DBFZ/Version History: Difference between revisions

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__NOTOC__
==Patch History==
{{Notice|
{{Notice|
*Officially documented gameplay changes will be prioritize for this page. Language and terminology might be changed from the source for clarity or to match the wiki's own terminology.
*Officially documented gameplay changes will be prioritize for these pages. Language and terminology might be changed from the source for clarity or to match the wiki's own terminology.
*Version IDs and release dates were taken from the PC/Steam release. Consoles might include additional updates focused on improving game performance and stability, or minor bug fixes.
*Version IDs and release dates were taken from the PC/Steam release. Consoles might include additional updates focused on improving game performance and stability, or minor bug fixes.
}}
}}
<section begin=summary/>
{{#cargo_query:tables=Versions_DBFZ
{| class="wikitable sortable"
|fields=version=Game Version,DATE_FORMAT(date,'%M %D, %Y')=Date,summary=Summary
|-
|order by=DATE_FORMAT(date,'%Y-%m-%d') DESC
! Game ver. !! Date !! Notes
|format=table
|-
}}
| [[DBFZ/Patch_Notes#Version 1.31|Ver.1.31]] '''Current''' || June 29th, 2022 || Major game overhaul.
|-
| [[DBFZ/Patch_Notes#Version 1.30|Ver.1.30]] || February 24th, 2022 || Added {{Character Label|DBFZ|Lab Coat Android 21|label=Android 21 (Lab Coat)}} to the roster.
|-
| [[DBFZ/Patch_Notes#Version 1.29|Ver.1.29]] || September 1st, 2021 || Bug fixes.
|-
| [[DBFZ/Patch_Notes#Version 1.28|Ver.1.28]] || August 10th, 2021 || Multiple character changes.
|-
| [[DBFZ/Patch_Notes#Version 1.27|Ver.1.27]] || March 10th, 2021 || Multiple character changes. Added {{Character Label|DBFZ|SS4 Gogeta|label=Gogeta (SS4)}} to the roster.
|-
| [[DBFZ/Patch_Notes#Version 1.26|Ver.1.26]] || January 13th, 2021 || Multiple character changes. Added {{Character Label|DBFZ|Super Baby 2}} to the roster.
|-
| [[DBFZ/Patch_Notes#Version 1.25|Ver.1.25]] || September 16th, 2020 || Minor gameplay changes. Added {{Character Label|DBFZ|Master Roshi}} to the roster.
|-
| [[DBFZ/Patch_Notes#Version 1.24|Ver.1.24]] || June 26th, 2020 || Bug fixes.
|-
| [[DBFZ/Patch_Notes#Version 1.23|Ver.1.23]] || May 19th, 2020 || Minor gameplay changes, specific character changes. Added {{Character Label|DBFZ|UI Goku|label=Goku (Ultra Instinct)}} to the roster.
|-
| [[DBFZ/Patch_Notes#Version 1.21|Ver.1.21]] || February 25th, 2020 || Season 3 update, character adjustments across the whole cast, new system mechanics and system changes. Added {{Character Label|DBFZ|Kefla}} to the roster.
|-
| [[DBFZ/Patch_Notes#Version 1.20|Ver.1.20]] || December 4th, 2019 || Added {{Character Label|DBFZ|DBS Broly|label=Broly (DBS)}} to the roster.
|-
| [[DBFZ/Patch_Notes#Version 1.19|Ver.1.19]] || September 25th, 2019 || Added {{Character Label|DBFZ|SSB Gogeta|label=Gogeta (SSGSS)}} to the roster.
|-
| [[DBFZ/Patch_Notes#Version 1.18|Ver.1.18]] || August 7th, 2019 || Added {{Character Label|DBFZ|Janemba}} to the roster.
|-
| [[DBFZ/Patch_Notes#Version 1.17|Ver.1.17]] || May 8th, 2019 || Added {{Character Label|DBFZ|GT Goku|label=Goku (GT)}} to the roster. New features.
|-
| [[DBFZ/Patch_Notes#Version 1.16|Ver.1.16]] || April 3rd, 2019 || Bug fixes.
|-
| [[DBFZ/Patch_Notes#Version 1.15|Ver.1.15]] || March 27th, 2019 || Season 2 update, character changes across the whole cast and system changes.
|-
| [[DBFZ/Patch_Notes#Version 1.14|Ver.1.14]] || January 30th, 2019 || Added {{Character Label|DBFZ|Jiren}} and {{Character Label|DBFZ|Videl}} to the roster.
|-
| [[DBFZ/Patch_Notes#Version 1.13|Ver.1.13]] || November 28th, 2018 || Late season 1 update, character adjustments across whole cast and system changes.
|-
| [[DBFZ/Patch_Notes#Version 1.12|Ver.1.12]] || September 26th, 2018 || Added {{Character Label|DBFZ|Cooler}} and {{Character Label|DBFZ|Android 17}} to the roster.
|-
| [[DBFZ/Patch_Notes#Version 1.11|Ver.1.11]] || August 8th, 2018 || Character adjustments across most of the cast. Added {{Character Label|DBFZ|Goku}} and {{Character Label|DBFZ|Vegeta}} to the roster.
|-
| [[DBFZ/Patch_Notes#Version 1.10|Ver.1.10]] || June 20th, 2018 || Various bug fixes.
|-
| [[DBFZ/Patch_Notes#Version 1.09|Ver.1.09]] || May 30th, 2018 || Added {{Character Label|DBFZ|Fused Zamasu|label=Zamasu (Fused)}} and {{Character Label|DBFZ|SSB Vegito|label=Vegito (SSGSS)}} to the roster.
|-
| [[DBFZ/Patch_Notes#Version 1.08|Ver.1.08]] || May 9th, 2018 || New features and various bug fixes.
|-
| [[DBFZ/Patch_Notes#Version 1.06|Ver.1.06]] || March 28th, 2018 || Added {{Character Label|DBFZ|Bardock}} and {{Character Label|DBFZ|Broly}} to the roster.
|-
| [[DBFZ/Patch_Notes#Version 1.05|Ver.1.05]] || March 16th, 2018 || New features and various bug fixes.
|-
| [[DBFZ/Patch_Notes#Version 1.04|Ver.1.04]] || February 28th, 2018 || New features and various bug fixes.
|-
| [[DBFZ/Patch_Notes#Version 1.01|Ver.1.01]] || January 30th, 2018 || Minor bug fix.
|-
| Ver.1.01 || January 26th, 2018 || Launch version.
|}<section end=summary/>
 
==Version 1.31==
===System Changes===
;Super Dash
* While in Sparking! state, canceling a Super Dash into air normals will no longer whiff against crouching opponents (counteracting Rising Overhead Protection implemented in [[DBFZ/Patch_Notes#Version 1.21|Ver.1.21]]) <!--- wording is vague, they might made it harder to whiff but it still can? --->
* While in Sparking! state, Super Dash no longer launches grounded opponent on hit (Ground Hitstun changed from "Launch" to "18")
;Guard Cancels
* Guard Cancel Change can no longer be performed with 9A1/A2 or 3A1/A2 (Guard Cancel and Guard Cancel Vanish are not affected by this change)
;Z Change, Ultimate Z Change
* Fixed an issue in which odd behavior would occur when performing a Super Attack and Z Change or Ultimate Z Change from a specific attack <!--- most likely fixing DHC glitch --->
 
===Character Changes===
===={{CLabel|DBFZ|Android 16|32px}}====
* {{color|L|5L}} {{color|buff|Buff}}
** Increased distance moved during the attack
* {{color|L|5LLL}} {{color|buff|Buff}}
** Increased distance moved during the attack
* {{color|M|5M}} {{color|buff|Buff}}
** Reduced recovery from 19 to 17. Due to this change, advantage on block increased from -6 to -4, advantage on grounded hit increased from -3 to -1
* {{color|S|5S}} {{color|buff|Buff}}
** Sped up startup from 15 to 10
* {{color|H|2H}} {{color|buff|Buff}}
** Reduced gravity for Android 16 after recovery. Gravity is reset when he performs another action
* {{color|H|j.2H}} {{color|buff|Buff}}
** Sped up startup from 19 to 18
** Adjusted distance moved before the attack when the opponent is in hitstun
* {{MMC|chara=Android 16|input=214S|label=Hell Heat ({{color|S|214S}})}} {{color|buff|Buff}}
** Reduced recovery from 18 to 14. Due to this change, advantage on block increased from +4 to +8, advantage on Reflect increase from -1 to +3, advantage on grounded hit increased from +6 to +10
* {{MMC|chara=Android 16|input=Assist A}} {{color|buff|Buff}}
** Sped up startup from 28 to 22
 
===={{CLabel|DBFZ|Android 17|32px}}====
 
===={{CLabel|DBFZ|Android 18|32px}}====
 
===={{CLabel|DBFZ|Android 21|32px}}====
* {{color|H|5H}} {{color|buff|Buff}}
** Reduced recovery from 20 to 17. Due to this change, advantage on block increased from -8 to -5
* {{color|H|2H}} {{color|buff|Buff}}
** Sped up startup from 16 to 14
* {{MMC|chara=Android 21|input=236L|label={{color|L|L}} Total Detonation Ball ({{color|L|236L}})}} {{color|buff|Buff}}
** Can now whiff cancel into Super Dash during recovery
* {{MMC|chara=Android 21|input=214L+M|label=Sweet Tooth ({{color|L|214L}}+{{color|M|M}} or {{color|H|214H}}+{{color|S|S}})}} {{color|nerf|Nerf}}
** Increased recovery on hit. Due to this change, advantage on hit decreased from +38 to +18
* {{MMC|chara=Android 21|input=j.214L+M|label=Excellent Full Course ({{color|L|j.214L}}+{{color|M|M}} or {{color|H|j.214H}}+{{color|S|S}})}} {{color|nerf|Nerf}}
** Decreased advantage on hit from +38 to +28
 
===={{CLabel|DBFZ|Lab Coat Android 21|label=Android 21 (Lab Coat)|32px}}====
* {{MMC|chara=Lab Coat Android 21|input=236L|label=Savory Slicer ({{color|L|236L}}/{{color|M|M}}/{{color|H|H}} and {{color|L|j.236L}}/{{color|M|M}}/{{color|H|H}})}} {{color|nerf|Nerf}}
** Reduced blockstun of the last hit from 15 to 12. Due to this change, advantage on block for ground versions decreased from -5 to -8
* {{MMC|chara=Lab Coat Android 21|input=236H|label={{color|H|H}} Savory Slicer ({{color|H|236H}} and {{color|H|j.236H}})}} {{color|nerf|Nerf}}
** Decreased damage proration from 100%+1 (Once) to 90%+1 (Once)
* {{MMC|chara=Lab Coat Android 21|input=214H|label={{color|H|H}} Vertical Savory Slicer ({{color|H|214H}} and {{color|H|j.214H}})}} {{color|nerf|Nerf}}
** Decreased damage proration from 100%+1 (Once) to 90%+1 (Once)
* {{MMC|chara=Lab Coat Android 21|input=22L|label=Mignardise Heel ({{color|L|22L}}/{{color|M|M}}/{{color|H|H}})}} {{color|nerf|Nerf}}
** Reduced damage from 900 / 1000 / 1100 to 600 / 700 / 800
** Decreased damage proration from 90%+1 to 90%+2
* {{MMC|chara=Lab Coat Android 21|input=236S|label=Photon Swipe ({{color|S|236S}} and {{color|S|j.236S}})}} {{color|nerf|Nerf}}
** Slowed down startup from 14 to 17
* {{MMC|chara=Lab Coat Android 21|input=236L+M|label=Ground Total Detonation Ball ({{color|L|236L}}+{{color|M|M}})}} {{color|nerf|Nerf}}
** Increased recovery from Total 54+7L to Total 69+7L. Due to this change, advantage on block decreased from -19 to -34, advantage on hit decreased from +16 to +1
* {{MMC|chara=Lab Coat Android 21|input=236H+S|label=Photon Pulse ({{color|H|236H}}+{{color|S|S}})}} {{color|nerf|Nerf}}
** Reduced damage from 2121 to 2021 <!--- minimum damage from 621 to ? --->
** Decreased damage proration from 100%+2 to 80%+2
** Will no longer grab the opponent while they're in hitstun
** Delayed the invulnerability from 4-27 All to 20-27 All
** Ki gauge increase penalty now occurs on whiff
 
===={{CLabel|DBFZ|Bardock|32px}}====
 
===={{CLabel|DBFZ|Beerus|32px}}====
 
===={{CLabel|DBFZ|Broly|32px}}====
 
===={{CLabel|DBFZ|DBS Broly|label=Broly (DBS)|32px}}====
 
===={{CLabel|DBFZ|Captain Ginyu|32px}}====
 
===={{CLabel|DBFZ|Cell|32px}}====
 
===={{CLabel|DBFZ|Cooler|32px}}====
 
===={{CLabel|DBFZ|Frieza|32px}}====
 
===={{CLabel|DBFZ|SSB Gogeta|label=Gogeta (SSGSS)|32px}}====
* {{color|L|j.L}} {{color|buff|Buff}}
** Increased active frames from 4 to 6
** Recovery reduced from 13 to 11 (Total animation duration unchanged)
* {{MMC|chara=SSB Gogeta|input=236S|label=Multiplex Afterimage ({{color|S|236S}} and {{color|S|j.236S}})}} {{color|buff|Buff}}
** Can now whiff cancel into Super Dash during recovery if the follow-up divekick doesn't come out
* Ultimate Z Change {{color|buff|Buff}}
** When one teammate is downed, Ultimate Z Changing into Gogeta using the assist button for that downed character will now perform {{MMC|chara=SSB Gogeta|input=236L+M|label=God Punisher ({{color|L|236L}}+{{color|M|M}})}} instead of {{MMC|chara=SSB Gogeta|input=236H+S|label=Big Bang Kamehameha ({{color|H|236H}}+{{color|S|S}})}}
 
===={{CLabel|DBFZ|SS4 Gogeta|label=Gogeta (SS4)|32px}}====
* {{color|H|5H}} {{color|buff|Buff}}
** Increased knockback on block
* {{color|H|2H}} {{color|buff|Buff}}
** Holding {{Ni|4}} during startup will reduce forward momentum and increase knockback on block
* {{MMC|chara=SS4 Gogeta|input=214M|label=Ground {{color|M|M}} Meteor Strike ({{color|M|214M}})}} {{color|buff|Buff}}
** Sped up startup from 30 to 28
 
===={{CLabel|DBFZ|Teen Gohan|label=Gohan (Teen)|32px}}====
 
===={{CLabel|DBFZ|Adult Gohan|label=Gohan (Adult)|32px}}====
 
===={{CLabel|DBFZ|Goku|32px}}====
 
===={{CLabel|DBFZ|SS Goku|label=Goku (Super Saiyan)|32px}}====
* {{color|S|5S}} {{color|buff|Buff}}
** Changed on hit effects for the last (6th) Ki Blast: changed knockback, added wall bounce effect, increased untechable time from 5+20 to 5+24
* {{MMC|chara=SS Goku|input=236M|label={{color|M|M}} Dragon Flash Fist ({{color|M|236M}} and {{color|M|j.236M}})}} {{color|buff|Buff}}
** Increased blockstun from 15 to 22. Due to this change, advantage on block for ground {{color|M|236M}} increased from -5 to +2
** Slowed down ground {{color|M|236M}} startup from 26 to 28
* {{MMC|chara=SS Goku|input=214M|label={{color|M|M}}/{{color|H|H}} Flurry Kick ({{color|M|214M}}/{{color|H|H}} and {{color|M|j.214M}}/{{color|H|H}})}} {{color|buff|Buff}}
** Added invulnerability:
*:{{color|M|214M}} from None to 4-42 Head
*:{{color|H|214H}} from None to 4-52 Head
*:{{color|M|j.214M}} from None to 4-38 Head
*:{{color|H|j.214H}} from None to 4-48 Head
** Increased clash level from 0 to 4
* {{MMC|chara=SS Goku|input=236S|label=Kamehameha ({{color|S|236S}} and {{color|S|j.236S}})}} {{color|buff|Buff}}
** All versions can now whiff cancel into Super Dash during recovery
* {{MMC|chara=SS Goku|input=236L+M|label=Super Kamehameha ({{color|L|236L}}+{{color|M|M}} and {{color|L|j.236L}}+{{color|M|M}})}} {{color|buff|Buff}}
** Increased damage:
*: {{color|L|236L}}+{{color|M|M}} and {{color|L|j.236L}}+{{color|M|M}} from 250×10 to 270×10. Minimum damage increased from 77×10 to 83×10
*: {{color|L|236L}}+{{color|M|M}}[8] from 270×10 to 280×10. Minimum damage increased from 81×10 to 86×10
*: {{color|L|j.236L}}+{{color|M|M}}[2] from 250×10 to 260×10. Minimum damage increased from 75×10 to 78×10
* {{MMC|chara=SS Goku|input=236H+S|label=Warp Kamehameha ({{color|H|236H}}+{{color|S|S}} and {{color|H|j.236H}}+{{color|S|S}})}} {{color|buff|Buff}}
** Increased damage from 270×10 to 280×10. Minimum damage increased from 81×10 to 86×10
** When canceled from {{color|L|j.236L}}+{{color|M|M}} or {{color|L|j.236L}}+{{color|M|M}}[2], minimum damage increased from 42×10 to 43×10
 
===={{CLabel|DBFZ|SSB Goku|label=Goku (SSGSS)|32px}}====
 
===={{CLabel|DBFZ|UI Goku|label=Goku (Ultra Instinct)|32px}}====
 
===={{CLabel|DBFZ|GT Goku|label=Goku (GT)|32px}}====
 
===={{CLabel|DBFZ|Goku Black|32px}}====
* {{color|H|2H}} {{color|buff|Buff}}
** Sped up startup from 18 to 15
* {{color|S|5S}} {{color|buff|Buff}}
** Projectile is now launched briefly after the move is blocked
* {{MMC|chara=Goku Black|input=236M|label={{color|M|M}}/{{color|H|H}} God Slicer}} {{color|buff|Buff}}
** Added invulnerability
*:{{color|M|236M}} from None to ___-___ Head
*:{{color|H|236H}} from None to ___-___ Head
*{{MMC|chara=Goku Black|input=236S|label={{color|S|236S}} (Black Kamehameha)}} {{color|buff|Buff}}
** Can now be followed up by a superdash
*{{MMC|chara=Goku Black|input=214S|label={{color|S|214S}} (Binding Black Kamehameha)}} {{color|buff|Buff}}
** Can now be followed up by a superdash
*{{MMC|chara=Goku Black|input=214M|label={{color|M|214M}} (Instant Transmission)}} {{color|reworked|Reworked}}
** Now puts Goku Black in a spot further in front and above the opponent.
*{{MMC|chara=Goku Black|input=214H|label={{color|H|214H}} (Instant Transmission)}} {{color|buff|Buff}}
** Appears at frame 22 from 26
 
===={{CLabel|DBFZ|Gotenks|32px}}====
* {{color|L|5LL}} {{color|buff|Buff}}
** Sped up startup from 10 to 9
* {{color|M|5M}} {{color|buff|Buff}}
** Reduced recovery from 16 to 15. Due to this change, advantage on block increased from -6 to -5, advantage on grounded hit increased from -3 to -2
* {{MMC|chara=Gotenks|input=214H|label={{color|H|H}} Great Special Rolling Kick ({{color|H|214H}} and {{color|H|j.214H}})}} {{color|buff|Buff}}
** Increased distance moved during the attack
* {{MMC|chara=Gotenks|input=236S|label=Vengeful Shout ({{color|S|236S}} and {{color|S|j.236S}})}} {{color|buff|Buff}}
** Can now whiff cancel into Super Dash during recovery
* {{MMC|chara=Gotenks|input=236H+S|label={{color|H|H}}+{{color|S|S}} Super Ghost Kamikaze Attack ({{color|H|236H}}+{{color|S|S}})}} {{color|nerf|Nerf}}
** Increased recovery from Total 51 to Total 60
 
===={{CLabel|DBFZ|Hit|32px}}====
* {{color|L|5L}} {{color|buff|Buff}}
** Reduced recovery from 12 to 9
* {{color|H|5H}} {{color|buff|Buff}}
** Sped up startup from 15~20 to 11~17
*{{MMC|chara=Hit|input=236L|label={{color|L|236L}} Vital Point Attack}} {{color|buff|Buff}}
** Reduced recovery when cancelling out of stance from 70(?) to ____
*{{MMC|chara=Hit|input=236M|label={{color|M|236M}} Tides of Time}} {{color|buff|Buff}}
** Reduced recovery when cancelling out of stance from 20(?) to ____
*{{MMC|chara=Hit|input=236S|label={{color|S|236S}} Deadly Intent}} {{color|buff|Buff}}
** Reduced recovery from ___ to ____
*{{MMC|chara=Hit|input=214S|label={{color|S|214S}} Mark of an Assassin}} {{color|reworked|Reworked}}
** Reduced active frames from 25 to 22
 
===={{CLabel|DBFZ|Janemba|32px}}====
* {{color|L|5L}} {{color|buff|Buff}}
** Now moves Janemba slightly forward
* {{color|L|5LL}} {{color|buff|Buff}}
** Sped up startup from 11 to 9
* {{color|L|2L}} {{color|buff|Buff}}
** Sped up startup from 7 to 6
* {{color|H|5H}} {{color|buff|Buff}}
** Sped up startup from 17 to 15
* {{color|H|j.5H}} {{color|reworked|Reworked}}
** Adjusted distance moved during attack
*{{MMC|chara=Janemba|input=j.214L|label={{color|L|L}}/{{color|M|M}} Hell Gate}} {{color|buff|Buff}}
** Reduced recovery
*:{{color|L|j.214L}} From 52 to ___
*:{{color|M|j.214M}} From 52 to ___
 
===={{CLabel|DBFZ|Jiren|32px}}====
 
===={{CLabel|DBFZ|Kefla|32px}}====
 
===={{CLabel|DBFZ|Kid Buu|32px}}====
 
===={{CLabel|DBFZ|Krillin|32px}}====
 
===={{CLabel|DBFZ|Majin Buu|32px}}====
 
===={{CLabel|DBFZ|Master Roshi|32px}}====
 
===={{CLabel|DBFZ|Nappa|32px}}====
 
===={{CLabel|DBFZ|Piccolo|32px}}====
 
===={{CLabel|DBFZ|Super Baby 2|32px}}====
 
===={{CLabel|DBFZ|Tien|32px}}====
 
===={{CLabel|DBFZ|Trunks|32px}}====
 
===={{CLabel|DBFZ|Vegeta|32px}}====
 
===={{CLabel|DBFZ|SS Vegeta|label=Vegeta (Super Saiyan)|32px}}====
 
===={{CLabel|DBFZ|SSB Vegeta|label=Vegeta (SSGSS)|32px}}====
 
===={{CLabel|DBFZ|SSB Vegito|label=Vegito (SSGSS)|32px}}====
* {{color|M|5M}} {{color|nerf|Nerf}}
** Increased recovery from 15 to 20. Due to this change, advantage on block decreased from -5 to -10, advantage on grounded hit decreased from -2 to -7
* {{color|S|5S}} {{color|buff|Buff}}
** Sped up startup from 12 to 9
* {{color|S|2S}} {{color|buff|Buff}}
** Sped up startup from 20 to 18
* {{color|S|6S}} {{color|buff|Buff}}
** Sped up startup from 16 to 14
* {{MMC|chara=SSB Vegito|input=236L|label=Spiral Heel Shot ({{color|L|236L}}/{{color|M|M}}/{{color|H|H}} and {{color|L|j.236L}}/{{color|M|M}}/{{color|H|H}})}} {{color|nerf|Nerf}}
** For all versions except {{color|M|j.236M}}, decreased damage proration from 100%+1 (Once) to 100%+2 (Once)
** For {{color|M|j.236M}}, decreased damage proration from 100%+1×5 (Once), 100%+1 to 100%+2×5 (Once), 100%+2
 
===={{CLabel|DBFZ|Videl|32px}}====
 
===={{CLabel|DBFZ|Yamcha|32px}}====
 
===={{CLabel|DBFZ|Fused Zamasu|label=Zamasu (Fused)|32px}}====
 
===Sources===
[https://en.bandainamcoent.eu/dragon-ball/news/dragon-ball-fighterz-patch-notes-131 Bandai Namco Europe]
 
[https://dbfz.bn-ent.net/information/?p=2122 Bandai Namco Japan (Part 1)]
 
[https://dbfz.bn-ent.net/special/update1_31.php Bandai Namco Japan (Part 2)]
 
==Version 1.30==
;New Content
Added {{Character Label|DBFZ|Lab Coat Android 21|label=Android 21 (Lab Coat)|64px}}
 
;Sources
[https://dbfz.bn-ent.net/special/update1_30.php Bandai Namco Japan]
 
==Version 1.29==
 
;Sources
[https://dbfz.bn-ent.net/information/?p=1682 Bandai Namco Japan]
 
==Version 1.28==
 
;Sources
[https://youtu.be/f0BuIZYUgLg?t=3648 DRAGON BALL FIGHTERZ SHOW 07 on YouTube]
 
[https://dbfz.bn-ent.net/information/?p=1646 Bandai Namco Japan (Part 1)]
 
[https://dbfz.bn-ent.net/special/update1_28.php Bandai Namco Japan (Part 2)]
 
==Version 1.27==
;New Content
Added {{Character Label|DBFZ|SS4 Gogeta|label=Gogeta (SS4)|64px}}
 
;Sources
[https://youtu.be/Gzsd4qMo9FM?t=17026 Dragon Ball FighterZ Battle Hour - English on YouTube]
 
[https://dbfz.bn-ent.net/information/?p=1435 Bandai Namco Japan (Part 1)]
 
[https://dbfz.bn-ent.net/special/update1_27.php Bandai Namco Japan (Part 2)]
 
==Version 1.26==
;New Content
Added {{Character Label|DBFZ|Super Baby 2|64px}}
 
;Sources
[https://steamcommunity.com/games/678950/announcements/detail/5582742355268311691 Steam]
 
[https://en.bandainamcoent.eu/dragon-ball/news/watch-super-baby-2s-latest-footages-and-patch-126 Bandai Namco Europe]
 
[https://cdn-cms.bnea.io/sites/default/files/static-files/DBFZ_Patch-1.26-6t7xf.pdf Bandai Namco America]
 
[https://youtu.be/9LW4vc5Ozj4?t=6501 Dragon Ball FighterZ Show - Super Baby 2 Showcase on YouTube]
 
[https://dbfz.bn-ent.net/information/?p=1335 Bandai Namco Japan (Part 1)]
 
[https://dbfz.bn-ent.net/special/update1_26.php Bandai Namco Japan (Part 2)]
 
==Version 1.25==
;New Content
Added {{Character Label|DBFZ|Master Roshi|64px}}
 
;Sources
[https://steamcommunity.com/games/678950/announcements/detail/4580680095908708619 Steam]
 
[https://en.bandainamcoent.eu/dragon-ball/news/dragon-ball-fighterz-patch-notes-125 Bandai Namco Europe]
 
[https://youtu.be/MDDlqI7n9zk?t=8511 Dragon Ball FighterZ Show #02 on YouTube]
 
[https://dbfz.bn-ent.net/information/?p=1181 Bandai Namco Japan (Part 1)]
 
[https://dbfz.bn-ent.net/special/update1_25.php Bandai Namco Japan (Part 2)]
 
==Version 1.24==
 
;Sources
[https://dbfz.bn-ent.net/information/?p=1060 Bandai Namco Japan]
 
==Version 1.23==
;New Content
Added {{Character Label|DBFZ|UI Goku|64px|label=Goku (Ultra Instinct)}}
----
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'''Patch Notes: Minor Gameplay Changes '''
----
<div class="mw-collapsible-content">
;Character Changes
{{Character Label|DBFZ|Captain Ginyu|64px}}
* Ginyu Force (S) {{clr|reworked|BUG FIX}} {{clr|nerf|NERF}}
** When inputting 1S/7S the Ginyu force will come out
This change removes the ability to break DR and block at the same time
 
{{Character Label|DBFZ|Broly|64px}}
* 236L+M {{clr|buff|BUFF}}
** Increased minimum damage
Increase damage in combos. More reward than the H+S ver.
 
{{Character Label|DBFZ|Vegeta|64px}}
* 236L+M/H+S {{clr|nerf|NERF}} {{clr|reworked|BUG FIX}}
** Minimum damage will not increase when done from any move other than 214S
Removes unintended damage boost from j.236L
</div>
 
;Sources
[https://dbfz.bn-ent.net/information/?p=1005 Bandai Namco Japan]
 
==Version 1.21==
;New Content
Added {{Character Label|DBFZ|Kefla|64px}}
----
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide">
'''Patch Notes: Major Season 3 Overhaul'''
----
<div class="mw-collapsible-content">
;New Mechanics
*''' Z Assist Selection: {{clr|buff|TEAM BUILDING}}
** You can now select 3 different assists per character
*''' Limit Break: {{clr|buff|COMEBACKS!!!}}
** The last character gains the following three buffs:
# More damage (20% - 30% with sparking)
# Gains 1 bar of ki gauge
# The opponent gets less recoverable health when hit (Doesn't apply to 1 frame invulnerable moves)
*''' Superiority Gauge: {{clr|reworked|UI}}
** Added a gauge that shows the percentage of your entire team's health remaining compared to the opponents entire team health
;System Changes
*''' Rising jump attacks: {{clr|nerf|FUZZY OVERHEAD}}
** Various jumping attacks do not hit crouching state opponents while rising
** When landing from the air in blockstun, characters are now in crouching state (Removed "universal" fuzzy)
** Characters are now considered grounded right before landing
*''' Ki Charge: {{clr|buff|BUFF}}
** Reduced recovery
** Reflects Ki blasts
** Can be cancelled into Superdash with the H button while mid Ki Charge
** Even if the Ki Gauge is full, Ki Charge will still charge for a short duration
*''' Vanish: {{clr|buff|BUFF}}
** Can be cancelled into Superdash or special moves when it causes a cinematic
*''' Dragon Rush: {{clr|buff|BUFF}}
** Made it easier to connect in an air combo
** Can be cancelled into from 5L
** Can be cancelled into Vanish when it hits in a combo
** When Dragon Rushes clash, air options (double jumps and airdashes) are now restored
*''' Dragon Rush (Snapback): {{clr|nerf|NERF}}
** The opponent comes in faster
** The opponent can delay their incoming timing by inputting 4
*''' EX Specials: {{clr|buff|BUFF}}
** EX specials only cost 0.5 bars now
*''' 6M: {{clr|reworked|QUALITY OF LIFE}}
** When cancelled into airdash during Sparking, the airdash will not cross over the opponent
*'''5H, 2H and 5[H]: {{clr|buff|BUFF}}
** Does more damage when it causes a cinematic to match 5LLL damage
*''' j.H: {{clr|buff|BUFF}}
** Landing recovery is removed when it causes a cinematic
*''' Guard Cancel Change: {{clr|buff|BUFF}}
** Gave it a higher attack level for clashes
*''' Z Assist: {{clr|reworked|NO MORE "INFINITE" PRESSURE}}
** Made it so that if the opponent has not been out of blockstun for a set amount of time, Z Assists cannot be used again
** Made Z Assists hit away from them (uncertain what this means)
** Changed where Z Assists appear
*''' Air Dash: {{clr|reworked|EASY IAD}}
** You can now airdash by inputting 9 right after jumping. (inputting 99 now does an instant airdash)
*''' Attacks on Sub-Characters: {{clr|reworked|SUB CHARACTER SHENANIGANS}}
** Made it possible to cancel when and attack hits sub-characters like Saibamen or the Ginyu force
*''' Bug Fixes: {{clr|reworked|←SAYS IT RIGHT THERE}}
** Fixed a bug where landing recovery was carried over from a previous jump
** Fixed a bug where hurtboxes would act strangely when an attack was done after blockstun
** Made it so hitboxes don't appear while the opponent is in hitstop from some attacks that cause a cinematic
;Character Changes
{{Character Label|DBFZ|SS Goku|64px}}
* 2M {{clr|reworked|REWORK}} {{clr|nerf|NERF???}}
** Increased range
** Increased active frames
** Increased recovery
** Increased startup
This change increases SSJ Goku's reach, and establishes more differences between him, Base Goku and Blue Goku
* 5S {{clr|reworked|"UNIVERSAL" BUFF}}
** Changed knockback
This change is to make it easier for 5S to combo into its follow up hits
* Instant Transmission Kamehameha {{clr|buff|BUFF}}
** Startup is faster when the opponent is being comboed
This change makes it easier to combo
* 236S (Ground, Upward Angled) {{clr|reworked|"UNIVERSAL" BUFF}}
** Increased damage
** Decreased recovery
** Decreased active frames
** Decreased untech time
This change is to make it easier to use in neutral
 
{{Character Label|DBFZ|SS Vegeta|64px}}
* 2M {{clr|buff|BUFF}}
** Made the hitbox taller
** Adjusted hurtbox
This change is to make it easier to combo. The hurtbox was adjusted Base Vegeta as a basis
* 5S {{clr|reworked|"UNIVERSAL" BUFF}}
** Changed knockback
This change is to make it easier for 5S to combo into its follow up hits
* 236X {{clr|buff|BUFF}}
** When the ground ver. is cancelled into other moves, Vegeta keeps his air options
This change allows him to double jump and airdash after vanishing this move
* 214H {{clr|buff|BUFF}}
** Appears behind the opponent and does a followup on hit
** Ground bounces on cinematic hit
This change increases the use cases for the EX ver., and distinguishes it from the M ver.
* 236H+S {{clr|buff|BUFF}}
** Changed the knockback on the air ver.
Made it easier to Ultimate Z Change and combo after
 
{{Character Label|DBFZ|Piccolo|64px}}
* j.M {{clr|buff|BUFF}}
** Made the tracking in the autocombo ver. more precise
This change makes it easier to combo
* 214X {{clr|buff|BUFF}}
** Increased the buffer time into supers
Made it easier to combo into supers
* 214L/M {{clr|buff|BUFF}}
** The guard point starts earlier
The guard point was adjusted to be in line with other characters
* j.214L/H {{clr|buff|BUFF}}
** Decreased startup
Made it easier to use in combos and in neutral
* 236M {{clr|buff|BUFF}}
** Changed the distance Piccolo travels after he crosses up on the air ver.
Made it easier to hit small characters
* Z Assist (A Type) {{clr|buff|BUFF}}
** Shoots two homing balls
** Adjusted each hit's damage, overall damage is higher
** Decreased startup
** Increased the hitstop on hit
Made it easier to use to match other assists
 
{{Character Label|DBFZ|Teen Gohan|64px}}
* 5LL {{clr|nerf|NERF}}
** Added landing recovery
Made it impossible to true blockstring until Sparking runs out
* 5S {{clr|reworked|"UNIVERSAL" BUFF}}
** Changed knockback
This change is to make it easier for 5S to combo into its follow up hits
*j.2S {{clr|buff|BUFF}}
** Made the initial hitbox larger
Made it easier to use in combos
* 214X {{clr|reworked|"UNIVERSAL" BUFF}}
** Changed its hit effect on cinematic hits
Made it so j.H causes a cinematic if Gohan does not land before the combo ends
* 214H {{clr|buff|BUFF}}
** Made the hitbox taller
** Made the pushbox taller
** Increased active frames
Made it easier to hit opponents directly above Gohan
* j.236M {{clr|buff|BUFF}}
** Changed knockback
Made it easier to use in combos
* j.236H {{clr|nerf|NERF}}
** Reduced damage
** Added damage proration
** Increased recovery on block
This change is to reduce the move's strengh since EX moves cost less now
* 214[L+M/H+S] (Level 5) {{clr|buff|BUFF}}
** Increased untech time
** Changed the final hit's effect
This change adds more knockdown advantage
 
{{Character Label|DBFZ|Frieza|64px}}
* 2M {{clr|buff|BUFF}}
** Made the hitbox taller
Made it easier to combo
* j.M {{clr|buff|BUFF}}
** Made the tracking in the autocombo ver. more precise
This change makes it easier to combo
* j.2H {{clr|buff|BUFF}}
** Changed the knockback when it causes a cinematic
** Increased the amount of time the opponent slides on a cinematic hit
** Removed landing recovery on a cinematic hit
** Adjusted the distance Frieza moves
** Added landing recovery
This change increases advantage on hit, making it easier to continue offense. Furthermore, it also makes it easier to combo into supers. Made it hit grounded opponents when done immediately after a jump.
* j.S {{clr|buff|BUFF}}
** Hits superdash
** Increased untech time
** Reduced damage
** Added landing recovery
This change is to make it more usable in neutral and easier to combo in the corner
* 236S {{clr|buff|BUFF}}
** Changed the effect on cinematic hit
** When the move does not hit in close range, the projectile moves slower
Made it so j.H causes a cinematic if Frieza does not land before the combo ends. Made it easier to land the final hit when the move connects
* Sorbet's Ray Gun (S during Golden Frieza deactivation) {{clr|buff|BUFF}}
** Increased minimum damage
** Changed the effect on air hit
** Removed its 'followup super' damage proration
Made it easier to use in combos and to hit opponents
* 214H+S - Golden Frieza {{clr|buff|BUFF}}
** You can now cancel Golden Frieza by doing the same input
** Golden Frieza's timer does not count down during Sparking
** Added cancels into other normals to the following normals: 5LLL, 5H, 5S, 2S, j.2S
** Fixed a bug where the tech after deactivating acted strangely
This change increases the use cases for Golden Frieza and added cancel options he didn't have before
 
{{Character Label|DBFZ|Captain Ginyu|64px}}
* 5M {{clr|buff|BUFF}}
** Increased distance travelled
Made it easier to use in combos and neutral
* 2M {{clr|buff|BUFF}}
** Increased distance travelled
Made it easier to combo into 2H. Made it easier to use in combos and neutral
* j.M {{clr|buff|BUFF}}
** Increased active frames
** Increased recovery
** Adjusted hitbox
** Adjusted hurtbox
Made it easier to combo and made it not hit in weird looking ways
* 5H {{clr|buff|BUFF}}
** Deflects Ki blasts while Ginyu spins
** Holding the button increases the damage
** Now hits low
Increased use cases. Increased its damage on top of the universal damage increase on 5Hs
* 5S (Guldo) {{clr|buff|BUFF}}
** Decreased startup
** Increased damage
** Increased untech time
** Increased hitstop
** Increased hitbox
Made it easier to use in combos
* 5S (Burter) {{clr|buff|BUFF}}
** Increased untech time
** Decreased damage proration
** Increased hitstop on the final hit
** Increased pushbox while Burter moves
** Increased travel distance
Made it easier to use in combos and in neutral
* 5S (Jeice) {{clr|buff|BUFF}}
** Reduced Jeice's recovery
** Changed where Jeice appears
** Ground bounces on hit
Made it easier to use in combos
* 236X {{clr|buff|BUFF}}
** Increased air ver. active frames
** Increased air ver. travel distance
Made it easier to use in neutral
* 236M {{clr|buff|BUFF}}
** Decreased startup
Made it easier to use in neutral and in combos
* 236H {{clr|buff|BUFF}}
** Decreased startup
** Increased hitstop
** Increased untech time on the air ver. when it causes a cinematic
Made it easier to hit, easier to make safe, and increased use cases
* 214H+S (Together We Are... The Ginyu Force!) {{clr|reworked|NEW MOVE}}
** New move (input is 214H+S)
** Made it an Ultimate Z Change
** If used after a body change, Ginyu staggers
Added a level 3 move that Ginyu can use for invulnerability and combos
* Z Assist (A Type) {{clr|buff|BUFF}}
** Decreased Startup
Brought it in line with other Z Assists
 
{{Character Label|DBFZ|Bardock|64px}}
* 236M {{clr|nerf|NERF}}
** Added landing recovery to the ground ver. when it causes a cinematic
** Changed hit effect on a cinematic hit
This change is to limit Bardock's ability to get mix ups off M lariat. Made it so j.H causes a cinematic if Bardock does not land before the combo ends
* 236H {{clr|nerf|NERF}}
** Reduced blockstun
** Reduced recovery
** Reduced untech time
This change is to lower the move's strength since EX moves cost less
* 236S {{clr|buff|BUFF}}
** Decreased startup of fully held version
** Changed hit effect on a cinematic hit
Made it easier to use in combos.  Made it so j.H causes a cinematic if Bardock does not land before the combo ends
* 236L+M {{clr|buff|BUFF}}
** Increased untech time
** Changed the angle on the air diagonal ver.
** Changed the knockback on the air diagonal ver.
** Increased Ultimate Z Change cancel time on the air ver.
Made it easier to Ultimate Z Change from this move
* Z Assist {{clr|buff|BUFF}}
** Increased hitstop on hit
Made it easier to use in combos
 
{{Character Label|DBFZ|GT Goku|64px}}
* 5LL {{clr|nerf|NERF}}
** Decreased distance travelled
** Increased startup
No longer beats reflect and backdash. Easier to whiff punish
* 5S {{clr|buff|BUFF}}
** Made the hitbox taller
** Adjusted opponent's position on cinematic hit
** Adjusted knockback on non-cinematic hit
** Increased untech time on non-cinematic hit
Made it easier to use in combos and neutral
* j.S {{clr|buff|BUFF}}
** Increased untech time on cinematic hit
Made it easier to combo
* 236X {{clr|nerf|NERF}}
** Reduced the distance at which the attack will hit
Made it so that the move wins less against the opponent's moves
* 236L {{clr|buff|BUFF}}
** Increased distance travelled
Made it easier to use in combos and neutral
* 214X {{clr|nerf|NERF}}
** Goku now loses a lot of height after the attack on the ground ver.
This change limits the mix ups GT Goku can get off this move
* 214H {{clr|nerf|NERF}}
** Decreased travel distance
This change is to weaken this move since EX moves cost less now
* 214H+S {{clr|nerf|NERF}}
** The opponent can ground tech after this move
** Reduced damage
Brought this in line with other lvl 3s that allow combos after. Adjusted the damage in order to mitigate the damage a combo using spirit bomb would do. Removed infamous "Spirit Bomb Okizeme"
 
{{Character Label|DBFZ|Trunks|64px}}
* 2M {{clr|buff|BUFF}}
** Made the hitbox taller
Made it easier to combo
* j.H {{clr|buff|BUFF}}
** Decreased startup
** Increased active frames
** Made the initial hitbox smaller
** Increased the hurtbox at the beginning of the move
Buffed the moved for neutral and made it easier to combo with
* j.2H {{clr|buff|BUFF}}
** Decreased startup
Made it easier to combo
* 214S {{clr|buff|BUFF}} {{clr|reworked|"UNIVERSAL" BUFF}}
** Made the initial hit only hit the opponent's main character
** Changed the effect on cinematic hits
This change is to prevent the phenomenon where the initial hit hits a sub-character, causing the explosion hit to not come out. Made it so j.H causes a cinematic if Trunks does not land before the combo ends
* 236X {{clr|buff|BUFF}}
** Increased buffer window for supers
** Increased the amount of time the opponent slides on cinematic hit
Made it easier to combo into supers
* 214H {{clr|buff|BUFF}}
** Added the ability to steer it with 8 and 2
** Increased travel speed
** Increased spinning duration
Increased use cases
 
{{Character Label|DBFZ|Cell|64px}}
* 5LLL {{clr|nerf|NERF}}
** Decreased damage proration
Brought in line with other characters' 5LLLs
* 2M {{clr|buff|BUFF}}
** Increased hitbox
Made it easier to combo
* 5[H] {{clr|reworked|"UNIVERSAL" BUFF}}
** Increased damage of the held button version
This adds damage on top of the universal damage increased to 5/2H
*j.2M {{clr|buff|BUFF}}
** Increased hitstun on ground hit
Made it advantageous on hit
* 236M {{clr|buff|BUFF}}
** Decreased startup of the ground ver.
Increased use cases such as its usage for opening the opponent up
* 236H {{clr|buff|BUFF}}
** The ground ver. goes behind the opponent
Increased use cases such as its usage for opening the opponent up and repositioning
* 214X {{clr|reworked|"UNIVERSAL" BUFF}}
** Changed effect on cinematic hit
Made it so j.H causes a cinematic if Cell does not land before the combo ends
* 214H {{clr|buff|BUFF}}
** The ground ver. can be cancelled into an Ultimate Z Change
Made it easier to combo
* 214S {{clr|reworked|REWORKED}} {{clr|reworked|"UNIVERSAL" BUFF}}
** Does not do multiple hits when used in a combo
** Does not hit after a KO
** Changed effect on cinematic hit
Brought it in line with other throws. Made it so j.H causes a cinematic if Cell does not land before the combo ends
* 236S (Ground, Upward Angled) {{clr|buff|BUFF}}
** Increased damage
** Decreased recovery
** Decreased active frames
** Decreased untech time
Made it easier to use in neutral
 
{{Character Label|DBFZ|Android 18|64px}}
* 5L {{clr|buff|BUFF}}
** Changed knockback on air hit
Made it easier to combo after
* 2L {{clr|buff|BUFF}}
** Changed knockback on air hit
Made it easier to combo after
* 5S {{clr|reworked|"UNIVERSAL" BUFF}}
** Changed knockback
This change is to make it easier for 5S to combo into its follow up hits
* j.L {{clr|buff|BUFF}}
** Decreased startup
** Made hitbox taller
Made it better in neutral and mixups
* j.S {{clr|reworked|REWORK}}
** Increased recovery
This change is to make it easier to link into j.L, given than j.L is faster now
* 236X {{clr|buff|BUFF}}
** Increased throw range
Made it easier to connect
* 236M/H {{clr|buff|BUFF}}
** Changed the timing of its followup input
** Increased distance travelled
** Changed hit effect on cinematic hit
Made it harder to accidentally do the followup input. Made it easier to connect. Made it so j.H causes a cinematic if 18 does not land before the combo ends
* 236H {{clr|buff|BUFF}}
** Made the latter half of the move special cancelable on hit
** Increased hitstop on Android 17s attack
** Changed the knockback on Android 17s attack
Made it easier to combo off
* 214H {{clr|buff|BUFF}} {{clr|reworked|REWORK}}
** Android 17 appears faster
** Doing the input again does the follow up
** No longer pulls the opponent while they are in blockstun
** Increased hitstop on the final hit
** Made it so Android 17 cannot defend against moves done by the opponent's main body
** If a Z Assist is called while Android 17 is on standby, Android 17 goes away
Changed the move's performance since EX moves cost less now. Made it so that even though the opponent has one character remaining, you can get the follow up. Removed Android 17 vacuuming the opponent for strong mixups
* 214S {{clr|buff|BUFF}}
** Changed knockback on the ground ver.
Made it easier to combo
* 236S {{clr|buff|BUFF}}
** Increased the damage done when it hits Z Assists
This change is fixing a bug that caused Destructo Disc to do less damage when it hit assists
 
{{Character Label|DBFZ|Gotenks|64px}}
* 5LLL {{clr|buff|BUFF}}
** Made hitbox taller
** Made hurtbox taller
Made it easier to hit the opponent
* 5[H] {{clr|reworked|"UNIVERSAL" BUFF}}
** Damage increased when button held
This damage increased is on top of the universal 5/2H damage increased
* 5S {{clr|reworked|"UNIVERSAL" BUFF}}
** Changed knockback
This change is to make it easier for 5S to combo into its follow up hits
* 236X {{clr|reworked|REWORK}}
** Can be cancelled into other specials on once on whiff
** Changed the performance of the move to account for the whiff special cancel
** Changed the hit range
Increased use cases by introducing a whiff cancel. Adjusted the move with the whiff cancel in consideration. The hit range was adjusted to make it easier to beat superdash but easier to lose to long reaching moves
* 214X {{clr|reworked|REWORK}}
** Can be cancelled into other specials on once on whiff
** Changed the performance of the move to account for the whiff special cancel
** Changed the hit range
Increased use cases by introducing a whiff cancel. Adjusted the move with the whiff cancel in consideration. The hit range was adjusted to make it easier to lose to superdash
* 214H {{clr|nerf|NERF}}
** Increased recovery
Adjusted to account for EX moves costing less
* 214S {{clr|buff|BUFF}} {{clr|reworked|"UNIVERSAL" BUFF}}
** Increased attack range while the opponent is in a combo
** Changed effect on cinematic hit
Made it easier to combo. Made it so j.H causes a cinematic if Gotenks does not land before the combo ends
* 236[S] {{clr|nerf|NERF}}
** Added landing recovery on the held ver.
This change is to reduce Gotenks mix up potential off this move
* 236L+M {{clr|buff|BUFF}}
** Decreased startup while the opponent is in a combo
Made it easier to combo. Fixed cases where the super couldn't connect off of high altitude j.DR.
* Z Assist (A Type) {{clr|buff|BUFF}}
** Increased attack range while the opponent is in a combo
Made it easier to combo
 
{{Character Label|DBFZ|Krillin|64px}}
* Senzu Bean (214X) {{clr|buff|BUFF}} {{clr|reworked|REWORK}}
** Krillin now has infinite senzu beans
** Always throws senzu beans (never throws rocks)
Made senzu and rock separate moves
* Rock {{clr|buff|BUFF}} {{clr|reworked|NEW MOVE...KINDA}}
** Changed the input to 22X
** Changed the move's performance to account for the input change
** Cannot be superdashed
Made senzu and rock separate moves. Made it easier to use in neutral
* 214S {{clr|buff|BUFF}}
** Made it automatically follow up on hit
** Does not do the follow up if the button is held
** Unaffected by hitstun scaling
Increased use cases
* 236X {{clr|buff|BUFF}}
** Increased buffer time to cancel into supers
** Made hitbox taller
Made it easier to combo into super. Adjusted the hitbox to fit the animation and made it easier to connect
* 236L/M {{clr|buff|BUFF}}
** Krillin now keeps his air options when the ground ver. is cancelled
This allows double jumps and airdashes after this move is vanished
* Z Assist (A Type) {{clr|buff|BUFF}}
** Changed the way the rock works to be in line with it when used on point
** Increased the rocks untech time
** Throws two rocks
Made it easier to use to bring it in line with other assists
 
{{Character Label|DBFZ|Kid Buu|64px}}
* 5H {{clr|buff|BUFF}}
** Made hitbox taller
** Made hurtbox taller
Made it easier to combo, but made sure to not make it too strong in neutral
* 5S {{clr|buff|BUFF}}
** Increased damage
** Made hitbox taller
** Adjusted the Initial position
Made it easier to combo
* j.M {{clr|nerf|NERF}}
** When the first hit is cancelled into other normals, Kid Buu's float is increased
This change makes it so that j.M(1)>j.L will whiff on crouching opponents. This is to prevent strong mix up
* 236S {{clr|reworked|"UNIVERSAL" BUFF}}
** Changed effect on cinematic hit
Made it so j.H causes a cinematic if Kid Buu does not land before the combo ends
* 214S {{clr|buff|BUFF}}
** Increased damage
Made the reward on hit higher
* 236H {{clr|nerf|NERF}}
** Increased startup
Nerfed the move since EX moves cost less now
* 214M/H {{clr|reworked|"UNIVERSAL" BUFF}}
** Changed effect on cinematic hit
Made it so j.H causes a cinematic if Kid Buu does not land before the combo ends
* Z Assist (A Type) {{clr|buff|BUFF}}
** Increased damage
This change is to bring it in line with the point ver.
 
{{Character Label|DBFZ|Majin Buu|64px}}
* Vanish / Sparking {{clr|buff|BUFF}}
** Brought Buu's fall speed after attacking in line with the other characters
Buu used to fall slower, making him easier to punish
* 5LL {{clr|buff|BUFF}}
** Changed knockback
Made it easier to combo
* 5LLL {{clr|nerf|NERF}}
Gave it throw damage proration
Brought it in line with other 5LLLs
* 5M {{clr|buff|BUFF}}
** Increased travel distance
** Ground bounces on air hit
Made it easier to combo and use as a mixup
* 2M {{clr|buff|BUFF}}
** Changed knockback
** Increased untech
** Increased the opponent's hitstop
** Increased recovery
Made it possible to combo into 5M and easier to use in combos
* 236X {{clr|buff|BUFF}}
** Causes sliding knockdown on cinematic hit
** Ground bounces on non-cinematic hit
Made it easier to use in combos
* 236H {{clr|nerf|NERF}}
** Increased recovery
** Decreased travel distance on the air ver.
Adjusted since EX moves cost less now
* 214X {{clr|buff|BUFF}}
** Increased the travel distance during the start of the move for the air ver.
Made it easier to use in combos
* 214L+M/H+S {{clr|buff|BUFF}}
** Increased damage
** Increased minimum damage
** Increased the speed of the projectile
Made it easier to combo
* Z Assist (A Type) {{clr|buff|BUFF}}
** Decreased startup
Brough it in line with other Z Assists
 
{{Character Label|DBFZ|Nappa|64px}}
* 5L {{clr|buff|BUFF}}
** Changed knockback
Made it easier to combo after
* 5LLL {{clr|buff|BUFF}}
** Made hitbox taller
Made it easier to use in combos
* 5S {{clr|buff|BUFF}}
** Changed knockback of the first hit
** Pushbox is larger during the attack
** Increased opponent's hitstop on the ki blast hit
Made it easier to use in combos
* 2L {{clr|buff|BUFF}}
** Changed knockback
Made it easier to use in combos
* j.L {{clr|reworked|REWORK}}
** Made hitbox larger
** Made hurtbox larger
** Changed Nappa's position during the attack
Made it easier to use in neutral and in combos
* 214S {{clr|buff|BUFF}}
** Changed effect on cinematic hit
Made it so j.H causes a cinematic if Nappa does not land before the combo ends
* 236L+M/H+S {{clr|reworked|REWORK}}
** Changed where the explosion appears
** The explosion's location can be altered by a button hold
Increased use cases
* 214L+M/H+S {{clr|buff|BUFF}}
** Under some circumstances, this can be comboed after if the button is held
** Nappa can do special moves after if the button is held
Increased use cases
* Saibaman (M) {{clr|reworked|REWORK}}
** Changed the Saibaman's color
Made it easier to distinguish which Saibaman was summoned
* Z Assist (A Type) {{clr|buff|BUFF}}
** The position of the attack changes based on the opponent's position
This change was to distinguish this Z Assist from others
 
{{Character Label|DBFZ|Android 16|64px}}
* j.L {{clr|reworked|REWORK}}
** Made the initial hitbox taller
** Made the initial hurtbox taller
Made it easier to use in combos
* j.H {{clr|buff|BUFF}}
** Made an L input after do a superdash after j.LLL
** Decreased startup
Standardised to other characters. Made it easier to use in neutral and combos
* j.S {{clr|buff|BUFF}}
** Made 2nd hit's hitbox taller
Made it easier to use in combos
* 236M/H {{clr|buff|BUFF}} {{clr|reworked|"UNIVERSAL" BUFF}}
** Decreased damage proration on cinematic hit
** Changed effect on cinematic hit
Made it easier to use in combos. Made it so other characters' j.H causes a cinematic if 16 does not land before the combo ends (e.g a hard tag into j.H will slide)
* 214H {{clr|buff|BUFF}}
** The ground ver. first hit can now be cancelled into supers and vanish
This change gives 16 freedom
* j.236M {{clr|buff|BUFF}}
** Decreased damage proration on cinematic hit
Made it easier to use in combos
* j.236M/H {{clr|buff|BUFF}}
** Changed effect on cinematic hit
Made it so other characters' j.H causes a cinematic if 16 does not land before the combo ends (e.g a hard tag into j.H will slide)
* Z Assist (A Type) {{clr|buff|BUFF}}
** Increased untech time
** Increased opponent's hitstop on hit
Made it easier to use in combos
 
{{Character Label|DBFZ|Yamcha|64px}}
* 5LLL {{clr|buff|BUFF}}
** Increased untech time
** Can jump cancel every hit while in sparking, not just the last hit
** Changed knockback on cinematic his
Made it easier to combo
* j.2H {{clr|buff|BUFF}}
** Increased untech time
** Made initial hitbox taller
Made it easier to combo
* 214X {{clr|buff|BUFF}}
** Made it so the initial portion of the move does not clash
** Increased input buffer for cancelling into supers
Made it more usable as an antiair and easier to combo into super after
* 214L/M {{clr|buff|BUFF}}
** Added head property invulnerability to the middle of the air ver.
** If the ground ver. is cancelled into other moves, Yamcha retains air options
** Adjusted the ground ver. travel distance, made it better on block
Made it more usable as an antiair. When vanished, Yamcha can double jump and airdash. When the L/M ver. is blocked, Yamcha can act earlier than before
* 236L {{clr|buff|BUFF}}
** Increased untech time
** Increased hitstop on final hit
Made it easier to combo
* 236M {{clr|buff|BUFF}}
** Increased untech time
** Increased hitstop on final hit
Made it easier to combo
* 236X ~ L/M {{clr|buff|BUFF}}
** Increased untech time
** Increased hitstop on final hit
Made it easier to combo
* 236XX ~ L/M {{clr|buff|BUFF}}
** Made the pushbox larger when the opponent is being comboed
Made it easier to combo
* 236X ~ 6L/M {{clr|reworked|REWORK}}
** Decreased recovery
** Changed the opponent's position on cinematic hit
Yamcha can act faster after the L/M ver. are blocked. To adjust for that change, the opponents position has been adjusted to prevent Yamcha from comboing after
* 236X ~ H {{clr|reworked|REWORK}} {{clr|reworked|"UNIVERSAL" BUFF}}
** Decreased blockstun
** When the move hits the opponent's point, recovery is reduced
** Changed effect on cinematic hit
Cancelling into vanish is no longer a true blockstring. Made it so other characters' j.H causes a cinematic if Yamcha does not land before the combo ends (e.g a hard tag into j.H will slide)
* 236H {{clr|buff|BUFF}} {{clr|reworked|"UNIVERSAL" BUFF}}
** Increased untech time
** Changed effect on cinematic hit
Made it easier to combo. Made it so other characters' j.H causes a cinematic if Yamcha does not land before the combo ends (e.g a hard tag into j.H will slide)
 
{{Character Label|DBFZ|Tien|64px}}
* 5LLL {{clr|buff|BUFF}}
** Made hitbox larger
Made it easier to hit crouching opponents
* 5H {{clr|buff|BUFF}}
** Reduced recovery on cinematic hit
Made it easier to use as a combo tool in the corner
* 2M {{clr|buff|BUFF}}
** Increased travel distance
Made it easier to use in neutral and combos
* 2H {{clr|nerf|NERF}}
** Increased landing recovery
** Adjusted travel distance
Made it impossible to true blockstring constantly while in Sparking
* j.2H {{clr|buff|BUFF}}
** Adjusted travel distance
Made it easier to use in combos
* 236X {{clr|buff|BUFF}}
** Removed landing recovery on cinematic hit
Made it easier to combo into supers on hit
* 236M {{clr|buff|BUFF}}
** Decreased startup
** Attack startup changes based on distance from the opponent
** Increased active frames
Increased use cases
* 236H {{clr|reworked|REWORK}}
** The ground ver. can only be used once per combo
** Decreased the air ver. startup
Brought it in line with other throw moves. Made the air ver. better for mixups and combos
* 214X {{clr|buff|BUFF}}
** Reduced recovery
No longer minus on hit
* 214L {{clr|buff|BUFF}}
** Causes sliding knockdown on cinematic hit
Made it easier to combo into supers
* 214M/H {{clr|reworked|REWORK}}
** Changed the ground bounce knockback on cinematic hit
In order to adjust for the reduced recovery, the knockback effect has been changed so 5L does not combo after
* 214S {{clr|buff|BUFF}}
** Reduced recovery
** Increased hitstop
** Increased meter gain
Made it easier to use in neutral
* 214H+S {{clr|buff|BUFF}}
** Increased invulnerable frames
Made it harder to be interrupted before the attack hits
* Z Assist (A Type) {{clr|buff|BUFF}}
** Increased untech time
Made it easier to use, in line with other Z Assists
 
{{Character Label|DBFZ|Adult Gohan|64px}}
* 2H {{clr|nerf|NERF}}
** Added landing recovery when cancelled into other moves
Made it impossible to true blockstring constantly while in Sparking
* 5S {{clr|buff|BUFF}}
** Added cancels into other normals when at potential unleash level 7
Added in cancels
* j.S {{clr|buff|BUFF}}
** Added cancels into other normals when at potential unleash level 7
Added in cancels
* 236X {{clr|nerf|NERF}}
** Added landing recovery
Made landing recovery uniform across ver. along with the buffs to M/H ver.
* 236M/H {{clr|buff|BUFF}}
** Changed effect after the first hit
** Changed the knockback on every hit other than the first
** Can be cancelled into supers when Gohan lands from the attack
** Increased number of hits
** Adjusted damage
** Increased untech time
** Changed effect on cinematic hit
Made it easier to combo into super after. Made it so j.H causes a cinematic if Gohan does not land before the combo ends
* j.236H {{clr|nerf|NERF}}
** Increased untech time on cinematic hit
** Changed knockback on cinematic hit
** Made it impossible to get a cinematic hit in the same combo after this causes a cinematic hit
** Changed the travel distance on hit
** Removed landing recovery when this move hits the opponent's point character
** Reduced damage
** Reduced blockstun
** Adjusted recovery
Made it easier to combo on cinematic hit, and harder to combo on non-cinematic hit. Adjusted since EX moves cost less now
* Z Assist (A Type) {{clr|nerf|NERF}}
** Increased startup
** Made it impossible to clash
It is still the fastest assist in the game, but was slowed down to prevent unintended combos from some cinematic moves
 
{{Character Label|DBFZ|Hit|64px}}
* 5L {{clr|buff|BUFF}}
** Changed knockback
Made it easier to combo after
* 2L {{clr|reworked|REWORK}}
** Increased opponent's hitstop on hit
** Increased active frames
** Changed knockback
Made it so that even when cancelled into 5M on hit, Hit will not be at a disadvantage. To account for that, made it hard to use in combos
* 5S {{clr|buff|BUFF}}
** Changed knockback
** Changed the timing to cancel into vanish on successful counter to prevent Hit from getting punished for doing so
** Increased recovery on successful counter
** Changed effect on cinematic hit
Increased possible followups on hit. Made it harder to cancel into vanish on accident. Made it so j.H causes a cinematic if Hit does not land before the combo ends
* 214X {{clr|buff|BUFF}}
** Changed effect on cinematic hit
Made it so j.H causes a cinematic if Hit does not land before the combo ends
* 236X ~ M {{clr|buff|BUFF}}
** Causes sliding knockdown on cinematic hit
Increased use cases as a combo tool
* 236X ~ H {{clr|buff|BUFF}}
** Increased active frames
** Made hitbox taller
** Changed effect on cinematic hit
Made the move stronger along with the Z Assist ver.. Made it so j.H causes a cinematic if Hit does not land before the combo ends
* Z Assist (A Type) {{clr|buff|BUFF}}
** Invulnerable frames start earlier
** Increased untech time
** Decreased startup
** Increased active frames
Made it easier to use, in line with other Z Assists
 
{{Character Label|DBFZ|SSB Goku|64px}}
* 5S {{clr|reworked|"UNIVERSAL" BUFF}}
** Changed knockback
Made it easier to combo
* 236H {{clr|buff|BUFF}}
** Changed knockback on hit
** Goku can now act in the air after the air ver. is blocked
** Fixed a bug where the move would act weird when targeting an opponent who is off screen
Made it easier to combo after. Fixed a bug
* 214X {{clr|buff|BUFF}}
** Increased throw range
Made it easier to land. Opponent can no longer walk out of M ver. midscreen
* 214M/H {{clr|buff|BUFF}}
** Increased travel distance
** Changed effect on cinematic hit
Made it easier to land. Made it so j.H causes a cinematic if Goku does not land before the combo ends
* j.214X {{clr|buff|BUFF}}
Increased buffer time to cancel into supers
Made it easier to combo into supers
* Z Assist (A Type) {{clr|buff|BUFF}}
** Ground bounces on hit
** Now has head property
** Increased hitbox
Made it easier to use, in line with other Z Assists
 
{{Character Label|DBFZ|SSB Vegeta|64px}}
* 2M {{clr|buff|BUFF}}
** Made the hitbox taller
** Adjusted hurtbox
This change is to make it easier to combo. The hurtbox was adjusted using Base Vegeta as a basis
* 5S/2S {{clr|buff|BUFF}}
** Knockback adjusted
** Increased untech time
Made it easier to combo
* 214X {{clr|buff|BUFF}}
** Increased sliding knockdown time
Made it easier to continue offense after
* 214L/M {{clr|buff|BUFF}}
** Decreased the ground ver. startup
Made it easier to use in mixups and combos
* 214M {{clr|buff|BUFF}}
** Increased travel distance
Made it easier to use in mixups and combos
* 214M/H {{clr|buff|BUFF}}
** Changed effect on cinematic hit
Made it so j.H causes a cinematic if Vegeta does not land before the combo ends
* 236L ~ M {{clr|buff|BUFF}}
** Changed knockback on non-cinematic hit
** Increased untech time on non-cinematic hit
Increased use cases of the button hold ver.
* Final Flash Attack - 214[L+M/H+S] (Lvl 5) {{clr|buff|BUFF}}
** Changed effect on hit
** Cannot move until landing
Made the hard knockdown on hit better
* Z Assist (A Type) {{clr|buff|BUFF}}
** Increased damage
** Decreased damage proration on the initial hit
** Increased untech time on the 2nd hit
Made it easier to use, in line with other Z Assists
 
{{Character Label|DBFZ|Beerus|64px}}
* 5L {{clr|buff|BUFF}}
** Can be cancelled into 5LL on whiff earlier
This change is to allow a combo from 2L even if 5L whiffs
* 5LL {{clr|buff|BUFF}}
** Decreased startup
This change is to allow a combo from 2L even if 5L whiffs
* 5H {{clr|buff|BUFF}}
** Decreased startup
Made it easier to use in neutral
* 2H {{clr|buff|BUFF}}
** Moves forward during the beginning of the move
** Increased hitbox
Made it easier to combo
* 2S {{clr|buff|BUFF}}
** Can cancelled into itself up to 3 times
Increased use cases
* All Beerus Orbs {{clr|buff|BUFF}}
** The orbs do more damage when hit by Beerus' normals
** The orbs have large hitboxes when hit by Beerus' normals
Increased use cases. Buffed balls that have been hit by normals
* 214X {{clr|buff|BUFF}}
** Ground bounces on hit
** Decreased the slide speed of the sliding knockdown
Made it easier to combo
* 214H {{clr|reworked|REWORK}}
** Decreased damage
** Ground bounces higher on cinematic hit
Made it easier to combo
* 236LM/HS {{clr|reworked|BUG FIX}}
** Fixed a bug where the super stayed on screen longer than it should
Fixed a bug
* Z Assist (A Type) {{clr|buff|BUFF}}
** Increased damage
** Changed knockback
** Increased untech time
Made it easier to use, in line with other Z Assists
 
{{Character Label|DBFZ|Goku Black|64px}}
* 5LL {{clr|buff|BUFF}}
** Initial hitbox is taller
Made it easier to combo
* 5S {{clr|buff|BUFF}}
** Changed knockback
** Always knocks the opponent forward
** Can be cancelled into 5H and 2H
Made it easier to combo
* 2L {{clr|buff|BUFF}}
** Made moves cancelable into 2L
Made it easier to use in neutral and pressure
* 2M {{clr|buff|BUFF}}
** Decreased startup
Made it easier to use in neutral and mix-ups
* 2H {{clr|buff|BUFF}}
** Increased untech time on cinematic hit
Made it easier to combo
* j.214X {{clr|buff|BUFF}}
** Increased the size of the inner portion of the hitbox
** Increased travel distance
** Changed travel distance on cinematic hit
Made it easier to land on opponents who are directly in the corner
* 214S {{clr|buff|BUFF}}
** Made it only usable once per combo
** Changed effect on cinematic hit
Brought in line with other throw move. Made it so j.H causes a cinematic if Goku Black does not land before the combo ends
* 236HS {{clr|reworked|BUG FIX}}
** Fixed a bug where the projectile would not come out if the initial part clashed
Fixed a bug
* Z Assist (A Type) {{clr|buff|BUFF}}
** Decreased recovery
Adjusted to fit other characters kamehamehas
 
{{Character Label|DBFZ|Android 21|64px}}
* 214X {{clr|buff|BUFF}}
** Changed effect on cinematic hit
Made it so other characters' j.H causes a cinematic if 21 does not land before the combo ends
* 236S {{clr|buff|BUFF}}
** Decreased startup on ground ver.
** Increased untech time
** Causes sliding knockdown on hit
** Increased damage proration
** Decreased the followup window
Made it easier to connect. Made it easier to combo
* 214S {{clr|buff|BUFF}}
** Increased untech time
** Causes sliding knockdown on hit
** Increased damage proration
** Decreased the followup window
Made it easier to land. Made it easier to combo
* 214Y (Stolen Move - Yellow / Command Grab) {{clr|buff|BUFF}}
** Causes sliding knockdown on hit
** The dive followup tracks the opponent
Made it easier to combo
* 236X {{clr|buff|BUFF}}
** Increased hitbox
Changed to match the Z Assist (A type)
* 214LM/HS {{clr|buff|BUFF}}
** Steals all empty move slots on hit
This change is to distinguish is from j.214LM/HS
* Z Assist (A Type) {{clr|buff|BUFF}}
** Increased opponent's hitstop on hit
** Increased hitbox
** Decreased startup
Made it easier to use, in line with other Z Assists
 
{{Character Label|DBFZ|Broly|64px}}
* 5L {{clr|buff|BUFF}}
** Changed knockback
Made it easier to combo after
* 5[H] {{clr|reworked|"UNIVERSAL" BUFF}}
** Increased damage on held ver.
This damage increase is in addition to the universal damage increase to 5/2H
* 5S {{clr|buff|BUFF}}
** Increased the lower portion of the initial hitbox
Made it easier to hit small characters in standing state
* j.2H {{clr|buff|BUFF}}
** Increased sliding knockdown time on cinematic hit
** Increased the amount of time the opponent is frozen for on cinematic hit
Made it easier to continue offense after this hit
* 236S {{clr|buff|BUFF}}
** Changed effect on cinematic hit
Made it so j.H causes a cinematic if Broly does not land before the combo ends
* 236X {{clr|buff|BUFF}}
** Changed knockback, including the H ver.
** Changed effect on cinematic hit
Made it easier to combo into supers. Made it so j.H causes a cinematic if Broly does not land before the combo ends
* 214X {{clr|buff|BUFF}}
** Increased travel distance on hit
** Increased input buffer to cancel into supers
Made it easier to continue offense on hit. Made it easier to combo into supers on hit
* j.214X {{clr|buff|BUFF}}
** Removed landing recovery on hit
** Increased input buffer to cancel into supers
Made it easier to continue offense on hit. Made it easier to combo into supers on hit
* j.214M {{clr|buff|BUFF}}
** Increased sliding knockdown time
Made it easier to continue offense on hit
* 214S {{clr|buff|BUFF}} {{clr|reworked|REWORK}}
** Decreased total duration
** Can be done even while Powered Shell (214S) is already active
Made it easier to use in neutral
* 236HS {{clr|nerf|NERF}}
** Decreased minimum damage
Made it do less damage to soften the combo
* Z Assist (A Type) {{clr|buff|BUFF}}
** Decreased startup
** Reflects the opponents ki blasts
** Changed knockback
** Increased opponent's hitstop on hit
Made changes to distinguish it from his B Type Z Assist
 
{{Character Label|DBFZ|SSB Vegito|64px}}
* 2S {{clr|buff|BUFF}}
** Changed knockback on non-cinematic hit
** Increased untech time on non-cinematic hit
Made it easier to combo on non-cinematic hit
* j.S {{clr|buff|BUFF}}
** Increased untech time
Made it easier to combo
* 236X {{clr|buff|BUFF}}
** Decreased damage proration on non-cinematic hit
Made the damage higher when used in combos
* 236M/H {{clr|buff|BUFF}}
** If the first hit whiffs, the followup multi-hits can still cause cinematics
Increased use cases
* 236S {{clr|buff|BUFF}}
** Increased hitbox
Made it more useful in neutral and combos
* 236LM/HS {{clr|buff|BUFF}} {{clr|reworked|REWORK}}
** Decreased damage at long range, increased damage at close range
** Increased minimum damage
** Changed knockback on all hits but the last
** All hits but the last cause sliding knockdown
** Increased active frames on the last hit
** The last hit will not hit if the opponent is not below a certain height
Made changes to distinguish is from j.236LM/HS. Made it harder for only the first hit to land, causing lower damage
* Z Assist (A Type) {{clr|buff|BUFF}}
** Increased untech time
** Increased hitstop
** Increased landing recovery
** Increased hitbox
** Decreased startup
** Changed knockback
Made it easier to use, in line with other Z Assists
 
{{Character Label|DBFZ|Fused Zamasu|64px}}
* 5LLL {{clr|reworked|REWORK}}
** Made the throw range taller when used in a combo
** Added throw damage proration
Made it easier to combo. Brought the damage proration in line with other characters' 5LLL
* 5S {{clr|buff|BUFF}}
** Increased projectile speed
** Increased hitstop
** Increased untech time
** Changed knockback
** Increased recovery
Made it easier to combo
* j.2H {{clr|buff|BUFF}}
** Decreased startup
** Changed travel distance
** Increased landing recovery
** Removed landing recovery on cinematic hit
** Removed landing recovery when done from flight
Made it easier to combo. Made it hit grounded opponents when done immediately after a jump. Made it easier to use for mix-ups
* j.S {{clr|buff|BUFF}}
** Changed knockback on all hits but the last
** Made initial hitbox taller
Made it easier to combo
* 236X {{clr|buff|BUFF}}
** Increased travel distance on ground ver.
** Increased travel distance on cinematic hit
** Removed landing recovery on cinematic hit
Increased use cases for the ground ver.. Made it easier to continue offense on cinematic hit
 
{{Character Label|DBFZ|Goku|64px}}
* j.236M {{clr|buff|BUFF}}
** Wall bounces on cinematic hit
Made it easier to combo
* j.236H {{clr|buff|BUFF}}
** Increased travel distance downwards
Made it easier to use in neutral and combos
* 214X {{clr|buff|BUFF}}
** Can call assists earlier on hit
Made it easier to combo with assists
* 214M {{clr|buff|BUFF}}
** Decreased travel distance on hit
** Changed knockback
** Changed knockback on ground bounce
** Increased hitstop
Made it easier to combo with assists
* 214M/H {{clr|reworked|REWORK}}
** Made attacks not land until the followup hits on a cinematic hit
Made it so the cinematic cannot be interrupted
* 214S {{clr|buff|BUFF}}
** Can Z Change on hit
** Reduced recovery on hit
Made it easier to combo
* 236S (Ground, Upward Angled) {{clr|reworked|"UNIVERSAL" BUFF}}
** Increased damage
** Reduced recovery
Made it easier to use in neutral
* 236LM ~ HS/LM {{clr|buff|BUFF}}
** Can cancel into 3x Kaioken Kamehameha and 20x Kaioken Kamehameha on hit
Made it easier to combo into an Ultimate Z Change
* Z Assist (A Type) {{clr|buff|BUFF}} {{clr|reworked|REWORK}}
** Changed knockback
** Increased opponent's hitstop on hit
Made it easier to combo. Less corner carry on hit
 
{{Character Label|DBFZ|Vegeta|64px}}
* 5LLL {{clr|buff|BUFF}}
** Added head property invulnerability
Increased use cases in the neutral
* 5S {{clr|reworked|"UNIVERSAL" BUFF}}
** Changed knockback
Made it easier to combo into 5S followup hits
* 2M {{clr|buff|BUFF}}
** Made hitbox taller
Made it easier to combo.
* j.8S {{clr|reworked|NEW MOVE...KINDA}}
** Can now alter the ki blast's trajectory by inputting 8
Increased use cases
* 236L/M {{clr|buff|BUFF}}
** When the ground ver. is cancelled, Vegeta keeps his air options
Vegeta can double jump and airdash after a vanish
* 236H {{clr|buff|BUFF}}
** Becomes invulnerable earlier
Changed to be in line with other moves that become invulnerable in the same way. This is not referring to moves that appear behind the opponent, but to moves that have invulnerable frames a little after the start of the move
* 214L {{clr|buff|BUFF}}
** Increased sliding knockdown time on cinematic hit
Made it easier to combo
* 214M {{clr|buff|BUFF}}
** Ground bounces on cinematic hit
Made it easier to combo
* 214S {{clr|buff|BUFF}}
** Increased throw range
** Increased active frames
** Untech time is unaffected by hitstun scaling
** Increased untech time on cinematic hit
** Increased recovery on hit
Made it easier to land. Made it so there are more followup options
* 236LM/HS {{clr|buff|BUFF}}
** Does more damage when done from 214S
Made it do more damage when done from 214S
* 214LM/HS {{clr|buff|BUFF}}
** Does more damage when done from 214S
Made it do more damage when done from 214S
* Z Assist (A Type) {{clr|buff|BUFF}}
** Decreased startup
** Increased untech time
** Change knockback
Made it easier to combo
 
{{Character Label|DBFZ|Cooler|64px}}
* 5S {{clr|buff|BUFF}}
** Increased opponent's hitstop on hit
** Increased untech time
** Changed knockback
Made it easier to combo
* 6H {{clr|buff|BUFF}}
** Made hitbox taller
** Always knocks forward
Made it easier to combo
* 214LM/HS {{clr|reworked|BUG FIX}}
** Fixed a bug where meter cooldown would not happen when the ground ver. whiffed
Fixed a bug
* Z Assist (A Type) {{clr|buff|BUFF}}
** Increased untech time
** Increased landing recovery
Made it easier to combo
 
{{Character Label|DBFZ|Android 17|64px}}
* 5L {{clr|buff|BUFF}}
** Changed knockback
Made it easier to combo after
* 5LL {{clr|buff|BUFF}}
** Decreased startup
** Changed travel distance and character position
** Increased hitbox
** Changed knockback
Made it so 5LL combos from 2L even if 5L whiffs
* 5LLL {{clr|buff|BUFF}}
** Changed character position
** Increased hitbox
** Decreased hurtbox
** Made pushbox taller in the first half of the move
** Added invulnerability against lows
Increased use cases
* 5M {{clr|buff|BUFF}}
** Decreased startup
** Increased hitbox
Made is easier to use in neutral
* 5S {{clr|reworked|"UNIVERSAL" BUFF}}
** Changed the knockback on all hits but the last
Made it easier to combo
* 2L {{clr|buff|BUFF}}
** Changed knockback
Made it easier to combo after
* j.S {{clr|buff|BUFF}}
** Decreased startup
** Changed travel distance
** Increased untech time
** Increased opponent's hitstop on hit
** Changed knockback
Made it easier to combo
* Rekka ~ 5H/S
** Increased active frames
** Increased recovery
** Can only be cancelled into on hit
Changed the move to account for EX moves costing less now. Changed the regular ver. to reflect changes to the EX ver.
* Rekka ~ 5H
** Can absorb hits from lvl 1s and lvl 3s
Made it stronger as a response to supers
* 236/214S {{clr|buff|BUFF}}
** Can do the air ver. after the ground ver.
** Decreased landing recovery
** Pushbox appears later
** Can be cancelled earlier
Increased use cases
* Z Assist (A Type) {{clr|buff|BUFF}}
** Increased active frames
** Increased untech time
** Reduced opponent's hitstop on hit
** Changed knockback
** Wall bounces on hit
Made it easier to use in combos
 
{{Character Label|DBFZ|Jiren|64px}}
* 5L {{clr|buff|BUFF}}
** Increased lower portion of the hitbox
Made it easier to hit short characters
* 5S {{clr|buff|BUFF}}
** Decreased startup
** Increased opponent's hitstop on hit
** Decreased untech time
** Increased recovery
Made it easier to use in neutral and combos
* 2S {{clr|reworked|"UNIVERSAL" BUFF}}
** Increased damage on cinematic hit
This change is to reflect the damage change to 2Hs
* j.2H {{clr|buff|BUFF}}
** Decreased startup
** Made the initial hitbox taller
** Made the hitbox come out even when done at minimum height
** Made the attack come out as soon as you release the button hold
** Increased the sliding knockdown time
** Changed the timing for calling Z Assists when this move causes a cinematic hit
** Increased damage on button hold ver.
Made it easier to combo. Increased damage to match the damage increase to j.H
* 236X {{clr|buff|BUFF}} {{clr|reworked|BUG FIX}}
** Increased hitstop
** Decreased damage proration on non-cinematic hit
** Fixed a bug where the effect would not appear on clash
Made combos after do more damage
* 214X {{clr|buff|BUFF}}
** Increased damage
** Changed effect on cinematic hit
Made it easier to distinguish on a successful counter. Made it so j.H causes a cinematic if Jiren does not land before the combo ends
* 214L/M {{clr|buff|BUFF}}
** Increased meter gain
Made it easier to distinguish on a successful counter
* 214L {{clr|buff|BUFF}}
** Can catch lows now
Made it easier to counter moves
* 214M {{clr|buff|BUFF}}
** Decreased total duration
This change is to distinguish is from the L ver.
* 214S {{clr|buff|BUFF}}
** Can now counter Z Assists
** Changed effect on cinematic hit
Increased use cases. Made it so j.H causes a cinematic if Jiren does not land before the combo ends
* Z Assist (A Type) {{clr|buff|BUFF}} {{clr|reworked|REWORK}}
** Position change based on the distance from the opponent
** Changed knockback
** Increased untech time
** Increased startup
Made it easier to use, in line with other Z Assists
 
{{Character Label|DBFZ|Videl|64px}}
* Great Saiyaman Attacks {{clr|buff|BUFF}}
** Decreased the cooldown time before another Great Saiyaman attack
Made it easier to use in neutral and combos
* 5L {{clr|buff|BUFF}}
** Increased travel distance other than when cancelled into itself
Made it easier to combo
* j.2S {{clr|buff|BUFF}}
** Increased the sliding knockdown time
Made it easier to combo
* 6H {{clr|buff|BUFF}}
** Added invulnerability to ki blast
Increased use cases
* 236H {{clr|buff|BUFF}}
** Increased travel distance
Made it easier to use in neutral
* 22X {{clr|buff|BUFF}}
** Changed knockback on cinematic hit
** Decreased damage proration when used as a follow up from 236X
Made it easier to combo
* 214M {{clr|buff|BUFF}}
** Increased the sliding knockdown time on the Great Saiyaman attack
Made it easier to combo
* 236HS {{clr|buff|BUFF}} {{clr|reworked|BUG FIX}}
** Counters on frame 1
** Fixed a bug where meter gain cooldown does not kick in on whiff
Increased use cases. Fixed a bug
* Z Assist (A Type) {{clr|buff|BUFF}} {{clr|reworked|REWORK}}
** Decreased startup
** Increased opponent's hitstop on hit
** Reduced travel distance
Made it easier to use, in line with other Z Assists
 
{{Character Label|DBFZ|Janemba|64px}}
* 5S/2S/j.S {{clr|buff|BUFF}}
** Decreased startup outside of combos
Made it easier to use in neutral. The startup during combos is the same as before
* 236X {{clr|buff|BUFF}}
** Decreased recovery
** Janemba falls earlier after the air ver.
** Changed recovery on cinematic hit
Made it easier to use in neutral
* 236/214S {{clr|buff|BUFF}}
** Even if the opponent is in the air and the corner, Janemba will teleport into the corner when teleporting from the air to the ground.
This change is to make it more clear when Janemba takes the corner
* j.214X {{clr|buff|BUFF}}
** The projectile bounces off the corner
** Increased projectile travel distance
** Increased the amount of time before the attack automatically goes off
Increased use cases
* 214M/H {{clr|buff|BUFF}}
** Changed effect on cinematic hit
Made it so j.H causes a cinematic if Janemba does not land before the combo ends
* Z Assist (A Type) {{clr|buff|BUFF}}
** Decreased startup
** Increased number of attacks
** Changed single hit damage, increased overall damage
Made it easier to use, in line with other Z Assists
 
{{Character Label|DBFZ|SSB Gogeta|64px}}
* j.H {{clr|buff|BUFF}}
** Decreased startup
Made it easier to use in neutral and combos
* j.2H {{clr|reworked|"UNIVERSAL" BUFF}}
** Increased damage on cinematic hit
Increased damage to match the damage increase to j.H
* 214L {{clr|buff|BUFF}}
** Increased the window where the move cannot clash
Made it a better antiair
* 214S {{clr|buff|BUFF}}
** Changed effect on cinematic hit
Made it so j.2H causes a cinematic if Gogeta does not land before the combo ends
* 236L ~ M {{clr|buff|BUFF}}
** Made it not do lower damage when done in the corner
Does the same damage in the corner
* j.236L~ M {{clr|buff|BUFF}} {{clr|reworked|BUG FIX}}
** Increased hitstop on hit
This change makes it harder for the number of hits to decrease based on positioning
 
{{Character Label|DBFZ|DBS Broly|64px}}
* 2L {{clr|buff|BUFF}}
** Increased travel distance
** Increased hitbox
** Increased hurtbox
Made it easier to use in neutral and combos
* 5[H] {{clr|reworked|"UNIVERSAL" BUFF}}
** Increased damage on the button hold ver.
This is on top of the universal 5/2H damage increase
* 236X {{clr|buff|BUFF}}
** Changed effect on cinematic hit
Made it so j.H causes a cinematic if Broly does not land before the combo ends
* 214X {{clr|buff|BUFF}}
** Changed effect on cinematic hit
Made it so j.H causes a cinematic if Broly does not land before the combo ends
* Z Assist (A Type) {{clr|buff|BUFF}}
** Decreased startup
** Changed knockback
This change is to distinguish this Z Assist from his B Type Z Assist
</div>
 
;Sources
[https://steamcommunity.com/app/678950/eventcomments/1746772002633427425 Steam]
 
[https://en.bandainamcoent.eu/dragon-ball/news/dragon-ball-fighterz-patch-notes-121 Bandai Namco Europe]
 
[https://cms.bnea.io/sites/default/files/static-files/DBFZ_Patch-Notes-1.21.pdf Bandai Namco America]
 
[https://dbfz.bn-ent.net/information/?p=873 Bandai Namco Japan (Part 1)]
 
[https://dbfz.bn-ent.net/special/update1_21.php Bandai Namco Japan (Part 2)]
 
[https://www.evernote.com/shard/s296/client/snv?noteGuid=ba830eb5-a6ba-4aee-9511-78dbe3adc527&noteKey=ed8547ddec2950cb4b11494e74a72e5d&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs296%2Fsh%2Fba830eb5-a6ba-4aee-9511-78dbe3adc527%2Fed8547ddec2950cb4b11494e74a72e5d&title=DRAGONBALL%2BFIGHTERZ%2BSEASON%2B3%2B%25282020%252F2%252F25%2529%2BPATCH%2BNOTES Translation] [https://twitter.com/GREATFERNMAN by @GREATFERNMAN]
 
==Version 1.20==
;New Content
Added {{Character Label|DBFZ|DBS Broly|64px|label=Broly (DBS)}}
 
;Sources
[https://dbfz.bn-ent.net/information/?p=763 Bandai Namco Japan]
 
==Version 1.19==
;New Content
Added {{Character Label|DBFZ|SSB Gogeta|64px|label=Gogeta (SSGSS)}}
 
;Sources
[https://dbfz.bn-ent.net/information/?p=588 Bandai Namco Japan]
 
==Version 1.18==
;New Content
Added {{Character Label|DBFZ|Janemba|64px}}
 
;Sources
[https://dbfz.bn-ent.net/information/?p=521 Bandai Namco Japan]
 
==Version 1.17==
;New Content
Added {{Character Label|DBFZ|GT Goku|64px|label=Goku (GT)}}
 
;Sources
[https://dbfz.bn-ent.net/information/?p=363 Bandai Namco Japan]
 
==Version 1.16==
 
;Sources
[https://dbfz.bn-ent.net/information/?p=262 Bandai Namco Japan]
 
==Version 1.15==
----
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide">
'''Patch Notes: THE Season 2 Update'''
----
<div class="mw-collapsible-content">
;System Changes
*''' 5LLL: {{clr|buff|BUFF}}
** Can now be linked to a Z Change
** Will always knock the opponent forward on hit
*''' j.L: {{clr|reworked|BUG FIX}}
** Fixed an issue in which an air auto-combo would not occur if j.L connected at a low position in the air
*''' j.H: {{clr|reworked|BALANCE?}}
** Opponent falling speed increased on cinematic hit
** Sliding knockdown time decreased
** Can only transition to a Z Change when performed in a ground "Dynamic" combo (5LLLLLL'''L''')
*''' Air Dragon Rush (j.DR): {{clr|reworked|BALANCE?}}
** Mid-combo Opponent falling speed increased
This change mimics the universal j.H change
*''' Hurtboxes: {{clr|reworked|ADJUSTMENT}}
** Adjusted crouching and moving hurtboxes
*''' Vanish: {{clr|buff|BUFF}}
** Increased minimum damage
*''' Projectiles: {{clr|reworked|BUG FIX}}
** Fixed an issue in which damage scaling would not apply when a projectile connected during an attack
*''' Sub-Character Attacks: {{clr|reworked|BUG FIX}}
** Fixed an issue in which guard direction would be reversed if a sub character's projectile flew past the opponent
*''' Button Settings: {{clr|reworked|QUALITY OF LIFE}}
** Simple Dash can now be set to "Normal" or "Off"
** Simple Z Change can now be set to "Normal", "Down Input", or "Off"
;Character Changes
{{Character Label|DBFZ|SS Goku|64px}}
* 5LLL {{clr|buff|BUFF}}
** Initial attack hitbox increased
* j.2H {{clr|reworked|QUALITY OF LIFE}}
** Increased horizontal travel distance on use
* j.S {{clr|buff|BUFF}}
** Initial hitbox increased
* 236X {{clr|reworked|REWORK}} {{clr|buff|BUFF}}
** Increased damage
** Adjusted properties on cinematic hit
** Adjusted air ver. hitbox
** Opponent falling speed increased when hit airborne
* 236L {{clr|reworked|REWORK}}
** Increased air ver. active frames
** Now triggers a cinematic hit
* 236H {{clr|buff|BUFF}}
** Adjusted where Goku appears during the attack
** Attack start-up now changes based on distance from the opponent.
** Decreased startup when the opponent is in hit stun and airborne (Opponent is in a combo)
** Can buffer supers when ground ver. hits the opponent
** Removed head property on ground ver.
* 214X {{clr|reworked|REWORK}} {{clr|buff|BUFF}}
** Increased untech time
** Adjusted recovery, removed landing recovery
** Increased damage
** Increased proration
** Adjusted properties on cinematic hit
** Removed head property on ground ver.
* 214L {{clr|reworked|ADJUSTMENT}} {{clr|buff|BUFF}}
** Increased horizontal travel distance on use
** Adjusted hit properties of ground ver. on hitting a grounded opponent
214L now keeps the opponent standing on ground hit
* 236S {{clr|reworked|BUG FIX}}
** Fixed an issue in which recovery would increase if all hits of 236S[9] did not land
* 214L+M/H+S {{clr|nerf|NERF}}
** Adjusted properties on hit
Changed hard knockdown okizeme. Opponent is pushed full screen on hit
 
{{Character Label|DBFZ|SS Vegeta|64px}}
* Wake up
** Adjusted wake up timing
* j.S
** Adjusted when projectile starts moving
** Decreased blowback on hit
** Initial attack hitbox increased
* 236X
** Adjusted properties on cinematic hit
* 236L
**  Delayed window for cancelling into vanish
* 236M
** Reduced recovery for air ver.
214X
** Increased recovery for air ver.
214M/H
** Opponent falling speed increased when final hit connects
** Sliding knockdown time decreased
* j.2L
** No longer triggered when inputting j.1L or j.3L
** Increased recovery
** Adjusted travel distance
** Will no longer ground bounce when hitting the airborne opponent from low heights
** Will no longer cross up
* 236S
** Increased damage
** Increased meter gain
** Decreased start up
** Decreased hitstop
** Increased untech time for ground ver.
** Adjusted blowback for ground ver.
** Adjusted when projectiles start moving for air ver.
** Initial attack hitbox increased for air ver.
* j.236H+S
** Will now ground bounce on hit
** Increased Ultimate Z change window
** Reduced base damage
* 214L+M/H+S
** Adjust blowback on hit
** Increased untech time
** Vegeta can no longer move until he lands
** Vegeta falls faster after air ver.
 
{{Character Label|DBFZ|Piccolo|64px}}
* 5H
** Initial attack hitbox increased upwards
* j.H {{clr|buff|BUFF}}
** Decreased damage
* 5S/2S/j.S
** Increased proration
** Increased damage
* 6S/3S
** Decreased hitstop
** Now unable to Z change cancel on whiff
* 214X
** Unified directional input when canceling into Super Attacks
** Ground ver. can no longer tank sparking activation
* j.214L
** Increased proration when used as a combo starter
* j.214M
** Decreased proration when used as a combo starter
* j.214H
** Increased damage
** Increased proration when used as a combo starter
** Increased sliding knockdown time
* 236X
** Decreased startup when opponent is in an air combo
** Adjusted properties on cinematic hit
* 236S {{clr|buff|BUFF}}
** Increased untechable time
** Increased blowback on hit
** Increased recovery when the opponent is hit the moment the projectile becomes active
* 236HS
** Decreased interval between each projectile
** Adjusted properties for the last hit
* Assist {{clr|buff|BUFF}}
** Increased untechable time
** Increased blowback on hit
This change mimics the changes to the point ver. of the same move
 
{{Character Label|DBFZ|Teen Gohan|64px}}
* Mid-air Stun
** Hurtbox increased upwards when falling
* 5L
** Decreased time window for cancelling into 5LL on whiff
* 5LL
** Decreased landing recovery
* 5LL
** Adjusted travel distance
** Now always faces the opponents direction
** Increased startup
* 2L
** Initial attack hitbox increased
* 236X
** Can now be followed up with H (236LLL'''H''' is now possible)
** Can now follow up even if only the last active frames hit the opponent
** Decrease hitbox upwards
** Fixed an issue where the timing for using vanish on cinematic hit was weird
** Decreased last hits recovery
** Decreased blowback on last hit
** Increased untechable time on last hit
* 236L
** Adjusted landing recovery
** Gohan now falls to ground when it hits the opponent
* 236M/H
** Removed head property
** Adjusted travel distance
** Lowered height on activation
** Adjusted landing recovery
* 214H
** Adjusted properties on non-cinematic hit
** Increased untechable time on non-cinematic hit
* j.236L
** Can now hold either L, M or H to continue kicking
** Now attacks right before landing
** Increased landing recovery
** Adjusted blowback based on opponents height
** Increased untechable time
** Decreased travel distance
** Can now buffer supers on landing
* j.236M
** Decreased damage
** Decreased meter gain
* j.236M/H
** Adjusted travel distance
** Added slight rebound effect after the attack is blocked
** Increased recovery
** Adjusted properties on cinematic hit
* 236L+M/H+S
** Adjusted hit properties when closed to the opponent
* Assist
** Appears further foward when the opponent is close to you or when opponent is in an air combo
 
{{Character Label|DBFZ|Frieza|64px}}
* Mid-air stun
** Hurtbox increased upwards when falling
* Air Dragon Rush (j.DR)
** Adjusted travel distance when you're snapbacked
* 5L
** Decreased startup
** Increased travel distance
* 5LL > 5LLL
** Longer time window for cancelling into 5LLL on whiff
* 2L
** Decreased startup
** Decreased initial hits hitstop
** Increased travel distance
* 5H
** Increased the first hits active frames
** Decreased the first hits hitstop on block
** Decreased the first hits knockback
** Initial attack hitbox has being increased
** Projectiles disappear when you cancelled into vanish
** Decreased blockstun
** Increased buffer time for when a cinematic hit is triggered
* 5S
** Decreased last hits unctechable time
* j.M
** Decreased first hits hitbox
** Decreased first hits hitstop
** Decreased startup
** Reduced blowback on hit
** Adjusted moves speed in an air auto-combo
* j.2H
** Adjusted travel distance
** Now triggers cinematic hit on airborne opponents
* j.2S
** Increased hitbox
* 236X
** Decreased recovery
** Decreased hitstop on block
** Changed the time window for cancelling into vanish
* 236L/M
** Decreased untechable time
* 236S
** Increased hitbox
** Decreased first hits blowback on hit
** Decreased recovery on whiff
** Decreased blockstun
** Decreased untechable time for projectile part of the move
** Decreased startup for ground ver.
* 214S
** Decreased startup
** Decreased recovery
** Increased proration
* 22S
** Increased hitbox
* 236L+M/H+S {{clr|reworked|BUG FIX}}
** Fixed issue where the minimum damage would change sometimes
* 214L+M
** Adjusted hit properties
** Adjusted blowback on hit
** Adjusted speed when the opponent is hit
Now harder to cross up the opponent
* 214H+S
** Adjusted meter penalty time after triggering Golden Frieza
 
{{Character Label|DBFZ|Captain Ginyu|64px}}
* Dragon Rush
** Can now cancel into S move when used in a combo
* 5LL
** Adjusted blowback on hit
** Decreased startup of second hit if the first hit confirms
** Decreased hitstop of first hit
* 5H/5[H] {{clr|reworked|NEW MOVE...KINDA}}
** Can now charge 5H by holding H
** Holding 4 while charging will change the travel distance
* j.L
** Adjusted blowback on hit
** Decreased startup of second hit if the first hit confirms
** Only the first hit that connects with the opponent will hit overhead
* 5S/j.S
** Will no longer trigger attack when holding 4
* 5S/j.S (Recoome)
** Increased hitstop
* j.S (After body change)
** Increased recovery
** Keeps momentum from last movement
* Ginyu Force moves
** When the Ginyu Force assist and the opponent collide, the assist position will differ slightly
** Added foward blowback on hit
** Adjusted timing for cancelling into vanish
** When used midair, now less prone to land mid-startup
* 236S {{clr|reworked|NEW MOVE}}
** Added new command for Ginyu Force moves
* 236S (Recoome)
** Holding S no longer changes the moves properties
'''New Recoome command'''
** Decreased startup
** Blowback on hit adjusted
** Increased hitstop
** Increased damage
** Increased proration
** Invul to ki blast
* 236S (Burter)
** Increased moves hurtbox
** Burter's attacks will no longer hit the opponent if they're far away from each other
* 236S (After body change)
** Can now be used after 236X
* 236M
**  Decreased startup on ground ver.
** Adjusted properties on hit
* 214L+M/H+S
** Decreased startup
* Assist
** Decreased blowback on hit
 
{{Character Label|DBFZ|Trunks|64px}}
* 5LL
** Decreased travel distance
* 5LLL
** Increased the hitbox and collision box upwards
** Fixed an issue where the conditions for a cinematic hit differed from the other characters
* 2H
** Now unable to cancel into 5S
* jH
** Increased the blowback on a cinematic hit
* 5S
** Decreased recovery when hitting the opponent
** Increased buffer time
* jS
** Increased buffer time
* 236X
** Increased travel distance
** Adjusted landing recovery on cinematic hit
** Adjusted properties on a cinematic hit
** Increased damage for ground ver.
* 236L/M/H
** Increased recovery
* 236H
** Air ver. has faster startup
* 214X
** Fixed an issue where you couldn't perform certain gatlings after inputting additional commands
** Increased buffer time after inputting an additional command
** Increased time window to cancel into other commands
** Now able to cancel the ground ver. into the air ver.
** Now unable to use it more than once in the air
** Air ver. no longer spends jumps
* 214H
** Increased travel distance
* 214X ~ S
** Increased untechable time
** Faster startup
** Increased recovery
** Increased buffer time
* 214LM
** Decreased active frames
** Adjusted travel distance
** Adjusted blowback on hit
** Adjusted Trunks' position after hitting the opponent
* Assist
** Decreased untechable time
** Decreased blowback on hit
** Now appears on a different position if you're in the corner
 
{{Character Label|DBFZ|Cell|64px}}
* 5L
** Decreased active frames
** Decreased startup
* 5LL
** Increased the travel distance when holding 4
** Now also decreases travel distance if you hold 2
* 5LLL
** Increased vertical distance between Cell and the opponent when grabbed
** Increaased buffer time for Super Dash
** Increased untechable time
** Decreased active frames
** Fixed an issue where the interaction looked off when you used Vanish on specific timing
* 2L
** Decreased startup
* 2S
** Adjusted the time it takes until landing and overall recovery frames
* j.S
** Startup is now faster when used after a Smash-triggering j.H
* 236X series
** Adjusted properties on hit
* 236L
** Now triggers a cinematic hit on the last hit
** Increased startup on air ver.
** Increased fall speed on air ver.
** Increased opponent's blowback on air ver.
* 236H
** Increased untechable time
** Decreased startup on air ver.
* 214H
** Now pulls the opponent closer on block
** Adjusted properties on hit
** Decreased damage
** Changed the last hit's behavior on hit
** Ground ver. last hit can only be triggered once per combo
* 236S
** Fixed an issue where the ground diagonal ver. would have increased recovery unless all hits confirmed (same as SSJ Goku change)
** Fixed an issue where the air ver. would have increased recovery unless all hits confirmed
** Increased hitstop for air ver.
** Adjusted air ver. blowback on hit
** Increased hitbox for air ver.
* Assist
** Increased hitstop
** Adjusted blowback on hit
** Increased hitbox
 
{{Character Label|DBFZ|Android 18|64px}}
* 5L
** Increased travel distance
** Decreased startup
** Can no longer gatling into itself
** Decreased active frames
** Decreased horizontal hitbox
** Increased vertical hitbox
* 5LL
** Increased travel distance
** Increased startup
** Adjusted hitbox and hurtbox
** Increased knockback
** Increased recovery
* 5LLL
** Increased travel distance
** Increased hitbox
* 5M
** Increased travel distance
* 5H
** Adjusted the properties on a cinematic hit
* 2M
** Decreased travel distance
* 2H
** Initial attack hitbox increased downwards
* 2S
** Adjusted travel distance
** Increased startup
** Decreased blockstun
** Adjusted hitstop
** Increased untechable time
* j.M
** Increased startup
* j.2H
** Adjusted travel distance
* j.S
** Stops air momentum faster than before
* 236X
** Increased hurtbox on whiff
** Opponent's position after being grabbed is now uniformed
** Increased damage
** Decreased proration
* 236L
** Decreased startup
** Decreased travel distance
** Decreased recovery on hit
** Increased slide knockdown time
* 236M/H
** Can now hold either L, M or H for the charged ver.
** Adjusted the input timing for charged ver.
** Increaed startup
** Increased hitbox
** Increased untechable time
** Will now knock down the opponent if the smash properties are already used in a combo
** Changed the timing for cancelling into vanish or supers
** Now able to buffer vanish and supers
* 236H
** Increased blowback on hit
* 214X series
** Adjusted the travel distance for air ver.
* 214L
** Cancel time window for ground ver. is now later
* 214M
** Decreased startup for ground ver.
** Increased landing recovery for air ver.
** Air ver. now a head property move
** Increased hitstop for the air ver. last hit
** Increased the air ver. hitbox downwards
* 214H {{clr|buff|BUFF}}
** Android 17 is now invulnerable
* 214S
** Opponent's blowback trajectory is now reliant on the move's projectiles
** Android 17 becomes invulnerable faster in air ver.
* 22S {{clr|buff|BUFF}}
** Now cancel-able into supers even if you hold the button
** The super's startup will be faster if you cancel into a super
* 236L+M/H+S {{clr|buff|BUFF}}
** Decreaed startup
** Will now track the opponent in mid air combos.
* 214L+M/H+S
** Added a hitbox that will only hit the opponent's assists
** Increased recovery
** Fixed an issue where the minimum damage value would change
* Assist {{clr|buff|BUFF}}
** Invulnerability starts faster
 
{{Character Label|DBFZ|Gotenks|64px}}
* Mid-air stun
** Hurtbox increased upwards when falling
* 5L
** Time window for canceling into 5LL on whiff is now slower
* 5H
** Decreased travel distance
** Increased knockback
* j.L
** Only the first hit that connects with the opponent will hit overhead (Same as Captain Ginyu)
** Increased recovery
* 236X
** Can now be held with either L, M or H for the charged ver.
* 236L
** Decreased recovery for ground ver.
** Increased travel distance for ground ver.
* 236H
** Increased travel distance
** Decreased blowback on hit for air ver.
** Decreased recovery for air ver.
* 214X
** Increased damage
** Added starter proration
** Adjusted blowback on hit
** Adjusted properties on a cinematic hit
** Now faces the opponent's direction on the last hit
* 214L
** Increased travel distance
** Increased recovery for ground ver.
* 214M
** Increased travel distance
* 214S
** Increased the untechable time on cinematic hit
** Increased blowback on hit
** Cinematic hit will no longer trigger when only the 2nd hit confirms
** Holding 8 now makes the attack hitbox move
** Now 2nd hit won't confirm if the 1st one is reflected
* j.214S
** Increased meter gain
* 214L+M/H+S
** The moves positioning will no longer change when Piccolo is in your team
** Now unable to move until landing on whiff
* Assist
** Now 2nd hit won't confirm if the 1st one is reflected
This change mimics the changes to the point ver. of the same move
 
{{Character Label|DBFZ|Krillin|64px}}
* 5H
** Increased knockback on block
* 5S/j.S
** Decreased damage
** Increased untechable time
** Decreased blowback on hit
* 2H
** Decreased startup
* j.M
** Decreased startup on 2nd hit
** Decreased hitbox on 1st hit
** Decreased hitstop on 1st hit
** Adjusted speed in an air auto-combo
* 236X
** Changed the conditions for a cinematic hit
** Adjusted properties on a cinematic hit
** Increased damage
** Decreased knockback
** Decreased recovery
** Opponent falls faster on hit
** Unable to move until landing
* 236M
** Now feints a backdash on ground ver.
* 236H
** Decreased recovery for the charged ver.
** Increased hitstop
* 214X (Bean)
** Increased recovery
** Decreased distance travel
** Throws bean faster
* 214X (Rock)
** Increased hitstop
** Increased untech time
** Increased startup
** Changed trajectory
** Removed landing recovery on ground ver.
* 214H
** Now throws 2 rocks
* 236S
** Falling speed now increases if you hold 2
* 214S
** Cancel window now later than before
* 236L+M/H+S
** You can now fire diagonally by holding 8 or 2
* 214L+M/H+S
** Increased recovery
** The falling part of the super will always appear on-screen, even if the opponent is up high in the air
* Ultimate Z-Change (DHC)
** Adjusted position
* Assist
** Decreased startup
** Adjusted position
** Changed rock trajectory
This change mimics the changes to the point ver. of the same moves
 
{{Character Label|DBFZ|Kid Buu|64px}}
* Mid-air stun
** Hurtbox increased upwards when falling
* 1M
** Increased recovery
* j.M
Adjusted behaviour for when it's used close to the ground
* j.S
** Initial attack hitbox increased
** Decreased blowback on hit
* 236X
** Increased knockback
** Increased blowback on hit
** Increased travel distance
** Decreased hitbox
** Increased startup for ground ver.
** Added starter proration for ground ver.
** Adjusted properties on a cinematic hit
* 236L
** Doesn't leap forward after touching the ground anymore
* 236H
** Increased damage
* 214X
** Adjusted properties on a cinematic hit
* 236S
** Adjusted properties on a cinematic hit
** Cancel window on block is now slower
* 214S
** Now cancels inertia on startup
* 214L+M/H+S
** Now unable to move until landing in air ver.
** Falling speed increased in air ver.
** Position and recovery will change based on height in air ver.
 
{{Character Label|DBFZ|Majin Buu|64px}}
* 5LL > 5LLL
** Reduced the cancel window from 5LL to 5LLL
* 5LLL
** Now a throw move
** Decreased active frames
** Increased travel distance
* j.H
** Increased blowback on hit
* 236X
** Changed the conditions for triggering a cinematic hit
** Changed the movement for when a cinematic hit is not triggered
** Adjusted the behavior on hit
** Increased damage
** Decreased proration
** Ground ver. now hits above Buu as well
* 236H
** Adjusted properties on a cinematic hit
* 214X
** Adjusted properties on a cinematic hit
** Increased travel distance
* 214M
** Increased startup
* 214S
** Increased hitstop
** Adjusted the projectile's trajectory
** Hitbox increased downwards
** Opponent will now be airborne if he's released naturally by the fat
* 214L+M/H+S
** Amount of hits no longer changes when hitting from far away
** Decreased blowback
 
{{Character Label|DBFZ|Nappa|64px}}
* 5L > 5LL
** Reduced the cancel window between 5L and 5LL
* 5LL
** Won't chain from 5L anymore when holding 2
* 5S
** Added a strike-type hitbox at the start
** Will always blowback forward now
** Ignores ki blasts at the start
** Decreased number of ki blasts it clashes with
** Increased the projectile's hitstop
** Increased the projectile's blowback
** Increased hitbox
* j.S
** Increased startup
** Increased blowback on hit
** Decreased untech time
** Decreased blockstun
** Added proration
* j.2H
** Landing part of the move is now also jump cancelable in Sparking
** Jump count no longer resets at the landing part of the move
** Decreased startup
** Increased travel distance
** Increased blowback on hit
** Increased hitbox on the landing part
** Unable to cancel the move right before landing
** Now triggers a cinematic hit on hit
* 236X
** Moves behavior now changes if you hold the button
** Increased damage
** Adjusted proerties on a cinematic hit
** Adjusted static difference on block (either more or less safe on block)
* 236L
** Now triggers a cinematic hit
* 214H
** Pressing buttons during the move will change the Saibaiman's attacks
** Saibaiman's color has changed
* 214X (Nail Slash)
** Increased untech time
** Increased hitbox downwards
* 214X (Slide)
** Decreased damage
** Increased hitstop
* 214X (Vomit)
** Decreased damage
** Untech time won't be affected by the combos proration
* 214X (Self-destruct)
** Increased damage
* 236S
** Changed the attacks position
** Holding the button changes the attacks position
* 214S
** Cinematic hit will trigger regardless of whether guard point activated or not
** Adjusted properties on a cinematic hit
** Decreased damage
** Changed the timing for holding the button
** Decreased the blowback on the first hit
** Increased hitbox
* Assist
** Will always appear at close-range (not sure if refers to Nappa itself or the explosion)
 
{{Character Label|DBFZ|Android 16|64px}}
* Ground Dragon Rush
** Fixed an issue where the camera would move too much on a Snapback
* 6M
** Adjusted hitbox
* 5L
** Increased recovery
** Increased hitbox downwards
* 5LLL
** Throw range increased vertically
* 2H
** Increased recovery
** Initial attack hitbox increased downwards
* j.M
** Decreased damage
* j.H
** Adjusted properties on hit when used from a ground "dynamic" combo (5LLLLLL'''L''')
* j.2H
** Increased startup
** Now hits overhead
** Added starter proration
** Increased recovery
** Increased hitstop on block
** No longer hits behind 16
** Triggers a cinematic hit on air hit
** Adjusted properties on a cinematic hit
** Now jump cancelable in sparking
* j.S
** Initial attack hirtbox increased
** Adjusted blowback on hit
* 236X
** Opponent's position after being hit is now uniformed
* 236L
** Decreased startup
* 236M/H
** Adjusted properties on a cinematic hit
** Cancel-able into Super Dash and Z-Change on a cinematic hit
* 214X
** Increased upper and lower hitboxes
** Opponent's position after being hit is now uniformed
** Increased damage
** Decreased damage for when a cinematic hit triggers mid-combo
** Decreased meter gain for when a cinematic hit triggers mid-combo
* 214M/H
** Adjusted properties on a cinematic hit
* 214H
** Decreased startup on the throw part of the move
** Decreased proration on the last part of the move
** Decreased damage on the ground ver. last part
** Increased proration on the ground ver. last part
* j.236X series
** Increased hitbox downwards
** Increased travel distance
** Increased recovery
** Will face opponent's direction after the move
** Opponent's position after being hit is now uniformed
** Increased damage
** Decreased damage for when a cinematic hit triggers mid-combo
* j.236X series
** Decreased meter gain for when a cinematic hit triggers mid-combo
* j.236M/H
** Decreased startup
** Increased active frames
** Adjusted properties on a cinematic hit
** Cancel-able into Super Dash, Z-Change, and 214X on a cinematic hit
* 214S
** The last hit won't come out when the move is reflected
* 236L+M
** Increased the cancel window for a Ultimate Z-Change (DHC)
** Increased active frames when whiffed
** Adjusted properties on hit
** Increased air ver. damage when done from long-range
** Increased air ver. damage when done from long-range (cont)
* Assist
** Hitbox disappears if the point character takes damage
 
{{Character Label|DBFZ|Yamcha|64px}}
* j.2H
** Initial attack hitbox increased
* 236L/M ~ L/M
** Now able to use follow-ups on whiff as well
** Follow-ups now won't come out if you hold 4
** Now able to use 214X as a follow-up
* 236M
**  timing for the H follow-up is now slower
* 236X ~ L/M
** Increased travel distance
* 214X
** Adjusted the blowback on hit
** Now faces opponent's direction right before the last hit
** Increased recovery
** Adjusted properties on a cinematic hit
** Increased hitstop for the ground ver. last hit
* 214L/M
** Increased travel distance for ground ver.
* 214M
** Yamcha floats lower if the ground ver. is blocked
* 214H
** Increased untech time for the rotating part of the move
* 236X ~ S
** Decreased buffer window
** The inputted direction will align with the opponent's direction
* 236X ~ 6L/M
** Decreased blowback on hit
** Adjusted properties on a cinematic hit
* 236X ~ H
** Decreased recovery
** Will no longer come out if you have the M button pressed when pressing H
* 214L+M/H+S
** Decreased minimum damage
 
{{Character Label|DBFZ|Tien|64px}}
* 5LL
** Decreased damage
** Adjusted blowback on hit
* 5LLL
** Adjusted the hitstop on hit
** Increased hitbox
** Adjusted blowback on hit
* 5S/j.S
** Increased damage
** Increased untech time
** Adjusted blowback on hit
* 5S
** Increased recovery
* j.L
** Once the 1st hit touches the opponent, the 2nd hit won't be an overhead anymore
* j.S
** Initial attack hitbox increased
* 236M
** Increased the ground ver. travel distance
* 236H
** Increased the ground ver. travel distance
** Decreased startup on ground ver.
** Changed the conditions for triggering a cinematic hit
** Increased damage for air ver.
* 214X
** Increased damage
** Adjusted properties on a cinematic hit
** Increased travel distance
* 214X
** Adjusted blowback on hit
** No landing recovery when the move is blocked
* 214L
** Now triggers a cinematic hit
** Increased startup on air ver.
** Doesn't leap backwards on hit anymore
* 214M
** Increased startup on air ver.
* 214H
** Decreased startup on ground ver.
* 214S
** Increased untech time
** Increased hitstop on block
* 236L+M/H+S
** Decreased HP penalty
** Increased minimum damage
** Now activates a follow-up by holding the buttons
* 214L+M
** Decreased HP penalty
** Increased minimum damage
** Increased untech time
** Adjusted blowback on hit
** Adjusted position
 
{{Character Label|DBFZ|Adult Gohan|64px}}
* 5LLLLL (Level 1-7)
** Increased untech time on air hit
* 2H
** At Level 7, Gohan can cancel landing into any ground moves
* 5S
** Increased buffer window for gatlings
* j.H
** Increased blowback on a cinematic hit
* j.S
** Increased buffer window for gatlings
** Increased travel distance
** At Level 7, Gohan can cancel j.S into other aerial moves
* j.236X
** Can now be held with L, M or H buttons
** Increased travel distance
** Decreased damage
** Decreased meter gain
** Added hitbox right before landing
** Now able to buffer supers while in landing recovery
* j.236M
** Decreased landing recovery
* j.236H
** Adjusted travel distance
** Leaps slightly when blocked
* 214X
** Increased travel distance
** Adjusted blowback on hit
** Changed the conditions for triggering a cinematic hit
** Adjusted properties on a cinematic hit
** Will face the opponent's direction after the move
** Now able to buffer supers right before landing
** Has decreased startup if done while the opponent is taking damage mid-air (needs to be Level 1)
** Less recovery on ground ver. if done to an airborne opponent (needs to be Level 1)
* 214H
** Decreased startup on air ver. (needs to be Level 1)
* 214L+M/H+S
** Decreased knockback
* Assist
** Increased hitstop
** Now appears a bit farther ahead than before when the opponent is close to you, or when the opponent is taking damage mid-air
** Now only invulnerable to head property attacks
 
{{Character Label|DBFZ|Hit|64px}}
* Vanish
** Adjusted opponents position on a cinematic hit
* 5L > 5LL
** Reduced cancel window between 5L and 5LL
* 5LL
** Increased startup
** Increased travel distance
* 5LLL
** Adjusted blowback on hit
** Increased recovery on hit
** Decreased active frames on the 3rd hit
* 2L
** Increased damage
* 236X
** Changed the timing for cancelling into the S follow-up
** Decreased recovery for the S follow-up
* 236X ~ L
** Decreased starter proration
** Decreased damage
** Decreased meter gain
* 236X ~ M
** Decreased starter proration for same side ver. (236L ~ M)
** Increased damage
** Increased untech time
** Adjusted properties on a cinematic hit for crossup ver. (236M ~ M)
** Increased damage
** Increased hitbox upwards
* 214L/M
** Increased damage
* 236L+M
** Other attacks no longer hit the opponent while the air ver. is in motion
* 236H+S {{clr|reworked|REWORK}}
** Spends all meter at once to cause more damage
** Adjuster blowback on hit
** Increased recovery
** Unable to follow it up after successfully hitting it
 
{{Character Label|DBFZ|SSB Goku|64px}}
* 5LL
** Adjusted blowback on hit
** Adjusted untech time
** Adjusted hitstop
* 5M/4M
** Increased travel distance
** Increased recovery
* 5S
** Increased damage
** Adjusted blowback on hit
* j.2H
** Increased travel distance
* j.S
** Initial attack hitbox increased
** Adjusted blowback on hit
* 236X
** Adjusted properties on a cinematic hit
** Increased untech time
** Increased hitstop on hit
** Decreased recovery
** Increased travel distance
** Increased blowback on hit
* 236L
** Decreased startup
* 236M
** Increased active frames
** Increased damage for ground ver.
* 236H
** Decreased startup
** Increased damage
** If the opponent is within a set height, Goku will teleport to the opponent's location (Air ver. only)
* 214X
** Increased damage on a successful throw
** Increased hitstop on a successful throw
** Removed invulnerability during the H ver. teleport
** No longer able to connect two or more throws at once in a combo
* 214L
** Increased startup
* j.214X series
** Adjusted blowback on hit
** Increased travel distance
** Increased untech time
** No longer hits opponents behind Goku
** Initial attack hitbox increased
* j.214L/M
** Decreased startup
** Adjusted properties on hit
* j.214H
** Changed the behavior on hit
* 236S/214S
** Adjusted the teleport position
** Increased travel distance
** Decreased blockstun
** Adjusted properties on a cinematic hit
** Increased active frames
** Decreased startup on crossup ver.
* 236L+M/H+S
** Adjusted the conditions for teleporting before the super
** Decreased startup
** Increased recovery
** Increased Ultimate Z-Change (DHC) cancel window
* 214L+M/H+S
** Increased travel distance
** Adjusted position for when it's Ultimate Z-Changed (DHC)
** Holding the buttons before lv5 ver. switches sides
** Added a hitbox that only hits assists
* 214[L+M/H+S] (Level 5)
** Changed the behaviour after hitting the opponent
* Assist
** Now appears a bit farther ahead than before when the opponent is close to you, or when the opponent is taking damage mid-air
** Adjusted blowback on hit
 
{{Character Label|DBFZ|SSB Vegeta|64px}}
* Wake up
** Adjusted wake up timing
* 5L
** Adjusted the animation when you whiff cancel this move
* 5LLL
** Increased hitbox
* 5S
** Decreased blowback on opponents close to you
** Increased hitbox
* 2L
** Increased recovery
** Adjusted the animation when you whiff cancel this move
* 2H
** Increased active frames
* 2S
** Decreased blowback on hit
** Decreased untech time
* j.S/j.2S
** Decreased blowback on hit
** Increased hitbox
* 236X
** Will face the opponents direction after the move
** Travel distance now changes according to the follow-up used
** Adjusted blowback on hit
** Adjusted untech time
** Adjusted hitstop
** Adjusted damage
** Increased recovery
* 236L
** Decreased startup
* 236M
** Increased startup
* 214X
** Increased damage
** Increased proration
** Changed travel distance
** Increased active frames
** Will face the opponent's direction after the move
** Adjusted properties on a cinematic hit
* 214L
** Decreased active frames on ground ver.
* 236S
** Decreased startup
** Now able to buffer supers
** Increased proration
** Moves forward before attacking on ground ver.
** Decreased recovery on air ver.
** Increased hitstop on 1st hit
** Decreased hitstop on block
** Increased untech time
** Increased hitbox
* 236L+M
** Increased damage when holding the buttons
** Adjusted blowback on hit
* 214L+M/H+S
** Adjust blowback on hit
** Increased untech time
** Vegeta can no longer move until he lands
** Vegeta falls faster after air ver.
* Assist
** Increased hitstop on the first hit
** Decreased hitstop on block
** Increased untech time
** Increased hitbox
 
{{Character Label|DBFZ|Beerus|64px}}
* 5LL/2H/jM
** Adjusted Beerus Balls trajectory when hit by these moves
* 5LLL
** Adjusted hitbox for airborne opponents
** Decreased startup when the opponent is taking damage mid-air
** Increased hitbox upwards
* 5M
** Decreased startup
** Increased hitbox upwards
* 2M
** Adjusted blowback on hit
* j.M
** Increased active frames
** Increased hitbox downwards
* j.2H
** Adjusted blowback on hit
* j.S
** Initial attack hitbox increased
** Adjusted blowback on hit
* 236X
** Can now be held with L, M or H buttons
** Increased damage
** Increased proration
** Increased the Beerus Balls damage
** Decreased the Beerus Balls knockback
** Beerus Ball hitstop increases when launched by one of Beerus' moves
** Any Beerus Balls Beerus launches with his attacks won't disappear even if you perform a Z-Change
** Adjusted properties on a cinematic hit
** Landing recovery is cancelled if the hitbox appears on air ver.
* 214X
** No longer hits opponents behind Beerus
** Increased proration
** Adjusted travel distance
** Increased damage
** Now able to buffer supers while landing
** Made it so it's harder for Beerus to switch sides at the corner when using the ground ver.
* 214S
** Increased recovery
** Increased the falling speed after attacking
 
{{Character Label|DBFZ|Goku Black|64px}}
* 5S
** Increased untechable time on sword hit
** Decreased knockback on sword hit
** Projectile speed changed
** Ki blast speed can be controlled by inputting 4 and 6
* j.S
** Increased initial hitbox
* 236X
** The projectile levels are reduced, and they now cancel out with ki blasts
** Changed the projectiles damage proration
** Decreased damage
** Increased initial hitbox
** Ground ver. recovery increased
* 236L
** Changed how the opponent is blown back
* 236M
** Black falls faster on hit
* 236H
** Increased projectile speeed
** Increased damage
** Black falls faster on hit
* j.214X
** Will not hit opponents behind Black
** Knockback reduced
** Fall speed increased on hit
** Increased landing recovery
** Effect on cinematic hit changed
* j.214L
** Decreased hitstop
* j.214M
** Decreased startup
** Decreased damage
** Changed how the opponent is blown back
* j.214H
** Increased damage proration
** Fixed a bug where some damage would be recoverable damage
* 214S
** Changed effect on cinematic hit
** Increased damage
* 236L+M
** Fixed a bug where minimum damage changed
* 236H+S
** Initial hitbox increased
** Fixed a bug where the move would act weird if Ultimate Z Changed before the hit
** Changed how the opponent is blown back
** Increased untechable time
** Increased recovery
* 214L+M/H+S
** Added recovery until landing
 
{{Character Label|DBFZ|Android 21|64px}}
* Wake up
** Adjusted wake up timing
* 5L/2L
** Decreased startup
* 2M
** Increased recovery
** Untechable time increased for 3M ver.
** Changed how the opponent is blown back for 3M ver.
* 2S
** Decreased startup
** Decreased recovery
* j.H
** Increased startup
* j.S
** Changed how the opponent is blown back
* 214X
** Does not hit opponents behind her
** Movement distance changed
** Changed how the opponent is blown back
** Increased untechable time on first hit
** Increased hitstop on last hit
** Increased recovery
** Decreased startup
** Decreased meter gain on non-cinematic hits
** Increased damage on last hit
** Increased damage proration on last hit
** Decreased untechable time on last hit
* 214L
** Damage on non-cinematic hits decreased
* 214M
** Damage on non-cinematic hits decreased
** Ground ver. wall sticks on cinematic hit
* 236S
** Increased horizontal travel distance
* 236S/214S
** Can followup into various attacks with different button inputs on hit
** Decreased damage
** Decreased startup on Air ver.
* Stolen moves
** Moves are discarded after one use
** Can follow-up into various attacks with different button inputs mid-move
** Follow-ups transport 21 near the opponent when done on hit
* 236B (Blue / Kamehameha)
** Untechable time reduced
** Decreased knockback
** Decreased recovery
* 236Y (Yellow / Ki blast flurry)
** Decreased hit count
** Increased hitstop
** Decreased hitstop on block
** Increased startup
** Increased damage
** Increased meter gain
** Increased hitbox
** Decreased untechable time
** Changed movement distance
** Changed how the opponent is blown back
* 236G (Green / Explosive ki blast
** Moves farther
** Changed how the opponent is blown back
** Increased hitbox
** Changed the window for cancelling into followups
** Decreased startup on ground ver.
* 236P (Purple / Homing ki blast)
** Decreased startup
** Can have 2 on screen at once
** Increased untechable time
** Increased recovery when it hits at a close range
* Absorbed Solar Flare
** Added head invulnerability
** Decreased startup
** Decreased recovery
** Movement changed, now leaves 21 airborne on ground ver.
* 214Y (Yellow / Command grab)
** Head invulnerability on frame 1
** Air ver. now has head invulnerability
** Decreased recovery on air ver.
* 214P (Purple / Instant Transmission)
** Increased recovery
** Followups have damage proration on the first hit
** Changed where the 21 appears after the teleport, air ver. now appears on the ground
* 214G (Green / Barrier)
** The barrier stays even when cancelled into followups
** When cancelled into supers, the supers have decreased startup
** Super followups are possible even with held buttons
* j.214L+M/H+S
** Added recovery until landing
 
{{Character Label|DBFZ|Bardock|64px}}
* j.M
** Decreased hitstop on the 1st hit
* j.S
** Changed the way the opponent is blown back
** Decreased landing recovery
* 214X
** Changed the conditions for a cinematic hit
** Changed movement distance
** Increased recovery
* j.214L
** Decreased startup
* j.214M
** Increased startup
* 236M/236H ~ '''H'''
** Changed the hit effect on cinematic hit
** Made the 2nd hit of the ground ver. whiff on grounded opponents
** When the air ver. hits an airborne opponent, it will not go down to the ground
** Increased hitbox for the first hit of the air ver.
* j.236L+M[2]
** Increased Ultimate Z change window
** Now ground bounces on hit
** Decreased hitstop
** Decreased minimum damage
* 236H+S
** Decreased startup
** Increased recovery
** Changed hitbox
** Fixed a bug where minimum damage changed
* 214L+M/H+S
** Added recovery until landing on the air ver.
 
{{Character Label|DBFZ|Broly|64px}}
* M auto-combo
** Changed moves used when inputting 5MMMM
* 5LLL
** Can now cancel into Z-change
* 2M
** Changed how the opponent is blown back
* 5H
** Increased damage when button is held
* j.L
** Increased lower part of the initial hitbox
* j.H
** Increased untechable time on cinematic hit
* j.2H
** Now triggers a cinematic hit when it hits an airborne opponent
** Changed the opponent's position after the move hits
* j.S
** Altered the angle at which the upwards ki blasts shoot
* 236M/H
** Increased damage
* 236H
** Changed how the opponent is blown back
* 214X
** Movement distance changed
** Effect on hit changed
* 214L
** Decreased startup
* 214H
** Increased damage
* j.214X
** Effect on hit changed
** Added a buffer for vanish and sparking
* j.214M
** Increased startup
* j.214H
** Decreased damage
* 236L+M/H+S
** Increased number of hits the armor can absorb
* 236H+S
** Changed how the move acts
* 214L+M/H+S
** Fixed a bug where the minumum damage changed
* 214L+M
** Broly falls faster after the move is over
* 214H+S
** Decreased startup for air ver.
* Assist
** Increased hitstop on hit
** Decreased untechable time
 
{{Character Label|DBFZ|SSB Vegito|64px}}
* Vanish
** Changed the opponent's position during the cinematic
* 5LLL
** Increased throw range
* 5S
** Removed the ability to cancel into Z change when the 6S followup whiffs
** Increased untechable time
** Increased hitstop
** Increased recovery on hit
* j.H
** Decreased damage
* 2S
** Can now longer gatling from 2S into 5S
** Increased untechable tim
** Inputting S during the cinematic cancels into super dash
** Decreased meter gain
** Changed where the opponent goes on hit
* j.S
** Changed how the opponent is blown back
** Increased untechable time on cinematic hit
** Inputting S during the cinematic cancels into super dash
** Decreased meter gain
** Changed where the opponent goes on hit
* 236X
** Changed knock back
** Increased damage
** Increased proration
** Decreased horizontal travel distance
** Ground ver. motion on hit changed
** Remove landing recovery on ground ver.
** Changed effect when the first hit is reflected
** Air ver. moves upwards if the opponent is above Vegito
* 236M
** Decreased startup
* 214X
** Changed movement distance
** Changed throw range
** Decreased startup
** Decreased recovery
** Added recovery until landing on hit
** Changed effect on hit
* 214S
** Changed movement distance on successful counter
** Increased throw range
* 214L+M/H+S
** Adjust blowback on hit
** Increased untech time
** Vegeta can no longer move until he lands
** Vegeta falls faster after air ver.
 
{{Character Label|DBFZ|Fused Zamasu|64px}}
* 5L/2L/2M
** Decreased startup
* 5LL > 5LLL
** Reduced cancel window between 5LL and 5LLL
* 5LLL
** Now a throw move
** Decreased startup
** Decreased active frames
** Changed how far Zamasu moves
* 2H
** Increased startup
** Made it carry more dash momentum
** Increased hitbox
* 5S
** Decreased recovery
* j.L
** Increased initial hitbox
* j.2H
** Now a cinematic hit on airborne opponents
** Changed effect on cinematic hit
** Increased startup
* 236X
** Increased damage
** Increased knockback
* 236H
** Changed effect on cinematic hit
** Changed the movement of the S followup
** Increased startup
* 214X
** Increased hitstop on hit
** Decreased blockstun
* 236S
** Decreased startup
** Decreased recovery
** Changed the way the opponent is blown back
** Increased damage
** Changed effect on cinematic hit
** Projectile hitbox increased
** Air ver. movement distance changed, and has a set height when done low to the ground
* '''214S'''
** Changed the effect of flight ~ 236X on hit
** Flight ~ 214X comes out even when the button is not held
** The window for flight ~ 214X button hold is longer
* Flight ~ j.2H
** No longer triggered when inputting 1 or 3
** Now triggers cinematic hit on grounded opponents
* Flight ~ j.S
** Increased untechable time
** Can now gatling from j.S to j.2H
* 236H+S
** Projectiles travel further
** Effect on hit changed
** When near the corner, Zamasu moves backwards
** Fixed a bug that changed the minimum damage
* 236L+M
** Fixed a bug that allowed attacks to land during the cinematic time freeze
* 214L+M/H+S
** Changed how the opponent is blown back
** Increased recovery
** Decreased startup if the opponent is in a combo
** Zamasu falls faster after the move
* Assist
** Increased untechable time
** Increased hitstop on hit
** Changed how the opponent is blown back
 
{{Character Label|DBFZ|Goku|64px}}
* Vanish
** Changed the opponent's position during the cinematic
* 5LL
** Changed how the opponent is blown back on hit
** Decreased travel distance
** Decreased untechable time
* 5LLL
** Recovery standardised
** Decreased startup
* 5H
** Changed how the opponent is blown back on hit
* 2S/2SS
** Changed how the opponent is blown back
** Increased the cancel window on whiff
** Increased untechable time
* 2SS
** Changed the location of the ki blast
* 2SSS
** Effect on cinematic hit changed
** Made the ki blast disappear on cinematic
** Can now special cancel
** Changed how the opponent is blown back
* j.H
** Changed how the opponent is blown back
* j.2H
** Increased travel distance
* j.S
** Increased initial hitbox
** Changed how the opponent is blown back
* 236X
** Decreased startup
** Changed how the opponent is blown back
** Increased travel distance
** Decreased untechable time
** Increased hitstop on hit
** Keeps opponent grounded on ground hit
** Changed effect on cinematic hit
** Air ver. has increased recovery
* 236M/H
** Added invulnerability in the middle of the animation
** Increased damage
** Increased damage proration
* 214X
** Changed effect on hit
* '''236S'''
** Decreased startup
** j.236S[2]
** Changed how the opponent is blown back
** Increased untechable time
** Slide knocks down the opponent on hit
* 214S (Spirit Bomb)
** Decreased startup
** Can now special cancel on hit
** Changed effect on cinematic hit
* '''236L+M/H+S'''
** Made it so it cannot be followed up by a cinematic hit (other than supers)
** Fixed a bug that changed the minimum damage
** Increased blockstun on the L followup
* Kaioken Finisher (Kaioken ~ L+M)
** Goku autocorrects to face the opponent
* 214+L+M/H+S
** Decreased startup
** Spirit bomb moves faster
** Changed where the attacks starts
** Fixed a bug that changed the minimum damage
* Assist
** Increased untechable time
** Increased hitstop on hit
** When the opponent is in air hitstun and close, Goku appears further foward
 
{{Character Label|DBFZ|Vegeta|64px}}
* Wake up
** Adjusted wake up timing
* Vanish
** Changed the opponent's position during the cinematic
* 2S
** Increased initial hitbox
* j.S
** Increased initial hitbox
** Knocks opponent back further
** Decreased damage
** Decreased landing recovery
* 236L
** Vanish window moved later
** Decreased landing recovery
* 236M/H
** Changed cinematic
** Altered how far it moves, and removed momentum on landing
** Decreased recovery
* 236H
** Increased damage
** Made it harder to reach the corner on hit
* 214X
** Decreased startup when the opponent is in a combo
** Changed how the move hits when it is a cinematic hit
* 214L
** Added cinematic hit
* 214S
** Added special cancel on hit
** Increased untechable time
** Standardised the location of the opponent on hit
* 214L+M/H+S
** Knocks opponent further
** Increased recovery
* Assist
** Increased hitstop on hit
 
{{Character Label|DBFZ|Cooler|64px}}
* 5L > 5LL
** Reduce cancel window between 5L and 5LL
* 5LL
** Decreased startup
** Made hurtbox shorter
** Made hitbox shorter
* 5LLL
** Knocks opponent back less
** Changed effect on hit
* 5H
** Fixed a bug where the move was jump cancelable on hit
* j.L
** Made the initial hitbox of the move hit higher
* 6H
** Made the initial hitbox of the move hit higher
** Decreased damage
* 3H
** Decreased startup if the opponent is close
** Can now cancel into 5S
** Knocks opponent back less
** Decreased damage
* 236X
** Changed the effect on cinematic hit
** Changed the cancel timing (supers etc)
** Increased damage
** Moved the moment the move adds damage proration to the last hit
* 236M
** Decreased startup for air ver.
** Increased blockstun
* 236H
** Increased blockstun
* 214X
** Cooler falls faster
** Knocks opponent further back in the beginning of the move
** Increased recovery for air ver.
* 214L
** Increased travel distance
* j.214M
** Decreased travel distance
* 236S
** Decreased startup
* j.214L+M/H+S
** Now has recovery until landing on whiff
** Cooler falls faster after move
* Assist
** Cooler appears further foward if the opponent is in an air combo
 
{{Character Label|DBFZ|Android 17|64px}}
* 5LL
** Increased travel distance
* 2M
** Increased travel distance
** Knocks opponent back less
* 5S
** Knocks opponent back less
* 3H
** Attack level reduced (L starter?)
** Decreased startup
** Decreased recovery
** Increased travel distance
** Knocks opponent back less
** Hitbox made taller
** Hurtbox made taller
* 236/214X
** Increased untechable time
** Increased hitstop
** Pushbox during the attack made larger
* 236L
** Decreased startup
* Rekka ~ 5L
** Decreased damage proration
** Standardized recovery
** Cancel window for followups increased
** Decreased untechable time
** Increased hitstop
* Rekka ~ 6L
** No longer has head property
** Changed how far 17 moves, and lowered his vertical height
** Decreased hitbox
** Increased hitstop
** Increased hurtbox
* Rekka ~ 2L
** Decreased untechable time
** Increased hitstop
** Changed how the opponent is blown back on hit
** Made it harder to cross up the opponent
* Rekka ~ 5H/5S
** Changed the effect on cinematic hit
** Increased damage proration
** Decreased recovery
** Decreased untechable time
** Increased the size of the barrier
* 22S (Charge)
** Charges faster
** Decreased active frames
** Decreased recovery
** Decreased hitstop
** Increased untechable time
** Changed how the opponent is blown back
** Increased hitbox
** Made cancel timing later
* 236H+S
** New input, can be done on the ground
** Now frame 1 unvulnerable
** Can only be Ultimate Z Changed on hit
** Decreased startup
** 17 falls faster after the move
** Changed how the opponent is blown back
** Increased recovery
** The ground ver. adjusts for the opponent's height
This move is now a true reversal, it can be vanished out of though
* 214L+M/H+S
** Increased recovery
** Increased untechable time
** Changed how the opponent is blown back
** Hitstop changed
* Ultimate Z Change
** Changed from End Game to the new ground ver. of Barrier Explosion
* Assist
** 17 will appear further forward if the opponent is in a combo
** Decreased startup
** Increased the number of hits that can be absorbed
** Increased the size of the barrier
** Increased hitstop
** Decreased untechable time
** The opponent is knocked back further
 
{{Character Label|DBFZ|Jiren|64px}}
* 5LL
** Can now gatling into 2L
Makes 5L > 5LL > 2L... possible
* 5H
** Decreased startup
* 2S
** Will display "AntiAir" when beating air attacks now
** Inputting 1S on hit will cancel into a superdash
* j.M
** Decreased hitstop on first hit
* j.2H
** Increased initial hitbox
** Now has a cinematic hit effect when it hits an airborne opponent
** Fixed a bug where the opponent would be frozen in place when trading with the held ver.
* j.S
** Reduced blown back
* 236L+M
** Fixed a bug where the super would appear far away from Jiren
 
{{Character Label|DBFZ|Videl|64px}}
* Reflect (Videl's spot dodge)
** Throw invulnerability disappears once reflect starts up, just like other characters
** The sound effect for a successful dodge has been changed
* 5LLL
** Throw range larger
* 5M
** Increased cancel timing for 4MM
* 5S/2S/j.S/j.2S
** Vanish window changed
* 214X
** No longer hits when Videl is not the point character
** Untech time on the held ver. changed
** When the opponent is in a combo, the throw range is larger
* 236L+M/H+S
** Fixed being able to Z change while canceling into a special
</div>
 
;Sources
[https://steamcommunity.com/games/678950/announcements/detail/1747867544638782133 Steam]
 
[https://en.bandainamcoent.eu/dragon-ball/news/dragon-ball-fighterz-receives-one-of-its-biggest-patches-date Bandai Namco Europe]
 
[https://dbfz.bn-ent.net/information/?p=294 Bandai Namco Japan (Part 1)]
 
[https://dbfz.bn-ent.net/special/update1_15.php Bandai Namco Japan (Part 2)]
 
[https://www.evernote.com/shard/s467/client/snv?noteGuid=c86947d7-8143-426e-b56e-7768b2146f83&noteKey=b2de7f2d55d3d628316a3f569f244546&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs467%2Fsh%2Fc86947d7-8143-426e-b56e-7768b2146f83%2Fb2de7f2d55d3d628316a3f569f244546&title=DBFZ%2BMarch%2B2019%2BPatch%2BNotes Translation] [https://twitter.com/HiagoXYZ by @HiagoXYZ] [https://twitter.com/GREATFERNMAN and @GREATFERNMAN] [https://twitter.com/Globku , compiled by Globku]
 
==Version 1.14==
;New Content
Added {{Character Label|DBFZ|Jiren|64px}}
 
Added {{Character Label|DBFZ|Videl|64px}}
 
;Sources
[https://steamcommunity.com/games/678950/announcements/detail/1756869672922797474 Steam]
 
[https://en.bandainamcoent.eu/dragon-ball/news/dragon-ball-fighterz-receives-today-new-adjustment-patch Bandai Namco Europe]
 
[https://dbfz.bn-ent.net/information/?p=29 Bandai Namco Japan]
 
==Version 1.13==
----
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide">
'''Patch Notes: Late Season 1 Update'''
----
<div class="mw-collapsible-content">
;System Changes
*''' Super Dash: {{clr|reworked|BUG FIX}}
** Fixed a bug where your characters position (left or right) affected the trajectory of super dash
** Fixed super dash not ending immediately when it clashes with other moves
** Fixed super dash's trajectory acting strange when the opponent vanishes
*''' Super Dash, Z Change, Guard Cancel Change: {{clr|reworked|BUG FIX}}
** Fixed a bug where the character immediately landed after hitting an opponent near the ground
*''' Z Change, Guard Cancel Change: {{clr|reworked|ADJUSTMENT}}
** Made hitstop on block the same as super dash
*''' Guard Cancel Change: {{clr|nerf|NERF}}
** Takes smash on hit
** Increased recovery on hit
** Increased untech time on hit
*''' Z Assist: {{clr|nerf|NERF ASSIST ON DEFENCE}}
** You can no longer call a Z Assist in the same situations where you cannot Z Change (e.g: after blocking or taking damage)
*''' Air Dragon Rush (j.DR): {{clr|nerf|NERF}}
** Added Head property
*''' Vanish: {{clr|reworked|BUG FIX}}
** Fixed Z Change's trajectory becoming weird when vanished against
*''' Ground Dash (Foward): {{clr|reworked|ADJUSTMENT}}
** Special moves can be done during the startup of dash now
*''' Dragon Balls: {{clr|reworked|UI}}
** When a character is KOed, the game will now show how many dragon balls there are
*''' Special Move Inputs: {{clr|reworked|QUALITY OF LIFE}}
** Made it so special moves have input priority over Z Reflect when inputted at a specific timing (probably to make inputs easier)
*''' K.O Cinematic: {{clr|reworked|BUG FIX}}
** Fixed a bug where the animation continued when killing an opponent with a cinematic move
;Character Changes
{{Character Label|DBFZ|SS Goku|64px}}
* 236L/M {{clr|buff|BUFF}}
** Removed Head property on ground ver.
This move can no longer be anti-aired
 
{{Character Label|DBFZ|SS Vegeta|64px}}
* j.2H
** Added more horizontal travel distance
 
{{Character Label|DBFZ|Piccolo|64px}}
* 2S {{clr|buff|BUFF}}
** Decreased startup
** Increased hitbox
* Assist {{clr|reworked|ADJUSTMENT}}
** The orb no longer disappears during cinematics as long as Piccolo is still on screen
* 214L {{clr|buff|BUFF}}
** Ground ver. ground bounces on hit now
*j.214L/H
** Decreased startup
** Changed the falling speed on hit
** Increased untech time
* 3/6S:
** Increased hitbox
** Knocks opponent back on hit
** Changed effect on hit
* 3S:
** Decreased startup
{{Character Label|DBFZ|Teen Gohan|64px}}
* 5LL
** Changed the amount of vertical distance gained
** Increased untech time
** Added landing recovery
* 5LLL
** Changed the movement speed
** Changed the effect on hit
** Increased untech time
** Made the move Head property
This move can now be anti-aired
* 2S/j.S {{clr|reworked|BUG FIX}}
** Fixed a bug where the ki blast would not explode when hitting things like barriers
{{Character Label|DBFZ|Frieza|64px}}
* 5LLL {{clr|reworked|BUG FIX}}
** Fixed a bug where the cinematic would play out in an odd way
* 214S
** Changed the effect on hit if it hits on the way back
* OTG[H+S] (Reversal level 3) {{clr|buff|BUFF}}
** Changed the situations and timings during which the super can be done
** Increased startup
** Increased damage
{{Character Label|DBFZ|Captain Ginyu|64px}}
* 5LL {{clr|buff|BUFF}}
** Decreased startup
* 5LLL {{clr|buff|BUFF}}
** Made it possible to cancel into S moves on block or hit
{{Character Label|DBFZ|Trunks|64px}}
* 236L/H
** Removed Head property
This move can no longer be anti-aired
* 214L+M/H+S
** Increased grab range
{{Character Label|DBFZ|Cell|64px}}
* 2S
** Made the initial hitbox larger
** Blows opponent back on hit
{{Character Label|DBFZ|Android 18|64px}}
* Z Assist/j.214S {{clr|buff|BUFF}}
** Barrier size increased
* 22S/j.22S {{clr|buff|BUFF}}
** Can now protect allied Z Assists
{{Character Label|DBFZ|Gotenks|64px}}
* 2H {{clr|reworked|BUG FIX}} {{clr|buff|BUFF}}
** Increased the hitbox on the bottom of the move in the initial frames
Probably fixes anti-airing small characters
* 214S {{clr|reworked|BUG FIX}}
** Fixed a bug where the move would act strangely when it hit an assist
* 214L+M/H+S {{clr|nerf|NERF}}
** Recovery until landing on hit
Nerfed hard knockdown okizeme on hit
 
{{Character Label|DBFZ|Krillin|64px}}
* j.2S {{clr|reworked|BUG FIX}}
** Fixed a bug where the ki blast would not explode when hitting things like barriers
* 236X/j.236X {{clr|buff|BUFF}}
** Increased untech time
* 214S {{clr|buff|BUFF}}
** Reduced recovery on whiff or block
{{Character Label|DBFZ|Kid Buu|64px}}
* 236L {{clr|buff|BUFF}}
** Increased startup on ground ver.
* j.236L+M
** Increased untech time if it hits on the way down
** Made it cross up less often after hitting
{{Character Label|DBFZ|Majin Buu|64px}}
* 5M
** Push back reduced
* 5H {{clr|buff|BUFF}}
** Decreased startup
** Changed movement speed
** Upper hitbox reduced
{{Character Label|DBFZ|Nappa|64px}}
* 214L/M (Saibamen)
** Total duration decreased
** Nappa recovers faster from planting
* 214S
** 2nd hit startup decreased
{{Character Label|DBFZ|Android 16|64px}}
* Z Assist {{clr|nerf|NERF}}
** Blockstun decreased
* 214S
** Made it a multi hit move
* 236S
** Decreased startup
** Recovery on whiff decreased
* 214L+M {{clr|reworked|BUG FIX}} {{clr|nerf|NERF}}
** Fixed a bug where the last hits could be blocked when Ultimate Z Changing at a specific timing
** Changed opponent's distance after hit
{{Character Label|DBFZ|Yamcha|64px}}
* 214X/j.214X
** Untech time increased
* All Wolf Fang Fist moves {{clr|buff|BUFF}}
** Made it easier to combo airborne opponents
{{Character Label|DBFZ|Tien|64px}}
* 214X/j.214X {{clr|buff|BUFF}}
** Reduced landing recovery
* 214L+M ~ X...
** Altered the damage distribution of the followups
{{Character Label|DBFZ|Adult Gohan|64px}}
* 5H
** Increased push back on block
** Removes momentum
* 2H
** Reduced the amount Gohan moves forward
5H and 2H changes combined makes 2H whiff when the opponent blocks '''5H > 2H'''
* 236HS
** Increased damage when charged
* 214L+M/H+S
** Fixed a bug where the opponent would appear in the cinematic
{{Character Label|DBFZ|Hit|64px}}
* 236LM/j.236LM {{clr|buff|BUFF}}
** Changed the timing where Ultimate Z Changes are doable
** Increased damage and changed the effect on hit when the cinematic does not play
* 236LM {{clr|buff|BUFF}}
** Hitbox increased above
* j.236LM {{clr|buff|BUFF}}
** Changed effect on hit
* 214L+M/H+S {{clr|reworked|BUG FIX}}
** Fixed a bug where Z Change could be done at the same time as supers after this move hit the opponent
{{Character Label|DBFZ|SSB Goku|64px}}
* 214M/H {{clr|buff|BUFF}}
** Now teleports before attacking
** Increased startup
* 236L/M {{clr|buff|BUFF}}
** Reflects ki blasts earlier
{{Character Label|DBFZ|SSB Vegeta|64px}}
* j.2H
** Increased horizontal movement
* 214X/j.214X {{clr|buff|BUFF}}
** Reflects ki blasts earlier now
{{Character Label|DBFZ|Beerus|64px}}
* 214X/j.214X {{clr|buff|BUFF}}
** Decreased startup
** Increased movement speed
* 236S
** Decreased startup
** Decreased total duration
* 214S {{clr|buff|BUFF}}
** Decreased startup
** Added guard-point property during the middle of the move
* 214L+M/H+S {{clr|buff|BUFF}}
** Recovery on hit decreased
{{Character Label|DBFZ|Goku Black|64px}}
* 236LM/j.236LM {{clr|buff|BUFF}}
** Increased damage
* 236HS/j.236HS
** Changed effect on hit
{{Character Label|DBFZ|Android 21|64px}}
* 5M
** Push back decreased
* 214G (Green - Barrier) {{clr|buff|BUFF}}
** Can now protect allied Z Assists
This change is to match the Android 18 barrier changes
* j.214L+M/H+S
** Recovery on hit decreased
** Blows opponent back on hit
{{Character Label|DBFZ|Bardock|64px}}
* 214X/j.214X
** Increased untech time
* 214L+M/H+S
** Increased recovery on hit
** Changed distance from opponent on hit
{{Character Label|DBFZ|Broly|64px}}
* 2H {{clr|reworked|BUG FIX}} {{clr|buff|BUFF}}
** Increased the hitbox on the bottom of the move
Probably fixes anti-airing small characters
* Various Special Moves
** Armour starts earlier
{{Character Label|DBFZ|SSB Vegito|64px}}
* j.2H {{clr|buff|BUFF}}
** Now jump cancelable on hit
* j.236L+M/H+S {{clr|buff|BUFF}}
** Minimum damage increased
{{Character Label|DBFZ|Fused Zamasu|64px}}
* 5M {{clr|buff|BUFF}}
** Increased movement speed
* 236S/j.236S {{clr|buff|BUFF}}
** Made it easier to follow up into 236X/j.236X after
* 214L+M/H+S {{clr|reworked|BUG FIX}}
** Fixed a bug where the hit effects would look weird in certain situations
{{Character Label|DBFZ|Goku|64px}}
* 236LM {{clr|buff|BUFF}}
** Increased buffer time on the follow ups
* 236LM ~ M {{clr|buff|BUFF}}
** Added invulnerability during the spin
* 236LM ~ S/2S {{clr|buff|BUFF}}
** Decreased start up
{{Character Label|DBFZ|Vegeta|64px}}
* 2S/j.2S {{clr|buff|BUFF}}
** Decreased recovery
* j.2H
** Decreased recovery
** Decreased active frames
** Decreased horizontal movement
{{Character Label|DBFZ|Android 17|64px}}
* 236LM {{clr|reworked|BUG FIX}}
** Fixed a bug where the hit effects would look weird in certain situations
{{Character Label|DBFZ|Cooler|64px}}
* Assist {{clr|reworked|BUG FIX}}
** Fixed a bug where Cooler would not push the opponent back
* j.236LM {{clr|reworked|BUG FIX}}
** Fixed a bug where the cinematic would look weird when this move killed
</div>
 
;Sources
[https://steamcommunity.com/games/678950/announcements/detail/1720835165963393722 Steam]
 
[https://en.bandainamcoent.eu/dragon-ball/news/november-free-update-and-patch-note-dragon-ball-fighterz Bandai Namco Europe]
 
[https://www.evernote.com/shard/s296/client/snv?noteGuid=3bd98ddc-abaa-445f-a895-2b42dd0fb7fe&noteKey=680fe7be06e03134ff61c53f9f94e44f&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs296%2Fsh%2F3bd98ddc-abaa-445f-a895-2b42dd0fb7fe%2F680fe7be06e03134ff61c53f9f94e44f&title=DBFZ%2B28%2BNov%2B2018%2BPatch%2BNotes Translation] [https://twitter.com/GREATFERNMAN by @GREATFERNMAN]
 
==Version 1.12==
;New Content
Added {{Character Label|DBFZ|Cooler|64px}}
 
Added {{Character Label|DBFZ|Android 17|64px}}
*Added "Galactic Arena" Stage and BGM
 
;Sources
[https://steamcommunity.com/games/678950/announcements/detail/1711824163755311492 Steam]
 
==Version 1.11==
;New Content
Added {{Character Label|DBFZ|Goku|64px}}
 
Added {{Character Label|DBFZ|Vegeta|64px}}
----
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide">
'''Patch Notes: The First Major Update'''
----
<div class="mw-collapsible-content">
;System Changes
*''' Reflect: {{clr|reworked|BUG FIX?}}
** The recovery frames of a successful reflect are no longer trigger counter hit state.
;Character Changes
{{Character Label|DBFZ|Piccolo|64px}}
* [[DBFZ/Piccolo#Homing _Energy_Blast|Homing Energy Blast]] (236S) + [[DBFZ/Piccolo#Assist_A|Assist]] {{clr|buff|BUFF}}
** Increased hitstop.
** Increased recovery.
{{Character Label|DBFZ|Teen Gohan|64px}}
* [[DBFZ/Teen_Gohan#2S|2S]] {{clr|buff|BUFF}}
** Gohan can now use his air options after the move has recovered.
** Changed landing recovery to be the same as j.2S.
** The first hitbox has been increased in size.
* [[DBFZ/Teen_Gohan#j.2S|j.2S]] {{clr|buff|BUFF}}
** The first hitbox has been increased in size.
* [[DBFZ/Teen_Gohan#Assist_A|Assist]] {{clr|buff|BUFF}}
** Gohan moves further forward while performing the uppercut.
{{Character Label|DBFZ|Frieza|64px}}
* 5S
** Startup decreased.
* Death Slash (236X) + Assist
** Hitstop and untech time increased.
* L Death Slash
** Startup decreased.
* Warp Smash (22S)
** Frieza becomes invulnerable earlier.
* You Might Not Survive This Time (j.236S)
** Landing recovery removed on whiff.
* Golden Frieza
** Made it possible for Frieza to move immediately after the time freezing cinematic.
** If the opponent is not taking damage when you activate Golden Frieza, the startup before the cinematic is longer, but armor properties have been added to the startup.
** During the install, the restrictions of the Z Combo system are removed. (5H > 2M > 5L is possible) (reverse beats)
{{Character Label|DBFZ|Captain Ginyu|64px}}
* 2H
**Can cancel into 5S.
* 5S (Jeice)
** Hitstop and untech time increased.
* Assist
**Hitstop and untech time increased.
* Strong Jersey (236X)
** Blockstun decreased.
* M & H Strong Jersey
** Increased untech time on cinematic hits. (smash hits)
** Launches enemy on hit.
* Air Strong Jersey (j.236X)
** Startup decreased.
{{Character Label|DBFZ|Trunks|64px}}
* 5S, j.S, Cyclone Buster (214X ~ S)
** Made it possible to cancel into special moves when reflected.
** Fixed a bug where the move could not be cancelled when hitting on late active frames.
* Assist
** Hitstop and untech time increased.
* H Shining Slash (236H)
** Startup decreased.
{{Character Label|DBFZ|Cell|64px}}
* 5L, 2L
** Startup increased.
* Step In Low Kick (6H)
** Added damage proration when used as the first hit of the combo.
* j.M
** Startup increased.
* j.S
** Damage proration increased.
** Ground bounces on the first hit.
* Ground M Rolling Crush (236M)
** Added the ability to control the horizontal distance traveled while rolling by inputting 4/6.
* Ground H Rolling Crush (236H)
** Startup decreased
** Added the ability to control the horizontal distance traveled while rolling by inputting 4/6.
* Air L & M Rolling Crush (j.236L/M)
** Does not hit opponents behind Cell.
{{Character Label|DBFZ|Android 18|64px}}
* 5L, 2L
** Added whiff cancels. (use 4LL to whiff cancel into another 5L)
* Support Attack (Barrier) (214S), Assist
** Startup before invulnerability decreased.
* Barrier (22S)
** Invulnerability starts up faster.
** When the barrier stops an attack, it can be cancelled into super with L+M/H+S, and into lvl3 with 4L+M/4H+S.
* L Back Grab (236L)
** Startup decreased.
** Combos into super on hit.
* M & H Back Grab (236M/H)
** Increased the horizontal distance 18 moves.
{{Character Label|DBFZ|Gotenks|64px}}
* 5S
** Normalized the cancel timing of the followups to be the same as other characters.
* Assist
** No longer uses smash on hit.
* Galactic Donut (214S)
** Fixed a bug where the smash on the next combo is removed when donut hits an assist.
* Ground M Miracle Spinning Punch (236M)
** Increased recovery when the button is not held.
* Ground H Great Special Rolling Kick (214H)
** Recovery increased.
** Gotenks can airdash and double jump after the move has recovered.
* Air H Great Special Rolling Kick (j.214H)
** Recovery decreased.
* Vengeful Shout (236S)
** Increase landing recovery of the feint.
{{Character Label|DBFZ|Krillin|64px}}
* 5S
Increased untech time.
Added the ability to curve only the ki blast closer to Krillin on the follow up by inputting 4S.
* j.S
** Increased untech time.
** Added the ability to curve only the top ki blast on the follow up by inputting 8S.
* Senzu Bean (214L), Assist
** The rock no longer can be broken by the opponent's attacks.
** Damage proration decreased.
* Solar Flare (214S)
** Added head invulnerability.
{{Character Label|DBFZ|Kid Buu|64px}}
* 2/3M (Not 1M)
** Startup increased.
** Added damage proration when used as a combo starter.
* 2S
** Added landing recovery.
** Throws the ki blast towards the opponent when they are close to Kid Buu.
* j.S
** Added landing recovery.
* Mystic Ball Attack (236X)
** No longer can hit opponent's behind Kid Buu.
{{Character Label|DBFZ|Majin Buu|64px}}
* 5L
** Hits close crouching opponents.
* 5LL
** Startup decreased.
* Assist
** Untech time increased.
{{Character Label|DBFZ|Nappa|64px}}
* 5L, 2M
** Now hits low.
* 2H
** Hitbox in front of Nappa increased.
* Assist
** Hitstop increased.
* Blazing Storm (236S), Assist
** Startup decreased. (Frame data on block is worse)
* Too Bad (214S)
** Invulnerability startup decreased. (Guard-point)
** Total duration decreased.
* Saibaman Spit (214X)
** Made it possible for the opponent to guard cancel reflect and super dash after blocking this.
{{Character Label|DBFZ|Android 16|64px}}
* 5LLL
** Startup decreased (can no longer tick throw off 5LL)
* Ground Flying Powerbomb (214X)
** Added head invulnerability.
* Ground Dynamite Driver (236X)
** Increased damage.
{{Character Label|DBFZ|Yamcha|64px}}
* Neo Wolf Fang Fist (HS)
** Wall bounces on hit.
* Spirit ball (Lvl 1 super)
** Minimum damage increased.
{{Character Label|DBFZ|Tien|64px}}
* Assist
** Untech time increased.
* Ground Volleyball Fist (236X)
** Fixed a bug where the followups were still usable when blocked.
* M Ground Volleyball Fist (236M)
** Guard-point starts up faster.
* H Ground Volleyball Fist Followups 2 & 3 (236HHH)
** Added clones of Tien to aid in the attack.
* Tribeam (Lvl 1 super)
** Increased the Z change window.
* Tribeam, Neo Tribeam (Lvl 1 and Lvl 3)
** Reduced the amount of self damage while Tien is in sparking.
{{Character Label|DBFZ|Hit|64px}}
* 5LLL
** Hitbox above Hit increased in size.
* 2L
** Can cancel into 2L from 5LL.
* H Tides of Time (236H)
** Invulnerability starts up faster
* Death Blow (Lvl 3 super)
** Cinematic hits will not play for the rest of the combo. (it's phrased weirdly in japanese too, I believe it just means it consumes the smash but I'm leaving it as a direct translation just in case my assumption is incorrect)
{{Character Label|DBFZ|Beerus|64px}}
* 5L
** Startup decreased.
** Hitbox increased in the front.
* 2L
** Startup decreased.
* Assist
** Distance traveled increased.
* Sphere of Destruction (236X), Assist
** Increased the untech time when it hits while the sphere is being set.
** Launches opponent on hit.
* Sphere of Destruction (236X)
** When hit by a normal, that normal can be canceled into Specials, Z changes and Sparking.
* H Ground Sphere of Destruction (236H)
** Beerus floats upwards a little if 2 is inputted.
{{Character Label|DBFZ|SSB Goku|64px|}}
* Super God Shock Flash (214X)
** Startup decreased.
** Launches opponent on hit.
* L & H Super God Shock Flash (214L/H)
**Damage on the punch when the grab whiffs increased.
** Damage proration added when used as a combo starter.
* Instant Transmission (214/236S)
** Goku faces the opponent when the move ends.
* Extreme Speed Kamehameha (Lvl 1 super)
** Increased the Z change window.
{{Character Label|DBFZ|SSB Vegeta|64px}}
* Big Bang Attack (236S), Assist
** Damage increased.
** Hitstop and Blockstun increased.
** Launches opponent on hit.
* L Super Dash Kick Followup 2 (236XXL)
** Startup increased when Vegeta is in front of the opponent.
* Ground Super Dash Kick (236X)
** Removed head property.
* Ground Super Dash Kick Followup 1 & 2 (236XXX)
** Made frame advantage uniform.
* Galick Gun (236HS)
** Damage increased.
* Niagara Pummel (236LM)
**Increased distance travelled.
** Startup decreased.
** Damage proration decreased.
* Hold Niagara Pummel (236[LM])
** Cinematic hits will not play for the rest of the combo.  (it's phrased weirdly in japanese too, I believe it just means it consumes the smash but I'm leaving it as a direct translation just in case my assumption is incorrect)
{{Character Label|DBFZ|Android 21|64px}}
* 2M
** Reduced forward hitbox.
* 3M
** Added damage proration when used as the initial hit in a combo.
** Increased the hitbox on the inside of the tail. (closer to 21)
* Assist
** Hitstop and untech time increased.
** Damage decreased.
** Recovery increased.
* Total Detonation Ball (236X)
** Hitstop increased.
** 21 transitions into the move finishing animation when the ball explodes.
* L & M Total Detonation Ball (236L/M)
** Recovery increased.
* Homing Energy Blast (Purple 236S)
** Hitstop increased.
** Recovery increased.
* Barrier (Green 214S)
** Invulnerability starts up faster.
** When the barrier stops an attack, it can be cancelled into super with L+M/H+S, and into lvl3 with 4L+M/4H+S.
* Ground Aerial Connoisseur Cut (214S)
** Added head invulnerability.
* Connoisseur Cut, Aerial Connoisseur Cut (236S/214S)
** 21 turns towards the opponent after a whiffed grab.
{{Character Label|DBFZ|Bardock|64px}}
* L Rebellion Spear (236L)
** Blockstun decreased.
* Ground M Rebellion Spear (236M)
** Added head invulnerability.
** Landing recovery added.
* H Rebellion Spear (236H)
** Active frames on the first attack increased.
** Damage on the followup increased.
* Saiyan Spirit (236HS)
** Once Saiyan Spirit hits, cinematic hits will not play for the rest of the combo (it's phrased weirdly in japanese too, I believe it just means it consumes the smash but I'm leaving it as a direct translation just in case my assumption is incorrect)
{{Character Label|DBFZ|Broly|64px}}
* Armor
** The opponent's vanish breaks Broly's armor now.
* Assist
** Initial hitbox increased.
** Untech time increased.
* Eraser Blow (236S)
** Initial hitbox increased.
* Gigantic Strike (j.214X)
** Made connecting vanish after this move easier.
{{Character Label|DBFZ|SSB Vegito|64px}}
* Barrier (214S)
** Invulnerability starts up faster.
* Ground Atomic Buster (214X)
** Added head invulnerability.
* Spiral Heel Shot (236X)
** Blockstun on last hit decreased.
** Recovery decreased.
* Air Spiral Heel Shot (j.236X)
** Reduced untech time on non-smash hit.
* Air L & M Spiral Heel Shot (j.236L/M)
** Increased the distance Vegito travels.
{{Character Label|DBFZ|Fused Zamasu|64px}}
* j.L
** Hitbox above Zamasu increased in size.
* Assist
** Hurtbox decreased in the front.
** Startup decreased.
** Projectile speed increased.
* L & H Ground Eternal Justice (236L/H)
** Startup decreased.
* H Air Eternal Justice (j.236H)
** Startup decreased.
* Divine Order (236S)
** Hurtbox decreased in the front.
* Held Divine Order (236[S])
** Startup decreased.
** Projectile speed increased.
</div>
 
;Sources
[https://steamcommunity.com/games/678950/announcements/detail/1723076819299822727 Steam]
 
[https://en.bandainamcoent.eu/dragon-ball/news/dragon-ball-fighterz-patch-note-111 Bandai Namco Europe]
 
[https://www.evernote.com/shard/s296/client/snv?noteGuid=c3b049fe-9e8b-4128-b1d4-9f684d4f5169&noteKey=92bc06a9c70f4a009bf80d2993e50261&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs296%2Fsh%2Fc3b049fe-9e8b-4128-b1d4-9f684d4f5169%2F92bc06a9c70f4a009bf80d2993e50261&title=DBFZ%2B8%252F8%2BPATCH%2BNOTES Translation] [https://twitter.com/GREATFERNMAN by @GREATFERNMAN]
 
==Version 1.10==
 
;Sources
[https://steamcommunity.com/games/678950/announcements/detail/1706183879306470808 Steam]
 
[https://en.bandainamcoent.eu/dragon-ball/news/dragon-ball-fighterz-patch-note-110 Bandai Namco Europe]
 
==Version 1.09==
;New Content
Added {{Character Label|DBFZ|Fused Zamasu|64px|label=Zamasu (Fused)}}
 
Added {{Character Label|DBFZ|SSB Vegito|64px|label=Vegito (SSGSS)}}
 
;Sources
No official patch notes
 
==Version 1.08==
 
;Sources
[https://steamcommunity.com/games/678950/announcements/detail/1674654244653697791 Steam]
 
[https://en.bandainamcoent.eu/dragon-ball/news/free-update-dragon-ball-fighterz Bandai Namco Europe]
 
==Version 1.06==
;New Content
Added {{Character Label|DBFZ|Bardock|64px}}
 
Added {{Character Label|DBFZ|Broly|64px}}
 
;Sources
No official patch notes
 
==Version 1.05==
 
;Sources
[https://steamcommunity.com/games/678950/announcements/detail/1676901605526452310 Steam]
 
==Version 1.04==
 
;Sources
[https://steamcommunity.com/games/678950/announcements/detail/1674648537665532812 Steam]
 
==Version 1.01==
† For the Steam release, this version has identical ID to the launch version.
 
;Sources
[https://steamcommunity.com/games/678950/announcements/detail/1679149600435743901 Steam]


==Navigation==
==Navigation==
{{#lst:DBFZ/Navigation}}
{{:DBFZ/Version/Navigation}}
{{DBFZ/Navigation}}

Latest revision as of 06:18, 18 May 2023

  • Officially documented gameplay changes will be prioritize for these pages. Language and terminology might be changed from the source for clarity or to match the wiki's own terminology.
  • Version IDs and release dates were taken from the PC/Steam release. Consoles might include additional updates focused on improving game performance and stability, or minor bug fixes.
Game Version Date Summary
1.33 August 23rd, 2023 Multiple character changes.
1.32 May 23rd, 2023 Multiple character changes.
1.31 June 29th, 2022 Multiple character changes.
1.30 February 24th, 2022 Added  Android 21 (Lab Coat) to the roster.
1.29 September 1st, 2021 Bug fixes.
1.28 August 10th, 2021 Multiple character changes.
1.27 March 10th, 2021 Multiple character changes. Added  Gogeta (SS4) to the roster.
1.26 January 13th, 2021 Multiple character changes. Added  Super Baby 2 to the roster.
1.25 September 16th, 2020 Minor gameplay changes. Added  Master Roshi to the roster.
1.24 June 26th, 2020 Bug fixes.
1.23 May 19th, 2020 Minor gameplay changes, specific character changes. Added  Goku (Ultra Instinct) to the roster.
1.21 February 25th, 2020 Season 3 update, character adjustments across the whole cast, new system mechanics and system changes. Added  Kefla to the roster.
1.20 December 4th, 2019 Added  Broly (DBS) to the roster.
1.19 September 25th, 2019 Added  Gogeta (SSGSS) to the roster.
1.18 August 7th, 2019 Added  Janemba to the roster.
1.17 May 8th, 2019 Added  Goku (GT) to the roster. New features.
1.16 April 3rd, 2019 Bug fixes.
1.15 March 27th, 2019 Season 2 update, character changes across the whole cast and system changes.
1.14 January 30th, 2019 Added  Jiren and  Videl to the roster.
1.13 November 28th, 2018 Late season 1 update, character adjustments across whole cast and system changes.
1.12 September 26th, 2018 Added  Cooler and  Android 17 to the roster.
1.11 August 8th, 2018 Character adjustments across most of the cast. Added  Goku and  Vegeta to the roster.
1.10 June 20th, 2018 Various bug fixes.
1.09 May 30th, 2018 Added  Zamasu (Fused) and  Vegito (SSGSS) to the roster.
1.08 May 9th, 2018 New features and various bug fixes.
1.06 March 28th, 2018 Added  Bardock and  Broly to the roster.
1.05 March 16th, 2018 New features and various bug fixes.
1.04 February 28th, 2018 New features and various bug fixes.
1.01 Hotfix January 30th, 2018 Minor bug fix.
1.01 January 26th, 2018 Launch version.

Navigation

Season 1

1.01 • 1.01 Hotfix • 1.04 • 1.05 • 1.06 • 1.08 • 1.09 • 1.10 • 1.11 • 1.12 • 1.13 • 1.14

Season 2

1.15 • 1.16 • 1.17 • 1.18 • 1.19 • 1.20

Season 3

1.21 • 1.23 • 1.24 • 1.25 • 1.26 • 1.27 • 1.28 • 1.29 • 1.30 • 1.31 • 1.32 • 1.33

Systems Pages
Mechanics
Application & Advanced Information
Archived Information