DBFZ/Movement: Difference between revisions

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:To run forward, press {{6}}{{6}} in quick succession when on the ground
:To run forward, press {{6}}{{6}} in quick succession when on the ground
;Backdash (Backstep)
;Backdash (Backstep)
:To perform a backdash, press{{4}}{{4}} quickly
:To perform a backdash, press {{4}}{{4}} quickly
;Ground Recovery (Ground Tech)
;Ground Recovery (Ground Tech)
:When knocked to the ground,
:When knocked to the ground,
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:Press H+S to perform a Super Dash. This is used as a way to deflect small ki blasts from the enemy while approaching the opponent.
:Press H+S to perform a Super Dash. This is used as a way to deflect small ki blasts from the enemy while approaching the opponent.
:Super Dash can only be used once each time you are airborne; you will need to touch the ground before you can use it again. See [[DBFZ/Offense#Super Dash]] for more information.
:Super Dash can only be used once each time you are airborne; you will need to touch the ground before you can use it again. See [[DBFZ/Offense#Super Dash]] for more information.
;Ground Recovery (Ground Tech)
:Placeholder
;Air Recovery (Air Tech)
;Air Recovery (Air Tech)
:Placeholder
:Placeholder


== Cancels ==
== Cancels ==
;Auto Combo
;Super Combo
:Each character has a combo that can be done by rapidly pressing the L or M button. More information can be found [[DBFZ/Offense#Auto Combo|here]].
:Each character has a combo that can be done by rapidly pressing the L or M button. More information can be found [[DBFZ/Offense#Super Combo|here]].
;Special Cancel
;Special Cancel
:Most normal attacks can be canceled into specials and super attacks. This is generally used to create combo, but can have other applications as well.
:Most normal attacks can be canceled into special moves. This is generally used to extend or finish combos, but can have other applications as well.
;Super Cancel
;Super Cancel
:Most special attacks can be canceled into super attacks. This is generally used to create combo, but can have other applications as well.
:Most normals and specials can be canceled into super attacks. This is generally used to extend or finish combos, but can have other applications as well.
;Jump Cancel
;Jump Cancel
:Some normal attacks can be canceled into jump and super jump. This is used in combos as well as block strings and mixup. Some attacks can only be jump canceled on hit.
:Some normal attacks can be canceled into jump and super jump. This is used in combos as well as block strings and mixup. Some attacks can only be jump canceled on hit.
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:If used mid combo, this will pop the opponent high into the air, allowing you to extend your combo.
:If used mid combo, this will pop the opponent high into the air, allowing you to extend your combo.
:Outside of combos, this can be used to make a Special relatively safe on block.
:Outside of combos, this can be used to make a Special relatively safe on block.
;Assist Cancel
;Z Change Cancel
:Press {{6}}+Assist to change into a different character. This can be used mid combo and is a great way to safely switch characters (assuming you can hit the opponent first!).
:Hold A1/A2 to Z Change or press {{6}}+A1/A2 to Quick Z Change into a different character. This can be used mid-combo and is a great way to safely switch characters (assuming you can hit the opponent first!).
;Super Assist Cancel
;Ultimate Z Change Cancel
:Just like Super Cancels, you can cancel into your teammate's Super after performing a Special. This will allow you to tag into a teammate's super mid combo without performing a super with your own character.
:Just like Super Cancels, you can cancel into your teammate's super after connecting with an attack. This will allow you to tag into a teammate's super mid combo without performing a super with your own character.
:Use either {{236}} or {{214}} + Assist to perform a super with the opponent. Not all supers are available this way, and each character has preset supers that will be used, but generally, {{236}} will use a Level 1 Super while {{214}} will use a Level 3 Super.
:Use either {{41236}}+A1/A2 or {{63214}}+A1/A2 after connecting an attack to perform a super with the opponent. Not all supers are available this way, and each character has preset supers that will be used, but generally, {{41236}} will use their {{236}}+L+M Super Attack (Level 1 Super) while {{63214}} will use their {{214}}+L+M Meteor Attack (Level 3 Super).
;Clash
;Clash
[[File:DBFZ Clash.png|thumb|]]
[[File:DBFZ Clash.png|thumb|]]

Revision as of 03:37, 16 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:6 in quick succession when on the ground
Backdash (Backstep)
To perform a backdash, press Template:4Template:4 quickly
Ground Recovery (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
Press H+S to perform a Super Dash. This is used as a way to deflect small ki blasts from the enemy while approaching the opponent.
Super Dash can only be used once each time you are airborne; you will need to touch the ground before you can use it again. See DBFZ/Offense#Super Dash for more information.
Ground Recovery (Ground Tech)
Placeholder
Air Recovery (Air Tech)
Placeholder

Cancels

Super Combo
Each character has a combo that can be done by rapidly pressing the L or M button. More information can be found here.
Special Cancel
Most normal attacks can be canceled into special moves. This is generally used to extend or finish combos, but can have other applications as well.
Super Cancel
Most normals and specials can be canceled into super attacks. This is generally used to extend or finish combos, but can have other applications as well.
Jump Cancel
Some normal attacks can be canceled into jump and super jump. This is used in combos as well as block strings and mixup. Some attacks can only be jump canceled on hit.
This can also be used from a neutral state, if holding the assist button feels too awkward to use.
Vanish Cancel
Press M+H to cancel almost any attack that does not whiff (in other words, any attack that touches the opponent) into a Vanish Attack. These cancels are very powerful for making new new combos, or making your attacks safe. More detailed information can be found here.
Super Dash Cancel
Press H+S to cancel a normal attack into a Super Dash. The current theory is that Super Dash qualifies as a Special, so any attack that is special cancelable can also be canceled into a Super Dash. More detailed information can be found here.
Air Dash Cancel
During Sparking, aerial normals can be canceled into a forward air dash, allowing you to create new combo or make new blockstrings.
Sparking Cancel
Just like Special Cancels and Super Cancels, you can cancel into a Sparking Burst.
If used mid combo, this will pop the opponent high into the air, allowing you to extend your combo.
Outside of combos, this can be used to make a Special relatively safe on block.
Z Change Cancel
Hold A1/A2 to Z Change or press Template:6+A1/A2 to Quick Z Change into a different character. This can be used mid-combo and is a great way to safely switch characters (assuming you can hit the opponent first!).
Ultimate Z Change Cancel
Just like Super Cancels, you can cancel into your teammate's super after connecting with an attack. This will allow you to tag into a teammate's super mid combo without performing a super with your own character.
Use either Template:41236+A1/A2 or Template:63214+A1/A2 after connecting an attack to perform a super with the opponent. Not all supers are available this way, and each character has preset supers that will be used, but generally, Template:41236 will use their Template:236+L+M Super Attack (Level 1 Super) while Template:63214 will use their Template:214+L+M Meteor Attack (Level 3 Super).
Clash
DBFZ Clash.png
Clashes happen when two opposing hitboxes touch each other. During a clash each character can cancel the attack into any other attack at no cost, but you must be fast to react to it. Thus when clashes happen either the players are unable to react to it because it is unexpected, or they understand how the attacks interact well enough to intentionally cause a clash to cancel out the opponent's attack, then retaliate with their own!

Input Buffer


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