DRAGON BALL FighterZ

DRAGON BALL FighterZ

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Rhade 2018 年 2 月 4 日 上午 1:15
mechanics that I hate, or wish were in the game
no, im not complaining about auto combos and dragon dash or rush or whatever the charge at them move is called in game.

I just find it so frustrating that certain things are the way they are.

Firstly, backdashing does not count as a blocking state. I run up and try to backdash to cause a whiff, and it doesn't count as blocking. If you're in the animation of the backdash, it doesn't count as blocking.


No buffering for blocking. I'm being pushed in the center and I'm blocking. I want to try and backdash to get some space and reset to neutral. But the second you take your finger off of holding back, you are immediately not blocking. let it drag for a few frames or until I press a button.

All jabs are not created equal. yet every jab in the game can go into a full combo unless your character has the fastest jab you can never challenge your opponenent in neutral, or when you're blocking, unless they do something really stupid and unsafe.


Basic frame data. as i said, all jabs are not created equal. i would like to know ahead of time how fast or slow my characters jab is, as well as everything else. Let me see this information in practice mode. let me see frame data, and recovery time to better determine what is a safe option and what isn't for my characters instead of trying to figure it out by screwing it up online.

Sparking blast should be able to break you out of your opponents combo. Just like in guilty gear with burst, I woul dlike to be able to use my spark to save a character who is stuck on screen getting ripped apart by a huge combo. I only get the one per match, and it gives you a reason to use it another time besides on your last character.

inaction frames during wake up are bs. There is a point when you recover that your character is unable to accept any commands, even blocking, but can be hit by your opponent. I don't mind being able to be grabbed out of it, but they should not be able to go into a full combo if they hit that spot. It makes recovery impossible if the player is good enough.

Faster tags. why does it take so long to tag in this game? just let me hit down and tag to immediately tag while I'm not being attacked or doing anything else, instead of having to stand there while not blocking correctly and hope i can tag before my opponent hits me. I don't know if this is the right way to fix it, but but tagging is so damn annoying and unreliable most of the time unless you're the aggressor.

I was really hoping there would be a tutorial system similar to GGXrd where it goes into advanced mechanics and gives you a good overview of it so you can practice it on your own. But the tutorial is just so basic. It doesn't even mention overheads, jump cancels, instant air dashing, knockdown tags, lvl3 tags, or anything that isn't super basic really.

There's probably more, but i've likely written too much for people to want to read anyways.
最後修改者:Rhade; 2018 年 2 月 4 日 上午 1:16
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目前顯示第 1-14 則留言,共 14
Pozhinateli 2018 年 2 月 4 日 上午 1:35 
Hard to not agree with most things.
TSM FTX FART 2018 年 2 月 4 日 上午 1:53 
If you quickly tap forward and an assist button, your character will tag in way quicker. During my first 50ish matches, i was holding it down, but would get punished and pressured until death
Tusnayoshi 2018 年 2 月 4 日 上午 2:41 
100% agreed. There are people pretending the game is flawless, though. You gotta see them here, brace yourself!
最後修改者:Tusnayoshi; 2018 年 2 月 4 日 上午 2:42
XozY 3 2018 年 2 月 4 日 上午 3:18 
The blocking and tagging in this game are horrible
Kirfhian 2018 年 2 月 4 日 上午 3:38 
I agree with the tag system, but dashing shouldnt be safe imo
最後修改者:Kirfhian; 2018 年 2 月 4 日 上午 3:39
Rhade 2018 年 2 月 4 日 下午 2:20 
bump
Schizm 2018 年 2 月 4 日 下午 2:34 
Back dashing should never count as a block that just makes it a jack of all trades evasion tool.

Yea no ♥♥♥♥, there shouldnt be buffering for blocking thats idiotic.

Jabs are for punishing, heres a tip though starting anything with a jab will scale the combo so hard you do almost no damage.

Yes frame data should be here I'm still unsure why most fighting games don't have basic ♥♥♥♥♥♥♥ frame data, its not like hard to impliment a visual for it.

No Sparking blast shouldn't break you out this is one of the most infuriating mechanics in fighting game you work to get in and the enemy just presses a button and your ♥♥♥♥ stops. NO

That's called a meaty and yes you can block, the thing your talking about doesn't exist your probably pressing buttons. Unless your talking about a hard knock down and you can get hit during that its part of the game.

There is press forward and tag at the same time....

Yes this game lacks basic tutorials and I don't know whats wrong with fighting game devs and not giving in depth tutorials on everything other then just basic commands and combos.
最後修改者:Schizm; 2018 年 2 月 4 日 下午 2:37
Crater 2018 年 2 月 4 日 下午 2:42 
MKX had character frame data for every move, even normals. I would love it if DBFZ did.

"Sparking blast should be able to break you out of your opponents combo. "

Disagree here. This is one of the things I disliked about MKX. If you got combo'd, eat it. Places more weight on getting hit. But this is just taste.

"I only get the one per match, and it gives you a reason to use it another time besides on your last character. "

I've seen top level players trigger it on character 1. There's an argument to be made that if it can save your first character, the benefit of having a 3 v 1 or even a 2 v 1 against a single character with sparking is still better, because you get assist calls + tag out option to heal. So there are potential reasons for using it outside of your last character. TLDR: there are scenarios that may require (and justify) using sparking level 1.

"There is a point when you recover that your character is unable to accept any commands, even blocking, "

You're gonna have to justify this. You can ALWAYS block on standup, AFAIK. If you know otherwise, I'm all ears.

Brandon 2018 年 2 月 4 日 下午 3:03 
引用自 Rhade
Firstly, backdashing does not count as a blocking state. I run up and try to backdash to cause a whiff, and it doesn't count as blocking. If you're in the animation of the backdash, it doesn't count as blocking.
They probably didn't want this kind of cheese dominating neutral. Backdashing gimmicks into full combos? Sounds terrible.

引用自 Rhade
No buffering for blocking. I'm being pushed in the center and I'm blocking. I want to try and backdash to get some space and reset to neutral. But the second you take your finger off of holding back, you are immediately not blocking. let it drag for a few frames or until I press a button.
I guess you'll have to learn the actual timing. Even though this game does encourage mashing in some ways, it's not all button mashing.

引用自 Rhade
All jabs are not created equal. yet every jab in the game can go into a full combo unless your character has the fastest jab you can never challenge your opponenent in neutral, or when you're blocking, unless they do something really stupid and unsafe.
Have you heard of spacing? Jabs have a limited reach and can be counter hit. There is no situation where someone in neutral can just throw out jabs and get rewarded for it unless they catch a dash in or something. And it's usually just better to IAD into an overhead anyway.

引用自 Rhade
Basic frame data. as i said, all jabs are not created equal. i would like to know ahead of time how fast or slow my characters jab is, as well as everything else. Let me see this information in practice mode. let me see frame data, and recovery time to better determine what is a safe option and what isn't for my characters instead of trying to figure it out by screwing it up online.
I agree.

引用自 Rhade
Sparking blast should be able to break you out of your opponents combo. Just like in guilty gear with burst, I woul dlike to be able to use my spark to save a character who is stuck on screen getting ripped apart by a huge combo. I only get the one per match, and it gives you a reason to use it another time besides on your last character.
Sparking blast isn't a burst. It gives massive health regen and damage boosts for a good period of time. I'd be okay with it acting as a burst if doing so removed the regen and damage buffs.

引用自 Rhade
inaction frames during wake up are bs. There is a point when you recover that your character is unable to accept any commands, even blocking, but can be hit by your opponent. I don't mind being able to be grabbed out of it, but they should not be able to go into a full combo if they hit that spot. It makes recovery impossible if the player is good enough.
You can definitely block while recovering. There is no period where you can't, unless you're referring to a very specific situation or something.

引用自 Rhade
Faster tags. why does it take so long to tag in this game? just let me hit down and tag to immediately tag while I'm not being attacked or doing anything else, instead of having to stand there while not blocking correctly and hope i can tag before my opponent hits me. I don't know if this is the right way to fix it, but but tagging is so damn annoying and unreliable most of the time unless you're the aggressor.
Just be smart with your tags. Learn when it is safe/less risky to do so.

引用自 Rhade
I was really hoping there would be a tutorial system similar to GGXrd where it goes into advanced mechanics and gives you a good overview of it so you can practice it on your own. But the tutorial is just so basic. It doesn't even mention overheads, jump cancels, instant air dashing, knockdown tags, lvl3 tags, or anything that isn't super basic really.
Me too. I think this game needed something like that most.
最後修改者:Brandon; 2018 年 2 月 4 日 下午 3:04
KnIf0r^TITAN 2018 年 2 月 4 日 下午 3:36 
My question is why have a quick tag system, in what situation would i want a slow tag in for god sake.
Goofy Oomfie 2018 年 2 月 4 日 下午 4:47 
Backdashing is never a blocking state in 2D fighting games. I think that's only a Tekken thing. I don't know if they have iframes but they always have at least some vulnerable frames.

Again, for most if not all 2D fighting games you remain blocking as long as you don't leave blockstun. If that's the case you keep blocking in your current state (standing or crouching). If the backdash has iframes you can try and escape with it timing it correctly. Your best bet is to use the deflect (4S) to push them back, use a reversal or tag in.

Even if the opponent has a quicker jab you can still use correct spacing to beat it. There are projectiles, assists and a priority system to do so.

Japanese devs are that way, I guess. I'd like that too but they don't seem to like showing the 'guts' of the game.

The sparking blast is just conceive to be a whole different kind of mechanic, but I agree in that I would prefer a burst. Specially since I don't like the sparking blast at all.

I still don't know everything about the wakeup but I don't think there's a frame window where you are completely vulnerable, although it may depend on how you wake up, like in BlazBlue.

You can tag in quickly. It's not down and assist but forward and assist.

I assume the tutorial is like that for accesibility purposes. It sounds counter intuitive but, talking from experience, completely new players usually don't even finish Xrd's tutorial. Still they cut out too much. Specially everything regarding overheads and tag mechanics. I'm pretty sure there's no way in the game to know that you can throw an assist's super without using your own first.
Codester 2018 年 2 月 4 日 下午 5:08 
引用自 Rhade
no, im not complaining about auto combos and dragon dash or rush or whatever the charge at them move is called in game.

I just find it so frustrating that certain things are the way they are.

Firstly, backdashing does not count as a blocking state. I run up and try to backdash to cause a whiff, and it doesn't count as blocking. If you're in the animation of the backdash, it doesn't count as blocking.


No buffering for blocking. I'm being pushed in the center and I'm blocking. I want to try and backdash to get some space and reset to neutral. But the second you take your finger off of holding back, you are immediately not blocking. let it drag for a few frames or until I press a button.

All jabs are not created equal. yet every jab in the game can go into a full combo unless your character has the fastest jab you can never challenge your opponenent in neutral, or when you're blocking, unless they do something really stupid and unsafe.


Basic frame data. as i said, all jabs are not created equal. i would like to know ahead of time how fast or slow my characters jab is, as well as everything else. Let me see this information in practice mode. let me see frame data, and recovery time to better determine what is a safe option and what isn't for my characters instead of trying to figure it out by screwing it up online.

Sparking blast should be able to break you out of your opponents combo. Just like in guilty gear with burst, I woul dlike to be able to use my spark to save a character who is stuck on screen getting ripped apart by a huge combo. I only get the one per match, and it gives you a reason to use it another time besides on your last character.

inaction frames during wake up are bs. There is a point when you recover that your character is unable to accept any commands, even blocking, but can be hit by your opponent. I don't mind being able to be grabbed out of it, but they should not be able to go into a full combo if they hit that spot. It makes recovery impossible if the player is good enough.

Faster tags. why does it take so long to tag in this game? just let me hit down and tag to immediately tag while I'm not being attacked or doing anything else, instead of having to stand there while not blocking correctly and hope i can tag before my opponent hits me. I don't know if this is the right way to fix it, but but tagging is so damn annoying and unreliable most of the time unless you're the aggressor.

I was really hoping there would be a tutorial system similar to GGXrd where it goes into advanced mechanics and gives you a good overview of it so you can practice it on your own. But the tutorial is just so basic. It doesn't even mention overheads, jump cancels, instant air dashing, knockdown tags, lvl3 tags, or anything that isn't super basic really.

There's probably more, but i've likely written too much for people to want to read anyways.
Back dashing should never count as a block. It would be insanely OP if you could block while back dashing so absolutely no thanks there. Any evasive move needs to be punishable if used at an incorrect time.
Hiro Protagonest 2018 年 2 月 4 日 下午 5:16 
引用自 Herzenswärme
I'm pretty sure there's no way in the game to know that you can throw an assist's super without using your own first.
This is the second time I've seen this mechanic used as an example, when you just have to press the Start button during the Ultimate Z Change tutorial.

But that's opposed to something like the benefits of Sparking Blast not being listed.
Goofy Oomfie 2018 年 2 月 4 日 下午 5:39 
引用自 Hiro Protagonest
This is the second time I've seen this mechanic used as an example, when you just have to press the Start button during the Ultimate Z Change tutorial.
Oh, I didn't pause at all and missed it completely.

引用自 Codester
Back dashing should never count as a block. It would be insanely OP if you could block while back dashing so absolutely no thanks there. Any evasive move needs to be punishable if used at an incorrect time.
Even if you were able to block while backdashing you would be blocking high so it would get beaten by lows. AFAIK this is a thing in Tekken.
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張貼日期: 2018 年 2 月 4 日 上午 1:15
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