Notas del parche 1.11 de Dragon Ball FighterZ

Eliot

Junto con Goku y Vegeta en forma base, Bandai Namco ha liberado el parche en el que nerfean a Cell, Bardock y Kid Buu. Además, también añaden más opciones necesarias para el modo entrenamiento.

MODES

WORLD MATCH:

  • Entry settings: now Player’s Info is displayed
  • Ranked Match:
    • 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 Oponent Color settings to Same Color, About the same or Anything goes.

PARTY MATCH:

  • Added ‘Sorry’ and ‘Don't worry’ Party Match:

LOCAL BATTLE:

  • Added Input Delay settings when playing against a player.

LOCAL MATCH:

  • 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.

TRAINING MODE:

  • 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 ↑
  • Character Settings
    • Added Potential Unleashed settings for Gohan (Adult).
    • Added Ginyu Force setttings 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).
  • Ennemy Settings
    • Added Counterattack Settings: set an attack for the training dummy to reversal attack with after a block or a damage.

OTHERS:

  • 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.

GAMEPLAY

COMMON:

  • Now an attack won’t count as a hit during successful Z-reflect recovery frames.

PICCOLO:

  • Homing Energy Blast, Z Assist: Increased the hit stun and the recovery frames.

GOHAN (TEEN):

  • Crouching Special: 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.
  • Jumping Down Special: Expanded the hitbox for the beginning of the attack.
  • Z Assist: Now the Z-Assist moves more forward while rising.

FRIEZA:

  • Standing Special: Reduced the start up frame
  • Death Slash, Z Assist: Increased the hit stun and the non-recovery frame.
  • Death Slash(Light ver.): Reduced the start up frame
  • Warp Smash: Frieza now becomes invincible faster.
  • Midair ‘You might not survive this time’: Reduced the landing recovery frame on whiff.
  • Golden Frieza:
    • 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: Standing Heavy -> Standing Medium -> Standing Light.)"

GINYU:

  • Crouching Heavy: Can now Z combo into Standing Special.
  • Standing Special(Jeice): Increased the hit stun and the non-recovery frame.
  • Z Assist: Increased the hit stun and the non-recovery frame.
  • Strong Jersey: Reduced the block stun.
  • Strong Jersey (Medium/Heavy ver.):
    • Increased the non-recovery frame on hit.
    • Changed the way a damaged character is blown away."
  • Aerial Strong Jersey: Reduced the start up frame.

TRUNKS:

  • Standing Special, Jumping Special, Cyclone Buster:
  • 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 Assist: increased the hit stun and the non-recovery frame on hit.
  • Shining Slash (Heavy ver.): reduced the start up frame.

CELL:

  • Standing Light, Crouching Light: Increased the start up frame.
  • Low Kick: Damage scaling increased when using this move as a combo starter.
  • Jumping Medium: Increased the start up frame.
  • Jumping Special:
    • Increased damage scaling.
    • The first hit now ground bounces an opponent.
  • Ground Rolling Crush (Medium ver.): The distance moved can now be adjusted by pressing either forward or back while rolling.
  • Ground Rolling Crush (Heavy ver.): Reduced the start up frame.
  • The distance moved can now be adjusted by pressing either forward or back while rolling."
  • Aerial Rolling Crush (Light/Medium Ver.): The move will no longer hit an opponent on the back.

ANDROID 18:

  • Standing Light, Crouching Light: can now repeat whiffing the move consecutively by pressing ← at the same time.
  • Support Attack(Barrier), Z-Assist: enters the invincible state faster.
  • Barrier: 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.)
  • Fixed an issue where Dragon Rush doesn't launch an opponent in certain situation.
  • Back Grapple(Light ver.):
    • Reduced the start up frame.
    • Can now connect into Super Attack on hit."
  • Back Grapple(Medium/Heavy ver.): Increased the move distance.

GOTENKS:

  • Standing Special: Matched the cancel timing on additional inputs with the other characters.
  • Z Assist: 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: 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:
    • 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.
  • Miracle Super Punch(Medium): Landing recovery frame has been increased when not holding down the Medium Button.
  • Ground Great Special Rolling Kick (Heavy ver.)
    • Increased the recovery frame.
    • Can now air dash and double jump after the move.
  • AerialGreat Special Rolling Kick (Heavy ver.): Reduced the recovery frame.
  • Vengeful Shout: Landing recovery frame has been increased on performing a feint.

KRILLIN:

  • Standing Special:
    • Increased the non-recovery frame.
    • Can now bend only the second fire ball by inputting ← + Special on an additional input."
  • Jumping Special:
    • Increased the non-recovery frame.
    • Can now bend the fireballs upward by inputting ↑+ Special on an additional input."
  • Senzu, Z Assist:
    • "Rocks no longer break by an opponent's attacks.
    • Mitigated the damage scaling."
  • Solar Flare: Added invincibility to jump attacks.

KID BUU:

  • Crouching Medium(Medium/ Long ranged ver.):
    • Increased the start up frame.
    • Increased the damage scaling when using this move as a combo starter.
  • Crouching Special:
    • Increased the landing recovery frame.
    • Now the fireball will be thrown downward depending on the opponent's position.
  • Jumping Special: Increased the landing recovery frame.
  • Mystic Ball Attack: The attack will no longer hit an opponent on the back.
  • Mystic Arm Swing: Added invincibility to jump attacks.

MAJIN BUU:

  • Standing Light: Now the attack will hit a crouching opponent too.
  • Standing Lights - 2nd attack: reduced the start up frame.
  • Z Assist: increased the non-recovery frame.

NAPPA:

  • Standing Light: will no longer be blocked by standing guard.
  • Crouching Medium: Will no longer be blocked by standing guard.
  • Crouching Heavy: Expanded the hitbox forward.
  • Z Assist: Increased the hit stun.
  • Blazing Storm, Z Assist:
    • Reduced the start up frame.
    • Reduced frame disadvantage when blocked by an opponent.
  • Too bad:
    • Now enters the invincible state faster.
    • Reduced the entire recovery frame.
  • Saibamen(Acid): Can now be canceled into Z reflect or Super Dash on block (as same as other ki-blasts).

ANDROID 16:

  • Standing Lights - 3rd attack:
    • Reduced the start up frame.
    • Can no longer delay the attack after the 2nd Standing Light.
  • Ground Flying Powerbomb (Light/Medium ver.): added invincibility to jump attacks.
  • Ground Flying Powerbomb (Heavy ver.): increased the duration of invincibility to jump attacks.
  • Ground Dynamite Driver (Light/Medium ver.): increased the damage.

YAMCHA:

  • Neo Wolf Fang Fist: changed the hit effect to wall bounce.
  • Spirit Ball: Increased the least amount of damage.

TIEN:

  • Z Assist: Increased the non-recovery frame.
  • Ground Volleyball Fist: fixed an issue where additional inputs could be made even when blocked by an opponent.
  • Ground Volleyball Fist (Medium): now enters the armor invincible state faster.
  • Ground Volleyball Fist (2nd/3rd attacks, Heavy ver.): Tien copies will appear to do the attacks.
  • Tri-Beam: increased the duration during which Ultimate Z change can be performed.
  • Tri-Beam, Neo Tri-Beam: the amount of self damage is reduced while Sparking!

HIT:

  • Standing Lights - 3rd attack: expanded the hitbox upward.
  • Crouching Light: can now cancel the second Standing Light into Crouching Light
  • Tides of Time(Heavy ver.): now enters the invincible state faster.
  • Death Blow: fixed so that the camera angle won't change in the latter part of the combo on hitting an opponent with this move.

GOKU (SSGSS):

  • Super God Shock Flash:
    • Reduced the start up frame.
    • Changed the way an opponent is blown away on hit.
  • Super God Shock Flash(Light/Heavy ver.):
    • 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: now faces towards an opponent after the move.
  • Extreme Speed Kamehameha: increased the duration during which Ultimate Z change can be performed.

VEGETA (SSGSS):

  • Big Bang Attack, Z Assist:
    • Increased the damage.
    • Increased the hit stun and block stun.
    • Changed the direction an opponent is blown away on hit.
  • Super Dash Kick(3rd attack - Light ver.): increased the start up frame only when an opponent is in front.
  • Ground Super Dash Kick: removed the jump attack property.
  • Ground Super Dash Kick(2nd and 3rd attacks): unified the frame disadvantages.
  • Galick Gun: increased the damage.
  • Niagara Pummel:
    • Increased the move distance.
    • Reduced the start up frame.
    • Mitigated the damage scaling.
  • Niagara Pummel (On holding 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.

BEERUS:

  • Standing Light:
    • reduced the start up frame.
    • Expanded the hitbox forward.
  • Crouching Light: Reduced the start up frame.
  • Z Assist: Increased the move distance.
  • Sphere of Destruction, 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.
  • Sphere of Destruction: Can now be canceled into Special move, Z change or Sparking! on repelling the sphere with a normal attack.
  • Ground Sphere of Destruction(Heavy ver.):Now Beerus floats a little higher when pressing↓.

ANDROID 21:

  • Crouching Medium: shrank the hit box to reduce the reach.
  • Crouching Medium(Long range ver.):
    • 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.
  • Total Detonation Ball:
    • Increased the hit stun.
    • Now she will start recovering to the neutral state after the ball has exploded.
  • Total Detonation Ball(Light/Medium ver.): increased the recovery frame.
  • Homing Energy Blast:
    • increased the hit stun.
    • Increased the recovery frame."
  • Barrier Sphere:
    • 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: added invincibility to jump attacks.
  • Connoisseur Cut, Aerial Connoisseur Cut: now faces towards an opponent on whiff.

BARDOCK:

  • Rebellion Spear (Light ver.): decreased the block stun.
  • Ground Rebellion Spear (Medium ver.):
    • Added invincibility to jump attacks.
    • Increased landing recovery frame.
  • Rebellion Spear (Heavy ver.)
    • Increased the duration of the first attack.
    • Increased the damage of the follow up attack.
  • Saiyan Spirit: fixed so that the camera angle won't change in the latter part of the combo after hitting an opponent.

BROLY:

  • Various armors: Broly's various armors will no longer endure Vanish attacks.
  • Z Assist:
    • Expanded the hitbox for the beginning of the attack.
    • Increased non-recovery frame.
  • Eraser Blow: expanded the hitbox for the beginning of the attack.
  • Gigantic Strike: now it's easier to follow up with Vanish attack.

VEGITO (SSGSS):

  • Barrier:
    • Now enters invincible state faster.
    • Increased the entire recovery frame on whiff.
  • Ground Atomic Buster: Added invincibility to jump attacks.
  • Spiral Heel Shot:
    • Reduced the block stun of the last attack.
    • Decreased the recovery frame.
  • Aerial Spiral Heel Shot: reduced the non-recovery frame when the camera angle doesn't change.
  • Aerial Spiral Heel Shot (Light/Medium ver.): increased the move distance.

ZAMASU (FUSED):

  • Jumping Light: expanded the hitbox upward.
  • Z Assist:
    • Shrunk the front part of the hurt box.
    • Reduced the start up frame.
    • Increased the projectile speed."
  • Ground Eternal Justice (Light/Heavy ver.): reduced the start up frame.
  • Aerial Eternal Justice(Heavy ver.): reduced the start up frame.
  • Divine Order: shrunk the front part of the hurt box.
  • Divine Order (On holding the button): reduced the start up frame.
  • Increased the projectile speed.

Shining Slash is Trunks’ move, I think these first two points might be for him.

1
Senyu

Top lo de "Shining Slash is Trunks’ move, I think these first two points might be for him." en las notas oficiales del parche.

ramaGZ

Resumen de Cell:

CELL:

  • Fixed an issue where Cell is too stronk, please nerf
D

que es "Standing Special" ?

1 respuesta
Eliot

#4 El 5S.

1 respuesta
D

#5 ah vale. Gracias!

Aranil
1 respuesta
Efervescente

Estoy empezando y le había metido caña a Yamcha... No me mola.

perche

los veta y goku clasicos a que hora se desbloquean a las 7?

1 respuesta
Eliot

#9 En Steam a las 19:00.

B

#7

F

Como persona que no juega a este juego hay una cosa que no entiendo... cómo cojones un juego de dragon ball te venden a GOKU como dlc aparte por 5€? joder en serio que no lo entiendo

1 respuesta
M

#12 porque el juego base trae goku ssj2 y goku pitufo

pd: dep yamcha

Nujabes

No entiendo nada de este parche. Nerfean a tiers medios y bajos...

Han nerfeado al Broly?

ALSO:

1 comentario moderado
perche

podian meter algun escenario nuevo y algun personaje que no fuera de pago, como el goku ultra instinct seria un gesto bonito.

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