DBFZ/Movement: Difference between revisions

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:While airborne, press {{66}} to perform an air dash forward, and {{44}} to perform an air dash backward. Airdashes are used to cover large distances quickly, but they are vulnerable during startup.
:While airborne, press {{66}} to perform an air dash forward, and {{44}} to perform an air dash backward. Airdashes are used to cover large distances quickly, but they are vulnerable during startup.
:A common tactic is to perform an air dash immediately after jumping in order to cover distance quickly and avoid ground attacks; in fact, this tactic is so common that it has its own name: Instant Air Dash (IAD). IADs are performed by pressing {{9}}{{5}}{{6}} for a forward air dash and {{7}}{{5}}{{4}} for a backward air dash. The idea is that the jump includes a directional input that also counts as an input for the air dash command.
:A common tactic is to perform an air dash immediately after jumping in order to cover distance quickly and avoid ground attacks; in fact, this tactic is so common that it has its own name: Instant Air Dash (IAD). IADs are performed by pressing {{9}}{{5}}{{6}} for a forward air dash and {{7}}{{5}}{{4}} for a backward air dash. The idea is that the jump includes a directional input that also counts as an input for the air dash command.
;Super Dash
:Placeholder
;Air Recovery (Air Tech)
;Air Recovery (Air Tech)
:Placeholder
:Placeholder

Revision as of 02:24, 13 January 2018

Ground Movement

Walking
Hold either left or right to walk forward/backward. This is the slowest form of movement, but also presents the least risk.
Dash
To run forward, press Template:6Template:5Template:6 in quick succession when on the ground
Backdash (Backstep)
To perform a backdash, pressTemplate:4Template:5Template:4 quickly
Ground Ukemi (Ground Tech)
When knocked to the ground,


Air Movement

Air Option
Air movement in Dragon Ball FighterZ (and most Arc System Works titles) work on a either/or system - you can either double jump or air dash, but not both. Doing either is called using an air option, and most characters only have one air option. Air options are regained once the character touches the ground.
Jump/Double Jump
Press any of the upward directions to jump. All characters can also perform a double jump by jumping again while midair. Ground jumps have X frames of startup where you are still considered on the ground, are invincible to throws, can not block, and can cancel the jump startup into ground Skill Attacks. .
Super Jump
To Super Jump, start from Template:5, then quickly press any downward direction, then any upward direction. Super Jumps have startup just like normal jumps. They are used to create vertical distance between you and your opponent as well as to run away; super jump over the opponent, then air dash away! Note that you can not double jump after a super jump, so your only air option is to air dash.
Air Dash Forward/Backward
While airborne, press Template:66 to perform an air dash forward, and Template:44 to perform an air dash backward. Airdashes are used to cover large distances quickly, but they are vulnerable during startup.
A common tactic is to perform an air dash immediately after jumping in order to cover distance quickly and avoid ground attacks; in fact, this tactic is so common that it has its own name: Instant Air Dash (IAD). IADs are performed by pressing Template:9Template:5Template:6 for a forward air dash and Template:7Template:5Template:4 for a backward air dash. The idea is that the jump includes a directional input that also counts as an input for the air dash command.
Super Dash
Placeholder
Air Recovery (Air Tech)
Placeholder

Cancels

Auto Combo
Each character has a combo that can be done by rapidly pressing the L or M button. More information can be found.
Jump Cancel
Placeholder
Special Cancel
Placeholder
Vanish Cancel
Placeholder
Super Dash Cancel
Placeholder
Super Cancel
Placeholder
Clash
Placeholder

Input Buffer


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