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Dragon Ball FighterZ update out now (version 1.15)

Posted on March 27, 2019 by (@NE_Brian) in News, Switch

Dragon Ball FighterZ

A massive update for Dragon Ball FighterZ has gone live. Version 1.15 makes a ton of balance updates across the board for various fighters.

The full patch notes are as follows:

System Mechanics

Standing Light Attack: Follow-up 2

→Can now be linked to a Z Change.

→Will always knock the opponent forward on hit.

Jumping Light Attack

→Fixed an issue in which a Super Combo would not occur if the attack connected at a low position in the air.

Jumping Heavy Attack

→Descent is faster during a camera shift.

→Shortened the amount of sliding knockdown when the attack hits.

→Can only transition to a Z Change when performed in a grounded Z Combo.

Mid-air Dragon Rush

→Characters descend faster when the attack lands in a combo.

Hurtbox

→Adjusted hurtboxes during crouching and movement (actions other than attacks).

 

Vanish

→Increased the base damage of the attack.

Projectiles

→Fixed an issue in which damage scaling would not apply when a projectile connected during an attack.

Sub-Character Attacks

→Fixed an issue in which guard direction would be reversed if a sub character’s projectile flew past the opponent.

→Moves Changed:

→Android 18: Grounded Support Attack (Unique), Support Attack (Heavy)

→Captain Ginyu: Unique Attack, Together We Are…the Ginyu Force!

→Nappa: Saibaman (Acid)

→Videl: Crouching Unique Attack

Button Settings

→Simple Dash can be set to “Normal” or “Off”.

→Simple Z Change can be set to “Normal”, “Down Input”, and “Off”.

Goku (Super Saiyan)

Standing Light Attack: Follow-up 2

→Enlarged the move’s hitbox during start-up.

Jumping ↓ + Heavy Attack

→Increased distance moved during the attack.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

Dragon Flash Fist

→Increased the move’s damage.

→Adjusted properties on hit during camera shift.

→Adjusted mid-air version’s hitbox.

→Goku descends faster after the mid-air version hits an airborne opponent.

Dragon Flash Fist (Light)

→Increased the duration of the mid-air version of the attack.

→The camera now shifts during the attack.

Dragon Flash Fist (Heavy)

→Adjusted where Goku appears during the attack.

→Attack start-up now changes based on distance from the opponent.

→Sped up the start-up of the attack when the opponent is in hitstun in the air.

→Stored input for a Super Attack is now possible when the grounded version connects.

→Removed jumping attack properties from the grounded version.

Flurry Kick

→Increased the move’s stun time.

→Adjusted delay and removed it after landing.

→Increased the move’s damage.

→Increased the move’s damage scaling.

→Adjusted properties on hit during camera shift.

→Removed jumping attack properties from the grounded version.

Flurry Kick (Light)

→Increased distance moved during the attack.

→Adjusted properties on hit when the grounded version hits an opponent on the ground.

Kamehameha

→Fixed an issue in which delay would increase if all hits of the diagonal version did not land.

Meteor Smash

→Adjusted properties on hit.

 

Vegeta (Super Saiyan)

Wake-up

→Adjusted wake-up time.

Jumping Unique Attack

→Adjusted when the projectile starts moving.

→Reduced opponent knockback.

→Enlarged the move’s hitbox during start-up.

Super Dash Kick

→Adjusted properties on hit during camera shift.

Super Dash Kick (Light)

→Delayed timing during which Vanish can be performed.

Super Dash Kick (Medium)

→Reduced delay for the mid-air version.

Crushing Knee Kick

→Increased delay for the mid-air version.

Crushing Knee Kick (Medium, Heavy)

→Vegeta descends faster when the final hit of the attack connects.

→Shortened the amount of sliding knockdown when the attack hits.

Interceptor Kick

→Attack will not trigger unless performed with a clean down input.

→Increased delay.

→Adjusted distance moved during the attack.

→When the attack lands mid-air from a low position, the opponent will not bounce off the ground.

→The attack will no longer cross-up the opponent.

Consecutive Energy Blast

→Increased the move’s damage.

→Increased the amount the Ki gauge is filled.

→Sped up the move’s start-up.

→Shortened the amount of hitstop.

→Increased the grounded version’s stun time.

→Adjusted opponent knockback from the grounded version.

→Adjusted when the projectiles start moving for the mid-air version of the attack.

→Enlarged the move’s hitbox during start-up of the mid-air version.

Big Bang Attack (Heavy + Unique)

→The opponent will now bounce off the ground when the mid-air version hits.

→Increased the time during which an Ultimate Z Change can be performed during the mid-air version.

→Reduced the base damage of the mid-air version.

Final Flash

→Adjusted opponent knockback.

→Increased the move’s stun time.

→No actions can be taken until Vegeta lands.

→Vegeta descends faster after the mid-air version of the attack.

 

Piccolo

Standing Heavy Attack

→Extended the move’s hitbox upward during start-up.

Jumping Heavy Attack

→Reduced the move’s damage.

Standing/Crouching/Jumping Unique Attack

→Increased the move’s damage scaling.

→Increased the move’s damage.

Demon Shocker

→Reduced the amount of hitstop.

→Cannot be canceled with a Z Change if the attack misses.

Demon Slicer

→Unified directional input when canceling into Super Attacks, etc.

→The grounded version can no longer withstand contact with a Sparking Blast.

Demon Slicer (Light)

→Added damage scaling to the first hit of the mid-air version of the attack.

Demon Slicer (Medium)

→Decreased damage scaling of the first hit of the mid-air version.

Demon Slicer (Heavy)

→Increased the mid-air version’s damage.

→Added damage scaling to the first hit of the mid-air version of the attack.

→Increased the amount of sliding knockdown from the mid-air version of the attack.

Demon Elbow

→Sped up the start-up of the attack when the opponent is in hitstun in the air.

→Adjusted properties on hit during camera shift.

Homing Energy Blast

→Increased the move’s stun time.

→Increased opponent knockback.

→Increased delay when the start-up of the attack connects.

Hellzone Grenade

→Shortened the interval between Ki Blasts.

→Adjusted properties on hit of the final hit of the attack.

Z Assist

→Increased the move’s stun time.

→Increased opponent knockback.

 

Gohan (Teen)

Mid-air Stun

→Extended hurtbox upward when falling.

Standing Light Attack

→Shortened timing needed to follow up with standing light attack: follow-up 1 when the attack misses.

Standing Light Attack: Follow-up 1

→Reduced the delay when landing after the attack.

Standing Light Attack: Follow-up 2

→Adjusted distance moved during the attack.

→Gohan will now face the opponent.

→Slowed down the move’s start-up.

Crouching Light Attack

→Enlarged the move’s hitbox during start-up.

5-Hit Combo

→Can now be followed up with the heavy version of the attack.

→Attack can now be followed up even if the final hit of the attack connects.

→Shortened vertical hitbox.

→Fixed an issue with Vanish timing during camera shift.

→Decreased delay for the final hit of the attack.

→Reduced opponent knockback from the final hit of the attack.

→Increased stun time for the final hit of the attack.

5-Hit Combo (Weak)

→Adjusted delay when landing. Gohan will now descend when the attack connects.

5-Hit Combo (Medium, Heavy)

→Removed jumping attack properties.

→Lowered height and adjusted distance moved during the attack.

→Adjusted delay after landing.

Super Dragon Flight (Heavy)

→Adjusted properties on hit when there is no camera shift.

→Increased the move’s stun time when there is no camera shift.

Flying Kick (Light)

→Now able to be held with light, medium, or heavy attack buttons.

→Attacks can be performed before landing.

→Increased delay after landing.

→Adjusted opponent knockback based on their position in the air.

→Increased the move’s stun time.

→Decreased distance moved during the attack.

→Stored input for a Super Attack is now possible when landing.

Flying Kick (Medium)

→Reduced the move’s damage.

→Decreased the amount the Ki gauge is filled.

Flying Kick (Medium, Heavy)

→Adjusted distance moved, and added a slight rebound effect after the attack is guarded.

→Increased delay.

→Adjusted properties on hit during camera shift.

Motionless Kamehameha

→Adjusted properties on hit when the attack lands at close range.

Z Assist

→Gohan will now appear further forward when near the opponent or the opponent is in hitstun in the air.

 

Frieza

dbfz_patch3_Frieza_You-may-not-survive-this-time-(Hurtbox-has-increased)
Frieza You may not survive this time (Hurtbox has increased)

Mid-air Stun

→Extended hurtbox upward when falling.

Mid-air Dragon Rush

→Adjusted distance moved when forcing a switch.

Standing Light Attack

→Sped up the move’s start-up.

→Increased distance moved during the attack.

Standing Light Attack: Follow-up 1

→Lengthened timing needed to link to standing light attack: follow-up 2 when the attack misses.

Crouching Light Attack

→Sped up the move’s start-up.

Crouching Medium Attack

→Reduced the amount of hitstop for the first hit of the attack.

→Increased distance moved during the attack.

Standing Heavy Attack

→Increased the duration of the first hit of the attack.

→Reduced the amount of hitstop for the first hit of the attack when it is guarded.

→Reduced knockback from the first hit of the attack.

→Enlarged the move’s hitbox during start-up.

→Decreased delay.

→Projectile disappears after Vanish.

→Reduced blockstun.

→Increased time for stored input during camera shift.

Standing Unique Attack

→Reduced stun time for the final hit of the attack.

Jumping Medium Attack

→Reduced the amount of hitstop for the first hit of the attack.

→Shrunk the hitbox of the first hit of the attack.

→Sped up the move’s start-up.

→Reduced opponent knockback.

→Adjusted speed of the attack when performed in a mid-air combo.

 

Jumping ↓ + Heavy Attack

→Adjusted distance moved during the attack.

→The camera shifts when the attack hits an opponent mid-air.

Jumping ↓ + Unique Attack

→Enlarged the move’s hitbox.

Death Slash

→Reduced delay.

→Reduced the amount of hitstop when the attack is guarded.

→Changed timing at which Vanish can be performed.

Death Slash (Light, Medium)

→Reduced the move’s stun time.

You might not survive this time

→Enlarged the move’s hitbox.

→Reduced opponent knockback from the first hit of the attack.

→Reduced delay when the attack does not hit the opponent.

→Reduced blockstun.

→Reduced the projectile’s stun time.

→Sped up the grounded version’s start-up.

Death Saucer

→Sped up the move’s start-up.

→Decreased delay.

→Increased the move’s damage scaling.

Warp Smash

→Enlarged the move’s hitbox.

Death Ball

→Fixed an issue in which the base damage of the attack would change.

Nova Strike

→Adjusted properties on hit.

→Adjusted opponent knockback.

→Increased the speed of the attack when it hits.

→Made it more difficult for the attack to cross-up the opponent.

Golden Frieza

→Adjusted when the Ki gauge fill penalty is applied.

 

Captain Ginyu

Dragon Rush

→Mid-combo Dragon Rush can now be canceled with a unique attack.

Standing Light Attack: Follow-up 1

→Adjusted opponent knockback.

→The speed of the second hit of the attack increases if the first hit connects.

→Reduced the amount of hitstop for the first hit of the attack.

Standing Heavy Attack

→Able to be charged if held.

→Distance moved can be changed with a back input while holding the button.

Jumping Light Attack

→Adjusted opponent knockback.

→Sped up the second hit of the attack if the first hit connects.

→If the first hit of the attack hits, the second hit can now by guarded while crouching.

Standing/Jumping Unique Attack

→The attack will not trigger with a back input.

Standing/Jumping Unique Attack (Recoome)

→Increased hitstop.

Jumping Unique Attack (After Body Change)

→Increased delay.

→Retains distance moved before the action occurs.

All Ginyu Force attacks

→Ginyu Force member’s position now shifts if they appear at the same location as the opponent.

→Knocks the opponent forward upon hit.

→Adjusted timing at which Vanish can be performed.

→Made it difficult to land during the attack when it is performed in the air.

Together We Are…the Ginyu Force!

→Added a separate command with different properties.

Together We Are…the Ginyu Force! (Recoome)

→Holding will no longer change the properties of the attack.

→Sped up the separate command version’s start-up.

→Adjusted opponent knockback from the separate command version.

→Increased the separate command version’s hitstop.

→Increased the separate command version’s damage.

→Increased the separate command version’s damage scaling.

→Made Recoome invincible to projectiles for the separate command version.

Together We Are…the Ginyu Force! (Burter)

→Enlarged the hitbox and hurtbox.

→Burter’s attack will not hit the opponent if he is far away from the opponent.

Together We Are…the Ginyu Force! (After Body Change)

→Can be performed from Strong Jersey.

Strong Jersey (Medium)

→Sped up the grounded version’s start-up.

→Adjusted properties on hit.

Strong Jersey (Heavy)

→Adjusted properties on hit.

Z Assist

→Reduced opponent knockback.

Body Change

→Sped up the move’s start-up.

 

Trunks

Standing Light Attack: Follow-up 1

→Decreased distance moved during the attack.

Standing Light Attack: Follow-up 2

→Extended hitbox and contact box upward.

→Fixed an issue in which what triggered a camera shift differed from other characters.

 

Crouching Heavy Attack

→Can no longer be canceled into standing unique attack.

Jumping Heavy Attack

→Increased opponent knockback during camera shift.

Standing Unique Attack

→Reduced delay when the attack connects.

→Increased timing for stored input.

Jumping Unique Attack

→Increased timing for stored input.

Shining Slash

→Increased distance moved during the attack.

→Adjusted delay when landing during camera shift.

→Adjusted properties on hit during camera shift.

→Increased the grounded version’s damage.

Shining Slash (Light)

→Increased delay.

Shining Slash (Medium)

→Decreased delay.

Shining Slash (Heavy)

→Increased delay.

→Sped up the mid-air version’s start-up.

Cyclone Jump

→Fixed an issue in which part of a Z Combo could not be performed after additional input.

→Increased timing for stored input after follow-up.

→Sped up timing in which follow-ups are possible.

→It’s now possible to follow up the grounded version with the mid-air version.

→The mid-air version can only be used once while in the air.

→The mid-air version will not reduce the number of jumps available.

Cyclone Jump (Heavy)

→Increased distance moved during the attack.

 

Cyclone Buster

→Increased the move’s stun time.

→Sped up the move’s start-up.

→Increased delay.

→Increased timing for stored input.

Heat Dome Attack

→Reduced the duration of the attack.

→Adjusted distance moved during the attack.

→Adjusted opponent knockback.

→Adjusted position after the attack hits.

Z Assist

→Reduced the move’s stun time.

→Reduced opponent knockback.

→Where Trunks appears now changes when called in at the edge of the screen.

 

Cell

Standing Light Attack

→Reduced the duration of the move.

→Sped up the move’s start-up.

Standing Light Attack: Follow-up 1

→Greatly reduced the distance moved with a back input.

→A down input wil also reduce the attack’s speed.

Standing Light Attack: Follow-up 2

→Extended throw spacing upward.

→Increased time for stored input of Super Dash.

→Increased the move’s stun time.

→Reduced the duration of the move.

→Fixed a visual bug that appeared when a Vanish was performed at a specific time.

Crouching Light Attack

→Sped up the move’s start-up.

Crouching Unique Attack

→Adjusted landing time and delay for the full attack.

Jumping Unique Attack

→Sped up the start-up of the attack when the camera shifts during a jumping heavy attack.

Rolling Crush

→Adjusted properties on hit.

Rolling Crush (Light)

→Camera now shifts during the final hit of the attack.

→Slowed down the mid-air version’s start-up.

→Increased the speed of descent for the mid-air version.

→Increased opponent knockback from the mid-air version.

Rolling Crush (Heavy)

→Increased the move’s stun time.

→Sped up the mid-air version’s start-up.

Perfect Attack (Light)

→Sped up the start-up of the grounded version’s second hit.

Perfect Attack (Heavy)

→The opponent is now drawn in when they guard the attack.

→Adjusted effect on hit.

→Reduced the move’s damage.

→Changed the behavior of the final hit of the attack.

→The final hit of the grounded version of the attack will only hit once during a combo.

Kamehameha

→Fixed an issue in which delay would be increased if all hits of the diagonal grounded version did not land.

→Fixed an issue in which delay would be increased if all hits of the mid-air version did not land.

→Increased hitstop on the mid-air version.

→Adjusted opponent knockback from the mid-air version.

→Enlarged the mid-air version’s hitbox.

Z Assist

→Increased hitstop.

→Adjusted opponent knockback.

→Enlarged the move’s hitbox.

 

Android 18

Standing Light Attack

→Increased distance moved during the attack.

→Sped up the move’s start-up.

→Can no longer cancel repeatedly with a light attack.

→Reduced the duration of the move.

→Shrunk horizontal hitbox and enlarged vertical one.

Standing Light Attack: Follow-up 1

→Increased distance moved during the attack.

→Slowed down the move’s start-up.

→Adjusted the hitbox and hurtbox.

→Increased knockback.

→Increased delay.

Standing Light Attack: Follow-up 2

→Increased distance moved during the attack.

→Enlarged the move’s hitbox.

Standing Medium Attack

→Increased distance moved during the attack.

Standing Heavy Attack

→Adjusted properties on hit during camera shift.

Crouching Medium Attack

→Decreased distance moved during the attack.

Crouching Heavy Attack

→Extended the move’s hitbox downward during start-up.

Crouching Unique Attack

→Adjusted distance moved during the attack.

→Slowed down the move’s start-up.

→Reduced blockstun.

→Adjusted hitstop.

→Increased the move’s stun time.

Jumping Medium Attack

→Slowed down the move’s start-up.

Jumping ↓ + Heavy Attack

→Adjusted distance moved during the attack.

Jumping Unique Attack

→Sped up pause timing in the air.

Back Grapple

→Enlarged the hurtbox when the attack misses.

→Opponent position upon hit is now uniform across all characters.

→Increased the move’s damage.

→Decreased the move’s damage scaling.

Back Grapple (Light)

→Sped up the move’s start-up.

→Decreased distance moved during the attack.

→Shortened the amount of delay after the attack connects.

→Increased the amount of sliding knockdown.

Back Grapple (Medium, Heavy)

→Now able to be held with light, medium, or heavy attack buttons.

→Adjusted input window in which the button can be held.

→Slowed down the move’s start-up.

→Increased throw spacing.

→Increased the move’s stun time.

→The attack will slam the opponent if a camera shift occurs during a combo.

→Changed timing at which Vanish and Super Attacks can be performed.

→Stored input for Super Attacks and Vanish can now be performed.

Back Grapple (Heavy)

→Increased opponent knockback.

Support Attack

→Adjusted distance moved during the mid-air version of the attack.

Support Attack (Light)

→Slowed down cancel timing for the grounded version of the move.

Support Attack (Medium)

→Sped up the grounded version’s start-up.

→Added delay when landing from the mid-air version.

→Added jumping attack properties to the mid-air version.

→Increased hitstop on the final hit of the mid-air version.

→Extended the mid-air version’s hitbox downward.

Support Attack (Heavy)

→Android 17 can no longer be attacked when on standby.

Support Attack (Unique)

→The direction in which the opponent is knocked back from the grounded version will now depend on the direction the Ki Blast is facing.

→Sped up the timing during which Android 17 is invincible in the mid-air version.

Barrier

→Can now be linked to a Super Attack by holding.

→Super Attacks are now faster if they are used to follow up.

Energy Wave

→The attack’s start-up is now faster against mid-air opponents in hitstun, and the attack’s position now matches the opponent’s.

Accel Dance

→Added a hitbox during charge forward that will only damage the opponent’s Z Assist.

→Increased delay.

→Fixed an issue in which the base damage of the attack would change.

Z Assist

→Sped up timing during which Android 18 is invincible.

 

Gotenks

Mid-air Stun

→Extended hurtbox upward when falling.

Standing Light Attack

→Shortened timing needed to link to standing light attack: follow-up 1 when the attack misses.

Standing Heavy Attack

→Decreased distance moved during the attack.

→Increased knockback.

Jumping Light Attack

→If the first hit of the attack hits, all hits afterward can now by guarded while crouching.

→Increased delay.

Miracle Super Punch

→Now able to be held with light, medium, or heavy attack buttons.

Miracle Super Punch (Light)

→Reduced delay for the grounded version.

→Increased distance moved during the grounded version of the attack.

Miracle Super Punch (Heavy)

→Increased distance moved during the attack.

→Reduced knockback from the mid-air version.

→Decreased delay for the mid-air version.

Great Special Rolling Kick

→Increased the move’s damage.

→Added damage scaling to the first hit of the attack.

→Adjusted opponent knockback.

→Adjusted properties on hit during camera shift.

→Gotenks will now face the opponent during the final hit of the attack.

Great Special Rolling Kick (Light)

→Increased distance moved during the attack.

→Increased delay for the grounded version.

Great Special Rolling Kick (Medium)

→Increased distance moved during the attack.

Galactic Donuts

→Increased the move’s stun time during camera shift.

→Increased opponent knockback.

→The camera will not shift if only the second hit connects.

→↑ before the attack will shift the attack’s hitbox.

→If the first hit of the attack is deflected with a Z Reflect, then the second hit will not connect.

DIE DIE Missile Barrage

→Increased the amount the Ki gauge is filled.

Charging Ultra Volleyball

→The position of the attack will not change even if Piccolo is on the team.

→If the attack misses, no actions can be taken until Gotenks lands.

Z Assist

→If the first hit of the attack is deflected with a Z Reflect, then the second hit will not connect.

 

Krillin

Standing Heavy Attack

→Increased knockback when the attack is guarded.

Standing/Jumping Unique Attack

→Reduced the move’s damage.

→Increased the move’s stun time.

→Reduced opponent knockback.

Crouching Heavy Attack

→Sped up the move’s start-up.

Jumping Medium Attack

→Sped up the start-up of the second hit.

→Shrunk the hitbox of the first hit of the attack.

→Reduced the amount of hitstop for the first hit of the attack.

→Adjusted the speed of the attack during a mid-air combo.

Afterimage

→Changed what triggers camera shift.

→Adjusted properties on hit during camera shift.

→Increased the move’s damage.

→Reduced knockback.

→Decreased delay.

→Krillin now descends faster when the attack connects.

→During start-up, no actions can be taken until Krillin lands.

Afterimage (Medium)

→The grounded version now incorporates a back step.

Afterimage (Heavy)

→Reduced delay when held.

→Increased hitstop.

Senzu Bean

→Increased delay.

→Decreased distance moved during the attack.

→Sped up the timing at which the Senzu Bean is thrown.

→Increased the rock’s hitstop.

→Increased the rock’s stun time.

→Slowed down the rock’s start-up.

→Adjusted the trajectory of the rock.

→Removed the grounded version’s delay during landing.

Senzu Bean (Heavy)

→Two rocks are now thrown.

Kamehameha

→↓ while in the air will cause Krillin to descend faster.

Solar Flare

→Slowed down cancel timing.

Destructo-Disc

→The attack can now be fired diagonally with ↑ or ↓.

Scattering Energy Wave

→Increased delay.

→The opponent will still appear on screen when falling, even when high up in the air.

Ultimate Z Change

→Adjusted where Krillin appears.

Z Assist

→Sped up the move’s start-up.

→Adjusted where Krillin appears.

→Adjusted the trajectory of the rock.

 

Kid Buu

Mid-air Stun

→Extended hurtbox upward when falling.

Crouching Medium Attack

→Increased delay when performed at close range.

Jumping Medium Attack

→Adjusted the attack’s behavior when performed at a low position.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

→Reduced opponent knockback.

Mystic Ball Attack

→Increased knockback.

→Increased opponent knockback.

→Increased distance moved during the attack.

→Shrunk the move’s hitbox.

→Slowed down the grounded version’s start-up.

→Added damage scaling to the first hit of the grounded version.

→Adjusted properties on hit during camera shift.

Mystic Ball Attack (Light)

→Reduced the attack’s bounce when it hits the ground.

Mystic Ball Attack (Heavy)

→Increased the move’s damage.

Mystic Arm Swing

→Adjusted properties on hit during camera shift.

Candy Beam

→Adjusted properties on hit during camera shift.

→Slowed down cancel timing when the attack is guarded.

→Increased timing for stored input when the attack connects.

Arm Ball

→No longer has extended reach on start-up.

Planet Burst

→No actions can be taken until Kid Buu lands from the mid-air version.

→Increased the speed of descent for the mid-air version.

→Position and delay now change based on the height at which the attack connects.

 

Majin Buu

Standing Light Attack: Follow-up 1

→Shortened timing needed to link to standing light attack: follow-up 2.

Standing Light Attack: Follow-up 2

→Changed the move into a throw.

→Reduced the duration of the move.

→Increased distance moved during the attack.

Jumping Heavy Attack

→Increased opponent knockback.

Dive Bomb

→Changed what triggers camera shift.

→Changed behavior when there is no camera shift.

→Adjusted behavior when the attack connects.

→Increased the move’s damage.

→Decreased the move’s damage scaling.

→The grounded version can now hit opponents directly above Majin Buu.

Dive Bomb (Heavy)

→Adjusted properties on hit during camera shift.

Cartwheel

→Adjusted properties on hit during camera shift.

→Increased distance moved during the attack.

 

Cartwheel (Medium)

→Slowed down the move’s start-up.

Fat Throw

→Increased hitstop.

→Adjusted the trajectory of the projectile.

→Extended the move’s hitbox downward.

→The opponent is now considered airborne when they’re released from the fat.

Now Buu really…hate you!

→The number of hits does not change even if the attack is performed at a distance.

→Reduced opponent knockback.

 

Nappa

Standing Light Attack

→Shortened timing needed to link to standing light attack: follow-up 1 when the attack misses.

Standing Light Attack: Follow-up 1

→Cannot perform follow-ups from standing light attack with ↓.

Standing Unique Attack

→Added a hitbox to the initial strike of the attack.

→The opponent will always be knocked forward by the attack.

→The initial Ki Blast can now be deflected.

→Reduced the number of Ki Blasts that can be canceled.

→Increased Ki Blast hitstop.

→Increased opponent knockback from the Ki Blast.

→Enlarged the move’s hitbox.

Jumping Unique Attack

→Sped up the move’s start-up.

→Increased opponent knockback.

→Reduced the move’s stun time.

→Reduced blockstun.

→Increased the move’s damage scaling.

 

Jumping ↓ + Heavy Attack

→Can now be jump-canceled upon landing while Sparking Blast is active.

→Jumps are no longer reset when landing during the attack.

→Sped up the move’s start-up.

→Increased distance moved during the attack.

→Increased opponent knockback.

→Enlarged the hitbox during the landing.

→The attack cannot be canceled before landing.

→Added a camera shift when the attack connects.

Arm Break

→Move now changes if held.

→Increased the move’s damage.

→Adjusted properties on hit during camera shift.

→Adjusted difference in stun when the attack is guarded.

Arm Break (Light)

→Added camera shift during the attack.

Saibaman (Heavy)

→The attack changes with additional input.

→Changed the color of the Saibaman.

Saibaman (Claw Attack)

→Increased the move’s stun time.

→Extended the move’s hitbox downward.

Saibaman (Slide)

→Reduced the move’s damage.

→Increased hitstop.

Saibaman (Acid)

→Reduced the move’s damage.

→No longer affected by stun time decay from combos.

Saibaman (Self-Destruct)

→Increased the move’s damage.

 

Blazing Storm

→Changed the attack’s position.

→Attack position can be changed if held.

Too bad

→Camera shift occurs even if the attack does not connect.

→Adjusted properties on hit during camera shift.

→Reduced the move’s damage.

→Changed hold timing.

→Reduced opponent knockback from the first hit of the attack.

→Enlarged the move’s hitbox.

Z Assist

→Nappa will now always appear at close range.

 

Android 16

Grounded Dragon Rush

→Fixed an issue in which the camera would move too much during a forced switch.

Forward Medium Attack

→Adjusted the move’s hitbox.

Standing Light Attack

→Increased delay.

→Extended the move’s hitbox downward.

Standing Light Attack: Follow-up 2

→Extended throw spacing upward.

Crouching Heavy Attack

→Increased delay.

→Extended the move’s hitbox downward during start-up.

Jumping Medium Attack

→Reduced the move’s damage.

Jumping Heavy Attack

→Adjusted properties on hit during a Super Combo performed from the ground.

 

Jumping ↓ + Heavy Attack

→Slowed down the move’s start-up.

→Can no longer be guarded while crouching.

→Added damage scaling to the first hit of the attack.

→Increased delay.

→Increased the amount of hitstop when the attack is guarded.

→The attack will no longer cross-up the opponent.

→The camera now shifts when the attack hits an opponent mid-air.

→Adjusted properties on hit during camera shift.

→Can now be jump-canceled with Sparking Blast active.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

→Adjusted opponent knockback.

Dynamite Driver

→Opponent position upon hit is now uniform across all characters.

Dynamite Driver (Light)

→Sped up the move’s start-up.

Dynamite Driver (Medium, Heavy)

→Adjusted properties on hit during camera shift.

→Can now be canceled with a Z Change or Super Dash during camera shift.

Flying Power Bomb

→Increased throw spacing vertically.

→Opponent position upon hit is now uniform across all characters.

→Increased the move’s damage.

→Reduced damage when the camera shifts during a combo.

→Reduced the amount the Ki gauge is filled when the camera shifts during a combo.

Flying Power Bomb (Medium, Heavy)

→Adjusted properties on hit during camera shift.

Flying Power Bomb (Heavy)

→Sped up the start-up of the throw portion of the attack.

→Reduced damage scaling during the slam portion of the attack.

→Reduced damage of the grounded version’s slam.

→Increased damage scaling on the first hit of the grounded version.

Gliding Powerbomb

→Extended throw spacing downward.

→Increased distance moved during the attack.

→Increased delay.

→Android 16 now faces the opponent after the action.

→Opponent position after hit is now uniform across all characters.

→Increased the move’s damage.

→Reduced damage when the camera shifts during a combo.

→Reduced the amount the Ki gauge is filled when the camera shifts during a combo.

Gliding Powerbomb (Medium, Heavy)

→Sped up the move’s start-up.

→Increased the duration of the move.

→Adjusted properties on hit during camera shift.

→Can now be canceled with Super Dash, Z Change, or Flying Power Bomb during camera shift.

Hell Heat (Close Range)

→The final hit will not trigger if the attack is deflected with a Z Reflect.

Hell Flash

→Increased the time needed to perform an Ultimate Z Change.

→Increased the duration of the attack if it misses.

→Adjusted properties on hit.

→Increased the damage of the mid-air version when performed at a distance.

→Increased the base damage of the mid-air version when performed at a distance.

Z Assist

→Removed hitbox when the attack hits the main character.

 

Yamcha

Jumping ↓ + Heavy Attack

→Enlarged the move’s hitbox during start-up.

Wolf Fang Fist, Reverse Wolf Fang Fist, Wolf Fang Fist: Pack Attack

→Follow-ups can still be performed even if the first attack misses.

→Follow-ups will not be performed if ← is used.

→Wolf Fang Fist: Gale Claws can now be used as a follow-up.

Reverse Wolf Fang Fist

→Shortened timing needed to link to Wolf Fang Fist: Flash

Wolf Fang Fist: Pack Attack

→Increased distance moved during the attack.

Wolf Fang Fist: Gale Claws

→Adjusted opponent knockback.

→Yamcha will now face the opponent before the final hit of the attack.

→Increased delay.

→Adjusted properties on hit during camera shift.

→Increased hitstop when the final hit connects.

Wolf Fang Fist: Gale Claws (Light, Medium)

→Increased distance moved during the grounded version of the attack.

Wolf Fang Fist: Gale Claws (Medium)

→Reduced the amount Yamcha is raised when the grounded version is guarded.

Wolf Fang Fist: Gale Claws (Heavy)

→Increased the stun time for the spin portion of the attack.

Wolf Fang Fist: Whiskers

→Decreased timing for stored input.

→Follow-up direction now depends on opponent position.

Wolf Fang Fist: Finisher

→Reduced opponent knockback.

→Adjusted properties on hit during camera shift.

Wolf Fang Fist: Flash

→Decreased delay.

→Will not trigger if the medium attack button is held.

Ultimate Wolf Fang Fist

→Reduced the base damage of the attack.

 

Tien

Standing Light Attack: Follow-up 1

→Reduced the move’s damage.

→Adjusted opponent knockback.

Standing Light Attack: Follow-up 2

→Adjusted hitstop when the attack connects.

→Enlarged the move’s hitbox.

→Adjusted opponent knockback.

Standing/Jumping Unique Attack

→Increased the move’s damage.

→Increased the move’s stun time.

→Adjusted opponent knockback.

Standing Unique Attack

→Increased delay.

Jumping Light Attack

→If the first hit of the attack hits, the second hit can now be guarded while crouching.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

Volleyball Fist (Medium)

→Increased distance moved during the grounded version of the attack.

Volleyball Fist (Heavy)

→Increased distance moved during the grounded version of the attack.

→Sped up the grounded version’s start-up.

→Changed what triggers camera shift for the grounded version.

→Increased the mid-air version’s damage.

Crane Strike

→Increased the move’s damage.

→Adjusted properties on hit during camera shift.

→Increased distance moved during the attack.

→Adjusted opponent knockback.

→No more delay during landing when the attack is guarded.

Crane Strike (Light)

→Added camera shift during the attack.

→Slowed down the mid-air version’s start-up.

→No more bounce when the attack connects.

Crane Strike (Medium)

→Slowed down the mid-air version’s start-up.

Crane Strike (Heavy)

→Sped up the grounded version’s start-up.

Telekinesis

→Increased the move’s stun time.

→Increased the amount of hitstop when the attack is guarded.

Tri-Beam

→Reduced the amount of own health consumed by the attack.

→Increased the base damage of the attack.

→Holding the attack now allows follow-ups.

Neo Tri-Beam

→Reduced the amount of own health consumed by the attack.

→Increased the base damage of the attack.

→Increased the move’s stun time.

→Adjusted opponent knockback.

→Adjusted where Tien appears.

 

Gohan (Adult)

Standing Light Attack: Follow-up 4

→Increased the attack’s stun time when it connects in the air.

Crouching Heavy Attack

→The grounded version of the attack will be performed on landing when at max Potential Unleashed level.

Standing Unique Attack

→Increased timing for stored input of a Z Combo.

Jumping Heavy Attack

→Increased opponent knockback during camera shift.

Jumping Unique Attack

→Increased timing for stored input of a Z Combo.

→Adjusted distance moved during the attack.

→Mid-air Z Combo can now be performed when at max Potential Unleashed level.

Machine Gun Kick

→Now able to be held with light, medium, or heavy attack buttons.

→Adjusted distance moved during the attack.

→Reduced the move’s damage.

→Decreased the amount the Ki gauge is filled.

→Hitbox is now active right before landing.

→Stored input for a Super Attack can now be performed during delay when landing.

Machine Gun Kick (Medium)

→Reduced the delay when landing after the attack.

Machine Gun Kick (Heavy)

→Adjusted distance moved, and added bounce effect after the attack is guarded.

→Adjusted properties on hit during camera shift.

Ultimate Back Attack

→Increased distance moved during the attack.

→Adjusted opponent knockback.

→Changed what triggers camera shift.

→Adjusted properties on hit during camera shift.

→Gohan now faces the opponent after the action.

→Stored input for a Super Attack can now be performed during delay when landing.

→Attack start-up is now faster when the opponent is in hitstun in the air and after Potential Unleashed.

→Reduced delay when the grounded version hits an airborne opponent after Potential Unleashed.

Ultimate Back Attack (Heavy)

→Sped up the mid-air version’s start-up if performed before Potential Unleashed.

Bros. Kamehameha

→Reduced knockback.

Z Assist

→Increased hitstop.

→Gohan will now appear further forward when near the opponent or the opponent is in hitstun in the air.

→Changed complete invincibility to invincibility against jumping attacks.

 

Hit

Vanish

→Adjusted opponent position during camera shift.

Standing Light Attack

→Shortened timing needed to link to standing light attack: follow-up 1.

Standing Light Attack: Follow-up 1

→Slowed down the move’s start-up.

→Increased distance moved during the attack.

Standing Light Attack: Follow-up 2

→Adjusted opponent knockback.

→Increased delay when the attack connects.

→Reduced the duration of the third hit of the attack.

Crouching Light Attack

→Increased the move’s damage.

Vital Point Attack, Tides of Time

→Delayed timing during which a follow-up can be performed with a unique attack.

→Reduced the amount of delay when following up with unique attack.

Direct Hit

→Reduced damage scaling for the first hit of the attack.

→Reduced the move’s damage.

→Decreased the amount the Ki gauge is filled.

Instant Blow

→Reduced damage scaling of the first hit when facing forward.

→Increased the move’s damage.

→Increased the move’s stun time.

Guard Breaker

→Adjusted properties on hit during camera shift when Hit turns around.

→Increased the move’s damage.

→Extended the move’s hitbox upward.

Time Release

→Decreased delay.

→Increased stun time for upward follow-up.

→Adjusted opponent knockback from downward follow-up.

Icy Glare (Light, Medium)

→Increased the move’s damage.

Realized Power

→No other attacks will connect when the mid-air version connects.

Death Blow

→All bars of Ki are spent and the attack now does more damage.

→Adjusted opponent knockback.

→Increased delay.

→Follow-ups can no longer be performed when the attack connects.

 

Goku (SSGSS)

dbfz_patch3_Goku-SSGSS_Super-God-Shock-Flash(activation-speed-reduced)
Goku SSGSS Super God Shock Flash (activation speed reduced)

Standing Light Attack: Follow-up 1

→Adjusted opponent knockback.

→Adjusted the move’s stun time.

→Adjusted hitstop.

Standing Medium Attack

→Increased distance moved during the attack.

→Increased delay.

→Greatly reduced the distance moved with a back input.

→Greatly reduced delay with a back input.

Standing Unique Attack

→Increased the move’s damage.

→Adjusted opponent knockback.

Jumping ↓ + Heavy Attack

→Increased distance moved during the attack.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

→Adjusted opponent knockback.

Divine Void Strike

→Adjusted properties on hit during camera shift.

→Increased the move’s stun time.

→Increased hitstop when the attack lands.

→Decreased delay.

→Increased distance moved during the attack.

→Increased opponent knockback.

Divine Void Strike (Light)

→Sped up the move’s start-up.

Divine Void Strike (Medium)

→Increased the duration of the move.

→Increased the grounded version’s damage.

Divine Void Strike (Heavy)

→Sped up the move’s start-up.

→Increased the move’s damage.

→If the mid-air version is below a certain height from the opponent, Goku will match the opponent’s position.

Super God Shock Flash

→Increased the attack’s damage when the throw is successfully performed.

→Increased the amount of hitstop when the throw is successfully performed.

→Removed invincibility during Instant Transmission portion of the attack.

→The throw portion of the attack will not connect more than two times in a combo.

Super God Shock Flash (Light)

→Slowed down the move’s start-up.

Dragon Flash Kick

→Adjusted opponent knockback.

→Increased distance moved during the attack.

→Increased the move’s stun time.

→The attack will no longer cross-up the opponent.

→Enlarged the move’s hitbox during start-up.

Dragon Flash Kick (Light, Medium)

→Sped up the move’s start-up.

→Adjusted properties on hit.

Dragon Flash Kick (Heavy)

→Changed the attack’s behavior when it hits the opponent.

Instant Transmission

→Adjusted where Goku appears.

→Adjusted distance moved during the attack.

→Reduced blockstun.

→Adjusted properties on hit during camera shift.

→Increased the duration of the move.

→Sped up the start-up of the reverse version.

Extreme Speed Kamehameha

→Adjusted what triggers Instant Transmission.

→Sped up the move’s start-up.

→Increased delay.

→Increased the time needed to perform an Ultimate Z Change.

x10 Kaioken Kamehameha

→Increased distance moved during the attack.

→Adjusted where Goku appears during an Ultimate Z Change.

→Can be held to perform Instant Transmission on hit.

→Added a hitbox during charge forward that will only damage the opponent’s Z Assist.

Evolved Attack

→Changed attack behavior after it connects.

Z Assist

→Goku will now appear further forward when near the opponent or the opponent is in hitstun in the air.

→Adjusted opponent knockback.

 

Vegeta (SSGSS)

Wake-up

→Adjusted wake-up time.

Standing Light Attack

→Changed the attack’s appearance when canceled after missing.

Standing Light Attack: Follow-up 2

→Enlarged the move’s hitbox.

Standing Unique Attack

→Reduced opponent knockback at close range.

→Enlarged the move’s hitbox.

Crouching Light Attack

→Increased delay.

→Changed the attack’s appearance when canceled after missing.

Crouching Heavy Attack

→Increased the duration of the move.

Crouching Unique Attack

→Reduced opponent knockback.

→Reduced the move’s stun time.

Jumping Unique Attack, Jumping Down + Unique Attack

→Reduced opponent knockback.

→Enlarged the move’s hitbox.

 

Super Dash Kick

→Vegeta will now face the opponent after the attack.

→Distance moved varies based on the follow-up.

→Adjusted opponent knockback.

→Adjusted the move’s stun time.

→Adjusted hitstop.

→Adjusted the move’s damage.

→Increased delay.

Super Dash Kick (Light)

→Sped up the move’s start-up.

Super Dash Kick (Medium)

→Slowed down the move’s start-up.

On a scale of one to ten, I’ll give you a three!

→Increased the move’s damage.

→Increased the move’s damage scaling.

→Changed distance moved during the attack.

→Increased the duration of the move.

→Vegeta will now face the opponent after the attack.

→Adjusted properties on hit during camera shift.

On a scale of one to ten, I’ll give you a three! (Light)

→Reduced the duration of the grounded version.

Big Bang Attack

→Sped up the move’s start-up.

→Stored input for a Super Attack can now be performed.

→Increased the move’s damage scaling.

→Vegeta now moves forward before the grounded version of the attack.

→Decreased delay for the mid-air version.

→Increased hitstop when the first hit of the attack connects.

→Reduced the amount of hitstop when the attack is guarded.

→Increased the move’s stun time.

→Enlarged the move’s hitbox.

Niagara Pummel

→Increased the damage of the move when it’s held.

→Adjusted opponent knockback.

Final Flash

→Adjusted opponent knockback.

→Increased the move’s stun time.

→No actions can be taken until the character lands.

→Vegeta descends faster after the mid-air version of the attack.

Z Assist

→Increased hitstop when the first hit of the attack connects.

→Reduced the amount of hitstop when the attack is guarded.

→Increased the move’s stun time.

→Enlarged the move’s hitbox.

 

Beerus

Standing Light Attack: Follow-up 1, Standing Medium Attack, Crouching Heavy Attack, Jumping Medium Attack

→Adjusted distance Sphere of Destruction travels when hit by the attacks.

Standing Light Attack: Follow-up 2

→Adjusted hitbox in the air.

→Sped up the start-up of the attack when the opponent is in hitstun in the air.

→Extended the move’s hitbox upward.

Standing Medium Attack

→Sped up the move’s start-up.

→Extended the move’s hitbox upward.

Crouching Medium Attack

→Adjusted opponent knockback.

Jumping Medium Attack

→Increased the duration of the move.

→Extended the move’s hitbox downward.

Jumping ↓ + Heavy Attack

→Adjusted opponent knockback.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

→Adjusted opponent knockback.

Sphere of Destruction

→Now able to be held with light, medium, or heavy attack buttons.

→Increased the move’s damage.

→Increased the move’s damage scaling.

→Increased the damage of the sphere.

→Reduced knockback from sphere.

→Added hitstop when the sphere is sent flying with an attack.

→The sphere will not disappear when it is hit with an attack, even if Beerus is switched out.

→Adjusted properties on hit during camera shift.

→Delay removed when landing if the mid-air version’s hitbox is active.

Sphere of Destruction (Medium)

→The kick portion of the attack will no longer hit a grounded opponent.

Sphere of Destruction (Heavy)

→Increased distance moved during the attack.

→Changed where the sphere appears.

→The kick portion of the upward follow-up will no longer hit a grounded opponent.

→Damage and knockback from the attack varies between the upward and downward follow-ups.

God of Destruction’s Rampage

→The attack will no longer cross-up the opponent.

→Increased the move’s damage scaling.

→Adjusted distance moved during the attack.

→Increased the move’s damage.

→Stored input for a Super Attack can now be performed when landing.

→Made it harder to change position at the edge of the screen when the grounded version hits.

God of Destruction’s Wrath

→Increased delay.

→Increased the speed of descent after the attack.

 

Goku Black

Standing Unique Attack

→Increased stun time for the blade when it makes contact with the opponent.

→Reduced opponent knockback from the blade when it makes contact with the opponent.

→Changed the speed of the projectile.

→Holding forward before the attack will increase the speed of the projectile.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

God Slicer

→Reduced the level of the projectiles, meaning other Ki Blasts will cancel them out.

→Adjusted the projectiles’ damage.

→Reduced the move’s damage.

→Enlarged the move’s hitbox during start-up.

→Increased delay for the grounded version.

God Slicer (Light)

→Adjusted the direction of opponent knockback.

God Slicer (Medium)

→Goku Black descends faster after the attack connects.

God Slicer (Heavy)

→Increased the speed of the projectiles.

→Increased the move’s damage.

→Goku Black descends faster after the attack connects.

Fierce God Kick

→The attack will no longer cross-up the opponent.

→Reduced knockback.

→Increased the speed of descent after the attack hits the opponent.

→Increased delay after landing.

→Adjusted properties on hit during camera shift.

Fierce God Kick (Light)

→Reduced the amount of hitstop.

Fierce God Kick (Medium)

→Sped up the move’s start-up.

→Reduced the move’s damage.

→Adjusted opponent knockback.

Fierce God Kick (Heavy)

→Increased the move’s damage scaling.

→Fixed an issue in which recoverable health remained upon hit.

Binding Black Kamehameha

→Adjusted properties on hit during camera shift.

→Increased the move’s damage.

God Slicer Dance

→Fixed an issue in which the base damage of the attack would change.

Holy Light Grenade

→Enlarged the move’s hitbox during start-up.

→Fixed an issue with strange behavior when an Ultimate Z Change was performed before the attack connected.

→Adjusted opponent knockback.

→Increased the move’s stun time.

→Increased delay.

The Work of a God

→No actions can be taken until Goku Black lands.

 

Android 21

Wake-up

→Adjusted wake-up time.

Standing/Crouching Light Attack

→Sped up the move’s start-up.

Crouching Medium Attack

→Increased delay.

→Increased stun time when performed at a distance.

→Adjusted opponent knockback when performed at a distance.

Crouching Unique Attack

→Sped up the move’s start-up.

→Decreased delay.

Jumping Heavy Attack

→Slowed down the move’s start-up.

Jumping Unique Attack

→Adjusted opponent knockback.

Hors d’Oeuvre Stab

→The attack will no longer cross-up the opponent.

→Adjusted distance moved during the attack.

→Adjusted opponent knockback.

→Increased stun time during the first hit of the attack.

→Increased hitstop on the final hit of the attack.

→Increased delay.

→Sped up the move’s start-up.

→Reduced the amount the Ki gauge is filled when there is no camera shift.

→Increased the damage of the final hit of the attack.

→Increased the damage scaling of the final hit of the attack.

→Reduced stun time for the final hit of the attack.

Hors d’Oeuvre Stab (Light)

→Reduced the move’s damage when there is no camera shift.

Hors d’Oeuvre Stab (Medium)

→Reduced the move’s damage when there is no camera shift.

→Adjusted properties on hit for the grounded version during a camera shift, and the attack now causes wall bounce.

Connoisseur Cut

→Increased distance moved during the attack.

Connoisseur Cut, Aerial Connoisseur Cut

→Follow-ups with any of the attack buttons can be performed after the attack connects.

→Reduced the move’s damage.

→Sped up the mid-air version’s start-up.

Absorb

→Android 21 will now lose an absorbed technique after using it once.

→Additional attacks with any of the attack buttons can now be performed during the attack.

→Android 21 will appear closer to the opponent when an absorbed attack is used as a follow-up upon hit.

Absorb (Kamehameha)

→Reduced the move’s stun time.

→Reduced opponent knockback.

→Decreased delay.

Absorb (Consecutive Energy Blast)

→Reduced the number of hits.

→Increased hitstop.

→Reduced the amount of hitstop when the attack is guarded.

→Sped up the move’s start-up.

→Increased the move’s damage.

→Increased the amount the Ki gauge is filled.

→Enlarged the move’s hitbox.

→Reduced the move’s stun time.

→Changed distance moved during the attack.

→Changed opponent knockback.

Absorb (Explosive Energy Blast)

→Increased distance moved during the attack.

→Adjusted opponent knockback.

→Enlarged the move’s hitbox.

→Adjusting timing needed to link to other attacks.

→Sped up the grounded version’s start-up.

Absorb (Homing Energy Blast)

→Sped up the move’s start-up.

→Two blasts can now appear on screen at once.

→Increased the move’s stun time.

→Increased delay when the attack connects at close range.

Absorb (Solar Flare)

→Added invincibility to jumping attacks.

→Sped up the move’s start-up.

→Reduced delay.

→Changed distance moved during the grounded version, making it airborne.

Absorb (Sticky Energy Blast)

→Now invincible to jumping attacks on start-up.

→Added invincibility to jumping attacks to the mid-air version.

→Decreased delay for the mid-air version when it misses.

Absorb (Barrier Sphere)

→Barrier will remain even after a follow-up.

→If followed up with a Super Attack, the start-up of that Super Attack is now faster.

→Can be followed up with Super Attacks by holding the button.

Absorb (Sonic Warp)

→Increased delay.

→Applied damage scaling to the first hit when a follow-up attack is performed.

→Adjusted where Android 21 appears; the mid-air version will now appear on the ground.

Excellent Full Course

→No actions can be taken until the character lands.

 

Bardock

Jumping Medium Attack

→Reduced the amount of hitstop for the first hit of the attack.

Jumping Unique Attack

→Adjusted opponent knockback.

→Reduced the delay when landing after the attack.

Rebellion Spear (Medium, After Heavy Follow-Up)

→Adjusted properties on hit during camera shift.

→The second hit of the grounded version no longer hits grounded opponents.

→The opponent will not fall to the ground if the mid-air versions hits them while airborne.

→Increased hit spacing for the start-up of the mid-air version.

Raging Meteor

→Changed what triggers camera shift.

→Adjusted properties on hit during camera shift.

→Adjusted distance moved during the attack.

→Increased delay.

Raging Meteor (Light)

→Removed

→Sped up the mid-air version’s start-up.

Raging Meteor (Medium)

→Slowed down the mid-air version’s start-up.

Riot Javelin

→Increased the time needed to perform an Ultimate Z Change when the mid-air version hits diagonally downward.

→The mid-air diagonal version will now cause a bounce off the ground.

→Reduced the amount of hitstop for the mid-air diagonal version.

→Reduced the base damage of the mid-air diagonal version.

Saiyan Spirit

→Slowed down the move’s start-up.

→Increased delay.

→Adjusted the move’s hitbox.

→Fixed an issue in which the base damage of the attack would change.

Revenge Assault

→No actions can be taken until Majin Buu lands from the mid-air version.

 

Broly

Super Combo (Medium)

→Changed the combo.

Standing Light Attack: Follow-up 2

→Can now be canceled with a Z Change.

Crouching Medium Attack

→Adjusted opponent knockback.

Standing Heavy Attack

→Increased the damage of the move when it’s held.

Jumping Light Attack

→Extended the move’s hitbox downward during start-up.

Jumping Heavy Attack

→Increased the move’s stun time during camera shift.

Jumping ↓ + Heavy Attack

→The camera now shifts when the attack hits an opponent mid-air.

→Adjusted opponent position after the attack connects.

Jumping Unique Attack

→Projectile angle can now be changed with an upward input.

Lariat Express (Medium, Heavy)

→Increased the move’s damage.

Lariat Express (Heavy)

→Adjusted opponent knockback.

Gigantic Claw

→Increased distance moved during the attack.

→Adjusted properties on hit.

Gigantic Claw (Light)

→Sped up the move’s start-up.

Gigantic Claw (Heavy)

→Increased the move’s damage.

Gigantic Strike

→Adjusted properties on hit.

→Stored input for Vanish and Super Attacks can now be performed.

Gigantic Strike (Medium)

→Slowed down the move’s start-up.

Gigantic Strike (Heavy)

→Reduced the move’s damage.

Eraser Cannon

→Increased the amount of armor the attack has.

Eraser Cannon (Heavy + Unique)

→Changed the behavior of the attack.

Gigantic Meteor

→Fixed an issue in which the base damage of the attack would change.

Gigantic Meteor (Light + Medium)

→Will now appear on the ground after the attack.

Gigantic Meteor (Heavy + Unique)

→Slowed down the mid-air version’s start-up.

Z Assist

→Increased hitstop when the attack lands.

→Reduced the move’s stun time.

 

Vegito (SSGSS)

Vanish

→Adjusted opponent position during camera shift.

Standing Light Attack: Follow-up 2

→Increased throw spacing.

Standing Unique Attack

→Can no longer be canceled with a Z Change when the forward follow-up misses.

→Increased the move’s stun time.

→Increased hitstop.

→Increased delay when the attack hits the opponent.

Jumping Heavy Attack

→Reduced the move’s damage.

Crouching Unique Attack

→Removed the Z combo transition into a standing unique attack.

→Increased the move’s stun time.

→Can now perform a Super Dash cancel with a unique attack during the camera shift.

→Decreased the amount the Ki gauge is filled.

→Adjusted opponent position when the attack connects.

Jumping Unique Attack

→Adjusted opponent knockback.

→Increased the move’s stun time during camera shift.

→Can now perform a Super Dash cancel with a unique attack during the camera shift.

→Decreased the amount the Ki gauge is filled.

→Adjusted opponent position when the attack connects.

Spiral Heel Shot

→Adjusted opponent knockback.

→Increased the move’s damage.

→Increased the move’s damage scaling.

→Decreased distance moved during the attack.

→Changed the grounded version’s behavior when it connects.

→Removed the grounded version’s delay during landing.

→Changed the first hit of the grounded version’s behavior when it is deflected with a Z Reflect.

→Vegito will rise during the start-up of the mid-air version of the attack if the opponent is above him.

Spiral Heel Shot (Medium)

→Sped up the move’s start-up.

Atomic Buster

→Adjusted distance moved during the attack.

→Adjusted throw spacing.

→Sped up the move’s start-up.

→Decreased delay.

→After the attack connects, no actions can be taken until Vegito lands.

→Adjusted properties on hit.

Barrier

→Adjusted distance moved when the attack makes contact.

→Adjusted throw spacing.

Final Kamehameha

→Adjusted opponent knockback.

→Increased the move’s stun time.

→No actions can be taken until Vegito lands.

→Vegito descends faster after the mid-air version of the attack.

 

Zamasu (Fused)

Standing/Crouching Light Attack, Crouching Medium Attack

→Sped up the move’s start-up.

Standing Light Attack: Follow-up 1

→Shortened timing needed to link to standing light attack: follow-up 2.

Standing Light Attack: Follow-up 2

→Changed the move into a throw.

→Sped up the move’s start-up.

→Reduced the duration of the move.

→Adjusted distance moved during the attack.

Crouching Heavy Attack

→Slowed down the move’s start-up.

→Made it easier to take advantage of subsequent dash.

→Enlarged the move’s hitbox.

Standing Unique Attack

→Decreased delay.

Jumping Light Attack

→Enlarged the move’s hitbox during start-up.

Jumping ↓ + Heavy Attack

→The camera now shifts when the attack hits an opponent mid-air.

→Adjusted properties on hit during camera shift.

→Slowed down the move’s start-up.

Eternal Justice

→Increased the move’s damage.

→Increased opponent knockback.

Eternal Justice (Heavy)

→Adjusted properties on hit during camera shift.

→Changed what happens when followed up with a unique attack.

→Slowed down the move’s start-up.

Wall of Light

→Increased hitstop when the attack lands.

→Reduced blockstun.

Divine Order

→Sped up the move’s start-up.

→Decreased delay.

→Adjusted opponent knockback.

→Increased the move’s damage.

→Adjusted properties on hit during camera shift.

→Enlarged the projectile hitbox.

→Adjusted distance moved during mid-air version; set to a fixed height when the attack is performed low in the air.

Heaven’s Flash

→Jumping ↓ + heavy attack will not trigger unless performed with a clean down input.

→Camera now shifts during jumping ↓ + heavy attack.

→Increased stun time on jumping unique attack.

→Jumping unique attack will be followed-up with a jumping ↓ + heavy attack.

→Eternal Justice has different properties on hit.

→Divine Order will release a projectile even if the button isn’t held.

→Increased the window in which Divine Order can be held.

Blades of Judgment

→Increased distance moved during the attack.

→Adjusted properties on hit.

→Zamasu will move back if the attack is performed at the edge of the screen.

→Fixed an issue in which the base damage of the attack would change.

Divine Wrath

→Fixed an issue in which the attack would connect while time is paused during the camera shift.

Lightning of Absolution

→Adjusted opponent knockback.

→Increased delay.

→Sped up the start-up of the attack when the opponent is being damaged.

→Increased the speed of descent after the attack.

Z Assist

→Increased the move’s stun time.

→Increased hitstop when the attack lands.

→Adjusted opponent knockback.

 

Goku

Vanish

→Adjusted opponent position during camera shift.

Standing Light Attack: Follow-up 1

→Adjusted opponent knockback.

→Decreased distance moved during the attack.

→Reduced the move’s stun time.

Standing Light Attack: Follow-up 2

→Difference in stun was stabilized.

→Sped up the move’s start-up.

Standing Heavy Attack

→Adjusted opponent knockback.

Crouching Unique Attack, Crouching Unique Attack: Follow-up 1

→Adjusted opponent knockback.

→Increased the input window for follow-ups when the attack misses.

→Increased the move’s stun time.

Crouching Unique Attack: Follow-up 1

→Adjusted where the projectiles appear.

Crouching Unique Attack: Follow-up 2

→Adjusted properties on hit during camera shift.

→Ki Blasts from the crouching unique attack disappear during the camera shift.

→Can now be canceled with a Special Move.

→Adjusted opponent knockback.

Jumping Heavy Attack

→Adjusted opponent knockback.

Jumping ↓ + Heavy Attack

→Increased distance moved during the attack.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

→Adjusted opponent knockback.

Heavy Elbow

→Sped up the move’s start-up.

→Adjusted opponent knockback.

→Increased distance moved during the attack.

→Reduced the move’s stun time.

→Increased opponent hitstop when the attack connects.

→Grounded version now causes the opponent to stagger on hit.

→Adjusted properties on hit during camera shift.

→Increased delay for the mid-air version.

Heavy Elbow (Medium, Heavy)

→Goku is now invincible during the attack.

→Increased the move’s damage.

→Increased the move’s damage scaling.

Back Throw

→Adjusted properties on hit.

Kamehameha

→Sped up the move’s start-up.

→Adjusted opponent knockback from the mid-air diagonal version.

→Increased the stun time of the mid-air diagonal version.

→The mid-air diagonal version now causes sliding knockdown.

Spirit Bomb

→Sped up the move’s start-up.

→Can now be canceled with a Special Move upon hit.

→Adjusted properties on hit during camera shift.

Kaioken

→Camera shift now only occurs for Super Attacks.

→Fixed an issue in which the base damage of the attack would change.

→Increased blockstun for light follow-up.

Kaioken Finisher

→Character will now face the opponent.

Super Spirit Bomb

→Sped up the move’s start-up.

→Increased the projectile’s speed.

→Adjusted where Goku appears.

→Fixed an issue in which the base damage of the attack would change.

Z Assist

→Increased the move’s stun time.

→Increased hitstop when the attack lands.

→Goku will now appear further forward when near the opponent or the opponent is in hitstun in the air.

 

Vegeta

Wake-up

→Adjusted wake-up time.

Vanish

→Adjusted opponent position during camera shift.

Crouching Unique Attack

→Enlarged the move’s hitbox during start-up.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

→Increased opponent knockback.

→Reduced the move’s damage.

→Reduced the delay when landing after the attack.

Super Dash Kick (Light)

→Delayed timing at which Vanish can be performed.

→Reduced the delay when landing after the attack.

Super Dash Kick (Medium, Heavy)

→Adjusted properties on hit during camera shift.

→Adjusted distance moved; attack no longer has extended reach during landing.

→Decreased delay.

Super Dash Kick (Heavy)

→Increased the move’s damage.

→Made it harder to appear on the edge of the screen after the attack.

Deadly Knee Drop

→Sped up the start-up of the attack when the opponent is in hitstun in the air.

→Adjusted properties on hit during camera shift.

Deadly Knee Drop (Light)

→Added camera shift during the attack.

I have no use for Saiyans that can’t move

→Can now be canceled with a Special Move upon hit.

→Increased the move’s stun time.

→Opponent position upon hit is now uniform across all characters.

Galaxy Breaker

→Increased opponent knockback.

→Increased delay.

Z Assist

→Increased hitstop when the attack lands.

 

Cooler

Standing Light Attack

→Adjusted timing need to link to standing light attack: follow-up 1.

Standing Light Attack: Follow-up 1

→Sped up the move’s start-up.

→Shortened vertical hurtbox.

→Shortened vertical hitbox.

Standing Light Attack: Follow-up 2

→Reduced opponent knockback.

→Adjusted properties on hit.

Standing Heavy Attack

→Fixed an issue in which the player could jump cancel after the attack but before a follow-up.

Jumping Light Attack

→Extended the move’s hitbox upward during start-up.

Crushing Stomp

→Extended the move’s hitbox upward during start-up.

→Reduced the move’s damage.

Genocidal Uppercut

→Attack start-up is now faster if closer to the opponent.

→Can now be followed up into a Z Combo with a standing unique attack.

→Reduced opponent knockback.

→Reduced the move’s damage.

Death Chaser

→Adjusted properties on hit during camera shift.

→Adjusted timing in which the attack can be canceled with Super Attacks, etc.

→Increased the move’s damage.

→Damage scaling now begins at the final hit of the attack.

Death Chaser (Medium)

→Slowed down the mid-air version’s start-up.

→Increased stun.

Death Chaser (Heavy)

→Increased stun.

Death Breaker

→Cooler descends faster now after follow-up.

→Increased opponent knockback during start-up.

→Increased delay for the mid-air version.

Death Breaker (Light)

→Increased distance moved.

Death Breaker (Medium)

→Decreased distance moved during the mid-air version of the attack.

Death Flash

→Sped up the move’s start-up.

Atomic Supernova

→If the attack misses mid-air, no actions can be taken until Cooler lands.

→Cooler descends faster after the mid-air version of the attack.

Z Assist

→Cooler will now appear further forward when near the opponent or the opponent is in hitstun in the air.

 

Android 17

dbfz_patch3_Android-17_Power-Blitz-Charge-(Charge-Speed-faster)
Android-17 Power Blitz Charge (Charge Speed faster)

Standing Light Attack: Follow-up 1

→Increased distance moved during the attack.

Crouching Medium Attack

→Increased distance moved during the attack.

→Reduced opponent knockback.

Standing Unique Attack

→Reduced opponent knockback.

Sliding Sweep

→Lowered the attack’s level.

→Sped up the move’s start-up.

→Decreased delay.

→Increased distance moved during the attack.

→Reduced opponent knockback.

→Extended the move’s hitbox upward.

→Extended the move’s hurtbox upward.

Accel Driver, Finishing Driver

→Increased the move’s stun time.

→Increased hitstop.

→Enlarged hitbox.

Accel Driver (Light)

→Sped up the move’s start-up.

Top Gear

→Decreased the move’s damage scaling.

→Stun is now fixed.

→Increased window in which follow-ups can be performed.

→Reduced the move’s stun time.

→Increased hitstop.

Second Gear

→Removed jumping attack properties.

→Adjusted distance moved and lowered trajectory.

→Shrunk the move’s hitbox.

→Increased hitstop.

→Enlarged the move’s hurtbox.

Low Gear

→Reduced the move’s stun time.

→Increased hitstop.

→Adjusted opponent knockback.

→Made it more difficult to go behind the opponent.

Reverse Gear

→Adjusted properties on hit during camera shift.

→Increased the move’s damage scaling.

→Decreased delay.

→Reduced the move’s stun time.

→Expanded the types of attacks it can withstand.

Power Blitz Charge

→Sped up charge time.

→Reduced the duration of the move.

→Decreased delay.

→Reduced the amount of hitstop.

→Increased the move’s stun time.

→Adjusted opponent knockback.

→Enlarged the move’s hitbox.

→Slowed down cancel timing.

Barrier Explosion

→Changed the attack command and made it possible to perform on the ground.

→The attack is now invincible on start-up.

→Ultimate Z Change can be performed only when the attack connects.

→Sped up the move’s start-up.

→Android 17 descends faster after the attack.

→Adjusted opponent knockback.

→Increased delay.

→The grounded version now matches the opponent’s height before the attack.

Super Electric Strike

→Increased delay.

→Increased the move’s stun time.

→Adjusted opponent knockback.

→Adjusted hitstop.

Z Assist

→Android 17 will now appear further forward when near the opponent or the opponent is in hitstun in the air.

→Sped up the move’s start-up.

→Increased the number of attacks it can withstand.

→Expanded the types of attacks it can withstand.

→Increased hitstop.

→Reduced the move’s stun time.

→Increased opponent knockback.

Ultimate Z Change

→Changed from Endgame to grounded Barrier Explosion.

 

Jiren

Standing Light Attack: Follow-up 1

→Crouching light attack is now used in a Z Combo.

Standing Heavy Attack

→Sped up the move’s start-up.

Crouching Unique Attack

→When stopping a jumping attack, “Anti-Air!” will be displayed on screen.

→Can now perform a Super Dash cancel with ↓ + unique attack during the camera shift.

Jumping Medium Attack

→Reduced the amount of hitstop for the first hit of the attack.

Jumping ↓ + Heavy Attack

→Enlarged the move’s hitbox during start-up.

→The camera now shifts when the attack hits an opponent mid-air.

→Fixed an issue in which the opponent would freeze when the attack canceled out the opponent’s when held.

Jumping Unique Attack

→Reduced opponent knockback.

Colossal Slash

→Fixed an issue in which the attack’s initial hitbox would be separate from Jiren’s actual position.

 

Videl

Z Reflect

→Invicibility to throws has been removed from start-up to make her consistent with other characters.

→Changed sound effect for when invincibility is active.

Standing Light Attack: Follow-up 2

→Increased throw spacing.

Standing Medium Attack

→Increased window in which a standing medium attack cancel can be performed on hit.

Standing/Crouching/Jumping Unique Attack, Jumping ↓ + Unique Attack

→Adjusted timing at which Vanish can be performed.

Frankensteiner

→Will no longer hit the opponent when Videl is not the main character.

→Adjusted input window in which the button can be held.

→Increased throw spacing when the opponent is being damaged.

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