motion. (Previously could get knocked backward)Fixed an issue where certain characters could earn a Dragon Ball under certain conditions without performing a Super Combo Opponent is now knocked forward when there is a camera motion. (Previously could get knocked backward) Fixed an issue where certain characters could earn a Dragon Ball under certain conditions without performing a Super Combo Crouching Heavy Attack (2H) changes on some charactersIncreased active framesLengthened time during which the move is invincible to jumping attacks Increased active frames Lengthened time during which the move is invincible to jumping attacks Deflecting Ki BlastsWhen moves other than Super Dash and Z Reflect deflect Ki Blasts, they now allow other moves to be performed like with Super Dash and Z Reflect. This change opens up more options to cancel into because previously, Normal Attack or Special Moves that deflect Ki Blasts would not offer the same cancellable options that Super Dash and Z Reflect would when they deflect Ki Blasts. When moves other than Super Dash and Z Reflect deflect Ki Blasts, they now allow other moves to be performed like with Super Dash and Z Reflect. This change opens up more options to cancel into because previously, Normal Attack or Special Moves that deflect Ki Blasts would not offer the same cancellable options that Super Dash and Z Reflect would when they deflect Ki Blasts." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Android 16", "text": "Standing Light Attack (5L)Increased the attack's power level Increased the attack's power level Standing Unique Attack (5S)Increased hitstop on hitAdjusted knockback on hit Increased hitstop on hit Adjusted knockback on hit Jumping Down Heavy Attack (j2H)Sped up the attack's startupIncreased stun timeAdjusted the opponent's position during the camera motionThe attack now causes a ground bounce during the camera motionReduced the amount of sliding knockdown during the camera motion Sped up the attack's startup Increased stun time Adjusted the opponent's position during the camera motion The attack now causes a ground bounce during the camera motion Reduced the amount of sliding knockdown during the camera motion Dynamite Driver (263X)Increased the attack's damage Increased the attack's damage Dynamite Driver (236M, 236H)Sped up the attack's start-upIncreased attack's active framesZ assists will now pass through the attack during movementThe move is now invincible to Z assists, and invincibility time has been increasedAdjust hitstop during invincibility Sped up the attack's start-up Increased attack's active frames Z assists will now pass through the attack during movement The move is now invincible to Z assists, and invincibility time has been increased Adjust hitstop during invincibility Flying Powerbomb (j214X)Added invincibility to jumping attacks partway through the motion of the mid-air version Added invincibility to jumping attacks partway through the motion of the mid-air version Hell Flash (236LM)Increased stun timeIncreased the grounded version's damageThe mid-air version will now be performed after moving when performed at a low heightAdjusted movement and amount of sliding knockdown for the mid-air version (j236LM)Changed the motion of the attack when input with HS instead of LM Increased stun time Increased the grounded version's damage The mid-air version will now be performed after moving when performed at a low height Adjusted movement and amount of sliding knockdown for the mid-air version (j236LM) Changed the motion of the attack when input with HS instead of LM Z assist (C type)Sped up the attack's start-upIncreased hitstop on the first attackAdjusted the hurtbox before the attack Sped up the attack's start-up Increased hitstop on the first attack Adjusted the hurtbox before the attack" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Android 17", "text": "Standing Medium Attack (5M)Increased distance moved during the attack Increased distance moved during the attack Jumping Medium Attack (jM)Sped up the attack's start-upIncreased attack active framesAdjusted the hitbox Sped up the attack's start-up Increased attack active frames Adjusted the hitbox Jumping Unique Attack (jS)Adjusted knockback on hit Adjusted knockback on hit Sliding Sweep (3H)Increased the move's attack levelAdded invincibility to jumping attack partway through the motionIncreased attack active frames Increased the move's attack level Added invincibility to jumping attack partway through the motion Increased attack active frames Accel Driver (236L/236M)Sped up timing during which the attack becomes invincible to jumping attacks Sped up timing during which the attack becomes invincible to jumping attacks Finishing Driver (214X)Sped up timing during which the attack becomes invincible to jumping attacksAdded invincibility to projectiles and Z assists partway through the motion Sped up timing during which the attack becomes invincible to jumping attacks Added invincibility to projectiles and Z assists partway through the motion Reverse GearA super attack can now be performed if follow-ups are blockedShrunk the hurtbox for the 2nd half of the motionCertain follow-ups will now cause sliding knockdown after the camera motion A super attack can now be performed if follow-ups are blocked Shrunk the hurtbox for the 2nd half of the motion Certain follow-ups will now cause sliding knockdown after the camera motion Power Blitz Charge (22S)Increased hitstop on blockSped up the timing at which other attacks can be performed on hitThe timing at which a vanish can be performed has been delayed (except on point character hit) Increased hitstop on block Sped up the timing at which other attacks can be performed on hit The timing at which a vanish can be performed has been delayed (except on point character hit) Z Assist (B Type)Increased hitstop on block Increased hitstop on block Z Assist (C Type)Sped up the attack's start-upIncreased hitstop on the first attackAdjusted the hurtbox before the attack Sped up the attack's start-up Increased hitstop on the first attack Adjusted the hurtbox before the attack" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Android 18", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Android 21", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Bardock", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Beerus", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Broly", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Broly (DBS)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Captain Ginyu", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Cell", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Cooler", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Frieza", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Gogeta (SSGSS)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Gogeta (SS4)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Gohan (Teen)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Gohan (Adult)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Goku", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Goku (Super Saiyan)", "text": "Placeholder 2LBuffReduced recovery. Frame advantage on block changed from -3 to 0. Reduced recovery. Frame advantage on block changed from -3 to 0. 5MBuffIncreased distance moved during the attack. Increased distance moved during the attack. 2MBuffReduced startup from 12 to 10Increased distance moved during the attack.Increased active frames from 8 to 9 Reduced startup from 12 to 10 Increased distance moved during the attack. Increased active frames from 8 to 9 5HBuffIncreased distance moved during the attack. Increased distance moved during the attack. 2SBuffExtended the move's initial hitbox downward. Extended the move's initial hitbox downward. j.MBuffExtended the move's hitbox and hurtbox downwardsIncreased the attack's active frames from 3 to 4 and recovery from 26 to 28. Extended the move's hitbox and hurtbox downwards Increased the attack's active frames from 3 to 4 and recovery from 26 to 28. 236MBuffIncreased distance moved during the attack.Adjusted ground bounce. Increased distance moved during the attack. Adjusted ground bounce. 236HAdjusted ground bounce. Adjusted ground bounce. 236SBuffUpwards angled version has more hitstun, different blowback, scales like 2 hits in a combo and can be whiff canceled into superdash. Upwards angled version has more hitstun, different blowback, scales like 2 hits in a combo and can be whiff canceled into superdash. Air Super Kamehameha (236L+M)GuardAllStartup9+4Recovery36Advantage-19BuffCan useWarp KamehamehaGuardAllStartup18+4 [6+4]Recovery36Advantage-19as a Lv2 super followup when angled downwards. Can useWarp KamehamehaGuardAllStartup18+4 [6+4]Recovery36Advantage-19as a Lv2 super followup when angled downwards. Meteor SmashGuardAllStartup9+4Recovery36Advantage-19BuffWhen performed using236H+S, it performs a less damaging version of his Lv3 that doesn't switch sides. When performed using236H+S, it performs a less damaging version of his Lv3 that doesn't switch sides. Assist BGuardAllStartup20Recovery32Advantage+40BuffIncrease distance moved and active frames. Increase distance moved and active frames. Assist CGuardAllStartup23 [20]Recovery42Advantage+55Reworked ◥Flamescorpi0: C assist cooldown got nerfed in this patchSped up the attack's startup.Increased hitstop on the first attack.Adjusted the hurtbox before the attack. Sped up the attack's startup. Increased hitstop on the first attack. Adjusted the hurtbox before the attack." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Goku (SSGSS)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Goku (Ultra Instinct)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Goku (GT)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Goku Black", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Gotenks", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Hit", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Janemba", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Jiren", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Kefla", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Kid Buu", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Krillin", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Majin Buu", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Master Roshi", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Nappa", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Piccolo", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Super Baby 2", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Tien", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Trunks", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Vegeta", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Vegeta (Super Saiyan)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Vegeta (SSGSS)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Vegito (SSGSS)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Videl", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Yamcha", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Zamasu (Fused)", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.28", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "Overview", "text": "This incarnation ofVegetafrom the Saiyan Saga (often referred to asBase Vegetaby the community) is a powerful rushdown character, with many opportunities to mix the opponent up and keep them bewildered with pressure. Vegeta has a solid pressure game; he can play neutral very well with incredible Ki Blasts in5SGuardAllStartup13Recovery24Advantage-3andj.SGuardAllStartup13RecoveryX+7LAdvantage, snappyRocket Kicks,teleporting stomps, and solid air buttons to boot. Additionally, his stagger pressure is fantastic, allowing him to scare the opponent with resets or frame traps. This eventually all cycles back into Base Vegeta's powerful vortex; every time he lands a hit, the opponent is trapped into blocking one of many mix-ups, and the possibility of taking significant damage from them (especially with hispowered upLevel 3 super attackGuardAllStartup9+3RecoveryAdvantage-27). With the momentum and experience, Base Vegeta is a scary character which can truly steamroll. While Vegeta is undeniably an extremely powerful character, he does have a couple of issues. While his long-ranged neutral is fantastic and his close-range game is oppressive, his mid-range game is relatively weak, especially when compared to other top-tier characters. Vegeta's stubby normals are the main culprit, as he cannot use his normals at this range, and heavily relies on hail-mary Ki Blasts and Rocket Kick to contest opponents. Another issue is that he is reliant on assists for his strongest mix-ups. However, both of these weaknesses are alleviated when Vegeta is kept at Point with assists that work well with him, and his great specials are complimented by Limit Break on Anchor where his supers do insane damage when powered up. A well timed special move can always eventually lead to a kill with sufficient meter with this character. Vegetais a strong, relentless character who uses tricky mix-ups and swift movement to create a vortex that opens up his victims. Superb Neutral: Incredible Ki Blasts and great movement with moves such as236M/Hmake up very strong neutral. Fantastic Pressure: Many staggers and frametraps make pressure resets simple and complement his powerful mix-up game. Mix-ups:236L,Deadly Knee Drop, andEnergy Cutterall put Vegeta airborne on block, enabling very good high/low alongside assists. Easy-bake Safejumps: Using2S/j.2Safter aj.214M/Hknockdown enables safejumps anywhere on the screen. Range of Normals: A trait shared with all of the Vegeta's, Base Vegeta's normal attacks are small and don't send him very far. Ki Blast Neutral: In spite of being exceptionally good, Vegeta's Ki Blasts still just Ki Blasts and can be countered by a plethora of universal and character-specific tools. Mid-Ranged Pressure: Due to his normal attacks being small, Vegeta often has to play patient or rely on236Xto attack the opponent." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "5L", "text": "Stubby jab, but a good stagger tool. Can be cancelled into itself by using4LL. Recovers one frame faster than most other jabs, making it safer than usual. An example is against Goku (Ultra Instinct)'s214Hanytime Base Vegeta is +2. Gut punch that pushes Vegeta forward. Short range and safe on block. Although safe,5Land2Lmay serve as better stagger normals. The forward distance from this move is not quite far enough to be a reflect-proof string, so be careful when using it outside combos. Vegeta uses his Dirty Fireworks attack. Combos directly into 214X. Mostly useful in corner combos as a guaranteed combo into214M. Can be used as a mixup tool because it leaves Base Vegeta airborne, but236Sis a much better tool as it has no landing recovery. Can function as an anti-air like2H." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "5S", "text": "(Hold OK) Vegeta's technique. Very fast, very spammable grounded blasts make this an incredible neutral tool. Can be repeated up to 8 times." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "2L", "text": "A fast low which helps with Vegeta's pressure. It's stubby, and may whiff if repeated unless at point-blank range, like the other Vegetas. Can be rapid fired twice also like all other Vegetas." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "2H", "text": "Standard2H, nothing particularly interesting to note about it aside from making Vegeta airborne. Can be used as blockstring filler if you really want to. All special moves cancelled after this will be their air versions. Has enough hitstun to combo intoj.214Mon non-smash hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "2S", "text": "Vegeta lobs a ki blast. Goes up, then down. You can make the arc more shallow by doing1S, or make it deeper with3S. Can be used for oki after a sliding knockdown, though positioning can be tough, and is harder to set-up than the aerial version." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "j.L", "text": "A short ranged, stubby attack. Can still jab SD with it, though." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "j.H", "text": "Good jump-in normal. It can be decent in air-to-air situations as well, butj.Mfills this role better." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "j.S", "text": "Vegeta fires one Ki Blast. Elite neutral tool due to having a spectacular angle to poke from a far and safe distance. If done after/during a IAD, it has faster recovery. Does not stall you in the air. This is very important. j.8Ssends at a deeper angle, good at hitting people much closer to you and below you. Whiff cancels intoj.2S, which then whiff cancels back into this. Doing up to 5 ki blasts on whiff is possible by doing, for example,j.1S>j.S>j.2S>j.S>j.3S." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "j.2H", "text": "Jump cancelable air launcher that's nigh identical to the other Vegetas'j.2H, with only one difference being that it has 2 more active frames. A crucial part of his combos as well as being useful for air-to-air confirms. Due to having a very short total animation that pushes Vegeta up and forward, it can also be used as a pseudo movement option to change his momentum and stall in the air. Thanks to the extra active frames, immediatej.2Hafter a ground jump can be used as an instant cross-up that works on a third of all crouching characters. Vegeta hops over the opponent and will hit cross-up on the last possible active frame as he's falling downward. If they're standing, they will body block him from moving forward andj.2Hwill hit same side instead. Against crouch block, he's +6. Below is a list of crouching characters that can be crossed up, tested with this string:665L, 9 j.2H. A16A21L21SBRGNY†CELCLRGUI†HITJNBMBUNAPPICSB2†TEN BRO The rest" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "j.1S/j.2S/j.3S", "text": "Like2Sbut in the air. Not great in terms of neutral, but it excels as an okizeme tool after214M/Hto catch various wakeup options. Can make shallower with1S, or deeper with3S. Stalls air-momentum, similarly toj.2H." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "Super Dash Kick", "text": "236L/M/H(Air OK) Often called \"Rocket Kick\" by the community. Does what you think; Vegeta thrusts himself and kicks horizontally. Vegeta kicks around halfscreen. TOD starter. Puts Vegeta airborne on block as he bounces off the opponent.One of his several mix-up tools that enables IAD high/low 50/50s with high blockstun assists. Also allows Vegeta to RPS and possibly steal another turn, with a combination of back airdashj.S, normalj.S, land2M, airdash forwardj.M, or even anotherj.236L. Vegeta kicks just under fullscreen. Causes a wallbounce on hit. Crosses up on block. 236Mis an easy way to get a solo snap in the corner. Mostly useful in combos as a wallbounce, but can also be used on block or jump for the crossup to get Vegeta out of the corner quickly. It's also an extremely powerful neutral tool if used behind aj.Sas it will either true string and setup pressure with an assist or frame trap and give a combo in the corner. Vegeta teleports behind the opponent before kicking full-screen and then some. Causes a wallbounce on hit, crosses up on block, similar to236M. If whiffed, Vegeta takes a while to recover." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "Deadly Knee Drop", "text": "214L/M/H(Air OK) Vegeta teleports to and stomps on the opponent, bringing them to the ground. Same frame advantage on hit everytime. Default action on hit/block/whiff is to bounce backwards, bounce forwards by holding forwards. A strong part of Vegeta's mixup game, especially because of the possibilities for it. Holding forward after the move, even on whiff, will propel Vegeta forward which can give him more pressure in many situations; doingj.Mon block will also safejump many 2Hs (Z Broly's is one of the notable exceptions) or outright make them whiff if they try to mash2Hon your stomp rather than time it. If blocked and holding forward, you can call an assist and get a 50/50 anywhere as long as the opponent blocks the knee drop. If you don't hold back, you can combine Vegeta's backwards jump of sorts into2S/1Swhich, depending on which one you use, can catch your opponent's wakeup and will catch them mashing something and/or give Vegeta much more pressure. Vegeta teleporting above the opponent helps too, as it can be used to either catch your opponent off guard in neutral, or go for a really tricky reset, but be careful because it can be2H'd very easily if your opponent reacts to it. Always results in a sliding knockdown, leaving Vegeta +38. Holding forward will make Vegeta bounce towards the opponent, leaving Vegeta +47. If the hitstun proration isn't too bad, this will combo fromj.2H. Use this to end air combos if at all possible, as it brings you down with them. Doesn't allow forj.2Soki midscreen, butj.1Sin the corner is a good way to keep pressure going. Causes a bounce sliding knockdown that can be picked up with an assist, leaving leaves Vegeta +52. Holding forward will make Vegeta bounce towards the opponent, leaving him +61 and comboing directly into214Swithout the need of whiff Vanish. Combos off of smash hitj.2Hor5LLL, so it's commonly used as an ender after optimal combos. This move also has enough knockdown time forj.2Ssetups which is common to see. Has the speed of the L version with the knockdown of the M version. Gives a bouncing sliding knockdown that can be picked up with an assist. Combos directly into214Swhen holding forward. Same frame advantage as214M." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "Energy Cutter", "text": "236S Vegeta hurls a knockoff Destructo Disc which arcs upward. Puts Vegeta airborne on block. Can be aimed with 8/2. Vegeta's236Sis alright as a projectile, but surprisingly where the move really takes off is in its mix-up utility. Using this on an opponent's wakeup after Vegeta gets a sliding knockdown, or using it in blockstrings covered by an assist lets him get a mix-up scenario, as you can airdash or land low with the [2] version. It's not his strongest mix-up tool, but it's another out of several." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "I have no use for Saiyans that can't move", "text": "214S Vegeta grabs and tosses the opponent into the air vertically, straight above him. It's a strange command grab; it cannot be blocked and works mid-combo, butwill not work on crouching or aerial opponents(only standing). This move directly combos into both of Vegeta's super attacks, increases their minimum damage, and grants extra frame advantage for them. If the camera zooms in for the Vegeta Jumpscare cinematic, you can superdash for a full combo. If not, you can vanish or super. Works on sliding knockdown state opponents. Uses his smash, soj.Hgives sliding knockdown. Use before level 3 super in the corner to maintain optimal positioning." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "Assist A", "text": "Energy Cutter Vegeta's236Swith its properties. On hit, all the hits do one hit. On block, all 5 hits are done separately. It's a great all around assist." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "Assist B", "text": "Super Dash Kick Vegeta's236M. Travels about half-screen. Launches outward on hit, and goes past opponent on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "Assist C", "text": "Dirty Fireworks Vegeta teleports near the enemy, hits them with a Dirty Fireworks combo, and brings them back to the ground for their troubles. Fairly good tracking and the fact that Vegeta is typically placed on Point make this a good option. It can be awkward to combo into due to the timing of it, but this is something that can be easily learned and dealt with. Using this depends on what you're looking for with your team, and there may be better C assist options; still, it's good at its niche as an easy to connect assist.Finally, it lasts a while on hit, great for gimmicky strategies like withAndroid 21'sunblockableor building stacks withSSJ4 Gogeta'staunt. If the uppercut connects on any active frame, it transitions to the explosion and knee drop. Causes a bounce sliding knockdown on hit (however, if hitstun is too high, the kneedrop will not cause this) Surprisingly good answer to superdash as it has anti-air property, like2H. Still a goofy option for a C Assist though so don't rely on it." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "Galick Gun", "text": "236L+M(Air OK)or236H+S(Air OK) Minimum damage: 78*10 [98*10]. Values in [ ] are when canceled from214S. Ground version automatically leaps up and tracks the opponent. Air version only goes up a set distance, so it's not guaranteed to hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "Galaxy Breaker", "text": "214L+Mor214H+S Vegeta does a huge blast upward creating a pillar of damage for around 2 seconds. Minimum damage: 86*20 [96*20]. +27 [+43] on hit, allowing for continued pressure. Values in [ ] are when canceled from214S. On normal hit or DHC, this super allows for a guarenteed IAD safejump. There are other setups that are possible but that is the most reliable. When used after214S, it's a different story. +43 allows for Superjump IAD mixups orj.2Hmixups which can be nearly invisible. This alone lets Vegeta carry momentum like no other. Spend an extra bar for extra damage at the cost of frame advantage. Only use this if you need it to kill, it completely erases any okizeme aside from some strange situations with specific characters that aren't practical. Minimum damage: 320 Total minimum damage: 2040 [2240]" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta", "title": "Vegeta", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161 Color 592Color 592" }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "Overview", "text": "The rat monkey child,Goku (GT)orGT Gokuis a very small character capable of leaping across the screen and putting opponents into nasty mixup situations. GT Goku is heavily meter dependent as his normals are honestly god awful with several weaknesses, but once he has meter he gains access to his amazing EX moves, allowing him to jump past neutral and straight into pressure should he catch the opponent off-guard. GT Goku's aerial beam is also a very helpful neutral tool, as it has a very friendly air-to-ground angle which works wondrously with Vanish to help get GT Goku into the fray. Once in, GT Goku can call assists to begin a left/right/high/low mixup train of death. He also has a very strong movement and space control tool in214S, which has excessive guard point and the ability to zoom around the screen and nearly never be punished. That said, GT Goku is best on your team as a mid. His very poor normals do not lend themselves nicely to solo mixup situations, even though they work great for pressure. His assist selection is also a bit mixed; his B assist is relatively strong but his A and C assists are both slow to come out and not helpful for pressure, although they still work fine for neutral. If you want GT Goku on your team, put him mid so he can exploit his meter gain. Goku (GT)is an advantageously tiny, standout all-rounder who provides good support to a team. Potent Mix-up:Very long blockstrings, 3 lows (2L,2Mand2S), and an aerial fast fall make him annoying to block. Meter Efficient:Dragon Flurry Fist,Dragon Flash FistandSuper Ultra Spirit Bomball allow him to put his meter to great use. Great Staggers:5Land2Lpush him forward, allowing him to be kept in whenever he wants, and serving as excellent pressure resets. High Damage Potential:In the corner, his damage output is bolstered with assist extensions andSuper Ultra Spirit Bomb. Tiny:Having the smallest hurtbox in the game makes it hard to hit him or even identify what GT Goku is doing. Tiny:All of his normals are very small and stubby, all requiring point-blank range to connect. Mixups can be inconsistent and crossups often need meter to confirm. Post-Reflect:Due to his season three nerfs, his only options after being reflected (5S,Dragon Flurry Fist) leave him negative on block." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "5L", "text": "Pushes Goku forward a bit, giving it deceptive range. Has next to zero knockback on air hit, allowing him to convert into5LL. 4LLis available on clash only. Very strong button, but it has its weaknesses. It advances very far forwards for how small it looks, but the vertical range leaves a lot to be desired. Challenging with this after6Mis likely to get stuffed because of this. Not an anti-reflect string after5Lanymore. Very punishable on whiff, especially because5LLLis a grab. Has next to zero knockback on air hit. On some characters it requires a delay to combo into2M, but5Mis universal. Better than most5LLon block, since it locks down the opponent for longer as Goku stalls for his assist to regen. Scales combos like a medium button but eats up the combo timer. Switches sides on hit. Cancelling into this from a blocked5LLalways leaves the opponent in too much blockstun for the throw to work. Very commonly used for back-to-corner combos and to combo into Spirit Bomb. Good for sideswaps in general, but will always lead to less damage than the same-side combo." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "5M", "text": "Advances forward a respectable distance. Fixed frame disadvantage. No matter how meaty, it will always be -5." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "5H", "text": "Leads to a rejump in the corner, with or without Smash." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "5S", "text": "Near-fullscreen physical strike that does not have any hurtbox. The pole's hitbox is at the tip and travels forward like a projectile. Wall splats on Smash hit, can confirm into SD. On paper, its range and disjointed hitbox seems amazing. Unfortunately, it is rather slow, loses to projectiles, controls a very limited space, reward on hit is rather lacking. Don't whiff this." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "2L", "text": "2Lslides forwards, but2LLdoes not." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "2M", "text": "Shorter range than5M, but goes further than2L." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "2H", "text": "Universal anti-air, faster than the average2H. Puts Goku in the air. On Smash hit, combos into SD." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "2S", "text": "Vaults almost fullscreen. Holdduring startup to leap half as far. Recovers in mid-air and has access to air options. Whiff cancellable intoj.S,j.2H,j.2S, specials and supers. On block or hit, can be cancelled early into grounded attacks." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "6M", "text": "Universal overhead. Uses hit and hurtboxes ofj.H." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "j.H", "text": "Dynamic hit can wall bounce. Launches forward instead of down. Faster than mostj.Hmakes this the preferred jump-in compared toj.M, sincej.Hdoes more damage, has more range, and is almost equally as fast. can be cancelled into jump." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "j.S", "text": "Temporarily stalls momentum. Similar traits to5Sbut hits with the entire pole instead of extending it out. Smash hit can confirm into Super Dash." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "j.2H", "text": "Stops all air momentum. Smash on air-to-air, gives SKD. As a blockstring,2S>j.2His a low > high that can be used really late into the string. It's not a true blockstring (12f gap) andj.2Hcan be easily anti-aired, but if they choose to block, then this leaves Goku at +4 at minimum." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "j.2S", "text": "Falls straight down and then recovers in the air. Only hits once he touches the ground. Can be aimed withj.1Sorj.3S. After touching the ground, is whiff cancellable toj.S,j.2H, specials and supers, and can also choose the direction he hops to withor.j.1Sandj.2Sdefault to hopping backward,j.3Shops forward. Since all of Goku's air normals are either stubby or incredibly slow, he won't be doing typical IAD cross-ups like most characters (without set-ups). So instead, he'll be mixing left/right with this move. It's still rather slow, but is really ambiguous." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "Dragon Flurry Fist", "text": "236L/M/H(Air OK) Auto-followup only comes out on hit. Frame advantage on block is fixed. M/Hversions will cause friendly assist characters to leave. Relatively short range. 5MMMwall bounces. Mostly useful for ending blockstrings, particularly with Kid Buu A backing him up. If you're solo it's generally better to end your blockstrings with214Las it lets you backdash away to safety. Excellent for Special Tag combos as the second hit activates after the superdash connects, leaving your tagged character heavily advantageous. Pauses for a bit before charging just over halfscreen. Smash hit wall splats. Will re-center the opponent without Smash. Essential combo extender in the corner. Unlike236L,236Mhas a property where it will launch the opponent the same way every time. Usually this is only used when you have Smash left, but236Mwill always re-center the opponent, making it amazing for combos into supers. It's also great for assist extensions, but it only works with faster assists. Range of M version with speed of L version. Smash hit wall bounces. Can be followed up with dash5LL. Extremely fast and low commitment, always -3 on block regardless of distance, beats any form of challenge since it's a hitgrab, and leads to a corner carry combo on hit. Amazing lariat that shines as both a movement tool and whiff punisher. It's both hard to challenge and hard to punish." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "Dragon Flash Fist", "text": "214L/M/H(Air OK) Bounces back and recovers in the air after attacking. All hits besides the last one launch. Considered a beam projectile. Excellent as a post-superdash option as it's not technically a Head property move. Since all versions always give an identical ground bounce, Goku can always end his corner combos with 214X or j.214X into assist and5LLLfor Spirit Bomb setups. Stays mostly in place. Last hit causes a ground bounce that also forces soft knockdown. Filler for assisted combos since it doesn't Smash. Okay in neutral since it's a fast big orb right in front of Goku, stopping most approaches. 2H>j.214Lis a true string that leaves you completely safe. Leaps forward farther than214L. Last hit on Smash causes a ground bounce SKD, non-Smash is similar to L version. Alternate combo ender toj.2H, though it's almost always a better ender in the corner. 214Htracks the opponent's horizontal position, goes fullscreen and won't overshoot. Last hit on Smash causes a ground bounce SKD, non-Smash is similar to L versions." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "Kamehameha", "text": "236S(Hold OK)orj.236S Angled slightly upward. Hold S to charge and start running (data in [] refers to maximum charge without running back). Holdduring the charge to shimmy backward. Can be cancelled into SD. Has Ki Blast Invul until the beam is released. Not all that great without having an assist to cover its recovery. Frametraps out ofM/Hnormals, but doesn't catch frame 4 reversals like Vanish. Punishable gap if used from a light normal other than5LL. Stops all air momentum. Slightly angled downward. Can be cancelled into SD." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "Reverse Kamehameha", "text": "214S(Air OK) GT Goku's BEST space control tool. virtually unpunishable and uninteractable due to its armor, but can be beaten with anti air grabs, so watch out against vegito, 16, and other characters with such moves. A useful way to counter this is to bait it out with his 214X, since it's ki blast properties render it unable to be anti-air'd. Pauses for a bit, shoots a blast behind him and then dashes forward. Blast does more damage and hitstun/blockstun than headbutt. On block, blast jails into Vanish, while headbutt makes Goku recover in the air. Direction + S allows 2 extra dashes even on whiff or block. No direction + S doesj.236S, if Goku hasn't used all of his air options yet. Can be aimed diagonally. The first hit can only be,,, while the next 2 can be all 6 directions besideand. Upward: Blast ground bounces Sideways: Blast wall bounces Downward: Headbutt ground bounces First dash of grounded version does not have Head property, and cannot be2H'd. Incredibly useful combo tool, allowing Goku to convert fromj.2S, raw SD, and of course, solo combo into Spirit Bomb. Can be used as frame trap since it doesn't Smash, cannot be2H'd, and Goku can solo convert off of this without meter anywhere with the kamehameha followup. Keep in mind that the armor does NOT beat2Hon the physical portion of the attack, so an aware opponent may2Hthe approach if you're too predictable." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "Assist A", "text": "Kamehameha Ground beam, runs slightly forward before charging in place. Cuts off the far upper corner of the screen, preventing superjumps completely. Ridiculous hitstun. Almost always combos into Super Dash. Very low blockstun for a beam assist. Advantage is better on air block, but they can still act before they hit the ground. Although with very poor startup, it is a phenomenal anti-air once it actually fires thanks to the excellent angle the beam covers, and its hitstun. Unfortunately, that's all it's good for thanks to its blockstun being bad both for tick throw characters and pressure characters, as well as immense startup. Another weakness is its inability to hit grounded opponents beyond close range. Unlike every other beam assist, opponents can sit below the beam, and are free to challenge your point character if they decide to run under it." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "Assist B", "text": "Dragon Flash Fist Causes a ground bounce. Very fast for the amount of hitstun and blockstun it has. GT Goku's B assist is an incredible pressure assist, an area his A assist is generally weak in. The combination of fast startup, high blockstun and large hitbox make it great at pinning down the opponent, allowing the point character to go for their most potent mix-ups. Its high hitstun also makes it a very reliable combo filler for pretty much any grounded or air-to-ground combo." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "Assist C", "text": "Power Pole Average blockstun. Range is worthless given it tracks. It's a C assist alright." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "Super Kamehameha", "text": "236L+Mor236H+S Costs 1 Ki gauge. Damage is increased when a teammate is downed. Minimum damage: 72*10 [87*10]" }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "Dragon Fist Explosion", "text": "214L+M(Air OK) Costs 3 Ki gauges. Goes halfscreen. Switches sides on hit. Damage is increased when a teammate is downed, but oki is unchanged. Minimum damage: 1659 [1859]" }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "Super Ultra Spirit Bomb", "text": "214H+S(Air OK) Costs 3 Ki gauges. Minimum damage: 39*31, 159 (1368) Teleports backward in midscreen before throwing the bomb. If he's cornered and the opponent is less than halfscreen away from the corner, will teleport out and throw the bomb back in. Recovers in the air almost immediately after he throws it. Bomb only disappears if Goku is hit, so it's unpunishable, since you also retain your air action, and can be used similarly to Beerus' level 3. Combos afterward don't receive Super Scaling. Soft knockdown if the opponent is left falling to the ground. Can be Level 3 DHC'd into if you have a downed character by Level 3 DHCing into that character's slot." }, { "url": "https://www.dustloop.com/w/DBFZ/GT_Goku", "title": "GT Goku", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131,2Color 131,2 Color 141,2Color 141,2 Color 151,2Color 151,2 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17/Resources", "title": "Android 17", "section": "Intro", "text": "This page is Android 17's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17/Resources", "title": "Android 17", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17/Resources", "title": "Android 17", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17/Resources", "title": "Android 17", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.19", "title": "Version", "section": "Intro", "text": "Version1.19 Date Released:September 25, 2019 LinksBandai Namco Japan AddedGogeta (SSGSS)" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.19", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17/Combos", "title": "Android 17", "section": "Notes", "text": "If you don't have Power Blitz and go for a j.LLL, remember you can doVanish > j.[DR]or use an assist for a sliding knockdown instead.5H > 236L and Barrier blast > 236L both work after you've used your smash." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17/Combos", "title": "Android 17", "section": "Notes", "text": "The midscreen Saiyan BnB also works in the corner, it just isn't notated for efficiency." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17/Combos", "title": "Android 17", "section": "Combo Theory", "text": "A17's combos midscreen usually skip rekkas and go right into j.2H unless you have assists. In the corner, it's much easier to go into a high damage rekka combo with a slide knockdown ender using assists. 2S charge is very easy to combo from using assists, and his air combos in the corner build high amounts of meter as well as ending in a slide knockdown thanks to j.22S. Typically you will charge and spend the charge in the same combo, but sometimes it may be good to end with a super and keep the charge for pressure as it's highly plus on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Strategy", "title": "Goku (SSGSS)", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Strategy", "title": "Goku (SSGSS)", "section": "General Tactics", "text": "Goku (SSGSS) is an offensive character with some of the best pressure in the game and great mixup tools, making him exceptionally stressful to block in the right hands. His gameplan is simple but effective: use advancing tools like his lariats, his divekicks and movement paired with hisj.Sto get in and begin pressure. If opponents are trying to stay away from him, he can harass them with5S. Once he's in, he has great frame data, 3 lows, a meterless teleport, a built-in overhead in his autocombo and an unreactable command grab with which he can easily capitalize on his opponent's hesitation. Although his overhead is somewhat slow and easy to react to, it is possible to condition your opponent to block low by using5LL> delayed2M. Even if the overhead is blocked, he can keep pressuring his opponent with the use of assists. His most potent mixup isj.214Hmix, a left/right to 4-way mix which is explained in the move's section on the Overview page." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Strategy", "title": "Goku (SSGSS)", "section": "236/214S", "text": "Although this meterless teleport has a fairly slow startup, it enables Goku to (re)start pressure if blocked since it is always +3, no matter where Goku is on the screen. Be aware that it's not as plus if air blocked, however - opponents who are aware of this can escape afterwards." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Strategy", "title": "Goku (SSGSS)", "section": "j.S", "text": "Since Goku (SSGSS)'sj.Sdoesn't stop his air momentum, an IADj.Sbecomes a great way to approach a grounded opponent, since it will stuff their anti-air attempts, allowing you to keep your pressure going." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Strategy", "title": "Goku (SSGSS)", "section": "Point", "text": "Blueku's best position. He has one of the best roundstarts in the game in236L+ assist, has the aggressive tools to win the Point war and utilizes assists very efficiently." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Strategy", "title": "Goku (SSGSS)", "section": "Mid", "text": "Blueku's assists are quite serviceable, with his A assist being objectively the best in a vacuum. While his neutral might be weaker without 2 assists to always back it up, his great pressure doesn't require assists to get good mileage out of it. He also boasts some of the strongest Lv3 oki, which makes him a great character to DHC into." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Strategy", "title": "Goku (SSGSS)", "section": "Anchor", "text": "Having great ways to dump meter like a level 5 Super and pretty good pressure even by himself, Goku (SSGSS) may seem like a decent choice for an anchor character, but you may find his solo neutral to be very difficult. It is not recommended to place him here. Trust me, there's far better options." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Strategy", "title": "Goku (SSGSS)", "section": "Picking Teammates", "text": "With Goku Blue not having a consistent way to control the screen by himself as many other characters do (with beams, armored specials, large projectiles), it's a good idea to look at assists that do that for him so he can make his way in more easily. Good examples would be beam assists or beamlikes (like Z Broly A), and one-off neutral threats like Piccolo's A Assist or Trunks' Change The Future Assist. Blueku also enjoys fast strike assists such as SSJ Goku's B assist since they make it very easy for him to confirm his lariats and divekicks into pressure/combos. Goku Blue's assists are pretty good. His A assist is his best one overall: great for combos and for neutral control with fullscreen horizontal tracking. The slow startup can be circumvented if the opponent is locked down beforehand with projectiles. Good examples of characters that get enabled by his A assist are Android 21, Z-Broly, S-Broly, Roshi, Goku (Ultra Instinct), Base Goku, and Kid Buu. His Divine Void Strike assist is immune to ki blasts and has some fairly good hitstun - functioning like Bardock's A assist - although the ki blast immunity ends up being impractical in most situations. His B assist is more flexible to put on a team given its nature as a strike assist, though if you can help it, finding a character that benefits from his A assist will serve you better in the long run. His C assist does track anywhere on the screen although said tracking is slow enough that the opponent can avoid the assist consistently if they know how to, very much not recommended." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Strategy", "title": "Goku (SSGSS)", "section": "Blockstrings", "text": "2L>5L>5LL>2M>5M>5H... 2L>5L>5LL>2M>5M>5H>2H... (Airborne after2Hfor divekick followups) 2L>5L>5LL>2M>5M>5H>2H>j.214L(-3) Safe normals:2L,5L,5LLL(Overhead with large gap),4M(Secret command normal) and5S. 2Manti-reflects after basically any normal. 2M(reflected) >5H>5S(Reflect proof) ...5S,2M>4M... Layering your pressure: 4M ,2M>4M... (Reset pressure, beats mashing L against most other characters) 4M > delayed5H(Catches jump outs and mashing) 4M ,5L(Beats mashing M) 4M , instant dashblock > assist call or reset pressure (instant dashblock will not get hit by mashing) 4M , dashup214L 5Sauto spaces his blockstrings for2M>4Mshenanigans.4M(-2) when spaced out is extremely strong for stagger pressure. Mix-up tools: Heavy divekick mix-up (Assists with 30f+ blockstun can cover this mix-up): ...2H>j.214H▷ land2L ...2H>j.214H, delayed airdashj.L(May be difficult to time) ...2H>j.214H, crossup airdashj.S▷5M ...2H>j.214H▷ land214L Examples shown are in the corner and using Goku Base's A assist. May require creativity depending on what assist used and whether you're midscreen or in the corner. With lower-blockstun assists, your options are to float left or right into aj.L. Be warned, they can GC the divekick on reaction and be safe. It is best to go for divekick mixes off IAD>j.Hinstead of2Hfor this reason to make it unexpected. You can also TKj.214Hduring pressure if they respect you. Tick throw set-ups: IADj.S▷214L IAD j.X ▷ dash214L IADj.Mdlj.2Hdlj.S▷214L Dash5L/2L▷ delayed214L 2M▷ delayed214L 5H▷ delayed214L 2Mdelay5S▷ delayed214L(in the corner) Goku (SSGSS)'s command grab is unreactable although most ground buttons don't allow him to tick into it, so he will need to use a jump in or dash momentum normal to set it up. His214M/214Hcan be used as tick throws but are considerably slower and reactable in most cases." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Strategy", "title": "Goku (SSGSS)", "section": "Tips and Tricks", "text": "2H>j.236Lbeing -3 is very good, don't forget you have it. IADj.Sis a good way to force your way in, but it has counterplay. Don't overuse it. LandMlariats scale like mediums, and can be TOD'ed from on hit with sparking. j.236Lis extremely difficult to contest after an air blocked SD situation, as it beats out almost every characters attempt to press buttons, catches airdash back, airdash forward and double jump. j.214Lcan be used as an unreactable same side mix-up when your opponent thinks you're jumping to IAD crossupj.M, similar to Yamcha'sj.2H. However, in order to confirm into full combo, you'll need to use an assist or bar j.214Moki in the corner can be performed by buffering a normal jump straight up (not up-forward) and falling down withj.Horj.S. This catches all techs and makes it impossible to dash/walk out of the corner to avoid the meaty. Ifj.His blocked, you can immediately go intoj.214Hfor an instant unreactable mix-up since airdash was not consumed and it would be extremely dangerous to attempt to guard cancel out. j.214Hoki can be made to regenerate assists while catching all techs. Whiff a5Hthen IADj.M. j.214Hoki can also catch all techs midscreen which is exceedingly rare for this game. The setup is kind of complicated but doable with practice: holdS, microdash, 669, fastfall, delay backdashj.M. Note, however, that it won't hit meaty against uptech, so opponents can escape by backdashing away." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Strategy", "title": "Goku (SSGSS)", "section": "Neutral", "text": "Goku (SSGSS) has a lot of tools to close the gap and bypass neutral. If he has assists to back him, it is very difficult to avoid him. However, said tools are also rather committal - if your character doesn't mind playing from further away, it's often easier to let him come to you and punish accordingly, especially if his assists are on cooldown. Stay vigilant for his214Steleport, as it's easily countered on reaction by2H." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Strategy", "title": "Goku (SSGSS)", "section": "Offense", "text": "His defensive options are completely standard: he only has Reflect and his Lv3. His2Lis quite stubby, and his5Lis a very standard jab." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(SSGSS)/Strategy", "title": "Goku (SSGSS)", "section": "Defense", "text": "Goku (SSGSS)'s pressure consists of great staggers and strong command grabs.4Mis safe and large, and can loop into itself from2Minto4M: easily putting him in a situation where you have to take a risk to challenge him, which loses to a properly timed frametrap. In the corner, a stray5Mor2Mcan easily melt over half your health bar, and put you in a guess-for-character situation very quickly. Meanwhile,214Lis unreactable and links from a late2Mcancel, and214Hleads into a combo from anywhere, demanding quick reactions or a preemptive mash on5L. 214Lis a huge threat once he has established his extremely strong stagger pressure. He can confirm with an assist or Vanish, and he has the tools to take you back to the corner to make you guess all over again. If he has a high blockstun assist,2H~j.214His a horrifically strong mixup - it's a true 4-way mixup that can be layered with his grab, along with universal options such as empty6Mor Dragon Rush. (Going high has a strict timing though, so you'll generally want to look for empty low or crossup). It's possible to invalidate the setup if you Guard Cancel the divekick on block - Guard Cancelling the2His ill-advised, asj.214Hon whiff has very little recovery, so much so that he'll be able to just block your GC and kill you. The resource trade is always in Blueku's favor, but better to give away some meter than your whole character." }, { "url": "https://www.dustloop.com/w/DBFZ/Jiren/Combos", "title": "Jiren", "section": "Combo Theory", "text": "Jiren's combo structure is quite different from the rest of the cast. Most importantly, his air Ki Blasts allow him to superdash mid combo without using smash, something very few other characters can do. On top of that, it's important to know that 2S and 2H serve the same purpose, but 2H launches the opponent to the other side (useful for corner escapes). In the corner, j.2S will almost always combo into j.2H, which always gives Jiren a slide knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Frame_Data", "title": "Vegeta (Super Saiyan)", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Frame_Data", "title": "Vegeta (Super Saiyan)", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.12", "title": "Version", "section": "Intro", "text": "Version1.12 Date Released:September 26, 2018 LinksSteam" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.12", "title": "Version", "section": "DLC", "text": "CoolerandAndroid 17have been added as a playable characters Added data forCoolerdownloadable content Added data forAndroid 17downloadable content" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.12", "title": "Version", "section": "New Features", "text": "Added a new stage called Galactic Arena with BGM. Added new game mode in Local Battle. Originally, only 3v3 option was available, but this patch adds support for 1v1 and 2v2. Added new seasonal option in the Shop: \"Halloween\"." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.12", "title": "Version", "section": "Modes", "text": "Matchmaking DisplayNow only displays icon instead of opponent's name. Also made icons clearer at the bottom of the screen when waiting for matchmaking. Now only displays icon instead of opponent's name. Also made icons clearer at the bottom of the screen when waiting for matchmaking. Ranked MatchAdded new ranks within the Ranked match as well as adjusted the way Battle Points are calculated. Added new ranks within the Ranked match as well as adjusted the way Battle Points are calculated. Online BattlesWithin Ranked Match, Casual Matches, and the FighterZ cup, players are no longer restricted in the number of times they can rematch. It is now unlimited. Within Ranked Match, Casual Matches, and the FighterZ cup, players are no longer restricted in the number of times they can rematch. It is now unlimited. Online LobbyMade further adjustments to the \"Warping\" sound effect volume when multiple users warp at the same time. Made further adjustments to the \"Warping\" sound effect volume when multiple users warp at the same time." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.12", "title": "Version", "section": "System Changes", "text": "Made various balance fixes/adjustments to all characters battle moves." }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.12", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Strategy", "title": "Cell", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Strategy", "title": "Cell", "section": "General Tactics", "text": "Cell is a mixup, pressure, and damage machine. Once he gets in, usually it's lights out for your opponent. His amazing normals allow him to steal turns because he can assert his pressure at a range that makes most of the cast uncomfortable. Combine this with assisted 50/50s and the most consistent ToD's in the game and you get a monster of a character, fitting of the name of Perfect Cell. His most common teammates are Bardock and SSJ Vegeta, as they bring out the most in Cell." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Strategy", "title": "Cell", "section": "Point", "text": "Cell is the textbook definition of a point character. He doesn't have amazing assists, but his assist usage is arguably the best in the game. He can make use of pretty much any assist in the game, and even if he can't use the assist for mixups it can be used to make his stagger game more threatening. Having an assist for 214H mixups gives him a consistent, guard-cancel safe 50/50. He's also a ToD machine, with most corner ToD's being slightly meter positive if he has both assists." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Strategy", "title": "Cell", "section": "Mid", "text": "Cell also makes a great mid. Meter can make up for the damage reduction of only one assist, but you'll want to play him with a neutral assist to help him get in. His stagger game is powerful enough that he doesn't really need a lockdown assist to get his hits. He doesn't have as many ToD's with only two characters, but his high damage can still turn the tide of a match." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Strategy", "title": "Cell", "section": "Anchor", "text": "Cell is pretty self sufficient in anything he does, the only problem is his neutral. He spends most of his time super jumping at full screen, and he really can't get in safely if he doesn't have meter for beam > vanish. His stagger game can keep him afloat, but he does his best work with assists." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Strategy", "title": "Cell", "section": "Picking Teammates", "text": "Goku and Goku Black both provide very strong neutral assists to Cell Post Nerf Vegeta assist is still his best assist for extending combos Lockdown assist such as Kid Buu's are great for setting up 214 L/M mixups. Bardock and SSJ Vegeta is the tried and true Cell shell. Every character there complements each other and the damage is out of control. The advent of Bardock B made the team even stronger." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Strategy", "title": "Cell", "section": "Blockstrings", "text": "2L > 5L/2L > (5LL) > 2M > 5M > (5MM) > 6H > 5H > (5S) > 236X/214L/214M In the corner you can catch people with Cell's 214S command grab because of how easily he scares people into blocking. Sometimes you can also use 2S, if it catches them off guard and they don't reflect, you're +2. ... > 214H > Assist > delay airdash j.L/land 2L Cell's assisted 50/50. Works with any assist that has 30 or more frames of blockstun. You can also add in an airdash j.M for a crossup, but that is much harder to time." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Strategy", "title": "Cell", "section": "Staggers", "text": "Cell's main stagger normals are 5L, 2L, 5LL, 5M, and 6H. All of these normals are safe on block, and 6H also advances him forward. Generally, the safest way to stagger an opponent is to space yourself out to the tip of 5M range. From there, you can poke them with 5M to see how they react and frametrap them with 5M4M. You also have the option to use 6H to change the timing and go back into 5L or 2L." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Strategy", "title": "Cell", "section": "Okizeme", "text": "Cell mostly gets safejumps off of his j.236X enders, but he has some more tricky stuff too. j.236L gives Cell a basic safejump or superjump IAD mixup. j.236M covers a jump > airdash setup. 5LLL > j.LL > j.214L/M gives Cell an airdash safejump anywhere on screen. Midscreen, all Cell gets is a 2L meaty. You can try to go for a 214S gimmick but it generally won't work more than once. In the corner, Cell gets a safejump from his level 3. He also gets a really dirty left/right 236H mixup. The side you end up on depends on if you hold left or right when he starts to move. You need meter or an assist to convert off it, but it is nearly invisible. The setup is as follows:... > 214L+M > IAD j.H (whiff) > 236HAfter you get the hit, which it most likely will, you'll want to convert in the following two ways: 236H > Vanish > 5L > jc > ... 236H > Assist/Sparking > 214M > ... The second route leads to far more damage because it's a 1200 damage starter that is unscaled, and vanish kills your scaling. In exchange, you need resources." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Strategy", "title": "Cell", "section": "Tips and Tricks", "text": "Cell's air beam is at a really good angle for attacking ground opponents from around super jump height. It is easily punishable on whiff, so don't abuse it. 5M4M is really useful as a way to make your opponents respect your staggers. 236L/M/H and 214L are all -2 on block, allowing for a backdash. This lets Cell get into prime stagger range. 214H when paired with an assist with 30 or more frames of blockstun gives Cell a high/low 50/50." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Strategy", "title": "Cell", "section": "Fighting Cell", "text": "Cell's neutral at fullscreen distance is highly comittal. That's about it. Don't get hit, don't block him." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)/Strategy", "title": "Android 21 (Lab Coat)", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)/Strategy", "title": "Android 21 (Lab Coat)", "section": "General Tactics", "text": "Lab Coat is a potent, well rounded character with the major fault of low meter gain. This makes it risky to have her as a point or mid. Her neutral is strong between herKi BlastsGuardAllStartup13RecoveryTotal 37Advantage-4,BeamGuardAllStartup17Recovery29Advantage-12, andanti-air toolsGuardAllStartup9Recovery12+6LAdvantage-4which lets her effectively keep opponents out. When she wants to go in, herSavory SlicerGuardAllStartup13Recovery12+4LAdvantage-8is among the best lariats in the game and is also Ki Blast invulnerable. In pressure, she has every option available to her: overheads, lows, command grabs, and even a decent crossup normal with j.H. Deserving of its own section,Photon PulseGuardThrowStartup21Recovery17Advantageis a cut above other level 1 supers. Between the command grab itself, the damage boost, the debuff, and the invulnerability, it's an invaluable tool for Lab Coat. In terms of defensive usage,BarrierGuardStartupRecoveryTotal 48Advantageis better for catching buttons. However, when going for a command grab,Photon PulseGuardThrowStartup21Recovery17Advantageis both faster and more invincible than214SGuardThrowStartup24~30Recovery24Advantage." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)/Strategy", "title": "Android 21 (Lab Coat)", "section": "Point", "text": "If it were not for her low meter gain, Lab Coat would have everything you could want in a strong, functional point character. Her strong neutral is further augmented with assists, bolstering her keepout game or making her lariats plus. Her SD mixups are particularly devastating as she can use5Lmidscreen and2Min the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)/Strategy", "title": "Android 21 (Lab Coat)", "section": "Mid", "text": "Having Lab Coat as a mid character is less risky than having her as a point character (once again, the risk comes from her lack of meter gain).Savory SlicerGuardAllStartup20Recovery45Advantage+40is a great assist as it's fast, highly advantageous, and Ki Blast invulnerable. She can do pretty much everything she could on point with minimal losses from having one less assist. She can use meter instead of an assist to extend blockstrings without a gap thanks to her beam." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)/Strategy", "title": "Android 21 (Lab Coat)", "section": "Anchor", "text": "Lab Coat is self-sufficient to the point that she can be played anchor. This is generally the best position for her - especially if her teammates before her can build meter easily." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)/Strategy", "title": "Android 21 (Lab Coat)", "section": "Picking Teammates", "text": "It is highly recommended you give Lab Coat teammates who can acquire meter well." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)/Strategy", "title": "Android 21 (Lab Coat)", "section": "Blockstrings", "text": "Fitting as many normals into a true blockstring as possible gives you something like this:2L>5LL>2M>5M>5HThis string has a total of 4 lows in it. You read that right. Any time before5H, you can insert6Hfor a high.2L,5LL,2M,5M, and5Sare all safe on block, lending themselves to being great pressure reset points.3Hwill frame trap from5LLand anyMorHbuttons but won't lead to high reward, so it's best off being used towards the end of a string. At any time, Lab Coat can cancel into214Sor236HSfor a command grab attempt.After5H, Lab Coat gets to pick a blockstring ender depending on what resources she has available. With an assist, she can cancel into236Lor22Lto remain safe on block and reset pressure. With meter, she can blockstring into236S> Vanishto stay plus. If she wants to back off, she can simply gatling into her5Sto regain space." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)/Strategy", "title": "Android 21 (Lab Coat)", "section": "Solo", "text": "Lab Coat's solo pressure is surprisingly robust, mostly due to how many extra normals and special moves she has. Below are some of her options: Lab Coat's universal overhead is more threatening than average due to how many lows she has and the options she has access to afterwards. Her5Lis massive, hits low, and starts up in 6 frames. If she doesn't want to risk a trade, she can use22Sto catch the button and punish with a special cancel. She can also opt to use236HSto go through the button or catch someone sleeping. Her other overhead allows for a conversion. Ground gatlings from6Hwill be four frames slower than normal due to how the move's landing recovery works. Because the move is -5, she will be plus if the opponent airblocks it trying to jump out of a command grab. 27 frame startup may not sound great, but Lab Coat's ability to take advantage of someone's mental stack is so absurd that it really doesn't matter. If they don't get hit by this, they'll get hit by something else. Not as much a mixup option as it is more of an extra frametrap and hitconfirm tool. Many DBFZ players like to stand up after2Mhas been used in a string and getting hit by3Hcan discourage that pretty fast. The threat of an extra low can also make opponents more vulnerable to getting command grabbed towards the end of her string. Greedy on its own, but crossupj.Hcan come up quite a lot just because of how she can gaplessly cancel intoVanishfrom236S.5Lwill catch jumping immediately afterVanishand5LLwill punish backdash. It's a command grab. It also heals her. Italsoleads to damage with half a bar. Try to use this during times that you can threaten a gatling or cancel into a low for maximum effectiveness. It's a command grab. It also buffs her. Italsodebuffs the opponent. Italsois a 4-frame reversal. This will beat people trying to challenge expecting214S. It also leads to a pretty consistent IAD safejump on hit and is pretty difficult to punish unless your opponent had a hard read." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)/Strategy", "title": "Android 21 (Lab Coat)", "section": "Assist", "text": "236Land22Lare both -5 on block, which is generally the best frame advantage Lab Coat can get without ending a string at2Mor5M. Most assists will give her an IAD pressure reset, from which she can also sprinkle in6H, dash up2M,214S,236HSinstead of or after the IAD normals. Making the opponent block a superdash is good for any character, but especially so for Lab Coat. Her massive5Lgives her a low option midscreen and her lightning-fast2Mgives her a devastating low option in the corner. She also has plenty of throw options, but these are more useful to close out a round when the opponent isn't thinking about them." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)/Strategy", "title": "Android 21 (Lab Coat)", "section": "Fighting Android 21 (Lab Coat)", "text": "Take advantage of the fact that Lab Coat cannot efficiently acquire meter, and the fact that many of her attacks have Ki Blast properties." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Frame_Data", "title": "Cell", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Frame_Data", "title": "Cell", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total On hit, block or whiff, 5M > 5M can only be late cancelled On hit or block, 5M > 2M > 5M is not possible" }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Frame_Data", "title": "Cell", "section": "Sources", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "Overview", "text": "One of the few people to have ever beaten Son Goku in a fight,Tienenters into the FighterZ ring as a character with some very scary tools up his sleeve. Much of Tien's gameplan is based around \"sacrificing\" resources to further increase his damage and knock out his opponents in a final, desperate blast. Tien'sTri-BeamSupers are well-known for the incredible amount of damage they can dish out, and hisNeo Tri-BeamLevel 3 can be used as a full seven meter dump, allowing it to be one of the highest damage super attacks in the entire game, and can be almost certain death for your opponents. Tien's Supers come with a steep cost, however - each Tri-Beam that Tien fires takes chunks out of his health, and Neo Tri-Beam in particular will tear through the triclops' health like nobody's business... unless Tien is in Level 3 Sparking and/or Limit Break. In that case many of the side-effects of his Supers are not only drastically lessened, but the damage output is also amplified. As for his non-Tri-Beam Super,Farewell, Tien...can only be used once, and landing a hit with it will prevent him from usingTelekinesisand hisB assist.Regardless, it is the most powerful Super at full scaling, and these downsides are put in place because of its power. Outside of his supers, Tien is a straightforward character with a solid number of tools to help him hold his own. He has some decent mix-up game and powerful oki while solo (Telekinesiscan put the opponent on block anywhere shortly after a sliding knockdown), and he offers a respectable amount of utility with his assists, each with their own utilities in neutral scrambles, blockstring safety, and combo game. HisDodon Rayspecial has the unique property of allowing Tien to fall to the ground while using it, making it a very irritating poke and letting Tien approach somewhat safely. Lastly, because Sparking! enables jump-cancelling during blockstrings,Air Volleyball Fistbecomes a near-unreactable overhead using the Tiger-Knee motion and a great mix-up option. Tienis a balanced, stalwart character that - using resources - has insane damage potential with his Super Moves. Solid Mix-ups:Has multiple quick lows, an overhead, a command grab, and special moves with guardpoint. Super Damage:All his Supers boast among the highest minimum damage in the game (even after scaling), along with efficient meterburn options. Upgrades:Limit Break and Sparking do a lot to mitigate the health penalties from Tri-Beams, and the latter unlocksj.236Has an instant overhead. Assist Variety:Ais good for neutral,Bis nice in blockstrings and builds a little bar. Both are useful for combos. Meter Hog:Unremarkable damage without bar, and unreasonable to place in a position outside Anchor. Flawed Assists:Ahas very little blockstun andBhas very poor tracking in neutral while dealing no damage. White Bread:Tien's simplicity gets the best of him. His neutral, blockstrings, oki, and combos are very straightforward, sometimes to a detriment" }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "5L", "text": "Larger range than average. 6 frames. Can be cancelled into itself with a4Linput Good forward momentum for long range confirms. 2 hits, which also helps with confirms. Gimmicky place to sneak in a command grab, but you can also sneak in a low with236L/M. Has enough blockstun to safely switch Tien out to another character while the move is still active." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "5M", "text": "Good forward reach. Reaches opponent on roundstart." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "5H", "text": "Has good horizontal reach. Can link into2Min the corner with Smash." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "5S", "text": "Single projectile. Can be cancelled into a second5Son hit or whiff Can be used twice in a blockstring Strong stagger and pressure tool thanks to its safeness on block. Allows a mindgame by threatening a devastating frametrap with5S> delay >5Hor resetting pressure with5S>5L. (or even2L, depending on spacing) Tien can even enforce this mindgame again, by canceling his5Hinto a second5Sand threatening a second frametrap with236L/M" }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "2L", "text": "Can chain into itself." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "2M", "text": "Fast startup, but short range. -4 now allowing for better staggers than before. Punishes with this normal can be sometimes difficult due to it's short reach, but it gets the job done. Incredibly active, making post vanish combos very easy to land." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "2H", "text": "Frame 4 anti-air. Combos into SD on Smash hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "6M", "text": "Universal overhead." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "j.M", "text": "Good air to air normal. Common combo filler" }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "j.S", "text": "Stops Air momentum Has decent angle. Has enough hitstun to combo into superdash and Dodon Ray. Counterhit state during recovery" }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "j.2H", "text": "Combos into superdash on Smash hit. Combos into j.236X on non-Smash hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "Volleyball Fist", "text": "236L/M/H Performs a sliding low attack. Press additional buttons on hit-confirm to extend the special. The quick version of the Volleyball Fist. Useful for catching opponents off guard midscreen and adding a final low to your blockstring. Has medium scaling. Strikes a pose, gaining guard point starting frame 4 before doing a sliding low attack. Press additional buttons on hit-confirm to extend the special. Will guardpoint any attack besides grabs and supers Reaches full-screen, Guard point is active while the pose is held around halfway through the slide. If Tien is hit while his guardpoint is active it extends to cover the rest of the move, allowing him to slide through beams and other large attacks. Safe on block, making it a slow, but very powerful neutral tool under the right conditions. Has light scaling due to guardpoint. A short ranged command grab that costs half a bar. Follow-up hits are automatic and cannot be vanished out of. Stays same side. Causes a bouncing knockdown Possesses guardpoint like236M, which blocks all the same types of attacks too." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "Volleyball Fist Follow-up 1", "text": "L/MVolleyball Fist >L/M/Hon hit Damage is based on the scaling of the Volleyball Fist used Launches the enemy vertically and follows them into the air. Keeps your enemy in front of you. Switches your enemy's side to the opposite of where they were before. An important tool if you want to reposition yourself behind the enemy during a combo. Useful if the corner is closer behind you Uses Smash if it hasn't been used yet" }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "Volleyball Fist Follow-up 2", "text": "Volleyball Fist Follow-up 1 >L/M/Hon hit Damage is based on the scaling of the Volleyball Fist used If you time it perfectly, it does extra damage and builds exactly half a bar. [] is on just frame. Knocks the opponent straight down. Knocks the opponent a little further away than the L version. Knocks the opponent even further away into a sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "Air Volleyball Fist", "text": "j.236L/M/H Being a decently sized attack and possessing a guardpoint (inMandHversions) this move can be used as a dominant air option beating an opponents buttons outright, or it can be used in blockstrings as an overhead by TK'ingj.236Hwhen in Sparking!. Like 236X on the ground, this move can be used to heavily condition your opponent, forcing them to respect your buttons rather than attempt to mash out. Causes a soft knockdown. Causes a sliding knockdown. Brings Tien higher in the air to hit, whiffs if opponent is directly in front of Tien. Can link fromj.2H. Has a guardpoint on frame 4 which blocks overheads, lows, DP, projectiles, ki blasts and superdash. Loses to supers and2H. Tien's most common combo ender, though may require a tiny bit practice of going into Level 1 if used high up due to the supers trajectory Causes a sliding knockdown. Has a guardpoint on frame 4 likej.236M, which can block all of the same attacks. Nearly unreactable overhead during Sparking! if you TK the move, but you can only continue pressure or use a Super if it lands since this immediately puts the opponent in sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "Crane Strike", "text": "214L/M/H(Air OK) Connects followingj.Sin combos - only whiffing if the combo is too long. Is2H'able - making it unsafe without assist. A useful overhead which can lead to mixups, it should be used sparingly as all versions are2H'able on reaction. This can be used as you condition your opponent with guardpoints, in order to occasionaly steal turn or confuse them with a new attack. (still2H'able). Pops Tien back upwards on hit. This is Tien's common solo combo ender for optimal combos with lots of hitstun scaling, working for longer thanj.236Mand evenj.H Pops Tien foward on block, allowing for a potential high low mixup with airdashj.214Mcrosses up on block if it hits high enough on the opponent, sometimes allowing for a left right mixup with airdash. j.214Mcrosses up on block if it hits high enough on the opponent, sometimes allowing for a left right mixup with airdash. Pops Tien foward on block, allowing the same mixup.j.214His also able to switch sides in the same way asj.214M j.214His also able to switch sides in the same way asj.214M Causes a sliding knockdown. Brings Tien higher in the air to hit. Whiffs if opponent is directly in front of Tien." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "Dodon Ray", "text": "236S(Air OK) Pops up the opponent. Despite only being 1 hit, this will still clash with other beams. If hit close enough, can link into either5Morj.Lfor extending combos. 236S Counterhit state during recovery j.236S Counterhit state during recovery" }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "Telekinesis", "text": "214S Tracks the opponent anywhere on screen. Deals very high hitstop and hitstun on hit. Every third use of the special will fail, instead playing a small recovery animation Will always build 10% meter (even on whiff) and 25% meter on a failed use. This is not affected by Ki gain penalty" }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "Assist A", "text": "Dodon Ray Is very unique as a beam assist, since it pops the opponent up instead of sending them towards the wall, allowing for better midscreen confirms. Allows for longer combos due to the single hit compared to other multi hitting beam assists." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "Assist B", "text": "Telekinesis Does214Sbut unlike the point version, this assist doesn't fail every third use. Builds 10% Ki Gauge each call. Is not affected by Ki gain penalty. After Chiaotzu self-destructs, Tien does not attack and only shows up to build meter." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "Assist C", "text": "Volleyball Fist Blockstun C assist. Tracks to the opponent. Spikes the opponent towards you on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "Tri-Beam", "text": "236L+M(Air & Hold OK)or236H+S(Air & Hold OK) Deals unrecoverable 750 damage to Tien. Tien cannot die from self damage, and can use this even at 1 HP. Self damage decreases during Sparking or Limit Break, and becomes 0 with both activated (See here) This is the second highest damaging Lv1 Super at max scaling, losing only toGoku'sKaioken x20GuardAllStartup1+1RecoveryAdvantage-42 Can be a bit tough to use sometimes due to the fixed angle and slightly delayed startup, especially after a DHC or in a combo with a lot of hitstun decay, so make sure you practice comboing into this. Minimum damage: 1032. HoldLorMduring Tri-Beam's startup to keep the Tiens lined up on the same side. HoldHorSduring Tri-Beam's startup to have the Tiens shoot from both sides. Uses up another bar. Minimum damage: 1426." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "Neo Tri-Beam", "text": "214L+M(Air & Hold OK) HoldingL/M/H/Sallows Tien to tack on additional damage at the cost of one meter per extension. Deals unrecoverable damage to Tien per use. Self damage decreases during Sparking or Limit Break, and further decreases with both activated (See here) Minimum damage: 1872, followed by 600 for every subsequent use. The big one. Tracks the opponent and leaves Tien next to them. Deals a godly amount of damage with a lot of bar, which is accentuated greatly if you have Limit Break and/or Sparking. If you're at max scaling in a combo, however, you'll probably prefer going forFarewell, Tien..., unless it won't kill or you're going for style points, which is always a good option. This move simply being in the game is a good enough excuse to run Tien in anchor sometimes, providing insane damage off of DHC's that you can use often if the rest of your team isn't too meter hungry. 214L+M > X Holding L/M/H/S spends additional Ki Gauges and an increasing amount of HP per Gauge for diminishing amounts of extra damage Each gauge can only be spent if HP is above specific thresholds (See table below)" }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "Farewell, Tien...", "text": "214H+S Travels in a straight horizontal line, level with the enemy when the move is initiated. Whiffs on crouching characters. Won't come out if Chiaotzu is still doing Telekinesis. Chiaotzu also goes away if Tien is hit during the attack. On hit, Telekinesis, B Assist, and this super become unavailable for the rest of the match. Like other super moves, can be cancelled into by normals and special moves. Minimum damage: 2610. Absurdly high damaging combo ender but lacks the versatility of his other Supers. On hit, plays a really long grieving animation after the explosion that doesn't freeze time, allowing Sparking opponents to regenerate their health. This along with the low raw damage makes the Super useless for damage if they survive. Whiffs on crouching characters Once it hits, this move and Telekinesis cannot be used again Chiaotzu leaves immediately if Tien takes damage during active frames" }, { "url": "https://www.dustloop.com/w/DBFZ/Tien", "title": "Tien", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Resources", "title": "Cell", "section": "Intro", "text": "This page is Cell's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Resources", "title": "Cell", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Resources", "title": "Cell", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Cell/Resources", "title": "Cell", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Resources", "title": "Tien", "section": "Intro", "text": "This page is Tien's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Resources", "title": "Tien", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Resources", "title": "Tien", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Resources", "title": "Tien", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Strategy", "title": "Majin Buu", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Strategy", "title": "Majin Buu", "section": "General Tactics", "text": "Majin Buu is designed to win neutral and oppress and pressure the opponent. He has tools to function in a lot of different ways depending on the playstyle, but generally you want to stay back and wait for your opponent to make a mistake until you can safely get a hit. In neutral, his ki blasts are at great angles to pressure and poke from a distance, and whenever someone superdashes through them, even in the air the cartwheel is a threat because it can anti air and counter their superdash into a combo. His j.H and j.2H are great to stop approaches and jumping respectively, and if j.2H hits you can convert off it pretty easily. Use Fat throw whenever you can do it safely, as it allows you to dash in on anyone that has no beam to counter it. If you happen to land a stray hit into a combo your first concern should be getting that fat throw in a combo (236H), and once that's done all you have to worry about is what your mixup is going to be. If it doesn't work, strategically retreat back into neutral to do it all over again, and watch your opponent's sanity slowly being drained." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Strategy", "title": "Majin Buu", "section": "Team Positioning", "text": "Point Point is one of Buu's best spots. Having access to two assists makes him very scary in both neutral and when pressured, but its weakness is dependent on the team. Generally for a point Buu you need to have a neutral assist (like a beam) and one mixup assist (high blockstun etc), and one thing that remains constant as a weakness for point Buu is that his roundstart is not up to par with most of the top characters in the game. Mid Likely Buu's best option, but is debatable with point. The idea here is that you get a character that likes Majin Buu's assist and can abuse assists a bit better (examples Kid Buu, Bardock, Videl etc) and has better roundstart options to make the team more threatening at the start of the game. When the momentum is gotten, switch Buu in and then abuse your other two assists, or whatever assist is remaining for the rest of the match. Anchor Anchor Buu is hard, but doable. With strong neutral tools, solo restand setups, very high and meter-efficient corner damage, and even higher damage ceilings in Sparking!, Majin Buu certainly has the tools to perform well by himself. However, he operates far better with assists behind him to enable his gameplan and cover his weaknesses. His assists, while great, are not valuable enough to warrant him as an anchor, either." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Strategy", "title": "Majin Buu", "section": "Picking Teammates", "text": "Majin Buu benefits most from assists that help him set up Fat Throw mix and aid in his neutral. The ideal team structure is one assist to aid neutral and another to aid mixups. Neutral assists, such as SSJ Goku A or Vegito A allows Buu to get in easily and solves most issues with his own neutral tools. Assists likeYamcha AGuardAllStartup19Recovery48Advantage+45,Kid Buu AGuardAllStartup57RecoveryAdvantage+58,Jiren BGuardAllStartup20RecoveryAdvantage+29, and many others have a property that leaves the opponent grounded on hit. These assists are especially powerful, enabling Majin Buu's strongest Fat Throw resets. Android 16 AGuardAllStartup22RecoveryAdvantage+26,Bardock AGuardAllStartup20RecoveryAdvantage+27,Broly BGuardAllStartup37RecoveryAdvantage+76,Gohan (Adult) BGuardAllStartup30RecoveryAdvantage+45,Goku (Super Saiyan) BGuardAllStartup20Recovery32Advantage+40,Janemba AGuardAllStartup30RecoveryAdvantage+50,Jiren BGuardAllStartup20RecoveryAdvantage+29,Kefla BGuardAllStartup30RecoveryAdvantage+45,Kid Buu AGuardAllStartup57RecoveryAdvantage+58,Kid Buu BGuardAllStartup22RecoveryAdvantage+32,Krillin AGuardAllStartup18RecoveryAdvantage+17,Piccolo BGuardAllStartup20RecoveryAdvantage+32,Tien BGuardStartup50 [40]RecoveryAdvantage+40,Videl AGuardAllStartup20Recovery43Advantage+29,Videl BGuardAllStartup30RecoveryAdvantage+46,Yamcha AGuardAllStartup19Recovery48Advantage+45 Assists with high blockstun (40+ frames) are good for Majin Buu in blockstring pressure since he can use them to get mixups off of214Hand enable some of Majin Buu's Fat Throw resets. Majin Buu has many strong partners to choose from, with many powerful assist synergies to enable certain playstyles and gameplans. Below is a \"tier list\" showcasing Majin Buu's strongest teams and unique synergies." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Strategy", "title": "Majin Buu", "section": "DHC Synergy", "text": "Majin Buu's Level 1 Super's huge active frames and fullscreen hitbox lets you DHC safely into other characters. This is especially useful as Majin Buu's Level 1 Super is a reversal, so you can safely switch out in case it gets baited. Below is a list of Sample DHC Synergies. Level 1:Janemba, Tien, Krillin, Yamcha, Hit,Broly (DBS)*GuardAllStartup9+4Recovery37L; 44+7LAdvantage, Kid Buu**, Piccolo** Level 2:Trunks,Ginyu Level 3:Beerus,Android 16,Cooler,Goku,Trunks,Goku (GT)*GuardAllStartup12+1RecoveryAdvantage,Goku (SSGSS), Bardock, SSJ Goku, Videl * Can only be done with this character's \"Teammate Down\" Alternate DHC. ** Inconsistent against certain characters. Character names that are Bolded and Italicized are Plus On-Block after DHC. Majin Buu's blockstring structure is fairly basic, but he has many tricks and tools up his sleeve to keep his opponents guessing. Here are some example blockstring enders: ...5H >214L A great blockstring ender againstmostcharacters, as all of your other specials are either unsafe on block or have a gap that can be easily punished. While you're technically -7, the space214Lcreates is big enough to be safe against most characters, save for Vegito. The special leaves you airborne, allowing you to create even more space by backdashing or to steal your turn back if the opponent is unaware, though it is generally unsafe to do the latter without an assist. ...5H > 2H >214M You can purposefully delay the 2H to create a gap after 5H, then214Mto create another frametrap.214Mis also generally a safer option, as it creates more space and has only a 1f gap. The cartwheel will also anti-air Guard Cancels making this blockstring extremely scary to try and get out of, and allows assists to regenerate for longer. ...214H> assist > 66 > ... Generally only want to use this with a high blockstun assist, such as Labcoat A or Yamcha A, since they can't be superdashed through and hold the opponent in block for 40+ frames. This creates an unreactable High/Low mixup that is a true blockstring using those assists. Safe to Guard Cancel. ...5H > 2H >236L/M/H Your go to blockstring if you want to mix opponents up or catch defensive options. All versions of 236X are overheads, and236Mcrosses up at close to mid range. The crossup \"splash\" hitbox has a tight window to confirm, and requires either Vanish or an assist to combo after it.236Lis able to stuff jump attempts, forcing them to air block, leaving you +4 at worst, while236Mis able to catch backdash attemps, hitting them with the \"splash\" hitbox in front of you.236His able to catch both options at the same time, making it a useful tool against people who like to try to weasel their way out of pressure. Do note that while grounded 236X is safe on block, even being ±0 at best, it is very easy to punish with 2H or other reversal options after Buu has left the ground, so it is best to use 236X sparingly in pressure. ...5S > Vanish 5S jails into vanish, leaving Buu +2 and able to safely keep pressure. Note that although 5S technically does jail, 5S > Vanish can sometimes lose to mashing reflect immediately after 5S due to it being a ki blast. Majin Buu has strong okizeme options on Sliding Knockdown and on Level 3 Hard Knockdown. Here is a list of practical options: IAD Safe Jump Off of236L/M, just dash into the opponent and then quickly input IAD j.ML/j.H. Usually non applicable midscreen, but is useful to know off a vanish conversion. On j.H sliding knockdown you can do the same, but it's harder to time and can lose to uptech and delay tech often. Fat Throw (214S) Can only be done in the corner. After236L/M, simply throw it out. Off of j.H SKD, microdash forward and then input it. Covers all techs and leaves Buu safe from all delay tech timings. Majin Buu is +18 on backtech, +24 on uptech, and +23 if reflected after backtech. Fat Throw is active the whole time its out, so it can stuff any attempts at mashing, invincible reversals (aside from Level 3 Supers), and it outright locks them out of airdashing out of the corner. Generally a fantastic setup to use if you don't want to spend meter. Superjump IAD 50/50 Superjump and airdash, then hold up to float and do an overhead, or hold down to fast fall and then do a 2L low. Overhead option is a safejump and will auto block reversals. Most reliable oki option. IAD j.M 50/50 Dash up and IAD, then press jM. Depending on the timing of your IAD, you can either get a same-side jM, or a crossup jM off of the back of the hitbox. Midscreen only. Video Example. Microdash Autocombo 50/50 Microdash forward, then press 5LL and either hit the second hit, or purposefully whiff it and press L again for a throw. Loses to reversals and can be unreliable, but good to know either way. Works midscreen, but requires a deeper dash. Sparking Bait Airdash M, then immediately backdash and 5H upon landing. If the opponent sparked without reacting to the hit, the 5H should punish them. If 5H is blocked use 214L to be safe on block. Obvious counterplay includes reflecting the 5H, jumping out, or even backdashing. Works anywhere, but the timing is much more strict outside of the corner. Vanish Whiff Useful for the corner because it lets you steal the corner and enable crossups on wakeup. Mixups off this include: -Air BackdashjM(Corner Only) -Air BackdashjH -Crossup IADjM/jH -Same-side / Crossup IADj.214H \"TheForbiddenMix\" 236M has a property which allows it to always steal the corner, no matter what. While this usually only makes combos enders whiff, it also allows for a particularly unique and absolutely cursed setup with an assist. To set it up, use an assist to send the opponent into the corner as you whiff 236M to steal it. Since Majin Buu's Level 3 hitbox extends slightly above his head, you are able to hit your opponent with it as they are flying towards the back of his head. This creates many strange situations, like being in the corner after your corner combo, letting you perform the same mixup options that the Vanish Whiff setup offers, without having to use the extra meter. What makes this setup truly cursed is that, as they are landing, you can simply choose towalk out of the corner, giving the opponent the corner back, Adding yet another layer to the mix. Do note that not all characters and assists can perform the setup." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Strategy", "title": "Majin Buu", "section": "Choosing an Oki Route", "text": "Because Fat Throw is generally set up by spending half a bar, if you are in the corner and don't want to spend your meter on fat, you can use the Fat Throw SKD oki setup and retain a good amount of pressure. Other than that, if you're midscreen it's best to just go for a safejump or reset to neutral. *Also commonly referred to as 'Gum' or 'Gum Throw'. Fat Throw (214S) is essential to Majin Buu's gameplan, and is what allows Majin Buu to create terrifying Restand mixup situations. On hit, the projectile will trap the opponent in a cocoon of fat, leaving them locked down as they fall to the ground. The cocoon explodes after either some time passes or after you hit them with any attack, the former of which will let them tech nearly instantly once they are free. You are able to combo into Fat Throw off of any touch by using an assist after (j.)236L/Mand manually using214S, or most commonly by usingj.[S]>j.236Hin the air. If you hit the enemy with an attack that would normally leave them standing on hit (5L,5LL,5M,jM, etc.), They will beresetstanding (otherwise known as aRestand), becoming actionable as soon as they are hit. This works similarly toNappa'sRestand mix with his Saibamen, instead trading Nappa's overall consistency for more creativity and freeform setups. While this sounds disadvantageous at first, Majin Buu's Restands really shine once he uses an assist, forcing the opponent to hold a mix without having to worry about things like delay tech timings. For example, by using an assist (eg. Yamcha A), Majin Buu can reset the opponent using rising jM while calling Yamcha out to force a 50/50 High/Low in the corner. Alternatively, since Yamcha A is also aRestand Assist, you can simply call it out and it will both reset them and keep them locked down, leaving you completely free to do whatever you want. Strong Fat Throw set ups can be hard to perform consistently, as they often require precise timing, can vary depending on your team, and can be reflected or even mashed on if the opponent is aware, but the reward they give in return for the time commitment is more than worth it, turning Buu into a reset train, oppressing the opponent with multiple ways to break their guard." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Strategy", "title": "Majin Buu", "section": "Solo Restands", "text": "By intentionally ending combos early to manage Hitstun Decay, Majin Buu can useH Dive Bombset up 50/50s from anywhere on screen. By using5LLto reset the opponent, you can immediately cancel into2M, as it can hit during prejump frames and beat mashing, or you can cancel into delay5LLLfor a tick throw setup, which beats reflect and punishes players too scared to act." }, { "url": "https://www.dustloop.com/w/DBFZ/Majin_Buu/Strategy", "title": "Majin Buu", "section": "Oki Options", "text": "If you land214S, but you can't do a Restand setup for whatever reason, you can choose to end your combo with by timing a meaty j.DR as theynaturallybreak out of Fat Throw, or by doing DR >214Sin the corner for meaty Gum oki. Shadowsavant0's Okizeme guide https://www.youtube.com/watch?v=qsovKKKEo-U&t=797s Shadowsavant0's Fat Throw guide https://www.youtube.com/watch?v=UrdgXbUc8e4 In neutral, it's important to remember the spacing on his normals. With an IAD, j.H can overhead a grounded opponent from fullscreen. Sometimes you can just run and jump forward with it and catch people off guard as it's just a huge, high blockstun hitbox that can interrupt most character's other aerials. At about center stage, a j.2H will catch anyone that tries to jump, and if they didn't block it you can just superdash into a combo. Post snapback midscreen, you can j.2H and when or if they block, superdash and call assist. Then you can either IAD j.M or fall and 2M. His 5H can hit from roundstart as well as his ki blasts. If you're looking to open someone up but they won't approach you can surprise them with a quick 236H from fullscreen. It's hard to react to, but can be 2H'd. Throwing out fat throw at a bad time will leave you open for 31 frames but once the move actually comes out you're completely safe. Anyone who tries to superdash will be caught and you can combo them after. The name of the game when playing against Majin Buu is awareness. At nearly any point, a Majin can surprise you with an IAD j.H, Fat Throw or a random 236H. Buu likes you at a midscreen range so either get up close and corner him as much as possible or just refuse to approach. Try and snap in his teammates to save him for last, since a solo Majin Buu is near suicide. A smart Buu player might still give you a hard time anyway, but without assists he's not nearly as deadly." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks/Frame_Data", "title": "Gotenks", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks/Frame_Data", "title": "Gotenks", "section": "Sources", "text": "http://www.mediafire.com/file/w3968a8930sdch1/Gotenks%20Hitboxes.mkv(rec. May 28, 2018)" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it.Clarification:Frame data is up-to-date, but move descriptions are lacking." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "Overview", "text": "Gohan (Adult)orAdult Gohanis a slick, flashy character with incredible pressure and great damage output. Designed to be a strong character (words from the developers themselves), he is a beast in the right hands. Gohan's equipped with fantastic one-of-a-kind normals and an install super:Potential UnleashedGuardAllStartup9+3Recovery44Advantage-29, allowing him to get stronger and stronger as the match progresses. Using this super, Gohan can unlock various upgrades such as seemingly eternal blockstrings ripe with stagger potential, buffs on all special moves with significant properties, and even more eruptive damage output. Gohan (Adult)is a crafty, pressure-oriented character who can power-up multiple times to smother his opponents with an overwhelming presence. Potential Unleashed: Gohan becomes increasingly more powerful as he levels up, with him at Level 7 considered to be the strongest character in the game. Stagger Pressure: Among the best stagger pressure equipped with devastating frametraps along with many points to reset blockstrings. At Level 5 and up, can end any blockstring with ±0 on block2Lor -23L. Mix-ups: A toolkit filled to the brim with mix-up options. High/low with5Landj.L, left/right withj.Sandj.Mor with Level 1214LGuardHighStartup24~32 [20~28] {1}Recovery11Advantage-3/MGuardHighStartup28~36 [22~30] {1}Recovery11Advantage-3, blindingfast fallsGuardStartupRecoveryTotal: Until L+9Advantage, have we mentionedF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.setups at Level 3? Combos: Arsenal enables lots of combo creativity leading to extremely high damage, from leg loops, Level 5Reverse BeatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.combos, and to Level 7 special move conversions. Reversals: Plenty of strong, unique defensive options, and the only character in the game withDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.that can be madeplus on blockonce he reaches Level 7. Assist Variety: All 3 of his assists fill different niches:AGuardAllStartup18Recovery64Advantage+29for pressure,BGuardAllStartup30RecoveryAdvantage+45for blockstrings, andCGuardAllStartup33 [20]RecoveryAdvantage+30for neutral. Neutral: Gohan lacks full-screen presence as he has next-to-no approach tools without assists. Potential Unleashed: Level 0 Gohan can be underwhelming, it's often necessary to put him atMidIn a 3v3 fighting game, Mid refers to the 2nd character up to fight out of the 3 selected by the player.orAnchorIn a 3v3 fighting game, Anchor refers to the 3rd character up to fight out of the 3 selected by the player.so he can enter the fight already leveled up through aDHCA term that describes when a character performs a super attack in a team game and tags into another characters super.or a special tag. Meter Dump: Gohan relies on dumping bars from his very low damage Super in order to unlock the special properties from Potential Unleashed." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "Unique Mechanics", "text": "Level 1 and up is indicated by a faint lightning effect on Gohan's idle animation Every time Potential Unleashed is used, Gohan (Adult) will level up, improving his abilities and damage. He begins every match at Level 0, and can gain up to 7 levels. Potential Unleashed bonuses remain for the rest of the match. Level 1: Ground L Super Combois modified. New move:Machine Gun Punch. Jet Uppercut: Light version becomes faster and has less recovery, allowing it be utilized in combos. Medium and Heavy versions travel further horizontally for the first hit. Machine Gun Kick: Kicks even more rapidly. Medium and Heavy versions travel further when forward input is held. Heavy version is active for longer and deals twice as many hits after hitting the opponent. Ultimate Back Attack: Teleports on start-up, tracking the opponent anywhere on screen. Masenko: Gains 2 additional hits. Level 3: Gohan gains a second airdash. This allows him to jump and airdash twice, or double jump and then airdash, but he cannot airdash and then double jump. Level 5: Gohan gains fullReverse BeatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves., allowing him to regularly cancel any normals into any other normals that haven't been used in the string. Level 7: Gohan can cancel his specials into other specials on block or hit. He can only cancel into other special moves that haven't been used in the string. Overall Changes Medium Jet Uppercutgains 1 additional hit per level from Level 1 to 3. Heavy Jet Uppercutgains 1 additional hit per level from Level 1 to 7. All attacks' damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at Level 6." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "5L", "text": "Really short range. First hit has a small hitbox coming from Gohan's foot. One of the best5Ls in the game due to it's fast start-up and non-suspecting low-hit property. Everyone has been hit by this move. Mostly combo filler. Can be a good meaty against a delay tech. After a safe jump off a sliding knockdown, continuing to mash light (5LL) can catch mashing or put them on block. Counts as grounded. Smash hit can link toj.L. 5L Hitstop for the 1st hit: 6F The second hit is attack level 2, but has blockstun and hitstun of attack level 1 5LLis equivalent to5M.Level 5: If5Mhas already been used in a string, autocombo reverts back to level 0 version.Does less damage, has worse scaling, and is more minus on block than the move it copies. Level 5: If5Mhas already been used in a string, autocombo reverts back to level 0 version. Does less damage, has worse scaling, and is more minus on block than the move it copies. 5LLLis equivalent to3H, though doesn't have Head invul.Launches on hit.Level 5: While technically a different button, if3Hhas already been used in a string, this attack will not come out and the autocombo ends at5LL. Subsequently, if5LLLhas been used,3Hcannot be used in the same string. Launches on hit. Level 5: While technically a different button, if3Hhas already been used in a string, this attack will not come out and the autocombo ends at5LL. Subsequently, if5LLLhas been used,3Hcannot be used in the same string. 5LLLLCan be used to reset pressure due to it having the same frame advantage as2L.Luckily unlike other autocombo normals,5LLLLand2Lis able to be used in the same string, giving him fantastic pressure capabilities. Luckily unlike other autocombo normals,5LLLLand2Lis able to be used in the same string, giving him fantastic pressure capabilities. 5LLLLLlaunches higher than Level 05LLL. 5L Hitstop for the 1st hit: 6F The second hit is attack level 2, but has blockstun and hitstun of attack level 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "5M", "text": "Fantastic range. Large normal that covers an extraordinary amount of space relative to how fast the start-up is, and thus is an amazing frametrap and whiff-punish. It also supplements his left/right mix-up by easily hit-confirming cross-up normals, especially if he has access to double airdash from Level 3. The range can also be a downside as it's pretty punishable if Gohan whiffs himself." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "5H", "text": "Great horizontal range, will hit at round start distance. Wall bounces on Smash hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "5S", "text": "Covers about 90% of the screen relative to the hitbox and his position. Launches on hit. Whiffs against crouching opponents, except up close. Doesn't have Ki blast property." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "2L", "text": "Fairly disjointed hitbox. Far reaching and being +0 encourages strong stagger pressure. Clash level 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "2M", "text": "Slides forward about half-screen. Launches on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "2H", "text": "Smash hit launches higher with more hitstun. Puts Gohan in the air, true blockstring into j.236X. Airborne during frames 10-33 When canceled into other actions, gives 8F of landing recovery" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "2S", "text": "Treat this like a DP.2Sis a lightning fast backdash that puts Gohan airborne starting on frame 4, allows him to escape from blockstrings, beat throws, and crush lows. When his back is against the corner, it can be converted on hit withj.236Hinto a full combo. At Level 1 and up,j.236H[6] will connect even in midscreen. Values in [ ] are when canceled from j.2S Airborne during frames 4-30 [1-27]" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "6M", "text": "Universal overhead. Uses the same animation and hitbox/hurtbox asj.H. Airborne during frames 5-33" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "3L", "text": "Machine Gun Punch (Hold OK) Available at Level 1 Potential Unleashed. Holding L adds extra hits. Handy blockstring filler but more importantly is a great stagger/pressure reset tool since it scales like a medium, is -2 on block, and can also be shortened/extended. Can also a good meaty against a delay tech." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "3H", "text": "Ultimate High Kick Launches on hit. Jump cancellable on hit. Clash level 4" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "j.L", "text": "Bad horizontal range but great vertical range." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "j.M", "text": "Great air-to-air normal." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "j.H", "text": "5LLLLLLLDynamic hit can wall bounce. j.Hcauses a sliding knockdown on Smash hit. Can be cancelled intoj.2Sfastfall on hit, giving extra time to set-up. While sending the enemy down, it can combo intoj.236Lwith the right positioning. This is the core idea of his leg loops." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "j.S", "text": "Gohan's main zoning tool. It has very short recovery for a Ki Blast, pulls him backward like2Sbut with a much more aggressive descend. It can be tough to approach a disciplined Gohan staying in the air and spammingj.S. Super Dash is the obvious answer, but he can recover fast enough to either block, respond with j.236X, orj.2S▷236L. In a blockstring, instantj.Sfrom a ground jump is +8 at minimum, and forward jump delayj.Sacts as a crossup fakeout that can be converted withj.236H.j.Scan also be used defensively similar to2S." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "j.2H", "text": "Smash hit launches higher with more hitstun. One of the fastestj.2Hs in the game, allowing your combos to be just a hair longer due to less hitstun decay." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "j.2S", "text": "Falls straight to the ground. Mix-up potential with resources. Immediately after landing - can perform a heavy (H), unique (S), or Super Move. Movement starts on frame 9 Cancelable starting on frame 6 after landing" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "Jet Uppercut", "text": "236L/M/H Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. 236L Level 0 Cannot clash Airborne during frames ?-41 236M Level 0 Airborne during frames ?-63 236H Level 0 Airborne during frames ?-60 On Smash hit, recovery is 40F Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. 236L Level 1+ Cannot clash Airborne during frames ?-33 236M Level 1+ Number of hits increases by 1 each level, up to 6 total hits at Level 3+ Airborne during frames ?-63~65 236H Level 1+ Number of hits increases by 1 each level, up to 10 total hits at Level 7 Airborne during frames ?-60~64 On Smash hit, recovery is 40F Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. Because it's near identical to the medium version, only really worth in pretty niche scenarios where the marginally faster start-up and more damage would matter." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "Machine Gun Kick", "text": "j.236L/M(Hold OK)orj.236H Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. j.236L Level 0 Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236M Level 0 Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236H Level 0 If landed mid-attack, landing recovery is 6F Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. j.236L Level 1+ Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236M Level 1+ Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236H Level 1+ If landed mid-attack, landing recovery is 6F Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. Extremely active, spectacular against Super Dash and Raw Tag. Eating a rawj.236Hequals to losing 40% HP with a standard post-j.236Hcombo. On block, Gohan stays airborne, and can sneak in aj.Lthat is susceptible to anti-airs, but can be countered alternatively with an OS reflect." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "Ultimate Back Attack", "text": "214L/M/H(Air OK) Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. 214L Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F 214M Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F 214H Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214L Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214M Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214H Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. Level 1:Allows him to extend into advanced combos by inputtingj.M/j.Lright before landing, virtually becoming an extreme form of a rejump combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "Masenko", "text": "236S Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Whiff cancelable into Super Dash during recovery Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Whiff cancelable into Super Dash during recovery Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Mostly used before SD to start leg loops in the corner, and also as a DR ender in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "Assist A", "text": "Jet Uppercut Receives the damage buff from Potential Unleashed. Head invulnerable. Tied with Krillin's A assist for the fastest assist in the game." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "Assist B", "text": "Machine Gun Punch Decent start-up. High blockstun. Great blockstring assist, simple to hit confirm." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "Assist C", "text": "Masenko" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "Potential Unleashed", "text": "236L+Mor236H+S(Hold OK) Potential Unleashed's effects are listed below the overview section (At the top) H+Sversion can be held to stack up to 7 Ki Gauges, butL+Mversion only ever consumes 1 Ki Gauge, meaning you can't DHC into him and dump bars. Damage bonus from Potential Unleashed is applied to this super during the freeze as Gohan reaches the next level(s). Minimum damage: 658 and increase by 200 with each level. It is not affected by Potential Unleashed levels. 236L+M Minimum damage: 658 236H+S Minimum damage: 658 → 858 → 1058 → 1258 → 1458 → 1658 → 1858" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "Bros. Kamehameha", "text": "214L+Mor214H+S Minimum damage: 70*24 (1680). Hitbox can increase/decrease depending on who is on the team, but damage stays the same. Leaving Gohan pretty close to the opponent and being around +40 after hit, you can go for Superjump > IAD > High/Low for a relatively ambiguous 50/50 mix. Minimum damage: 70×24 (1680)" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)", "title": "Gohan (Adult)", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Combos", "title": "Gogeta (SSGSS)", "section": "Intro", "text": "Please feel free to make edits, but include edit summaries and sources where applicable." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Combos", "title": "Gogeta (SSGSS)", "section": "Combo Theory", "text": "Gogeta is a combo god, having a lot of powerful starters, amazing corner carry, easy confirms and explosive damage. This combo theory will go through Gogeta's most common starters, his most useful combo tools and his combo enders." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Combos", "title": "Gogeta (SSGSS)", "section": "Common Starters", "text": "2L/j.M: Both of this normals are common Gogeta starters since they are part of his strong high/low 50/50s. Both are scaled starters, so the damage won't be stellar, but they can be optimised to get the most of them. 5L: Gogeta's jab and one of his only two safe normals, easy to land it as a starter since Gogeta staggers rely on this move. Has plenty of combo routes and even some ToDs. 2M: The favorite normal of all Gogeta players, there's only pain for your opponent if you hit them with it. Medium starter, has use in neutral, is part of his anti-reflect strings, Reflect >2Mis practically a guaranteed punish/turn taker at worst, you want and you will land this normal." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Combos", "title": "Gogeta (SSGSS)", "section": "Combo Extensions", "text": "214M/j.214M: Gogeta's DP doubles has his most common combo extender. Has Smash property, great corner carry, and combined with hisBBKGuardAllStartup10+4RecoveryAdvantage-33, gives GogetaSuper Spirit BombGuardAllStartup7+1RecoveryAdvantage-11synergy. j.2H: Formerly the worst Gogeta air normal and one of his worst tools, the love it recieved after some patches turned it into an incredibily strong tool. This is because now,j.2Hgives Gogeta rejumps on demand, increasing his damage and corner carry. 236H/j.236H: Useful for5Sand same sidej.2Sconfirms. Big wallbounce on hit, high damage extender and allows Gogeta to get SKD even if Smash SKD has been already consumed." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Combos", "title": "Gogeta (SSGSS)", "section": "Combo Enders", "text": "236L~L~L: This is Gogeta's most common ender in midscreen. 0 oki on hit, but gives SKD. j.2H:j.2Hallows to end combos midscreen to get better oki than236L~L~L. j.236L/M~M~M: Gogeta's most common combo ender in corner. Good SKD, allows him to set oki and groundbounces to call an assist and combo intoDR/j.DR." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Combos", "title": "Gogeta (SSGSS)", "section": "Notes", "text": "Gogeta gets most of his assist extensions at the end of his combos." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "Intro", "text": "This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.Consider helping rewrite it." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "Overview", "text": "Broly (DBS), orSuper Broly(= S Broly), is an unorthodox rushdown grappler, a combination fitting for a caveman. Armed with multiple command grabs, large normals, screen-spanning projectiles and armored moves, Broly wants to get in and open you up by mixing frametraps and throws, before obliterating your HP with his outrageous damage output. Broly's defining features are his damage and meter gain. His combo game can melt health bars with ease and build meter reliably, and his5LLLGuardStartup1RecoveryAdvantagebuilds an entire bar of meter for free. In addition, Broly's level 3 superGigantic RoarGuardAllStartup10+3Recovery31Advantage-25rips his shirt off, boosting his damage output by 15% and building meter passively for the rest of the game. This turns our saiyan into a TOD machine and an automatic ki battery, greatly helping his meter-hungry tendencies. Regarding neutral and mixups, Broly has access to several projectiles he can use to catch opponents and control the screen, like2SGuardAllStartup24RecoveryTotal 71Advantage-18or236SGuardAllStartup17RecoveryTotal 46Advantage-5. Once he's in, he can leverage his large but commital normals like5MGuardAllStartup15Recovery23Advantage-11,2MGuardLowStartup14 [21]Recovery19Advantage-7or5HGuardAllStartup15~38Recovery31Advantage-16to create lethal frametraps, conditioning opponents to sit still and making them vulnerable toGigantic FuryGuardThrowStartup22 [12]Recovery21 [23]Advantage, Broly's comboable command grab. Along with this, Broly's assists and supers are strong enough to fulfill basically any team synergy, especially thanks to his air-snipingB assistGuardAllStartup25RecoveryAdvantage+30. He also extends his partners combos extremely well thanks to the Special Tag mechanic, allowing extensions other characters could only dream off. To offset these strengths and his absurd damage, basically everything Super Broly does has long recovery andevery single normalis unsafe on block, which makes his gameplan extremely commital and therefore riskier than other characters. At the end of the day, Broly is atricky and commital character, but devastating in the right hands. Play him if you love high risk/high reward gameplay. If you enjoyed his debut movie, you'll get to experience it all over again whenever he lands a hit. Broly (DBS)is an aggressive rushdown grappler who tears down his foes up-close with frametraps and powerful command grabs. Insane Damage:The main reason to play him. Broly's combos are among the most rewarding in the game, with amazing corner carry and extremely high damage. This combined with his very long blockstrings can scare opponents into hanging themselves. Well-Rounded:With solid projectiles, big buttons, various command grabs, good defensive tools and strong oki, S Broly has options for just about any situation. Combo Extender:S Broly is one of the biggest beneficiaries of the Special Tag mechanic, since his enders can tack on loads of extra damage to even the longest of combos. Fantastic Supers:On top of them all dealing very high damage, Broly's Supers can easily enable any character-specific Super synergy you could think of. His level 3 is noteworthy for buffing his damage and turning him into a... Self-Charging Battery:Not only does Broly's level 3 gives him a passive meter gain that persists for as long as he's on point, and not only do his combos build high meter naturally, but his5LLLgives him almost a full baron its own. Frame Data:No normals are safe on block and their slow speed makes stagger pressure borderline impossible. Committal:Pretty much everything has high recovery, meaning S Broly has to think fast and be very deliberate in how he deals with any given situation. Limited Mix-up Options:Broly has no fast mix-up options outside of hisH Gigantic Fury, meaning that he heavily relies on conditioning his opponent to not jump or mash out of his pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "5L", "text": "Can challenge or continue pressure after a blocked236S. Because5Lis slower compared to most jabs, you're better off using2Lto challenge instead. However, this serves as a good midrange poke, usually preferred over hisMbuttons. It's also a really strong option post-Vanish, as it out-prioritizes other5Ls, catches backdash, jails down jumps and can be followed up with5Mto anti-reflect. Launches very high, centers the opponent on hit. Has enough hitstun to combo into Super Dash orj.Lfor a full combo. Combo and blockstring filler. Integral to Broly's corner combos because of how it launches opponents. Only comes out if5LLhits Gain 95% Ki during the animation, unaffected by any multipliers Since it's frame 1, it can't whiff 5LLL Gain 95% Ki during the animation, unaffected by any multipliers" }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "5M", "text": "Goes almost halfscreen." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "5H", "text": "(Hold OK) Has 1 hit of mid/high strike armor beginning on frame 10. During5[H], if the armor is triggered, he will automatically stop charging and attack. Values in [] is when fully charged. Goes over half screen uncharged, but goes fullscreen when fully charged. Smash hit launches higher than most5Hs in the game, wall splats and combos into Super Dash. Can link into2Lin the corner. Non-Smash can still combo into Super Dash in the corner. Active on frame 5 after releasing H Values in [ ] are on frame 36-38" }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "5S", "text": "(Hold OK) Hold or mashSto shoot all 5 Ki blasts. Last Ki blast launches on hit. Can cancel into6H- making for some tricky long-range frametraps and mixups, especially when combined withRaging Quake. Your standard Ki blasts. Faster than average but unsafe on block. The startup looks similar to his command grab, so it can be used in pressure to trick the opponent into jumping, allowing for a frame trap or putting his anti-air grabs into use. Each P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "2L", "text": "Launches on hit. Clash level: 1" }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "2M", "text": "Can chain into itself up to 4 times. On block, there's a 6-frame gap between each follow-up2M. If cancelled from5M, only stomps twice. Similarly, stomping more than 2 times will prevent a gatling into5M." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "2H", "text": "Smash hit combos into Super Dash. A bit slower than average and moves Broly forward, meaning Super Dash will sometimes cross him up." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "2S", "text": "Wall splats on hit, can true string into Super Dash in the corner. Scales poorly as a starter and mid combo. Only has one hit, so it will not clear the ground. Can cancel into6H- making for some tricky long-range frametraps and mixups, especially when combined withRaging Quake." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "6M", "text": "Universal overhead." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "6H", "text": "Headbutt Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne. On hit, keeps grounded opponent standing, ground bounces airborne. The ground bounce can combo into SD even midscreen. Useful mixup tool: big damage on hit, forms a mixup between214L(beats block/reflect) or2L(beats mash/jump) Can be cancelled into from5Sor2S- making for some tricky long-range frametraps and mixups, especially when combined withRaging Quake." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "j.L", "text": "Huge hitbox for aj.L" }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "j.M", "text": "Shorter range thanj.Lin exchange for lower hitbox. Puts the opponent into a short reeling animation on air-to-air hit, allowing a link intoj.Seven midscreen" }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "j.H", "text": "5LLLLLLLDynamic hit can wall bounce. j.HSmash hit causes sliding knockdown. Very slow for aj.H." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "j.S", "text": "Hitbox is active as he's holding the ball up. Can't go offscreen, will \"slide\" against the corner's wall. Explodes when it hits the ground, enabling relaunches with2L. Cannot be Super Dashed through. Hold 8 to make the ball slow. Hold 2 to make the ball fast." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "j.2H", "text": "Airthrow with some limited tracking. Smash hit wall bounces, combos into SD." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "Raging Quake", "text": "236L/M/H(Air OK) Damage: Raw / Non-Smash / Smash Has 3 hits: one when he's airborne, a punch when he lands, and the shockwave Smash on the first two, but not on the shockwave Non-Smash first hit causes very small ground bounces Shockwave only hits in front of Broly. Your gapless blockstring ender for when you want to restart pressure with an assist, or otherwise don't want the gap that236Sleaves. Decent for High HSD combos into assists, but not much more than that in combos. Shockwave hits fullscreen. Ground version can wall splat on Smash hit. 236Mis very useful for corner combos due to the wallbounce. It's also useful as a confirm from2S. Shockwave on hit can be confirmed into236L+Mor214L+Meven at fullscreen. Shockwave hits fullscreen. Can combo into6H>2Lanywhere on screen for an easy, high damage combo route. Both versions bounces them up on Smash hit, with ground version having higher hitstun. 236L Damage: Raw / Non-Smash / Smash 236M Damage: Raw / Non-Smash / Smash 236H Damage: Raw / Non-Smash / Smash j.236L Damage: Raw / Non-Smash / Smash j.236M Damage: Raw / Non-Smash / Smash j.236H Damage: Raw / Non-Smash / Smash" }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "Gigantic Fury", "text": "214L/M/H U Smash hit wall bounces, D Smash causes sliding knockdown. Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne. Similar in use to DBZ Broly's214M. Allows for a meterless combo anywhere. The only real issue with it is the 24f startup. When used in conjunction with his other options, it starts becoming far more deadly. On midscreen U Smash hit, can be extended without resources with dash5L. This is harder (though still possible) on small characters. In the corner you get much more time. U Smash hit wall bounces, D Smash causes sliding knockdown (identical effects to214L) Head invul from frame 4. Can only grab airborne opponents. Very useful post-snap in conjunction with assists. Calling the assist a little late can scare the opponent into blocking, which in turn opens them up to getting scooped. Common combo ender, e.g. [DR] >214M. After it, whiffing5Land doing an IADj.Mresults in an autotimed safejump that catches all techs and regenerates assists. U Smash hit bounces them up with high hitstun, D Smash causes sliding knockdown If the opponent is grounded when this move is inputted, Broly will do a ground throw similar to 214L, if they're in the air, he will do an anti-air throw similar to 214M Values in [ ] are for the anti-air version Grounded grab is significantly faster if the opponent is in hitstun. This move is crazy. The fact that it can be an air throw or a ground throw is both a blessing and a curse. The built-in option select is very strong, but it can be beaten. It has longer range than L and M versions and can be extended midscreen, even allowing for a Dragon Rush. The grounded grab is excellent; faster than the average command grab and will lead to a combo anywhere on the screen. Due to it leading into high damage, especially when Broly is powered up, this is the mix-up you want to structure your offense with." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "Eraser Blow", "text": "236S Damage: Raw / Non-Smash / Smash. Throws an orb at a 35 degree angle. Has 1 hit of super armor from frame 4. Smash on the physical hit before the projectile, Smash hit followups with a sideswitching hit into sliding knockdown. Smash hit can link into dash214Sin midscreen. Near the corner, the knockdown keeps the opponent very close to Broly, allowing for linking into214Swith ease. On offense, Eraser Blow is mainly used to safely end pressure, as it pushes Broly back considerably. The physical hit also jails into Vanish. Leaves a gap that will catch people trying to jump out of Broly's blockstrings after any normal; be wary of Level 3s and frame 1 counters. If they jump extremely late to prevent being caught by the physical hit, Broly is plus and can safely continue the string with2L. P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "Gigantic Heave", "text": "214S Raw hit can only grab standing opponent (whiffs on crouching). Mid-combo can grab grounded, airborne, and OTG. On hit, switches sides, is special cancellable. Smash hit combos into SD. Enables a meterless full combo after236S. This move has almost a half-screen's worth of corner carryall on its own. The sideswap property makes it really handy when your back is to the corner. The only moves it combos into after smash is used are his Air Level 1's, so keep that in mind." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "Assist A", "text": "Raging Quake Only the shockwave has hitbox, hits fullscreen." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "Assist B", "text": "Eraser Blow 55 frames of hitstun. +30 on block." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "Assist C", "text": "Blaster Cannon Broly does his2S, and on hit he teleports behind you to dunk you to the ground for a combo extension. 34 frames of startup. 32 frames of blockstun. 72 frames of hitstun. Oddly, due to having less active frames than multi-hitting beams (17 vs 25), the projectile does not extend as far before disappearing. You may notice it failing to reach if you're chasing a retreating opponent after calling the assist from full screen." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "Gigantic Charge", "text": "236L+M Switches sides on hit and block. On hit, forces a soft knockdown, leaves you in the +20 range. Minimum damage: 160, 700 (860). He will still continue the super even if DHC'd out." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "Gigantic Impact", "text": "j.236L+M Minimum damage: 300*3 (900). PressL/M/H/Sto do followups, can be done even on whiff. Has guard point till recovery. All 3 hits can be aimed. Doesby default. give sliding knockdown on hit. switch sides on block and hit. if done at the edge of the screen will pull the opponent out of the corner.only does so as a followup. Can be DHC'd into if you have a downed character by DHCing into that character's slot. This super gives better positioning than the grounded version while dealing a little more damage too. If your assists let you combo into this while maintaining corner and optimal routing, then do it. You can also use it as a nice little save when you accidentally usej.2Hmidscreen with SD already consumed. Angle it up-forward for the first hit (if done afterj.2H) and then drag your opponent to the ground with the rest, since this super gives a sliding knockdown with enough frame advantage to go for a safejump. Flying around doesn't consume Smash on hit, though this doesn't have any real applications. Minimum damage: 110*6 (660)." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "Meteor Shower", "text": "236H+S(Air OK) Reversal Super, autocorrects on startup. Does 1 hit with barrier, shoots 20 Ki blasts in all directions (only 8 directed at the ground), then after recovery 11 more Ki blasts will fall down (5 in front and 6 in the back). Always teleports back to the ground during recovery. The Ki blasts won't rain down if he DHC out. These Ki blasts will also disappear if he gets hit, but not if he blocks or raw tags out. Minimum damage: 20%. The \"shower\" won't trigger Super Scaling, but the initial barrage does. 236H+S P in active frames represents a projectile spawned j.236H+S P in active frames represents a projectile spawned" }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "Gigantic Roar", "text": "214L+Mor214H+S Goes almost fullscreen. While the opponent is in hitstun/untech, distance travelled is increased (goes over fullscreen). On hit, from the moment he takes off his armor, all damage from Broly is increased by 15% and he will continuously gain Ki at the rate of 0.05% per frame (3% per second). This passive Ki gain is unaffected by any multipliers Minimum damage: 280, 100*15 (1780), or 2018 if already shirtless before using it. Spark + Limit break + Shirt off = You are dead Even without Spark or Limit break, you can get touch of death combos starting at half a bar with the right assists This super is flexible, has one of the highest minimum damage values among level 3s when shirtless, and is easy to combo into, as Broly charges nearly full screen when he's DHCed into." }, { "url": "https://www.dustloop.com/w/DBFZ/DBS_Broly", "title": "DBS Broly", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 131 Color 141 Color 151 Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks", "title": "Trunks", "section": "Overview", "text": "Trunksis a neutral focused character with exceptional screen presence and great mix-ups. He boasts a wide array of powerful screen control tools such as5SGuardAllStartup8Recovery28Advantage-5,3MGuardLowStartup12Recovery17Advantage-10,Change the FutureGuardAllStartup19Recovery8Advantage-5, as well as one of the strongest movement options in the game:HeavyCyclone JumpGuardStartupRecoveryTotal 54Advantage, commonly known as \"EX flip\". After besting his opponent in neutral, he will then crush them with the nastiest left-right 50/50s, instant overhead, and the DBFZ equivalent ofRaging Demon. Trunksuses his unique mobility to approach his opponent, then break their defense with an onslaught of mix-ups. Massive Mobility:EX flipGuardStartupRecoveryTotal 54Advantagegives Trunks an incredible amount of freedom in his movement. Can essentially place himself anywhere on screen should he choose to. Screen Control: Absurdly fast fullscreen options that rivals the best zoners in the game. Punish Game: The two aforementioned pros allow Trunks to shut down moves and gameplans that no other character can punish. They need to be stopped. Mix-ups: Great left-right mix-ups even in the corner, an instant overhead with high reward, and fully invulnerable command grab that leads to 50/50 oki. He is relentless once he gets in, with or without his teammates. Prodigal: Requires meters for his best options and he will burn through them like his future depends on it. Committal: Cannot block during flips. High recovery on most of his attacks. Few safe-on-block moves and often leaves gaps in his blockstrings." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks", "title": "Trunks", "section": "5L", "text": "The fastest ground normal Trunks has, tied with2L. Useful for starting pressure and challenging. Although the range is abhorrent so2Lis the superior choice in most situations. A generic blockstring/combo filler5LLthat's uniquely unsafe on block. This will be a theme, he has to constantly play around the fact that most of his normals are unsafe. Fullscreeninvulnerabledash that switches sides both on block and hit. Can be used in neutral to jump scare the opponent every now and then, though Trunks hasmuchGuardAllStartup8Recovery28Advantage-5betterGuardLowStartup12Recovery17Advantage-10optionsGuardAllStartup19Recovery8Advantage-5to control the screen. In spite of being -7 on block, he is spaced enough to be nigh unpunishable midscreen. On block, the side switch allows for assisted left-rightflip mix-upsGuardStartupRecoveryTotal 54Advantageeven in the corner. In Sparking, jump canceling immediately will keep him same side. This can be used for solo left-right mix-ups such as5LLL> jc >214Svs.5LLL>214S." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks", "title": "Trunks", "section": "5H", "text": "Main midscreen combo extender that wall splats on Smash hit. Leads into rejump combos with236Sor delay236M." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks", "title": "Trunks", "section": "5S", "text": "One of the scariest projectiles in the entire game.5Sis a lightning fast P2 Ki Blast that can be converted meterlessly into a full combo thanks to its equally ridiculous hitstun. Having P2 priority means it will plow through most other Ki Blasts, and almost no projectiles nor forward advancing moves even come close to how fast this is. It connects on frame 8 at point blank and frame 15 at fullscreen, which is nearly twice the speed of an average Ki Blast and is borderline hitscan. This makes Trunks a threat at any range, since with a single press of a button he can clear the screen and snipe the opponent before they even know it. At this speed,5Sis an incontestable roundstart option and has a unique role as a punish tool. Reflect >5Scan be treated as a DP that punishes options that are unpunishable by most of the cast such as6M, Vanish, and more. On hit, the high hitstun allows it to combo into236H/214Sat close range or236Sanywhere on screen." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks", "title": "Trunks", "section": "2L", "text": "The go-to button for contesting gaps in the opponent's offense, and a great stagger tool due to being ±0 on block and repeatable once." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks", "title": "Trunks", "section": "2M", "text": "The slide to end all slides.2Mmoves over half screen forward, but inputting as3Mmovesfullscreenwith identical frame data. This is another fast punish tool that keeps grounded opponents in check, chases backdashes, catches airborne opponent's landing, as well as being another great anti-Reflect in his kit. At max range, Trunks hits meaty and becomes safe on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks", "title": "Trunks", "section": "j.H", "text": "Giganticj.Hespecially for how fast it is. The main cross-up button as well as an amazing jump-in. IAD backj.Hserves as a great anti-approach tool. Removes landing recovery on Smash hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks", "title": "Trunks", "section": "j.2H", "text": "Air combo extender and filler. On Smash hit, comboable into SD orj.214H(steer) >j.Lif SD has already been used." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks", "title": "Trunks", "section": "Shining Slash", "text": "236L/M/H(Air OK) 236X is a series of advancing overheads, withHversions having the fastest startup andMbeing the slowest, but are plus on block. They all cause a sliding knockdown on Smash hit with varying strengths, and are unaffected by hitstun decay even on non-Smash hit. Despite having a cinematic animation, these can Happy Birthday and Trunks can call assists during the animation. Ground236Lis decently fast and doesn't have Head property so can act as a meterless alternative to6M.j.LLS>j.236Lis the basic meterless SKD combo ender, although these have the worst SKD of all the versions so it's usually best to end withj.H,j.236M, or j.DR. Pressure reset tools but with slow startup that can always be anti-aired on reaction. Ground236Mon hit will wall bounce before causing SKD, which can lead to solo conversions with3Min midscreen or2Min the corner. Air version only attacks when Trunks gets close to the opponent, and will not overshoot. Has better SKD thanj.236Land is often the go-to corner combo ender. Ground236Histhesolo mix-up tool: borderline unreactable, doesn't have Head property, wall bounces like236Mon Smash hit and leads to solo combos. This move along with hiscommand grabGuardThrowStartup4+(11 Flash)+6Recovery37Advantagemake Trunks self sufficient and can be put in any position on the team. He can use assists to mix with flips, or he can mix with frame trap/overhead/command grab all by himself. j.236L Fixed hitstun On hit, recovery is Until L(+4) j.236M Fixed hitstun On hit, recovery is Until L(+4) Stays in startup until he gets close to the opponent or touches the ground On whiff, minimum active is 1 j.236H Fixed hitstun On hit, recovery is Until L(+4)" }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks", "title": "Trunks", "section": "Cyclone Jump", "text": "214L/M/H(Air OK) Command jumps that are independent of air options, also known as \"flips\". Cancelable into air dashes and attacks after about 10 frames into the animation. Each version can be used once in the air. Trunks will autocorrect when canceling into normals, but not when canceling into specials. Flip up and forward. Primarily combo tools as they act like additional jump cancels, e.g.j.LLS>j.214L>j.LLL. Ground version flips up and backward, but air version flipsdownand backward. Ground214Mis useful for disengaging and baiting challenges. In a blockstring, any button beside5Land2Lwhen canceling into214M~Sleaves at minimum a 5f gap, making it a decent though committal frame trap. Airj.214Mcan be used to create ambiguous crossup fakeouts, such as jumping forward intoj.214M>j.L. He can also do a fakeout high into low withIASInstant Air SpecialConceptually includes Tiger Knee. Performing a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.For Example: 2369S for a j.236S input.j.214M▷2M. By default, Trunks flips up and forward likeLversions. However what's unique about EX flips is that they can be steered with directional inputs (). This gives Trunks unparalleled mobility and allows him to create highly ambiguous mix-ups, whiff punish moves that other characters may struggle to deal with, or escape scary situations better than many other characters in the cast. Mastering EX flips is key to unlocking his full potential, head over tothis pageto learn more. As strong as EX flips are, keep in mind that they still have a \"startup\" period and leave Trunks with next to no defensive options. To quickly move around, it's often best to cancel intoj.LASAP after aiming at the desired direction, in order to keep the momentum while opening Trunks up to blocking and other actions. andincreases/decreases his vertical reach on the way up, and decreases/increases his falling speed on the way down (similar to a super jump) increases the travel distance up to fullscreen,moves him backward up to fullscreen 214L Airborne from frame 3 Cancelable into Cyclone Buster, Super Dash, Vanish, Sparking Blast during frame 11-34 Cancelable into airdash, air normals, Dragon Rush, Z Change, Shining Slash, other Cyclone Jump during frame 14-34 214M Airborne from frame 3 Cancelable into Cyclone Buster, Super Dash, Vanish, Sparking Blast during frame 11-34 Cancelable into airdash, air normals, Dragon Rush, Z Change, Shining Slash, other Cyclone Jump during frame 14-34 214H Airborne from frame 3 Cancelable into Cyclone Buster, Super Dash, Vanish, Sparking Blast during frame 9-50 Cancelable into airdash, air normals, Dragon Rush, Z Change, Shining Slash, other Cyclone Jump during frame 11-50 j.214L Cancelable into Cyclone Buster, Super Dash, Vanish, Sparking Blast during frame 11-34 Cancelable into airdash, air normals, Dragon Rush, Z Change, Shining Slash, other Cyclone Jump during frame 14-34 j.214M Cancelable into Cyclone Buster, Super Dash, Vanish, Sparking Blast during frame 11-34 Cancelable into airdash, air normals, Dragon Rush, Z Change, Shining Slash, other Cyclone Jump during frame 14-34 j.214H Cancelable into Cyclone Buster, Super Dash, Vanish, Sparking Blast during frame 9-50 Cancelable into airdash, air normals, Dragon Rush, Z Change, Shining Slash, other Cyclone Jump during frame 11-50" }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks", "title": "Trunks", "section": "Cyclone Buster", "text": "Cyclone Jump >S Mostly a combo tool. This is essentiallyj.Swith double the amount of hitstun, slightly different frame data, but cannot cancel intoj.Horj.2H. Allows Trunks to combo into SD,j.236M, and j.DR even in midscreen. It's also the core of his corner loops such as5M>5H>214L~S▷5M. Values in [ ] are when done fromHCyclone Jump" }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks", "title": "Trunks", "section": "Masenko", "text": "236S A typical piercing P3 projectile beam that's whiff cancelable into SD and can jail into Vanish. Great for combos and especially in Sparking where it can be looped with236S>214[S],5S>236Sanywhere on screen." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks", "title": "Trunks", "section": "Change the Future", "text": "214S(Hold OK) Change the Future, also referred to as \"CtF\", is a single-hit P3 projectile with gigantic hitbox, good speed, low recovery, andframe 1Ki Blast deflection. This is an extremely dominating neutral and anti-zoning tool that covers a huge chunk of the screen, although with rather low reward on block since it cannot jail airborne opponents to the ground. On hit however, the closer is the opponent, the better is the combo Trunks gets afterward. The first active frame of CtF is a strike that only activates at point blank. On Smash hit, this launches the opponent forward and can be followed up by5Sin midscreen, or corner splats into2Min the corner. The rest of the active frames is the projectile that freezes the opponent a bit before launches them upward, which can be comboed into[6]Hat closer range,5S> Vanish further out, or immediately into Vanish if they're hit above Trunks. The damage off CtF really goes off the charts when Trunks is in Sparking and has more ways to confirm, such as CtF >236Hbeing able to hit any opponent at jump height. Can also be used as a meaty that covers up/back/forward tech while being safe to most reversals and strike counters. Smash5MMMcorner bounces HoldingSturns this into a command dash that's cancelable into specials and Supers (including itself) during the later half of the animation. Feint CtF is an additional mental stack layer that can be used to bait Reflect, delay the inevitable236H, or extend the range of his Level 3 grab. 214[S] Cancelable into Specials and Supers from frame 17" }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks", "title": "Trunks", "section": "Assist A", "text": "Change the Future Just like the point version, Trunks A is a fast screen control and anti-Ki Blast assist. It's hard to go wrong with an assist that denies this much area. The giant blast is also good at masking what the point character is doing, helping their mix-ups." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks", "title": "Trunks", "section": "Assist B", "text": "Masenko A conventional beam assist that has much easier time fitting in a team than CtF." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks", "title": "Trunks", "section": "Assist C", "text": "Flurry Slash Annoyingly fasttrackingassist with big hitboxes, really high blockstun, and gives easy combo extension on hit. +55 on block is enough for basically any type of mixups one could possibly need. Yet another solid choice, though at double the cooldown of A and B assist. Trunks C fits well in teams that just need the opponent to block/get hitoncefor them to get the ball rolling, as well as giving any character access to 50/50s. On hit, teleports behind the opponent and knocks them down into a ground bounce SKD Values in [ ] is when the opponent is in hitstun/untech 3rd attack only comes out if either of the first 2 hits" }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks", "title": "Trunks", "section": "Burning Attack", "text": "236L+M(Hold OK)or236H+S(Hold OK) Standard P4 projectile Super for meter dumping at the end of combos. HoldingL/M/H/Swill spend 1 more bar and go into Follow-up, even on whiff. Minimum damage: 814 Interesting Level 2 Super with some unique properties. On hit, causes a SKD and leaves Trunks at +31 at minimum. Whiffing Burning Attack and hitting only with Follow-up will deal a smidge more damage than hitting with both parts of the Super, so it's optimal to DHC into this while the opponent is in the air to maximize damage and frame advantage. With that said, the damage increase is minuscule, and this Super is among the lowest damaging Level 2s in the game so it's often best just doing the Level 1 normally and spending the other bar on a Vanish extension, another DHC, or a different Level 2. On block, there's a 1~4f gap between Burning Attack and Follow-up, depending on the opponent's size and distance. Trunks can use the Level 2 to get a safe on block Super/DHC that's also safe on Reflect at -2. The best way to deal with this is Reflecting the initial Burning Attack, which makes the gap 17~20f and gives plenty of time to punish Follow-up. Minimum damage: 300 [1150] Values in [ ] are when Burning Attack whiffs 236L+M Minimum damage: 814 Fixed hitstun Cancelable into Burning Attack Follow-up on frame 19 236L+M > X Values in [ ] are when Burning Attack whiffs" }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks", "title": "Trunks", "section": "Heat Dome Attack", "text": "214L+Mor214H+S Among the highest raw damage Level 3s in the game.L+Mversion has an incredibly short super flash and grabs directly in front of Trunks, whileH+Sversion has a normal super flash and lunges halfscreen forward before grabbing.214H+Sis the often the go-to version for meter dumping due to its better range. Thanks to the short, nigh unreactable super flash and frame 1 invulnerability,214L+Macts as a scary albeit expensive command grab that cannot be interrupted and explodes the opponent on hit. Additionally, it's a strong reversal that can't be baited and safejump'd like the typical strike/projectile Level 3, although at the cost of losing to airborne attacks such as a simple6M. In a blockstring, it can work as an autotimed 26f grab when canceling into from236L,236H, or214[S]. On hit, Trunks gets either a simple IAD safejump, a plus on block meaty with214S, or a left-right 50/50 in midscreen by buffering214Hthen steer to the desired side. Proper combo routes can keep him midscreen for this mix, or he can spend additional resources like whiffing Vanish over the opponent while they're in SKD before comboing into the Level 3. Outside of combos, cannot connect against airborne opponents. Mid-combo, can hit airborne and opponents in SKD Minimum damage: 1715 Advantage on hit: +28 214L+M Minimum damage: 0, 35×49 Fixed hitstun 214H+S Minimum damage: 0, 35×49 Fixed hitstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks", "title": "Trunks", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 131 Color 141 Color 151 Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Training_Mode", "title": "Training Mode", "section": "Reading Attack Start-Up & Frame Advantage Info", "text": "This option can be turned on/off in Training Menu > Info Display Settings > Attack Start-Up & Frame Advantage Info. It doesn't display stored data of Start-Up and Frame Advantage for each move, but instead calculates them in real time." }, { "url": "https://www.dustloop.com/w/DBFZ/Training_Mode", "title": "Training Mode", "section": "Attack Start-Up", "text": "Shows the amount of frames it took from the moment the character performs an attack until the frame that they make contact with their opponent. Hitting late into a move (through meaties or other means) will show \"incorrect\" Start-Up as it's displaying the meaty frame. Delay cancel or kara cancel will also lead to incorrect Start-Up. If you input 23L~6, effectively kara canceling 2L into 236L, then Start-Up will include the few frames of 2L that got canceled." }, { "url": "https://www.dustloop.com/w/DBFZ/Training_Mode", "title": "Training Mode", "section": "Frame Advantage", "text": "Showing the frame difference between both characters until they are \"actionable\". I don't really know how to explain it scientifically so let's just look at a few examples. The 2 numbers only become desynced if a character changes their grounded/airborne state: Numbers outside brackets = Frame adv after they become airborne Numbers inside brackets = Frame adv after they land the ground" }, { "url": "https://www.dustloop.com/w/DBFZ/Tier_Lists", "title": "Tier Lists", "section": "Hikari's List", "text": "Hikariis EVO 2023 DBFZ Champion, and two-time World Tour champion in 2024 and 2025. This is their tier list from August 2025. Sources:Twitter/Archive" }, { "url": "https://www.dustloop.com/w/DBFZ/Tier_Lists", "title": "Tier Lists", "section": "KJpixel's List", "text": "KJpixelis a high level AmericanFriezaplayer. Has top 8'd multiple major tournaments such as Frosty Faustings XVII, Texas Showdown 2025, Combo Breaker 2025. This is their tier list from August 2025. Sources:Twitter/Archive" }, { "url": "https://www.dustloop.com/w/DBFZ/Tier_Lists", "title": "Tier Lists", "section": "Gropis' List", "text": "Gropisis a top DBFZ player from Spain. This is their tier list from May 2025. Source:YouTube" }, { "url": "https://www.dustloop.com/w/DBFZ/Tier_Lists", "title": "Tier Lists", "section": "INZEM's List", "text": "INZEMis Combo Breaker, CEO, and EVO 2024 DBFZ Champion from America. This is their tier list from December 2024. Note: The tiers' labels were changed in a laterTwitch stream. \"I didn't do this because I was kinda lazy but [...] Everyone might be S in this game.\" Sources:Twitter/Archive/YouTube" }, { "url": "https://www.dustloop.com/w/DBFZ/Tier_Lists", "title": "Tier Lists", "section": "Cloud805's List", "text": "Cloud805is a high level player and content creator from America. This is their tier list from October 2024. Source:YouTube" }, { "url": "https://www.dustloop.com/w/DBFZ/Tier_Lists", "title": "Tier Lists", "section": "Legacy Tier Lists", "text": "Gropisis a top DBFZ player from Spain. This is their tier list from October 2024. Source:YouTube Cloud805is an American competitive fighting game player and content creator, with frequent invites to official Bandai Namco events. This is their tier list from Feb 2024, just before the rollback netcode update. Tiers seem to be mostly ordered. Source:YouTube LegendaryyPredis one of the top American players, having many tournament wins and top 8 placements throughout the game's history. This is their tier list from Feb 2024, just before the rollback netcode update. Top 13 and A+ tiers are ordered, S is not. They specifically note thatGogeta (SSGSS)ran together with Yasha's famous team ofVegitoandAndroid 17, would be in S tier instead of A+. Source:YouTube Cloud805is an American competitive fighting game player with frequent invites to official Bandai Namco events. This is their tier list from June 2023. Tiers are unordered except for the top 2 in S tier. Source:YouTube LegendaryyPredis one of the top American players and was Combo Breaker's DBFZ Champion in 2022. This is their tier list from June 2023. S+ tier is ordered while S and A+ tier are unordered. Source:YouTube Gropisis a top DBFZ player from Spain, frequently seen on WANTED.Jaorcasis a well knownAndroid 21specialist from Spain. This is their tier list from June 2023. Sources:YouTube Zaneis a top DBFZ player from the USA, with multiple top placements in major tournaments like EVO. This is their tier list from July 2023. Only top 10 is ordered. Sources:YouTube/Twitter Last Update: 08/04/2023. Captain GinyuandJirenare considered the best characters in the game at10points. Trunksis considered the worst character in the game at1point. Characters received points based on placements in other Version 1.32 lists currently featured on this page. +3for appearing in a \"Top\" tier or SS tier. This includes the \"Outrageous\" tier. +2for appearing in S tier +1for appearing in A tier ±0for appearing in B tier -1for appearing in C tier and below. This includes the \"N/A\" or \"IDK\" category. Tier categories with + or -'s are ignored, so an S+ tier is just an S tier. The post-May 2023 tier lists in this page have 3 or 4 of these tiers/categories. Android 16: 6 Android 17: 7 Android 18: 9 Android 21: 6 Android 21 (Lab Coat): 8 Bardock: 2 Beerus: 9 Broly: 7 Broly (DBS): 5 Captain Ginyu:10 Cell: 6 Cooler: 3 Frieza: 7 Gogeta (SSGSS): 5 Gogeta (SS4): 8 Gohan (Teen): 7 Gohan (Adult): 9 Goku: 2 Goku (Super Saiyan): 5 Goku (SSGSS): 9 Goku (Ultra Instinct): 3 Goku (GT): 5 Goku Black: 3 Gotenks: 8 Hit:7 Janemba: 9 Jiren:10 Kefla: 7 Kid Buu: 3 Krillin: 7 Majin Buu: 6 Master Roshi: 2 Nappa: 7 Piccolo: 5 Super Baby 2: 9 Tien: 7 Trunks:1 Vegeta: 6 Vegeta (Super Saiyan): 5 Vegeta (SSGSS): 9 Vegito (SSGSS): 8 Videl: 6 Yamcha: 2 Zamasu (Fused): 8 A joint effort by players from the New York City, spearheaded byAlukardfeaturing EVO 2022 DBFZ FinalistNitroand NY playersFaultythingandCoach Steve. This is their tier list from November 2022. Sources:Twitter/Archive/YouTube Shanksis a Spanish fighting games player, an EVO 2022 DBFZ Finalist and ranked 7th on thePGRZ rankings. This is their tier list from September 2022. Sources:Twitter/Archive/YouTube HookGangGodis an American professional DBFZ player, ranked 6th on thePGRZ rankings. This is their tier list from August 2022. Sources:YouTube 1/YouTube 2 INZEMis one of America's top DBFZ players. This is their tier list from August 2022. Sources:Twitter/Archive LegendaryyPredis one of the top American players and an EVO 2022 DBFZ Finalist. This is their tier list from April 2022. Source:YouTube This next one is a \"buff/nerf list\" from May 2022. Some liberties were taken with the transcription, \"need nerfs\" characters are put in high tiers while \"need buffs\" characters are in low tiers. Sources:Twitter/Archive/YouTube Wawais DBFZ 2022 World Champion and EVO 2022 DBFZ Champion from France. This is their tier list from January 2022, before the addition ofAndroid 21 (Lab Coat). Source:Screenshot of Twitch stream, on Reddit(primary source has been lost) Yashais one of the top European players for DBFZ and an EVO 2022 DBFZ Finalist. This is their tier list from November 2021, before the addition ofAndroid 21 (Lab Coat). Sources:Twitter/Archive Gropisis a top DBFZ player from Spain, frequently seen on WANTED. This is their tier list from August 2022. Sources:Twitter/Archive American playerFaultythingwas \"lonely and needed interactions\", featuring DBFZ 2022 World Championship Runner-UpNitro. This is their tier list from August 2022. Sources:Twitter/Archive Gropisis a top DBFZ player from Spain, frequently seen on WANTED. This is their tier list from March 2022, one week after the release ofAndroid 21 (Lab Coat). Some language has been altered. Sources:Twitter/Archive HookGangGodis an American professional E-Sports player, currently partnered with Panda Global, and ranked 6th on the PGRZ rankings. This is their tier list from February 2022, before the addition ofAndroid 21 (Lab Coat). Source:YouTube An international tier list made by American playerMamba Lambaand two European playersKasugaandMiami. This is their tier list November 2021, before the addition ofAndroid 21 (Lab Coat). The list shown on Twitter had a few characters shuffled around by Mamba. Sources:Twitter/Archive/YouTube Cloud805is an American competitive fighting game player with frequent invites to official Bandai Namco events. This is their tier list from September 2021, before the addition ofAndroid 21 (Lab Coat). Sources:Twitter/Archive/YouTube" }, { "url": "https://www.dustloop.com/w/DBFZ/Tier_Lists", "title": "Tier Lists", "section": "Navigation", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Combos", "title": "Goku", "section": "Preface", "text": "Baseku is one of the most complex characters in DBFZ when it comes to combos. Figuring out how all his routes work will take a lot of labbing, especially since several different delays are required to make his best combos work and they make managing hitstun decay (HSD) more difficult. However, rest assured that he still has ways to keep things simple. If you're just starting out, try not to get too lost in the sauce here; skimming through the \"Very Easy\" and \"Easy\" difficulty routes and getting the hang of those will be more than enough for you to dish out decent damage. Later on, once you feel ready to try Medium difficulty rejumps, it's highly recommended to learn them as they allow Goku's crazy damage to finally flourish, and let him always get his best ender: 2SSS. More advanced routes in \"Hard\" and \"Very Hard\" difficulty are for those who truly want to push the character to his limits." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Combos", "title": "Goku", "section": "Midscreen", "text": "Every combo below works off any starter unless specified otherwise. Meter build for combos with a 2SSS ender does not count the extra meter built by the free Genki charge it gives you." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Combos", "title": "Goku", "section": "Spirit Bombos", "text": "All combos below assume a Lv1 charge since it's recommended to stick with that. Bombs with more charges will lead to more damage but burn through hitstun decay faster, so plan your routes accordingly if you get those extra charges." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Combos", "title": "Goku", "section": "Kaioken", "text": "Kaioken 5S is easier to combo into than 5L; use 5S after 2SSS > 236S or any combo that doesn't end with a sliding knockdown. Ending Kaioken x20 routes in 5L > 2M > 2S ensures you get the best possible Level 2 oki at +26 (whereas normally it's +25). The Happy Birthday routes don't work well on Krillin." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Combos", "title": "Goku", "section": "Meterless", "text": "Meter build for combos with a 2SSS ender does not count the extra meter built by the free Genki charge it gives you." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Combos", "title": "Goku", "section": "Spirit Bombos", "text": "All combos below assume a Lv1 charge since it's recommended to stick with that. Bombs with more charges will lead to more damage but burn through hitstun decay faster, so plan your routes accordingly if you get those extra charges." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Combos", "title": "Goku", "section": "Kaioken", "text": "Damage in ( ) is damage from doing Level 2 after the Finisher dive. Damage in [ ] is doing Lv2 without the dive. When in Kaioken x20, you should never let the dive rock if you're gonna Lv2." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Combos", "title": "Goku", "section": "Notes", "text": "While Baseku already does great damage normally, Sparking routes essentially give him DBFZ 2 combos. Any touch with him in this state should kill the other character." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Combos", "title": "Goku", "section": "Notes", "text": "Baseku's combos are really good even without assists, but when you're willing to spend them, they can increase his damage output tremendously. Still, it's recommended to only do this if it's gonna kill." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Combos", "title": "Goku", "section": "Combo Theory", "text": "Some general notes to keep in mind... Always hold down DR to get 31 hits from it. It's free damage. Using 1/2/3SSS early in your combo deals the most damage, but takes away your Down Smash so you have to be careful. 236S gains extra hitstun when landed from roughly fullscreen away. Besides SD, 5H > 236S can link into 3S or 214S. The extra hitstun also allows for beam rejumps if you've got great execution. j.236S can be used in air combos but you have to make sure the opponent is above Baseku when you use it. 2SSS also allows for rejumps. Raw, the go-to conversion off it is a slightly delayed j.236H (or M in the corner). 2SSS links into 5L in the corner. j.2M and j.2L always drag opponents to the ground, Smashless or not. This allows for consistent delay Vanish > ground DR enders in long combos (as long as you're not absurdly high up). j.H > j.2L works at higher hitstun decay than j.2H > j.2M. Vanish j.236S and 214S (any level) always combo into Super Spirit Bomb. 214M links into 214S. 214S always combos after 5LLL. This means with rejumps midscreen, or with basically any combo in the corner, you can spend your bomb mid-combo and immediately recharge it after, provided you end the combo in 2SSS." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Combos", "title": "Goku", "section": "Kaioken", "text": "The Kaioken super changes with the amount of characters you have left, like so: With all three characters alive, you can use 3 Kaioken followups and the L+M ender. With two characters alive, you can use 5 Kaioken followups and the L+M ender, plus the H+S ender for a bar. The first hit of the L+M ender cancels into the H+S ender. With only Goku alive, you can use 7 Kaioken followups and the L+M ender, plus the H+S ender for a bar. The first hit of the L+M ender cancels into the H+S ender, and the H+S ender does more damage and gives a Hard Knockdown. Kaioken followups scale if they're used more than once, so ideally you want to use each followup only once per route, or at worst only repeat one. You also want to include 5S, 5H and 2S whenever possible as they're the highest-damaging followups. You can find optimal Kaioken routes higher up on this page. A lot of characters' Supers can DHC (or early DHC) straight into Baseku's Kaioken 5H. These are: Goku (Super Saiyan)'s forward and down-angled Lv1s (for beam supers like this, wait a bit before DHCing to get all the damage) Vegeta (Super Saiyan)'s down-angled Lv1 Piccolo's Lv1 Gohan (Teen)'s Lv1 Ginyu's Lv1 specifically after a sliding knockdown (otherwise allows for universal 2L > 5S > 5H midscreen) Trunks' Lv1 and Lv2 Cell's Lv1 Krillin's Lv1 Kid Buu's Lv1s Nappa's Lv1 Android 16's Lv1 Yamcha's Lv1 aimed downwards Tien's Lv1 Hit's air Lv1 anywhere and 236H+S in the corner (midscreen it allows for 5M > 5S > 5H) Goku Black's ground 236L+M in the corner (236H+S gives universal 5S > 2L > 5H anywhere) Majin 21's Lv1 Base Vegeta's Lv1 Z Broly's Lv1s Zamasu's Lv1 Bardock's angled-down j.236L+M anywhere and 236H+S in the corner Vegito's Lv1s Android 17's 236H+S in the corner (236L+M allows for universal 5L > 5S > 5H) Cooler's Lv1s Videl's Lv1 Goku (GT)'s Lv1 Janemba's Lv1s Gogeta Blue's ground 236H+S and j.236L+M S Broly's aerial Lv1 and Lv2 (ground Lv1 gives 2L > 5S > 5H midscreen) Kefla's Lv1s Goku (Ultra Instinct)'s Lv1 (Lv2 gives 2M > 5S > 5H midscreen) Roshi's 236H+S anywhere and 236L+M in the corner Baby's Lv1 Lab Coat's Lv1s" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Combos", "title": "Goku", "section": "Super Spirit Bomb", "text": "As one of the highest-damaging Level 3s in the game, it's no secret that this is a great thing to have in your arsenal. However, it's also got some specific quirks to compensate. Most notably, he can't combo into it by normal means; it won't work off common enders like Smash j.H or j.DR. However, itdoeswork consistently off the following: Smash j.2M Smash 214M Smash 2SSS 236S[9] (drops against Krillin and Videl in particular at high HSD) Any level of 214S Vanish, j.236S Smash 2H or j.2H There's also a few Lv1 Supers from other characters thatcannotcombo into this, or have to do something specific to be able to. Here's the list: Trunks' Level 2 never works Yamcha must hold 7 for his Lv1 inputs Tien's Lv1 doesn't work from high altitudes Hit must early DHC from his aerial Lv1 Blue Vegeta must early DHC from Niagara Pummel Bardock 236H+S never works Android 17 must early DHC from 236L+M; Ground version of 236H+S never works, but air version always does Cooler must early DHC from his aerial Lv1; doesn't work at all off 236L > j.236L+M due to excessively low height Janemba must early DHC from 236H+S Roshi's 236L+M doesn't work midscreen Gogeta (SS4) must early DHC from his Lv1 Some of these have good workarounds which makes them not matter too much, but they're still worth keeping in mind just in case." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku/Combos", "title": "Goku", "section": "Touch of Death Combos", "text": "Assisted combos below work with most assists, but the more unique ones will require you to make a few adjustments (i.e. after using a traditional beam assist, dash up into ground normals instead of jumping into an air combo). Damage for assisted combos may vary slightly due to some assists doing more than others. Due to Supers in this game also doing different amounts of damage, you may find some of these don't kill with certain teammates if their Super damage is low. \"Meter positive\" ToDs leave you with more meter than you initially had before landing them. And let's throw these last ones in too, for good measure: The Three-Touch of Death The Ultimate Whiff Punish" }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Resources", "title": "Captain Ginyu", "section": "Intro", "text": "This page is Captain Ginyu's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Resources", "title": "Captain Ginyu", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Resources", "title": "Captain Ginyu", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Resources", "title": "Captain Ginyu", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock/Strategy", "title": "Bardock", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock/Strategy", "title": "Bardock", "section": "General Tactics", "text": "Bardock can be described quite simply as a character that plays the game very well. Dragon Ball FighterZ is a game about rushdown and pressure, and Bardock is one of the best in the game at both of those tasks. He is blessed with exceptional normals, which leads to his strong stagger pressure. His 236L is a very strong neutral tool, and allows him a free in when covered by an assist. His only real shortcoming is that he has poor solo mix-ups. Your main goal with Bardock is to force your way in, keep the opponent blocking until they crack, and punish them hard for it." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock/Strategy", "title": "Bardock", "section": "Team positioning", "text": "Bardock's mobility and pressure make him usable in any team position. However, most players place him on point." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock/Strategy", "title": "Bardock", "section": "Point", "text": "Bardock's 236L makes if very easy to put the opponent in blockstun, which can be converted into pressure if you call a lockdown assist behind it. Bardock's pressure also includes tons of corner carry if 214M is used with a well-timed assist call so that he remains plus on block. Bardock likes lockdown assists, fast strike assists, or neutral assists like beams. Lockdown assists give him access to some mean mixups, and strike/beam assists allow for the liberal usage of 236L in neutral." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock/Strategy", "title": "Bardock", "section": "Mid", "text": "Bardock's A assist is surprisingly strong; almost everyone in the game can extend combos with it, and it has a surprising amount of blockstun while leaving your opponent grounded on hit. Think of it as a Yamcha assist that trades having multiple hits for greater horizontal range. His B assist is a completely different beast. It covers 60% of the screen, is +46, and has hella hitstun too. Most characters can use Bardock's B assist to convert Ki Blasts from a short distance and more importantly get mixups. Both assists can setup easy Dragon Rush enders. This makes Bardock not only a strong character on point, but a great contributor to your team at mid position." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock/Strategy", "title": "Bardock", "section": "Anchor", "text": "Sparking Blast is your only real way to get mixups. Otherwise, you're going to be relying heavily on 236H and your Ki Blasts to try to play around your opponent's assists, which is not a position you want to be in." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock/Strategy", "title": "Bardock", "section": "Picking Teammates", "text": "The first thing to note when composing a team with Bardock is that almost everybody can extend combos and augment their pressure with Bardock's assist. Bardock will contribute to your team even when not on point, so you don't have to worry about certain shells benefitting Bardock: Bardock helps almost everybody, so if they help Bardock, you have a playable shell. Cellhas excellent synergy with Bardock. Cell's A assist allows Bardock to extend blockstrings and gives him a neutral assist. Cell benefits from Bardock assist in many ways, not the least being dragon rush and command grab extensions in the corner. SSJ Vegetacan extend pressure for Bardock with his A assist, enable very high damage extensions, and help Bardock control neutral. Kid Buuis another very strong teammate for Bardock. The blockstun inflicted by Kid Buu's A assist is the highest in the game, which allows Bardock complete freedom to mix his opponent up. Any beam assistis good for Bardock. These assists, on top of enabling very flexible combo extensions, complement Bardock's mobility and ability to put the opponent in blockstun. Jump-height 236L, combined with a slightly delayed beam assist call, controls a ridiculous amount of space and leaves Bardock at plus frames if any of the attacks are blocked. TrunksandGoku (GT)have assists that are both fast enough to be used after 236L in neutral and cover the air, forcing the opponent back to the ground where Bardock can effectively and efficiently force them to guess." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock/Strategy", "title": "Bardock", "section": "Blockstrings", "text": "2L/5L > 2LL/5LL > 2M > 5M > 5H > 2H > 214L/M > assist You can easily get a self-sustaining blockstring going if you slightly delay the 2H. Video example of some assist blockstrings:" }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock/Strategy", "title": "Bardock", "section": "Okizeme", "text": "Bardock's post level 3 oki has been heavily nerfed since the glory days. The best you get now is a dash jump j.H, but your opponent can 2H you midscreen. You can, however, easily bait Sparking Blast withwhiff 236L > backdash > 236L > vanish, so keep that in mind." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock/Strategy", "title": "Bardock", "section": "Tips and Tricks", "text": "236L and 236M also double as movement tools, don't forget you can Lariat out of the corner after an uptech to put yourself in a more advantageous position." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock/Strategy", "title": "Bardock", "section": "Fighting Bardock", "text": "Bardock has two cruxes, having assists necessary to back him, and needing opportunity to generate mixups. You must work around either of these. First option is to snap Bardock out of the field, and deal with his allies, diminishing or straight up removing his assists to support him by any means necessary. Second options is to mentally outplay the opposing Bardock, and hit as hard as possible when you are given the interval to do so. TL;DR Take away Bardock's allies, or eliminate him quickly to prevent collateral damage to your team." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Frame_Data", "title": "Trunks", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Frame_Data", "title": "Trunks", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.27", "title": "Version", "section": "Intro", "text": "Version1.27 Date Released:March 10, 2021 LinksDragon Ball FighterZ Battle Hour - English on YouTubeBandai Namco Japan (Part 1)Bandai Namco Japan (Part 2) AddedGogeta (SS4)" }, { "url": "https://www.dustloop.com/w/DBFZ/Version/1.27", "title": "Version", "section": "Navigation", "text": "1.01‎ •1.01 Hotfix‎ •1.04‎ •1.05‎ •1.06‎ •1.08‎ •1.09‎ •1.10‎ •1.11‎ •1.12‎ •1.13‎ •1.14 1.15‎ •1.16‎ •1.17‎ •1.18‎ •1.19‎ •1.20 1.21‎ •1.23‎ •1.24‎ •1.25‎ •1.26‎ •1.27‎ •1.28‎ •1.29‎ •1.30‎ •1.31‎ •1.32‎ •1.33‎ •1.35‎ •1.36‎ •1.37‎ •1.38" }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)/Strategy", "title": "Zamasu (Fused)", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)/Strategy", "title": "Zamasu (Fused)", "section": "General Tactics", "text": "Zamasu is a high damage, pressure-based character. His 214X series allows for extended pressure and 50/50 setups with assists, and his 236X moves greatly boost the damage of his combos. Zamasu is also the only character in the entire game that can fly, and even though it isn't as powerful as flight mechanics in Marvel games, it still helps with some conversions and Ki Blast zoning. Zamasu really likes to have assists to supplement his blockstrings and combos, as on his own the orbs aren't as threatening." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)/Strategy", "title": "Zamasu (Fused)", "section": "Point", "text": "Its definitely possible to use Zamasu here, but its not preferable, as his neutral is horrendous. However, having two assists does lighten that effect by quite a bit, he still struggles to open you up as a point character." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)/Strategy", "title": "Zamasu (Fused)", "section": "Mid", "text": "You mainly want to play Zamasu here. His assists are definitely usable, and he does devastating damage with meter." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)/Strategy", "title": "Zamasu (Fused)", "section": "Anchor", "text": "Do not play Zamasu here. He absolutely needs assists to function." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)/Strategy", "title": "Zamasu (Fused)", "section": "Picking Teammates", "text": "The best assists for Zamasu are ones with long hitstun and ideally blockstun that launch outwards. Basic examples of this are Beams, Bardock's B assist, and Yamcha's A assist. These assists help his combos a ton and enable his massive ToD potential, and high blockstun assists let him do mixups with flight." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)/Strategy", "title": "Zamasu (Fused)", "section": "Blockstrings", "text": "2L > 5L > 5LL > 2M > 5M > 5H... 2L > 5L > 5LL > 2M > 5M > 5H > 236L Safe normals: 2L, 5L, 5LL, 2M and 5S (whiffs on crouching opponents) 5L (reflected) > 5LL > 5M... If 5L is reflected, the reflect jails into 5LL." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)/Strategy", "title": "Zamasu (Fused)", "section": "Okizeme", "text": "On sliding knockdowns where 236H+S will not combo you can instead use it as time to equip 214X and go for an IAD. Even if BoJ is reflected, you will still have ample time to set op orbs. It will also catch all wakeups and timings, which is really helpful to have." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)/Strategy", "title": "Zamasu (Fused)", "section": "Level 3", "text": "Zamasu actually gets a very abusive mixup with flight after his level 3 in the corner. After the level 3 ends, activating flight mode and deactivating it will leave you in the perfect spot to either airdash j.L or land and 2L." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)/Strategy", "title": "Zamasu (Fused)", "section": "Tips and Tricks", "text": "236H[S] sets up a high low 50/50 that only needs an assist with 25 frames of blockstun. You do this via cancelling the flight just after initiating it. Blades of Justice can be used multiple times in a combo if you have assists to enable it. Flight in neutral is useful for stalling the opponent, mixing up your landing, and pulling yourself out of the corner. Zamasu will need to play passively in neutral since he lacks strong burst options or tools to force your way in. Play patiently with this character. Zamasu's buttons are big with good disjoints. These let you space yourself out of range of other characters buttons and let you pressure from there." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)/Strategy", "title": "Zamasu (Fused)", "section": "Fighting Zamasu", "text": "Zamasu has a very very weak neutral and is very reliant on assists. Best thing to do is tag him out and deal with the rest of the team since he gets significantly weaker even if he loses just 1 assist. Besides that, abuse the fact that Zamasu has a bad neutral and force him into a situation that he cannot evade." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Combos", "title": "Goku (GT)", "section": "Assist Extensions", "text": "... j.214M > Assist ▷ 5LLL > 214S[8]~1S > j.214H+S Corner Spirit Bombo combo that works with almost every assist in the game. 5LL > 5LLL will whiff at high hitstun decay, so either the entire combo needs to be cut slightly shorter, or you have to spend another assist e.g. 5LL + A2 > 5LLL." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Combos", "title": "Goku (GT)", "section": "Sparking", "text": "5LLL > 214S[8]~1S > [Vanish], j.214H+S Midscreen Spirit Bomb with hold Vanish link." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Combos", "title": "Goku (GT)", "section": "Miscellaneous", "text": "j.DR~A1/A2 ▷ 5LLL > 214S[8]~1S > j.214H+S Corner solo combo into Spirit Bomb, but only works if the opponent is on their last character. 214S[8]~delay 8S~4S, j.LL ... Corner Reverse Kame link, does less damage than 214S[8]~7S~3S." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Overview", "text": "Android 21is unique for her ability to copy her opponents' special moves. She also boasts a strong long-range game, using a combination of copied attacks and her own projectiles to wear down her enemies. Superb Neutral: Boasts some of the best ranged normals and Ki Blasts in the game. Move Steal: Steals further enhance her neutral, can drastically increase her damage and cover for any other issues she may face. Team Value: Her A assist is loaded on hitstun,Photon Waveis very easy to use in DHCs, and she synergizes well with many characters. Knockdowns: Has to sacrifice a lot of damage to get meterless sliding knockdown by herself, and it's only even possible in the corner. In the vast majority of cases she will spend resources for SKD. On top of this, her ground Lv3 gives virtually no oki, even if it does give you any selection of steals." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Unique Mechanics", "text": "There are 4 slots above Android 21's bar of meter. Each one of these slots corresponds to a version of Connoisseur Cut. From left to right, the slots are for: Connoisseur Cut (236S) Air Connoisseur Cut (j.236S) Aerial Connoisseur Cut (214S) Air Aerial Connoisseur Cut (j.214S) After using a version of Connoisseur Cut, the slot will fill up with the move that you absorbed. After this, if you use the same input that you used to absorb the move, you'll do the special move that you absorbed instead of the Connoisseur Cut. Stolen moves are single-use and will free up their slots. Sweet Tooth (214L+M) will fill all available slots at once. She can also fill these slots using her Level 3 super,Sweet Tooth, which although granting little to no oki, gives her any selection of steals, no matter what character is being combo'd, enabling countless different setups and combos. Furthermore, Android 21 can chain the copied moves by pressing theSbutton on hit, alternating between Connoisseur Cut and Aerial Connoisseur Cut. Cancelling from a copied move into anL,M, orHbutton will result in 214X. Attempting to cancel from a copied move into SD will result in214H. Canceling from a copied move into Vanish works fine. Using the H version ofTotal Detonation Ballmakes 21 discard all her currently copied moves, but in return, the move becomes stronger in proportion to how many moves had been copied at that point. Absorbed moves are separated into 4 colours/categories. Using Connoisseur Cut on a character belonging to one of these categories will give you a predetermined move based on this category. The move absorbed is different depending on whether you used Connoisseur Cut (236S/j.236S) or Aerial Connoisseur Cut (214S/j.214S). The breakdown of which character belongs to which color/category is as follows: Blue (Earthlings):Gohan (Teen), Gohan (Adult), Goku, Goku (Super Saiyan), Goku (SSGSS), Goku (Ultra Instinct), Goku (GT), Goku Black, Krillin, Master Roshi, Tien, Videl, Yamcha Yellow (Saiyans):Bardock, Broly, Broly (DBS), Gogeta (SSGSS), Gogeta (SS4), Gotenks, Kefla, Nappa, Trunks, Vegeta, Vegeta (Super Saiyan), Vegeta (SSGSS), Vegito (SSGSS) Green (Androids):Android 16, Android 17, Android 18, Android 21, Android 21 (Lab Coat), Cell, Super Baby 2 Purple (Aliens):Beerus, Captain Ginyu, Cooler, Frieza, Hit, Janemba, Jiren, Kid Buu, Majin Buu, Piccolo, Zamasu (Fused)" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "5L", "text": "Good frame advantage. A little shorter than most 5Ls, but just as useful to 21 as any other. Good frame advantage. Advances forwards, more range than it looks. Above a certain height,5LL>5LLLwill whiff. 5LLis not usually used as more than combo or blockstring filler. Safe on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "5M", "text": "Hits at round start distance." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "5H", "text": "Hits at round start distance." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "5S", "text": "Despite the appearance, this is only 1 Ki blast." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "2L", "text": "Chains into itself. Prime close-range stagger tool." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "2M/3M", "text": "Tracks opponents up to almost half a screen away. Won't hit at round start distance. 2Mwill always combo into5Hon a grounded opponent. Unscaled, tracking2M. This move is amazing, and is vital to combos and blockstrings alike. During pressure,5M>2Macts as a frame trap, while2M>5Mworks as a long-range stagger. 3Mis slower than2Mbut tracks from about 1/2 screen to 3/4 screen. Has initial proration. 2Mand3Mdon't chain into one another like Kid Buu's." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "2H", "text": "Long recovery on whiff. Can be made safe withj.214L." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "2S", "text": "Jumps back and fires three fireballs at a downwards angle. Long startup but decently fast projectile. 21's primary zoning tool. It recovers fast enough for her to2Ha Super Dash from fullscreen, and its midair recovery allows her to air dash for a tricky pressure reset. This move alone singlehandedly wins matchups against \"2-step neutral\" characters like Ginyu." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "6M", "text": "Jumps, spins and does an overhead kick. 21 is airborne throughout the attack animation." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "j.L", "text": "Great air-to-air against opponents who are higher than 21. High hitbox means it may whiff against some crouching opponents." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "j.M", "text": "Amazing air-to-air normal. Point blank cross-up on every character in the game" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "j.H", "text": "5LLLLLLLSmash hit can wall bounce. Massive range. Great as a jump-in. Launches aerial opponents away on hit. Deals a little less damage than the ordinaryj.H. Unlike most other characters, 21'sj.Hdoesn't have Smash property, preventing her from getting sliding knockdowns from otherwise common combo moves. On the other hand, this allows her to use it liberally as a combo filler, something it's very good at. In addition,j.His jump cancellable and has enough hitstun to combo into jump cancel j.DR in the corner at low hitstun decay. This allows her to get solo knockdowns at the expense of damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "j.S", "text": "Lunges forward and throws three fireballs at a downwards angle. Jumping and then immediately usingj.Swill actually keep 21 closer to the ground than her2Swould." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "j.2H", "text": "Massive range. Adds some diagonally upward momentum on top of that. Smash hit combos into Super Dash. Non-Smash hit can be jump cancelled intoj.Lorj.M." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Total Detonation Ball", "text": "236L/M/H Fast projectile. Has the same properties as other beam projectiles. Blasts through weak fireballs and clashes with beams. Cancels into SD. 21's dedicated zoning tool. On top of beating weaker projectiles,236Lcan be used with a high-blockstun assist to set up IAD pressure. Fires the ball upward into the air at an angle (45°). A reliable answer to Super Dash. On block, using236Mand calling an assist allows 21 to start her pressure. Its lower recovery than236Lnot only makes it much safer on block, but also oppressive against chicken blocking in the corner. Gets bigger, deals more blockstun and gains an extra hit with every move 21 has absorbed. Discards all currently absorbed moves. Clashes with level 1 supers if 21 has at least one absorbed move. 236L Whiff cancelable into Super Dash starting from frame 29 Enters 35F of recovery after the ball makes contact If the ball makes contact before frame 29, cancelable into Super Dash starting from frame 8 of recovery 236M Whiff cancelable into Super Dash starting from frame 20 Enters 23F of recovery after the ball makes contact, cancelable into Super Dash throughout 236H Level 0 Whiff cancelable into Super Dash starting from frame 29 Enters 24F of recovery after the ball makes contact If the ball makes contact before frame 29, cancelable into Super Dash starting from frame 10 of recovery 236H Level 1 Whiff cancelable into Super Dash starting from frame 29 236H Level 2 Whiff cancelable into Super Dash starting from frame 29 236H Level 3 Whiff cancelable into Super Dash starting from frame 29 236H Level 4 Whiff cancelable into Super Dash starting from frame 29" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Hors d'Oeuvre Stab", "text": "214L/M/H(Air OK) Damage: Raw / Non-Smash / Smash Smash triggers upon landing. Air versions can be performed as additional followup for all Connoisseur Cuts and absorbed moves. Ground M version corner bounces on Smash hit. Both H versions ground bounce the opponent high into the air on Smash hit. j.214L Additional active frames based on altitude j.214M Additional active frames based on altitude j.214H Additional active frames based on altitude" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Connoisseur Cut", "text": "236S(Air OK) Side switches on hit. Can be followed up with Hors d'Oeuvre Stab by pressing L, M or H. L keeps the side switch, M and H side switch again. Android 21 dashes forward before grabbing the opponent and impaling them with an energy spike. Its long range is offset by its single-use property, requiring 21 to discard currently absorbed moves to use it again." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Aerial Connoisseur Cut", "text": "214S(Air OK) Ground version advances into the air at a 45° angle, air version advances at a 20° angle, so you can't do2H>214S. Both versions side switch on hit. Can be followed up with Hors d'Oeuvre Stab by pressing L, M or H. L keeps the side switch, M and H side switch again. Has anti-air property. Can be used after Dragon Rush ender to extend into supers. Air version is great against opponents that like to jump a lot in front of you. Another route to go into Excellent Full Course when already having a long, scaled air combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Absorbed Moves", "text": "When chaining absorbed moves, 21 begins teleporting 8 frames after pressingSand the move being canceled into becomes active as soon as she reappears (except in the case of a raw Sonic Warp). \"Cancellable\" in the move descriptions refers to cancelling into another absorbed move, 214X, or Vanish. Cancelling from an absorbed move into anL,M, orHbutton will result in 214X. Attempting to cancel from an absorbed move into SD will result in214H, unless you hold 4 during the cancel." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Kamehameha", "text": "236B(Air OK) Android 21 takes a step back before firing a Kamehameha. Comes out fast and is your standard beam projectile. Cancellable starting at active frame 8. Ground version stays grounded. just like with other Kamehamehas you can now perform special moves and super dash. 236B Cancelable into any absorbed 214S/j.214S starting on active frame 8 j.236B Cancelable into any absorbed 214S/j.214S starting on active frame 8" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Solar Flare", "text": "214B(Air OK) Cancellable immediately. Has anti-air property. Puts 21 airborne. Just like Krillin's Solar Flare, you can use it for oki in tandem with an assist to catch opponents teching above you. Air version can hit opponents during air invulnerable attacks like2H. 214B Immediately cancelable into any absorbed 236S/j.236S j.214B Immediately cancelable into any absorbed 236S/j.236S" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Consecutive Energy Blast", "text": "236Y(Air OK) Every hit ground bounces except the last one. Cancellable starting at active frame 48. Can now perform a forward air dash after attack. 236Y Cancelable into any absorbed j.214S starting on active frame 48 j.236Y Cancelable into any absorbed j.214S starting on active frame 48" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Sticky Energy Blast", "text": "214Y(Air OK) Whiffs against crouching opponents. Aerial version has much longer range. It also has anti-air properties, allowing it to cleanly beat Super Dash no matter what. Wall splats into a very short sliding knockdown on hit. Cancellable starting 6 frames before attack hits and during timestop. Can only land once during a combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Explosive Energy Blast", "text": "236G(Air OK) Jumps up and throws 2 Gohan (Teen)-esque bombs that carry the opponent with them and only explode once they touch the ground. The bottom bomb won't go off screen, will instead slide against the wall when done in the corner. Hits 4 times if the opponent is caught between the two blasts (1760 damage). Cancellable starting at startup frame 10. LM/Hfollow ups will catch superdash. Can hit oppenent when they are in sliding knockdown 236G Cancelable into any absorbed j.214S starting on startup frame 10 j.236G Cancelable into any absorbed j.214S starting on startup frame 10" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Barrier Sphere", "text": "214G(Air OK) Similar to Android 18's barrier, gives you 25% Ki gauge for each hit blocked and can cancel into supers withL+M, H+S. Doesn't stop throws and supers. Also blocks hits for assists. Active from frames 5 to 41 (54 if an attack is absorbed). Cancellable when barrier is hit. 214G [] = when blocking attack Cancelable into any absorbed 236S/j.236S starting 6 frames before the attack hits j.214G [] = when blocking attack Cancelable into any absorbed 236S/j.236S starting 6 frames before the attack hits" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Homing Energy Blast", "text": "236P(Air OK) Grounded version has a larger hitbox and moves slower. Cancellable if the orb hits as it comes out. 236P Cancelable into any absorbed 236S/j.236S starting 6 frames before the attack hits j.236P Cancelable into any absorbed 236S/j.236S starting 6 frames before the attack hits" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Sonic Warp", "text": "214P(Air OK) Similar to Frieza's22Sbut without the additional shot. Invulnerable from frames 8 to 12. Useful for corner loops and combos. Cancellable starting at startup frame 6. When canceled into a 2nd absorbed move, the 2nd move goes through its normal startup in addition to the 8 frame startup after pressingS. 214P Cancelable into any absorbed j.236S starting on startup frame 6 j.214P Cancelable into any absorbed j.236S starting on startup frame 6" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Assist A", "text": "Total Detonation Ball Fires fullscreen. Cannot be super dashed through." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Assist B", "text": "Hors d'Oeuvre Stab Tracks the opponent to about half screen. Similar hitstun to the point version, opponent can tech in the air above her. Above-average damage for an assist. Fully Invincible starting Frame 10" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Assist C", "text": "Snack Time Blockstun C assist. Startup in [] refers to when the opponent's point character is in hitstun. Tracks to the opponent's location. On hit, adds a third hit that spikes the opponent to the ground." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Photon Wave", "text": "236L+M(Air OK)or236H+S(Air OK) Invulnerable from frames 9 to 18. 21 will teleport to a certain location in the air, despite being on the ground or air beforehand, before firing a beam along the ground that causes an explosion. Minimum damage: 792." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Sweet Tooth", "text": "214L+M Invulnerable from frames 1 to 21. Costs 3 bars. This is her DHC. Fires a pink beam across the screen. On hit, 21 will turn the opponent into a dessert, take a bite out of them, then toss the remainder in disgust. If the move deals enough damage to kill, she will finish the opponent rather than deserting them. Pressing different inputs during the super's cutscene will change what steals you gain from this super, and these steals are only from her free steal slots. Pressing nothing will fill your slots with your opponents' characters' steals. Light attack gives Earthling steals, Medium gives Android steals, Heavy gives Alien steals, and Special gives Saiyan steals. This lets you set up almost anything for her pressure and combos, but still won't bring back the old 4 way mixup. Heals 500 blue health and fills all available slots on hit. Minimum damage: 1521. This is the second least-damaging mainstream level 3, surpassing only Yamcha's." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Excellent Full Course", "text": "j.214L+Morj.214H+S Invulnerable from frames 1 to 30. Costs 3 bars. Minimum damage: 1721. Brings the opponent to the ground, setting up a hard knockdown in front of you. +28 on hit. Effectively 21's air DP. Unlike her grounded level 3, this does not fill all available slots on hit, making it a subpar choice if it's not going to kill." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Impending Doom", "text": "214H+Swith 4 Absorbed Moves A meme minigame move. 21 stays in place and heals for nearly 4 seconds with guard point against all strikes and projectiles, then unleashes a full stageunblockableexplosion. To avoid getting hit, the opponent has to either throw her out of the startup, or use invulnerable moves to pass through the blast. Without a dedicated setup, it's essentially guaranteed that she will be thrown. The only way to actually use this move is activating it while her assists (typically C assists) do a combo on the opponent, locking them in a lengthy animation. Once escaped from the combo, they will have little time to retaliate and the majority of the cast will have no answers beside tanking the explosion. If you're on the receiving end of this, it's best staying as far away from her as possible to reduce the damage taken. At fullscreen distance, it will only deal 3421 damage. Minimum damage: 2121 Gains health during frame 16-223, at the rate of 30HP/frame, for a total of 6240 HP Absorbed moves are discarded during super freeze Only moves with protection against both Super projectilesandthrows can work against Impending Doom. However, there are a few moves that while losing to throws, will still work against this unblockable: Android 21'sImpending DoomGuardUnblockableStartup224+3Recovery38Advantage Videl'sSpot DodgeGuardStartupRecoveryTotal 39Advantage Starts gaining health on frame 16, at the rate of 30HP/frame Stops healing on frame 223, for a total of 208 frames, 6240 HP" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21", "title": "Android 21", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "Overview", "text": "Android 16is a mix-up machine that excels at close and mid range thanks to his big buttons and fast command grabs that cover a huge portion of ground and air space. Once he gets in, he will overwhelm the opponent with near endless pressure into tick throw and high/low 50/50s and left/right. His pressure truly becomes a nightmare once he's in Sparking and gains access to infinite blockstring and OTG off of the tick throws. When not on point, Android 16 provides great support value with atwo-part assistGuardAllStartup30RecoveryAdvantage+31that's exceptional in both neutral and combos. Android 16is a grappler who can break through his opponents' defenses with powerful command grabs and mixups. Blender: Insanely versatile mix-up game with a plethora of high/lows, strike/throws, and left/rights. Hope you like guessing. Pressure: Entire blockstring consists of huge, safe-on-block, repeatable buttons, and one of the bestpressure reset specialsGuardAllStartup24Recovery14Advantage+8that's +8 on block. Air Control: In a game with few counterplays to jumping and airdashing around, 16 is extremely threatening with fast air grabs that cover multiple angles. Anchor Values: Benefits greatly from Sparking, B assist is a strong and versatile assist, and has the highest damagingLevel 3GuardThrowStartup31+34 [7+34]Recovery37Advantagein the game. Not that 16 isn't good as a point character, but he's also one of the scariest anchor. Ranged Attacks: Extremely high recovery on his Ki Blasts makes his projectile game rather risky. His best advancing moves on the ground are grabs which whiff against airborne opponents and are very punishable. Large Hurtbox: Being a big boy, he's much more susceptible to stray hits than others." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "5L", "text": "16's fastest normal. His go-to blockstring starter and stagger button due to being safe and having great range. Having a big5Lis useful for defensive challenges, scrambles and punishes. But this is also one of the few5Ls to have 7f of startup instead of 6f, so it will lose against most of the cast in ±0 situations like after a blocked6M. Thankfully, his214HGuardLow, ThrowStartup6Recovery+3LAdvantage-1is 6f and can be used for that purpose instead. Also has higher attack level than most5Ls, giving it higher blockstun and hitstun. The tradeoff is that higher blockstun makes the universal tickthrow of5L> Dragon Rush (DR) hits 4f slower, giving the opponent slightly more time to react. Strictly combo and blockstring filler since it's horrid on whiff and unsafe on block unlike most other5LLs. Will also whiff when canceled into after a Reflected5L. As with most5LLLgrabs, it has very limited use since canceling into this from a blocked5LLwill always whiff as the opponent is still be throw invulnerable. Inputting as6LLLwill delay the startup and allow it to be used in blockstrings, however this is extremely slow and telegraphed. When paired with low blockstun assists, 16 can still catch his opponent off guard by overriding5LL's blockstun then tick throw with delay5LLL. It can also be used as a wacky anti-Reflect after5L(Reflected) >5LL(whiff) >5LLL, so it's not completely useless. On hit, switches sides and ground bounces the opponent. Comboable into Super Dash (SD) or his 214X series. Values in [ ] is for6LLL 5L Clash level: 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "5M", "text": "Incredible blockstring ender/stagger point as it's safe on block and uniquely repeatable twice by holdingand pressingagain. Using4MMwill prevent 16 from using2Min the same string. Ground bounces airborne opponents on hit so it's also a vital combo tool. But despite the imposing animation, the hitbox is comically small, and air hit5M>2Mcan sometimes whiff if it's not routed into properly." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "5H", "text": "One of the few5Hs that are safe on block while acting as a typical anti-Reflect button and launcher for combos. Wall splats on Smash hit that links into5Lin the corner, combos into Super Dash and enables advanced rejump combos in midscreen, and non-Smash hit can combo into SD in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "5S", "text": "(Hold OK) 16 very quickly shoots out piercing P1 projectiles with Ki Blast properties and some weak tracking, disguised as his fists. Good for sniping opponents at fullscreen distance, though beware that they also have unusually high recovery. On hit, they can be converted with236Hanywhere on screen. Has really high hitstun with good damage so they're also a staple of 16's combos. Can combo into Super Dash at close range and236Mat half screen distance. Mash or holdSto get the second hit to come out" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "2L", "text": "A safe on block low with massive range, perfectly compliments 16's pressure and mixup game. Go-to low for high/low mixups and even usable for midscreen Super Dash mixup." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "2M", "text": "Blockstring filler and combo launcher. Also repeatable twice like5M, which gives 16 access to a max of5 lows per string. Horribly punishable on block though so be sure not to end the string with this." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "2H", "text": "Gigantic anti-air with infinite armor against all non-Super strikes. And in spite of having armor, it's an unscaled combo starter. This is 16's most reliable and highest damaging grounded anti-air against jump-ins, Super Dash, Vanish and so on. Smash hit launches with high hitstun, combos into Super Dash. One of the few2Hs to have no landing recovery, so this can also be used for gapless high/low mixups when paired with a high blockstun assist." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "j.L", "text": "The god air-to-air and mixup tool thanks to its big hitbox, a nasty downward angle and being insanely active. Pressingj.Lin the air is basically denying all approaches, and airdash forwardj.Lis effectively a divekick. IADj.Lis 16's most common jump-in and safe jump, as it catches all tech options beside delay tech, and can hit all crouching characters." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "j.H", "text": "Tackle with infinite armor similar to5H, and almost exclusively used as a combo tool. Wall splats on Smash hit, combos into SD. In the corner, a low to the ground Smashj.Hwill also combo into5L, letting him go into another ground string. Armor works against non-Super strikes, with a caveat that it will lose to all Head invulnerable attacks, allowing the opponent to anti-air him. Can have its recovery canceled in certainokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.set-ups to make it plus on block:YouTube link before somebody writes the tech down on his Strategy page" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "j.S", "text": "(Hold OK) Has the same properties as5S. Good for counterpoking or sniping grounded opponents. Thanks to j.214X being Head invul, 16 can just grab the opponent if they try to SD at him. Mash or holdSto get the second hit to come out" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "j.2H", "text": "A knockdown that's more often used as a combo extender than as an ender. From any jump-in,j.2Hhas additional usage as an extra unreactable overhead. A grounded hit will force the opponent to tech immediately and put 16 at around -2 against up/back/forward tech. While the reward isn't great, it lets his assists start recharging, and this unavoidable bit of damage becomes much more of a threat when the opponent is low on health." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "Dynamite Driver", "text": "236L/M/H The backbone of 16's strike/throw mixup. An unreactable command grab at 16f (heh) of startup, but also because it's so fast, he always needs to delay cancel into this in order to tick throw. Delay frame trap withMbuttons vs delay236Lis 16's main blockstring. On hit, puts the opponent into a sliding knockdown, and can only be extended further through the use of Supers or214Sif he's in Sparking. Also acts as a combo ender that gives a good chunk of meter. Smashj.2Hcan combo into236Lanywhere on screen, and [DR] >236Lworks in the corner. When used outside of combos, all versions cannot connect against airborne opponents Only one version of 236X can connect per combo. This property is shared by almost all command grabs in DBFZ 16 lunges forward 75% of the screen to grab his target, guard point through all non-Super projectiles and assists.236Mis a ranged grab with better reward than236L, but much slower and is more of a neutral skip move than a mix-up option. On U Smash hit, wall bounces the opponent and is cancelable into 214X series and SD. In midscreen,236M>214Mis the go-to extension. Near the corner, he can do236M> SD for more damage. D Smash hit causes a SKD, identical to236L." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "Gliding Powerbomb", "text": "j.236L/M/H Often referred to as \"dunk\", this is one of 16's main combo tools to bring the opponent to the ground, along withj.214L. These 2 moves have short range, identical startup, damage and meter gain, and are mostly used in tandem with one another for assisted combo extensions. Their fast startups also make them very useful as combo enders at high hitstun decay, usually leading into 16's grounded Supers. On hit,j.236Lleaves the opponent airborne where they can choose to either air tech or ground tech. While 16 has great anti-air grabs to deal with airborne opponents, it's recommended to spend resources afterj.236L/j.214Lto secure a knockdown. All versions cannot connect against grounded opponents Essentially the air version of236M, but with no projectile guard point. It's mostly used in corner combos for the wall bounce on U Smash hit. Non-Smash hit has identical damage and effect toj.236L. Air version of236Hbut with much faster startup. It's both great as a neutral skip option in the air and as a combo extender. From a raw SD hit, 16 can confirm withj.S>j.236H> SD into another airstring." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "Flying Powerbomb", "text": "214L/M/H(Air OK) Anti-air grabs with too short range and invul duration to be useful. Ground version can instead be used for midscreen left/right mixup with high blockstun assists, by floating or airdashingj.Mas he's falling down. While air version is mostly used as an alternate toj.236Lin assisted combos. All versions of 214X cannot connect against grounded opponents. They also deal significantly less damage and meter gain on non-Smash hit. Longer ranged and invul window thanLversions, and so are better at snatching airborne opponents.MandHversions are used to checkmate opponents who have been getting too comfortable staying in the air, especially because they're trying to avoid236L. These are also 16's best knockdown enders, giving him the most frame advantage at +57. Can be combo'd into from5SS,j.SS, or even non-Smashj.H. Much faster and MUCH scarier thanMversions. Beside being used for anti-airing and ending combos as described above, the ground version of this move has a launching hitbox and gives it unique applications: The ground splash is a 6f projectile that hits low and is safe on block. Since 16's fastest normal is5Lat 7f startup, this is the go-to move to challenge pressure, especially after a blocked6M. It's certainly worth the meter, since unlike typical5Ls which will start a clashing sequence, it instead trades with them and 16 will recover before the opponent does and can convert with dash4MM>5SSetc. Because it's so fast, has good range and head invul from frame 1, it can be treated as a pseudo-DP. Ground splash can be linked into after any dunk in the corner, or after anyHdunk in midscreen. If 214X dunk has been used, the grab will whiff and 16 can link directly from the ground splash intoj.M." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "Hell Heat", "text": "236Sor214S 16's go-to blockstring ender that can also be a frame trap. Has a 3f gap fromM/Hnormals which will catch almost anything that isn't DP.5S>236Sis a \"true string\" that can be GC SD/Reflected, though it beats SD and is safe against Reflect at -4. Although having much shorter range than236S, this is one of the best pressure reset move in the game. +8 on block, +3 against Reflect, and +10 on hit. It's always 16's turn. FromM/Hnormals, there's a 9f gap that can be mashed out of. In the corner however,5S>214Sonly has 4f gap, which is the main way of utilizing this move. It's so plus on block that it can true string back into5Land2L, frametrap with5Mamong other things. And so plus on hit that 16 gets a full combo against grounded opponents anywhere on screen. In Sparking,214H(1) >214Sis a true blockstring in the corner, giving 16 an infinite blockstring so as long as he has meter to spend." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "Assist A", "text": "Hell Heat" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "Assist B", "text": "Hell Impact" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "Assist C", "text": "Hyper Tackle A high blockstun assist that also gives easy conversion on hit. 16 teleports to the opponent's position on the ground before performing 2 tackles. On hit, he teleports behind the opponent and knocks them down into a ground bounce SKD. While boasting big hitboxes and armor after he visually appears, its startup is much slower than C assists of the same type while sharing the same cooldown. 16 can also be hit out of the assist while he's invisible in front of the opponent. If 16 B is 2 assists in 1, this is 1 assist in 2 (twice the cooldown). Values in [ ] are when the opponent is in hitstun/untech" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "Hell Flash", "text": "236L+M(Air OK)or236H+S(Air OK) Meter dump Supers that can easily be tacked on after all of 16's combo enders, with one notable feature: they're good for DHC-ing out and give SKD oki to other characters. GroundL+Mkeeps 16 grounded and deals the most damage. On hit, gives enough frame advantage for a safejump in the corner, although not enough for the safejump to hit meaty against most characters. GroundH+Sputs him airborne. Air versions when done close to the ground will also lift him up to the same height as ground236H+S. These versions deal slightly less damage compared to236L+M, but give way longer SKD and thus better oki, especially groundH+S. They're the main ones to use for DHC to maintain oki, and also allow for characters with fast Level 1s such asGohan (Adult)to dump more meter with additional Supers. Damage decreases when hitting at the edge of the beam. Values in [ ] are for far hit Minimum damage (GroundL+M): 103×8 [96×8] Minimum damage (Other versions): 99×8 [96×8]" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "Hell Flash Maximum Output", "text": "214L+M A standard meter dump and not much else. Gives a safejump anywhere on screen. Outside of combos, it cannot hit airborne opponents and the incredibly short range make it a lackluster reversal. Cannot be used as a command grab either since the opponent can easily evade by reacting to the superflash with jump. Stick to236Lfor grabbing purposes and214Hfor reversal. Minimum damage: 1716 Advantage on hit: +28" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "Last Resort", "text": "214H+S The slowest, most telegraphedInstant Killthat can easily be dodged by jumping out of the way. When used mid-combo however, it becomes the highest damaging Level 3 in the game. On hit, 16 is locked out of using this Meteor again andis left at 1 HP. The health lost will be converted to blue health. Values in [ ] are when used mid-combo Minimum damage: 3541 Advantage on hit: ±0 ~ +2 When caught outside of combos, it will instant kill the opponent andgive them 7 barsDepends on Ki Gain Modifier:100% → 7.5 bars75% → 5.625 bars50% → 3.75 bars. The issue is that it will never actually hit anyone. It can only catch grounded opponents. A full second startup. Good for memes and maybe for punishing certain raw Supers on the ground. Don't bother otherwise." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16", "title": "Android 16", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Starter", "title": "Vegito (SSGSS)", "section": "Intro", "text": "5M: Press this when the opponent is in your line of sight 5S: Make a habit out of canceling into this, it keeps the punch safe 236Sandj.236S: Clear the battlefield with this, then confirm with Vanish on hit j.236H: Use this when the opponent is in your line of sight (in the air) 5H: From5M>5S, delay cancel into this and then Super Dash j.2H: Jump cancelable air launcher, extend the combo j.S: Facilitate combo enders j.214Morj.214H: Ender #1, get the knockdown j.236L: Ender #2, tag in a teammate or go into Supers j.H: Airdash over and hit them from behind, then5Mafter landing j.S: Fakeout and stay same side, confirm with Super Dash 2M: Animation looks like he's jumping but it's a low, higher rewarding same side option but has lower chance of hitting Sliding Knockdown: Try to jump on top of them and cover their wakeup withj.H Level 3 Knockdown: Wait until the beam is finished, mash Vanish then go for the above mix-up" }, { "url": "https://www.dustloop.com/w/DBFZ/HUD", "title": "HUD", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/HUD", "title": "HUD", "section": "1)Character Portraits", "text": "Each character on your team will have their portrait shown here. The point character will be shown first, followed by character assigned to A1, then the character assigned to A2. This displays a few additional pieces of info: When in Sparking state, the point character's portrait will flash when Sparking is about to end After calling assists, the assist's portrait will be greyed out and the outline acts as a timer for when the character can be used again for assists or tag-ins. A Red X will appear on an assist's portrait when they can not be used for any action, including Ultimate Z Change." }, { "url": "https://www.dustloop.com/w/DBFZ/HUD", "title": "HUD", "section": "2)Life Gauge", "text": "Each bar represents the health of one of your characters. The blue section represents recoverable health. When tagged out, the blue section will graduallyrecoverover time." }, { "url": "https://www.dustloop.com/w/DBFZ/HUD", "title": "HUD", "section": "3)Sparking Blast Icon", "text": "The Sparking Blast Icon is located under your health gauge and indicates that you can use a Sparking Blast. The icon will glow brighter the fewer characters you have left alive on your team." }, { "url": "https://www.dustloop.com/w/DBFZ/HUD", "title": "HUD", "section": "4)Ki Gauge", "text": "This gauge is required for Super Attacks, Vanish Attacks, Guard Cancels, and more. It increases as you move towards the opponent, or perform an offensive action. Each match starts with 0 Ki Gauge and the max is 7. You can manually fill it by performing aKi Charge." }, { "url": "https://www.dustloop.com/w/DBFZ/HUD", "title": "HUD", "section": "5)Timer and Advantage Gauge", "text": "Each round has a set time limit (default is 300). Advantage Gauge indicates the total health of all members for each team, calculated by percentage. If the timer reaches zero, then the team with the most total health is the winner of the round." }, { "url": "https://www.dustloop.com/w/DBFZ/HUD", "title": "HUD", "section": "6)Dragon Balls", "text": "When you earn a Dragon Ball, collected Dragon Balls will appear at the bottom of the screen between the two player's Ki Gauges for a few seconds." }, { "url": "https://www.dustloop.com/w/DBFZ/HUD", "title": "HUD", "section": "Combo Counter", "text": "The combo counter. Notice that during an invalid combo the combo counter turns blue." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "Overview", "text": "Vegitoplays like how he acts: cocky, flamboyant, and finding ways to get under your skin; and he can easily get away with it, too. Vegito has phenomenal tools to control neutral and thus the pace of the game. Once he gets in, he likes to bully his opponent with long blockstrings and crushing pressure. His playstyle heavily encourages conditioning and forcing his opponent into either blocking forever, or risk using a defensive option to escape. There are few fields where Vegito can't put on a show using the opponent as his fool. His normals reach far and have plenty of active frames, andSplit Finger ShotGuardAllStartup18RecoveryAdvantageis one of the best tools in the game for clearing the screen, while also having a suprising amount of executional depth behind it, usable even for advancing. Unlike other characters however, Vegito's mixup becomes significantly worse in the corner due to losing access to his left/right mixup. Should he make a mistake and put his opponent in the corner, a lot of creativity and risks must be taken in order to open up an opponent with competent defense. Vegito (SSGSS)utilizes his powerful neutral and long-range pokes to bully the opponent into extremely annoying pressure and consistently good damage. Excellent Neutral: Huge grounded buttons andnigh fullscreen lariatGuardAllStartup11Recovery16Advantage-5, a low-commitspread projectileGuardAllStartup18RecoveryAdvantageand a greatanti-air grabGuardThrowStartup13Recovery21 + 3 After LAdvantagedominate the pace of neutral. Support Value: Vegito A is great for clearing the screen while Vegito B is a fantastic mixup assist.236LGuardAllStartup11Recovery16Advantage-5allows for Special Tag into air Dragon Rush for a sliding knockdown anywhere on screen, and both DHC Supers are very versatile. Blockstrings: Very hard to challenge in blockstrings since his normals are so hilariously large and he can space himself out of most characters5Lnormals. Left/Right Mix-up: Vegito'sj.SGuardAllStartup15RecoveryAdvantageenables him to do strong same side mix-ups that lead into good reward and beat anti-air options. Corner Mix-up: Limited to universal mix-up options at the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "5L", "text": "Huge, advancing multihit normal. One of the best5L's in the game as it covers many situations for you. If it clashes, wins the clash thanks to the multihit properties. Easy to confirm, you don't have to chain into something else on block. Hard to whiff punish because of how active it is and because of how good5LLis. At 7 frames, it's slower than most5Ls in the game, making \"neutral\" on block situations (like after a blocked6M) effectively +1 on Vegito. If you postion yourself at tip5Lrange you'll force your opponent to use medium attacks to reach you, making it easier for Vegito to frametrap them. All its 4 hits are jump cancellable in Sparking!, making it hard to predict when you'll go for your left-right mixup. Big, fast and quick to recover. On block it maintains your spacing, making it a good stagger point. Allows5Lto consistenly convert into combos. If you hit an opponent that's in the air it will cause a ground bounce, meaning you can always pick them up with any of your normals besides2Mand2L. Can't be canceled into during the last frames of5L. For delayed frametraps, use5Mor5Sinstead. Cancelling into this from a blocked5LLalways leaves the opponent in too much blockstun for the throw to work, but you can setup a tickthrow using low blockstun assists or after a Level 3 knockdown. For Vegito this is situational as he doesn't get huge reward from it and he has better mixup options. Despite being a grab, it can be used multiple times in a combo. 5L Clash level: 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "5M", "text": "A far-reaching, advancing normal: surprising priority and vertical reach, remarkably safe to throw out for its range. Cancel it into5S. From there, confirm into a combo or start your spaced pressure game. In the corner it won't space you out, but since5Sis safe you can backdash into5Minstead. Contesting this situation is risky for the opponent, and if they decide to block, your assists will start to come back. Like most of Vegito's moves, it'll reach the opponent even if they reflected your blockstring. Can reverse beat into2L, opening up extended pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "5H", "text": "Blockstring and combo filler, and a great one at that. If possible, you want to route your combos into this move as it gives you access to rejumps. Even in the corner,5Hcombos do more damage than ones using236MGuardAllStartup16Recovery16Advantage-5. Like most of Vegito's moves, it'll reach the opponent even if they reflected your blockstring." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "5S/6S", "text": "A point-blank Ki explosion. High blockstun and hitstun. Can now be used for Sparking loops. 5Sand6Scount as different normals, allowing both of them to be used in the same combo and blockstring. Both normals are great for blockstrings in the corner, as they can beat both reflect and mashing while also being safe on block. Tracks fullscreen and always has the same startup, making itthe fastest fullscreen poke in the entire gametied with Bardock's EX lariat. Combine with3SGuardAllStartup18Recovery21Advantage-5for extremely annoying and highly rewarding space control." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "2L", "text": "You canreverse beatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.into this move from your medium attacks. As you'll often take your turn with5M, you'll likewise often have the option to use this and extend your blockstrings with your autocombo. It's also invulnerable to lows and airborne from frame 5. Effective as a defensive tool against characters that stagger with lows and rely on command grabs, likeAndroid 21andAndroid 18, or as a read against DR. Displaces your hurtbox, occasionally dodging some mids. Leaves a 5 frame gap when chained into. High blockstun, useful in Sparking! pressure. Jails into vanish. Scales like aMedium, leading to VERY high damage on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "2M", "text": "Long range slide and Vegito's fastest low. It's not recommended to use this in neutral instead of5M. Use it in pressure to call out jumping attempts or punish people spamming reflect by true stringing into it. Anti reflects, but it notably loses to reflect into Z change. Combos into2L" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "2H", "text": "Can hit opponents behind Vegito" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "2S", "text": "Switches sides on Smash hit, launches upward on non-Smash. Considered as projectile. Jails into vanish. Vegito2Sis somewhat slow, but good for grounded side-switch combos, as well as beating Super Dash. The wallbounce on Smash hit is long enough to let him pick up with dash2Mfor very strong conversions.Holdto make Vegito take a big step forward during the move. This makes it reach fullscreen, allowing him to combo6S>3Sfor extremely oppressive neutral control." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "6M", "text": "Great hit-box, high probability of kicking away super dashes. More risky than other characters,5Lloses to 6f normals and214Sbaitable. If you use this up close, you have to commit to either using an assist to keep your turn or risk playing the RPS. If you're farther away, there's a chance you will whiff punish someone's mashing." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "j.L", "text": "Great for crossups" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "j.M", "text": "Good air-to-air. Combo filler." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "j.H", "text": "Vegito's main cross-up tool and jump-in button. IADj.Hcan cross-up at point blank and be followed up by5Mafter landing to maintain pressure or convert into a combo. On air hit, sends the opponent forward instead of knocking them down like a typicalj.H. This is useful for corner combos and Vegito will be using ita lot, but he will have to score knockdowns by other means. Dynamic hit5LLLLLLLcan wall bounce. Values in [ ] are for Dynamic hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "j.S", "text": "Amazing anti-ground button, combo tool, and mix-up tool. Similar to2S, this is a projectile with huge hitbox andwithoutHead property, so it's great at sniping opponents underneath Vegito. Recenters the opponent on hit and boasts high hitstun making this Vegito's go-to combo ender, such asj.S>j.214Morj.S>j.236L> Super." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "j.2H", "text": "Typical launcher/combo extender. Easily combos intoj.214Mfor sliding knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "Spiral Heel Shot", "text": "236L/M/H(Air OK) Puts Vegito airborne. The first hit will trigger a kicking sequence on hit and clash. Smash triggers on the last hit of either the \"whiff\" version or the auto-kick sequence. Non-smash last hit send the opponent flying with decent hitstun. Has medium scaling Air versions slightly track opponents above Vegito and all have longer range than ground versions. Tiger knee-ing these moves in neutral will give higher chance of hitting. All versions can be used as a lariat or counterpoke, but Vegito's normals far outclass236Land236Mfor this task. Mainly used for safely ending blockstrings and combo filler. Non-smash whiff version can be used for advanced combos. Carries momentum on auto-kick hit. Smash hit corner splats. Staple of his corner BnBs. Save your smash for this, unless you're going for meaty5H. Smash hit causes a wall bounce, able to followup from midscreen. Amazing tiger knee option, will track up to regular jump height" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "Atomic Buster", "text": "214L/M/H(Air OK) Has Anti-Air property On whiff, Vegito can act as soon as he starts descending, can be used for mixups Vegito's anti-air command grab. All versions are commonly used as combo enders or as a terrifying air-to-air. Travels almost vertically. Causes a soft knockdown. You can gimmick people with a2Mafter landing this, and also used for standard ender in corner BnBs.214Linto vanish DR, gives sliding knockdown and the DR animation wastes time on the meter penalty timer. Travels diagonally. Causes a sliding knockdown. Can act as soon as Vegito starts descending. Vegito's best air ender for midscreen or slightly out of corner BnBs, as it is very easy to combo into either afterj.2Hor a vanish, and gives sliding knockdown. In the corner it gives Vegito a ton of time to get oki because of this (hold 9 into a falling air button), whereas mid-screen he'll have a harder time keeping pressure because of the distance the move puts on him and the opponent (holdSand 669 into a fallingj.H, loses to in-place tech). Regardless, it's his best way to end most air combos. Travels diagonally Causes a ground bounce sliding knockdown, can link into5Lin the corner. A powerhouse, and a fantastic metered option for anti-airing, anti-jumping, and air-to-airing. It's combination of speed, head invulnerability and unrecoverable damage will make Vegito's opponents think twice about jumping. Even if the grab whiffs, it puts Vegito in a decent position to utilize his other aerial options." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "Split Finger Shot", "text": "236S(Air OK) Can be superdashed through... but don't do it if he has 3 bars, as it's also Lv3 cancellable An amazing, low commitment ki-blast. Its combination of screen coverage, speed, safeness, and when used in conjunction with his myriad of anti-air options allows Vegito to control the flow of neutral extremely well. When performed after a5M, carries additional momentum and can be air dash canceled. This can be used to mix up opponents by providing a descending overhead mixup, similar to Bardock's Grounded M Rebellion Spear. Somewhat risky if not covered, but a useful tool nonetheless. The air version of236Scarries all of his air momentum in the move, although he halts for a few seconds and then you move. This means Vegito can move quickly forward, back, or whatever he wants to do using236S, which gives him some neat movement options. They're not perfect, as you can superdash the move, so be cautious when using it." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "Barrier", "text": "214S(Hold OK) Can counter anything except grabs and supers The counter attack is jump cancellable in Sparking Can grab multiple times in a combo like5LLL Can grab both grounded and aerial opponents" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "Assist A", "text": "Split Finger Shot A fast, screen-clearing assist that doubles as an excellent defensive assist. The strength of its area denial cannot be overstated. It grants fast, fullscreen coverage and at jump height, so is exceptionally efficient at covering for approaches or policing the opponent's assist calls. One of the few assists that position themselves high up into the air, making it very unlikely to be punished or get caught in Happy Birthdays. When called at close range, Vegito will also spawn behind the point character, completely safe from incoming attacks. A common strategy is passively mashing on this assist while defending, as once it's out, it will instantly shut down the opponent's offense. While having low blockstun that can be GC Super Dashed or GC Reflected, it is still good for lockdown especially in the corner due to just covering all regions the opponent can go. SD and Reflect can also be countered by baiting them out and punishing accordingly, or with anti-Reflect strings. Additionally thanks to the defensive spawn point, it's also great for stagger pressure and baiting retaliations. Dash blocking or intentionally ending blockstrings while calling this assist and the opponent will promptly get hit trying to take their turn." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "Assist B", "text": "Spiral Heel Shot Great for combo extensions and blockstring pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "Assist C", "text": "Spirit Sword Can be good for mixes if one can take advantage of the low hit stun frames, though it must be called years in advance as it has an abysmal 65 frames of start up if called outside a combo. Great tracking, and it's quite useful in combos thanks to it hitting nearly anywhere. Extremely narrow downward angle makes it easy to side switch and the knockdown is slow giving one plenty of time to prepare/react. Unfortunately, Vegito C wants to do a similar job as Vegito A but that has half the cost, half the startup, and triple the use. Vegito A is an overbearingly powerful assist that can do many things that Vegito C already does, such as outrageous comboability and screen control. It just does them better." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "Spirit Excalibur", "text": "236L+Mor236H+S Does more damage close-range as opposed to far-range Hits full screen, dragging the opponent down with the sword Deals less hits the further away the opponent is and will miss if the opponent is too high up. At max range, does 2 hits (200, 2300) Minimum damage: 30*4, 750 (870)" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "Omega Finishing Blow", "text": "j.236L+Morj.236H+S Costs 1 Ki Gauge Minimum damage: 300, 440 (740) Tracks the opponent Can be easily anti-air'd on reaction Values in [] is damage if Z-Changed before the punch lands (Minimum damage: 675)" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "Final Kamehameha", "text": "214L+M(Air OK)or214H+S(Air OK) Minimum damage: 1739 Causes a hard knockdown on hit. Vegito's level 3. Fast, easy to punish with and combo into. Gives a terrifying left/right mixup, if you're willing to spend an extra bar to vanish afterwards. Spend an extra bar for extra damage at the cost of frame advantage. Minimum damage: 420 Total Minimum damage: 2159" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito", "title": "Vegito", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Resources", "title": "Piccolo", "section": "Intro", "text": "This page is Piccolo's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Resources", "title": "Piccolo", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Resources", "title": "Piccolo", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Piccolo/Resources", "title": "Piccolo", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "Overview", "text": "In a game that's infamous for how many characters can skip neutral,Janembastands out for being an effective zoner. He's an excellentneutralWhen neither player is in an advantageous position in terms of stage position.-focused midscreen powerhouse that can make your Superdashing or ki blast spamming opponent respect you. Janemba's greatest strength is his capacity for controlling the field, thanks to his fantastic ranged tools and his22SGuardStartupRecoveryTotal 40Advantagewhich says \"no\" to projectiles altogether. Hiski blastsGuardAllStartup18-27Recovery42Advantage-21are unique tracking projectiles that can even be used in combos for a relaunch, and his very fastteleportsGuardStartupinvul frame 4Recovery20Advantagemake him incredibly difficult to hold down. All in all, he thrives off making opponents sit still so he can approach more easily, while ensuring that they're too scared to try to rush you down themselves. Additionally, Janemba has a very solid selection of assists:Assist AGuardAllStartup30RecoveryAdvantage+50is great for neutral, defense and even combos, but with the downside of having ki blast properties, making it less than ideal for pressure and mixups.Assist BGuardStartup25RecoveryAdvantage+29, on the other hand, is a good all-purpose assist that fits on basically any team that Assist A isn't suitable for. On top of that, his solo pressure, mixups and damage are fantastic, not to mention he's one of the few characters in the game with a solo Level 3 mixup in the corner. As such, with his great support value and effective usage of resources, Janemba is a powerfulAnchorIn a 3v3 fighting game, Anchor refers to the 3rd character up to fight out of the 3 selected by the player.orMidIn a 3v3 fighting game, Mid refers to the 2nd character up to fight out of the 3 selected by the player.. Janembais a midrange/zoning hybrid who controls massive portions of the screen with his attacks and anti-meta tools. Space Control:Tracking ki blasts and long range, high prioritySword SpecialsGuardAllStartup15Recovery24Advantage-5give Janemba screen control and a way around Ki Blast zoning.Dimensional HoleGuardStartupRecoveryTotal 40Advantageforces opponents to stop using projectiles and assists during neutral. Scary Pressure:Janemba has strong pressure, enforced by a plethora of safe normals and swift command grab inMystical ArmGuardThrowStartup20Recovery26Advantage. Phantom ShiftGuardStartupinvul frame 4Recovery20Advantage: Janemba's main mix-up tool and pseudo-reversal, being fast and invincible starting on frame 4. Chaining two of them together lets Janemba get a screen length away while being totally safe. Support Value:Janemba's assist selection is great:Assist AGuardAllStartup30RecoveryAdvantage+50is an air tracking Ki Blast that gives big combo extensions,Assist BGuardStartup25RecoveryAdvantage+29is good for blockstrings and space control, andAssist CGuardAllStartup23 [20]RecoveryAdvantage+55is a ground tracking assist that's +55 on block. Slow Moves:The majority of Janemba's normals and special moves are on the slower side and can leave him vulnerable against faster-attacking moves." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "5L", "text": "Janemba moves forward during the jab. Can be spaced to be safer. SmallhitboxA general term showing where an attack can hit the opponent and where the character is vulnerable to attack.that struggles to hit opponentsSuper dashA attack that causes the player character to fly to the opponents current position, being very susceptible to an antiair. inputted by pressing H+S.ing or above him. Despite this,5Lis a good tool for hispressureTo attack the opponent continuously and leave little room for counter attacks.game when combined with his2LGuardAllStartup6Recovery9Advantage0and 214L. Ground bounces on hit. Hits on low. Large hitbox, useful to beatmashTo press button(s) rapidly without little thought.ing and backdash. Extraordinary for combos and blockstrings. Will catch people attempting to jump 214L or out of pressure. Teleports forward and can cross over the opponent. The Hitbox is behind Janemba. Switches sides on hit. Has full invincibility." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "5M", "text": "Good range, moves Janemba forward. Always spaces perfectly for 2L to connect on block. Hits from round start." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "5H", "text": "Deflects ki blasts like other sword normals. Smashless5Hcan combo into6SGuardAllStartup18-27Recovery42Advantage-21>Superdash anywhere on the screen, useful for vanish confirms and236HGuardAllStartup16Recovery24Advantage-5/214HGuardThrowStartup24Recovery26Advantageconfirms." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "5S/6S/3S/1S", "text": "(Hold OK) 5S,2S,j.Sare similar and has some limited tracking. Hold or mash S to shoot all 4 Ki blasts. Can control where he shoots with Without inputs, the order is 5316. 5 and 6 ground bounces airborne opponent. Last Ki blast ground bounces even grounded opponent if it's 5 or 6, pops up grounded opponent if it's 1 or 3. Tracks anywhere on the screen, however fast movement can beat the tracking." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "2L", "text": "Not aLow AttackAn attack that the opponent must block low., but is instead 0 on block. Really good for staggers due to its reach." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "2M", "text": "Janemba's only low." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "2H", "text": "Anti-airA grounded attack that hits the opponent out of the air. Deflects Ki blasts. Has the largest vertical range of any2Hin the game, but also has one of the worst horizontal ranges of any2Has well. Bad in combos because of the low horizontal range." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "2S", "text": "(Hold OK) Slightly floats off the ground. Cancellable from 5S. Unlike5Sandj.SGuardAllStartup18-27Recovery7 LandingAdvantage, Janemba can't control the first Ki blast's direction. No input order is 1536." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "6M", "text": "Sword normaloverheadAn attack that the opponent must block high.. Deflects Ki blasts. Uses the gigantic hitbox of hisj.H. Max range5M>6Mcan beat mashing against characters with stubbier normals." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "j.L", "text": "Good range for aj.L. Slightly slower than otherj.L's" }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "j.M", "text": "Your most common jump-in." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "j.H", "text": "Deflects Ki blasts. Huge hitbox. Halts momentum and causes sliding knockdown regardless of whether Smash has been used. Use j.L or j.M forIADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.overhead instead." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "j.S", "text": "(Hold OK) 5S but in the air. Freezes momentum. Can cancel intoj.2HGuardAllStartup11Recovery23 + 7LAdvantage." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "j.2H", "text": "Wallbounces the opponent. Deflects Ki blasts. Moves Janemba slightly backwards. Head Invul beginning on frame 4." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "Shadow Kick", "text": "j.2L/M Tracking overhead, will track the opponent even if either player is off-screen. Reduced start-up when the opponent is in aerial hitstun Leaves the opponent standing on grounded hit, sends downwithoutskd on air hit If Janemba is low to the ground and the opponent is either standing or high in the air, you can link into2Lto combo off it Mostly seen after2Hcombos to send the opponent back down into an assist while saving your skd for later, or afterj.2Hto tag another character in. Janemba's main way to get a sliding knockdown. Janemba teleports to the ground on hit. This makes frame advantage the same regardless of where you use it. Always leaves Janemba +32 on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "Demonic Blade", "text": "236L/M/H(Air OK) Ridiculous range Ki blast invul begins pretty late after inputting it, so it will win against ki blastspreemptively.Do not use this like Jiren's5SGuardAllStartup21Recovery31Advantage-10. Reaches about half screen. Safe, gapless blockstring ender. Faster AND safer on block than a beam, but isn't fullscreen and has less active frames. Wall bounces. Ground version takes a step forward before attacking. Reaches fullscreen unlike the Light version. Can be used in blockstrings over236Lto add a frame trap. Bigger wall bounce, can be comboed off of midscreen. Reaches fullscreen like the Medium version." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "Mystical Arm", "text": "214L/M/H 214Lalways causes sliding knockdown. Will whiff when immediately cancelling from anything other than Light normals, requiring you to delay the input a slightly totick throwA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.after other buttons. Max range is a backdash away at 23 frame start-up. A borderline unreactable command grab and one of the best in the game, arguably almost as good as Z Broly's. Will perfect tick throw from 5L and 2L. This gives Janemba a powerful strike/throw mixup. You should condition with this grab so that your opponent will be inclined to mash, leading into a massive punish if you hit them. Don't be dissuaded by the slide knockdown, as you can just go intoLevel 3GuardAllStartup12+3RecoveryAdvantage-33. A Janemba with meter is terrifying to block because of this, you take the frametrap and heavy damage along with it or the grab into oki that will most likely kill. It's a very bad situation for your opponent all around. 214Mwall bounces on Smash hit, SKD on non-Smash. In the corner, can be followed up with 2M. Max range is 2/3rds of the screen away at 29 frame start-up. While initially less threatening than214L, this grab makes up for it with its unexpected range which is around that of his 236L, an aspect that many will not be aware of when first facing Janemba. This combined with Janemba's massive sword specials, far-reaching medium buttons and tracking ki-blasts that can bring jumping opponents to the ground make his mid-range game scary to block. In the corner this grab can easily be converted off of with either 2M or 5L, but outside the corner will require either an assist or a tag-out. 214Hdoes a big wall bounces on Smash hit, SKD on non-Smash. Can be followed up midscreen. Max range is 2/3rds of the screen away at 27 frame start-up. Gives high reward and 24 frames isn't too awful to work with, but the light grab is still the better choice if you just want pure mix, with this also being given away more due to the EX flash." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "Hell Gate", "text": "j.214L/M/H Shoots an electric ball with no active hitbox that slowly travels along the ground, bouncing off walls. Only one ball can be on screen at a time. Ball detonates itself after a while. Hold up during startup to make the ball float higher up. While the orb is out, pressing the respective button used to summon the orb (L for j.214L for example) will cause the orb to detonate instead of the button coming out. Big part of his combos anywhere on the screen. The orbs go away if Janemba blocks or gets hit by anything. Absolutely crucial to Janemba's gameplan.j.214His an important neutral tool and can be called safely thanks to its low recovery.j.214Msees some use in corner combos, butj.214Lrarely sees any use." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "Phantom Shift", "text": "236S(Air & Hold OK)or214S(Air & Hold OK) Teleports a set distance.InvulnerableA state where a character cannot be hit. A common component of reversal moves.from frame 4, making it a very strong escape option. After inputting either versions, holding any of the 8 directions will still make him teleport to that direction anyway. Default isfor236Sandfor214S. Groundedstays in place,andteleports slightly closer thanand. All 5 off these versions keep Janemba grounded. Air versions can only be performed once until landing, can also teleport back to the ground. Both ground and air versions don't consume air options, they also keep super jump's momentum control. Can be used in combos to link smash j.2H to j.L, letting Janemba confirm solo off of a raw superdash anywhere on screen. Janemba's do-it-all character defining move. His grab is a better straightforwardmix-upTo perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw., but teleport offers a few things that the grab doesn't: fakeouts, scarier okizeme setups, andneutralWhen neither player is in an advantageous position in terms of stage position.control. Use them in tandem to make your opponent crack under pressure, and use it with 5S, 236L/M/H and22Sto make your opponent not want to move in neutral. Second teleport is invulnerable for 16 frames. Must hold a directional input for the followup to come out, it won't happen if you do 236S~5S. Can be delayed by 8 frames; if delayed for too long, there will be a window between teleports in which Janemba is vulnerable." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "Dimensional Hole", "text": "22S(Air OK) Guard pointAn attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Nappa's Too Bad (214S).against non-Super projectiles and assists. On successful parry, he becomes fully invulnerable until afterrecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.whilst also shooting a projectile that appears behind his opponent. Designed to completely shut down projectilesandassist calls, including physical assists. Upon activation, Janemba cannot be punished and the counter projectile will give him free pressure on block or combo on hit. However, similarly to5S, the tracking on this projectile is not unbeatable." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "Assist A", "text": "Phantom Assault 5Sbut shoots fromfour times. Fourth Ki Blasts ground bounces. Fullscreen tracking, enable extensions even at high up. Like many ki blast-based assists, can be reflected/superdashed during. Interestingly, the first Ki Blast is not reflectable. A very strong assist and easily the best combo assist in the game. Basically a faster SSJ Vegeta A that trades the defensive usage for full screen tracking. Fullscreen confirms off of projectiles, air DR enders and high damage combo extensions allow characters to get big boosts to damage, meter gain or both. While it shines in combos, this assist is very strong in neutral as well. Using it while your opponent is in the air forces them to hold the assist or superdash through, giving you either an easy way in or a free punish with 2H. Ultimately, Janemba A does a lot of things that few other assists can do and it does them very well." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "Assist B", "text": "Demonic Blade Reflects Ki Blasts while active. Takes up about 80% of the screen" }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "Assist C", "text": "Hellblade Flurry Teleports to the opponent's position on the ground. 3rd hit comes out only on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "Rakshasa's Claw", "text": "236L+M(Air OK)orj.236H+S Minimum damage: 815 Causes sliding knockdown. Teleports back to the ground on hit. Cinematic Super, cutting it early by DHC does slightly less damage without any benefit. Is Janemba's DHC Super. Always leaves you +4 on hit, no matter the height you started at before the super." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "Savage Skewer", "text": "236H+S Minimum damage: 799 Immediately puts the opponent in the corner, with Janemba fullscreen. Also a cinematic Super, cutting it early omits the corner carry and has reduced damage. Unscaled damage is the year that his movie came out." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "Needle Light Shower", "text": "214L+M(Air OK)or214H+S(Air OK) Fullscreen beam super for meter dumping and acts as a frame 1 reversal. On hit, Janemba is +43 and can get a meaty in midscreen. In the corner with the right spacing,236S[3]2Lvs236S[6]2Lis a meaty left/right 50/50 which, if buffered correctly, is also safe against reversals with startup of 11F or slower. If not spaced out,236S[2]2Lvs236S[6]2Lwill also work, but isn't as visually ambiguous. Air version will always teleport Janemba back to the ground afterward" }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba", "title": "Janemba", "section": "Colors", "text": "Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 131,2 Color 141,2 Color 151,2 Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Frame_Data", "title": "Yamcha", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Frame_Data", "title": "Yamcha", "section": "Z Combo Table", "text": "5L and 2L can only used a combined total of 2 times per string" }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Frame_Data", "title": "Yamcha", "section": "Sources", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Resources", "title": "Goku Black", "section": "Intro", "text": "This page is Goku Black's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Resources", "title": "Goku Black", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Resources", "title": "Goku Black", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. GENERAL GAMEPLAY GUIDES" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Resources", "title": "Goku Black", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17/Strategy", "title": "Android 17", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17/Strategy", "title": "Android 17", "section": "General Tactics", "text": "Android 17 is a high-mobility rekka character with high damage. He needs assists to cover his mixups, but assists also boost his damage considerably. Even just one assist in a combo ensures that 17 will get a sliding knockdown. His metergain is obscene, especially in the corner, thanks almost entirely to his j.S. His stubby buttons hold back his neutral, which is where he mainly needs assists to function." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17/Strategy", "title": "Android 17", "section": "Point", "text": "17 can work on point, but his overall stubbiness holds him back here. Very few of his normals are useful in neutral, and his only long-ranged options are standard ki blasts. 17 will be mostly reliant on assists to help him close the gap, which can be especially difficult against long-range specialists like Freiza and Baby. Worst of all, starting the match with 17 means risking the loss of one of the most versatile assists in the game right from the start. Feel free to try it if you're confident that you can get that first hit, but in general this is the position you'll see him in the least." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17/Strategy", "title": "Android 17", "section": "Mid", "text": "Putting 17 here gives your point character his infamous A assist, as well as making sure he comes in with at least one assist to himself should you lose the point war. With as much meter as he can build, putting him here can also be useful if you have a meter-hungry anchor like Vegito or LC21. On paper, this is perhaps the safest place to play him. The problem, again, is that losing him here means losing access to one of the most versatile assists in the game is he dies. For that reason ALONE, many players choose to put 17 on..." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17/Strategy", "title": "Android 17", "section": "Anchor", "text": "Yes, you read that correctly. 17's A assist is so strong that many players will put him on anchor just so they can keep his assist for as long as possible, and they're not wrong for doing so...though it DOES comes with the risk of having solo 17 stuck on anchor with no assists to help him in neutral. It's not all bad, though; the damage buff from Limit Break helps, and his pressure and mixups are powerful even on his own. He also retains his meter efficiency, which reaches absurd level if you happened to hold onto Sparking for that long. However, being able to benefit from any of that requires not only precisely calculated movement to get close enough to get your pressure going, but also strong conditioning to open them up with Rekkas when you finally do. All that said, rest assured that keeping 17's A assist for as long as possible is well worth the risk of playing him on anchor. Just try it. You (probably) won't regret it." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17/Strategy", "title": "Android 17", "section": "Picking Teammates", "text": "17 lacks solid projectiles, therefor having a beam assist (and/or, for that matter, anything that will help him get in) would be beneficial. Furthermore, 17's combo game is semi reliant on solid assists (assuming you do not have Power Blitz [22S / 214(236)A Rekka + 2S] charged). Fortunately, Power Blitz Charge has a hit box and incredible hit stun, so, with proper timing, one could combo off of PB Charge with a fast enough assist. Here are some solid options for assist characters (in no particular order): Bardock / Android 21 (Assist helps with combos off of PB Charge, as well as utilizes 17's assist quite effectively in combo) Cell / Goku Black / Goku SS (Beam assists for combos and getting in, heavily recommended when playing 17) Vegeta SS (The obvious almighty Vegeta Assist) Yamcha / Gotenks B / Videl B (very quick multi-hit blockstun assist for acrobatic assault and rekka mix-ups) Any assist with a solid amount of hitstun that can combo off of PB Charge." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17/Strategy", "title": "Android 17", "section": "Blockstrings", "text": "The obvious thing to do on block is 17's Rekka strings, as they cover each of the categories you need: quick neutral and low hits, overhead, fake out, PB charge for some pushback, wallbounce (although it is VERY situational), and a counter, as well as a cross up if you use 236H or 214H. That being said, using his overhead isn't a true blockstring, and if you do the same thing over and over, your predictability will get you killed. This is why 17 has options, and you don't necessarily have to use ALL of the hits, finishing the string early or covering your attacks with assists is 100% viable. Finally, the best thing to note is the try and always finish with 2S (PB Charge), and if you have a meter to spend and have no other options, use 236H+S as it comes out Frame 1 and is fully invulnerable AND makes 17 jump back on block so it's safe against low range/slow attacks." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17/Strategy", "title": "Android 17", "section": "Tips and Tricks", "text": "Be super patient because 17’s normals have atrocious range. Don’t move in unless you’re 100% certain you can open your opponent up. 17's Level 1 \"Barrier Explosion\" (236H+S) is a frame 1 reversal with invincibility against everything, but don't use it raw on neutral or after every knockdown you take. Use his EX finishing driver as a mix up tool, the start up is quite fast and sufficient enough for you to choose which option you want: cancel into a low, an overhead, a frametrap or a cross-up. And even if your opponent tries to punish you with a reversal super, you can cancel into the EX barrier and punish him right away. When using wall jump, make sure to cover it with an assist or mix up how you get in, as it is very easy to punish with a 2H. Try baiting and predicting the finishing driver into 17's barrier/reverse gear, but be 100% sure your opponent will hit it, otherwise the recovery will make you VERY vulnerable. The Heavy version of reverse gear can punish guard cancels and reversal supers very easily. Your opponent will most likely do it when defending against your rekkas and/or when low on health, so be ready to do it when it comes. If all six projectiles of j.5S connects and your opponent is on a diagonally down angle, quickly convert into super dash. It´s very situational, but it works. If your opponent succesfully guards all your rekkas, either barrier (which is a huge commitment) or wall jump and try dodging his attacks. Use his acrobatic assault as a mix-up tool. An example: When doing the grounded version (which ever you do) wait until you get close to the opponent, then do the Qcb version: your opponent will most likely whiff a 2H. And even if he tried to punish you with a super, you cancel into a vanish or a barrier explosion. Or, if you know he'll 2H for sure, hold j.5S and convert into a superdash, done:you've got a combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_17/Strategy", "title": "Android 17", "section": "Fighting Android 17", "text": "Distance is key when fighting 17, most of his damage comes from close range, and he struggles to get in without an assist. Beware of his Rekka strings: if someone is mashing the string is always Neutral - Overhead - Low, and the overhead can be reflected as it is not safe on block. Players can condition you to expect the overhead, and can either use a different move to punish you for not blocking or trying to attack. Make sure you are confident in your opponents strings before trying to punish them. His wall-jump is one of his main ways of getting in, but there are multiple cancels from it. If 17 makes a long jump across the screen, he's completely vulnerable, so try punishing him with a super or a superdash during the jump animation. Any time that Android 17 is in the air during a rekka, he can get jabbed out of it." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)/Strategy", "title": "Goku (Super Saiyan)", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)/Strategy", "title": "Goku (Super Saiyan)", "section": "General Tactics", "text": "Super Saiyan Goku is an example of a character who is good at everything. He has some of the best stagger pressure in the game, as well as having high solo damage and having decent zoning potential with his Ki Blasts. SSJ Goku's only real weakness is that he requires a lot of conditioning in order to open people up, but his strong stagger/frametrap game helps him stay in your face and stay threatening. Speaking of staying in the opponent's face, SSJ Goku has the best forced sliding knockdown move in the game with j.236L. It gives you enough time (even midscreen) to jump forward and airdash for one overhead or two. As if it couldn't get any better, he has an incredibly versatile assist in his Kamehameha. All of these traits combined makes SSJ Goku a perfect character to learn the game with; as you get better, so will he." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)/Strategy", "title": "Goku (Super Saiyan)", "section": "Point", "text": "Not particularly recommended, as it doesn't utilize his assist, which is one of the best in the game. Since Goku's mix-up capability isn't too great, bolster him with strong assists for block-strings. SSJ Goku has strong enough solo pressure that having assists behind it doesn't make it too much stronger." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)/Strategy", "title": "Goku (Super Saiyan)", "section": "Mid", "text": "A solid position, as it utilizes Goku's assist. Goku's assist can extend corner combos with utmost ease because of its stun & multiple hits, and can extend mid-screen combos from the wall-bounce it causes. This still isn't the placement you'll want him 90% of the time, but it's much better for your team than having him point." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)/Strategy", "title": "Goku (Super Saiyan)", "section": "Anchor", "text": "Similarly to his traits as a Mid, this position makes full use of Goku's assist. His all-rounder kit and meter efficiency with double Supers mean he can make good use of Sparking when need be. Without assists to back him up however, he will be reliant on conditioning to open people up." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)/Strategy", "title": "Goku (Super Saiyan)", "section": "Picking Teammates", "text": "Goku works well with most characters in the game. He can freely be paired with many different teammates. He works best for characters like Bardock who need an assist to cover them as they work their way in, but he helps everyone in the game combo-wise by allowing them to combo into Dragon Rush." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)/Strategy", "title": "Goku (Super Saiyan)", "section": "Blockstrings", "text": "2L > 5L > 5LL > 2M > 5M > 5H... Safe normals: 2L, 5L, 5LL, 5LLL and 5S. 5L > 5LL> 5LLL > 236S > vanish... 2L (reflected) > 2M > 5H > 5S (Reflect Proof) SSJ Goku's blockstrings are remarkably freeform. Most of your pressure will revolve around using 2L, 5L, 5LL, 2M and 5S to either late chain into another move or resetting pressure back into a jab. 214L might be tempting to use in a blockstring, but it ends your pressure as it is incredibly obvious and doesn't jail into vanish. 5LLL has special blockstun meaning it can jail into vanish or 236S. In the corner 5LLL > SD can't be 2H'd. (Can be 2H'd midscreen)" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)/Strategy", "title": "Goku (Super Saiyan)", "section": "Tips and Tricks", "text": "In Sparking, SSJ Goku's primary mixup is between an IAD Crossup j.M and a fake crossup TK j.236S[7]. j.236H can also be used as a fake crossup and it also tracks the opponent so it can be used to punish whiffed beams while fullscreen. Practice your staggers and your frametraps, as that is SSJ Goku's main way of getting hits. Don't be afraid to throw a 236M into a blockstring every now and again, it catches people sleeping and converts into a combo/knockdown with meter. Using 1-2 Ki Blasts against a fullscreen opponent gives you plenty of time to 2H, even if the Ki Blasts whiff." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Super_Saiyan)/Strategy", "title": "Goku (Super Saiyan)", "section": "Fighting Goku (Super Saiyan)", "text": "All of SSJ Goku's overheads are reactable and his only low is 2M, making his high/low game relatively weak. Most of SSJ Goku's pressure is fake, but take caution as a stray 2M can lead to 6.5K. His only reversal is his Level 3, and it only hits in front if it's used after Tien's 236[L+M]. Block it crossup and punish with a 2M. You can always take your turn back after 214L." }, { "url": "https://www.dustloop.com/w/DBFZ/Zamasu_(Fused)/Frame_Data", "title": "Zamasu (Fused)", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Frame_Data", "title": "Android 18", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Frame_Data", "title": "Android 18", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Frame_Data", "title": "Android 18", "section": "Sources", "text": "http://www.mediafire.com/file/ahd7y25cca92pav/Android%2018%20hitboxes.mkv(rec April 24, 2018) https://drive.google.com/drive/u/1/folders/1wRVWEqruLWsrZaxc4QmEAjyP2CzWvbf5(recon May 2, 2018) Frame data was taken from source above:https://docs.google.com/spreadsheets/d/1QfbfIZV8yuX0I9_NbenBjzyKOuvYUGtXX6KK2SBMoCk/edit#gid=0" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Strategy", "title": "Gohan (Adult)", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Strategy", "title": "Gohan (Adult)", "section": "General Tactics", "text": "Gohan (Adult)Frame-trapping, throwing, and baiting. The general idea of the auto combo pressure is 5LLLL > 3L or 5H frame trap 66 > 5L to restart pressure 5M > 3L to beat mashing DR or 66 > DR or 5L > DR These are the straight forward options you have. The one that holds it all together is the 5M. 2L is 0 on block, but it also spaces you away from most 5Ls, and is also part of his level 1 buffed autocombo: 5LLLL. This allows you to safely go from 2L to another 2L, letting you stagger with ease. Gohans 5M is 9f fast, while most other moves that can hit him at the range 2L spaces, are slower than 9f." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Strategy", "title": "Gohan (Adult)", "section": "Point", "text": "Gohan (Adult)Having access to multiple assists supplements his mix-up arsenal the best, with the only downside being he will start at level 0 for most of the time he is at Point." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Strategy", "title": "Gohan (Adult)", "section": "Mid", "text": "Gohan (Adult)It can be wise to put him mid to potentially DHC into Gohan (Adult) so he is leveled-up by default, as well as to take advantage of any DHC oki.Ais a historically good anti-air and very quick DP assist, andBhas solid blockstun and is relatively easy to hit confirm." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Strategy", "title": "Gohan (Adult)", "section": "Anchor", "text": "Can only reasonably be put here using his C assist beam. However, Gohan (Adult) feels almost out of place here, as his mix doesn't shine as much as it can without assists, his neutral deficiency is at its worst, and he doesn't take full advantage of the late-game meter reserves as well as other characters since he doesn't require a lot of meter to be effective anyways. Potential Unleashed Level 7 may become an option, but there are still other more practical and superior candidates for Anchor." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Strategy", "title": "Gohan (Adult)", "section": "Picking Teammates", "text": "Like with all mix-heavy characters, the more blockstun, the better. Because of the short recovery of hisPotential Unleashed, Gohan (Adult) has the potential for post-level 1 oki, meaning DHCing into it from other active supers lets him set up pressure. The most useful notably grant him safejump 50/50s. Kid Buuand Gohan (Adult) are essentially symbiotic. Kid BuuAis the longest blockstun assist in the game at +58 frames, and he also enables the DHC 50/50 safejump from either of his supers. Kid Buu's mix-up game is complimented by Gohan (Adult)'s assists very well, having access to low(A) and high(B) blockstun during pressure. Gotenkshas a stellar assist to support Gohan (Adult) with, being hisAthat has a massive +46 frames of blockstun and also enables unique combos with its full-screen properties.Super Ghost Kamikaze Attacklets Gohan (Adult) get a j.H that can also set up for more pressure. Much akin to Kid Buu, his mix-up game benefits from both assists. Vegetatakes advantage of Gohan (Adult)'sBto enable his own 50/50 mix-ups, and in turn gives him the DHC 50/50 safejump withGalick Gun. As an added bonus, the additional damage Vegeta gets from usingGalick Gunafter his 214S can circumvent the low damage from Gohan (Adult)'sPotential Unleashed. Jirenhas a great assist to pair with Gohan (Adult), being hisAwallbounces on hit and also has high blockstun at +43 frames.Colossal Slashsets up the DHC 50/50 safejump, and Jiren's kit additionally has the ability to safely tag during his aerial combos while not burning jump with hisj.S. Goku'sAhits both sides, has considerable pushback on block, and above-average blockstun at +37 frames. After a blocked6M, the assist can even set up a universal fuzzy mixup. On the other end, Gohan (Adult)Aenables for great tick throw set-ups in conjunction with Goku'sBack Throwcommand grab. Most importantly however, an Gohan (Adult) BnB that ends inj.236Hcombos into theSuper Spirit Bomb. Trunksarguably profits from Gohan (Adult) more, with the latter's assists greatly enabling the former's Cyclone Jump mix-ups. However, this support is reciprocated in another way, as both of Trunks's assists effectively supplement Gohan (Adult)'s ok-at-best neutral, in particular with hisBeamAssist." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Strategy", "title": "Gohan (Adult)", "section": "Honorable Mentions", "text": "Goku (Super Saiyan)gives Gohan (Adult) the quintessentialBeam Assist, as well as a post-DHC Dragon Rush and/or the DHC 50/50 Safejump from an aerialSuper Kamehameha. Gogetais alike to Jiren in the ways he helps Gohan (Adult), but without the blockstun. Alternatively, he can offer Gohan (Adult) a post-DHC Dragon Rush as well as the DHC 50/50 Safejump usingBig Bang KamehamehaandGod Punisherrespectively. Choosing either Gogeta or Jiren can come down to whichever character the player prefers. BardockVidelBardock and Videl's assistsfunction almost identical to each-other; both their A assists help close the gap with their speed and range, and their B assists have massive blockstun at +46 frames, as well as BardockBdistinctively having incredible hitstun. Goku BlackKrillinYamchaTraditional Beam Assists:Beams not only substantially help Gohan (Adult) approach in neutral, but normal beams also enable him to optimize his damage after j.H at the corner, as j.2S makes him land on the ground right next to where the beam hits, and lets him continue comboing with a grounded Dragon Rush." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Strategy", "title": "Gohan (Adult)", "section": "Level 0", "text": "5L > 2L > 2M > 5M > 2H... 5L > 2L > 2M > 5M > 2H > j.236M Safe normals: 2L, (0) 5L, 5LL, 5LLL, 3H, (-6) 2S (plus on block spaced out ki blast) and 5S (+3 Only hits standing)" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Strategy", "title": "Gohan (Adult)", "section": "Level 1-6", "text": "(2L) > 5L > 5LL > 5LLL > 5LLLL > (3L) > 2M > 2H... (2L) > 5L > 5LL > 5LLL > 5LLLL > (3L) > 2M > 2H > j.236M Safe normals: 2L, (0) 5L, 5LLL, (-6) 5LLLL, (0) 5LLLLL, 3L, (Can be held) 3H, (-6) 2S (plus on block spaced out ki blast) and 5S Levelled up Gohan has very long obnoxious blockstrings with a multitude of extremely strong moves to reset pressure and lockdown the opponent. 236S becomes a 7 hit beam making it trivially easy to confirm into vanish pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Strategy", "title": "Gohan (Adult)", "section": "Level 7", "text": "When Gohan reaches level 7 his blockstrings become unbelievably overwhelming for the opponent as he can reverse beat into any normal he chooses. This allows Gohan's pressure to be extremely creative and even link almost every normal in his kit to make his blockstrings even longer then level 1-6 and also allowing him to end every string with 2L. Example blockstrings: 5H > 2M > 5L > 5LL > 5LLL > 5LLLL > 5LLLLL > 3[L] > 2L 5H > 2M > 5L > 5LL > 5LLL > 5LLLL > 5LLLLL > 3[L] > 2H > j.236M" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Strategy", "title": "Gohan (Adult)", "section": "Mix-up tools", "text": "High/low/throw IAD mix-up: ...IAD j.ML ...IAD ▷ 5L ...jump > j.2S ▷ 5L ...DR IAD j.M can crossup the opponent in almost any situations. Extremely hard to consistently defend fast fall (j.2S) empty lows. Heavy legs mix-up: ...2H > j.236H , airdash j.LL ...2H > j.236H ▷ 5L ...2H > j.236H ▷ DR Basically any assist with any amount of blockstun can cover this mix-up making it extremely cheap and compatible to apply in-game. Solo heavy legs layered: ...2H > j.236H... (Go for mix-up) ...2H > j.236H , j.236H (Beats mashing SD) ...2H > j.236H , j.S > j.236H (Beats mashing 2H/DP)" }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Strategy", "title": "Gohan (Adult)", "section": "Tips and Tricks", "text": "When learning Gohan (Adult), the most important things to get down to play him solidly are to: 1. Know the upgrades he gets when he levels up. 2. Take advantage of his blockstring + stagger pressure, (particularly with 2L, 5L, 3L, and his mediums). 3. Combo structure with 3H, as it adds acts as a second launcher and adds quite a bit of damage. It is also an anti-air that you might accidentally input instead of 2H." }, { "url": "https://www.dustloop.com/w/DBFZ/Gohan_(Adult)/Strategy", "title": "Gohan (Adult)", "section": "Fighting Gohan (Adult)", "text": "Make sure to look out for pressure resets off of his lights, respect the fast low, and later, the instant teleport overhead. He also has long limbs in his mediums, and is likely fishing for them on whiff-punishes, which you can whiff-punish yourself. DPs cannot be safe on block outside of spending Sparking!, so make sure to punish him accordingly. Any version of his air legs is a free guard cancel on reaction and there's not much he can do about it, but don't get too predictable, or else you're looking at about 5000 damage (pre supers) to the face if he baits it out." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl/Strategy", "title": "Videl", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Videl/Strategy", "title": "Videl", "section": "General Tactics", "text": "Videl is a rushdown character that can switch between being evasive and aggressive depending on the situation. Equiped with strong pressure, a high number of mixup options and extremely strong lvl 3 okizeme, she can become a nightmare to block while her defensive tools make her a threat even when she's blocking. Her combo structure is unorthodox but she can do some serious damage - in combos she rarely needs assists and boasts strong corner carry and meter gain. She also has multiple ways to stop the opponent from zoning her with 5S and 6H going through ki blast property moves while jS can stop most approaches and snipe Superdash. On top of that, her j22X series, 236H and j.236H give her great mobility both offensively and defensively to approach and evade an opponent. These tools make her a difficult character to approach in neutral but also very difficult to keep away. With meter and assists, she's nigh untouchable and will eat her opponents alive." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl/Strategy", "title": "Videl", "section": "Point", "text": "A good point character will have 4 things: good roundstart, good pressure with assists, great damage, and great meter gain. Videl has 2 of these things, which means that putting her on point can work, but it won't be as effective as other characters. Videl's biggest weakness on point is her meter needs. Roundstart 6H-assist can pose somewhat of a threat being 11 frames and ki-blast immune, but if the opponent jumps and you don't have meter / didn't specifically cover that, you're just going to flail around into your own death. Videl loves having both meter and assists to really get the jobs she wants done, as her more complicated routes will require j236H for knockdown and her greatest approach options usually require meter. More often that not those things end up defeating the point of putting her ON point - as you'd want characters with better tools out the gate that could make more resources for your team - not SPEND them. That said, if you manage to win the point war with Videl, your opponent is at an extreme disadvantage. You have two assists and one of the strongest mix-up characters in this game, with great oki setups and a two-touch guaranteed to boot. They are either sparkingimmediatelyor they are going to die, both of which result in you winning a character's worth of value anyway. She's far from the best point, but if you're confident in your assist choices and decision making, go for it." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl/Strategy", "title": "Videl", "section": "Mid", "text": "Often treated as a \"second point\" for when your actual point gets their face kicked in, you want three things in a stand-out Mid: Good usage of meter, good usage of an assist, and a good offensive toolkit overall. Videl has these qualities in spades. Her usage of meter lets her fly across the screen while keeping her extremely safe, and her usage of assists lets her easily keep her turn for nearly the rest of the match - or just up and 50/50 if you get bored of making them block. j.236H gives her great knockdown and screen carry, and 22H is an amazing mobility tool for getting in your opponent's face (while also being an emergency \"bail\" button against air-to-air approaches). And with access to an assist, her level 3 oki goes from one 50/50 to absurdity - with her opponents now having no way out even after blocking the first 50/50. Simply put, Videl has an amazing offensive toolkit, only held back by its need for assists and meter. Thus, Mid is her best position on a team, and for GOOD reason - the field is her canvas with meter and an assist, allowing her to do what she does best. Arguably one of the strongest Mids in the game when played correctly." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl/Strategy", "title": "Videl", "section": "Anchor", "text": "Typically, your anchor should offer strong solo capabilities with limit break and sparking, while also serving as your most valuable assist (using them early in the match would mean sacrificing that assist). Her damage goes extremely high with limit break, and with her tick throw trick and obscene buttons she can hold her own solo. However, her greatest strengths are brought out when she has access to assists - being able to call an assist to help cover you against reflects and random mashing your opponent may do. She does not have this luxury as an anchor, having no one to discourage her opponent from doing attacks such as counters, DPs, raw level 3s, etc. Additionally, Videl's assists are simply not that valuable, none of them doing anything special. Anchor is her worst position. Even so, by using Saiyaman as an \"assist\" and cheesing with her tick throw mix, she can still function if she finds herself there... atleast until her opponent mashes on her tick throw mix." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl/Strategy", "title": "Videl", "section": "Picking Teammates", "text": "---GENERAL OVERVIEW (Teammates to Her)--- Videl can work with pretty much every assist in the game but she still has a few preferences. Pop-up assists could be considered \"slightly suboptimal\" because it forces them into an air combo which doesn't deal a lot of damage with her without extremely complicated and specific Superjump routes. That said, a DP assist is never a bad pick - while she is already extremely safe, the ability to force the opponent to block when she tries to approach is very VERY strong when used as such. Barriers however actually don't do much for her as she's usually very safe and they don't stop her from getting hit during her riskier setups - a DP assist at least will stop her from getting hit during these. In general, more blockstun / hitstun = better provided blockstun is not all the assist does - as at that point you should just trade that extra blockstun for something else it could do. One of the best things you can do for Videl is give her a genuine beam assist (multi-hitting beam, not Tien A or Roshi A). The blockstun on those provides her enough for mix, the large beam acts as a smokescreen to hide what she's going for, and in Neutral they help force the opponent in the air where Videl has the safer toolkit (as they either block the beam and lose neutral or jump and try to challenge Videl's options). Single hitting beams and beam-balls like Kefla or Broly can work and are still strong picks, but she loses a lot of neutral and mix benefit that a genuine beam assist would provide. In general, you want at least one usable neutral assist for her; DP, beam or otherwise, and something you can use for her mix / extending combos (even if she doesn't need combo extension assists, if they can help her mix too they never hurt - especially in the corner when it's just free damage and bar). ---GENERAL OVERVIEW (Her assist to Teammates)--- Her B assist is pretty good, but both her A and B assists are just variations of Bardock A and A. Gohan B - a \"lariat\" assist and a \"blockstun\" assist so when building a team if you aren't careful you might end up with multiple copies of a similar assist. In addition, one of the most important thing to remember when picking teammates for Videl is that her super damage is actually quite low and she likes characters that can make up for that over characters with \"stronger\" assists a good 75% of the time. Pairing her with characters that also have low super damage will result in a team that struggles to finish of its opponents, and pairing her with characters that don't quite offer different assists will usually result in you losing neutral situations that you otherwise would have been able to win. It's on you to learn Videl and find that balance within your team. In general with Videl (assuming you play Mid), you want your point to have good resource gain and the ability to win neutral on their own (as her assists won't really do that for you), and you want your anchor to have some high super damage and provide a great assist for both Videl and your point. If you're playing Videl in other positions... adjust accordingly but most of the examples provided will still apply (just in a different way). ---GOOD TEAMMATE EXAMPLES--- Gohan (Teen) (Point) - Extremely high super damage, amazing meter gain, gets very high value from her B assist and his DP assist can help her with neutral. While it's very unconventional and harder to play than other combinations, Gohan (Teen) + Videl when used properly is a match made in heaven - right down to the lore, too. Goku Black (Point) - Gets value out of her B assist for mix and provides a valuable A assist for Videl. Goku Black while not the strongest point can definitely work - as two assists for midscreen 50/50s and some relatively strong meterless neutral tools can only be so bad. SSGGoku (Super Saiyan) (Point) - Everyone's favorite top tier. A assist is VERY helpful for Videl in all aspects and Videl's high blockstun assist gives him access to mixups he could only dream of before, plus his high damage and meter gain goes without saying. Goku [GT] (Point or Anchor) - With his recent buffs Goku GT just does whatever he wants. His beam assist is obscenely good for Videl - being good for mix, neutral, and even her combos when used properly since it doesn't pop them up that much. In addition, her blockstun assist + GT = some of the stupidest mixups in the game. He's definitely more of a point than an anchor but considering the mindgames around his Reverse Kamehameha and his damage buff on teammate death he can easily do both. Base Goku (Anchor) - Super Spirit Bomb and Kaioken alone can carry TODs for Videl. Add to that his A assist still being highly obnoxious for blockstun, combos, and neutral, and you've got a strong anchor pick. Won't be as easy as other anchors, but doesn't really need to be. Tien (Anchor) - While his A assist isn't the strongest pick for Videl outside of maybe cheeky neutral wins, his B assist can really carry her in all aspects when properly studied. That, and his high super damage + meter burn potential make scoring the kill a joke." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl/Strategy", "title": "Videl", "section": "Blockstrings", "text": "A lot of players read \"mixup character\" in this guide and immediately spam 50/50s and mix as if it's how a mixup character works. That's simply not the case - using her tools with universal options will get you far more mileage than just her \"mix\". She has L buttons with reach, a tick throw that beats crouching and great cancel windows on every single one of her normals (especially 2m), pseudo reverse-beat with 6H-6M and then as icing on the cake 5S makes for a tasty reset point as it's good for RPS games and after a 5H can even be made plus on block. That's not even mentioning her special moves - but you shouldn't be touching her specials until all other tools fail. Overall her pressure might look like it's full of gaps but just like she did with Gohan shethriveson making her opponent interact with her and punishing them heavily for it. Her frame traps make her incredibly difficult to mash on while she has a large portion of her toolkit capable of nuking reflect and reversals - a command grab that grabs standing, numerous double-reflect or worse strings, and her defensive kit then swings back as offensive tools against specific reversals and even level 3s." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl/Strategy", "title": "Videl", "section": "Okizeme", "text": "It's tempting to look at videl's j.2S and use it to cover sliding knockdown okizeme, but the truth is it's usually better to simply use j.H as a safe jump instead. Her j.H is big enough to cover up tech and normal tech and lets you be ready for a delay tech. It also leads into a full combo on hit unlike j.2S. j.2H can be used instead of j.H but isn't an overhead, however it will convert into a combo if the opponent doesn't block after up teching while j.H would simply send them on the ground with a soft knockdown. Meanwhile j.2S can be inconsistent if mistimed, doesn't give you more + frames that j.H and technically can even lose to a well timed delay take mash. On level 3 okizeme she is almost evil in the corner with multiple 50/50s, and a vast array of options using both universal tools and her unique ones like her command grab. She also has access to the super jump IAD 50/50 where you float jL for a high option and fast fall 2L for the low, both of these hit meaty and the j.L is a safe jump." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl/Strategy", "title": "Videl", "section": "Tips and Tricks", "text": "There's a nice little anagram that goes for computer science and Videl - KISS: Keep It Simple, Student. Her \"mix\" isn't end-all-be-all free 50/50 win land, and her damaging and complicated routes will not always be the ones to go for. In reality, when kept bare-bones Videl is way more effective than you'd believe: the best combos will be the ones that killed, and the best \"mixups\" are the pressure tools you know they won't think to block yet, even if they are just 6M-assist with extra Videl flair. Her flips are extremely overrated as a mixup tool. The flip themselves aren't that difficult to block, offer low reward on hit and worst of all put YOU in the corner if they're blocked. Being +5 on block is nice but except with some specific setups the post flip situation is actually not very interesting. Mentioned in the movelist however, her flips are extremely UNDERRATED as a movement tool. Getting sick of Vegito and Broly snatching you out of the air? Sick of dumb superdashes just catching you out the sky or jailing you to the floor? Just flip out of em! (T&C may apply see local videl main for details. Use as directed on all targets not with two feet on the ground, we at Dustloop Wiki are not responsible for any TODs you suffer as a result of getting 2H'd for improper use)." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl/Strategy", "title": "Videl", "section": "Fighting Videl", "text": "Her pressure naturally invites interaction but if the Videl player isn't paying attention they will leave themselves open to being disrespected. Videl's autocombo tick throw mix can be 2L'd out of by most the cast. Thanks for that find Torgue. That said, 2M will discourage mashing and make the move nearly a 50/50 between the low-hitting 2M and the low-grabbing 5LLL - so if you're blocking low and not sure they're going for it this is the best time to just throw a reversal out. Her flips might have invulnerability on startup and act as a reversal but you can still 2H them during the second half of the move. For some reason her wake up level 3 with Saiyaman's Kamehameha is actually safe on block, be careful. Her j.S and j.2S have a good amount of landing recovery, you can punish her landing if she whiffs these buttons. Her 6H actually reverse beats into 6M for no explained reason, block it high until you see a mixup inbound. Only challenge her in the air if you think it'll surprise her, otherwise a good Videl will just flip away and leave you looking stupid. DO NOT STAGGER THE VIDEL. DO NOT STAGGER THE VIDEL. WHATEVER YOU DO, DO NOT STAGGER PRESSURE THE VIDEL.You will just get dodged and you will immediately lose all sense of reason and patience, as is the nature of getting dodged on - and that's all the mental opening the Videl needs to kill you." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Strategy", "title": "Captain Ginyu", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Strategy", "title": "Captain Ginyu", "section": "Neutral", "text": "In neutral, Captain Ginyu is defined by his use of the elite Ginyu Force. Being a very versitile tool for Ginyu, cycling through the force efficiently is vital. The Ginyu Force can be summoned from anywhere on screen, and can be cancelled into from normals and specials. The most common scenario in which you should use your summons is after a hard knockdown. The knockdown gives Ginyu the time to start pressure on the opponent by taking up valuable screen space. One of the most important aspects of the summons is knowingwhento summon. A common mistake among new players is jumping high into the air before doing a summon. While Ginyu can get away with doing this sometimes, other times, Ginyu becomes an easy target for superdash confirms. The general gameplan is using assists to cover summons, or using summons to cover other summons." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Strategy", "title": "Captain Ginyu", "section": "Ginyu Force Summons in Neutral", "text": "The best summon for each scenario will vary depending on the situation, but some are better suited for neutral than others. Below is a list of all available summons and their uses in neutral, broken down by character. Guldo's5Sis a fast projectile with high priority. As such, it can be used in neutral with relative safety to call another member of the force. The opponent must beat the projectile with a beam, otherwise it will find its target. It also cannot be superdashed through, further adding to its effectiveness. The tracking also serves to make the move safe, locking down an opponent who might try approaching. Guldo's236Sand214Sare mostly reserved for okizeme and corner situations and offer little of value midscreen due to their short range and relatively low blockstun. Along with being slightly slower than5S, it's not a move that should be thrown out regularly.214Sin particular offers a tiny bit of potential as the hitbox for the freeze effect extends past Ginyu a small amount. This can catch an opponent attempt to superdash punish your summon, but this is not often the case. Recoome's5Sis the signature Recoome Kick. It offers some potential in neutral due to the wall bounce it grants on hit. In addition, it offers great ground coverage and ki blast invulnerability. The trade off for the train-like nature of the attack is its lack of vertical coverage. If an opponent can react to Recoome's fighting pose, they can jump over the hitbox of the attack (which starts as early as frame 37). Offers some utility, but not nearly as useful as some other summons. Recoome's236Sis an oppressive on-demand beam that shuts down the entire floor of the stage. Sporting a whopping 45 active frames, making an opponent block this leads to a terrifying mix-up situation and lets Ginyu get the party started. Pair this with Burter's236Sor a ground-to-air assist to lock down the opponent's entire movement game. Recoome's214Sis the iconic Recoome Ultra Fighting Miracle Bomber. This moves comes out in a blazing 350 frames. Being that slow, no opponent is realistically going to get hit by this unless comboed into it or their controller disconnects. DO NOT use this in neutral, for Recoome will get stuffed before the move can ever come out. If (for some reason) this move connects, prepare for the easiest conversion of your life. Burter's5Sis a swift flurry of kicks that vertically tracks the opponent's movement. It is mostly used as a swift poke when it comes to neutral, having a 9 frame start up. It is a low risk move that can disrupt the opponent's movement if Burter crosses paths with them. Burter's236Ssends Burter to the air, effectively denying your opponent from having any air movement for several seconds. This is one of Ginyu's most important neutral tools, having the ability to lock down an opponent that is only rivaled by Recoome's Eraser Gun, and even that is debatable. An overall excellent move in neutral, use often. Burter's214Sis often relegated to corner pressure scenarios to fully utilize the vacuum effect of Burter's round trip. Although the ground pressure is nice, air pressure is generally more important in more scenarios. Use236Smore often, but do not forget about this tool. Jeice's5Sis a low priority ki blast that grants an easy conversion on hit due to its massive ground bounce. The tracking on the move is nothing to scoff at, especially since Jeice appears above the opponent, potentially stuffing jumps. Use this to set up another summon or convert if it connects. Jeice's236Sand214Sare massive attacks that cover the length of the screen in a whirlwind of low priority projectiles. The downside to this move is that Burter must be called back from his mission to begin the attack, so you might give up the air control. The benefit however, is even more air control. Not only do Jeice and Burter patrol the airways, but they also cause collateral damage toanythingbelow them, including opponents. Opponents can reflect or superdash through the projectiles when they see the attack coming, but Ginyu has the freedom to punish any unwise decisions that the opponents might try, making for a great tool in neutral." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Strategy", "title": "Captain Ginyu", "section": "Point", "text": "This is Captain Ginyu's safest bet. Having two assists available allows Ginyu to unleash chaos by summoning two Ginyu Force members at once, allowing him to go for the insane pressure he's known for, and cover the bases against characters who can stop Ginyu's two-step neutral gameplan. Likewise, your team isn't truly losing much if Ginyu dies since he's not very powerful by himself. You likely won't be able to abuse Body Change on this position without extreme planning ahead that your opponent can shut down by forcing you to rotate off of Guldo, and you likely won't get Ginyu's most powerful setups either. Still, there are plenty strengths to this, especially how the Point position will allow Ginyu to show off his outrageous damage output best with sparkless TODs." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Strategy", "title": "Captain Ginyu", "section": "Mid", "text": "Ginyu possesses three intricate assists your point character can put to great use. He will have to take more risks in neutral and pressure to open opponents up, but having one assist is enough for him to get his plan going. In addition, being the second character can allow for more opportunities to use Body Change against the opponent's anchor, potentially making victory much easier to achieve." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Strategy", "title": "Captain Ginyu", "section": "Anchor", "text": "Ginyu is not good solo, since Ginyu requires assists to safely set up his Ginyu Force and doesn't gain any real scary setups solo, still relying on stuff like 6M and silly Burter crossups. His A and C assists are both fine, B can be great or terrible depending on your team, but ultimately it's not worth keeping him solo even for Limit Break damage. That said, Ginyu on Anchor is not a terrible choice if you have a character like Kid Buu on point, whose supers both last a long time and give an SKD afterwards. The goal of that team changes, Ginyu is not actually your anchor. You're instead running a powerful shell at the start to get into the corner, then DHC into Ginyu and start using nasty setups such as the Guldo 236S -> Recoome 5S. Now Ginyu is in his prime area, the corner, has two great characters to back him and the opponent is locked in a very helpless situation. This \"Ginyu Shell\" composition also keeps Ginyu in a safe spot for your team should you have a bodyswap setup. As silly as these sound, it is a tournament-proven effective strategy and is used by some of the best Ginyu players in the world. Still, should your shell be defeated, you will unfortunately be stuck with Ginyu solo. It's best if you raw tag Ginyu in should things get dicey rather than end up with a solo character with some truly abysmal matchups against the game's actually good mids and anchors like Android 21 or Broly. Don't let yourself get caught in that situation, you will lose unless about a hundred things went right for you." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Strategy", "title": "Captain Ginyu", "section": "Picking Teammates", "text": "Piccolo's A assist makes Ginyu’s pressure even scarier, giving him even more options after hard knockdowns. A well-placed Piccolo assist and 236S Recoome/Burter/Burter + Jeice combination can really frustrate opponents with its potential to keep opponents locked down, opening them up for a well-timed grab after blockstun ends. Works somewhat decently for extending combos, but there are much better assists for that. Kid Buu's A assist gives you enough time to setup your Ginyu Force mix-ups, keeping your opponents locked down. Alternatively, you can go for a standard crossup 50/50 midscreen, something Ginyu can put to good use thanks to his damage and you'll probably enjoy a lot thanks to how difficult it can be to open players with good defense at times. Goku (GT) can prove invaluable for getting characters like Android 21 out of the sky and letting you safely call a force member behind his beam. Any beam assist works fine should you not want to use GT. Master Roshi has two assists that work just fine for the Captain, his A is a beam and his B gives Ginyu protection on his calls and more. Roshi himself can get some leeway out of the Captain's assists to make his neutral game even tougher to deal with. Generally assists with high blockstun are pointless with Ginyu as he does not have a low 2L, and will not be able to abuse the blockstun for true mixups unless it holds them in place like Kid Buu's. If the assist has enough stun for the force call to be safe, it's fine." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Strategy", "title": "Captain Ginyu", "section": "Blockstrings", "text": "(2L) > 5L > 5LL > 2M > 5M > 2H > 236L This is Ginyu's true blockstring. 2L does not have very good range, so you might just want to start with 5L instead. You can stagger off of all of your light buttons, but 5M and 2M are both a bit riskier. Don't be afraid to use 5S at points in these strings, especially if you have a character like Guldo or Jeice who can snipe the opponent from a safe area should they try to mash you. 5L > 5Ll > 2M > 5M > 2H > (236L) > Assist > 236S Easiest and safest way to get force pressure started. 236L will push Ginyu and the opponent back into a different position which can be a good thing or a bad thing depending on the call, either way you can cancel Ginyu's last button into a force call and use an assist to cover." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Strategy", "title": "Captain Ginyu", "section": "Safe Calls for Lvl 3", "text": "After 214H+S you can call a Ginyu Force member for Oki. This is a list of every call you should use post-lvl 3. Midscreen: Guldo 5S Recoome 236S Burter 236S Jeice 5S, 214S Anything else either loses to 5L or isn't entirely safe to start pressure with. Guldo 5S lets you run up, Recoome 236S is just a beam assist and beams are really good, Burter 236S shuts down the airspace for a while which allows you to start pressure if he's blocked, Burter 214S can work if you use a blockstun assist on their wakeup to cover your approach, Jeice 5S lets you run up and begin pressure, and Jeice 214S/236S is a good way to catch people trying to use a reversal on Jeice 5S. In the corner you get way more options though. Corner: Guldo 5S, 214S Recoome 236S Burter 5S, 236S, 214S Jeice 5S, 236S, 214S Both Guldo 5S and 214S do 20 frames of blockstun so use 214S to cover the most options. Recoome's beam is so active it honestly invalidates his kick even in the corner. Burter 5S hits meaty in the corner and covers everything. If they mash on wakeup and begin pressuring Ginyu, most 5LLs will beat the incoming 214S from Burter, use an assist to stop this from happening so you can get the left/right mix on 214S. Jeice 236S can pull them out of the corner, but it's also just a good backup plan in case they mash out of your pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Strategy", "title": "Captain Ginyu", "section": "Video Examples", "text": "Guldo and Recoome Setplay:" }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Strategy", "title": "Captain Ginyu", "section": "Tips and Tricks", "text": "Ginyu fuzzy guard set-up:" }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Strategy", "title": "Captain Ginyu", "section": "Fighting Captain Ginyu", "text": "Always keep track of which Ginyu Force member is going to come out next. Almost all of their moves have extremely slow startup, and without an assist to cover Ginyu, they can be very easily disrespected. Ginyu has no defensive options outside of universal mechanics, so he has trouble responding to pressure. He also has no projectiles of his own, so counterzoning is often strong enough to shut down his entire gameplan. Ginyu cannot stagger past his light attacks, and has no real mix-up options outside of 6M and some dirty corner setups. Patience and good blocking will take you far." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock/Frame_Data", "title": "Bardock", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock/Frame_Data", "title": "Bardock", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Resources", "title": "Vegeta", "section": "Intro", "text": "This page is Vegeta's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Resources", "title": "Vegeta", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Resources", "title": "Vegeta", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Resources", "title": "Vegeta", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Resources", "title": "Goku (GT)", "section": "Intro", "text": "This page is Goku (GT)'s Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Resources", "title": "Goku (GT)", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Resources", "title": "Goku (GT)", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Resources", "title": "Goku (GT)", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Combos", "title": "Kid Buu", "section": "Meterless", "text": "From 2020, unsure of applications as of editing this page, keeping it in case it is worthwhile." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Combos", "title": "Kid Buu", "section": "Sparking", "text": "Kid Buu doesn't get much from sparking other than the damage boost. The only notable thing is... > j.S > airdash > j.L > ..." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Combos", "title": "Kid Buu", "section": "Miscellaneous", "text": "Mans has no sauce except for the Ki Blast ladder which I don't know the notation for." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Combos", "title": "Vegito (SSGSS)", "section": "Midscreen Combos", "text": "Bold text===Meterless===" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Combos", "title": "Vegito (SSGSS)", "section": "Assist Extensions", "text": "... j.236L > Assist, j.[DR] ... j.236M > Assist, j.[DR] Utilizing fullscreen tracking assists. Works both midscreen and in the corner. Simply call them near the end of combo into j.DR for a same side sliding knockdown without having to spend any meter." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Combos", "title": "Vegito (SSGSS)", "section": "Sparking", "text": "5M > 2M > 5H > 5S > 2S > Spark, 5H > 5S > jc.LLLS > SD > j.LLLS > jc.LLLS > j.236L > Vanish, j.214M Easy and damaging Sparking confirm combo. Because of the slide, it leads to even more damage with DHC's." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegito_(SSGSS)/Combos", "title": "Vegito (SSGSS)", "section": "Miscellaneous", "text": "5L air hit confirm 5LL works as a replacement for 5LL > 2M since 2M would whiff on air hit. So midscreen combos with 2M > 5M can be done with 5LL > 5M. 2M > 5S can also be done with 5LL > 5S. 2M > 5S > delay 5H, 5L This corner link works only if 5H hits meaty. This is the highest damage route for Vegito, but unfortunately the delay isn't universal. There's a visual cue for when the link will work: the smear on 5H's foot during the cinematic freeze. If it's even just slightly shorter than how it usually is, then you can link to 5L. Note that it can still link even if the smear looks the same, but it's a good cue nonetheless. ... 5H > 5S > 236L(1) (whiff), 5L Non-Smash 5H, 236L whiffs its first hit and meaties the second one. It's another corner link that isn't universal, but there are consistent setups to deal with different body sizes." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "General Tactics", "text": "Your gameplan is to get your opponent in the corner. Luckily, Broly is more than prepared to push people to the end of the screen. Due to its armor, 236S is always a solid option, you can get away with spamming it for a while as long as you know that your opponent will get tired of it and end up knocking you out of it, so mix it up a bit. Broly's Gigantic Meteor is essential to his strategy, which is both a blessing and a curse, because this will drain your meter fast." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Team positioning", "text": "Broly's solid just about anywhere on a team." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Point", "text": "Broly works well as a point character, as having two assists can not only enhance his already scary neutral and pressure game (especially in the corner), but also helps to make up for his limited combo game and mediocre damage. The problem playing him here, however, is that he builds meter rather slowly and uses a lot of it for his best stuff. Not a deal-breaker by any means, but still worth considering." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Mid", "text": "Considered by many to be Broly's best position. Broly's assists are all useful in their own right, and most characters can benefit from them in one way or another. A common strategy is to put him here to act as a second point, and then tag him in when he has enough meter to sustain himself with. He's not at a huge disadvantage if you lose your point character either, since a single assist will usually give you as much of a combo extension as you need to either get the corner back or finish off a health bar." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Anchor", "text": "Limit Break fixes Broly's damage problem instantly and turns him into an absolutely terrifying beast to both pressure or approach from the air, and because your last character gets a free bar you also get more opportunities to do damage or use his incredible EX moves. Broly's zoning game can shut down offense even by himself, he has solo mix, and solid framedata to boot. Even if your Point is in trouble, you can still tag Broly in and use him to help stall for health before tagging your Point back in. Saving some meter before Broly comes out is still recommended, even though Sparking will help him build a lot. You'll want to be spamming his level 3 as much as possible, especially if you land 236H." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Picking Teammates", "text": "Vegeta is a very strong partner for Broly. Anytime you attempt one of your armored special moves, you can use Vegeta assist at the same time. If the opponent attempts to vanish your special move they will only hit Broly's armor and the opponent will be hit by Vegeta's attack which you can combo off of. Anytime you land the close up version 236LM, if you cancel directly into Vegeta's Big Bang Attack you can follow up the attack with either another Big Bang Attack, a Final Flash, or a super dash to continue the combo. Vegeta's assist works very well with Broly's enhanced j.H (The version when you launch the opponent up with 5LLL or 2H) as it will continue the combo as you land. Yamcha is one of the better assists to initiate combos off of one of Broly's armored special moves next to Vegeta. While it doesn't provide the crossup protection, it does allow for better pressure on block since the recent nerf to Vegeta assist. Goku Blue's assist, while situational, can be used to punish when someone neutral jumps in the corner to avoid your 214M after a blockstring. It also provides enough blockstun to allow an extension to the blockstring without worry of being punished if timed right. A good assist in general if your opponent likes to jump away from your grabs. Goku's B assist can really help Broly with being a meter hog, and losing the assist for neutral isn't as much of a problem because of Broly's incredible neutral. Broly can also combo into Super Spirit Bomb if the first hit of 236L+M lands for huge damage. Piccolo's A assist makes Broly's neutral even more scary than it already is. Reality Stone slows down neutral for the opponent, and they have to take risks in order to get in on Broly. Combined with Powered Shell, and neutral can be extremely difficult for the opponent. Broly also gets some great combo routes in the corner with Reality Stone. Broly's 236L+M into Piccolo DHC allows Piccolo to get a safe jump with 2S command grab afterwards, which is a rare asset in this game. Once Piccolo is in after the safe jump, he can do a plethora of mix-up options to keep his opponent on their toes." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Round Start", "text": "This largely depends on the matchup and Broly's position on a team. If Broly is on point, it's better to try and get in offensively and shut down the opponent's point before any damage can be done. IAD j.H has massive range and will stuff anything that isn't a 2H or doesn't hit multiple times. If Broly is on Mid or Anchor, you're given a choice between backdashing to zone with 5S or going with the classic Point approach. Since you'll have more meter, using j.214H immediately will stuff an opponent trying to rush at you and immediately starts your offense." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Ground Game/Footsies", "text": "All of Broly's normals are fantastic thanks to their huge range and armor. Almost nobody wants to play the ground game with Broly, so expect them to be in the air. If they think they can be on the ground, 5M will close distance quickly with some armor, and 2M's good for a surprise low. Otherwise, 5L's galactic range is your go-to. 5H is great for stuffing unwise approaches from the opponent and converting straight into pressure or a combo. It also closes a lot of distance, so it can be used similarly to A16's 5H. You can oftentimes just throw it out and get a hit with it any way." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Approaching from Air", "text": "It's unwise for most opponents to even dare trying to deal with Broly's options on the ground, as his normals are so huge they can catch opponents even in the air and have armor to boot. As a result, most of them will attempt to catch Broly from the air. Thankfully, you can deal with opponents who are trying to remain in the air rather nicely. Broly's j.M and j.H have huge range and armor, while j.L is a fast upwards strike. A common dash-in string of j.M j.L j.H will catch nearly anyone. A blocked Super Dashsets up a mindgame in Broly's favor. If the opponent attempts to dash-in, jump over or attack Broly,Heavy Gigantic Strike (j.214H)will snatch them and can usually give Broly enough time to catch the opponent on the ground. If they stop and remain docile or backdash, you can do the above string and get the opponent grounded where Broly's offense really shines." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Offense", "text": "Broly's offense is where the real meat lies. Although Broly is very proficient just about anywhere on the screen, his close-range threat is so powerful that many opponents even at the highest level will immediately use Sparking or Vanish to try and escape. Watching out for those options is key for making Broly's offense inescapable." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Zoning", "text": "5Sis your go-to. Repeatedly tap 5S if the opponent is grounded, otherwise 8S if they try to jump. Don't hold the button down, tapping will allow you to cancel into 2H faster if the opponent tries to superdash and will also space the shots out making it harder to tell when you're ending your current volley. Eraser Blow (236S)is good to throw out to help deal with any assist calls or beam wars. It has very little recovery, so Broly will typically win out in most of these situations. It can also be used to beat superdash due to its armor. Powered Shell (214S)is great for immediately getting Broly's zoning game started, or perhaps closing it out and rushing in. If the opponent respects Broly enough to let him use this, he effectively wins the entire situation and can either keep bullying or charge in uncontested. j.Sisn't seen as much as 5S because of its downward trajectory, however it can still catch grounded opponents while leaving Broly in a harder to hit spot. The tradeoff being it becomes much harder to deal with superdash, as you must time an air grab rather than just going into 2H." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Stagger", "text": "2L, 5L, 5LL and 2M are all safe on block. Even then, opponents will often refuse to challenge Broly out of fear of his armored 5H. Some opponents may try to superdash or vanish to escape whenever there's a gap in a string, seeing as that leads to Broly's main mixup. This is very easy to deal with, even 5L will catch superdash and allow an easy combo from there." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Mix-up", "text": "As a grappler, Broly's mixup comes largely from pressuring the opponent into sitting still so you can grab them. If they refuse to sit still, you don't need to worry one bit. Stagger is extremely useful for conditioning opponents, or perhaps getting them to panic and try to escape. Light Gigantic Claw (214L)is all you really need.Tick ThrowA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.into this by delaying the grab buttons ever so slightly after one of Broly's attacks. Its armor will beat pretty much any character trying to mash out, with very few exceptions, so if you're timing it right you shouldn't have to worry. Because of the delay, opponents will have to guess between jumping or blocking with no room to react. Opponents trying to jump out or superdash can be frame trapped rather easily with2M,5HandEraser Blow (236S). All of these lead into combos. Medium and Heavy Gigantic Strike (j.214M/H)is great after a delay to catch jumpy opponents, assuming a frametrap wouldn't already get the job done. j.Hhas colossal range and as a result can be used pretty effectively as a crossup, especially because most opponents will likely be looking out for the grab any way." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Defense", "text": "Broly is no slouch on the defense." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Escaping Pressure", "text": "Lariat Express (236X)is great for challenging gaps in pressure thanks to its Frame 4 armor. Throwing it out during stagger strings can be really effective, since it's also 3 frames faster than the average DP. Use it sparingly on wakeup if at all, because it will lose to safejumps. If you have assists, you'll probably want to prioritize 236L as you can call an assist on hit to combo or to continue pressure if the opponent blocks. If you're in Sparking or Limit Break, 236H becomes one of the dumbest moves in the whole game. If you land 236H, either combo into or cancel straight into 214H+S Gigantic Meteor and you'll delete half of the opponent's healthbar. If they block it, just empty vanish. Broly's sheer amount of armor and size on most of his normals make mashing more viable than you'd think, but generally you'll want to stick with Lariat Express." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Anti-Air", "text": "Broly's 2Hhas really huge range, it can catch a lot of people trying to jump at Broly fairly easily. If they block, you can cancel into 236S to make it safe. It also has a some armor in case they call an assist to stuff you, overall worth using a lot more than the average 2H. Gigantic Strike (j.214X)is also great for catching opponents buzzing over your head, especially when tiger kneed. Really, you should be using this move a lot, both offensively and defensively." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Blockstrings", "text": "The most basic blockstring for Broly would be 2L>5LL>2M>5M>5H>236S There is a gap between 5H and 236S that will punish anyone mashing buttons, but it will also let your opponent vanish out if they are mashing. You can exchange 5H with 214L/M/H because of how similar the startup looks. If they start looking for the command grab you can charge the 5H for a small period of time to catch their jump-frames. 236S pushes you away far enough to be safe after the blockstring, and if you call an assist after you can keep the blockstring going. The slight gap between 5H and 236S will allow assists to start re-charging, thus letting you continue your blockstring indefinitely so long as you have two assists ready and your opponent doesn't reflect, vanish, or do something else that would get them out of the blockstring. Alternatively you can replace the 2M>5M sequence with 5MM if you feel lazy. However, it is easier to hitconfirm 2M>5M since 5MM doesn't allow you to jump-cancel afterwards without sparking active. If you really don't want opponents reflecting out, you can do 2L>5LL>2M>5M>236L. Unfortunately this string leaves Broly -9 without an assist, and 236X doesn't jail into vanish. Best used only if Broly is on point." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Gigantic Strike > Airdash", "text": "Anytime you plan on using Gigantic Strike (j.214 L/M) as your combo ender, you should only do one rep of j.L > j.M to save your jump cancel. If you save your jump cancel you can air dash very quickly after Gigantic Strike's animation and close the gap a little closer to your opponent." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "j.H > Assist > Powered Shell", "text": "Anytime you are comboing your opponent such that your j.H won't grab your opponent (IE after a 2H or auto combo) you can use an assist plus Powered Shell (214S). The assist should be something that will keep your opponent blocking like a beam or Vegeta assist. When j.H is canceled into Powered Shell, it will stall your momentum for a moment and allow you to use an air normal over your opponent's guard as you are falling down. Also since Powered Shell covers the green animation of Dragon Rush, it sets up an unreactable throw." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "5L's Hitbox", "text": "Broly's size allows the hitbox on his 5L to be able to cover all tech options." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Tips and Tricks", "text": "Z Broly wins neutral if he can get 214S up. Your opponent's options are limited to only moves that are Ki Blast invincible. 236L+M on hit can set up continued pressure with 5S > 236S or 5S > 5H. This is especially nice to have in the corner because supers are the only way to combo from 214L. 236S is Ki Blast invulnerable and armored on frame 4. While not as good on defense as 236L, it's much better in neutral and offense. j.H is an excellent pre-emptive anti-superdash tool due to it's armor and how big it is. j.2H > 214M sets up an IAD safejump that regenerates assists. It doesn't counterhit frame 4 moves (like 2H), but it will safejump them." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Strategy", "title": "Broly", "section": "Fighting Broly", "text": "Fighting Z Broly is a balance of patience and mashing. If you delay mash, then you won't break the armor in time to stop a command grab. However, delay mashing is susceptible to staggers and delay chains. Generally the best idea is to sit still and guess, as 5H and 236S are designed to hit people who get to antsy. In terms of neutral, his 236S is punishable by most supers on reaction. If he gets 214S up, you just have to sit there and take the projectiles because assists won't work either. Blocking 5S is not the end of the world. If you can get above 5S[8] range, certain characters can Ki Blast him back and punish (however this requires a steep angled Ki Blast). 236H will not hit you at absolute full screen, and IAD back/superjump is also a safe option if you think he'll do it." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)/Resources", "title": "Gogeta (SS4)", "section": "Intro", "text": "This page is Gogeta (SS4)'s Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)/Resources", "title": "Gogeta (SS4)", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)/Resources", "title": "Gogeta (SS4)", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)/Resources", "title": "Gogeta (SS4)", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Strategy", "title": "Goku Black", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Strategy", "title": "Goku Black", "section": "General Tactics", "text": "Goku Black is a neutral-focused character with dirtier tools than his counterpart, SSJ Goku. Goku Black has much bigger buttons than normal thanks to his reliance on his kicks and his trusty God Slicer, which also deflects Ki Blasts. His infamous 2H is a massive half-screen poke that is Grounded, Deflects Ki Blasts, and Anti-Airs the opponent, making it an all-around incredible move. His Ki Blast is also massively plus on block at full screen as well as dealing heavy damage when he is up close. His Ki Blast, in conjunction with his Beam and 236L gives him both a strong zoning and anti-zoning game. Once he conditions you to block, he can trick the opponent with Binding Black Kamehameha (214S), a command grab that looks very similar to his beam. Lastly, although riskier, his Divekicks (j.214X) and Teleports (214X) round out his neutral game, giving him tricky approach options. While his mixups may not be the best, Goku Black has a death grip on neutral and the damage to back it up." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Strategy", "title": "Goku Black", "section": "Point", "text": "Goku Black is currently best on point. He wants assists to enable his IT mixes and let him get away with his committal tools in neutral." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Strategy", "title": "Goku Black", "section": "Mid", "text": "Goku Black works well on mid since the point can utilize his assist while Black still has an assist for his IT shenanigans." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Strategy", "title": "Goku Black", "section": "Anchor", "text": "Goku Black has not been an anchor since the start of season 2. He's not unplayable solo, but his inability to abuse respect he creates hurts his ability to open people solo. If you must play Black on anchor, tag him in a lot more often and don't be afraid to let him die before anyone else on the team does." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Strategy", "title": "Goku Black", "section": "Picking Teammates", "text": "Goku Black can use pretty much any assist. Using a fast assist lets him use Divekicks freely and an assist with high blockstun frees up Instant Transmission for blockstrings. Goku Black's assist itself is incredibly useful for neutral, combos, and blockstrings, which lets him work well with pretty much any other character in the cast." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Strategy", "title": "Goku Black", "section": "Blockstrings", "text": "2L > 5L > 5LL > 2M > 5M > 5H > 5S... 2L > 5L > 5LL > 2M > 5M > 5H > 5S > 236L Safe normals: 2L, 5L, 5LL, 5LLL, 2M, 5M and spaced out 5S (plus on block) IAD j.H ▷ 2L > 2L > 5S (Works with IAD j.ML) 2L (point blank) > 2L , 2L > 5S 2L (point blank) > 2L , 2L > slightly delayed 2L > 2M > 5S Various ways to auto-space your string into 5S so the projectile comes out leaving Goku Black very plus on block." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Strategy", "title": "Goku Black", "section": "Mix-up tools:", "text": "Instant Transmission: ...214L , airdash j.M (Cross up) ...214M , airdash j.M (Same side) ...214L , delayed airdash j.LL (Same side overhead) ...214L ▷ 2M (Low) EX Instant Transmission: ...214H , delayed airdash j.H ...214H , airdash j.S > j.214H Works with the opponents back to the wall. All of Goku Blacks light and medium normals are safe on block and his 5S when spaced out can make his stagger pressure very hard to escape but not entirely scary. Against opponents with good defence it will be hard for Goku Black to open them up by himself. TK Instant Transmission (2147L) gives Black the properties of a super-jump when he performs this special. This can be particularly useful as it allows a fast-fall by holding down 2 or allows Black to cross over people by floating over them forcing an ambiguous left right mix. Using this will give the opponent a harder time consistently blocking instant transmission and is essential to learn." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Strategy", "title": "Goku Black", "section": "Okizeme", "text": "Aside from the standard options such as IAD overhead, you can use Instant Transmission to try to open up the enemy or if the enemy is in the corner, you can back-dash into 5S. 214L/M sets up several safe-jumps when your opponent is in a sliding or hard knockdown state. Black can use 214L/H to setup a safejump off his level 3. If they are conditioned to respect you, you can go for a Left Right mix off either IT. SJ Installed IT makes any mix you would go for even more ambiguous and harder to block, but is still unsafe without assists. Be warned, if the opponent's back is not to the corner, they can backdash the IT safejump. This of course can be called out." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Strategy", "title": "Goku Black", "section": "Tips and Tricks", "text": "Black relies on fundamentals to win in neutral and open people up. Knowing how to pressure people properly is going to be necessary to open competent players. 5S is a strong pressure tool that is plus on block if they block the projectile. You'll need to stagger 5 and 2L to get the proper spacing for it. It can be SDed through, so throw a frametrap in before you try and abuse it to condition people to respect you. Black can reliably space himself to setup a 6M that is plus on block. IAD>j.H>4L>dl.2L is the easiest way to set it up, but it can be setup through normal staggers. On hit, Black can combo off it solo with 2L. SJ Install IT is a grimy mixup option but it won't let you float over extremely large characters like ZBroly but you still get an ambiguous high low mix." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Strategy", "title": "Goku Black", "section": "Fighting Goku Black", "text": "When fighting Goku Black, keep in mind that his attacks while having good hitboxes, are fairly slow overall. Keep a sharp eye out for any openings and punish them. Additionally, since he only has one low move it is fairly simple to defend against him until his blockstring ends. Black has solid pressure and can make it difficult to know when it is safe to escape or challenge due to the spacing on his moves. Pay attention to the rhythm of the Black player to know when to escape. Instant Transmission is unsafe without assists so you can anti-air Goku Black when he doesn't use any assists. However, good Black players are aware of this and will use M IT to bait your anti airs. Watch out for the command grab. It is slow enough for you to avoid as long as you know about it. Black has to heavily commit to an option to win neutral. These commitments are punishable and can be easy to bait depending on the opponent's habits. Black can get a meaty safejump off the L and H variant of Instant Transmission. If your back is not to the corner, the only \"safe\" option is to backdash. Black can call this out and can airdash to punish it if you're too predictable with it." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler/Frame_Data", "title": "Cooler", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Frame_Data", "title": "Captain Ginyu", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Frame_Data", "title": "Captain Ginyu", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total" }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Frame_Data", "title": "Captain Ginyu", "section": "Sources", "text": "https://twitter.com/GFAnBi/status/957668648449138688(frame adv) http://www.mediafire.com/file/pxkixfucdbq6is7/Captain%20Ginyu%20Hitboxes.mkv(rec. May 19, 2018)" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "General Tactics", "text": "Gogeta is a big button rushdown character with a vast toolkit and explosive damage. Gogeta is the definition of \"high risk/high reward\". All of his tools carry great risk, so proper knowledge of when to use them is crucial to avoid getting punished continuously. To make for his bad frame data, any stray hit can be converted into damage with a good amount of corner carry. His neutral revolves around either whiff punishing and counterpoking with2Mand5H, or counterzoning with5S>236H. Once he gets up close, he can keep the opponent guessing with a multitude of mix-up options and stagger pressuring, and hitting the opponent can be converted into a easy 3K damage combo, if not outright KOing them with his easy and reliableTouch of DeathA single combo that will defeat the opponent even from full health.combos. When defending,Rising VortexGuardAllStartup16RecoveryAdvantage-42is an invaluable asset, with214Hin particular switching sides and leading into a full combo, reversing momentum instantly." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Point", "text": "By far Gogeta's best position. Having two assists available makes up for his committal neutral and turns his pressure into a nightmare." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Mid", "text": "There is a case to be made on Gogeta Mid, mainly to have a character build meter for him and active tag him during a combo, his assist selection isn't the worst as Gogeta's A and C assists provide great support value, so putting him here can be a better option depending on the team. He still has one assist available to help him either pin down or open up opponents." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Anchor", "text": "Without any assists to back him up, Gogeta will struggle in both neutral and pressure, and will frequently have to resort to using Vanish to keep himself safe. However, this allows his other two characters to use his assists for longer, and being the last character increases his already ridiculous damage. Evaluate the trade-offs carefully." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Picking Teammates", "text": "Since his combos are mostly self-sufficient, Gogeta will benefit the most from neutral-oriented assists (like beams or invincible attacks), or from high-blockstun assists. Any character that appreciates the utility assists A and C provide also makes for a good teammate. Some good examples are: Vegito: The double fusion shell, the synergy between this two characters is incredible. Gogeta benefits greatly fromVegito's A AssistGuardAllStartup25RecoveryAdvantage+20 ~ +24, since it covers him in neutral, covers his mix-ups and the high hitstun often guarantees a combo. Goku: One of the best anchors in the game, Baseku grants Gogeta a high blockstun assist to cover his most sophisticated mix-ups and set-ups. Gogeta's level 1,Big Bang KamehamehaGuardAllStartup10+4RecoveryAdvantage-33hasSuper Spirit BombGuardAllStartup7+1RecoveryAdvantage-11synergy. Android 17:A17's A AssistGuardAllStartup40Recovery47Advantage+35is not only one of the strongest defensive assists in the game, but also doubles as one of the strongest options for Gogeta, since it covers his most used mix-up perfectly (explained below), effectively reducing the risk of Gogeta's options while also incrementing his already high reward on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Assist Selection", "text": "A Assist: Gogeta performs hisj.Hclose to the ground. It's moderately fast, reaches fullscreen and gives a wallbounce on hit, allowing for easy extensions and finishing combos with groundedDR. With average blockstun (29 frames), it's Gogeta's most popular assist. A Assist B Assist: Gogeta uses his214Lthat has variable blockstun. Depending on how close it's blocked, it goes from 19 to 26 frames of blockstun. It works as a worseGohanA AssistGuardAllStartup18Recovery64Advantage+29, since it was blessed with massive hitstun and launches high on hit, so it gives combo extensions and anti-air versatility. B Assist C Assist: Gogeta blasts the opponent with hisj.2Sand throws them to the ground afterwards. Tracks vertically and horitzontally and grants easy confirms, but C Assists are too flawed to be actually useful. C Assist" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Close range", "text": "Getting into the opponent's face When Gogeta is close to the opponent, he can bully his way with big normals like5L,2Land5M. Both5Land2Lare Gogeta's only safe buttons, while5Mis unsafe on block. Using2Lin this distance is important due to its variable frame data, meaning that, the later it's blocked, the safer it gets.5Mworks due to having more horitzontal range than expected, and hits high enough to scope an opponent trying to jump away.236Lcan also work as a fast approach and can be staggered, but like5M, it shouldn't be used for stagger pressure too often." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Mid range", "text": "Using the big pokes Gogeta's best options in this range are2M,5Hand236M. Gogeta's2Mis probably his most defining normal, covering an insane amount of space is a short time. Be aware of its lengthy recovery and its short cancel window, cause if the time to cancel it into another normal is missed, Gogeta is -13 and left in front of the opponent.5His a fast poke with a deceptive teleporting animation when done spaced. Like anyHnormal, it has a lot of recovery and it's unsafe on block, but hitting the opponent with this normal is a death sentence, since it's Gogeta most common ToD starter.236Mis less used, but has great range and can be cancelled into236M~M> Assist for his most common high/low mix-up." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Long range", "text": "Gogeta's most committal rage Gogeta posseses moves like5S/j.S,2Mand214Sto close the gap. In case they block a5S, cancelling into236His a truestring that leaves Gogeta in front of the opponent at -5. Paired with an assist, Gogeta not only won the neutral but also got close enough to start his pressure.214Sis a fullscreen command grab with short recovery that can be used as a landing recovery scope. On hit, it will leave Gogeta in front of the opponent. Due to its special move nature, it can now be raw tagged for a full combo, or take advantage of the fact that it's +5 on hit and start running up the pressure. Remember that the opponent can vary their landings and adopt a more passive neutral, so it's important not to autopilot and seize properly the situation to make a proper use of Gogeta's tools." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Air-to-Air", "text": "j.L: A fast, downward hitting air jab with a great amount of uses. Catches Super Dashes easily and leads to a full combo. j.M: Gogeta's best air normal. A little slower thanj.L, but makes up for it since it's a multi-hitting normal than can beat practically any air approach. j.L j.M" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Jump-in", "text": "j.M: Gogeta'sj.Malso doubles has his premiere jump-in, since all 3 hits are overheads. A delayed IADj.Mwill only do 2 hits and whiff the third while touching the ground, cancelling all landing recovery and allowing Gogeta to go straight into a2L. j.M" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Pressure", "text": "Once Gogeta gets in, he is able to abuse his myriad of options to open up the opponent. Due to his awful frame data on most of his normals, his stagger pressure is pretty limited." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Pokes", "text": "Gogeta stagger pressure is sumed up by two moves:5Land2L. Any other normal besides these two are unsafe on block.5Lis Gogeta's jab. It's different from most jabs since it's a double hitting one. On block, the second hit can't be jump nor special cancelled expect for214S. A214Scancelled immediately from5L(1)has 26 frame startup.2Lis Gogeta's fastest low. Its ability to get safer the later it hits makes it useful when spaced out, though that's a rare ocassion. Gogeta's bad frame data implies having low blockstun and low pushback, meaning that it's difficult for Gogeta to space him out in comparison with characters likeVegito (SSGSS).5Mand236Lcan both be used sparingly as pressure resets, since they areonly-8 on block. His other normals, like2Mor5Hare useful for creating frametraps. The reward Gogeta can get from punishing an opponent mashing is quite high, so conditioning them with his safe pokes and frametrapping with his medium normals can allow Gogeta to stagger more freely from his -8 moves. 5L 2L 5M 236L 2M 5H 214S" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Rekka Pressure", "text": "Gogeta's rekka,Soul Punisher, is the core of Gogeta's pressure. Both236Land236Mare -8 on block. But the important part of Soul Punisher is its first followup, the upward knee. 236X~Lallows Gogeta to recover on the ground, and it's important since it's what allows Gogeta to use the \"forbidden mix\". 236x~M, however, recovers on the air, and it's your main way to open up the opponent, since it set ups a 50/50 between a late air dashj.Mand a land2L. There's a gap between the 236X~Mlarge enough for the opponent to reflect, so it's required to use an assist to cover it. The gap can be covered with only25 frames of blockstun. The second follow-up of Soul Punisher is only used as a safe blockstring ender. 236L 236X~L/M 2L j.M" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Strike/Throw mix", "text": "Although Gogeta isn't a grappler, having a command grab further improves his menacing frametraps and adds more mental stack to the opponent. As mentioned above,214Scan be cancelled from5L(1)and any other normal. Varing when to cancel into it is what it keeps the grab useful. Note that, even though Gogeta can cancel5Sinto214S, the blockstun will make the grab whiff. 214S" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Crossups", "text": "Gogeta has good left/right mix thanks to tools likej.2Sandj.M. The crossups should be attempted afterLnormals, since they are the safest ones. Crossupj.Mhits twice and can lead to a full combo. Same side delayedj.2Sis strong because it cannot be antiaired. However, it has subpar blockstun, meaning that if it's blocked, Gogeta will require resources (mainly an assist) to keep him safe. In order to be safe after a blocked same sidej.2S, it's rquired to cancel intoj.236[S]and throw an assist. j.M j.2S" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "236[S]mix", "text": "5H> Assist >236[S]> Clone SelectGogeta's236Screates 3 clones of himself charging a Kamehameha. In order to select which clone is the one that will actually fire the Kamehameha, it's required to input a specific direction: inputting 2 will select the bottom clone; inputting 4 will select the middle clone; and finnally, inputting 8 will choose the top clone. By holding theSbutton, Gogeta will perform the feint version, where he doesn't fire the Kamehameha in exchange of way faster recovery. However,the clone selection is still available. This allows for a great ammount of options. Disclaimer: Although the ammount of mental stack this mix is capable to apply to the opponent, it doesn't justify the ammount of blockstun it requires to make it safe(Kid BuuA AssistGuardAllStartup57RecoveryAdvantage+58). However, a lower blockstun assist can be used if called late, but that won't protect Gogeta during the236[S]start-up. 236[S]> 2 >2L/236[S]> 2 > IADj.M/236[S]> 2 >DR\\214SThe bottom clone is the closest to the opponent, so it's the most difficult to scape from. Gogeta can threat the opponent with a high/low/throw mix-up. As mentioned, delaying thej.Mwill reduce the ammount of overhead hits to fit in an unexpected2Lor aDR. On the throw option, useDRfor a faster but techable throw, or214Sfor a slower but untechable command grab. 236[S]> 4 > Empty AD2L/236[S]> 2 > ADj.MThe middle clone is summoned in the air, meaning that it's tequired to perform an AD to get close enough to the opponent. This means that Gogeta can go for an empty low or for aj.M. Due to the last patches, both the middle and the top clone are on float state, so Gogeta can fast fall for the empty2Lor float to delay the timing of thej.M. 236[S]> 8 > Fallingj.M/236[S]> 8 > [9]j.MGogeta's top clone allows to go for a fast fall same sidej.Mor for a float crossupj.M. Since it's the furthest clone, it's also the one that leaves the bigger gap. It's also the most common one if it's set up in midscreen." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Basic blockstring", "text": "2L>5L>5LL>2M>5M>5H>236L~L~L This is Gogeta's basic and gapless blockstring. As mentioned above,2Land5Lcan both be staggered,Mcan be frametrapped into and the236Lcan be used to go into the rekka 50/50. It's important to know that5S> SD is a truestringin corner. This allows Gogeta to go easily into SD mix with an assist easier than other characters. Be aware that the5Scan be reflected, so it's important to be ambiguous when cancelling into5S. 5S" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Midscreen", "text": "Gogeta has bad okizeme midscreen. Using 236LLL to end a combo leaves you at almost +30, but the sliding knockdown pushes the enemy extremely far away, so it basically resets the opponent to neutral. To avoid that, finish the combo withj.2Hand do a dash IADj.M. If timed correctly, it will safejump reversals. j.2H j.M" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Corner", "text": "In the corner, Gogeta has far better oki. In corner, Gogeta can do a dashjumpj.L(669j.L) to safejump reversals and hit meaty. j.L When finishing a combo withj.DR, input 8[S](Superjump macro) to do a superjump as soon as posible, then do a risingj.M, and in the way down, time aj.L. If done properly, it should safejump and hit meaty. Shoutout toTinyTorguefor finding this. j.M j.L" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Level 3 Oki", "text": "Meteor ExplosionGuardAllStartup10+3RecoveryAdvantage-29allows for a safejump IADj.Manywhere on the screen. Speeding up thej.Mwill make it whiff as a feint for a2L. j.M" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Tips and Tricks", "text": "Remember that Gogeta hasawfulframe data. You shouldn't stick to the same blockstring or the only two safe normals, but you shouldn't take the risk of using your huge normals or5Srecklessly. Instead, use them to strategically bully the opponent around until you can land a starter. The best way to make sure the rekka 50/50 isn't reflected is to cancel into it when your oppponent less expects it. Although not strong on his own, the mental stack236Sis able to apply shouldn't be underestimated. That doesn't mean it should be used everytime, but knowing his options and using them sparingly will let you get the most out of them and their applications. DoNOTrisk dropping combos at the end of them. All of your enders and moves that lead into them (specifically236L~M~M,j.214Mandj.2S) arehorriblyunsafe on whiff, and will be punished by a raw tag on reaction to a drop, with little to nothing you can do about it, potentially losing the entire round. Don't be afraid of using meter to finish a combo, since now236Hand his air counterpart give SKD and allows to go into supers. Optimise your corner carry, and once you get the opponent there, maintain it at all costs. 214Lis an unscaled, frame 1 anti-air that doesn't consume Smash. It's a strong ToD starter that can punish reckless air approaches. 214Mshould be your get-out-of-jail free card, and can convert into a combo with Vanish,j.236Hor an assist.214Hhas the wonderful blessing of a side-switch, which can corner his opponent, turning the tides in Gogeta's favor." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Strategy", "title": "Gogeta (SSGSS)", "section": "Fighting Gogeta", "text": "All of Gogeta's moves are incredibly unsafe on whiff, so a correct read will usually result in a hard punish. Many of his normals and specials are completely Reflect-proof. Do not attempt to do so without a solid read. Don't overuse Guard Cancel Change. If Gogeta hasn't committed to the next normal, he can punish it hard. 214S (command grab) is +5 on grounded hit. Pressure resets off of it are not \"real\", and can be universally punished with Reflect or level 3 supers. If Gogeta is not the anchor, targeting his teammates can potentially make the match much easier." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)/Combos", "title": "Broly (DBS)", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)/Combos", "title": "Broly (DBS)", "section": "Notes", "text": "Enders: ... jc.LLL(with Smash) ... jc.LL > 236L(without Smash) ... jc.LLS > 236L(in corner) ... jc.LL2H > j.S > 236L(in corner and no j.2H used before)" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)/Combos", "title": "Broly (DBS)", "section": "Corner Combos", "text": "Video Demonstration:http://twitter.com/tatsunical/status/1203484839841689600" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)/Strategy", "title": "Broly (DBS)", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)/Strategy", "title": "Broly (DBS)", "section": "General Tactics", "text": "S Broly is an absolute gorilla. He's a rushdown grappler with decent projectiles, making him a threat at all ranges. Because of his command grab, he doesn't actually need assists to hit you. His main gameplan revolves around working his way in with his projectiles and scaring the opponent into submission with the threat of his huge damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)/Strategy", "title": "Broly (DBS)", "section": "Point", "text": "With assist Broly can build meter extremely quickly serving as a great battery character, this paired with his high damage supers allows Broly to two touch off of most starters making him a strong point character. Broly can utilise assists to help him delete his opponents, keep his pressure strong and tight, make his corner carry even stronger and combo into sliding knockdowns. Broly's main mix up revolves around his command grabs, DR, 6M and left/right meaning his assist don't need high blockstun to be effective and he can focus on assist that compliment his neutral. Broly is strong by himself but when he has assist to cover his weaknesses it can be difficult for the opponent to deal with him. His supers make him very compatible with other characters, he gains something from almost any assist and he can Z change into almost any other super." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)/Strategy", "title": "Broly (DBS)", "section": "Mid", "text": "His assists are good for neutral for most characters thanks to their space coverage, they also have acceptable blockstun to help his teammates maintain their pressure. By himself, he already has good neutral thanks to his projectiles and long normals. However, he still needs an assist to for amazing corner carry and easy sliding knockdowns, keep his pressure going and make his approach safer as most of his normals on the ground have high recovery on whiff. Broly can also use meter very efficiently with high damage off his EX moves, high damage supers and a damage boost after you take off his shirt (uwu) by landing his Lv3." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)/Strategy", "title": "Broly (DBS)", "section": "Anchor", "text": "Broly can have a lot of trouble on maintaining pressure or even starting a combo due to his unsafe and slow normals, though some have good reach which could compensate it all by a bit. He has fantastic damage with bar even by himself and limit break plus shirtless Broly (uwu) gives him a 25% (35% with spark) overall damage boost for the rest of the match. His neutral alone is very strong, although high committal due to his high recovery ground normals, but his extremely powerful projectiles more than makes up for unsafe normals. Broly doesn't need assists to open up opponents (although it may be more difficult) with command grabs, and several armoured moves. All Broly's assists are strong neutral tools; his A assist being a pseudo-beam assist and B assist being a pseudo-Goku (GT) A, and of course a true beam C assist. Broly may struggle against characters with reversal options after 236X knockdowns and can't get a sliding knockdown easily without spending meter. Broly is better suited for point and middle, but can blow up opponents with his strong read options." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)/Strategy", "title": "Broly (DBS)", "section": "Picking Teammates", "text": "Wall bounce assistGives Broly amazing corner carry in almost any solid hit using Broly's MASSIVE 5M and if he already has the corner they can be used to combo into sliding knockdown using DR or 6H into 214M. Wall bounce assist include: Gogeta A, Goku Base A, Android 17 A, Hit B and Jiren A. Basic beam assistGives Broly good corner carry using super dash as well as high damage corner extensions into sliding knockdown. Beam assist paired with 236S in neutral is a reliable way to cover most of the screen and force your opponent into blocking. If the beam assist connects in neutral Broly can confirm off of it using 236M. Goku BaseA assist like other wall bounce assist gives great combo extensions but Goku Base's should be highlighted as it's particularly quick and has decent blockstun adding to Broly's block pressure. Broly's grounded 236LM can easily setup spirit bomb and is also his Z Change level 1. j.236LM can also set up spirit bomb by directing Broly up back in the corner and immediately Z changing into spirit bomb. This paired with Goku Base B assist allows Broly to reliably two touch off of most hits. Gohan (Adult)Z changing from Broly's grounded 236LM into Gohan (Adult) potential unleash allows Gohan to follow up with a DR. This can also be done with other fast supers like Ginyu and Trunks. BASICALLY ANY ASSIST THAT LETS YOU GET A DR KNOCKDOWN OFF 236X!!!" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)/Strategy", "title": "Broly (DBS)", "section": "Blockstrings", "text": "2L > 5L > 5LL > 2M > 5M > 5H... Safe normals: None. 2L > 5L > 5LL > 2M > 5M > 5H > 236L 2L (reflected) > 5M > 2M > 2MM (reflected) > 5H > 2H (reflected) > 236S (Reflect proof) 5M, 5H, 5S 236X and 236S are all reflect proof moves, use them after a gap in your blockstring to guarantee either a hit or more pressure. 5H and 236S are particularly strong for covering reflect as they both have vertically high hitboxes and 1 hit of armour. 6H is semi reflect proof and will catch double reflect attempts. Mix-up tools: ...2M > 2H/236S (Catches chicken blocking, can be fuzzy jumped) ...2M > 2MM (Can catch fuzzy jump, beaten by chicken blocking) ...214L/214H (Command grab, can be placed anywhere in your blockstring without delay) ...2M > 6M (Universal overhead, worth mentioning as 214L/H is barely reactable) Broly's mix-up revolves around barely reactable command grabs making him very scary to block against for beginners. Meaning against opponents who are defending properly you will need to condition your opponent to look for something else like pressure resets, 6M, 5L > DR and IAD j.ML/j.H to open them up." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)/Strategy", "title": "Broly (DBS)", "section": "Okizeme", "text": "Off of a non-smash j.236X ender, Broly gets a basic meaty setup. Holding [4] and pressing 2L after a slight delay will catch all techs, and you can actually react to delay tech if you listen for the \"Nice!\" voiceline. Smash-less214MGuardThrowStartup12Recovery23Advantagegives Broly a basic safejump." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)/Strategy", "title": "Broly (DBS)", "section": "Fighting Broly (DBS)", "text": "Broly's main option to open you up is his 214L command grab. His normals are highly unsafe on block, which poses a large problem for him: he has to frametraporcommand grab you, and he doesn't get any real stagger pressure. Even his 5S is -7 up close. Once you get above the range of 236S, he also doesn't have any good way to control the screen space above him. Any of the 2M follow-up stomps can be jumped, but not mashed." }, { "url": "https://www.dustloop.com/w/DBFZ/Krillin/Combos", "title": "Krillin", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it.Clarification:Frame data is up-to-date, but move descriptions are lacking." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "Overview", "text": "Gohan (Adult)orAdult Gohanis a slick, flashy character with incredible pressure and great damage output. Designed to be a strong character (words from the developers themselves), he is a beast in the right hands. Gohan's equipped with fantastic one-of-a-kind normals and an install super:Potential UnleashedGuardAllStartup9+3Recovery44Advantage-29, allowing him to get stronger and stronger as the match progresses. Using this super, Gohan can unlock various upgrades such as seemingly eternal blockstrings ripe with stagger potential, buffs on all special moves with significant properties, and even more eruptive damage output. Gohan (Adult)is a crafty, pressure-oriented character who can power-up multiple times to smother his opponents with an overwhelming presence. Potential Unleashed: Gohan becomes increasingly more powerful as he levels up, with him at Level 7 considered to be the strongest character in the game. Stagger Pressure: Among the best stagger pressure equipped with devastating frametraps along with many points to reset blockstrings. At Level 5 and up, can end any blockstring with ±0 on block2Lor -23L. Mix-ups: A toolkit filled to the brim with mix-up options. High/low with5Landj.L, left/right withj.Sandj.Mor with Level 1214LGuardHighStartup24~32 [20~28] {1}Recovery11Advantage-3/MGuardHighStartup28~36 [22~30] {1}Recovery11Advantage-3, blindingfast fallsGuardStartupRecoveryTotal: Until L+9Advantage, have we mentionedF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.setups at Level 3? Combos: Arsenal enables lots of combo creativity leading to extremely high damage, from leg loops, Level 5Reverse BeatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.combos, and to Level 7 special move conversions. Reversals: Plenty of strong, unique defensive options, and the only character in the game withDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.that can be madeplus on blockonce he reaches Level 7. Assist Variety: All 3 of his assists fill different niches:AGuardAllStartup18Recovery64Advantage+29for pressure,BGuardAllStartup30RecoveryAdvantage+45for blockstrings, andCGuardAllStartup33 [20]RecoveryAdvantage+30for neutral. Neutral: Gohan lacks full-screen presence as he has next-to-no approach tools without assists. Potential Unleashed: Level 0 Gohan can be underwhelming, it's often necessary to put him atMidIn a 3v3 fighting game, Mid refers to the 2nd character up to fight out of the 3 selected by the player.orAnchorIn a 3v3 fighting game, Anchor refers to the 3rd character up to fight out of the 3 selected by the player.so he can enter the fight already leveled up through aDHCA term that describes when a character performs a super attack in a team game and tags into another characters super.or a special tag. Meter Dump: Gohan relies on dumping bars from his very low damage Super in order to unlock the special properties from Potential Unleashed." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "Unique Mechanics", "text": "Level 1 and up is indicated by a faint lightning effect on Gohan's idle animation Every time Potential Unleashed is used, Gohan (Adult) will level up, improving his abilities and damage. He begins every match at Level 0, and can gain up to 7 levels. Potential Unleashed bonuses remain for the rest of the match. Level 1: Ground L Super Combois modified. New move:Machine Gun Punch. Jet Uppercut: Light version becomes faster and has less recovery, allowing it be utilized in combos. Medium and Heavy versions travel further horizontally for the first hit. Machine Gun Kick: Kicks even more rapidly. Medium and Heavy versions travel further when forward input is held. Heavy version is active for longer and deals twice as many hits after hitting the opponent. Ultimate Back Attack: Teleports on start-up, tracking the opponent anywhere on screen. Masenko: Gains 2 additional hits. Level 3: Gohan gains a second airdash. This allows him to jump and airdash twice, or double jump and then airdash, but he cannot airdash and then double jump. Level 5: Gohan gains fullReverse BeatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves., allowing him to regularly cancel any normals into any other normals that haven't been used in the string. Level 7: Gohan can cancel his specials into other specials on block or hit. He can only cancel into other special moves that haven't been used in the string. Overall Changes Medium Jet Uppercutgains 1 additional hit per level from Level 1 to 3. Heavy Jet Uppercutgains 1 additional hit per level from Level 1 to 7. All attacks' damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at Level 6." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "5L", "text": "Really short range. First hit has a small hitbox coming from Gohan's foot. One of the best5Ls in the game due to it's fast start-up and non-suspecting low-hit property. Everyone has been hit by this move. Mostly combo filler. Can be a good meaty against a delay tech. After a safe jump off a sliding knockdown, continuing to mash light (5LL) can catch mashing or put them on block. Counts as grounded. Smash hit can link toj.L. 5L Hitstop for the 1st hit: 6F The second hit is attack level 2, but has blockstun and hitstun of attack level 1 5LLis equivalent to5M.Level 5: If5Mhas already been used in a string, autocombo reverts back to level 0 version.Does less damage, has worse scaling, and is more minus on block than the move it copies. Level 5: If5Mhas already been used in a string, autocombo reverts back to level 0 version. Does less damage, has worse scaling, and is more minus on block than the move it copies. 5LLLis equivalent to3H, though doesn't have Head invul.Launches on hit.Level 5: While technically a different button, if3Hhas already been used in a string, this attack will not come out and the autocombo ends at5LL. Subsequently, if5LLLhas been used,3Hcannot be used in the same string. Launches on hit. Level 5: While technically a different button, if3Hhas already been used in a string, this attack will not come out and the autocombo ends at5LL. Subsequently, if5LLLhas been used,3Hcannot be used in the same string. 5LLLLCan be used to reset pressure due to it having the same frame advantage as2L.Luckily unlike other autocombo normals,5LLLLand2Lis able to be used in the same string, giving him fantastic pressure capabilities. Luckily unlike other autocombo normals,5LLLLand2Lis able to be used in the same string, giving him fantastic pressure capabilities. 5LLLLLlaunches higher than Level 05LLL. 5L Hitstop for the 1st hit: 6F The second hit is attack level 2, but has blockstun and hitstun of attack level 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "5M", "text": "Fantastic range. Large normal that covers an extraordinary amount of space relative to how fast the start-up is, and thus is an amazing frametrap and whiff-punish. It also supplements his left/right mix-up by easily hit-confirming cross-up normals, especially if he has access to double airdash from Level 3. The range can also be a downside as it's pretty punishable if Gohan whiffs himself." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "5H", "text": "Great horizontal range, will hit at round start distance. Wall bounces on Smash hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "5S", "text": "Covers about 90% of the screen relative to the hitbox and his position. Launches on hit. Whiffs against crouching opponents, except up close. Doesn't have Ki blast property." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "2L", "text": "Fairly disjointed hitbox. Far reaching and being +0 encourages strong stagger pressure. Clash level 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "2M", "text": "Slides forward about half-screen. Launches on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "2H", "text": "Smash hit launches higher with more hitstun. Puts Gohan in the air, true blockstring into j.236X. Airborne during frames 10-33 When canceled into other actions, gives 8F of landing recovery" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "2S", "text": "Treat this like a DP.2Sis a lightning fast backdash that puts Gohan airborne starting on frame 4, allows him to escape from blockstrings, beat throws, and crush lows. When his back is against the corner, it can be converted on hit withj.236Hinto a full combo. At Level 1 and up,j.236H[6] will connect even in midscreen. Values in [ ] are when canceled from j.2S Airborne during frames 4-30 [1-27]" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "6M", "text": "Universal overhead. Uses the same animation and hitbox/hurtbox asj.H. Airborne during frames 5-33" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "3L", "text": "Machine Gun Punch (Hold OK) Available at Level 1 Potential Unleashed. Holding L adds extra hits. Handy blockstring filler but more importantly is a great stagger/pressure reset tool since it scales like a medium, is -2 on block, and can also be shortened/extended. Can also a good meaty against a delay tech." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "3H", "text": "Ultimate High Kick Launches on hit. Jump cancellable on hit. Clash level 4" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "j.L", "text": "Bad horizontal range but great vertical range." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "j.M", "text": "Great air-to-air normal." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "j.H", "text": "5LLLLLLLDynamic hit can wall bounce. j.Hcauses a sliding knockdown on Smash hit. Can be cancelled intoj.2Sfastfall on hit, giving extra time to set-up. While sending the enemy down, it can combo intoj.236Lwith the right positioning. This is the core idea of his leg loops." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "j.S", "text": "Gohan's main zoning tool. It has very short recovery for a Ki Blast, pulls him backward like2Sbut with a much more aggressive descend. It can be tough to approach a disciplined Gohan staying in the air and spammingj.S. Super Dash is the obvious answer, but he can recover fast enough to either block, respond with j.236X, orj.2S▷236L. In a blockstring, instantj.Sfrom a ground jump is +8 at minimum, and forward jump delayj.Sacts as a crossup fakeout that can be converted withj.236H.j.Scan also be used defensively similar to2S." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "j.2H", "text": "Smash hit launches higher with more hitstun. One of the fastestj.2Hs in the game, allowing your combos to be just a hair longer due to less hitstun decay." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "j.2S", "text": "Falls straight to the ground. Mix-up potential with resources. Immediately after landing - can perform a heavy (H), unique (S), or Super Move. Movement starts on frame 9 Cancelable starting on frame 6 after landing" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "Jet Uppercut", "text": "236L/M/H Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. 236L Level 0 Cannot clash Airborne during frames ?-41 236M Level 0 Airborne during frames ?-63 236H Level 0 Airborne during frames ?-60 On Smash hit, recovery is 40F Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. 236L Level 1+ Cannot clash Airborne during frames ?-33 236M Level 1+ Number of hits increases by 1 each level, up to 6 total hits at Level 3+ Airborne during frames ?-63~65 236H Level 1+ Number of hits increases by 1 each level, up to 10 total hits at Level 7 Airborne during frames ?-60~64 On Smash hit, recovery is 40F Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. Because it's near identical to the medium version, only really worth in pretty niche scenarios where the marginally faster start-up and more damage would matter." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "Machine Gun Kick", "text": "j.236L/M(Hold OK)orj.236H Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. j.236L Level 0 Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236M Level 0 Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236H Level 0 If landed mid-attack, landing recovery is 6F Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. j.236L Level 1+ Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236M Level 1+ Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236H Level 1+ If landed mid-attack, landing recovery is 6F Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. Extremely active, spectacular against Super Dash and Raw Tag. Eating a rawj.236Hequals to losing 40% HP with a standard post-j.236Hcombo. On block, Gohan stays airborne, and can sneak in aj.Lthat is susceptible to anti-airs, but can be countered alternatively with an OS reflect." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "Ultimate Back Attack", "text": "214L/M/H(Air OK) Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. 214L Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F 214M Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F 214H Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214L Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214M Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214H Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. Level 1:Allows him to extend into advanced combos by inputtingj.M/j.Lright before landing, virtually becoming an extreme form of a rejump combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "Masenko", "text": "236S Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Whiff cancelable into Super Dash during recovery Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Whiff cancelable into Super Dash during recovery Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Mostly used before SD to start leg loops in the corner, and also as a DR ender in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "Assist A", "text": "Jet Uppercut Receives the damage buff from Potential Unleashed. Head invulnerable. Tied with Krillin's A assist for the fastest assist in the game." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "Assist B", "text": "Machine Gun Punch Decent start-up. High blockstun. Great blockstring assist, simple to hit confirm." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "Assist C", "text": "Masenko" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "Potential Unleashed", "text": "236L+Mor236H+S(Hold OK) Potential Unleashed's effects are listed below the overview section (At the top) H+Sversion can be held to stack up to 7 Ki Gauges, butL+Mversion only ever consumes 1 Ki Gauge, meaning you can't DHC into him and dump bars. Damage bonus from Potential Unleashed is applied to this super during the freeze as Gohan reaches the next level(s). Minimum damage: 658 and increase by 200 with each level. It is not affected by Potential Unleashed levels. 236L+M Minimum damage: 658 236H+S Minimum damage: 658 → 858 → 1058 → 1258 → 1458 → 1658 → 1858" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "Bros. Kamehameha", "text": "214L+Mor214H+S Minimum damage: 70*24 (1680). Hitbox can increase/decrease depending on who is on the team, but damage stays the same. Leaving Gohan pretty close to the opponent and being around +40 after hit, you can go for Superjump > IAD > High/Low for a relatively ambiguous 50/50 mix. Minimum damage: 70×24 (1680)" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_1_Gohan_(Adult)", "title": "Level 1 Gohan (Adult)", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Resources", "title": "Android 18", "section": "Intro", "text": "This page is Android 18's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Resources", "title": "Android 18", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Resources", "title": "Android 18", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Resources", "title": "Android 18", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Frame_Data", "title": "Gogeta (SSGSS)", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Frame_Data", "title": "Gogeta (SSGSS)", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total 5L can only cancel into normals and DR on the last hit" }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza/Strategy", "title": "Frieza", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza/Strategy", "title": "Frieza", "section": "General Tactics", "text": "Frieza is a zoner in a game about rushdown. That puts him in a weird spot, as his zoning tools aren't spectacular and his pressure tools aren't either. In the right hands however, Frieza can be a force to be reckoned with. His 5S, 236L/M/H, and 236S specials all control the ground with a low degree of commitment, and his 1S/2S/3S allow him to cover the air too. j.S stops superdash, which is a rare tool in this game. Frieza also has some tricky pressure tools in his 2M and 22S. His 2M is particularly notable in that it is only -2 on block, allowing him to backdash away and re-assert his zoning. When he has assists, Frieza can unleash his 214S, which adds a layer to his pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza/Strategy", "title": "Frieza", "section": "Point", "text": "Frieza is good at point because he can deal a lot of damage early for very little bar, he also can extend his combos by using good assists. Golden Frieza is somewhat wasted though, and he doesn't have nearly the comeback factor that he would have in anchor." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza/Strategy", "title": "Frieza", "section": "Mid", "text": "Frieza is actually a pretty decent mid. His assist is a good counter to vegeta assist given the start up of the two, but Frieza can be made much stronger with the use of a beam assist which suggests he might be better as a mid than an anchor. Also with the use of meter, Frieza can vanish extend his combos using the disc combo if you have an assist that can perform it. So given his tools to turn any stray hit into a disc combo with the use of meter but having to use an assist to do so, one could make a fairly strong argument for putting Frieza second instead of point or anchor." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza/Strategy", "title": "Frieza", "section": "Anchor", "text": "Frieza can blowa lotof meter fora lotof damage, so he makes a phenomenal anchor if you have a good combo game. If you're on the ropes and you have the meter and Sparking Blast, blow all of it and go ham because SB with Golden Frieza is one of the most terrifying powerup combinations in the game and sometimes the meresightof this combo can throw your opponent off balance. At the same time, it isdefinitelya Hail Mary play because an opponent that knows what they're doing will do everything they can to keep you on the defensive until the timer runs out, at which point you're probably out of luck. If you can catch them in a reversal though, then they will know why Frieza is the Emperor of the Universe." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza/Strategy", "title": "Frieza", "section": "Picking Teammates", "text": "Frieza generally likes assists that help his zoning game. He doesn't have much in the way of mixup setups, so lockdown assists aren't all that great with him. Assists like Beams or Bardock B let him either zone or convert his zoning into a combo, which is generally what Frieza wants." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza/Strategy", "title": "Frieza", "section": "Blockstrings", "text": "2LL/5LL > 2M > 5M > 5H/2H > 236L/S Basic gapless blockstring. 2LL/5LL > 2M > 5M > 5H > 2H > 236L Basic stagger blockstring, you can and two 2S's in the middle of the combo so you can space them out farther You can delay between the 5H and 2H, and then OS the pillar. If you hit 2H and then quickly input 236L and then mash H, on 2H hit, your 236L input will get eaten and you'll super dash after your opponent. If 2H is blocked, then 236L will come out and you won't get the super dash. If the pillar is blocked or hits, if you vanish after you can get a short combo or extended combo with a beam assist" }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza/Strategy", "title": "Frieza", "section": "Okizeme", "text": "Once Frieza gets a sliding knockdown, he's given an opportunity to set up 214S. It's generally safer to go for a safejump, but the disks don't go away if Frieza blocks." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza/Strategy", "title": "Frieza", "section": "Fighting Frieza", "text": "Remember to duck the disks, and block the disks coming back Frieza does Barely chip damage, so there's no reason to be inpatient of his zoning. 236H covers a lot of space but he's forced to spend more meter or an assist to convert off it." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Starter", "title": "Trunks", "section": "Intro", "text": "5S: Press this when the opponent is in your line of sight. Cancel into236Sfor a combo 214S: Nuke the screen and can catch airborne opponents 3M: Surprise them every now and then 236H: The bread and butter instant overhead. They'll never see it coming 214L+M: Expensive tickthrow. Remember to delay cancel into this 214H: Isn't this the point of this character?" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Starter", "title": "Broly", "section": "Intro", "text": "5S: Really good zoning tool 214S: Set this up for easy neutral 236X: Use when opponent is in your line of sight(preferably with an assist to cover you) j.2H: Siiick anti-air j.214H: Discourage jumping with huge range air grabs 214L: Stagger your block strings and tick throw to put fear in the enemy 236S: Keep mashers in check and reset pressure relatively safely Staggered 5L > 5LL: Scary as hell stagger pressure 214S: Physically obscures Dragon Rush for the opponent 236L: Discourage stagger pressure from an enemy attacking you 214L+M: A classic reversal" }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks/Resources", "title": "Gotenks", "section": "Intro", "text": "This page is Gotenks's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks/Resources", "title": "Gotenks", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks/Resources", "title": "Gotenks", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks/Resources", "title": "Gotenks", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)/Resources", "title": "Vegeta (SSGSS)", "section": "Intro", "text": "This page is Vegeta (SSGSS)'s Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)/Resources", "title": "Vegeta (SSGSS)", "section": "Documents", "text": "You can embed links to external documents or User Docs here. Combo Doc:https://docs.google.com/spreadsheets/d/1Re6jJ8Bbg6jpnsszfPUj-goCC0Zfhn2Gl6-8SRmY1uQ/edit?usp=sharing" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)/Resources", "title": "Vegeta (SSGSS)", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Max damage combo:https://twitter.com/RAZEN_Zero/status/1307138097042333697?s=20" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)/Resources", "title": "Vegeta (SSGSS)", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Combos", "title": "Master Roshi", "section": "Meterless", "text": "If you want to trade the parenthetical out for something else try dash 2M." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Combos", "title": "Master Roshi", "section": "Metered", "text": "Conversion off of 22H in the corner. Does not give SKD but can combo into supers. TODs with DHCs." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)/Resources", "title": "Android 21 (Lab Coat)", "section": "Intro", "text": "This page is Android 21 (Lab Coat)'s Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)/Resources", "title": "Android 21 (Lab Coat)", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)/Resources", "title": "Android 21 (Lab Coat)", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)/Resources", "title": "Android 21 (Lab Coat)", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Combos", "title": "Goku (Ultra Instinct)", "section": "Notice", "text": "Goku (Ultra Instinct)'s combos page is currently outdated. The videos at the bottom of this page are better, up-to-date resources. However, what's listed here is still solid if you are new to the game and just learning." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Combos", "title": "Goku (Ultra Instinct)", "section": "Sparking", "text": "214L > Hold Vanish > dl > j.M ▷ 5L > 2M > 6S (1) > IAD > j.M ▷ 5LL > 2M > 6S (1) > IAD > j.M ▷ 5LL > 2M > 6S (1) > jc > DR Midscreen 6S Sparking Loop 2M > 22S > Spark > 5L (whiff) > 5LL > 2M > 5H > IAD j.M > 5LL > 2M > 5H > IAD j.LM > 5H > 2S > sjc.LLS > SD > j.LL2H > j.LLL > j.214L High damage corner 2M Spark combo. Thanks, Wawa!" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Combos", "title": "Broly", "section": "Intro", "text": "This page is updated to 1.33.Notes: The majority of the combos on this page can be done starting with5L>5LLand will point out when there is an exception. It's a good idea generally to omit a combo fiiller button like5Mearly in a combo if you're worried about a scaled combo dropping. For more damage, most combos ending with j.214Mcan be instead ended with j.214Hin order to be able to follow up with 236H+S. Alternatively you can empty super dash after j.214Hto close distance and get better oki. j.214X can typically be substituted for j.3Hfor same side SKD." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Combos", "title": "Broly", "section": "Midscreen start", "text": "Tip: If hitstun decay in a combo is too high, use 3H to knockdown instead of 2H or 214M/L. Tip: Broly's j.L has the same amount of hitstun as j.M, you can delay j.LL a lot longer than you think. Look below for a more optimal lariat route, but this is easily confirmable." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Combos", "title": "Broly", "section": "Corner", "text": "Tip: This works with the combo below as well, just omit the 214L at the end. More damage and bar build, less okizeme." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Combos", "title": "Broly", "section": "Sparking", "text": "Even if you don't have the bars to fully do the combo, the combo does 6201 damage before any supers." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Combos", "title": "Broly", "section": "Outline", "text": "Broly's combo structure differs from the majority of the cast, with an unconventional air2H, low combo scaling off anything but5LL, and general lack of damage without meter. While this might turn off some players to begin with, Broly can still prove highly rewarding for a surprising lack of effort - he has access to some amazing corner carry combos in his rejump combos that are easy compared to the rest of the cast,236Mwith an assist is brain dead corner carry, j.3Hor j.2Hletting Broly typically knockdown same side and setup okizeme, and if you're willing tp spend meter,236Hfrom a2Mguarantees a corner combo solo. Furthermore, his corner combo game is now buffed thanks to patch 1.33 where he has easier time getting knockdowns and damage. Overall, Broly's combo game is simple, effective and does a great job at establishing pressure afterward." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Combos", "title": "Broly", "section": "Extenders", "text": "Broly's most used smash starters and extenders. 5H Use this over2Hto maximize corner carry whenever possible.In It's better to use236Sfor a smash starter in a general BNB unless you have a specific plan in mind with the heavy attack, like stagger pressure catching someone into it, or going for the rejump for corner carry. Close236S Good for corner looping and using as a smash starter in place of5H. You get a dash up5Lfrom this if used as a smash starter. 236M Medium Lariat Express can't normally be combo'd into, but filling with an assist makes getting full corner carry extremely easy, even if the damage ends up being low. Probably worth going for the EX version though as this move is a bit obtuse to use compared to its EX counterpart. 236H Spending 1/2 bar to combo from a 2M into 236H is a fantastic use of meter for Broly since the opponent is brought all the way to the corner. You can also combo out of this move and the M version. It's a good TOD starter in some situations, like when in Sparking or popping sparking after it. j.214X (not S) A short delay into a vanish allows for Broly to land on the ground after a vanish while still getting the smash property of the vanish itself. This generally allows Broly to extend combos with whatever is required for the situation, such as:Combo > ... j.214X > Vanish > Dash up L > delay L > ...(Corner) Combo > ... j.214X > Vanish > DR > 214L knockdown Not sure if anything below is accurate to 1.33" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Combos", "title": "Broly", "section": "Assist Usage", "text": "An important thing to note when team-building with Broly is that he benefits massively from assist extensions in order to improve his damage and corner carry opportunities, as well as using them to turn his unsafe Lariat Express moves into approach tools by covering them with an assist. We can split assists into two categories for the sake of deciding what assists will work best with Broly's tools - assists that arefast enough when called to allow for a combo after M Lariat connects, and assists thatcan be called while M Lariat is starting up in order to keep it safe. Some examples that fit the first category are: Android 16 Gohan (Adult)/Gohan (Teen) Bardock And some examples that fit the second category are: Super Saiyan Goku/Goku Black Cell/Vegeta (Dependant on range Tien Obviously there will be assists that fit neither category as well, such as Android 18. Interestingly, Android 21's assist covers both categories - provided you're not too close to either corner, calling her assist during the startup of M Lariat will both keep it safe on block as well as allowing for a combo should it connect, AND calling it after the M Lariat has dragged them into the corner will also allow for a combo. There are other considerations as well, such as the ability to extend combos off of j.H after a vertical smash (faceplant) and extend off of M Giant Claw (command grab) midscreen with no meter. The standard use of extending blockstrings with assists also comes into play, of course. In addition to this categorization (which is important to bear in mind, because turning M Lariat Express from an unsafe fishing tool into a scary get-in tool is a HUGE boost to Broly), it's important to know how to use your assists for other extensions and uses. Some classic examples - Using a beam assist (Goku (Super Saiyan)/Goku Black) for increasing corner carry by more than a screen's length Using a DP assist (T.Gohan/A.Gohan) to make Lariat safe on block and forcing your opponent to actually respect this punishable move on block if you blow them up enough times Using long-hitstun assists (Vegeta, Yamcha) to hold the opponent in place while you go into combo Dragon Rush, auto combo, or level 1 super" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Combos", "title": "Broly", "section": "Use of auto combo", "text": "Broly's auto combo, like Android 16's and Trunks', switches sides on hit. While for those characters this means you might be pulling your opponent out of the corner, resulting in worse okizeme, Broly does not have this problem - his primary meterless sliding knockdown option switches sides too! In addition, if you can get the second hit of the auto combo to connect, it's quite likely that the final launching grab will connect as well, meaning you can follow up with a Gigantic Strike in order to stay on the side you started while granting a sliding knockown. This makes Broly's auto combo a fantastic combo tool in the corner, since you get the guaranteed sliding knockdown into the corner, and the height that you'll connect it at means you can instant airdash j.H okizeme to cover both tech options. It's important to bear in mind that unlike Android 16's auto combo, you can't delay the last hit of it as a command grab mixup, since the second always leaves them in too much blockstun for the grab to work." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Combos", "title": "Broly", "section": "Using Gigantic Strike Effectively", "text": "Gigantic Strike (j.214X, though you'll want to use j.214L the vast majority of the time since it's faster and does the same damage as the M version) is a meterless sliding knockdown ender that works off both vertical and horizontal smashes, as well as without using a smash at all. Lots of characters would kill for a tool like this, so learn to use it properly! Midscreen, the best way to use Gigantic Strike is tonot use your double jump during the combo.Using up your air options before you land the grab means even though your get the sliding knockdown, you okizeme options are not as good for covering all tech options unless you spend an assist to keep them still, and even this isn't guaranteed. Instead, just doing j.M > j.L > j.214L and then airdashing towards them once they're knocked down will leave you close enough to get instant airdash j.H for effective okizeme on both tech options, even midscreen. However, unless they delay wakeup or are extremely scared, there is not usually enough time to go for a cross-up instant airdash mixup. In the corner, this dynamic changes - your best option here is to use either Vanish or Broly's excellent auto combo to switch sides with the opponent once, then end with Gigantic Strike in order to switch sides again, leaving them in a sliding knockdown in the corner for you to terrorize them with more okizeme. An additional thing to note in these situations is that you don't have to preserve your double jump in order to guarantee okizeme in the corner - simply falling and then instant airdashing grants you very solid okizeme, since the corner stops them from using the backwards movement of either tech option to escape." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Combos", "title": "Broly", "section": "Using Smashes Midscreen", "text": "Broly's use of smashes differs quite greatly from the rest of the cast - while most characters use a vertical smash to get a sliding knockdown in most situations, Broly's vertical smash followups outside of the corner grant poor okizeme, and the only way to get a sliding knockdown off them is to use Gigantic Strike (air command grab) which switches sides. Instead, using his horizontal smash options such as 5H, 214M (command grab) and close 236S should be the priority in order to bring the opponent into the corner as soon as possible during the early stages of the game. This is where assist extensions can be extremely handy in maximizing your corner carry. Once you reach the corner, his horizontal smash options begin to shine in increasing damage output and providing better okizeme. A common situation would be landing a 5H near the middle of the screen - what happens now? You have two primary options - Carry as far as possible using assist extensions This can be as simple as using j.5H to knock them into an assist and then doing a super dash or other follow-up to increase your carry. Cut the carry/damage short to get okizeme This is a perfectly fine option, especially if you started the combo with your back closer to the other corner. Following from the 5H, just do j.M > j.L > j.214L, then airdash towards them once they're in the sliding knockdown state. An instant airdash j.H then covers both tech options as well as leaving you close if they delay wakeup. Other possibilities for landing a smash midscreen are medium command grab and close 236S. After these, far-reaching assists are necessary for extending, and can be used both to extend carry or simply go into j.214L for more mixup." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Combos", "title": "Broly", "section": "Corner Enders", "text": "In the corner, you have a variety of options for ending combos, each of which can provide different okizeme options to keep your opponent guessing. Following a corner combo using 2H, or a tag combo from a team-mate's vertical smash attack, it's best to go for j.M > j.L > jc > j.M > j.L > j.2H. The corner is the only place this combo will work, and results in a pseudo-sliding knockdown - the tech options and the knockdown time are the same, but they don't actually slide. Since j.2H is cancellable on the ground when you hit after a vertical smash, you can cancel into a Powered Shell (214S) and still get a meaty, or whiff a 214A or 236A to help with meaty timing. In addition, if you have a fast enough assist that hits in the right places, you can call it with just the right timing as you start a faceplant in order to follow up from that. This will prevent you from getting a sliding knockdown in that combo, but will increase your damage and give you access to the enders that are mentioned below. Any combo route that doesn't use a vertical smash (for Broly, this is the majority of them) will need to be ended in a different way. You have a variety of options - The most bog-standard of enders with no special knockdown properties. This option shouldn't be forgotten or underestimated, however - the pressure is still yours once you land this ender, and Broly even has a unique option afterwards. If you cancel the j.H into powered shell, then your downward momentum will be preserved and you can use j.H on the way down again for decent pressure on wakeup. Don't use this option every time, however, since it's easily countered with 2H if they react in time. Although this move will no longer provide a pseudo-sliding knockdown, you still have a variety of interesting options after using this move to end a combo. The first of which is similar to the previous option with j.H - cancel into Powered Shell once it connects. The opponent will be knocked straight down to the ground while you remain in the air, then the momentum of the j.2H will propel you downwards towards the opponent, leaving you just enough time to throw out a falling j.L or j.M that is difficult to counter if they up-tech. You can also refrain from cancelling the j.2H at all until you reach the ground, leaving you much closer for more up-close mixups. You can completely refuse to cancel at all, which will let you pressure with instant airdash attacks or meaty 5M/2H depending on their tech option. If you have the opponent scared enough to sit still after this option, you can even use the cancellable ground frames to cancel into 214M (medium command grab) and if they fall for the mixup, you get yet another full combo into an ender. This one is self-explanatory - it grants a sliding knockdown and adds quite a lot of damage to the combo. You can go into this great corner ender from a number of starters - M Gigantic Claw (command grab) Really easy; just mash L once the throw lands and go wild. Close 236S A little tighter than the command grab starter, this one requires a brief dash before going for the auto combo. You need to let your opponent fall a little bit in order for this combo to work, but it's well worth learning the timing. Not worth mentioning are the plethora of ways you can use assists to hold the opponent in place while you mash L to extend the combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Combos", "title": "Broly", "section": "The Gigantic Meteor Loops", "text": "Probably the thing that got lots of people interested in Broly back when he came out, the Gigantic Meteor loops aren't nearly as impractical as they might first appear. While the 100% combo routes are what may have you brought you here, the very practical routes and uses for the delayed Gigantic Meteor are what will make you stay. The corner is the only place the level 3 loops will work This is a combo route that uses at least 3 bars every time - feel free to go completely meterless against one character and then burn it all for the kill on the next Following up after any super (not just Gigantic Meteor, this rule applies to everyone in the cast) will completely swallow up both your smash and your sliding knockdown for the combo You can go into the level 3 loops in a variety of ways from various starters. The key extender to use is close 236S - comboing into this in any way is the gateway to using the level 3 loops. 5L(whiff)L > 2M > Close 236S The starter of legend. The only move of Broly's that doesn't have gimped proration, this thoroughly impractical starter is what can give you 100% damage without the need for sparking or assists provided you have 7 bars to burn. 5M > 2M > Close 236S A much more viable starter since 5M has armor that can plow through opponents who try to poke out of your pressure. You get the exact same combo route after the close 236S, but the proration stops you from ever reaching 100% damage. You still get close to 9K regardless. 214M Treat the command throw starter as if it were replacing everything in the previous starters up to the close 236S - go straight into the main loops after it. Again, proration reduces damage, but the full loops still grant at least 8K damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly/Combos", "title": "Broly", "section": "Video Examples", "text": "vvv Most up to date vvv -" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Frame_Data", "title": "Goku Black", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Frame_Data", "title": "Goku Black", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_Black/Frame_Data", "title": "Goku Black", "section": "Sources", "text": "Placeholder" }, { "url": "https://www.dustloop.com/w/DBFZ/Videl/Resources", "title": "Videl", "section": "Intro", "text": "This page is Videl's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Videl/Resources", "title": "Videl", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl/Resources", "title": "Videl", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. DBFZ Videl Patch 1.31 Changes/Mini Combo Guidehttps://youtu.be/zuR2zueaNSo" }, { "url": "https://www.dustloop.com/w/DBFZ/Videl/Resources", "title": "Videl", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Strategy", "title": "Yamcha", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Strategy", "title": "Yamcha", "section": "General Tactics", "text": "Since Yamcha is a rushdown-style character, you will want to keep the basic principle of staying right up in the opponent's face in your mind while playing as Yamcha. Since he only has two long-range attack options, that really isn't his thing. You will also want to remember that Yamcha is also a character that really excels on the ground, not in the air. This is shown in both his normal attacks and his special moves (Wolf Fang Fist, the fact that Yamcha can only use the Kamehameha on the ground, and so on). So try to keep your opponent guessing while also taking advantage of Yamcha's supreme rushdown utility, along with keeping the person you're fighting on the ground. This may seem tricky at first, but once you get the hang of it, Yamcha is excellent for mixing up your opponents and pressuring them." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Strategy", "title": "Yamcha", "section": "Point", "text": "Yamcha is self sufficient and his A and B assists are generally desired by most characters. He generally has to spend bar to win neutral even with assist and this makes him a bad battery character." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Strategy", "title": "Yamcha", "section": "Middle", "text": "When paired with battery characters on point Yamcha can be used as a great meter dump with level 1 into level 3, EX WFF paired with an anti-air assist as a very strong skip neutral option and of course WFF mix-ups. This allows your point to use Yamcha's amazing assists and still gives Yamcha enough bar to work with when he is tagged in." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Strategy", "title": "Yamcha", "section": "Anchor", "text": "Yamcha A and B assists are both shining examples of assists that almost every character benefits from. His A assist having a huge +40 frames of blockstun, a quick 20 frame start up and amazing horizontal reach makes SD into Yamcha A assist a very strong option to force your opponent into blocking. His B assist also being a beam assist means you can slap Yamcha on almost any team. This along with Yamcha being very self sufficient and a great bar dump makes anchor his best team position." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Strategy", "title": "Yamcha", "section": "Picking Teammates", "text": "Yamcha can use pop up and DP assist to squeeze damage out of his combos but because his assists are so good almost everyone can benefit from him in some way. In finding teammates for Yamcha characters with good aerial movement can use Yamcha A assist very effectively and the blockstun can be used to setup mix-ups." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Strategy", "title": "Yamcha", "section": "Blockstrings", "text": "2L > 5L> 5LL > 2M... Safe normals: 2L, 5L, 5LL, 5LLL, 2M, 5M, (0 on block) 5H (+4 long startup) and 5S (+2 Whiffs on crouching and tiny characters) 5L> 5LL > 5LLL... Can force a safe raw tag by tagging during 5LLL animation 5L > 236L ~ H Yamcha is surprisingly strong against reflect due to most of his mix-up being left/right Mix-up tools: Cross up fist: 236M ~ delayed H 236M ~ H (Same side frame trap) 236S (Yamcha's beam startup looks similar to cross-up fist) If the opponent is mashing L cross ups and beam will get stuffed. 5LL pulls opponent out of corner for IAD cross up: (Better in sparking) 5LL , IAD j.M 5LL , jump foward j.2H > 236L... Yamcha has really restricted gatling options, however almost every normal has amazing frame data. His gatlings are very weak against reflected but he makes up with for it with 214X, (anti scratch) which can easily beat guard cancel attempts with some practise. WFF pressure can be cancelled into 214X making Yamcha very strong against guard cancel. 5H is an excellent sparking bait that also leaves him +4 on block for pressure resets. Refer to the Overview page for which series have gaps and which don't." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Strategy", "title": "Yamcha", "section": "Okizeme", "text": "Wolf Fang Fist on wakeup is a reasonable option, as you can catch mashing with 236L->M. You also have the option of using Whiskers mixups, or reverse wolf fang fist straight into wolf fang fist flash. 2M can also be a good option if you've conditioned your opponent into expecting Wolf Fang Fist mixups, as none of them hit low and your opponent may not be expecting the 2M on wakeup." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Strategy", "title": "Yamcha", "section": "5H", "text": "His 5H can not be used in a generic combo starter like L>M>H because it is so dang slow. What it's really good for is punishing mashing in a blockstring. If it lands, you get a free combo. If it's blocked, you're +4 so it's pretty squarely your turn. Think of it more like an evasive Bardock 236S." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Strategy", "title": "Yamcha", "section": "Mix-Ups", "text": "Yamcha's toolset is built around strong close range pressure and crossups. His 236L/M has a dozens of sub-options that are built to crack open your opponent. The main options are: going from a light special to a medium special for a frame trap, using 5S to cross through and continue pressure, using 4S to force a whiff, using 214M to catch Guard Cancel attempt, and converting all of that into a combo with the H follow up." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Strategy", "title": "Yamcha", "section": "Corner crossup", "text": "Since Yamcha's 5LL pulls the opponent closer to him, it's possible to cross the opponent up in the corner by utilizing an IAD j.M. This is especially useful while Yamcha has Sparking activated, since he can jump cancel his 5LL and every hit of his 5LLL.Video example (March 2018)" }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Strategy", "title": "Yamcha", "section": "Wolf Fang Fist Whiskers Mix-Up", "text": "If an opponent is blocking and you are having trouble trying to break through their guard, then the Wolf Fang Fist: Whiskers attack is often an excellent choice to confuse your opponent. This move is a follow-up to the normal Wolf Fang Fist, and involves Yamcha dashing back after doing the normal attack. This can be immediately followed up by any other Wolf Fang Fist follow-up, and two Whiskers can be used in a single string. However, it is also a good move for bypassing players with good defense. Once you jump back while doing the Wolf Fang Fist: Whiskers, they will most likely attempt to attack you, which is a perfect time to instantly hit them. However, they might continue to block and not attack, so keep this in mind while using the move." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Strategy", "title": "Yamcha", "section": "Fighting Yamcha", "text": "Be mindful that Yamcha's kit is an unorthodox one. He can be very evasive; if he charges at you do not expect him to stay in front of you for too long. Try to make his fights long ranged ones, so he can't fight back at full strength. His range attacks are somewhat lacking; he can only shot 1 ki blast at the time, and his kamehameha has one of the longest startups in the entire game, which will put him in a very disadvantageous position when trading 236S with his opponents, though be wary of it's faster-than-normal recovery time if he manages to clash beams. Fighting him in the middle of the map will allow him to take advantage of his specific 5H attack, as well his 236L/M/H speed coverage. Cornering him will make unable to use his 5H dodging properties. His 214L/M/H, when done closer to the ground, gives him a somewhat delayed recovery; you should take advantage of it. Yamcha also has limited air options; his air normals are all pretty good, and his 214X is air-invincible, but outside of that he has even worse ranged options than when he's on the ground (read: none). He will struggle to fight air to air against characters with good air zoning abilities as a result." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Strategy", "title": "Android 18", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Strategy", "title": "Android 18", "section": "General Tactics", "text": "Android 18 is a relentless, okizeme-focused character. She is one of the few characters to have a built-in set of assists with 214X, which allows her to consistently extend pressure after soft and sliding knockdowns alike. She really likes to have neutral assists to help her get in, as her solo neutral is pretty average. Because of her built-in assist, she generally doesn't need lockdown assists to get her mixups. Her stagger pressure is also decent, allowing her to regain assists and steal turns by herself. Once she knocks you down, then things really start to turn to her favor. 214H~214H makes her pressure almost invisible and covers all techs, practically guaranteeing the next hit for her. Most of your meter usage will be towards that move." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Strategy", "title": "Android 18", "section": "Point", "text": "This may be her ideal position, but it's not the only one she excels at. 18 is amazing with assists. Her neutral gets better, her okizeme gets more consistent, and her 22S becomes much safer to use on defense. Having two assists means she can spend one to get in, one to mix, and have 214H~214H ready to go off the knockdown. Let the blending begin." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Strategy", "title": "Android 18", "section": "Mid", "text": "Android 18's B assist is a great neutral assist with good hitstun and blockstun, and she also has a great lvl3 to DHC into for mixups. Her A assist is more situational but still very strong to have in your back pocket. She appreciates having an assist to get more consistent sliding knockdowns and get in easier, but she works just fine with one." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Strategy", "title": "Android 18", "section": "Anchor", "text": "Android 18 is a surprisingly good Anchor for how bad people think her neutral is. Her Ki Blasts are pretty good and she has a beam-like move, giving her a decent projectile game. The only real fault she has is her air game which is normally covered by assists. Otherwise, she has good (albeit risky) defense with 22S and one of the best mixup lvl3 supers in the game." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Strategy", "title": "Android 18", "section": "Picking Teammates", "text": "Android 18 can get mixups with neutral assists, so those are typically the best choice for her. They also support her neutral (of course), which helps her get close and start pressuring your opponent. Most neutral assists will cover a214Scall, which either locks your opponent down until you can run up on them or autoconfirms the assist. She can use 214L to set up Kid Buu A for \"real\" mixups but she doesn't really need it." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Strategy", "title": "Android 18", "section": "Basic Gapless Blockstrings", "text": "(2L) > 5LL > 2M > 5M > 5H > 214L > Assist (2L) > 5LL > 2M > 5M > 5H > Assist > 214M Safe normals: 2L, 5L, 5LL, 5LLL, 5M (-6), 2S (+11), or 5S. 2H leaves 18 airborne." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Strategy", "title": "Android 18", "section": "Anti-Reflect", "text": "5L (reflected) > slight delay 5M (5M jails in reflected strings if not delayed) 5L (reflected) > 5H (point blank only) 5L (reflected) > 5S (can be SD'd) Android 18's antireflect options really aren't all that great. Usually you're better off returning to neutral than risking getting tagged by an M button." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Strategy", "title": "Android 18", "section": "Mix-up Tools", "text": "... > 214M, 2M ... > 214M, IAD j.ML ... > 214M, IAD ▷ 2L ... > 214M, IAD j.H (can frame trap if delayed) ... > 214M> SJ IAD j.MLL Will need an assist to jail the opponent in blockstun, otherwise you're taking a risk throwing this out solo. Empty low can be fuzzy mashed. Pushes opponent away making this less effective midscreen. ... > 2H > delay j.214M , 66j.L ... > 2H > delay j.214M ▷ 2L ... > 2H > j.214M, 66j.M (Cross up) ... > 2H > j.214M, j.H/SD (Same side) This is much riskier than doing its grounded counterpart, but still good for catching opponents sleeping. 2H adds landing recovery so it can be fuzzy guarded but it is extremely difficult. Doing j.214M immediately keeps 18's upwards momentum allowing her to cross up the opponent. ... 214H~214H, delay 2M ... 214H~214H, IAD j.X ... 214H~214H, delay 236L/DR Usually done on a sliding knockdown, but can be used on very passive opponents in blockstrings. The blast 17 makes covers up the characters on screen making it near impossible to see, opponents are forced to spark or guess block. Normally IAD pressure is not a mixup, but 214H visually obscures everything you do. There's also a ridiculous array of options available to 18, making it very hard to predict what she's going to do. 18 has access to an unreactable command grab (236L) that she can use on knockdowns or can be ticked into off most buttons by delaying the 236L, this may require some practice to pull off consistently. Your only way to extend is with supers, so Dragon Rush is usually a better option if you don't have the meter to make it threatening. It's much easier to use 236M/H but they're slow to the point that most (if not all) players will jump out." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Strategy", "title": "Android 18", "section": "Soft Knockdown", "text": "... > j.LLL > j.214L/M Typical soft knockdown setup. You want to do this as close to the ground as possible and saving your air action means you can get a mixup if the opponent blocks 17." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Strategy", "title": "Android 18", "section": "Sliding Knockdown", "text": "... > j.LLL ▷ j.L (whiff) > j.214M > ...(midscreen) ... > j.LLL ▷ 214S > ...(midscreen alternate) ... > j.LLL > j.214H ▷ 214H(corner) The dreaded 214H setup. Not all that useful midscreen because of how poor 17's tracking is so you'll have to improvise." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Strategy", "title": "Android 18", "section": "Accel Dance", "text": "214M > ... IAD j.M > ... SJ IAD j.M > ... Accel Dance lets you play all sorts of tricks with your opponent. It also pulls you out of the corner, letting you get crossups if you get greedy. Most air buttons after an IAD will also setup a tick throw with 236L, which can be extra unexpected." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Strategy", "title": "Android 18", "section": "Tips and Tricks", "text": "Android 18 is great at stealing turns with 214M. Sneaking it into your blockstrings can keep opponents on their toes, and it doesn't push her out if it's reflected. 236S[2] causes an explosion when the disc hits the ground that is very plus on block. Spacing yourself out in the corner can be highly rewarding if you know how to make the explosion connect. 22S is aframe 4 reversal. It's riskier than other 4-framers because it's a counter and not an invincible strike, but it's still good to use if you think your opponent will press a button after you block a vanish or a 6M." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_18/Strategy", "title": "Android 18", "section": "Fighting Android 18", "text": "The only way she can tick throw with 236L outside okizeme is after a microdash 5L or 2L. Past that point, 236L will whiff, forcing her to do 236M or 236H (which are very much reactable). 214S call is just Ki Blasts, you can reflect them away. The best way to avoid it is to jump. Even if you do end up reflecting it, you're going to be stuck reflecting all three Ki Blasts. 18 does not control the air very well, so jumping is usually a good idea. Her only real option is 236S[8] which is relatively slow and telegraphed. 2S is plus on reflect. Make sure to punish it by Superdashing before it comes out instead of trying to reflect. This is harder to do than it sounds because 2S initially looks like 6M Android 18's 5L is a 6-frame button, but most characters can actually jump out whenever she's +2 because of how low to the ground it hits." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Resources", "title": "Vegeta (Super Saiyan)", "section": "Intro", "text": "This page is Vegeta (Super Saiyan)'s Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Resources", "title": "Vegeta (Super Saiyan)", "section": "Documents", "text": "You can embed links to external documents or User Docs here. SSJ Vegeta Hitboxeshttps://imgur.com/a/Ou8tB SSJ Vegeta Discordhttps://discord.gg/zXAJVBWJX7" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Resources", "title": "Vegeta (Super Saiyan)", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Kennypar's SSJ Vegeta Guidehttps://www.youtube.com/watch?v=_oEVkYDgw4A&t=14s" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Resources", "title": "Vegeta (Super Saiyan)", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here. SSJ Vegeta Combo Sheethttps://docs.google.com/spreadsheets/d/1uTzKwSmi5lnMsSFX29R9R4RE55NckcE2PBtcnpKVEq8/edit#gid=65817870" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Combos", "title": "Android 21", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Combos", "title": "Android 21", "section": "Enders", "text": "... > j.214L:Good as an ender when you want to save your steals or have pushed a combo. ... > j.214M:Only mildly useful. Out-damaged by Steals and doesn't combo from j.M or j.S at high hitstun decay. ... > j.214S:The more consistent of the steal enders from j.S, as it sends A21 upwards. ... > j.236S:Less consistent but equally useful. More consistent from j.M." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Combos", "title": "Android 21", "section": "Steal Follow-ups", "text": "j.236S/j.214S(Side switch sliding knockdown) j.236S/j.214S ~ L(Keeps sideswitch after command grab) j.236S/j.214S ~ M(Keeps original combo direction) j.236S/j.214S ~ H(Same as M with more damage) All command grabs can be extended with dives as written above. If you want to go into air level 3 end your air combo with j.S and to end with the grounded supers, let the second hit of j.214M connect before supers." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Combos", "title": "Android 21", "section": "Theory", "text": "Your goal with 21 is to save as much meter as possible for lvl3 supers, as that's the only way she gets real oki. After a 214S/236S, you need to carefully consider your opponent's health to make sure you save as much meter as possible. The M follow up is the most damage you can get meterless. Any metered option should only be considered if you have meter left over or it will kill. Keep in mind that at high hitstun decay, supers will not combo from both hits of L or M dive. You will have to cancel the first hit, meaning you cannot use 214L+M." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Combos", "title": "Android 21", "section": "Steal Specific Combos", "text": "If you take a look at all of her steals it becomes apparent that the 236B/Y/G/P steals are built for combos and neutral and the 214B/Y/G/P steals are used for defence and offence, knowing this makes it easier to understand." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Combos", "title": "Android 21", "section": "Notes", "text": "214S/236S are 21's only ways outside of DR to get a sliding knockdown, making her very reliant on resources for okizeme." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Combos", "title": "Android 21", "section": "Video Examples", "text": "21 combo spreadsheet with every assisthttps://docs.google.com/spreadsheets/d/12g_LctesnkHqpPXcyAmVt8PDZd0R7jYYyEya1NmM_GI/edit?usp=sharing" }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Strategy", "title": "Kid Buu", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Strategy", "title": "Kid Buu", "section": "General Tactics", "text": "Kid Buu is a ruthless, sticky mixup character. His damage is lower than average, but you're usually getting enough hits in that it doesn't matter all that much. On top of his mixup ability, his range and diverse toolbox have made him a top-tier character, even after being nerfed in several patches. His mixups are some of the most powerful and the most consistent in the game because of how well 214S synergizes with assists. His neutral is also above average, with his 5M and j.M having both great range and the ability to pull him in like a grappling hook, on top of having 2M and it's variants which allow for pressure with lows from almost full screen. To top it all off, Kid Buu has a pretty good Ki Blast in 5S and 2S, as well as having a beam with j.236S. Overall, Kid Buu is the complete rushdown package and a reliable addition to any team." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Strategy", "title": "Kid Buu", "section": "Team positioning", "text": "Kid Buu really works anywhere on your team. He can use assists really well and has a good assist, but is also blessed by being a decent solo character with fast pressure resets." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Strategy", "title": "Kid Buu", "section": "Point", "text": "This is where Kid Buu is most potent. Having two assists for 214S pressure means your opponent is definitely getting opened up if you get them to block, and Kid Buu doesn't need many resources to get the pain train rolling. The only real downside about point Kid Buu is that no other characters on your team get to use his assist." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Strategy", "title": "Kid Buu", "section": "Mid", "text": "Kid Buu is also a good mid, mostly because it allows your point character to abuse his assist. While it may take some creative routing to work it into your combos, it is worth the reward. Kid Buu is also able to use pretty much any assist in the game to get mixups from 214S, so that also helps him a lot. Kid Buu also gets a lot of mileage from 236H, and being mid usually gives him more meter to play with." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Strategy", "title": "Kid Buu", "section": "Anchor", "text": "Kid Buu's toolbox is varied enough that he makes an effective anchor. He has good Ki Blasts, a beam, and very easy ways to continue and reset pressure. You have to condition the opponent a lot though, because raw 214S is really easy to reflect and punish. Kid Buu is also hampered by the fact that he has no real reversal outside of his level 3, and his anti-air game in general is pretty suspect." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Strategy", "title": "Kid Buu", "section": "Picking Teammates", "text": "Kid Buu works with everyone and assists everyone, but his assist is harder to use in combos than most others. That usually isn't the reason you're using this assist though, as it is really good at lockdown and making your opponent hate life. Every character in the game gets a crazy mixup off of his assist, which makes it very potent and outweighs it's difficulty to use in combos. Standout teammates for Kid Buu are usually characters that both use his assist well and also give him a multipurpose assist. Kid Buu is one of the few characters that can do mixups with neutral assists, so those are generally the ones he prefers. Characters with beams or beam-likes can fill the hole between5H > 214Sas well as making236Hmixups gapless. If you have a Yamcha-style assist (fast with ~40 frames of blockstun) then you can use236Mmore liberally as it will either frame-trap 2H midscreen or be a true string in the corner. Call Kid Buu and blockstring into a move with decently low recovery (typically -6 or better), then superjump fastfall (28[2]). The mixup happens when you start to fall because you can airdash early for a crossup, airdash later to stay same side, or land and go low/DR. If done correctly, this will be completely gapless. The benefit of using a normal instead of a safe special is that the entire string becomes guard cancel safe. If they try to guard cancel before the mixup, there's a high chance you can 2H them. If they do it during the mixup, you can block it (but they'll take the hit from the assist and flip out). If they do it too late, then you get a free M starter." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Strategy", "title": "Kid Buu", "section": "Basic Gapless Strings", "text": "5LL > 1M > 5M > 5H > Ender Basic string into a blockstring ender of your choice. Those enders are: 236L:safe blockstring ender. Not all that great as you're -4 and right next to your opponent. Assist > 214S:Assisted 214S setup. Best to use midscreen as it gives you a 4-way mixup midscreen. 2S > 236M/H:Mystic Ball setup. Best in the corner because you can't go for a crossup." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Strategy", "title": "Kid Buu", "section": "Stagger Pressure", "text": "Most of Kid Buu's stagger pressure revolves around using his 1M, 5H, and S buttons to mess with your opponent's expectations. Chaining any button into 5S will make it safe. Your options from there depend on your spacing. If you're close, you can retake your turn with 5L. If they're outside 5L range, you can attempt a dash or you can go for 1M. If you think they'll mash after 5S, delay chaining into 5H will frame trap them. If they blocked 5H, then you can threaten a similar situation with 2S. You have to be careful about superdash, but you can usually react and punish with j.236H if you see them try it. After your opponent blocks 2S, you're in a bit more risky of a situation. 2S > 236M is a true blockstring on crouching opponents, but 2S > 236H works whether they're crouching or not. If you don't have assists available, you have to rely more on different options. j.S will keep you plus and in their face, but is unsafe to superdash or reflect. Airdash back will pull you back to a safe distance and let you 2H superdashes but also ends your pressure. Airdash forward button or a falling button will also let you steal another turn, but is vulnerable to 2H instead of superdash. 236H after 2S will leave you in about the same position as 2S, allowing you to play the RPS again." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Strategy", "title": "Kid Buu", "section": "214S Mixups", "text": "214S gives you a superjump IAD mixup. Depending on if you hold [9] or [7], you can crossup/stay same side for a high, or hold [3] or [1] for the crossup/same side low. Simple and effective. The downside with this mixup is how telegraphed it is. Kid Buu is forced to stand still for 41 frames, which is easily guard cancelable. The assist also gives away what you're going for. You have to mix up your strings in order to make them scared to guard cancel." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Strategy", "title": "Kid Buu", "section": "236M/H Mixup", "text": "Mystic Ball is much more difficult to see coming because of its speed. Covering the M and H versions with an assist will give a simple airdash high/land low mixup that works best in the corner. 236H is faster than 236M, but the two hits means it can be guard-cancelled on reaction. It takes more blockstun to make the M version a true string into the mixup. In most cases, if your opponent gets hit after a 236H mixup, you will build the bar back in the following combo (and then some)." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Strategy", "title": "Kid Buu", "section": "Soft Knockdown", "text": "Kid Buu gets a pretty easy airdash safejump after a vanish.665L (whiff) > 5LL > SD > j.LL(1)L > airdash j.Lwill safejump any and all reversals in the game while leaving Kid Buu plus and in a position to do an anti-reflect string. Your opponent can get out of this by delay teching, but backdashing to a safe distance usually lets you whiff punish or get back in with1M." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Strategy", "title": "Kid Buu", "section": "Sliding Knockdown", "text": "Kid Buu has access to two different sliding knockdowns. Prioritize j.H or j.DR if you can as they give better okizeme. Basic, standard okizeme ender. Midscreen, it's best to dash up and IAD j.H to catch uptech. In the corner, you can whiff a 5L or backdash and jump in with j.H for an easy safejump. These have about half the advantage of the above enders, which means the safest option to go for is a manually-timed IAD. You cantechnicallysuperjump IAD but it's very hard to time and will most likely put you into the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Strategy", "title": "Kid Buu", "section": "Level 3", "text": "You have about the same advantage as a 214L or 214M, but this time it doesn't take you out of the corner. Superjump IAD is the best option here, as you can SJ IAD [8]j.H for a high or SJ IAD [2]2L for the low. Alternatively, you can whiff an IAD j.H and DR once you've conditioned your opponent to block. Don't ever try 214S here." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Strategy", "title": "Kid Buu", "section": "Tips and Tricks", "text": "Never use Candy Beam. TK Kame is always a better choice. 6S will give you repeated 5S Ki Blasts instead of 5S > 2S. 214H is a great way to punish bad Vanishes." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Strategy", "title": "Kid Buu", "section": "Fighting Kid Buu", "text": "Fighting against Kid Buu can be difficult, but it can become easier once you understand which tools he uses the most. Kid Buus will use their 5M or 2M to try to call you out in neutral, but these can be punished if you jump a little beforehand. In the corner, Kid Buu players will sometimes use 236M as a way to get airborne in a blockstring, but anything he does afterwards can be 2H-ed or reflected if he uses an assist. The trick is to reflect before the 236M hits. Otherwise, 214S is a devastating lockdown tool, but it can also be guard canceled pretty easily. Just be wary about your timing, because if you do it wrong you're gonna eat a ton of damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)/Strategy", "title": "Gogeta (SS4)", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)/Strategy", "title": "Gogeta (SS4)", "section": "General Tactics", "text": "Gogeta (SS4)'s general goal is to get in close, choke his enemies with his stifling pressure, open them up with his myriad of mixups and deal massive damage. However he struggles quite hard when at long range due to his lack of any real projectile, so a smart player should avoid these situations. Your ideal position should be around close-to-midscreen, as this allows you to simultaneously threaten with Gogeta (SS4)'s amazing midrange normals such as5M,2M,5H,2H,6Hand 236X while also maintaining the ability to quickly rush in to blow the opponent up with his devastating combos. The issue - aside from his nonexistent projectile game - is actually opening the opponent up in the first place. While his left/right mixup is absolutely amazing, he has no fast low for high/low mixups making his mixup game unintuitive for some people. Regardless, if one can play around his weaknesses while making the most of his strengths, he will truly shine. And if all-else fails, there's always the insta-kill." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)/Strategy", "title": "Gogeta (SS4)", "section": "Point", "text": "This is likely Gogeta (SS4)'s best position, as he benefits greatly from assists and suffers without them while also dealing amazing damage. If a player can successfully incorporate Finish Sign into their combos, his damage as a point also skyrockets. That being said, it's unlikely you'll actually manage to get to Level 7 while sent here, so be prepared to play Gogeta as a brawler. If your opponent slips up and lets you build some levels though, go right ahead." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)/Strategy", "title": "Gogeta (SS4)", "section": "Mid", "text": "Another good position to play Gogeta (SS4) in, thanks to his great assists. If you're playing him as a mid, it might be better to run with his B assist or C assist instead of his A assist, as they are generally better to boost your Point's gameplan. Gogeta with meter is also incredibly scary, as his236Hcan be a powerful combo tool and his schmix game is increased through the use of214H." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)/Strategy", "title": "Gogeta (SS4)", "section": "Anchor", "text": "Not the best position to play Gogeta, unfortunately, but can still work wonders. Gogeta's damage is already stupid high, so adding on Limit Break and Level 3 Sparking!! can boost that to frankly absurd degrees. Gogeta's double airdashes also allow him some very scary single mix opportunities, meaning he can mostly function by himself. This also enables you to start building Finish Sign with his A assist from relative safety, meaning if you want to meme on some folks with the instant kill, putting Gogeta here and tacking on his A assist might be your best bet. That being said, if your opponent is running a very \"keep away\" team, then playing Gogeta here can be VERY frustrating. Your lack of any real options to close the distance aside from vanish can make your life hell, and while your opponent playing in this manner so can allow you to sneak in some levels, they have to beverydumb to not realize what you're doing before you whip out the IK." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)/Strategy", "title": "Gogeta (SS4)", "section": "Picking Teammates", "text": "Good teammates for Gogeta typically fall into one of two camps: neutral assists and Level assists. Having a mid2Lis not as much of a disadvantage to him as it is other characters, as Gogeta has access to universal fuzzy guard mixups thanks to his second airdash. Assists likeBardock BandBase Goku Agive Gogeta access to easy grounded fuzzy guard mixups after6Mand6H. Long blockstun assists likeKid Buu Aguarantee level-ups, which makes him scarier due to the reward on hit going up. Also in this camp are assists likeRoshi BandBeerus A. These also come with the bonus of gapless superdash in the corner, which can lead to an alternate IAD fuzzy setup. Gogeta also really likes having a neutral assist to compensate for his poor ranged options.Android 21's A Assistis a great example of this, and Gogeta also gives A21 her lvl3 50/50 in the corner. He also really likesKrillin A, as it can protect him in neutral while giving easy levels in combos too.Baby Bis another great neutral assist for Gogeta as it also allows extensions off Smash22Sin the corner, massively boosting his damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)/Strategy", "title": "Gogeta (SS4)", "section": "Blockstrings", "text": "2L>5L>5LL>5M>2M>6H>236L> assist... Basic, safe and gapless blockstring. Calling an assist will let you continue pressure. High blockstun assists can give you time for a left right mix-up, depending on your airdash timing, and5Lcan have a nasty hitbox if you can time it directly on top of the opponent, making the left-right guess even harder for the opponent. 2L>5L>5LL>5M>2M>6H>6S> assist... In-blockstring level-up. Sacrifices the mixup, but if you're at a high level already it can be quite scary. Turning any of your hits into potentially death is a strong upside that only SSJ4 Gogeta has. ... >6H>6H Basic overhead frametrap. If your opponent knows what they're doing, they'll default to high blocking after6Hand react to the low or throw. Technically also beats jump-out because it leaves Gogeta +1 on airblock. ... >6H>3H/236S Both options hit on the same frame, but both are vulnerable to jumping out. ... >6H>214L/M Both are quite slow but much more advantageous on block/airblock than 6H6H. They also beat backdash where the other follow-ups do not. ... >6H>5H Basic frametrap/backdash crush. If your opponent is preemptively jumping out of 6H6H, you can beat the jump with this. It also catches backdash. The only thing it really loses to is Reflect, as only236M/Hwill safely get you back in range (214L/Mwork but are vulnerable to2H)." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)/Strategy", "title": "Gogeta (SS4)", "section": "What is a Fuzzy/Fuzzy Guard Mixup?", "text": "Fuzzy Guard mixups take advantage of how fighting games are programmed to make overheads hit faster than they should. Normally, standing and holding [4] will block any IAD normal, even when done instantly. Your character also does not change their stance from high to low block until blockstun is refreshed with a different attack. Fuzzy Guards take advantage of both of these things. Forcing your opponent to stand usually involves an overhead, as otherwise they'll get hit. With their character standing and stuck in blockstun, shifting to crouching to block lowwill not affect their character. Basically, a fuzzy guard setup makes a fast air normal hit a standing opponent blocking low. For a more in-depth explaination, check out this article:https://www.dustloop.com/wiki/index.php?title=Fuzzy_Overhead" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)/Strategy", "title": "Gogeta (SS4)", "section": "6M/6HFuzzy Guard Setups", "text": "You will need a single hit assist with high blockstun for this setup to work. Using6Hin this setup means you have to condition the opponent to stand block beforehand to keep it gapless with a sequence like this:6H> Assist > 6H6HOnce they stand to pre-emptively block 6H6H, then you can start to fuzzy them. Doing this setup from a blocked6Mis pretty similar but usually less telegraphed. Once you get them standing, then you can start to mix them up. 6M/6H> Assist > IAD j.LM(fuzzyj.L) 6M/6H> Assist > dash2M(fakeout low) 6M/6H> Assist > dash DR/236S(fakeout throw) The IADj.Lhits in about 17 frames (4 frames of jump startup, 1 frame air action lock out, 6 frames airdash startup, 6 framesj.Lstartup) meaning it isunreactable. You don't have to dash very far for the fakeout options either." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)/Strategy", "title": "Gogeta (SS4)", "section": "Superdash Fuzzy Guard Setup", "text": "This setup requires a lot less conditioning than the prior setup and can be made gapless with assists like Roshi B. It's still usable with other assists with 25f+ blockstun, just a lot less safe to go for. The initial setup is this:SD > Assist >j.MKeep in mind that using a 2-hit assist has to be called earlier to make the superdash gapless.After thej.Mconnects, Gogeta should be at the ideal height for a midair IAD. SD > Assist >j.M> IAD j.LML(fuzzy/triple overhead) SD > Assist >j.M> land2M(low) SD > Assist >j.M> land DR/236S(throw) In this setup, the IADj.Land2Mhit about 1 frame apart. Technically this is fuzzy blockable, but it's so difficult that you don't have to worry about it. Going for a throw is generally less rewarding than the high/low option, but it's there just in case." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)/Strategy", "title": "Gogeta (SS4)", "section": "Level 3 Fuzzy Guard Setup", "text": "Gogeta gets a similar mixup to his Superdash when his level 3 connects. All that's needed here is to hold [9] after the super connects and whiff aj.M. From there, it's exactly the same as his Superdash setup:j.Minto IADj.Lor land2M. Happy mixing!" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)/Strategy", "title": "Gogeta (SS4)", "section": "Tips and Tricks", "text": "Using214Hafter a reflect works well as a way to force yourself back in if5His too far away. The startup of the medium version makes it more reactable, but it serves the same purpose if you don't have meter, although5Hwill work in instead of this in most places. It won't work if the opponent reflects again, or expects it and uses a reversal, so don't rely on it to give yourself infinite turns, but if the opponent has no true reversal without meter, and isn't expecting you to come spinning back in, go ham. Go especially ham if the opponent is in the corner. 5M>2Hroundstart will beat almost anything that isn't superjump back or frame 1 invincible. It also gives you barely enough time to confirm into Superdash on hit and 236X on block. It's nicely complemented by214S> Assistroundstart against the few characters that can actually challenge you." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SS4)/Strategy", "title": "Gogeta (SS4)", "section": "Fighting Gogeta (SS4)", "text": "dont let him get lv 7- Anonymous For real though, be careful about Gogeta's Finish Sign levels. Don't try and panic to beat them, as he has tricky setups that allow him to set Finish Sign up safely. Instead, try to keep the pressure on Gogeta, and if Gogeta is using Finish Sign in strings or situations where it is unsafe, be aware of these and know how to punish them. While the threat of Finish Sign is terrifying, it can still be predictable and can be played around. Be careful when pressuring Gogeta, as he has two incredibly strong reversal options. Keep your strings tight, and if you do stagger pressure, try and catch on to your opponent's habits or sneak in ranged ki blast options so as to try and bait out either22Sor214S, depending on distance/what character you are playing. If you can keep Gogeta away from you, it's a good idea to try and do so. He has no real fullscreen threats to speak of, so he must rely on either trying to get in regularly or by superdashing, both of which can be dealt with. Beams, ki blasts, whatever it takes - the longer he's not in, the better. Even if he stands full screen using Finish Sign, you can simply throw out a projectile at him which forces him to rethink his strategies or burn a meter on Vanish so that he doesn't get hit. Even burning your Sparking! on getting Gogeta off you could be a good idea in pressure scenarios, especially if you're not really sure which side to block when he has you in a left/right situation. Blocking6His a matter of defaulting to high and reacting low, instead of defaulting low and reacting high. If the Gogeta player likes to go for it without covering the gap with an assist, they have to hard read a jump with5Hor236Mto hit you for it. The worst that can happen to you otherwise is that he's plus. You can also backdash out of6Hand it's follow-ups, but that is still vulnerable5H. Getting out is mostly going to come down to how well you can recognize patterns. Jumping is a good strategy until your opponent proves they can deal with it. If you're playing Z Broly, you can set up214Sto completely invalidate Gogeta's DP. It will regester as a whiff, letting you punish at your leisure. Just be careful that he didn't do214Sas that will still connect if you trigger it with a strike. To avoid getting caught by Gogeta's roundstart options, High/Super Jump away by holding downand pressingat the beginning of a round. It is fast and the most surefire way to avoid being caught by Gogeta's5Mor5S." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Resources", "title": "Goku (Ultra Instinct)", "section": "Intro", "text": "This page is Goku (Ultra Instinct)'s Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Resources", "title": "Goku (Ultra Instinct)", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Resources", "title": "Goku (Ultra Instinct)", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Resources", "title": "Goku (Ultra Instinct)", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Strategy", "title": "Master Roshi", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Strategy", "title": "Master Roshi", "section": "Point", "text": "Roshi's assist makes him much more valuable further back on your team. Do yourself a favor and don't put him here." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Strategy", "title": "Master Roshi", "section": "Mid", "text": "Roshi's best position. Having an assist for neutral lets him do his best work up close, and it also lets the point character use his amazing assist." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Strategy", "title": "Master Roshi", "section": "Anchor", "text": "Roshi has a command grab and great frame traps, which lets him hit opponents when he's by himself. Being anchor gives him a lot of meter to work with, and it also lends his assist to two characters as opposed to one. Mid is generally a stronger position for Roshi." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Strategy", "title": "Master Roshi", "section": "Picking Teammates", "text": "Roshi likes having neutral assists because of how committal his projectiles are. Anything that lets him safely advance is good for him. Ideal blockstun is around 30 frames, as true lockdown assists will render his crossups unusable due to crossup protection. Roshi B helps almost every character in the game, and he isn't picky in terms of teammates himself." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Strategy", "title": "Master Roshi", "section": "Blockstrings", "text": "2L > 5LL > 2M > 5M > 2H > 236L Roshi's longest gapless blockstring. Works well with assists. 5LLL > 4SD > Assist Roshi's mixup string. 5LLL pulls opponents out of the corner, allowing for crossups in the corner depending on your assist call timing. j.M/H > j.236L > Assist The Leffen, jump-in mixup with an assist. Delay airdash to stay same side, airdash immediately for a crossup." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Strategy", "title": "Master Roshi", "section": "Frame Traps", "text": "Roshi has a plentiful supply of 17f startup moves. Out of M and H normals, these will leave a 2 frame gap on block, which will catch buttons, vanish, and 4-frame reversals. 5LL/5M/2M/6S > 5H/5S:2-frame gap. 5L/2L > 2M:1-frame gap. 5H > 5S:2-frame gap. 5S > 5H/236M:gapless. 5LL/5M/2M/5H/2H > 236M:2-frame gap. 6S > 6SS:big gap. This isn't all of his possible frame traps, but it should be enough to get you started. Anything that has 16 or 17 frame startup will frametrap from his normals that have 15 frames of blockstun." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Strategy", "title": "Master Roshi", "section": "Disengaging", "text": "Roshi's 2S allows him to go back to neutral if his pressure fails to secure a hit. He's generally safe when canceling from M/H normals, and he can also gatling into any H/S normals he hasn't yet used in a string. This is most commonly going to end up being his 2H at the end of his gatling table." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Strategy", "title": "Master Roshi", "section": "Okizeme", "text": "Roshi doesn't have a float, which completely eliminates superjump float and superjump IAD mixups. j.2M leaves him at around +41, which is only enough for a safejump. If you have conditioned your opponent enough, you can sneak in an airdash j.4M for a crossup midscreen. Everything else he has is a gimmick." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Strategy", "title": "Master Roshi", "section": "Safejump OS", "text": "Roshi has been gifted the extraordinary ability to ignore delay wakeup mash. Besides the normal j.H~4S reflect OS he has access to, he can also option-select his 214X to eat any attempt besides reflect to get out of pressure. By doing j.M/H~214M, he can armor through any challenges and get a combo on hit while also only staying -5 on block. If you want to spend the assist regardless, you can use 214L instead to retain your Smash for later in the combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Strategy", "title": "Master Roshi", "section": "Tips and Tricks", "text": "2H > delay 214S is an amazing ToD starter. If you're having trouble with Masterful Leap and Reverse Kamehameha in combos, the H follow up to an H button will give you the right option every time (at least when you have Smash). Reverse Kamehameha can be used just like a beam, vanishing on block after the beam connects will be a true blockstring. 2S's landing recovery is not only cancelable into other H/S normals, it's also cancelable into special moves. If your opponent is trying to run up to you, cancelling into 214L or 214H will stop them dead in their tracks. 214L and 214M will catch buttons after Roshi blocks a vanish. They can be baited with a backdash, but stopping your opponent from pressing buttons on their turn is a great tool for Roshi. Cancelling into 5HS during a blockstring leaves a big gap but can potentially leave Roshi +2 on block after a j.H. Microdash 5L anytime that Roshi is +2 will stop both backdash and mashing. The timing is tight but the reward is more than worth it. Roshi's Masterful Leap is an excellent anti-zoning option. Any character that commits to multi-Ki Blasts will be forced to wait through the entire recovery of the move if you invul through something with it, potentially netting a jump-in punish. j.2H > SD works from further than you think. This also goes for j.2H > j.2M" }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Strategy", "title": "Master Roshi", "section": "Fighting Master Roshi", "text": "\"Get in the jar, big fella\"- HookGangGod 214S can be avoided by backdashing in the air or crouching on the ground. If you're flying as Zamasu you're just out of luck. Roshi doesn't have any non-committal fullscreen options. Make him come to you. Even though his superdash is +5 on block, his j.L will not reach in time if you block the SD crouching. He's still free to 2H." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl/Frame_Data", "title": "Videl", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Videl/Frame_Data", "title": "Videl", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total On hit or block, 5M > 2M > 5M is not possible" }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Strategy", "title": "Tien", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Strategy", "title": "Tien", "section": "General Strategy", "text": "Tien is a honest, fundamentals based character who rewards good discipline with catastrophic damage. When playing Tien, focusing on your control over the neutral and practicing solid stagger pressure will give you great reward. Use your solid pokes and good specials to close the gap on your opponent and force them to make mistakes on defense." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Strategy", "title": "Tien", "section": "Team Composition", "text": "Despite not being the role Tien is famous for, his kit is solid enough to be fairly usable on point. Assists open up a surprisingly deep amount of options for combo extensions, mixups and neutral. Just don't expect to have plenty of meter to use to cash out on the big damage this character is known for. Completely usable. Having access to meter built from the Point as well as an assist is nice. Tien's assists offer a good amount of variety and utility for this position. Probably the reason you're here. Highly recommended and the most consistent choice. Solo Tien is infamous for robbing games, melting life bars, and striking fear into your opponent. Limit Break backed by Level 3 Sparking supplements his otherwise basic kit, turning him into a monster capable of easy and consistent touch of deaths. It cannot be overstated just how much damage Tien does off of any decent starter with access to meter, Limit Break and Sparking. Tien's neutral and pressure solo are greatly benefitted from the buffs Sparking gives, and the threat it provides." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Strategy", "title": "Tien", "section": "Picking Teammates", "text": "Tien is very self sufficient. He does not require much in his teammates besides them Building a decent amount of bar for him to utilize Getting some use out of his assists Not immediately exploding againstthegoodones. If you have decided to not run Tien on Anchor , or perhaps to use him as a character you tag in often throughout a game, he is not very greedy on the assists you choose either. Simple neutral focused and blockstun assists supplement his gameplan perfectly." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Strategy", "title": "Tien", "section": "Choosing Tien's Assist", "text": "All 3 of Tien's assists have their own arguments for their usage, and the choice mainly comes down to personal preference." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Strategy", "title": "Tien", "section": "C: Well Rounded", "text": "C assist is your safest and most efficient option for most teams that include Tien. Its fast, fullscreen, and offers a good chunk of blockstun for your efforts. The main downside of this assist is the longer cooldown associated with all C assists. A and B have their own use cases, however you can never go wrong with C." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Strategy", "title": "Tien", "section": "A: Good, Yet Lacking", "text": "A assist is a good option if you want a lower cooldown option that offers a good amount of combo versatility. It's fast, has beam property, and knocks the opponent up on hit instead of carrying them across the screen like other beam assists. However, the low blockstun of A assist hampers its usage in pressure, mixups and neutral should it be blocked. If you need a beam projectile to supplement your neutral and have decided to use Tien, consider A." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Strategy", "title": "Tien", "section": "B: Strong, High Learning Curve", "text": "B is largely brought down by its long startup. This limits liberal usage in neutral, and gives odd timings for pressure and combos. However, should a player get past this, B assist opens up fullscreen lockdown, unique combos and mixups not too much worse than Kid Buu's infamous gumball assist." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Strategy", "title": "Tien", "section": "Neutral", "text": "Your main goal in neutral should be to reach close range. Control the long range with strong movement supplemented with Dodon Ray and your chainable5S. You can also use M Volleyball Fist and Telekinesis as risky, higher reward callouts/reaction checks Your mid range is a bit of the same, however you are now able to utilize your5Malong with IADS, superdashes and the rare5Hto supplement your space control. Tien's air game is also fairly strong, with a downward angledj.Sand your Air Dodon Ray. You have perfectly usable air normals, and Air Volleyball Fist operates as a fairly strong armored air to air. Theres not much flair in Tien's neutral, no Vegito Blue6S, no Beerus2M, just your fundamentals against the many neutral skips of this world." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Strategy", "title": "Tien", "section": "Offense", "text": "Tien's offense mainly focuses on universal options, utilizing strong stagger pressure and multiple threats at different times in his strings to force the opponent to make a mistake on defense. Outside of Sparking, your only options that aren't universal (DR,6M, IADs) is your236H, a slow command grab, your214Xseries, a set of reactable overheads, and Telekinesis, a slow pressure reset." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Strategy", "title": "Tien", "section": "Blockstring Pressure", "text": "2L>5L>5LL>2M>5M>5S>5H>5S>236L Reset points:2L(-4),5L(-3),5LL(-4),2M(-4),5M(-4),5S(-5) As is seen from the example blockstring, all of Tien's mediums and lights are safe on block. This allows a multitude of reset mindgames and points to overload your pressure and force your opponent to crack. Due to his5Sbeing safe and usable twice in any string, Tien can use it to enforce a reset/frametrap mindgame twice in a row.236Lis generally your best ender for this purpose, being safe on block, easily hitconfirmable with the followups, adding an extra low to your blockstring and scaling like a medium. Keep in mind at any point in any of your strings, you can threaten a command grab, an overhead or a cheeky Telekinesis reset along with universal options. All three of these options are reactable and slow, however their different response requirements coupled with strong pressure will open up opponents more often. The more sparingly you use these options, the stronger they become." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Strategy", "title": "Tien", "section": "Offense Tips", "text": "Be aware of how many options you have access to when you reset. The blockstring above is merely a suggestion for starting to think about offense. Do not be afraid to change things up, as your main strength in pressure is making your opponent unsure as to when you'll use most of your options. In Sparking, you gain access to:Immediate jump cancels and IADs out of your normalsThis also gives an instant overhead in TK Air Volleyball Fist (2369H)Higher reward off of 6M with an airdash cancelEmpty Vanish pressure extensionsMore frametrap and reset opportunities with use of special cancels Immediate jump cancels and IADs out of your normalsThis also gives an instant overhead in TK Air Volleyball Fist (2369H) This also gives an instant overhead in TK Air Volleyball Fist (2369H) Higher reward off of 6M with an airdash cancel Empty Vanish pressure extensions More frametrap and reset opportunities with use of special cancels ^ In Sparking, Tien's offensive options expand greatly. This is a large point towards the fear a Solo Tien can enforce. Take advantage." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Strategy", "title": "Tien", "section": "Okizeme", "text": "Tien has access to safejumps off all of his main combo enders, adding quite a bit of consistency.(a supporting section with common safejump setups will be added at a later date) Off of all of your enders, a meaty Telekinesis is also possible. Spaced out and timed properly, this option Is plus even on reflect Hits every wakeup option besides delay tech Causes invincible reversals to whiff (besides advancing level 3s) Learn proper timing for a meaty214Sto level up your okizeme.(Video examples of Telekinesis oki will be added at a later date)" }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Strategy", "title": "Tien", "section": "Fighting Tien", "text": "Tien's offense and neutral has few strong gimmicks. Practice good fundamental movement and defense to have a better time against the character. If the subsequent supers wouldn't kill, don't be afraid to take a TK Air Volleyball Fist. Being too afraid of the option will allow Tien to simply 2M and make you explode Try not to give him time to use Telekinesis in neutral, as it gives him a huge amount of time for easy fullscreen confirms and free pressure \"Farewell, Tien...\" is a knowledge check. simply duck, jump or superdash Respect his air presence. Air Volleyball Fist will punish careless superdashes, and Air Dodon Ray controls a very large amount of space. Beware a patient Tien with enough meter for Neo Tri Beam. With a good eye, due to the supers tracking and full invincibility, good reactions can turn into a fullscreen punish of any relatively commital option you might do in neutral." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it.Clarification:Frame data is up-to-date, but move descriptions are lacking." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "Overview", "text": "Gohan (Adult)orAdult Gohanis a slick, flashy character with incredible pressure and great damage output. Designed to be a strong character (words from the developers themselves), he is a beast in the right hands. Gohan's equipped with fantastic one-of-a-kind normals and an install super:Potential UnleashedGuardAllStartup9+3Recovery44Advantage-29, allowing him to get stronger and stronger as the match progresses. Using this super, Gohan can unlock various upgrades such as seemingly eternal blockstrings ripe with stagger potential, buffs on all special moves with significant properties, and even more eruptive damage output. Gohan (Adult)is a crafty, pressure-oriented character who can power-up multiple times to smother his opponents with an overwhelming presence. Potential Unleashed: Gohan becomes increasingly more powerful as he levels up, with him at Level 7 considered to be the strongest character in the game. Stagger Pressure: Among the best stagger pressure equipped with devastating frametraps along with many points to reset blockstrings. At Level 5 and up, can end any blockstring with ±0 on block2Lor -23L. Mix-ups: A toolkit filled to the brim with mix-up options. High/low with5Landj.L, left/right withj.Sandj.Mor with Level 1214LGuardHighStartup24~32 [20~28] {1}Recovery11Advantage-3/MGuardHighStartup28~36 [22~30] {1}Recovery11Advantage-3, blindingfast fallsGuardStartupRecoveryTotal: Until L+9Advantage, have we mentionedF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.setups at Level 3? Combos: Arsenal enables lots of combo creativity leading to extremely high damage, from leg loops, Level 5Reverse BeatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.combos, and to Level 7 special move conversions. Reversals: Plenty of strong, unique defensive options, and the only character in the game withDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.that can be madeplus on blockonce he reaches Level 7. Assist Variety: All 3 of his assists fill different niches:AGuardAllStartup18Recovery64Advantage+29for pressure,BGuardAllStartup30RecoveryAdvantage+45for blockstrings, andCGuardAllStartup33 [20]RecoveryAdvantage+30for neutral. Neutral: Gohan lacks full-screen presence as he has next-to-no approach tools without assists. Potential Unleashed: Level 0 Gohan can be underwhelming, it's often necessary to put him atMidIn a 3v3 fighting game, Mid refers to the 2nd character up to fight out of the 3 selected by the player.orAnchorIn a 3v3 fighting game, Anchor refers to the 3rd character up to fight out of the 3 selected by the player.so he can enter the fight already leveled up through aDHCA term that describes when a character performs a super attack in a team game and tags into another characters super.or a special tag. Meter Dump: Gohan relies on dumping bars from his very low damage Super in order to unlock the special properties from Potential Unleashed." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "Unique Mechanics", "text": "Level 1 and up is indicated by a faint lightning effect on Gohan's idle animation Every time Potential Unleashed is used, Gohan (Adult) will level up, improving his abilities and damage. He begins every match at Level 0, and can gain up to 7 levels. Potential Unleashed bonuses remain for the rest of the match. Level 1: Ground L Super Combois modified. New move:Machine Gun Punch. Jet Uppercut: Light version becomes faster and has less recovery, allowing it be utilized in combos. Medium and Heavy versions travel further horizontally for the first hit. Machine Gun Kick: Kicks even more rapidly. Medium and Heavy versions travel further when forward input is held. Heavy version is active for longer and deals twice as many hits after hitting the opponent. Ultimate Back Attack: Teleports on start-up, tracking the opponent anywhere on screen. Masenko: Gains 2 additional hits. Level 3: Gohan gains a second airdash. This allows him to jump and airdash twice, or double jump and then airdash, but he cannot airdash and then double jump. Level 5: Gohan gains fullReverse BeatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves., allowing him to regularly cancel any normals into any other normals that haven't been used in the string. Level 7: Gohan can cancel his specials into other specials on block or hit. He can only cancel into other special moves that haven't been used in the string. Overall Changes Medium Jet Uppercutgains 1 additional hit per level from Level 1 to 3. Heavy Jet Uppercutgains 1 additional hit per level from Level 1 to 7. All attacks' damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at Level 6." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "5L", "text": "Really short range. First hit has a small hitbox coming from Gohan's foot. One of the best5Ls in the game due to it's fast start-up and non-suspecting low-hit property. Everyone has been hit by this move. Mostly combo filler. Can be a good meaty against a delay tech. After a safe jump off a sliding knockdown, continuing to mash light (5LL) can catch mashing or put them on block. Counts as grounded. Smash hit can link toj.L. 5L Hitstop for the 1st hit: 6F The second hit is attack level 2, but has blockstun and hitstun of attack level 1 5LLis equivalent to5M.Level 5: If5Mhas already been used in a string, autocombo reverts back to level 0 version.Does less damage, has worse scaling, and is more minus on block than the move it copies. Level 5: If5Mhas already been used in a string, autocombo reverts back to level 0 version. Does less damage, has worse scaling, and is more minus on block than the move it copies. 5LLLis equivalent to3H, though doesn't have Head invul.Launches on hit.Level 5: While technically a different button, if3Hhas already been used in a string, this attack will not come out and the autocombo ends at5LL. Subsequently, if5LLLhas been used,3Hcannot be used in the same string. Launches on hit. Level 5: While technically a different button, if3Hhas already been used in a string, this attack will not come out and the autocombo ends at5LL. Subsequently, if5LLLhas been used,3Hcannot be used in the same string. 5LLLLCan be used to reset pressure due to it having the same frame advantage as2L.Luckily unlike other autocombo normals,5LLLLand2Lis able to be used in the same string, giving him fantastic pressure capabilities. Luckily unlike other autocombo normals,5LLLLand2Lis able to be used in the same string, giving him fantastic pressure capabilities. 5LLLLLlaunches higher than Level 05LLL. 5L Hitstop for the 1st hit: 6F The second hit is attack level 2, but has blockstun and hitstun of attack level 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "5M", "text": "Fantastic range. Large normal that covers an extraordinary amount of space relative to how fast the start-up is, and thus is an amazing frametrap and whiff-punish. It also supplements his left/right mix-up by easily hit-confirming cross-up normals, especially if he has access to double airdash from Level 3. The range can also be a downside as it's pretty punishable if Gohan whiffs himself." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "5H", "text": "Great horizontal range, will hit at round start distance. Wall bounces on Smash hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "5S", "text": "Covers about 90% of the screen relative to the hitbox and his position. Launches on hit. Whiffs against crouching opponents, except up close. Doesn't have Ki blast property." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "2L", "text": "Fairly disjointed hitbox. Far reaching and being +0 encourages strong stagger pressure. Clash level 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "2M", "text": "Slides forward about half-screen. Launches on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "2H", "text": "Smash hit launches higher with more hitstun. Puts Gohan in the air, true blockstring into j.236X. Airborne during frames 10-33 When canceled into other actions, gives 8F of landing recovery" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "2S", "text": "Treat this like a DP.2Sis a lightning fast backdash that puts Gohan airborne starting on frame 4, allows him to escape from blockstrings, beat throws, and crush lows. When his back is against the corner, it can be converted on hit withj.236Hinto a full combo. At Level 1 and up,j.236H[6] will connect even in midscreen. Values in [ ] are when canceled from j.2S Airborne during frames 4-30 [1-27]" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "6M", "text": "Universal overhead. Uses the same animation and hitbox/hurtbox asj.H. Airborne during frames 5-33" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "3L", "text": "Machine Gun Punch (Hold OK) Available at Level 1 Potential Unleashed. Holding L adds extra hits. Handy blockstring filler but more importantly is a great stagger/pressure reset tool since it scales like a medium, is -2 on block, and can also be shortened/extended. Can also a good meaty against a delay tech." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "3H", "text": "Ultimate High Kick Launches on hit. Jump cancellable on hit. Clash level 4" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "j.L", "text": "Bad horizontal range but great vertical range." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "j.M", "text": "Great air-to-air normal." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "j.H", "text": "5LLLLLLLDynamic hit can wall bounce. j.Hcauses a sliding knockdown on Smash hit. Can be cancelled intoj.2Sfastfall on hit, giving extra time to set-up. While sending the enemy down, it can combo intoj.236Lwith the right positioning. This is the core idea of his leg loops." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "j.S", "text": "Gohan's main zoning tool. It has very short recovery for a Ki Blast, pulls him backward like2Sbut with a much more aggressive descend. It can be tough to approach a disciplined Gohan staying in the air and spammingj.S. Super Dash is the obvious answer, but he can recover fast enough to either block, respond with j.236X, orj.2S▷236L. In a blockstring, instantj.Sfrom a ground jump is +8 at minimum, and forward jump delayj.Sacts as a crossup fakeout that can be converted withj.236H.j.Scan also be used defensively similar to2S." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "j.2H", "text": "Smash hit launches higher with more hitstun. One of the fastestj.2Hs in the game, allowing your combos to be just a hair longer due to less hitstun decay." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "j.2S", "text": "Falls straight to the ground. Mix-up potential with resources. Immediately after landing - can perform a heavy (H), unique (S), or Super Move. Movement starts on frame 9 Cancelable starting on frame 6 after landing" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "Jet Uppercut", "text": "236L/M/H Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. 236L Level 0 Cannot clash Airborne during frames ?-41 236M Level 0 Airborne during frames ?-63 236H Level 0 Airborne during frames ?-60 On Smash hit, recovery is 40F Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. 236L Level 1+ Cannot clash Airborne during frames ?-33 236M Level 1+ Number of hits increases by 1 each level, up to 6 total hits at Level 3+ Airborne during frames ?-63~65 236H Level 1+ Number of hits increases by 1 each level, up to 10 total hits at Level 7 Airborne during frames ?-60~64 On Smash hit, recovery is 40F Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. Because it's near identical to the medium version, only really worth in pretty niche scenarios where the marginally faster start-up and more damage would matter." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "Machine Gun Kick", "text": "j.236L/M(Hold OK)orj.236H Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. j.236L Level 0 Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236M Level 0 Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236H Level 0 If landed mid-attack, landing recovery is 6F Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. j.236L Level 1+ Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236M Level 1+ Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236H Level 1+ If landed mid-attack, landing recovery is 6F Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. Extremely active, spectacular against Super Dash and Raw Tag. Eating a rawj.236Hequals to losing 40% HP with a standard post-j.236Hcombo. On block, Gohan stays airborne, and can sneak in aj.Lthat is susceptible to anti-airs, but can be countered alternatively with an OS reflect." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "Ultimate Back Attack", "text": "214L/M/H(Air OK) Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. 214L Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F 214M Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F 214H Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214L Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214M Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214H Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. Level 1:Allows him to extend into advanced combos by inputtingj.M/j.Lright before landing, virtually becoming an extreme form of a rejump combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "Masenko", "text": "236S Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Whiff cancelable into Super Dash during recovery Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Whiff cancelable into Super Dash during recovery Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Mostly used before SD to start leg loops in the corner, and also as a DR ender in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "Assist A", "text": "Jet Uppercut Receives the damage buff from Potential Unleashed. Head invulnerable. Tied with Krillin's A assist for the fastest assist in the game." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "Assist B", "text": "Machine Gun Punch Decent start-up. High blockstun. Great blockstring assist, simple to hit confirm." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "Assist C", "text": "Masenko" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "Potential Unleashed", "text": "236L+Mor236H+S(Hold OK) Potential Unleashed's effects are listed below the overview section (At the top) H+Sversion can be held to stack up to 7 Ki Gauges, butL+Mversion only ever consumes 1 Ki Gauge, meaning you can't DHC into him and dump bars. Damage bonus from Potential Unleashed is applied to this super during the freeze as Gohan reaches the next level(s). Minimum damage: 658 and increase by 200 with each level. It is not affected by Potential Unleashed levels. 236L+M Minimum damage: 658 236H+S Minimum damage: 658 → 858 → 1058 → 1258 → 1458 → 1658 → 1858" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "Bros. Kamehameha", "text": "214L+Mor214H+S Minimum damage: 70*24 (1680). Hitbox can increase/decrease depending on who is on the team, but damage stays the same. Leaving Gohan pretty close to the opponent and being around +40 after hit, you can go for Superjump > IAD > High/Low for a relatively ambiguous 50/50 mix. Minimum damage: 70×24 (1680)" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_0_Gohan_(Adult)", "title": "Level 0 Gohan (Adult)", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Strategy", "title": "Goku (GT)", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Strategy", "title": "Goku (GT)", "section": "General Tactics", "text": "Goku (GT) is hands down the best Mid in the entire game. His supers are powered up when one of his teammates dies, his best tools require meter, and his Assist A can do things that very few other assists can do (If you can get around its 40 frames of startup). His neutral is dominated by both 236H and 214H, as they are both incredibly low commitment neutral skips that allow for pressure when you have an assist to cover you. His damage also increases exponentially when he has meter, as Ultra Spirit Bomb allows for an unscaled combo afterwards." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Strategy", "title": "Goku (GT)", "section": "Point", "text": "Goku (GT) can service as a good point character, but he's most often played as a Mid due to his assist and the damage boost to his supers. Goku (GT) is the kind of character where he brings tons of benefits to the rest of the cast, but he doesn't receive much from them in return." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Strategy", "title": "Goku (GT)", "section": "Mid", "text": "This is the best place for Goku (GT). He likes to have at least one assist to help his mixups and neutral, and being here also allows for him to use the powered up supers. Usually you'd want to pair him with SSJ Goku, because Goku provides both a neutral and combo extending assist, but he works with any character that allows for a 5L pickup off of j.214M." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Strategy", "title": "Goku (GT)", "section": "Anchor", "text": "GT likes to have a lot of meter in order to do his best work, and this position allows him to have that AND for other characters to take advantage of his amazing assist. If you get a clean hit, you're still almost guaranteed to take a character from your opponent thanks to Limit Break boosting his already high metered damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Strategy", "title": "Goku (GT)", "section": "Picking Teammates", "text": "Goku (GT) is interesting because he assists almost everyone but gets assisted by very few characters. He really likes beam assists for two-man ToDs and better neutral, but he plays well with most common anchors." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Strategy", "title": "Goku (GT)", "section": "Blockstrings", "text": "2L > 5L > 5LL > 2M > 5M > 2S > 5H... Safe normals: 2L, 5L, 5LL, 2M (-6) 2S and 5S. 2L > 5L... \"Infinite\" stagger. 2M (reflected) > 5S > 236H (Reflect proof) Basic reflect proof blockstring example. 2S > j.2H +4 on block pressure reset. Plus enough on hit for a meaty jab. Can be 2H'ed, so don't get predictable." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Strategy", "title": "Goku (GT)", "section": "Mix-up tools:", "text": "214L Corner: ...214L , airdash j.H ...214L , airdash ▷ 2L ...214L ▷ dash 2L Can be fuzzy blocked consistently but it is very difficult. 214M has a gap but is alot easier to use for mix-up 2S Midscreen: ...2S delayed j.2/1S ▷ 236X (Land cross up) ...2S delayed j.3S > 214S ~ 6S... Switches sides after 2S. Examples shown using Goku Base A assist. j.2S high/low: 2S > j.2S ▷ 2L 2S > j.2S airdash j.L This is a true 50/50 mix-up. Will need high blockstun assist to setup in a true blockstring, low blockstun assist can be used but it is very risky." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Strategy", "title": "Goku (GT)", "section": "j.2H and j.214M", "text": "After a midscreen j.2H, you get a jump > airdash mixup. j.214M gives you nothing midscreen, but it gives a non-IAD safejump in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Strategy", "title": "Goku (GT)", "section": "214L+M", "text": "When non-enhanced, you're only allowed to get a high-low. When one character is down, you can also get a crossup. RIP Season 2 Ultra Spirit Bomb, we miss you :'(" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Strategy", "title": "Goku (GT)", "section": "Tips and Tricks", "text": "Any version of 214X cannot be 2H'ed, and due to its nature as a projectile does not get pushed out if reflected. 236H is a great neutral tool that can be used like Bardock's lariat. It also allows for a free combo on hit. 2S > j.2H can be used in a similar manner to Bardock's 236S. Any medium button chained into 5S acts as a frametrap for 6 frame jabs. 2S being a low allows you to do similar pressure to Cell, and people just happen to get hit by it." }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Strategy", "title": "Goku (GT)", "section": "Fighting Goku (GT)", "text": "214H can be punished by running under it. 236H can be punished by IAD back j.H, and j.236H can be 2H'ed. 2S > j.2H can be 2H'ed. The nerf to GT's autocombo makes backdashing after a blocked vanish less risky. \"Don't let him touch you\" -Anonymous" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Frame_Data", "title": "Goku (Ultra Instinct)", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(Ultra_Instinct)/Frame_Data", "title": "Goku (Ultra Instinct)", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total" }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Combos", "title": "Yamcha", "section": "Meterless", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Combos", "title": "Yamcha", "section": "Corner", "text": "Notes: For combos with the notation (236L(skip)~H), input Wolf Fang Fist with 236L, but immediately press H to go straight into Wolf Fang Fist: Flash. You will likely use this for neutral in any case, but worth clearing up. When using Wolf Fang Fist L in combos, for maximum damage you should let each part of the move finish, when you see a large hitstun freeze.However, if you're continuing the combo after (for example with the Kame link), you should skip the final part of each section of the move. Otherwise, your hitstun decay is murdered, and your combo drops." }, { "url": "https://www.dustloop.com/w/DBFZ/Yamcha/Combos", "title": "Yamcha", "section": "Misc", "text": "Lv1 into Lv3 link You can control the last 5 hits of Spirit Ball using any button. Every downward direction will cause sliding knockdown, butandare better for comboing into Ultimate Wolf Fang Fist than. In general, you wanna throw the opponent high enough off the ground before ending with a downward ball as the last hit, but not too high that the opponent techs out before they touch the ground. Something like 7L > 4L > 7L > 4L > 1L will work. There's no weird timing, just press the buttons at a constant rate. This sequence can also be used to bring the opponent closer to you after a midscreen BnB. However, 74741 will cause a sideswitch at close range. So doing this in the corner into Lv3 isn't recommended as it will ruin the oki. You can use 84683 for this instead, but it has slightly different timings. 5LLL > 236M~M~M 5H > 236M~M~M Works midscreen. 5LLL > 236L~M~M 5LLL > 236M~L~M 5H > 236L~L~M Works in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla/Resources", "title": "Kefla", "section": "Intro", "text": "This page is Kefla's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla/Resources", "title": "Kefla", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla/Resources", "title": "Kefla", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla/Resources", "title": "Kefla", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Resources", "title": "Trunks", "section": "Intro", "text": "This page is Trunks's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Resources", "title": "Trunks", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Resources", "title": "Trunks", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Resources", "title": "Trunks", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock/Resources", "title": "Bardock", "section": "Intro", "text": "This page is Bardock's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock/Resources", "title": "Bardock", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock/Resources", "title": "Bardock", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock/Resources", "title": "Bardock", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler/Resources", "title": "Cooler", "section": "Intro", "text": "This page is Cooler's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler/Resources", "title": "Cooler", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler/Resources", "title": "Cooler", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler/Resources", "title": "Cooler", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Resources", "title": "Master Roshi", "section": "Intro", "text": "This page is Master Roshi's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Resources", "title": "Master Roshi", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Resources", "title": "Master Roshi", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Resources", "title": "Master Roshi", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)/Frame_Data", "title": "Android 21 (Lab Coat)", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21_(Lab_Coat)/Frame_Data", "title": "Android 21 (Lab Coat)", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)/Frame_Data", "title": "Broly (DBS)", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)/Frame_Data", "title": "Broly (DBS)", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total 2M can only be done 2 times when cancelling from or to 5M" }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba/Frame_Data", "title": "Janemba", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Strategy", "title": "Vegeta (Super Saiyan)", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Strategy", "title": "Vegeta (Super Saiyan)", "section": "General Tactics", "text": "SSJ Vegeta is a very jack-of-all trades type character. He has a DP, a lariat, and a solid ki blast. The only thing he really is missing is a beam. Opening up opponents is a lot harder on SSJ Vegeta since he has a very \"honest\" skillset. However, he has one of the best superdash punishes in the game, his 214L Crushing Knee Kick. This is also usable in the air, so zoning is the playstyle you will have for the most part. However, they haven't given SSJ Vegeta much face since season 1. He has stayed old and basic while new characters are getting way better stuff. Power creep has nerfed this man a lot. Fortunately you can still make him work on your team as long as he is played correctly. His A assist is still extremely good for zone control and combos, but since a lot of the new anchors can completely nullify ki-blasts (Vegeta's ONLY source of zoning), he is probably better mid or point." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Strategy", "title": "Vegeta (Super Saiyan)", "section": "Point", "text": "Personally I prefer him point just because having 2 assists to help balance the fact he doesn't have a beam seems necessary. He also can build a stupid amount of meter with his Consecutive Energy Blast." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Strategy", "title": "Vegeta (Super Saiyan)", "section": "Mid", "text": "This is a decent position for Vegeta if you want to still make use of his assist." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Strategy", "title": "Vegeta (Super Saiyan)", "section": "Anchor", "text": "SSJ Vegeta used to be arguably the best solo character in the game, but now he gets smoked by a LOT of anchors and mids. You can make him work as an anchor but you have to have really good fundamentals and movement." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Strategy", "title": "Vegeta (Super Saiyan)", "section": "Picking Teammates", "text": "You can pretty much pick whoever you want. His assist enables DR extentions for the entire cast AND catches people in neutral. The only thing to keep in mind is that his assist can be superdash/reflect canceledon block. Ideally, the other characters in your team won't have superdashable assists otherwise you could be in trouble." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Strategy", "title": "Vegeta (Super Saiyan)", "section": "Blockstrings", "text": "5L > 5LL > 2M > 5M > 5H > 236L/M > Assist > Airdash(Assist blockstring into high/low mixup) ... > 5LL, 2L/5L(5LL pressure reset, very good as 5LL is only -2) 4L > delay 4LL > 6M > 5L(the Fenritti Special, delay 4LL allows for a +oB 6M) Vegeta's block pressure is very basic. With assists, you'll want to end your string with 236L. It leaves you airborne and the assist covers the airdash after. You can also end with 236M to switch sides mid-blockstring. By yourself, you'll mostly want to stick to lights for stagger pressure and frametraps with mediums. It's also possible to reset strings with 5S, but that is pretty telegraphed." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Strategy", "title": "Vegeta (Super Saiyan)", "section": "j.2H Mixups", "text": "With assists like Bardock B and Kid Buu A, SSJ Vegeta gets particularly mean mixups off of 236L. It's pretty much the same as what Base Vegeta can do but lesser known because of Vegeta's notoriety as an anchor character. The basic structure is as follows: ... > 236L > j.2H (whiff) > airdash j.L / land 2L From here, you can still do stuff like5L > DRor the +6M setup, but it's highly likely the opponent will be hit by the j.2H mixup because it is atrue 50/50." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Strategy", "title": "Vegeta (Super Saiyan)", "section": "Staggers", "text": "Since Vegeta is mostly played as an anchor, it's important to know his solo pressure as well as his assist pressure. Vegeta's main stagger normals are 2L, 5L, 5LL, and sometimes 2M and 5M. His lights all recover very quickly which make them his most common stagger tools. His mediums are more unsafe but they also recover fast enough to stagger with, albeit being more unsafe than usual. If you need to disengage from a string, using 236L gives you an RPS point in your favor between an airdash reset, j.S, and an air backdash to keep yourself safe." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Strategy", "title": "Vegeta (Super Saiyan)", "section": "Zoning", "text": "Vegeta's Ki Blast zoning is among the most powerful in the game. He can shoot more Ki blasts than anyone else on the ground (8) and in the air (5). This is strong on it's own, but Vegeta also has 214L, a frame 1 head-invulnerable move that can also be performed in the air. That move is absolutely crucial in forcing your opponent to respect the Ki Blasts. It takes some effort, but after some practice you can react to superdash and 214L. Once they start to respect it, you can keep zoning or force your way in/punish a bad decision with a fullscreen 236H." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Strategy", "title": "Vegeta (Super Saiyan)", "section": "j.H", "text": "Smash j.H allows for a basic dash jump > airdash safejump anywhere on the screen. Without the Smash property, the best you get is a meaty dash normal if you're at around jump height." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Strategy", "title": "Vegeta (Super Saiyan)", "section": "j.214M", "text": "Midscreen, j.214M does not have enough frame advantage to sustain pressure. You are forced to either use j.H or switch to a more zoning-oriented playstyle. In the corner, j.214M allows for similar mixups to his Level 3. The caveat is that because it is not a hard knockdown, the opponent has plenty of tech options to try and get out." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Strategy", "title": "Vegeta (Super Saiyan)", "section": "214M", "text": "214M is significantly less plus on hit than j.214M, as it only allows an IAD j.M for a safejump." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Strategy", "title": "Vegeta (Super Saiyan)", "section": "214L+M/j.214L+M", "text": "Vegeta's Level 3 allows for either a safejump with [9]j.H or a Box Dash (superjump IAD) mixup. The easiest way to do this is to input 296H+S (using the dash macro). Your options afterwards look like this: SJ IAD [8] > j.ML/j.LL/j.H SJ IAD [5] > j.M/j.LL SJ IAD [2] > 2L" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Strategy", "title": "Vegeta (Super Saiyan)", "section": "Tips and Tricks", "text": "Vegeta has the best Ki Blast zoning in the game. Practice catching superdashes with 214L to take it to another level. 214M is good to have, but don't abuse it. Using 5L after a blocked 6M is almost always a better idea. SSJ Vegeta can do mostly the same mixups that Base Vegeta can do with Kid Buu assist. 236S is extremely risky on block, only use it if you have meter to shut down superdashes." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(Super_Saiyan)/Strategy", "title": "Vegeta (Super Saiyan)", "section": "Fighting Vegeta (Super Saiyan)", "text": "If you're going to get in on Vegeta, you have to time your approach well. Be wary of his Light DP. If Vegeta is fighting alone, he does not have any way to hit you outside of universal options and staggers. 214M is punishable on block and 2H-able on reflect. Don't let him get away with it. If he wakes up with level 3, reflect it. That will net you a bigger punish than blocking will. If he uses 236S or j.236S without meter, you are free to superdash at him. After 236L, Vegeta's options are limited to air options. It should be easy to sniff out an airdash pressure reset, but 2H will lose if he does a Ki Blast." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba/Resources", "title": "Janemba", "section": "Intro", "text": "This page is Janemba's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba/Resources", "title": "Janemba", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba/Resources", "title": "Janemba", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba/Resources", "title": "Janemba", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler/Combos", "title": "Cooler", "section": "Notes", "text": "Can end with\"214M~L\"to switch sides. If wanting to end with a Level 3 mid-screen, stop combo just before j.214M or use the EX follow-up." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler/Combos", "title": "Cooler", "section": "Combo Theory", "text": "Cooler doesn't get slide knockdowns from j.2H, so always try to end your combos in 214M or 236L. They each have their own advantages, but 236L won't work if the combo is too long. In exchange, it gives you a safejump in the corner if you airdash after Cooler lands and pushes them away. Save an air action in the air to get j.236L which gives you access to the \"Bruh reset\" by doing IAD j.M after j.236L" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)/Combos", "title": "Vegeta (SSGSS)", "section": "Intro", "text": "You can help by editing it." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)/Combos", "title": "Vegeta (SSGSS)", "section": "Combo Theory", "text": "When performing aerial combos, try to end with j.5S > 214L for guaranteed SKD and more meter gain. This also allows you to use your 236H+S. Instead of using just j.5S > 214L to end a combo, you should try to use 236S > 214L in order to get more damage and bar. This might not work in very long combos, so keep that in mind." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza/Frame_Data", "title": "Frieza", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza/Frame_Data", "title": "Frieza", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total 2S can't whiff cancel into Sparking Blast" }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza/Frame_Data", "title": "Frieza", "section": "Sources", "text": "http://www.mediafire.com/file/ub3y734dwku3tp4/Frieza%20Hitboxes.mkv(rec. April 24, 2018) Turtleon's Frame Data" }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Frame_Data", "title": "Master Roshi", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Master_Roshi/Frame_Data", "title": "Master Roshi", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)/Resources", "title": "Broly (DBS)", "section": "Intro", "text": "This page is Broly (DBS)'s Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)/Resources", "title": "Broly (DBS)", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)/Resources", "title": "Broly (DBS)", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Broly_(DBS)/Resources", "title": "Broly (DBS)", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks/Strategy", "title": "Gotenks", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks/Strategy", "title": "Gotenks", "section": "General Tactics", "text": "Gotenks is a jack of all trades, but he particularly excels in pressure. While he is no slouch in neutral with whiff-cancelling special moves, ways around Ki Blasts with 214X, multi Ki Blasts, and a beam, he really wants to be up close and personal. He has several plus on block moves at his disposal, with the most prominent being 236H. Once he cracks his opponent open, whether it be with meter or assists, is when the real party starts. His notorious Ghost Oki is suffocating in the corner, as his opponent is forced to deal with it no matter what they do. If done correctly, Gotenks can ignore the soft knockdown RPS while regaining assists and momentum. New to Season 3.5 are high damage rejump combos, which fixes Gotenks' only real weakness: his lack of damage. His assists and overall strength lend him to work anywhere on a team, as he is able to maintain pressure solo as well as being able to regenerate assists." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks/Strategy", "title": "Gotenks", "section": "Point", "text": "Gotenks has the mix-ups to contend with some of the best point characters. Assists help boost his damage, but he doesn't need them for pressure if he has meter. This means you can usually burn assists for more meter gain and damage in order to set up Ghost oki. Putting Gotenks point means you won't be getting much out of his amazing assists, but damage increase from assists is justification enough." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks/Strategy", "title": "Gotenks", "section": "Mid", "text": "Gotenks is good with meter to burn. Because of 236H, he can take the trade of one less assist for more meter with no problem. Having more meter to play with also offsets the potential meter gain loss of not having assist extensions. This position also allows for your point character to take advantage of his assist. Being down one assist means his damage output will suffer a little, but his pressure is still among the best of any other mid." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks/Strategy", "title": "Gotenks", "section": "Anchor", "text": "Solo Gotenks is not recommended but is definitely still playable. He can play without assists, but his pressure gets noticeably more linear and predictable. His staggers aren't the best as his only safe normals are 5L, 2L, 5LL, and 5S. Most of his combos will not be meter positive if started from Ghost oki or Level 3, which hurts his comeback ability in the long run. Having Limit Break means his rejump combos do far more damage, but it's not a good enough reason to play him solo. Only consider this if your other characters need his assists." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks/Strategy", "title": "Gotenks", "section": "Picking Teammates", "text": "Gotenks has at least one assist that helps the entire cast. Assist A works well with characters like SSJ and Base Vegeta, as well as characters that need tracking assists for combos like Vegito. It's high blockstun and tracking helps it be a rare combo and blockstring assist. Assist B is better for characters like Bardock who push opponents out of the tracking range of Galactic Doughnut midscreen. Assist C is a beam, which will help pretty much anyone in the entire cast. Gotenks himself can use almost any assist. The main places for assists in blockstrings are after moves like 5LLL and 214X/236X. In terms of combos, any assist that easily enables a sliding knockdown from j.DR is helpful for him. Some of Gotenks' best partners are Kid Buu, Android 21, Base Goku, and Master Roshi. Any assist that lets him get a mixup in a blockstring is automatically good for Gotenks, because that is the one trait that he inherently lacks. Gotenks' level 1 super also sets up Super Spirit Bomb DHC's for Base Goku, adding another reason to play them. Gotenks also likes Roshi B as both a potential mixup assist as well as being a defensive option for a character with none. Kid Buu is a pure mixup assist, and Gotenks has -2 on command with 236L which lets him set up max frame advantage with ease. Android 21 A isn't a lockdown assist, but it is one of the best neutral assists in the game. Gotenks can also set up her level 3 left/right with his 7jc.H ghost oki setup into 236L+M, which makes them a great pair to play together." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks/Strategy", "title": "Gotenks", "section": "Blockstrings", "text": "(5LL/2LL) > 2M > 5M > 5H > 214L/236L Gotenks has a lot of options in his blockstrings. 5[H], 214S, 236M, and 236H are all plus on block, but 236H is the only one without a gap. Use them sparingly. ... > 236L With 236L being -2, Gotenks can backdash out of pressure to safety. If your opponent presses something big, there's also a whiff punish opportunity with 2M. Take caution as 2M will not normally reach after a backdash. Combine this with an assist for easy mixups. You can also choose to frametrap with another 236L thanks to his special cancels. ... > 236M 236M is plus, but it carries more risks. Against standing tall characters, all the hits will connect. On anyone else, standing or crouching, some of the hits at the top of the arc will whiff, leaving you vulnerable to 2H. It's a good trick to pull out every now and then, but not something to be relied on. ... > 236H 236H is safely plus 1. You can use it to reset your string whenever you want to, or even hold it to vary the timing. Pressing 5L will beat other 5L's, but you have to be on it. Once you get them to respect your 5L, then you can go for other things. Gotenks is particularly vulnerable to backdash here because of how small the frame advantage is and how poor his buttons are for chasing it. 5LLL > 66j.L/2M With assists, Gotenks' autocombo becomes a pressure tool. It's not the ferocious mixup machine it once was, but it's still decent when covered by Ghosts. ... > 214M > 214H Unreactable left/right mixup, loses to 2H. Hold [1] for same side and [3] for crossup. Why does he have this? No one knows for sure. Gotenks mostly uses his 5L, 2L, and 5LL for stagger pressure. He can also use 5M and 2M, but those require more conditioning as they're punishable on block by most of the cast. Be careful when using 5LL as it's highly punishable if you whiff it, most commonly after a reflected 5L. You'll have to frame trap from them more often than not in order to get away with using them. In exchange for having poor mediums, Gotenks has several ways to reset pressure. 214S, while slow, is +5 on block and exceptional in the corner. 5[H] is also slow but it can be charged halfway as a fake, and is +1 on full charge. Lastly, 236H is fast and also plus on block while only costing a half bar and being gapless." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks/Strategy", "title": "Gotenks", "section": "Ghost Oki", "text": "Ghost Oki allows Gotenks to fight the knockdown system and continue pressure solo. It's easily his defining character trait, and it's also nowhere near as hard as the Negative Edge label would have you to believe. It's usable anywhere, but you'll get the best results in the corner. Gotenks' midscreen setup needs j.H's sliding knockdown in order to work. From there, microdash 236H+S to set up the ghosts. Once the ghosts are set up, release the S ghost when you see the other character tech and superdash (this will release the H ghost). While flying towards your opponent, press and release L, then M. When you get to the opponent, the S ghost should be the first thing that connects, then the H and L ghosts, then the superdash, then the M ghost. After your superdash connects, you can either airdash high or land 2L for a mixup. It's not the most consistent setup, but it gets the job done. In the corner after using 236H+S, the first ghost you want to let go is H ghost after an IAD j.H. Next, route into 5LLL and release L ghost. To cover the mixup, release M ghost after 5LLL. After the mixup is hit or blocked, you can use S ghost to either combo into air Dragon Rush or sustain pressure again while your assists come back. Alternatively, you can land after the j.H and superdash while pressing L then M for a solo Superdash 50/50. This is the easiest way to get a mixup, but it's also the least rewarding as you use all four ghosts for the setup. You can also choose to use the ghosts meaty by using Negative Edge in which you hold down button(s) during the super and release the button(s) after you recover. The ghosts will release without you whiffing anything, allowing you to see what your opponent is doing. This method makes it a lot easier to confirm the ghosts as well as being reversal safe (as you're not whiffing any buttons). Start by holding L and S during the super. Release the S ghost to meaty with, and dash jump with 6HS (you're still holding L, so this will prevent a superdash as well as releasing the H ghost. The last step is to release L while in the air to cover the mixup. This setup leaves you with the M ghost remaining to do 5LLL pressure. Up to date (Season 3) Ghost Oki guide by THECOOLKID93:https://youtu.be/2Y61aI4h170" }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks/Strategy", "title": "Gotenks", "section": "Level 3 Okizeme", "text": "If you use the second Ghost Oki setup (7jc.H), you can make a level 3 super that's +34 instead of +28. This is enough time to go for a left/right mixup, which is further helped by the super pulling your opponent out of the corner. After lvl3, you can do: dash 214M > 214H[1](gives a meterless corner combo) dash 214M > 214H[3](requires an assist or meter to combo from) SJ IAD j.H(meterless crossup, can be 2H'd) SJ IAD j.M(can safejump some 2H's) SJ IAD j.214L(meterless same-side, needs an assist or meter to combo from) Video demonstration by Shk0do here:https://twitter.com/Shk0do/status/1276349955137875968?s=20" }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks/Strategy", "title": "Gotenks", "section": "Tips and Tricks", "text": "Gotenks can stall in the air by doing j.236[S] or j.236L > j.236[S]. You're vulnerable to superdash but you can use it to go over beams and things like it. Gotenks has several pressure reset points besides 236H. 236M and 214S are both plus on block, while 236[S] can be airdashed after. They all have their downsides and shouldn't be relied on all the time, but they're good to have in your back pocket. j.6S is an amazing approach tool when within half screen. Make your opponent guess between j.S and j.6S > j.L. j.214L is an excellent same-side option to fake crossups with." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks/Strategy", "title": "Gotenks", "section": "Fighting Gotenks", "text": "Watch what he does on oki. The non-jump back j.H route is escapable with vanishevery time. Gotenks has a beam and Ki Blasts, but his air Ki Blast doesn't quite hit fullscreen. All of Gotenks' plus frame options except for 214S can be backdashed out of midscreen. You don't have to let him be plus. If a Gotenks player has a habit of doing special moves on the ground into 236H (so like 236L into 236H) to make himself plus, you can 2H the 236H attempt because it counts as him being in the air. This is tricky, and depends a bit on timing, but is possible." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Combos", "title": "Captain Ginyu", "section": "Intro", "text": "Please feel free to make edits, but include edit summaries and sources where applicable. This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Combos", "title": "Captain Ginyu", "section": "Meterless", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Captain_Ginyu/Combos", "title": "Captain Ginyu", "section": "Combo Theory", "text": "Try to end every combo with sliding knockdown for Oki. Keep track of of your Ginyu Force rotation when comboing and understand that combo damage will sometimes have to be sacrificed for better Oki. Jeice 5S > Guldo 5S > SuperDash does more damage, yeah, but even if you end with SKD you only have Recoome for Oki, who is too slow on his own and will need an assist to cover his startup." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Resources", "title": "Gogeta (SSGSS)", "section": "Intro", "text": "This page is Gogeta (SSGSS)'s Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Resources", "title": "Gogeta (SSGSS)", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Resources", "title": "Gogeta (SSGSS)", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Gogeta guide by Kite (September 2022) Gogeta's 236L~M mix Gogeta's Superdash mix setups Gogeta's left/right mix" }, { "url": "https://www.dustloop.com/w/DBFZ/Gogeta_(SSGSS)/Resources", "title": "Gogeta (SSGSS)", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock/Combos", "title": "Bardock", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it. Please feel free to make edits, but include edit summaries and sources where applicable." }, { "url": "https://www.dustloop.com/w/DBFZ/Bardock/Combos", "title": "Bardock", "section": "Miscellaneous", "text": "5LLL, super jump j.L ... Corner link. 214M + Assist, 5LL > 2M > 236M ▷ 5LL > IAD j.LS > 5L > delay 5LL > 2M > 5S > 5H > SD > j.LS > j.236M, j.L Extending raw 214M into falling j.L safe jump. 214M + Assist, 5LL > {IAD j.LS > 5L > delay 5LL}x3 > 2M > 5M > 236M, j.[DR] Raw 214M into SKD." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)/Frame_Data", "title": "Vegeta (SSGSS)", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Strategy", "title": "Android 16", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Strategy", "title": "Android 16", "section": "General Tactics", "text": "Due to his large hitbox, grab-oriented play, and lack of projectile options it is important for Android 16 to take the initiative early. Due to his BnB combos taking the oppponent back to the ground, Android 16 benefits heavily from assists that allow him to extend his combos into the corner. From here he can corner his opponent and keep them guessing with hard knockdowns, cross-ups, and armored basic attacks." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Strategy", "title": "Android 16", "section": "Point", "text": "As a point character, Android 16 can use his partners to help him with the neutral game without relying on his projectile or 5H. While he struggles to build bar on his own when compared to other characters, he gains a lot from having assist for his combo extensions. 16 is able to take the opponent from corner to corner with almost any assist, and almost always finishing them with a 236L. He no longer has access to his hard knockdown, but he's still a force to be reckoned with." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Strategy", "title": "Android 16", "section": "Mid", "text": "Arguably 16's best position. You not only get access to him with an assist which is still good, but you now get access to one of the best assists in the game with his B assist. and thanks to recent patches, he can now get a lot more corner carry and/or damage with j.2H routes. 16 still likes having 2 assists, but he's still a big threat when in the Mid position" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Strategy", "title": "Android 16", "section": "Anchor", "text": "Debatable choice. On the one hand, there's nothing inherently wrong with anchor 16. On the other hand, he doesn't really bring anything new to the table between mid and anchor." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Strategy", "title": "Android 16", "section": "Picking Teammates", "text": "As an upside, 16 can work with pretty much any character in the game. His j.214L/j.236L bring both him and the opponent back down to the ground and the launch in front of him is at the perfect distance for any assist to hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Strategy", "title": "Android 16", "section": "Blockstrings", "text": "5L > 5LL > 2M > 5M > 5H > 214L/M > Assist > ... Assist mixup setup. Needs a lot of blockstun to work, but too much will prevent you from doing crossups. 2LL, 2LL ... Looks infinite because of the gap between 2L and 2LL but it is not. Any number of 2L's into a dash can keep a scared opponent locked down indefinitely. ... > 214S > 5L > ... Pressure reset. You don't have to use 5L but it beats most of your opponent's available options. ... > 5H > 5SS Pressure ender. You don't want to do this but sometimes you don't have a choice. If you think your opponent is going to reflect your Ki Blasts, 236M them and teach them a lesson." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Strategy", "title": "Android 16", "section": "214L/M/H", "text": "Pretty unusual combo enders unless you don't have the meter or assists to convert into 236L. The most you get are jumping normals to cover their air tech option." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Strategy", "title": "Android 16", "section": "236L", "text": "This is your most common combo ender. The slide knockdown doesn't slide very far, but it lasts long enough to get an IAD safejump. RIP the vanilla Hard Knockdown." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Strategy", "title": "Android 16", "section": "236L+M", "text": "You get about the same oki here as 236L due to the new slide knockdown properties, but it's a little worse." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Strategy", "title": "Android 16", "section": "214L+M", "text": "You can do pretty much anything you want here except cross your opponent up." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Strategy", "title": "Android 16", "section": "Choosing an Oki Route", "text": "Your main choice for oki is 236L, so try to convert into it in any way possible. Thankfully, it is pretty easy to convert into. Any 214X move can combo into 236L with the use of vanish, and it also combos from a grounded mid-combo dragon rush. Additionally, j2H confirms into 236L from anywhere on screen bar some longer combos. From there, if you have meter, you can convert 236L into 214L+M or you can go straight from 214X into 214L+M." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Strategy", "title": "Android 16", "section": "Tips and Tricks", "text": "214S is +4, use it like Tyrant Lancer: once in a blue moon. 236L is your best grab to use in a blockstring due to how fast it is. 5H is a decent way to force yourself in. 214H is a great option to contest after 6M, it beats 6f mash due to priority. j.2hhttps://youtu.be/YjLF7Nl9FJs" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Strategy", "title": "Android 16", "section": "Fighting Android 16", "text": "A well-timed fuzzy jump will beat both command grabs and 214S. Most of his strings have gaps in them that allow you to push him out with reflect. However, over-reliance on this will get you grabbed." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler/Strategy", "title": "Cooler", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler/Strategy", "title": "Cooler", "section": "General Tactics", "text": "Cooler uses his death grip on neutral to force his way in and make his opponent respect his massive range. While his Ki Blast isn't great to zone with, his counterzoning tools are what makes Cooler the force that he is. 3H plows through Ki Blasts and beams alike. 214S and 236S both jail into vanish on block, and 214S is even a low. Cooler's massive 5M, 2M, and 5H allow him to easily control the space in front of him, and his 236L divekicks give him a scary degree of mobility." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler/Strategy", "title": "Cooler", "section": "Point", "text": "Very good normals, especially 2M as well as having both a beam and a \"frick beams\" move with 3H. Good to use him to win neutral and tag into someone else to run the mixups, similar to Vegito" }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler/Strategy", "title": "Cooler", "section": "Mid", "text": "Cooler Mid allows for the point to take advantage of his A assist's massive hitbox, he can also use his B assist to punch through pesky beams and ki blasts. Cooler on Mid should only tag in on some supers since his tag super is grounded." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler/Strategy", "title": "Cooler", "section": "Anchor", "text": "Since Cooler builds meter slow, this can be a decent position for Cooler to do his thing, his thing being the extermination of the Saiyan race. He can make use of meter in combos such as by ending combos with 236H or with his air supers. Cooler's strong staggers and 236X plus frames let him carry momentum and keep the pressure on, and he's hard to keep out with 3H." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler/Strategy", "title": "Cooler", "section": "Picking Teammates", "text": "Goku (Ultra Instinct):Cooler best uses assists that can get him out of unsafe situations if run as point or mid. For this reason UI goku's A assist can be used in a pinch, his counter level 1 always tags into cooler's grounded level 1 as well. Base Goku:Base Goku can use his B assist to built a lot of meter for cooler so he can spam EX moves as an anchor, most notably the crushing 214H knee at will. Roshi:Roshi's B assist can help plow through unsafe situations since it has a guard point on startup, using assists after a missed 214H allows for pressure to be applied on whiff, and makes the move more safe on block. Roshi's A assist's hitstop can prove invaluable during hitconfirms letting him easily confirm 214S and extend combos to fullscreen almost effortlessly. Cooler works fine with most teammates but loves people with assists that allow him to confirm off 214S, 5S, or 214X meterlessly." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler/Strategy", "title": "Cooler", "section": "Blockstrings", "text": "2LL/5LL > 2M > 5M > 6H > 5H > 5S > Assist > ... Basic assist blockstring. Cooler's staggers are based around 5S and the raw range of his normals. Once he has spaced himself out, he can use 2L, 2M, 5M and 5S to continue to pressure the opponent from long range. Up close, he can also use 5L to tick throw or stagger with how good it's frame advantage is. Once the opponent is conditioned to block, then you can break out 236M to stay plus and 236S/214S > Vanish to switch things up. 2LL/5LL > 2M > 5M > 6H > 5S > 5H > Assist > ... Basic frametrap / 236X based blockstring. Cooler's 6H and 5H are frame traps allowing you to scare the opponent away from blocking high as this will counter hit 2H. Utilize 236L and 236H at any point in the blockstring to make the opponent block high or push buttons. As stated before 5S is a great stagger point being -5 on block with 5H threatening in the background. You are still vulnerable to frame 1 invincible moves inbetween 6H and 5H." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler/Strategy", "title": "Cooler", "section": "Okizeme", "text": "If you save your air action, j.236L allows for an airdash safejump via airdash j.M . Without it, you still get a j.M, but it leaves you farther away. In the corner, j.214M~M gives a pretty basic safejump. Midscreen, it leaves you too far to do anything meaningful. In the corner, if you save a air smash you can get j.2H 236M for a meaty 6M that you can combo off. In the corner, j.236L allows for a meaty high safe jump? with up+forward float j.L. You can create an entire gameplan off this oki alone. It is that good. Cooler's level 3 gives him a dash jump safejump, but you can also try gimmicks with 214S. Cooler's level 3 gives him a simple high low mix with the high option being safe via IAD j.M land (IAD j.M) for high or 66 2M for low." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler/Strategy", "title": "Cooler", "section": "Tips and Tricks", "text": "236L is an excellent mobility tool. Its raw speed can be surprising to those unfamiliar to Cooler. 3H can be made safe on block with 5S, or can be made plus with 236M if you're willing to take the risk. Don't forget his level 3 can be both a counter AND a command grab. 5H goes nearly full screen very quickly. 236H allows you do get plus frames relatively safely and beats a lot of 5Ls. A well timed 214S can hit complacent opponents thinking they are safe from mix so far away. This is especially useful after either level 1's." }, { "url": "https://www.dustloop.com/w/DBFZ/Cooler/Strategy", "title": "Cooler", "section": "Fighting Cooler", "text": "Cooler's ranged options are quite slow, especially his beam. Cooler also has a tough time controlling the air on the opposite side of the screen. Make sure you know if your character can be hit by Cooler's instant j.2H crossup mix. Cooler's 3H goes through beams, ki blasts, and Head attacks, but you can 2M or 5L him right out of it no problem. 236X can be readily punished with 2H if they love the sky. Beware of jS if they are catching onto you 2Hing all the time. Cooler's blockstrings are filled with gaps use frame 1 invincible moves to get out of them. After 5S Cooler still has an additional low with 214S After a level 1 avoid sticking on the ground 214S is deceptively animated. Literally holding down back and reacting to his 236X specials and respecting his neutral will win you more games than not. Just hold the blockstring, it's far better than taking 4.7k for reading him wrong." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)/Strategy", "title": "Vegeta (SSGSS)", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)/Strategy", "title": "Vegeta (SSGSS)", "section": "General Tactics", "text": "Vegeta (SSGSS) is a character with heavy offense and good pressure, but is somewhat dependent on meter to get high amounts of damage dealt. He also has amazing corner carry and rekkas which builds meter fast. However, keep in mind that he might spend meter faster than he builds it." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)/Strategy", "title": "Vegeta (SSGSS)", "section": "Point", "text": "The position where meter builders play him and generally his best position overall. Vegeta Blue is a great starter for offensive teams which revolve around keeping opponents blocking and getting them in the corner. His tendency to rely on assists for rounding up his neutral and his mixups make this position the most prominent at unlocking his real potential, but some assists are better suited than others at enabling rekka 50/50, so choose your partners wisely. His good meter build is also an aspect that can be used by meter hungry characters needing to spend some for their setups, making Vegeta (SSGSS) a great enabler for some chars." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)/Strategy", "title": "Vegeta (SSGSS)", "section": "Mid", "text": "A position where Vegeta has enough meter to dish out great damage while still keeping an assist to cover him. Playable but lacks some flexibility due to having one less assist. Vegeta (SSGSS)'s A assist is extremely situational in combo extending, but is beast during blockstring pressure. His second assist is more common, being a standard lariat with decent combo potential and decent blockstun. He can be played as a second point or DHC heavy character at this slot, but he might end up being pressured by opponents due to one character being down. Most of the time, playing Bluegeta mid is kind of a waste compared to the potential he has on point, but feel free to experiment in case you find a flexible shell." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)/Strategy", "title": "Vegeta (SSGSS)", "section": "Anchor", "text": "Vegeta Blue's worst position, sacrificing assists and therefore a lot of freedom for absolutely outrageous damage on almost every touch. Vegeta Blue's neutral and mixups are shaky at best when he's alone, so anchor is a position where he'll need to play a lot safer and precise in order to maneuver on the screen and open up opponents. However, his ability to dish out meter to deal massive amounts of damage along with his self-sufficiency in his combo routes makes an anchor Vegeta Blue a healthbar melting machine. With ample amounts of meter, he can take down entire teams by himself. Just keep in mind you'll need to do the heavy lifting alone when trying to mixup and when navigating the screen against possibly two assists." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)/Strategy", "title": "Vegeta (SSGSS)", "section": "Picking Teammates", "text": "As his best position is point, he needs allies who can support him well with assists, covering the screen in neutral and keeping the opponent locked up in blockstun just enough to mix them with strong 50/50 out of his rekka series. Therefore, he really likes lockdown assists (e.g. Kid Buu A, Gotenks A, SSJ Goku B) for pressure and elongating blockstrings to get an opening through the mixups (see blockstring video), and assists who can clear the screen or throw out projectiles (e.g. Piccolo A, DBZ Broly A, Broly (DBS) B). As Blue Vegeta has great combo extending tools by himself, he doesn't really need assists to convert off of his hits, but quick moves can still help with that (e.g. Trunks A, Gotenks B), which ends up adding to his already ridiculous damage output (especially in the corner)." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)/Strategy", "title": "Vegeta (SSGSS)", "section": "Blockstrings", "text": "2LL/5LL > 2M > 5M > 5H > ... Blue Vegeta's blockstrings are relatively basic until it gets to the rekkas. With assists, any M version will set up a perfect high/low mixup at the cost of a gap: 236M 236L~M Blue Vegeta's main goal in his blockstrings, aside from universal stuff, is to alternate between baiting and punishing reflects, and making the opponent block medium versions of the rekka (either 236M or 236L~M). The medium rekkas allow Vegeta to enforce a really ambiguous 50/50 if he gets his opponent to respect his blockstring. As the gap isn't big enough to be 2H'ed, the only real option is to either reflect or guard cancel, so what Vegeta needs to do is make sure people aren't reflecting medium rekka. This is where ki blasts, low attacks in true blockstrings and 214L come into play: As a reflect-bait, a low beating standing and a grab, they are all potent counters to Reflect. Once you get to an M rekka, either land and 2L or airdash j.M and profit. Without assists to cover you, it's still a good idea to go for rekka frametraps after stagger pressure. It's possible to condition your opponent allow for resets off rekkas, but that isn't very likely in a real match." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)/Strategy", "title": "Vegeta (SSGSS)", "section": "Tips and Tricks", "text": "Special cancel 2H into 236S (if blocked) for safety. Try to implement j.2H into your combos to maximize damage potential (Only if you have not used up your Smash already). You can get a sliding knockdown using j.H or Vanish + 214L or j.S + 214L during air combos. Use his Niagara Pummel super after a sliding knockdown to boost his damage further. When using 236L (and followups) during Rekka pressure, call for an assist and IAD into high low mix-ups. Niagara Pummel can be used in when you see attacks coming at you because it has complete invulnerability and can be used as a combo starter if you hold down the button. You can still get the SKD if you start a combo this way. Be very careful doing this however because it can be baited and is minus on block. After using 5SS this can be cancelled into Niagara Pummel. Be careful, 5SS can not be converted into 2H, if someone is super dashing. However, you can punish your opponent with the following: 5SS > 236S or 5SS > level1 (Niagara Pummel, can also be used as a combo starter) or 5SS > level3" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta_(SSGSS)/Strategy", "title": "Vegeta (SSGSS)", "section": "Fighting Vegeta (SSGSS)", "text": "Keeping him at range is recommended, as he becomes extremely dangerous in front of your face and has some fast normals, but you have to be wary of the grabs that can chase you and allow him to start pressure. Also, be ready to crouch at any time. Characters with a long-reaching and fast 5M have a big advantage on him, since he has short limbs (5M and 5H being his longest normals), but since most character that can do that have big bodies, they are more vulnerable to his hitstrings once he gets in close. Be careful of his ki blasts, as they are fast, well-angled, and he will probably try to Vanish after he used them to catch you. You cannot cancel his ki blast with your blast, so jump or special move through them. Like most strong offensive charaters in most games he has little in the way of defensive measures. So, pressuring him is a good idea if you do not leave a gap wide enough in your blockstrings, or else he will punish you hard (if you leave a gap or if he blocks your mixups correctly). He loses at range due to long startup on BBA, and has a sub-par mid-range game due to short normals. A character like Cell, who is good in both these areas, is recommended against him." }, { "url": "https://www.dustloop.com/w/DBFZ/Gotenks/Combos", "title": "Gotenks", "section": "Midscreen", "text": "Note: Whiff cancelling special moves will be represented by ~ Eg.214H ~ 214S" }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza/Resources", "title": "Frieza", "section": "Intro", "text": "This page is Frieza's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza/Resources", "title": "Frieza", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza/Resources", "title": "Frieza", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Frieza/Resources", "title": "Frieza", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla/Frame_Data", "title": "Kefla", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla/Frame_Data", "title": "Kefla", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it.Clarification:Frame data is up-to-date, but move descriptions are lacking." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "Overview", "text": "Gohan (Adult)orAdult Gohanis a slick, flashy character with incredible pressure and great damage output. Designed to be a strong character (words from the developers themselves), he is a beast in the right hands. Gohan's equipped with fantastic one-of-a-kind normals and an install super:Potential UnleashedGuardAllStartup9+3Recovery44Advantage-29, allowing him to get stronger and stronger as the match progresses. Using this super, Gohan can unlock various upgrades such as seemingly eternal blockstrings ripe with stagger potential, buffs on all special moves with significant properties, and even more eruptive damage output. Gohan (Adult)is a crafty, pressure-oriented character who can power-up multiple times to smother his opponents with an overwhelming presence. Potential Unleashed: Gohan becomes increasingly more powerful as he levels up, with him at Level 7 considered to be the strongest character in the game. Stagger Pressure: Among the best stagger pressure equipped with devastating frametraps along with many points to reset blockstrings. At Level 5 and up, can end any blockstring with ±0 on block2Lor -23L. Mix-ups: A toolkit filled to the brim with mix-up options. High/low with5Landj.L, left/right withj.Sandj.Mor with Level 1214LGuardHighStartup24~32 [20~28] {1}Recovery11Advantage-3/MGuardHighStartup28~36 [22~30] {1}Recovery11Advantage-3, blindingfast fallsGuardStartupRecoveryTotal: Until L+9Advantage, have we mentionedF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.setups at Level 3? Combos: Arsenal enables lots of combo creativity leading to extremely high damage, from leg loops, Level 5Reverse BeatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.combos, and to Level 7 special move conversions. Reversals: Plenty of strong, unique defensive options, and the only character in the game withDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.that can be madeplus on blockonce he reaches Level 7. Assist Variety: All 3 of his assists fill different niches:AGuardAllStartup18Recovery64Advantage+29for pressure,BGuardAllStartup30RecoveryAdvantage+45for blockstrings, andCGuardAllStartup33 [20]RecoveryAdvantage+30for neutral. Neutral: Gohan lacks full-screen presence as he has next-to-no approach tools without assists. Potential Unleashed: Level 0 Gohan can be underwhelming, it's often necessary to put him atMidIn a 3v3 fighting game, Mid refers to the 2nd character up to fight out of the 3 selected by the player.orAnchorIn a 3v3 fighting game, Anchor refers to the 3rd character up to fight out of the 3 selected by the player.so he can enter the fight already leveled up through aDHCA term that describes when a character performs a super attack in a team game and tags into another characters super.or a special tag. Meter Dump: Gohan relies on dumping bars from his very low damage Super in order to unlock the special properties from Potential Unleashed." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "Unique Mechanics", "text": "Level 1 and up is indicated by a faint lightning effect on Gohan's idle animation Every time Potential Unleashed is used, Gohan (Adult) will level up, improving his abilities and damage. He begins every match at Level 0, and can gain up to 7 levels. Potential Unleashed bonuses remain for the rest of the match. Level 1: Ground L Super Combois modified. New move:Machine Gun Punch. Jet Uppercut: Light version becomes faster and has less recovery, allowing it be utilized in combos. Medium and Heavy versions travel further horizontally for the first hit. Machine Gun Kick: Kicks even more rapidly. Medium and Heavy versions travel further when forward input is held. Heavy version is active for longer and deals twice as many hits after hitting the opponent. Ultimate Back Attack: Teleports on start-up, tracking the opponent anywhere on screen. Masenko: Gains 2 additional hits. Level 3: Gohan gains a second airdash. This allows him to jump and airdash twice, or double jump and then airdash, but he cannot airdash and then double jump. Level 5: Gohan gains fullReverse BeatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves., allowing him to regularly cancel any normals into any other normals that haven't been used in the string. Level 7: Gohan can cancel his specials into other specials on block or hit. He can only cancel into other special moves that haven't been used in the string. Overall Changes Medium Jet Uppercutgains 1 additional hit per level from Level 1 to 3. Heavy Jet Uppercutgains 1 additional hit per level from Level 1 to 7. All attacks' damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at Level 6." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "5L", "text": "Really short range. First hit has a small hitbox coming from Gohan's foot. One of the best5Ls in the game due to it's fast start-up and non-suspecting low-hit property. Everyone has been hit by this move. Mostly combo filler. Can be a good meaty against a delay tech. After a safe jump off a sliding knockdown, continuing to mash light (5LL) can catch mashing or put them on block. Counts as grounded. Smash hit can link toj.L. 5L Hitstop for the 1st hit: 6F The second hit is attack level 2, but has blockstun and hitstun of attack level 1 5LLis equivalent to5M.Level 5: If5Mhas already been used in a string, autocombo reverts back to level 0 version.Does less damage, has worse scaling, and is more minus on block than the move it copies. Level 5: If5Mhas already been used in a string, autocombo reverts back to level 0 version. Does less damage, has worse scaling, and is more minus on block than the move it copies. 5LLLis equivalent to3H, though doesn't have Head invul.Launches on hit.Level 5: While technically a different button, if3Hhas already been used in a string, this attack will not come out and the autocombo ends at5LL. Subsequently, if5LLLhas been used,3Hcannot be used in the same string. Launches on hit. Level 5: While technically a different button, if3Hhas already been used in a string, this attack will not come out and the autocombo ends at5LL. Subsequently, if5LLLhas been used,3Hcannot be used in the same string. 5LLLLCan be used to reset pressure due to it having the same frame advantage as2L.Luckily unlike other autocombo normals,5LLLLand2Lis able to be used in the same string, giving him fantastic pressure capabilities. Luckily unlike other autocombo normals,5LLLLand2Lis able to be used in the same string, giving him fantastic pressure capabilities. 5LLLLLlaunches higher than Level 05LLL. 5L Hitstop for the 1st hit: 6F The second hit is attack level 2, but has blockstun and hitstun of attack level 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "5M", "text": "Fantastic range. Large normal that covers an extraordinary amount of space relative to how fast the start-up is, and thus is an amazing frametrap and whiff-punish. It also supplements his left/right mix-up by easily hit-confirming cross-up normals, especially if he has access to double airdash from Level 3. The range can also be a downside as it's pretty punishable if Gohan whiffs himself." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "5H", "text": "Great horizontal range, will hit at round start distance. Wall bounces on Smash hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "5S", "text": "Covers about 90% of the screen relative to the hitbox and his position. Launches on hit. Whiffs against crouching opponents, except up close. Doesn't have Ki blast property." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "2L", "text": "Fairly disjointed hitbox. Far reaching and being +0 encourages strong stagger pressure. Clash level 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "2M", "text": "Slides forward about half-screen. Launches on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "2H", "text": "Smash hit launches higher with more hitstun. Puts Gohan in the air, true blockstring into j.236X. Airborne during frames 10-33 When canceled into other actions, gives 8F of landing recovery" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "2S", "text": "Treat this like a DP.2Sis a lightning fast backdash that puts Gohan airborne starting on frame 4, allows him to escape from blockstrings, beat throws, and crush lows. When his back is against the corner, it can be converted on hit withj.236Hinto a full combo. At Level 1 and up,j.236H[6] will connect even in midscreen. Values in [ ] are when canceled from j.2S Airborne during frames 4-30 [1-27]" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "6M", "text": "Universal overhead. Uses the same animation and hitbox/hurtbox asj.H. Airborne during frames 5-33" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "3L", "text": "Machine Gun Punch (Hold OK) Available at Level 1 Potential Unleashed. Holding L adds extra hits. Handy blockstring filler but more importantly is a great stagger/pressure reset tool since it scales like a medium, is -2 on block, and can also be shortened/extended. Can also a good meaty against a delay tech." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "3H", "text": "Ultimate High Kick Launches on hit. Jump cancellable on hit. Clash level 4" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "j.L", "text": "Bad horizontal range but great vertical range." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "j.M", "text": "Great air-to-air normal." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "j.H", "text": "5LLLLLLLDynamic hit can wall bounce. j.Hcauses a sliding knockdown on Smash hit. Can be cancelled intoj.2Sfastfall on hit, giving extra time to set-up. While sending the enemy down, it can combo intoj.236Lwith the right positioning. This is the core idea of his leg loops." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "j.S", "text": "Gohan's main zoning tool. It has very short recovery for a Ki Blast, pulls him backward like2Sbut with a much more aggressive descend. It can be tough to approach a disciplined Gohan staying in the air and spammingj.S. Super Dash is the obvious answer, but he can recover fast enough to either block, respond with j.236X, orj.2S▷236L. In a blockstring, instantj.Sfrom a ground jump is +8 at minimum, and forward jump delayj.Sacts as a crossup fakeout that can be converted withj.236H.j.Scan also be used defensively similar to2S." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "j.2H", "text": "Smash hit launches higher with more hitstun. One of the fastestj.2Hs in the game, allowing your combos to be just a hair longer due to less hitstun decay." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "j.2S", "text": "Falls straight to the ground. Mix-up potential with resources. Immediately after landing - can perform a heavy (H), unique (S), or Super Move. Movement starts on frame 9 Cancelable starting on frame 6 after landing" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "Jet Uppercut", "text": "236L/M/H Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. 236L Level 0 Cannot clash Airborne during frames ?-41 236M Level 0 Airborne during frames ?-63 236H Level 0 Airborne during frames ?-60 On Smash hit, recovery is 40F Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. 236L Level 1+ Cannot clash Airborne during frames ?-33 236M Level 1+ Number of hits increases by 1 each level, up to 6 total hits at Level 3+ Airborne during frames ?-63~65 236H Level 1+ Number of hits increases by 1 each level, up to 10 total hits at Level 7 Airborne during frames ?-60~64 On Smash hit, recovery is 40F Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. Because it's near identical to the medium version, only really worth in pretty niche scenarios where the marginally faster start-up and more damage would matter." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "Machine Gun Kick", "text": "j.236L/M(Hold OK)orj.236H Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. j.236L Level 0 Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236M Level 0 Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236H Level 0 If landed mid-attack, landing recovery is 6F Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. j.236L Level 1+ Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236M Level 1+ Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236H Level 1+ If landed mid-attack, landing recovery is 6F Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. Extremely active, spectacular against Super Dash and Raw Tag. Eating a rawj.236Hequals to losing 40% HP with a standard post-j.236Hcombo. On block, Gohan stays airborne, and can sneak in aj.Lthat is susceptible to anti-airs, but can be countered alternatively with an OS reflect." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "Ultimate Back Attack", "text": "214L/M/H(Air OK) Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. 214L Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F 214M Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F 214H Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214L Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214M Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214H Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. Level 1:Allows him to extend into advanced combos by inputtingj.M/j.Lright before landing, virtually becoming an extreme form of a rejump combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "Masenko", "text": "236S Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Whiff cancelable into Super Dash during recovery Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Whiff cancelable into Super Dash during recovery Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Mostly used before SD to start leg loops in the corner, and also as a DR ender in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "Assist A", "text": "Jet Uppercut Receives the damage buff from Potential Unleashed. Head invulnerable. Tied with Krillin's A assist for the fastest assist in the game." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "Assist B", "text": "Machine Gun Punch Decent start-up. High blockstun. Great blockstring assist, simple to hit confirm." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "Assist C", "text": "Masenko" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "Potential Unleashed", "text": "236L+Mor236H+S(Hold OK) Potential Unleashed's effects are listed below the overview section (At the top) H+Sversion can be held to stack up to 7 Ki Gauges, butL+Mversion only ever consumes 1 Ki Gauge, meaning you can't DHC into him and dump bars. Damage bonus from Potential Unleashed is applied to this super during the freeze as Gohan reaches the next level(s). Minimum damage: 658 and increase by 200 with each level. It is not affected by Potential Unleashed levels. 236L+M Minimum damage: 658 236H+S Minimum damage: 658 → 858 → 1058 → 1258 → 1458 → 1658 → 1858" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "Bros. Kamehameha", "text": "214L+Mor214H+S Minimum damage: 70*24 (1680). Hitbox can increase/decrease depending on who is on the team, but damage stays the same. Leaving Gohan pretty close to the opponent and being around +40 after hit, you can go for Superjump > IAD > High/Low for a relatively ambiguous 50/50 mix. Minimum damage: 70×24 (1680)" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_7_Gohan_(Adult)", "title": "Level 7 Gohan (Adult)", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Strategy", "title": "Vegeta", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Strategy", "title": "Vegeta", "section": "General Tactics", "text": "Vegeta is able to play a strong neutral game based around his Ki Blasts and bully the opponent with his strong mix-up game, both with and without assists. j.S in particular is very strong in that air-backdash j.S is +20 at max range, hits fullscreen, and is nearly un-punishable. The property of Ki Blasts being special cancelable synergizes incredibly well with his 236X Rocket Kicks, as the opponent will more often than not get frame-trapped trying to jump after blocking his j.S; forcing the opponent to either make a Hail Mary reflect or DP fullscreen, or let Vegeta force his way in with 236M. For blockstrings, 236L leaves him airborne which allows for basic mixups with +30 blockstun assists, and true 50/50s (thanks to the float change) with +40 or more assists in the corner. His mixup game is solid even without assists thanks to 236H being a crossup and sharing VERY similar startup with 214H, an overhead that, when blocked, also leads into a 50/50 with assists, and his level 3 leading into a 4-way float-mixup after using 214S. To top it all off, Vegeta's damage output is among the best in the game, particularly in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Strategy", "title": "Vegeta", "section": "Point", "text": "This is Vegeta's best position. With the right assists, round start 3S + Assist can immediately start your offense, due to 3S sniping the opponent out of the air, and with 2 assists you can use one after 236M to continue your offense and the other to setup a mixup. His Ki Blasts hit at such an angle fullscreen that it'll catch the startup of every assist in the game fullscreen if your opponent mindlessly calls their assists during your zoning, simplifying the neutral for the Vegeta player. Vegeta's meter gain and damage is very high thanks to his Ki Blast loops and assist-friendly combo structure, making him a very strong \"two touch\" character." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Strategy", "title": "Vegeta", "section": "Mid", "text": "Vegeta's combos are self-sufficient, but his ability to hit someone out of a blockstring gets worse as he has less assists to work with. A viable game-plan would be to annoy your opponent into Superdashing through your Ki Blasts and 2Hing them, or mix in an approaching IAD j.S during your zoning to force a turn. If you happen to make it in and you don't have assists, look to centralize your offense around his 5L, as you can 5L > DR, 5L > 236H, 5L > 214H, etc, creating very effective mental stack. His A assist is similar (albeit weaker) to Goku (GT)'s old A assist as it covers full screen jump height and has decent hit-stun, but has a thin hitbox leading it to whiffing more often than not at it's intended angle. Unfortunately, his other assists are not really comparable in usefulness. If you're insisting on playing him mid, pick a good battery for a point and look to tag him in to abuse the oki off his214S > 214L+M." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Strategy", "title": "Vegeta", "section": "Anchor", "text": "Vegeta's neutral is very strong by himself and can utilize the bar your point and mid built very efficiently thanks to...214S > 214L+M, making him a surprisingly viable anchor. His assists are decent but do very little outside of combo and blockstring extensions compared to other anchor characters. Vegeta is generally better earlier in the the team as he gains a lot from assists, while not having any noteworthy assists himself. His incredible neutral and damage can still win you matches even if he is on anchor, but you'll be relying on your opponent being impatient or very efficient mental stack to open up your opponent this way." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Strategy", "title": "Vegeta", "section": "Recommended Partners", "text": "Vegeta likes high-blockstun assists, as he requires 40+ frames of blockstun in order to create gapless 236L float 50/50s in the corner. Notable examples from strong characters you may run with Vegeta include Kid Buu A, Lab Coat A, and Janemba A. Vegeta can also get gapless 236S 50/50s using multihit assists with 40+ frames of blockstun, but this is not required as the opponent will have to risk double reflecting anyways to escape the mixup. Instead, you want assists that don't have much pushback so that you can get his 2L to land midscreen. This includes A. Gohan/Kefla/Gotenks B, Vegito A, and Piccolo A. For neutral purposes, Vegeta doesn't need much, but having DP or barrier assists to cover right below him can be useful, as he has a bit of a vunerability right beneath him. This includes Cooler/T. Gohan/A. Gohan A, A17/A18 A, and Labcoat B. And if you're looking to lean fully into the neutral control aspect of his gameplay, try out assists like Piccolo A, Janemba A, and (most notably) Vegito A. Finally, any assists that allow Vegeta to get 214S even after using 214M/H in a combo (usually after a 2H which you'll get a lot) are excellent. This includes Blue Goku A, Baby B, and every C assist in the game. Overall, contrary to popular belief, Vegeta is notextremelypicky with his assists. His 236S can create RPS scenarios which lead to a 50/50 with any assist with 20+ blockstun when blocked. His neutral is encompassing enough that he does not necessarilyrequirespecific neutral assists to perform well." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Strategy", "title": "Vegeta", "section": "Blockstrings", "text": "5L/2L > 4L > 5LL > 5M > 2M > 5S > 5H > 236L Safe normals: 2L, 5L, 5LL, 5LLL, 2M, 5M, 2S, and 5S. 5L is notable as it is -2, allowing you to backdash and punish a whiff if you so choose, and can gatling into itself for staggers. At the end of strings it can be better to use 236M midscreen, due to it being easier to extend your blockstrings with an assist and its ability to cross through the opponent on block creating distance, but overall its safer to use 236L as you're airborne and you can setup RPS that can potentially steal another turn even when you're down assists." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Strategy", "title": "Vegeta", "section": "Mix-up tools:", "text": "236L High/low 50/50 (50+ blockstun) ...236L > j.2H (whiff) > airdash j.L ...236L > j.2H (whiff) ▷ 2L Popularised by SonicFox during the end of season 2, this mix-up requires huge blockstun (like a certain pink bois assist) to jail properly and is a complete guess between low or overhead. Corner 236L High/low 50/50 (40+ blockstun) ...236L > hold 9 to float towards your opponent > airdash j.L ...236L > hold 9 to float towards your opponent > ▷ 2L Rocket kick RPS ...236L > airdash j.ML ...236L > j.S ...236L > backdash/airdash j.S ...236L > j.236L 236S High/low 50/50 ...236S > airdash j.L ...236S ▷ 2L ...236S > airdash j.M ...236S ▷ 2M ...236S ▷ DR Vegeta's least demanding mixup. 236S can be reflected in blockstrings, but because reflecting 236S has no pushback, it leaves both players in an RPS scenario where: Vegeta baits the followup reflect/uses DR to beat the reflect Vegeta continues the mixup as normal, but gets reflected The opponent reads the reflect bait and steals their turn Solo \"Mental Stack\" Mix 5L/4LL > DR 5L/4LL > 236H 5L/4LL > 214H 5L/4LL > 6M 5L/4LL > restart pressure 5L/4LL > (delay) 5LL If you ever find yourself without assists, try to centralize all of your pressure and mixups on Vegeta's 5L to get the maximum out of putting mental stack on your opponent." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Strategy", "title": "Vegeta", "section": "214X Options", "text": "214L leads to a basic meaty with 214L[6] > 2L (whiff) > IAD. All of his air normals will catch uptech. If you catch them up-teching, route into a medium button as fast as possible for gapless Superdash mixups.j.2H is a great tool for wake up mix in the corner as 214X will leave you in the air. j.2H pushes Vegeta forward a little bit, leaving him in the air, so you can go for airdash high, fall and go low, or land into DR if you use an assist to meaty back-tech or delay-tech. You can also use it raw to meaty up-tech and get a solo 50/50 once they land Another post 214L tool is j.1S/2S. Use j.1S in the corner and j.2S midscreen. Throwing this out before you land forces your opponent to block without putting yourself at risk, but because it is a ki blast, it can be superdashed through on block. If your opponent likes to delay tech through your j.1S in the corner, you can throw an additional j.1S out before you land to cover a LARGE majority of the delay tech frames. If you happen to knock the opponent down with 214M instead, using j.1S frame-kills so that you can go for an immediate IAD j.L/M/H safejump once you land." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Strategy", "title": "Vegeta", "section": "Dealing With Delay-tech", "text": "Unfortunately, Vegeta lacks moves that have enough active frames to be used as reliable meaties against characters with 4-frame reversals, so if you're unwilling or unable to use assists to meaty for you, your best bet is to use 5[S] and react to superdash with 2H. Another option would be to react to the delay-tech with an assist call and a superjump-fastfall so that you get a 50/50." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Strategy", "title": "Vegeta", "section": "Post Level 3 Mixup", "text": "Vegeta gets a basic IAD safejump from his normal level 3. 236S is also good to use after his basic 214L+M, as it sets up a the same 50/50 as normal when paired with an assist as a meatyThere are two ways to setup mix off of Vegeta's powered up 214L+M, thanks to the additional oki off of 214S. The first utilizes j.2H and looks like this: j.2H > airdash j.L j.2H ▷ 2L The high option will more often than not just safejump if the opponent tries to 2H you, while the low option will counterhit them out of it. The second utilizes the float aspect of superjumping and is FAR more effective for mixups. The easiest way to do this is to input a superjump as the background begins to fade back in and immeditately airdashing (the whole input will look something like 2[9](66 or 6HS), or [S][9](66 or 6HS) if using the superjump macro). It takes some practice but the payoff is definitely worth the effort. Your options will look a little like this: sj.IAD[7] > j.L (same side high) sj.IAD[9] > j.L (crossup high) sj.IAD[7] > [2] ▷ 2L (same side low) sj.IAD[9] > [2] ▷ 2L/DR (crossup low) 214X[6] (whiff) > j.L sets up a crossup which will catch those who are unaware. Just for clarification, this too is only after a powered-up 214L+M." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Strategy", "title": "Vegeta", "section": "Tips and Tricks", "text": "236M uses up your smash attack, but in the corner, it wall splats and allows for solo snap. Doing j.2H > j.214L almost always allows for sliding knockdown if the combo isn't too long, but if you go into level one super afterwards, it may whiff. j.214M[6] and j.214H[6] combo into 214S, but not j.214L. On some characters, an instant-air j.2H can connect even if your opponent crouch blocks, leaving you +3. If you think your opponent is going to reflect your safejump, you can use your j.S to safejump instead which forces the other player to risk double reflecting if they want to create distance. You can also use j.S as a jump in or crossup as well, since it'll beat 2Hs. If you know you'll build enough bar for a level 3, but not enough to get j.214H, you can opt to save your j.2H up-smash until the end of the combo to get the j.214M knockdown solo and meterlessly. 236L+M always gives Vegeta a sliding knockdown (and a safejump if you're low enough to the ground) at the cost of 1 bar. This can be useful for characters like A. Gohan who wouldn't have the SKD otherwise after a DHC, or off of Vegetas more damaging combos where you use both your up and down-smashes early in the combo (5H -> (delay) 214M + Assist is a notable example). Try not to use backdash j.S too often. As powerful as it is, if the opponent gets a read on your timings they can preemptively superdash and punish you, even from fullscreen. It's best to mix in 5(S) and 3S from time to time as they can both still snipe your opponents assists while being less committal, allowing you to 2H, reflect, and vanish (without whiffing and getting punished anyways) if they do superdash through them fullscreen at the cost of being less plus on block. 214H has EXCEPTIONAL tracking when your opponents are holding towards you. If your opponents try to superjump over your zoning, it can be worthwhile to 214H while you're offscreen to potentially catch them off guard. It will whiff if the opponent holds away from Vegeta, however." }, { "url": "https://www.dustloop.com/w/DBFZ/Vegeta/Strategy", "title": "Vegeta", "section": "Fighting Vegeta", "text": "Vegeta IAD j.S leaves a blind spot in front and above him in the air. If you try to challenge him on the ground, you're going to be fighting a losing battle. The only way Vegeta can challenge you above him in the air is j.214X and j.2S, which are far more easily countered than IAD j.S. If he does the j.2H mixup, its technically not airtight unless the assist has 44+ frames of blockstun (gotenks A, Kid Buu A, Kefla B, Bardock B, Roshi B, and some C assists) so you can reflect it, just be wary of him landing and going low with 2L. If you react to an EX flash in time, your best bet is to superjump away from where Vegeta previously was to make both the Knee Drop and Rocket Kick whiff. Vegeta is extra susceptible to reflects, due to not having any anti-reflect normals, and the only anti-reflect tools he has (Rocket Kick and his Knee Drop) can put him at risk. If the Vegeta player doesn't react appropriately, you can usually 5H or call an assist to steal a turn or outright punish them. Down-teching, as is the case with most \"loop\" characters, is a terrible idea. More often than not, if the Vegeta player drops a corner combo and you down-tech you'll still be at a disadvantage, but now with less health. Your best bet is to forward-tech or up-tech out of his air-combos." }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Frame_Data", "title": "Kid Buu", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Kid_Buu/Frame_Data", "title": "Kid Buu", "section": "Sources", "text": "https://twitter.com/GFAnBi/status/957951007400644608" }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Combos", "title": "Trunks", "section": "Sparking", "text": "Corner Starting Sparking Combo (Start with 0 bar.) 2M > 5M > jc.5LM > jc.5LMLS > 214L > j.5S > LMHS (Sparking) > 2M > 5M > jc.5MLL > j.2H > SD > j.5ML > j.2H > jc.LL > Vanish > 236X(5457 dmg/6263 dmgwith last character buff) This combo can be extended with a Level 1 (6271/7077dmg), Super Assist Change, and beam assists. This combo can also be (most likely) more optimised than it is, so experiment with it." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Combos", "title": "Trunks", "section": "Miscellaneous", "text": "2M > 5S > 214S, delay 2M > delay 5S > 5H > SD > airdash j.M ▷ dash jump j.LL2H > jc.LMLS > j.214L~S > SD > j.LLL Corner rejump. Universal, does about the same damage as the one listed in Corner Combos, but doesn't end in SKD. 5MMM, 5L (whiff) > 5LLL > 214L~S > SD > j.LL2H > j.LMLS > j.214L~S > j.236M 5MMM does a 214S that bounces the opponent out of the corner, 5LLL will then switch sides again and throw them back in. 5LLL > 214H[7] > j.[DR] 0.5 bar midscreen SKD. 5H > 214H[6] > delay j.M ▷ 5M ... 0.5 bar rejump, near the corner can do ▷ 5H > SD etc. 5H > 214[S], 5M ... Grounded extension that works near the corner. 5LLLLLLL ▷ 5M ... Back-to-corner route that would be optimal at the cost of SKD, but only work at a very specific position that's slightly outside of the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Frame_Data", "title": "Tien", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla/Strategy", "title": "Kefla", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla/Strategy", "title": "Kefla", "section": "General Tactics", "text": "Kefla is a rushdown character that can control the pace of the game with her plethora of zoning tools and can harass opponents into making bad decisions. Her focus is to apply strong pressure with the help of a team, in order to build resources for them and bring them out with a lifelead or with their win condition while she continues to provide support with her powerful A assist and versatile supers. She has excellent tag combos as well to add even more meter and bring in characters with powerful level 1s for optimal super usage such as A17 or Gohan (Adult)." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla/Strategy", "title": "Kefla", "section": "Point", "text": "Most teams would prefer Kefla to be point because of her meter build and her ability to tag into other characters." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla/Strategy", "title": "Kefla", "section": "Mid", "text": "Can play mid and support characters with her powerful assist, but there aren’t many points that are stronger in the role than she is." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla/Strategy", "title": "Kefla", "section": "Anchor", "text": "Can be played third due to her self-sufficient neutral and her pressure, however she is an effective solo character, has excellent neutral, and her damage with limit break becomes scary." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla/Strategy", "title": "Kefla", "section": "Picking Teammates", "text": "Kefla is a very selfless character and can work with most characters. She prefers fast assists that hit relatively low to the ground and have good hitstun to allow for 6H extensions. She also likes assists that can help her round start, 214S > Lab Coat 21 A assist beats most characters round start options and will allow her to take the first turn. Kefla can also mid for characters like Blue Goku or Gogeta Blue in team compositions as her assist provides them with a lot of support." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla/Strategy", "title": "Kefla", "section": "Blockstrings", "text": "2L > 5L > 5LL > 5M > 2M > 5H > Special > Assist True assist corner carry blockstring. 6H can be inserted anytime before 5H. Light buttons into 214L will frame trap, and all her other buttons will frametrap from 214M. 236L/M an also be used, but 214M allows for a meterless combo in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla/Strategy", "title": "Kefla", "section": "Staggers", "text": "Kefla has four main stagger buttons: 2L, 5L/4L, 5LL, and 2M. 5S can be used to open up her more unsafe buttons for staggers. 5L and 2L have very little pushback and into DR, making them her primary stagger buttons. 4LL will space her far enough to out space most characters 5L making it very unsafe to try and challenge her. Kefla having access to 214X makes her Ki Blast staggers scarier than normal, as being able to add a low anywhere in a string allows her to threaten against reflect." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla/Strategy", "title": "Kefla", "section": "Okizeme", "text": "Kefla's oki outside of the corner isn't anything special. Though her Gigantic Ray can allow Kefla to get some grimy mixes. Reflecting it makes it easier to see what she's doing but lets her play the reflect mindgame of which Kefla is very strong at. In the corner, her level 3 gives a high low meaty 50/50 if she does a Moon/G01 Jump. Midscreen, her command dash>5L,2L also hits meaty. After Command Dash, she can also do Crossup j.S, 6H and Fake Crossup Superdash" }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla/Strategy", "title": "Kefla", "section": "Tips and Tricks", "text": "j.214S is a great escape option for when you're really high up in the air. Dashing and performing a 214X move will increase it's range. 214H travels full screen with this technique. 5M allows for a safe tag in a combo. Works especially well with Nappa. 236S and it's charged variant deflect all projectiles and clash with superdash, the perfect counter to Z Broly. Ending Kefla's j.2H BnB with j.2H > j.236LM allows her to DHC into Base Goku's Spirit Bomb if hitstun scaling isn't that bad. Use 214H to gain plus frames and jail into SD for a mx up with an assist. DR a lot. DR is the key to her pressure and makes everything else harder to block. Against strong opponents, you don’t want them to get hit by 6H by not reacting but trying to “tech it”. Her DR crushes are very strong. 5LL and 5M allow tag. Make sure to buffer “236” on the 2-3 hit of jS in HSD corner combos." }, { "url": "https://www.dustloop.com/w/DBFZ/Kefla/Strategy", "title": "Kefla", "section": "Fighting Kefla", "text": "Kefla requires the player to know how to properly pressure. If they do, you are not blocking her for very long. Her multihits also let her adjust her rhythm on block quickly. Kefla requires tighter frametraps than normal thanks to her teleport, which is invulnerable starting frame 4. If you see Kefla charging 236S, stop shooting Ki Blasts and jump. 5M is huge and travels far. Don't ever challenge it. It is very minus on whiff though so try to bait it out and punish it accordingly. 6H, despite being reactable, is a strong tool Kefla has a very strong neutral and has plenty of tools to close the gap or wall you out. Her air game is lackluster and cannot control space there, but contesting her can be difficult due to the sheer size of j.M and j.H. j.S also covers an aggressive angle so be cautious when almost directly beneath her. Not to mention she can command dash out if need be. Remain aware of the ranges of her lariat. A quick dash can signal her intentions to lariat. 661, not 664 against her if you’re going to dash block If you see Kefla charge 236S, **SUPER** Double reflect rawtag is very valuable against her Gigantic Ray as is delay tech, however if she calls this out, the results could land in a TOD so be careful" }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Strategy", "title": "Trunks", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Strategy", "title": "Trunks", "section": "General Tactics", "text": "Trunks is one of the most agile and versatile characters in DBFZ. His Light Autocombo and all of his non-S special moves give him high mobility and decent mixups for a mid 2L character. This character excels greatly at opening your opponents defence by any means necessary, as combining all of his mixup tools makes him really hard to block. Trunks also has great anti-zoning abilities, as his S specials all beat Ki Blasts in some way or another. His 214S in particular is an excellent anti-projectile move, and it can be also used as a projectile invincible dash if the button is held. It also functions as his fastest crossup out of 5LLL. On top of all this, it's safe on block and can be made plus if it hits meaty." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Strategy", "title": "Trunks", "section": "Point", "text": "Trunks has the mixup tools to play point, but his toolset and good assist favors being further back on the team." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Strategy", "title": "Trunks", "section": "Mid", "text": "This used to be the position to play Trunks. However, he is now fully self-sufficient in the corner with meterless slide knockdowns, making him a viable anchor as well. Often you'll see him in this spot if on a team with a character that is a better anchor than he is." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Strategy", "title": "Trunks", "section": "Anchor", "text": "It's really up to you to play Trunks here or as Mid. He works well in both places because he can usually use meter in place of an assist in neutral, blockstrings, and mixups. Depending on how you use Sparking!, Level 3 Sparking Trunks can legitimately be a nightmare for some opponents to play against, giving this spot a bit more benefit (especially due to the Limit Break buff he gets from being solo, if he is left to it)." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Strategy", "title": "Trunks", "section": "Picking Teammates", "text": "Trunks isn't particularly picky when it comes to picking assists, as most of them he can use for his own gain in some capacity. More often than not though, he'll really appreciate high blockstun assists. He can work very well with low blockstun assists that can cover him up somewhat, making his mixup harder to see visually. Some assists may require tighter blockstrings or execution for things like flip mixups though, so you will likely have to lab out what works best for your team. There are a few characters that work exceptionally well with Trunks on the team though (while he can fit everywhere, these characters can utilize his support very well, and vice versa). Goku (SSGSS)loves the neutral assists in Assists A and B that Trunks provides, as he struggles himself in this area. Likewise, Trunks appreciates assists A and B helping him with his mixup setups, as while they are not particularly high in blockstun, they still get the job done. Kid Buuenables Trunks very heavily with Assist A, giving him more than enough time to create mixups. While Kid Buu doesn't very much struggle in any areas, he likewise appreciates Trunks helping him out in little ways, and extending his already high damage combos further. This is moreso for Trunks than Kid Buu, but having the extra neutral tools helps Kid Buu in an area he was already strong in. Bardockand Trunks form a very, very strong shell. Bardock loves having Trunks' assists to allow him to get in and start doing what he does best, while Trunks can utilize both of Bardock's assists, especially assist B, to great effect in blockstrings. Gotenksgives Trunks another high blockstun assist to play with in assist A. Gotenks is also useful for helping Trunks clean up some air combos due to it's tracking, allowing him to get SKD without having to spend meter." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Strategy", "title": "Trunks", "section": "Blockstrings", "text": "5L > 5LL > 2M > 5M > 5H > 2H... Safe normals: 5L, 2L and 5S. 5L > 5LL > 5LLL... Sideswitches after 5LLL and pulls the opponent out of the corner for mix-ups. 5L (reflected) > 5LL > 2M > 5S (Reflect proof) 214S is generally safest way to end pressure (-5 on block) although there is a big enough gap for vanish, reflect or reversals. Use 214[S] to reset pressure or bait defensive options." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Strategy", "title": "Trunks", "section": "Mixups", "text": "Jump canceling 5LLL immediately will cause Trunks to stay same side. 5LLL > jc > 236S (same side) only has a 3f gap in between, while 5LLL > 236S (crossup) has a 4f gap. This means this setup cannot be mashed out or jumped out. Another setup is 5LLL > jc.S vs 5LLL > delay jc.S. This is slightly harder to do, has a bigger gap than 236S (6f at minimum), but it'd either be a trade in favor of Trunks, and if j.S lands he can cancel to airdash j.M into a meterless rejump." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Strategy", "title": "Trunks", "section": "Smash j.H", "text": "Standard sliding knockdown, dash up IAD for a safe jump. In the corner Trunks can end the combo with j.H > j.214L > j.L > j.236M for a safe jump. Medium slash is +2 if blocked grounded and +8 if the enemy up techs and blocks it in the air." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Strategy", "title": "Trunks", "section": "Meaty change the future (214S)", "text": "When blocking 214S normally Trunks is -5 but because of the insane active frames this move has it can be made plus by having it connect with the opponent meaty. (28-31 frames to be specific) On hit this can be confirmed (All be it very difficult) into j.L. This is also considered a “safe jump.” Using 214[S] feints the energy blast and can make your opponent flinch. Take your turn (214S > 5L) DR on plus frames (214S > DR) Reflect bait or catch opponent flinching (214[S] > 5L/5M/2M) Feint into DR (214[S] > DR) Disrespect (214S/214[S] > IAD j.ML) In order to get 214S to hit meaty you can either time it manually or use a frame kill. j.H smash can be somewhat inconsistent but using 236X gives Trunks a set frame advantage depending on which strength is used. (Not including delayed tech) 236L/j.236L (+55) 66 > 2L > 214S 236M/j.236M (+60) 2LL > 214S 236H/j.236H (+65) 5M > 214S" }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Strategy", "title": "Trunks", "section": "Heat Dome 214L+M", "text": "Heat Dome leaves Trunks at +28 on a hard knockdown and this may not seem like much but it’s almost perfect for his kit. Midscreen Trunks can use tiger knee EX flip (2147H) for a left right 50/50, this will require practise to hit consistently and allows Trunks to be very creative, so experiment with your options. Midscreen or in the corner Trunks can perform the meaty 214S mix up explained above. IAD j.H/j.ML for an overhead safe jump. In the corner 6M can hit meaty and on block is plus and on hit can be confirmed into a full combo Don't forget to mix 2M, DR and reflect proof strings in your options to keep them on their toes." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Strategy", "title": "Trunks", "section": "EX Flip", "text": "One of the first things to learn when starting to understand Trunks' H Cyclone Buster (often called EX Flip by the community) is controlling it. The control for it is not as daunting as it seems at first; simply tapping the direction you want to go for something like the post-level 3 mix is often enough. Getting a hang of how to maneuver and the general handling of EX Flip requires some lab time, but it isn't too hard to figure out. As long as you're not holding the direction for a very long time when trying to set up mix, you should be okay. A light tap is often more than enough depending on blockstun/pushback on block from certain assists, among other things. Combo Potential:Can combo off of 5H, 2H, give him a sideswitch and even the ability to combo into Heat Dome from midscreen. This mid-screen level 3 can be done in a basic air string by doing j.S j.214H j.M j.H 214LM (or 214HS) instead of a traditional ender. It can also be used to give more corner carry if you would rather do that instead of getting the level 3, by just doing j.S j.LLL. MIXUP:Trunks has the ability to create crazy left/right mixups with the ridiculous amount of control it gives. Athough this can be challenged when solo, proper supporting assists make it true and supplement its capability, especially when it is Tiger-Knee'd. Certain assists with high blockstun (such as Bardock B, Gotenks A, or likewise) can enable Trunks to create setups that are completely invulnerable to things like 2H or are even just true blockstrings, making them that much more powerful. Post-level 3 Tiger-Knee flip in particular is a prominent example of how potent 214H can be, as it is a true 50/50 left/right overhead mix-up. Notably, in conjunction with Sparking!, Trunks' mix-ups are elevated into an entirely new level. Combined with 5LLL being jump-cancellable, Trunks can choose which side to be on and also choose again with 214H to continue pressure. Not to mention during all of this, he still retains access to all other air options such as airdash, superdash, Cyclone Buster, Shining Slash, Empty Vanish, as well as all the other traditional options like high/low, tick throw, or also simply choosing to reset the blockstring again; his freedom with this type of movement is unparalleled. Taking all these factors into account, it is almost impossible to anticipate every scenario Trunks can decide to do, making his Sparking! blockstring pressure ultimately unpredictable and truly terrifying. Even in basic blockstrings, 214H is very strong if you can condition your opponent into defense, without even needing an assist call. It can catch opponents falling asleep easily - and if you start off the ground, you could even go for some really tricky double-flip mixups where you hit one side and then flip to the other. If your opponent starts catching on or you find they simply start mashing 2H from these strings, you can just whiff punish it by landing or just react and snipe them with j.S if you so need to. NEUTRAL/OTHER:Because of how fast it is, it can be used to zoom over moves such as beams and assists and escape the corner on pressure gaps. Subsequently it can also be used to whiff punish even from afar. It can also be used to bait 2H or another anti-air, then dive down to punish. In disadvantage, it's not a terrible idea to maybe try jumping straight up/up back in the corner into an immediate 214H. Because of the speed and air control, it can be a strong way to get out of the corner easily, though if your opponent starts catching on they can just superdash and beat you clean out of it/still chase you down. A strong option, but don't get reliant on it." }, { "url": "https://www.dustloop.com/w/DBFZ/Trunks/Strategy", "title": "Trunks", "section": "Fighting Trunks", "text": "Understand that a lot of his pressure has huge reflect gaps, and he cannot really safely end blockstrings without assists. If Trunks staggers you, try and use some reversal option - he has options to bait & beat these out, but it can force him to lose his turn, which is obviously a bad thing. Recognize the habits a Trunks player may have when they are putting you in blockstrings, and recognize what is safe and unsafe. Often, he will stagger with 5L and 2L, as these are his safest buttons. Even if he disengages a blockstring with 214M, you can force him to have to play safe for a little bit. His 5S is a good full-screen ki blast, but it is somewhat slow and can be predictable. While it beats other ki blasts, making it tricky to play against him full screen, you can close the gap somewhat against him by dash-blocking or superdashing at ranges he may not be able to react and 2H in time. Don't just try and mash 2H against EX Flip mixups. While this can be an option against them, Trunks has options to bait this out, and if he knows you're going to start panicking when he has you blocking them, he can use that against you. Keep an eye on the habits and control Trunks players do when they use EX Flip, this can help you understand which way to block before they even hit you. It is not foolproof, but it can be helpful to give you time to react and think." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Frame_Data", "title": "Android 16", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Frame_Data", "title": "Android 16", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total On hit or block, 5L > 2L and 2L > 2L can only be late cancelled" }, { "url": "https://www.dustloop.com/w/DBFZ/Goku_(GT)/Frame_Data", "title": "Goku (GT)", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Frame_Data", "title": "Android 21", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Air blocking adds 2F of blockstun Landing while in blockstun adds an extra 4F of blockstun" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Frame_Data", "title": "Android 21", "section": "Z Combo Table", "text": "5L and 2L can only be done a max of 2 times per string total" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Frame_Data", "title": "Android 21", "section": "Sources", "text": "http://www.mediafire.com/file/82c6gjt8ujo336n/Android%2021%20Hitboxes.mkv(rec. April 28, 2018) http://www.mediafire.com/file/7kd48gwa9djhinx/Android%2021%20Absorbed%20Ability%20Canceling.mkv(rec. May 2, 2018)" }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba/Combos", "title": "Janemba", "section": "Notes", "text": "Inputting a super during Smash j.2M will buffer the super on the ground." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba/Combos", "title": "Janemba", "section": "Notes:", "text": "For all corner combos, instead of properly spaces for the post level 3 50/50." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl/Combos", "title": "Videl", "section": "Midscreen", "text": "5M>2M>6H(3)>236MLL Basic assist-friendly combo. j.S>j.236M Useful air ender for extra damage on most post-SD combos." }, { "url": "https://www.dustloop.com/w/DBFZ/Videl/Combos", "title": "Videl", "section": "Loops", "text": "A majority of Videl's more optimal routes consist of loops utilizing the unique properties of her j.h and j.2H. Videl has lots of different types of these loops, so try to find what works best for you, whether or not it is the most optimal combo. (Almost all of these combos will work whether or not it is scaled.)" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Combos", "title": "Android 16", "section": "Notes", "text": "After j.214L/M, can use assists or meters to extend into sliding knockdown. 236M and 236H are completely projectile and assist invulnerable. Basically he has a grab lariat that is super good at getting in. Still very punishable if you miss His 5H is very strong, and beats most options round start besides lows." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Combos", "title": "Android 16", "section": "Notes", "text": "I used a j.H into the first move given for all the damage numbers, and yamcha A assist.16 is extremely good at using assists. His favorites are beams and assists that will hold the enemy near the ground. 214L is easier to execute, but if possible you should use the j.2H > 214S assist extension as it gives more meter and damage." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Combos", "title": "Android 16", "section": "Miscellaneous", "text": "5LLLLLLL > delay j.236M Works everywhere on screen. 2M > 5M > sjc.MLLH > SD ... Best air string that works on literally everybody except KRL, who requires a tiny delay on j.M." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Combos", "title": "Tien", "section": "Metered", "text": "j.S > SD only works if you're in/near the corner. You can extend this combo with proper spacing to go from midscreen all the way to the corner. With 7 bars, you can dump all the meter and deal 9816." }, { "url": "https://www.dustloop.com/w/DBFZ/Tien/Combos", "title": "Tien", "section": "Combo Theory", "text": "Tien's combo theory is ridiculously simple. Combo into an H move, do an air series, finish with j.2H > j.236M. It always slides, and it's very simple execution-wise." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Resources", "title": "Android 21", "section": "Intro", "text": "This page is Android 21's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Resources", "title": "Android 21", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Resources", "title": "Android 21", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Resources", "title": "Android 21", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it.Clarification:Frame data is up-to-date, but move descriptions are lacking." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "Overview", "text": "Gohan (Adult)orAdult Gohanis a slick, flashy character with incredible pressure and great damage output. Designed to be a strong character (words from the developers themselves), he is a beast in the right hands. Gohan's equipped with fantastic one-of-a-kind normals and an install super:Potential UnleashedGuardAllStartup9+3Recovery44Advantage-29, allowing him to get stronger and stronger as the match progresses. Using this super, Gohan can unlock various upgrades such as seemingly eternal blockstrings ripe with stagger potential, buffs on all special moves with significant properties, and even more eruptive damage output. Gohan (Adult)is a crafty, pressure-oriented character who can power-up multiple times to smother his opponents with an overwhelming presence. Potential Unleashed: Gohan becomes increasingly more powerful as he levels up, with him at Level 7 considered to be the strongest character in the game. Stagger Pressure: Among the best stagger pressure equipped with devastating frametraps along with many points to reset blockstrings. At Level 5 and up, can end any blockstring with ±0 on block2Lor -23L. Mix-ups: A toolkit filled to the brim with mix-up options. High/low with5Landj.L, left/right withj.Sandj.Mor with Level 1214LGuardHighStartup24~32 [20~28] {1}Recovery11Advantage-3/MGuardHighStartup28~36 [22~30] {1}Recovery11Advantage-3, blindingfast fallsGuardStartupRecoveryTotal: Until L+9Advantage, have we mentionedF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.setups at Level 3? Combos: Arsenal enables lots of combo creativity leading to extremely high damage, from leg loops, Level 5Reverse BeatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.combos, and to Level 7 special move conversions. Reversals: Plenty of strong, unique defensive options, and the only character in the game withDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.that can be madeplus on blockonce he reaches Level 7. Assist Variety: All 3 of his assists fill different niches:AGuardAllStartup18Recovery64Advantage+29for pressure,BGuardAllStartup30RecoveryAdvantage+45for blockstrings, andCGuardAllStartup33 [20]RecoveryAdvantage+30for neutral. Neutral: Gohan lacks full-screen presence as he has next-to-no approach tools without assists. Potential Unleashed: Level 0 Gohan can be underwhelming, it's often necessary to put him atMidIn a 3v3 fighting game, Mid refers to the 2nd character up to fight out of the 3 selected by the player.orAnchorIn a 3v3 fighting game, Anchor refers to the 3rd character up to fight out of the 3 selected by the player.so he can enter the fight already leveled up through aDHCA term that describes when a character performs a super attack in a team game and tags into another characters super.or a special tag. Meter Dump: Gohan relies on dumping bars from his very low damage Super in order to unlock the special properties from Potential Unleashed." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "Unique Mechanics", "text": "Level 1 and up is indicated by a faint lightning effect on Gohan's idle animation Every time Potential Unleashed is used, Gohan (Adult) will level up, improving his abilities and damage. He begins every match at Level 0, and can gain up to 7 levels. Potential Unleashed bonuses remain for the rest of the match. Level 1: Ground L Super Combois modified. New move:Machine Gun Punch. Jet Uppercut: Light version becomes faster and has less recovery, allowing it be utilized in combos. Medium and Heavy versions travel further horizontally for the first hit. Machine Gun Kick: Kicks even more rapidly. Medium and Heavy versions travel further when forward input is held. Heavy version is active for longer and deals twice as many hits after hitting the opponent. Ultimate Back Attack: Teleports on start-up, tracking the opponent anywhere on screen. Masenko: Gains 2 additional hits. Level 3: Gohan gains a second airdash. This allows him to jump and airdash twice, or double jump and then airdash, but he cannot airdash and then double jump. Level 5: Gohan gains fullReverse BeatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves., allowing him to regularly cancel any normals into any other normals that haven't been used in the string. Level 7: Gohan can cancel his specials into other specials on block or hit. He can only cancel into other special moves that haven't been used in the string. Overall Changes Medium Jet Uppercutgains 1 additional hit per level from Level 1 to 3. Heavy Jet Uppercutgains 1 additional hit per level from Level 1 to 7. All attacks' damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at Level 6." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "5L", "text": "Really short range. First hit has a small hitbox coming from Gohan's foot. One of the best5Ls in the game due to it's fast start-up and non-suspecting low-hit property. Everyone has been hit by this move. Mostly combo filler. Can be a good meaty against a delay tech. After a safe jump off a sliding knockdown, continuing to mash light (5LL) can catch mashing or put them on block. Counts as grounded. Smash hit can link toj.L. 5L Hitstop for the 1st hit: 6F The second hit is attack level 2, but has blockstun and hitstun of attack level 1 5LLis equivalent to5M.Level 5: If5Mhas already been used in a string, autocombo reverts back to level 0 version.Does less damage, has worse scaling, and is more minus on block than the move it copies. Level 5: If5Mhas already been used in a string, autocombo reverts back to level 0 version. Does less damage, has worse scaling, and is more minus on block than the move it copies. 5LLLis equivalent to3H, though doesn't have Head invul.Launches on hit.Level 5: While technically a different button, if3Hhas already been used in a string, this attack will not come out and the autocombo ends at5LL. Subsequently, if5LLLhas been used,3Hcannot be used in the same string. Launches on hit. Level 5: While technically a different button, if3Hhas already been used in a string, this attack will not come out and the autocombo ends at5LL. Subsequently, if5LLLhas been used,3Hcannot be used in the same string. 5LLLLCan be used to reset pressure due to it having the same frame advantage as2L.Luckily unlike other autocombo normals,5LLLLand2Lis able to be used in the same string, giving him fantastic pressure capabilities. Luckily unlike other autocombo normals,5LLLLand2Lis able to be used in the same string, giving him fantastic pressure capabilities. 5LLLLLlaunches higher than Level 05LLL. 5L Hitstop for the 1st hit: 6F The second hit is attack level 2, but has blockstun and hitstun of attack level 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "5M", "text": "Fantastic range. Large normal that covers an extraordinary amount of space relative to how fast the start-up is, and thus is an amazing frametrap and whiff-punish. It also supplements his left/right mix-up by easily hit-confirming cross-up normals, especially if he has access to double airdash from Level 3. The range can also be a downside as it's pretty punishable if Gohan whiffs himself." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "5H", "text": "Great horizontal range, will hit at round start distance. Wall bounces on Smash hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "5S", "text": "Covers about 90% of the screen relative to the hitbox and his position. Launches on hit. Whiffs against crouching opponents, except up close. Doesn't have Ki blast property." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "2L", "text": "Fairly disjointed hitbox. Far reaching and being +0 encourages strong stagger pressure. Clash level 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "2M", "text": "Slides forward about half-screen. Launches on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "2H", "text": "Smash hit launches higher with more hitstun. Puts Gohan in the air, true blockstring into j.236X. Airborne during frames 10-33 When canceled into other actions, gives 8F of landing recovery" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "2S", "text": "Treat this like a DP.2Sis a lightning fast backdash that puts Gohan airborne starting on frame 4, allows him to escape from blockstrings, beat throws, and crush lows. When his back is against the corner, it can be converted on hit withj.236Hinto a full combo. At Level 1 and up,j.236H[6] will connect even in midscreen. Values in [ ] are when canceled from j.2S Airborne during frames 4-30 [1-27]" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "6M", "text": "Universal overhead. Uses the same animation and hitbox/hurtbox asj.H. Airborne during frames 5-33" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "3L", "text": "Machine Gun Punch (Hold OK) Available at Level 1 Potential Unleashed. Holding L adds extra hits. Handy blockstring filler but more importantly is a great stagger/pressure reset tool since it scales like a medium, is -2 on block, and can also be shortened/extended. Can also a good meaty against a delay tech." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "3H", "text": "Ultimate High Kick Launches on hit. Jump cancellable on hit. Clash level 4" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "j.L", "text": "Bad horizontal range but great vertical range." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "j.M", "text": "Great air-to-air normal." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "j.H", "text": "5LLLLLLLDynamic hit can wall bounce. j.Hcauses a sliding knockdown on Smash hit. Can be cancelled intoj.2Sfastfall on hit, giving extra time to set-up. While sending the enemy down, it can combo intoj.236Lwith the right positioning. This is the core idea of his leg loops." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "j.S", "text": "Gohan's main zoning tool. It has very short recovery for a Ki Blast, pulls him backward like2Sbut with a much more aggressive descend. It can be tough to approach a disciplined Gohan staying in the air and spammingj.S. Super Dash is the obvious answer, but he can recover fast enough to either block, respond with j.236X, orj.2S▷236L. In a blockstring, instantj.Sfrom a ground jump is +8 at minimum, and forward jump delayj.Sacts as a crossup fakeout that can be converted withj.236H.j.Scan also be used defensively similar to2S." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "j.2H", "text": "Smash hit launches higher with more hitstun. One of the fastestj.2Hs in the game, allowing your combos to be just a hair longer due to less hitstun decay." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "j.2S", "text": "Falls straight to the ground. Mix-up potential with resources. Immediately after landing - can perform a heavy (H), unique (S), or Super Move. Movement starts on frame 9 Cancelable starting on frame 6 after landing" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "Jet Uppercut", "text": "236L/M/H Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. 236L Level 0 Cannot clash Airborne during frames ?-41 236M Level 0 Airborne during frames ?-63 236H Level 0 Airborne during frames ?-60 On Smash hit, recovery is 40F Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. 236L Level 1+ Cannot clash Airborne during frames ?-33 236M Level 1+ Number of hits increases by 1 each level, up to 6 total hits at Level 3+ Airborne during frames ?-63~65 236H Level 1+ Number of hits increases by 1 each level, up to 10 total hits at Level 7 Airborne during frames ?-60~64 On Smash hit, recovery is 40F Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. Because it's near identical to the medium version, only really worth in pretty niche scenarios where the marginally faster start-up and more damage would matter." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "Machine Gun Kick", "text": "j.236L/M(Hold OK)orj.236H Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. j.236L Level 0 Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236M Level 0 Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236H Level 0 If landed mid-attack, landing recovery is 6F Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. j.236L Level 1+ Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236M Level 1+ Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236H Level 1+ If landed mid-attack, landing recovery is 6F Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. Extremely active, spectacular against Super Dash and Raw Tag. Eating a rawj.236Hequals to losing 40% HP with a standard post-j.236Hcombo. On block, Gohan stays airborne, and can sneak in aj.Lthat is susceptible to anti-airs, but can be countered alternatively with an OS reflect." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "Ultimate Back Attack", "text": "214L/M/H(Air OK) Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. 214L Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F 214M Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F 214H Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214L Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214M Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214H Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. Level 1:Allows him to extend into advanced combos by inputtingj.M/j.Lright before landing, virtually becoming an extreme form of a rejump combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "Masenko", "text": "236S Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Whiff cancelable into Super Dash during recovery Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Whiff cancelable into Super Dash during recovery Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Mostly used before SD to start leg loops in the corner, and also as a DR ender in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "Assist A", "text": "Jet Uppercut Receives the damage buff from Potential Unleashed. Head invulnerable. Tied with Krillin's A assist for the fastest assist in the game." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "Assist B", "text": "Machine Gun Punch Decent start-up. High blockstun. Great blockstring assist, simple to hit confirm." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "Assist C", "text": "Masenko" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "Potential Unleashed", "text": "236L+Mor236H+S(Hold OK) Potential Unleashed's effects are listed below the overview section (At the top) H+Sversion can be held to stack up to 7 Ki Gauges, butL+Mversion only ever consumes 1 Ki Gauge, meaning you can't DHC into him and dump bars. Damage bonus from Potential Unleashed is applied to this super during the freeze as Gohan reaches the next level(s). Minimum damage: 658 and increase by 200 with each level. It is not affected by Potential Unleashed levels. 236L+M Minimum damage: 658 236H+S Minimum damage: 658 → 858 → 1058 → 1258 → 1458 → 1658 → 1858" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "Bros. Kamehameha", "text": "214L+Mor214H+S Minimum damage: 70*24 (1680). Hitbox can increase/decrease depending on who is on the team, but damage stays the same. Leaving Gohan pretty close to the opponent and being around +40 after hit, you can go for Superjump > IAD > High/Low for a relatively ambiguous 50/50 mix. Minimum damage: 70×24 (1680)" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_5_Gohan_(Adult)", "title": "Level 5 Gohan (Adult)", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it.Clarification:Frame data is up-to-date, but move descriptions are lacking." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "Overview", "text": "Gohan (Adult)orAdult Gohanis a slick, flashy character with incredible pressure and great damage output. Designed to be a strong character (words from the developers themselves), he is a beast in the right hands. Gohan's equipped with fantastic one-of-a-kind normals and an install super:Potential UnleashedGuardAllStartup9+3Recovery44Advantage-29, allowing him to get stronger and stronger as the match progresses. Using this super, Gohan can unlock various upgrades such as seemingly eternal blockstrings ripe with stagger potential, buffs on all special moves with significant properties, and even more eruptive damage output. Gohan (Adult)is a crafty, pressure-oriented character who can power-up multiple times to smother his opponents with an overwhelming presence. Potential Unleashed: Gohan becomes increasingly more powerful as he levels up, with him at Level 7 considered to be the strongest character in the game. Stagger Pressure: Among the best stagger pressure equipped with devastating frametraps along with many points to reset blockstrings. At Level 5 and up, can end any blockstring with ±0 on block2Lor -23L. Mix-ups: A toolkit filled to the brim with mix-up options. High/low with5Landj.L, left/right withj.Sandj.Mor with Level 1214LGuardHighStartup24~32 [20~28] {1}Recovery11Advantage-3/MGuardHighStartup28~36 [22~30] {1}Recovery11Advantage-3, blindingfast fallsGuardStartupRecoveryTotal: Until L+9Advantage, have we mentionedF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.setups at Level 3? Combos: Arsenal enables lots of combo creativity leading to extremely high damage, from leg loops, Level 5Reverse BeatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.combos, and to Level 7 special move conversions. Reversals: Plenty of strong, unique defensive options, and the only character in the game withDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.that can be madeplus on blockonce he reaches Level 7. Assist Variety: All 3 of his assists fill different niches:AGuardAllStartup18Recovery64Advantage+29for pressure,BGuardAllStartup30RecoveryAdvantage+45for blockstrings, andCGuardAllStartup33 [20]RecoveryAdvantage+30for neutral. Neutral: Gohan lacks full-screen presence as he has next-to-no approach tools without assists. Potential Unleashed: Level 0 Gohan can be underwhelming, it's often necessary to put him atMidIn a 3v3 fighting game, Mid refers to the 2nd character up to fight out of the 3 selected by the player.orAnchorIn a 3v3 fighting game, Anchor refers to the 3rd character up to fight out of the 3 selected by the player.so he can enter the fight already leveled up through aDHCA term that describes when a character performs a super attack in a team game and tags into another characters super.or a special tag. Meter Dump: Gohan relies on dumping bars from his very low damage Super in order to unlock the special properties from Potential Unleashed." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "Unique Mechanics", "text": "Level 1 and up is indicated by a faint lightning effect on Gohan's idle animation Every time Potential Unleashed is used, Gohan (Adult) will level up, improving his abilities and damage. He begins every match at Level 0, and can gain up to 7 levels. Potential Unleashed bonuses remain for the rest of the match. Level 1: Ground L Super Combois modified. New move:Machine Gun Punch. Jet Uppercut: Light version becomes faster and has less recovery, allowing it be utilized in combos. Medium and Heavy versions travel further horizontally for the first hit. Machine Gun Kick: Kicks even more rapidly. Medium and Heavy versions travel further when forward input is held. Heavy version is active for longer and deals twice as many hits after hitting the opponent. Ultimate Back Attack: Teleports on start-up, tracking the opponent anywhere on screen. Masenko: Gains 2 additional hits. Level 3: Gohan gains a second airdash. This allows him to jump and airdash twice, or double jump and then airdash, but he cannot airdash and then double jump. Level 5: Gohan gains fullReverse BeatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves., allowing him to regularly cancel any normals into any other normals that haven't been used in the string. Level 7: Gohan can cancel his specials into other specials on block or hit. He can only cancel into other special moves that haven't been used in the string. Overall Changes Medium Jet Uppercutgains 1 additional hit per level from Level 1 to 3. Heavy Jet Uppercutgains 1 additional hit per level from Level 1 to 7. All attacks' damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at Level 6." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "5L", "text": "Really short range. First hit has a small hitbox coming from Gohan's foot. One of the best5Ls in the game due to it's fast start-up and non-suspecting low-hit property. Everyone has been hit by this move. Mostly combo filler. Can be a good meaty against a delay tech. After a safe jump off a sliding knockdown, continuing to mash light (5LL) can catch mashing or put them on block. Counts as grounded. Smash hit can link toj.L. 5L Hitstop for the 1st hit: 6F The second hit is attack level 2, but has blockstun and hitstun of attack level 1 5LLis equivalent to5M.Level 5: If5Mhas already been used in a string, autocombo reverts back to level 0 version.Does less damage, has worse scaling, and is more minus on block than the move it copies. Level 5: If5Mhas already been used in a string, autocombo reverts back to level 0 version. Does less damage, has worse scaling, and is more minus on block than the move it copies. 5LLLis equivalent to3H, though doesn't have Head invul.Launches on hit.Level 5: While technically a different button, if3Hhas already been used in a string, this attack will not come out and the autocombo ends at5LL. Subsequently, if5LLLhas been used,3Hcannot be used in the same string. Launches on hit. Level 5: While technically a different button, if3Hhas already been used in a string, this attack will not come out and the autocombo ends at5LL. Subsequently, if5LLLhas been used,3Hcannot be used in the same string. 5LLLLCan be used to reset pressure due to it having the same frame advantage as2L.Luckily unlike other autocombo normals,5LLLLand2Lis able to be used in the same string, giving him fantastic pressure capabilities. Luckily unlike other autocombo normals,5LLLLand2Lis able to be used in the same string, giving him fantastic pressure capabilities. 5LLLLLlaunches higher than Level 05LLL. 5L Hitstop for the 1st hit: 6F The second hit is attack level 2, but has blockstun and hitstun of attack level 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "5M", "text": "Fantastic range. Large normal that covers an extraordinary amount of space relative to how fast the start-up is, and thus is an amazing frametrap and whiff-punish. It also supplements his left/right mix-up by easily hit-confirming cross-up normals, especially if he has access to double airdash from Level 3. The range can also be a downside as it's pretty punishable if Gohan whiffs himself." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "5H", "text": "Great horizontal range, will hit at round start distance. Wall bounces on Smash hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "5S", "text": "Covers about 90% of the screen relative to the hitbox and his position. Launches on hit. Whiffs against crouching opponents, except up close. Doesn't have Ki blast property." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "2L", "text": "Fairly disjointed hitbox. Far reaching and being +0 encourages strong stagger pressure. Clash level 1" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "2M", "text": "Slides forward about half-screen. Launches on hit." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "2H", "text": "Smash hit launches higher with more hitstun. Puts Gohan in the air, true blockstring into j.236X. Airborne during frames 10-33 When canceled into other actions, gives 8F of landing recovery" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "2S", "text": "Treat this like a DP.2Sis a lightning fast backdash that puts Gohan airborne starting on frame 4, allows him to escape from blockstrings, beat throws, and crush lows. When his back is against the corner, it can be converted on hit withj.236Hinto a full combo. At Level 1 and up,j.236H[6] will connect even in midscreen. Values in [ ] are when canceled from j.2S Airborne during frames 4-30 [1-27]" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "6M", "text": "Universal overhead. Uses the same animation and hitbox/hurtbox asj.H. Airborne during frames 5-33" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "3L", "text": "Machine Gun Punch (Hold OK) Available at Level 1 Potential Unleashed. Holding L adds extra hits. Handy blockstring filler but more importantly is a great stagger/pressure reset tool since it scales like a medium, is -2 on block, and can also be shortened/extended. Can also a good meaty against a delay tech." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "3H", "text": "Ultimate High Kick Launches on hit. Jump cancellable on hit. Clash level 4" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "j.L", "text": "Bad horizontal range but great vertical range." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "j.M", "text": "Great air-to-air normal." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "j.H", "text": "5LLLLLLLDynamic hit can wall bounce. j.Hcauses a sliding knockdown on Smash hit. Can be cancelled intoj.2Sfastfall on hit, giving extra time to set-up. While sending the enemy down, it can combo intoj.236Lwith the right positioning. This is the core idea of his leg loops." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "j.S", "text": "Gohan's main zoning tool. It has very short recovery for a Ki Blast, pulls him backward like2Sbut with a much more aggressive descend. It can be tough to approach a disciplined Gohan staying in the air and spammingj.S. Super Dash is the obvious answer, but he can recover fast enough to either block, respond with j.236X, orj.2S▷236L. In a blockstring, instantj.Sfrom a ground jump is +8 at minimum, and forward jump delayj.Sacts as a crossup fakeout that can be converted withj.236H.j.Scan also be used defensively similar to2S." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "j.2H", "text": "Smash hit launches higher with more hitstun. One of the fastestj.2Hs in the game, allowing your combos to be just a hair longer due to less hitstun decay." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "j.2S", "text": "Falls straight to the ground. Mix-up potential with resources. Immediately after landing - can perform a heavy (H), unique (S), or Super Move. Movement starts on frame 9 Cancelable starting on frame 6 after landing" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "Jet Uppercut", "text": "236L/M/H Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. 236L Level 0 Cannot clash Airborne during frames ?-41 236M Level 0 Airborne during frames ?-63 236H Level 0 Airborne during frames ?-60 On Smash hit, recovery is 40F Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. 236L Level 1+ Cannot clash Airborne during frames ?-33 236M Level 1+ Number of hits increases by 1 each level, up to 6 total hits at Level 3+ Airborne during frames ?-63~65 236H Level 1+ Number of hits increases by 1 each level, up to 10 total hits at Level 7 Airborne during frames ?-60~64 On Smash hit, recovery is 40F Anti-air DP. Unscaled starter. Common TOD confirm. Can punish an imperfect safejump, especially after leveling up as it can now be used in combos. Smash on first hit. Potential Unleashed extra hits only apply if the first hit connects. Level 0 takes a tiny step forward. Level 1+ slides half screen forward. Moves far enough to catch backdash. Each level adds an additional hit, up to 3 extra hits for level 3+. Used for his Level 7 loops,5H>236S>236Mscales almost nothing. Almost identical to M version with slightly faster start-up, and slightly more damage and range. Can link into any super after landing. Each level adds an additional hit, up to 7 extra hits for level 7. Because it's near identical to the medium version, only really worth in pretty niche scenarios where the marginally faster start-up and more damage would matter." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "Machine Gun Kick", "text": "j.236L/M(Hold OK)orj.236H Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. j.236L Level 0 Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236M Level 0 Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236H Level 0 If landed mid-attack, landing recovery is 6F Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. j.236L Level 1+ Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236M Level 1+ Hold L/M/H to kick indefinitely until landing If landed mid-attack, landing recovery is 9F j.236H Level 1+ If landed mid-attack, landing recovery is 6F Upon using, Gohan immediately starts falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Carries all and any momentum. Keeps grounded opponent standing. Is the \"leg\" in leg loops. Upon using, Gohan stalls a bit before falling down. HoldL/M/Hto kick indefinitely until landing. Minimum 3 kicks. Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively. Launches on hit. Primarily used to manually side-switch in the air after leveling up, and adds a tiny bit more damage/meter in bnb combos. Upon using, Gohan jumps up a bit before falling down, leading into further combo extensions. Always moves Gohan forward, holding {4} and {6} can shorten/lengthen the distance respectively. Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same. Smash on the last hit, and causes a wall bounce. Extremely active, spectacular against Super Dash and Raw Tag. Eating a rawj.236Hequals to losing 40% HP with a standard post-j.236Hcombo. On block, Gohan stays airborne, and can sneak in aj.Lthat is susceptible to anti-airs, but can be countered alternatively with an OS reflect." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "Ultimate Back Attack", "text": "214L/M/H(Air OK) Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. 214L Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F 214M Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F 214H Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214L Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214M Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F j.214H Level 1+ Values in [ ] are when the opponent is in air hitstun Values in { } are when canceled from other special moves at Level 7 while the opponent is in hitstun If Gohan teleports higher in the air, recovery is 13F Level 0:Hops almost half screen. Ground version never crosses-up, air versions cross up if Gohan leaps over the opponent. Level 1:Teleports to the opponent. Can't steal the corner. Smash hit causes a sliding knockdown. Level 0:j.2H> Vanish >j.214Lwould be the only way to combo into this solo without specific delays for a level 1-Super. Level 1:j.2H>j.214Lgets Gohan a sliding knockdown anywhere. Smash hit causes a sliding knockdown. Switches sides anywhere outside of the corner. Grants more okizeme than the light version but is trickier to combo into, and requires the combo to not to be too high up. Smash hit causes a ground-bounce sliding knockdown. Switches sides anywhere outside of the corner. Level 0:j.S>j.214Hallows the ability for Potential Unleashed to hit and consequently level up anywhere on the screen from Level 0. Level 1:Allows him to extend into advanced combos by inputtingj.M/j.Lright before landing, virtually becoming an extreme form of a rejump combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "Masenko", "text": "236S Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Whiff cancelable into Super Dash during recovery Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Whiff cancelable into Super Dash during recovery Standard beam at Level 0, but becomes the highest damage beam at Level 1+. Even at Level 1+, it will still clash with typical 5-hit beams. Cancels into SD. Mostly used before SD to start leg loops in the corner, and also as a DR ender in the corner." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "Assist A", "text": "Jet Uppercut Receives the damage buff from Potential Unleashed. Head invulnerable. Tied with Krillin's A assist for the fastest assist in the game." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "Assist B", "text": "Machine Gun Punch Decent start-up. High blockstun. Great blockstring assist, simple to hit confirm." }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "Assist C", "text": "Masenko" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "Potential Unleashed", "text": "236L+Mor236H+S(Hold OK) Potential Unleashed's effects are listed below the overview section (At the top) H+Sversion can be held to stack up to 7 Ki Gauges, butL+Mversion only ever consumes 1 Ki Gauge, meaning you can't DHC into him and dump bars. Damage bonus from Potential Unleashed is applied to this super during the freeze as Gohan reaches the next level(s). Minimum damage: 658 and increase by 200 with each level. It is not affected by Potential Unleashed levels. 236L+M Minimum damage: 658 236H+S Minimum damage: 658 → 858 → 1058 → 1258 → 1458 → 1658 → 1858" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "Bros. Kamehameha", "text": "214L+Mor214H+S Minimum damage: 70*24 (1680). Hitbox can increase/decrease depending on who is on the team, but damage stays the same. Leaving Gohan pretty close to the opponent and being around +40 after hit, you can go for Superjump > IAD > High/Low for a relatively ambiguous 50/50 mix. Minimum damage: 70×24 (1680)" }, { "url": "https://www.dustloop.com/w/DBFZ/Level_3_Gohan_(Adult)", "title": "Level 3 Gohan (Adult)", "section": "Colors", "text": "Color 1Color 1 Color 2Color 2 Color 3Color 3 Color 4Color 4 Color 5Color 5 Color 6Color 6 Color 7Color 7 Color 8Color 8 Color 9Color 9 Color 10Color 10 Color 11Color 11 Color 12Color 12 Color 131Color 131 Color 141Color 141 Color 151Color 151 Color 161Color 161" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Strategy", "title": "Android 21", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Strategy", "title": "Android 21", "section": "General Tactics", "text": "Android 21 is excellent at around midscreen. From here, she can use her excellent 2M, 5H, Ki Blasts, and 236L/M to keep the opponent where she wants them. Using assists she can then rush in and start her pressure. Her stagger pressure is complimented by her ranged tools, as she can safely end her pressure in 236L and check the opponent with 2M. If you happen to land a 2H after the opponent gets antsy, you can usually convert it into a kill with a Sparking Blast combo. Android 21's damage in general is very high, and it is boosted even higher with assists. One of her best traits is how easy it is for her to convert into a snap with an assist. 214L/M bring both you and the opponent to the ground, making the assist extension simple." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Strategy", "title": "Android 21", "section": "Neutral", "text": "Android 21 excels at neutral with long normals and strong projectiles. 5S is a very strong neutral tool as it destroys most other ki blasts and clashes with one of Z Broly's. 2S is your main neutral tool having very little recovery and covering almost the entire screen. j.S should be used a lot more rarely than 2S due to the long recovery on the move, and if you lack 3 bars orSticky Blastit is harder to properly punish the opponent when they SD and you will most likely get punished for throwing this move out. 236Mas of 1.28 they reduced the recovery on the move and made it possible to Super Dash cancel even on whiff. Doing 236M plus assist with a beam or something that can cover the ground can guarantee neutral if you made them block this move. Midrange is another part of neutral she excels in as she has very big M buttons with j.M and 5M along with her 2M/3M not extending her hurt box at all giving her a few normals to force the opponent to block with little to no risk to herself. 2S is also strong in midrange as doing 2S into airdash allows her to generate plus frames, and with the jump back it will allow her to dodge many things the opponent may try in this range. Ex Ball is very strong in neutral with 4 steals, if they block it fullscreen it leaves her even more plus than when they block it point blank so you can dash up fullscreen and continue pressure." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Strategy", "title": "Android 21", "section": "Point", "text": "As a point character, 21 misses out on many different aspects of her optimal gameplan. She loses the ability, to secure knockdowns without spending an assist unless you have meter, and spending meter to get a knockdown typically means that you won't be able to access her level 3 that often. It is also a strange posistion to put 21 in, as you lose access to her assist which is beneficial to every member of the cast due to it's large amount of hitstun. This is by far her worst position, and there is little reason to run her hee." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Strategy", "title": "Android 21", "section": "Mid", "text": "As a mid, this is by far 21s favorite position to be in as it grants her 1 assist and most likely meter when she comes in after your point character dies or tags out. However this position should typically only be run if you have a very strong anchor with her such asBroly, orBaseku. This position allows the point character on your team to have access to a very powerful assist, and with characters like,TohanorBlue Goku, they can give her very easy access to her level 3, allowing her to come into the game already with 4 steals, and a little bit of meter to play with along with the level 3 left right." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Strategy", "title": "Android 21", "section": "Anchor", "text": "This is typically the most common position you will see 21 run in, as her comeback potential is one of the best in the game due to all the tools at her disposal. Every steal from each character is a large addition to her gameplan, and having access to her level 3 midscreen in limit break means it will almost always 2 touch even if 21 lacks the assists to do so. This also lets your characters use her A assist a lot longer and puts that threat into the opponents mind even more. This is definitely her best position on most teams unless your team can allow you to run her mid." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Strategy", "title": "Android 21", "section": "Picking Teammates", "text": "21 due to her function being played typically in the anchor or mid position, and how easily she can combo with most assists, is one of the most versatile characters in the game as she is able to support the majority of the cast. With the new Active Tag system as well, now you can almost always get 21 level 3 midscreen as long as the character does a special move and tags into 21 for her super, so just put her on any team as anchor and you will instantly feel the effects." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Strategy", "title": "Android 21", "section": "Blockstrings", "text": "2LL/5LL > 2M > 5M > 5H > 214L Basic assisted blockstring. Useful with low blockstun assists like tackles. ... > 5H > 214S Without a steal, 214S sets up a left/right and a high/low with higher blockstun assist. ... > 5H > 236L Blockstring ender, or extender with vanish. Leaves 21 at the prime distance to start zoning with Ki Blasts or press 2M. Anytime 21 reaches 5M in a string, you can stagger another 5M due to how low the pushback is. 5S is also a good stagger point due to it's relatively low recovery, but it's more telegraphed as you get farther in a string. 2S allows for an airdash pressure reset attempt, but that also carries the risk of getting 2H'd. Without steals, she can also use 236S once she conditions the opponent to block." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Strategy", "title": "Android 21", "section": "Okizeme", "text": "Oki guide:https://docs.google.com/document/d/1U4VJEzE2BIVEcK49bs3gm4dQw4s8YgzJZ4nly_TRUcY/edit?usp=sharing" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Strategy", "title": "Android 21", "section": "Level 3 Okizeme", "text": "Android 21 gets Base Vegeta-level okizeme off either of her level 3 supers. She can get same side high/low and crossup high, as well as mixing in a Dragon Rush or 214S. Ending with ground Level 3 also lets her extend her pressure with full stocked 236H or cash out on damage with steals. 214L+M > SJ IAD [8] j.M/H(same side high) 214L+M > SJ delay airdash j.H(crossup high) 214L+M > SJ IAD [2] > 2L/DR/214S(same side low/throw) This lets her carry momentum really easily, and combined with her incredible neutral control makes her a great anchor. https://youtu.be/SqwgBjTA0dwThis is a very good guide on her level 3 oki at the very beginning of the video, if you are having trouble with her mix." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Strategy", "title": "Android 21", "section": "Tips and Tricks", "text": "Her Neutral game plan is extremely simple to execute, as long as you are able to 2h superdash or have 3 bars, everything should be very easy. You want to use a mix of 2s and 5s to discourage the opponent from both shooting ki blasts and to keep them locked down on the ground. With assists that are beam like you can typically do, 2s callBroly A, then moon jump in and continue pressure if they did not reflect your assist, and if they did reflect you are typically safe and in a position to take your turn if you play it right. Her neutral only gets enhanced by having access to steals, such asSticky Energy Blastas these can lock a character out from fighting 21. Typically you want to make a decision to either shoot her steals into an EX Total Detonation Ball, or use them in neutral or block strings." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Strategy", "title": "Android 21", "section": "Blue Steals", "text": "KamehamehaandSolar Flareare the steals taken when fighting an earthling classified character. These steals are particularly useful for neutral, with solar flare having Frame 4 head invulnerability in the air and on the ground. Kamehameha is a fast easily confirmable beam with 214X steals available, that can be cancelled even on whiff into these steals. Outside of this it also jails into vanish like any regular beam so that is really all there is to this move. Solar flare however has its true shine in blockstrings. It can be used as a very powerful same side option when coupled with assists to confirm or just a vanish confirm, it true strings into vanish so if there is no risk at vanishing to auto confirm, and it can be used to set up a 50/50 with some assists due to the extremely low recovery on this move. Jump Solar flare call assist and airdash into high or just going low is a very potent mix that should be used if available." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Strategy", "title": "Android 21", "section": "Yellow Steals", "text": "Consecutive Energy BlastandSticky Energy Blastare the steals that are taken when fighting a Saiyan classified character. These steals are extremely useful in neutral as consecutive blast allows you to get a full punish on many characters beams or ki blasts whiffing that most other characters wouldn't be able to hit, and it allows her to autoconfirm if she has access to aerial 214X steals at all. In combos as well it is a great way to tag a character out as, active tag lets you DR after doing this move, and get an exceptional amount of meter gain that would not be normally available. Sticky Energy Blast however is the move that will be the most oppressive move for many characters to have to deal with as the Frame 1 invul on air moves is too insane to be overlooked. This means your opponent cannot air to air, superdash, or use some special moves without a large amount of risk being associated. These are the most straightforward steals to use in neutral." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Strategy", "title": "Android 21", "section": "Green Steals", "text": "Explosive BlastandBarrier Sphereare the steals taken when fighting an android classified character. These are the steals that are the least straightforward in their use if you don't know their frame data and their other uses. Barrier Sphere gives 21 who typically has weaker defense, a frame 4 reversal, which allows her after a +2 situation from the opponent such as after vanish to barrier sphere and call an assist to steal your turn back, or to do this on a delay tech wakeup. It's a very powerful tool in this regard and buffs the weakest aspect of the character. This is also the one steal that should never be cancelled into from a 236X steal unless you want to free this slot up, or are converting from Kamehameha as the move itself does no damage and will just teleport near the opponent. Explosive Energy Blast, is a ki blast property steal that is +11 on block, and auto cancelling into l m or h dive will beat superdash and discourage the opponent from doing so. This can be quite the potent mixup tool due to how plus it is, so you can do energy blast into an assist, and typically get a left right or high low with some assists. It is also not that bad in neutral as in the air it comes straight diagonally down but be careful as it is weird to convert off of in those situations." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Strategy", "title": "Android 21", "section": "Purple Steals", "text": "Homing BlastandSonic Warpare the the steals obtained from Alien classified characters. These 2 steals see the majority of their use in neutral as they both can control it entirely. Homing blast is quite literally just thePiccolo homing blastwith the ground version being slower and the air version being the fast version of it. This is especially strong on oki as they are just forced to block the orb and blocking 21 when she has the first slot open is typically the scariest due to a threat of command grab. Sonic Warp is a teleport that activates on frame 8 for invincibility, with the air version teleporting to the ground behind them and the ground version teleporting behind them and spawning aerial. This is a very useful tool in neutral when coupled with a defensive assist like a dp or barrier, as you can see your opponent whiff a ki blast or beam, teleport behind them and get your turn started. There is also the application of the ground version in blockstrings as with higher pushback on assists, its possible to setup a left right mix due to the buff to superjump float on special moves. There is also a mixup that can be done on her level 3 if you just performed it on an alien character. You do ground teleport then teleport behind and airdash over their head before they recover. This is very potent for a left right but the crossup is not real so if the opponent knows about this, they can 2h. However that requires great awareness on both sides." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_21/Strategy", "title": "Android 21", "section": "Fighting Android 21", "text": "When pressuring her, abuse the fact her light normals are not particularly effective at mashing out of pressure, nor does she have a dp outside level 3. Outside of universal 50/50's like SD + assist in the corner, A21 does not have any ways to set up unreactable 50/50's in a blockstring without extremely high blockstun assists like Bardock B or Kid Buu A, so all of her options can be reacted to. However, she does gain a few extra ways to open people up with certain steals such as j.214B fake cross-up same side and superjump install 214P left rights. When blocking 21 the threat of command grab is only available if her first slot does not have a steal inside of it, if there is a steal all you have to do is just block system mechanic mix which is usually possible. J.s is a very big commitment from 21 when she does not have meter, as she cannot cancel into anything if done higher up due to the landing lag if she lacks 3 bars and a steal that has air invul. So if you see a 21 using J.s that is typically the best time to approach her or Super Dash if she lacks the resources to respond." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Resources", "title": "Android 16", "section": "Intro", "text": "This page is Android 16's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Resources", "title": "Android 16", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Resources", "title": "Android 16", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DBFZ/Android_16/Resources", "title": "Android 16", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba/Strategy", "title": "Janemba", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba/Strategy", "title": "Janemba", "section": "General Tactics", "text": "Janemba is a character that's built around his teleports and neutral tools. Together they allow him to have fearsome left-right mixups and an iron grip on neutral. 236X deflects Ki Blasts and his own Ki Blasts track, allowing him to catch the opponent anywhere and stopping them from firing back. On top of those tools, his 22S completely shuts down projectiles and assists, letting him run in for free pressure or even a combo." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba/Strategy", "title": "Janemba", "section": "Point", "text": "Janemba's worst position. Some of the biggest strengths of the character are his A assist and level 3 mix, neither of which you get easy access to on point. Janemba's poor roundstarts and the fact that he doesn't really get as much out of assists as most characters are just more reasons to not run him point." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba/Strategy", "title": "Janemba", "section": "Mid", "text": "Arguably his best position. At mid, you can use his assists for your point while leaving an assist for Janemba to help with neutral and mix. Additionally coming in with meter from your point lets you take advantage of his level 3 mix, and Janemba still does enough damage to two touch characters reliably, even without limit break." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba/Strategy", "title": "Janemba", "section": "Anchor", "text": "Janemba is a good anchor. He does ridiculous damage with limit break, solo 50/50s courtesy of level 3 and generally doesn't need assists to function. Anchor Janemba does have some issues, such as struggling to get in at times, but the aforementioned strong points combined with his ability to stop assist and projectile spam make him a very capable anchor character. Ultimately, Mid and Anchor are his best positions. Which position he's put in really depends on your team and how comfortable you feel with solo Janemba." }, { "url": "https://www.dustloop.com/w/DBFZ/Janemba/Strategy", "title": "Janemba", "section": "Picking Teammates", "text": "Janemba isn't super picky about his teammates, and most of the synergy comes from how well your other characters can use his A assist, since B and C are fairly standard. In general, characters that get a lot out of Janemba A are ones who: Have high hitstun, long range tools SSGVegeta (Super Saiyan), Jiren, UI, etc. Enjoy being able to end combos with air DR Vegito, Broly, A21, Gohan (Teen), etc. Don't really need blockstun assists for their gameplan Cooler, Jiren, Vegito, etc. Have tools to beat superdash (air dps, large air normals, etc.) and good anti-reflect strings Janemba A is also one of the best assists for Nappa and Majin Buu's restands and can give character specific stuff, like letting Base Goku charge Spirit Bomb midcombo. Most Janemba synergy is fairly one sided, but here are some things you should look for when picking his teammates: Defensive assists Cooler A, Hit A, Roshi B, Nappa B, etc. Certain high blockstun assists give him a 50/50 midscreen Bardock B, Jiren A, etc. Characters that can reliably dhc and properly space Janemba's level 3 for his 50/50 The pinned doc in the discord goes into more detail, but most characters can do this in some way Strong neutral assists that Janemba can easily convert off of thanks to ki blasts and j2M Beams, Krillin A, etc. High meter build and corner carry let you go into level 3 mix as frequently as possible Jiren and Gohan (Teen) are particularly good examples As long as a character can reliably do at least two of these for Janemba, they should make a good partner for him" } ]