https://www.dustloop.com/wiki/index.php?title=DBFZ/Movement&feed=atom&action=historyDBFZ/Movement - Revision history2024-03-29T08:08:15ZRevision history for this page on the wikiMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=DBFZ/Movement&diff=367489&oldid=prevShtkn at 09:04, 13 January 20232023-01-13T09:04:53Z<p></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Navigation==</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Navigation==</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>{{<del style="font-weight: bold; text-decoration: none;">#lst:</del>DBFZ/Navigation}}</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>{{DBFZ/Navigation}}</div></td></tr>
</table>Shtknhttps://www.dustloop.com/wiki/index.php?title=DBFZ/Movement&diff=344899&oldid=prevQuirkyartistcharlie: /* Air Movement */ Clarity2022-11-20T03:56:59Z<p><span dir="auto"><span class="autocomment">Air Movement: </span> Clarity</span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 03:56, 20 November 2022</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:Press any of the upward directions to jump. All characters can also perform a double jump by jumping again while midair. Ground jumps have 4 frames of startup where you are still considered on the ground, are invincible to throws and Dragon Rush, can not block, and can cancel the jump startup into ground Special Attacks. .<br clear='all'/></div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:Press any of the upward directions to jump. All characters can also perform a double jump by jumping again while midair. Ground jumps have 4 frames of startup where you are still considered on the ground, are invincible to throws and Dragon Rush, can not block, and can cancel the jump startup into ground Special Attacks. .<br clear='all'/></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;High Jump (Super Jump)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;High Jump (Super Jump)</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>:To High Jump, start from {{Ni|5}}, then quickly press any downward direction, then any upward direction<del style="font-weight: bold; text-decoration: none;">. You </del>can also hold down {{SP}} and any upward direction. High 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; High Jump over the opponent, then air dash away! Note that you retain all air options after a High Jump. Additionally, your character will change directions to face the opponent if you jump over them. In Dragon Ball FighterZ, you also maintain partial control over your horizontal movement during a High Jump; Hold {{Ni|7}} or {{Ni|9}} to influence your direction as you fall. You can continue this influence after attacks or double jumps, but not during them.<br clear='all'/></div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>:To High Jump, start from {{Ni|5}}, then quickly press any downward direction, then any upward direction <ins style="font-weight: bold; text-decoration: none;">(you </ins>can also hold down {{SP}} and <ins style="font-weight: bold; text-decoration: none;">press </ins>any upward direction<ins style="font-weight: bold; text-decoration: none;">)</ins>. High 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; High Jump over the opponent, then air dash away! Note that you retain all air options after a High Jump. Additionally, your character will change directions to face the opponent if you jump over them. In Dragon Ball FighterZ, you also maintain partial control over your horizontal movement during a High Jump; Hold {{Ni|7}} or {{Ni|9}} to influence your direction as you fall. You can continue this influence after attacks or double jumps, but not during them.<br clear='all'/></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Short High Jump (Super Hop)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Short High Jump (Super Hop)</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:To Short High Jump, start from {{Ni|5}}, then quickly press any downward direction, then any upward direction, then hold any downward direction (for example: {{Ni|5}}{{Ni|2}}{{Ni|8}}{{Ni|2}}). Short High Jump 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. You may double jump after a Short High Jump, but you must re-input a downward direction after double jumping or your air momentum will revert to normal.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:To Short High Jump, start from {{Ni|5}}, then quickly press any downward direction, then any upward direction, then hold any downward direction (for example: {{Ni|5}}{{Ni|2}}{{Ni|8}}{{Ni|2}}). Short High Jump 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. You may double jump after a Short High Jump, but you must re-input a downward direction after double jumping or your air momentum will revert to normal.</div></td></tr>
</table>Quirkyartistcharliehttps://www.dustloop.com/wiki/index.php?title=DBFZ/Movement&diff=344898&oldid=prevQuirkyartistcharlie: /* Air Movement */ Another way of doing super jumps2022-11-20T03:54:41Z<p><span dir="auto"><span class="autocomment">Air Movement: </span> Another way of doing super jumps</span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 03:54, 20 November 2022</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:Press any of the upward directions to jump. All characters can also perform a double jump by jumping again while midair. Ground jumps have 4 frames of startup where you are still considered on the ground, are invincible to throws and Dragon Rush, can not block, and can cancel the jump startup into ground Special Attacks. .<br clear='all'/></div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:Press any of the upward directions to jump. All characters can also perform a double jump by jumping again while midair. Ground jumps have 4 frames of startup where you are still considered on the ground, are invincible to throws and Dragon Rush, can not block, and can cancel the jump startup into ground Special Attacks. .<br clear='all'/></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;High Jump (Super Jump)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;High Jump (Super Jump)</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>:To High Jump, start from {{Ni|5}}, then quickly press any downward direction, then any upward direction. High 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; High Jump over the opponent, then air dash away! Note that you retain all air options after a High Jump. Additionally, your character will change directions to face the opponent if you jump over them. In Dragon Ball FighterZ, you also maintain partial control over your horizontal movement during a High Jump; Hold {{Ni|7}} or {{Ni|9}} to influence your direction as you fall. You can continue this influence after attacks or double jumps, but not during them.<br clear='all'/></div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>:To High Jump, start from {{Ni|5}}, then quickly press any downward direction, then <ins style="font-weight: bold; text-decoration: none;">any upward direction. You can also hold down {{SP}} and </ins>any upward direction. High 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; High Jump over the opponent, then air dash away! Note that you retain all air options after a High Jump. Additionally, your character will change directions to face the opponent if you jump over them. In Dragon Ball FighterZ, you also maintain partial control over your horizontal movement during a High Jump; Hold {{Ni|7}} or {{Ni|9}} to influence your direction as you fall. You can continue this influence after attacks or double jumps, but not during them.<br clear='all'/></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Short High Jump (Super Hop)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Short High Jump (Super Hop)</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:To Short High Jump, start from {{Ni|5}}, then quickly press any downward direction, then any upward direction, then hold any downward direction (for example: {{Ni|5}}{{Ni|2}}{{Ni|8}}{{Ni|2}}). Short High Jump 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. You may double jump after a Short High Jump, but you must re-input a downward direction after double jumping or your air momentum will revert to normal.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:To Short High Jump, start from {{Ni|5}}, then quickly press any downward direction, then any upward direction, then hold any downward direction (for example: {{Ni|5}}{{Ni|2}}{{Ni|8}}{{Ni|2}}). Short High Jump 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. You may double jump after a Short High Jump, but you must re-input a downward direction after double jumping or your air momentum will revert to normal.</div></td></tr>
</table>Quirkyartistcharliehttps://www.dustloop.com/wiki/index.php?title=DBFZ/Movement&diff=246991&oldid=prevShtkn at 09:05, 14 December 20212021-12-14T09:05:12Z<p></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Navigation==</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Navigation==</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>{{<del style="font-weight: bold; text-decoration: none;">Navbar-</del>DBFZ}}</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>{{<ins style="font-weight: bold; text-decoration: none;">#lst:</ins>DBFZ<ins style="font-weight: bold; text-decoration: none;">/Navigation</ins>}}</div></td></tr>
</table>Shtknhttps://www.dustloop.com/wiki/index.php?title=DBFZ/Movement&diff=222601&oldid=prevShtkn: /* Super Freeze Buffer */2021-07-17T17:12:24Z<p><span dir="auto"><span class="autocomment">Super Freeze Buffer</span></span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 17:12, 17 July 2021</td>
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<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">----</del></div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">==Navigation==</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{Navbar-DBFZ}}</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{Navbar-DBFZ}}</div></td></tr>
</table>Shtknhttps://www.dustloop.com/wiki/index.php?title=DBFZ/Movement&diff=172008&oldid=prevKaiokek: /* Air Movement */2020-07-19T02:28:25Z<p><span dir="auto"><span class="autocomment">Air Movement</span></span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 02:28, 19 July 2020</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:To Short High Jump, start from {{Ni|5}}, then quickly press any downward direction, then any upward direction, then hold any downward direction (for example: {{Ni|5}}{{Ni|2}}{{Ni|8}}{{Ni|2}}). Short High Jump 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. You may double jump after a Short High Jump, but you must re-input a downward direction after double jumping or your air momentum will revert to normal.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:To Short High Jump, start from {{Ni|5}}, then quickly press any downward direction, then any upward direction, then hold any downward direction (for example: {{Ni|5}}{{Ni|2}}{{Ni|8}}{{Ni|2}}). Short High Jump 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. You may double jump after a Short High Jump, but you must re-input a downward direction after double jumping or your air momentum will revert to normal.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Air Dash Forward/Backward</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Air Dash Forward/Backward</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>:While airborne, press {{Ni|<del style="font-weight: bold; text-decoration: none;">66</del>}} (or {{Ni|6}}+{{HV}}+{{SP}}) to perform an air dash forward, and {{Ni|<del style="font-weight: bold; text-decoration: none;">44</del>}} to perform an air dash backward. Airdashes are used to cover large distances quickly, but they are vulnerable during startup.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>:While airborne, press {{Ni|<ins style="font-weight: bold; text-decoration: none;">6}}{{Ni|6</ins>}} (or {{Ni|6}}+{{HV}}+{{SP}}) to perform an air dash forward, and {{Ni|<ins style="font-weight: bold; text-decoration: none;">4}}{{Ni|4</ins>}} to perform an air dash backward. Airdashes are used to cover large distances quickly, but they are vulnerable during startup.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>: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 {{Ni|9}}{{Ni|5}}{{Ni|6}} (or {{Ni|9}}{{Ni|6}}+{{HV}}+{{SP}}) for a forward air dash and {{Ni|7}}{{Ni|5}}{{Ni|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.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>: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 {{Ni|9}}{{Ni|5}}{{Ni|6}} (or {{Ni|9}}{{Ni|6}}+{{HV}}+{{SP}}) for a forward air dash and {{Ni|7}}{{Ni|5}}{{Ni|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.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Super Dash</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Super Dash</div></td></tr>
</table>Kaiokekhttps://www.dustloop.com/wiki/index.php?title=DBFZ/Movement&diff=171585&oldid=prevPrivateTarkus at 02:02, 18 July 20202020-07-18T02:02:22Z<p></p>
<table style="background-color: #fff; color: #202122;" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 02:02, 18 July 2020</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l3">Line 3:</td>
<td colspan="2" class="diff-lineno">Line 3:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>: Hold either left or right to walk forward/backward. This is the slowest form of movement, but also presents the least risk.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>: Hold either left or right to walk forward/backward. This is the slowest form of movement, but also presents the least risk.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>; Dash</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>; Dash</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>:To run forward, press {{6}}{{6}} (or {{6}}+{{HV}}+{{SP}}) in quick succession when on the ground</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>:To run forward, press {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>6}}{{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>6}} (or {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>6}}+{{HV}}+{{SP}}) in quick succession when on the ground</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Backdash (Backstep)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Backdash (Backstep)</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>:To perform a backdash, press {{4}}{{4}} quickly</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>:To perform a backdash, press {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>4}}{{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>4}} quickly</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><br style="clear:both;"/></div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><br style="clear:both;"/></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l14">Line 14:</td>
<td colspan="2" class="diff-lineno">Line 14:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:Press any of the upward directions to jump. All characters can also perform a double jump by jumping again while midair. Ground jumps have 4 frames of startup where you are still considered on the ground, are invincible to throws and Dragon Rush, can not block, and can cancel the jump startup into ground Special Attacks. .<br clear='all'/></div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:Press any of the upward directions to jump. All characters can also perform a double jump by jumping again while midair. Ground jumps have 4 frames of startup where you are still considered on the ground, are invincible to throws and Dragon Rush, can not block, and can cancel the jump startup into ground Special Attacks. .<br clear='all'/></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;High Jump (Super Jump)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;High Jump (Super Jump)</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>:To High Jump, start from {{5}}, then quickly press any downward direction, then any upward direction. High 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; High Jump over the opponent, then air dash away! Note that you retain all air options after a High Jump. Additionally, your character will change directions to face the opponent if you jump over them. In Dragon Ball FighterZ, you also maintain partial control over your horizontal movement during a High Jump; Hold {{7}} or {{9}} to influence your direction as you fall. You can continue this influence after attacks or double jumps, but not during them.<br clear='all'/></div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>:To High Jump, start from {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>5}}, then quickly press any downward direction, then any upward direction. High 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; High Jump over the opponent, then air dash away! Note that you retain all air options after a High Jump. Additionally, your character will change directions to face the opponent if you jump over them. In Dragon Ball FighterZ, you also maintain partial control over your horizontal movement during a High Jump; Hold {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>7}} or {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>9}} to influence your direction as you fall. You can continue this influence after attacks or double jumps, but not during them.<br clear='all'/></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Short High Jump (Super Hop)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Short High Jump (Super Hop)</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>:To Short High Jump, start from {{5}}, then quickly press any downward direction, then any upward direction, then hold any downward direction (for example: {{5}}{{2}}{{8}}{{2}}). Short High Jump 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. You may double jump after a Short High Jump, but you must re-input a downward direction after double jumping or your air momentum will revert to normal.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>:To Short High Jump, start from {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>5}}, then quickly press any downward direction, then any upward direction, then hold any downward direction (for example: {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>5}}{{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>2}}{{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>8}}{{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>2}}). Short High Jump 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. You may double jump after a Short High Jump, but you must re-input a downward direction after double jumping or your air momentum will revert to normal.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Air Dash Forward/Backward</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Air Dash Forward/Backward</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>:While airborne, press {{66}} (or {{6}}+{{HV}}+{{SP}}) 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.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>:While airborne, press {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>66}} (or {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>6}}+{{HV}}+{{SP}}) to perform an air dash forward, and {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>44}} to perform an air dash backward. Airdashes are used to cover large distances quickly, but they are vulnerable during startup.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>: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}} (or {{9}}{{6}}+{{HV}}+{{SP}}) 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.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>: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 {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>9}}{{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>5}}{{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>6}} (or {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>9}}{{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>6}}+{{HV}}+{{SP}}) for a forward air dash and {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>7}}{{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>5}}{{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>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.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Super Dash</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Super Dash</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:Press {{HV}}+{{SP}} to perform a Super Dash. This is used as a way to deflect small Ki blasts from the enemy while approaching the opponent, and is often used mid-combo or to punish opponent's recklessly attacking from fullscreen.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:Press {{HV}}+{{SP}} to perform a Super Dash. This is used as a way to deflect small Ki blasts from the enemy while approaching the opponent, and is often used mid-combo or to punish opponent's recklessly attacking from fullscreen.</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l39">Line 39:</td>
<td colspan="2" class="diff-lineno">Line 39:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Ground and Air Recovery==</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Ground and Air Recovery==</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Ground Recovery (Ground Tech)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Ground Recovery (Ground Tech)</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[File:DBFZ_GroundRecovery.png|thumb|250px|Hold {{6}}, {{4}}, {{8}} or {{2}}]]</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[File:DBFZ_GroundRecovery.png|thumb|250px|Hold {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>6}}, {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>4}}, {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>8}} or {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>2}}]]</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:When your character is knocked to the ground, holding forward or backward will cause your character to flash white and flip off the ground. This entire animation is invincible (?? frames), and can </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:When your character is knocked to the ground, holding forward or backward will cause your character to flash white and flip off the ground. This entire animation is invincible (?? frames), and can </div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:Hold Up instead to flip off the ground and recover in the air. This can be useful to opponent's [[Okizeme|okizeme]] by being airborne instead of grounded like usual.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:Hold Up instead to flip off the ground and recover in the air. This can be useful to opponent's [[Okizeme|okizeme]] by being airborne instead of grounded like usual.</div></td></tr>
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<td colspan="2" class="diff-lineno">Line 45:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:It's also possible to Hold Down to lay on the ground and then press up/back/forward to do a [https://www.youtube.com/watch?v=7BUjKGJOL68&feature=youtu.be delayed] version of the other recoveries.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:It's also possible to Hold Down to lay on the ground and then press up/back/forward to do a [https://www.youtube.com/watch?v=7BUjKGJOL68&feature=youtu.be delayed] version of the other recoveries.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Air Recovery (Air Tech)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Air Recovery (Air Tech)</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[File:DBFZ_AirRecovery.png|thumb|250px|Hold a button and {{6}}{{4}}{{8}}{{2}} to pick a direction]]</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[File:DBFZ_AirRecovery.png|thumb|250px|Hold a button and {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>6}}{{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>4}}{{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>8}}{{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>2}} to pick a direction]]</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:After getting hit while airborne, hold {{L}}/{{M}}/{{HV}} to recover in the air. Holding Forward/Back/Up/Down will influence what direction you will recover in. The recovery animation is 20F and fully invincible.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:After getting hit while airborne, hold {{L}}/{{M}}/{{HV}} to recover in the air. Holding Forward/Back/Up/Down will influence what direction you will recover in. The recovery animation is 20F and fully invincible.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Incoming after Snapback (Get Out of Here!)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Incoming after Snapback (Get Out of Here!)</div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:Outside of combos, this can be used to make a Special relatively safe on block.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:Outside of combos, this can be used to make a Special relatively safe on block.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Z Change Cancel</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Z Change Cancel</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>: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!).</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>:Hold A1/A2 to Z Change or press {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>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!).</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:This can also be used from a neutral state, if holding the assist button feels too awkward to use.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:This can also be used from a neutral state, if holding the assist button feels too awkward to use.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Ultimate Z Change Cancel</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Ultimate Z Change Cancel</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>:Much like Super Cancels, you can cancel an attack into the super of one of your teammates. Normally, this is performed by canceling the point character's super into the teammate's super, similar to other 3v3 fighting games. This is performed by pressing either A1/A2 or {{4}}+A1/A2 during a Super Attack. However, in Dragon Ball FighterZ, it is possible to tag into a teammate's super mid-combo without performing a Super Attack with your own character by pressing either {{41236}}+A1/A2 or {{63214}}+A1/A2 after connecting with a normal or special. Not all supers are available through Ultimate Z Change, and each character has preset supers that will be used. Specifically, A1/A2 and {{41236}}+A1/A2 will use their preset Super Attack while {{4}}+A1/A2 and {{63214}}+A1/A2 will use their preset Meteor Attack.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>:Much like Super Cancels, you can cancel an attack into the super of one of your teammates. Normally, this is performed by canceling the point character's super into the teammate's super, similar to other 3v3 fighting games. This is performed by pressing either A1/A2 or {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>4}}+A1/A2 during a Super Attack. However, in Dragon Ball FighterZ, it is possible to tag into a teammate's super mid-combo without performing a Super Attack with your own character by pressing either {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>41236}}+A1/A2 or {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>63214}}+A1/A2 after connecting with a normal or special. Not all supers are available through Ultimate Z Change, and each character has preset supers that will be used. Specifically, A1/A2 and {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>41236}}+A1/A2 will use their preset Super Attack while {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>4}}+A1/A2 and {{<ins style="font-weight: bold; text-decoration: none;">Ni|</ins>63214}}+A1/A2 will use their preset Meteor Attack.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Clash</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Clash</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[File:DBFZ Clash.png|thumb|]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[File:DBFZ Clash.png|thumb|]]</div></td></tr>
</table>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=DBFZ/Movement&diff=168296&oldid=prevPrivateTarkus at 20:57, 17 July 20202020-07-17T20:57:43Z<p></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 20:57, 17 July 2020</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>----</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>----</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{Navbar-DBFZ}}</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{Navbar-DBFZ}}</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">[[Category:Dragon Ball FighterZ]]</del></div></td><td colspan="2" class="diff-side-added"></td></tr>
</table>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=DBFZ/Movement&diff=154334&oldid=prevShtkn: /* Air Movement */2020-05-10T23:15:05Z<p><span dir="auto"><span class="autocomment">Air Movement</span></span></p>
<table style="background-color: #fff; color: #202122;" data-mw="interface">
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 23:15, 10 May 2020</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Landing Recovery</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Landing Recovery</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:Some airborne moves have landing recovery like Goku's air Kamehameha. This is straightforward; upon landing you will enter a landing animation where you are completely vulnerable</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:Some airborne moves have landing recovery like Goku's air Kamehameha. This is straightforward; upon landing you will enter a landing animation where you are completely vulnerable</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>:<del style="font-weight: bold; text-decoration: none;">When </del>landing <del style="font-weight: bold; text-decoration: none;">from a jump</del>, there is still a unique 3F landing recovery that disables certain actions for limited amounts of time.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>:<ins style="font-weight: bold; text-decoration: none;">What's unique is that even for moves that don't have a specified </ins>landing <ins style="font-weight: bold; text-decoration: none;">recovery - like most air normals, or just jumping</ins>, there is still a unique 3F landing recovery that disables certain actions for limited amounts of time. </div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>::1F after landing you can cancel into all actions except forward/backward walk, all jumps, and backdash</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>::1F after landing you can cancel into all actions except forward/backward walk, all jumps, and backdash</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>::3F after landing all actions are possible</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>::3F after landing all actions are possible</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:Another quirk about landing in this game is that the frame before landing, you are considered grounded meaning you can be hit by ground Dragon Rush during the last frame of jumping and getting hit on the last frame will result in ground hitstun.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:Another quirk about landing in this game is that the frame before landing, you are considered grounded meaning you can be hit by ground Dragon Rush during the last frame of jumping and getting hit on the last frame will result in ground hitstun.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><br style="clear:both;"/></div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><br style="clear:both;"/></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Ground and Air Recovery==</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Ground and Air Recovery==</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Ground Recovery (Ground Tech)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>;Ground Recovery (Ground Tech)</div></td></tr>
</table>Shtknhttps://www.dustloop.com/wiki/index.php?title=DBFZ/Movement&diff=141268&oldid=prevShtkn: /* Ground and Air Recovery */2020-02-12T05:34:48Z<p><span dir="auto"><span class="autocomment">Ground and Air Recovery</span></span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 05:34, 12 February 2020</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[File:DBFZ_AirRecovery.png|thumb|250px|Hold a button and {{6}}{{4}}{{8}}{{2}} to pick a direction]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[File:DBFZ_AirRecovery.png|thumb|250px|Hold a button and {{6}}{{4}}{{8}}{{2}} to pick a direction]]</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:After getting hit while airborne, hold {{L}}/{{M}}/{{HV}} to recover in the air. Holding Forward/Back/Up/Down will influence what direction you will recover in. The recovery animation is 20F and fully invincible.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:After getting hit while airborne, hold {{L}}/{{M}}/{{HV}} to recover in the air. Holding Forward/Back/Up/Down will influence what direction you will recover in. The recovery animation is 20F and fully invincible.</div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">;Incoming after Snapback (Get Out of Here!)</ins></div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Cancels ==</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Cancels ==</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Arc System Works games typically have a lot of types of cancels, but they mostly serve the same purpose: to let you freely create combos and blockstrings. Don't be too overwhelmed, these will come second nature to you after playing enough.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Arc System Works games typically have a lot of types of cancels, but they mostly serve the same purpose: to let you freely create combos and blockstrings. Don't be too overwhelmed, these will come second nature to you after playing enough.</div></td></tr>
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