< DBFZ

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Blocking[edit]

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Blocking is an integral action to keep yourself alive. Knowing how to use which block in which situation will improve your game immeasurably. Not only will you be able to defend better and survive longer, but in some cases you will be able to resume your offense faster.

Ground Block[edit]

Ground blocking comes in high/low varieties

Basic ground blocking is the most common defensive option. Stand block can be performed by simply holding ( can also be used in situations when jump cannot be performed). Crouch block can be performed by holding .

Stand block can guard against high and mid attacks, while crouch block can guard against mid and low attacks. While in blockstun, the character will automatically stand block if no directions are held, and will crouch block if any downward directions are held.

Remember, you cannot block Dragon Rushes and throws!

Air Block[edit]

More blockstun than ground blocking

Basic air blocking is even easier: simply hold any backward direction while airborne. Air blocking does not have high/low blocking, but instead come with the restriction that you suffer more blockstun than ground blocking (2 more frames to be precise), which will likely force you to the ground while giving the opponent even more frame advantage.

Landing while in air blockstun does not cancel out the remaining blockstun - instead you will transition immediately into ground crouching blockstun with 4 more frames for the remainder of blockstun.

For example, after blocking an attack in the air that causes 13F blockstun, you land after 10F. That means after landing, you will be in blockstun for 7F before you are free to move.

Also remember that after air blocking, your jump options are restored! This means that you can do something like double jump to block an aerial projectile, then double jump again, or airdash afterwards, if you're not too close to ground.

As with ground blocking, you also can't air block against air Dragon Rush and air throws.

Pre-Block[edit]

Mods

When grounded, holding or when near an attack will cause the character to stay in place and perform a 'pre-blocking' animation. Pre-block will lock you out of walking backward, using Z Assist and Z Change.

The range at which pre-block can occur is the same across all attacks, but not all attacks will trigger pre-block. For example, you can walk backward out of command grabs since they don't trigger pre-block.

Crossup Protection[edit]

When a character is currently in blockstun, they will be able to block attacks coming from behind them by holding either backward and forward directions, or even by not inputting any direction at all. This crossup protection doesn't allow you to make 'illegal' blocks: you still must block high/low correctly.

Projectiles and assist-type attacks has an extra layer of protection. If a side switch happens while these attacks are active, they can also be blocked with backward and forward directions, but not by running.

While it is impossible to have left-right mixups using assists with long blockstun, if there's even an 1F gap in the blockstring, the character will turn to face the opponent and you will not be protected from crossups.

A rule of thumb is to always block with respect to the opponent's point character.

WIP: Airborne and grounded crossups are treated differently..

Instant Overhead Protection[edit]

While Android 16 is in standing blockstun, Frieza's rising j.L connects if he continues to block high, but whiffs if he switches to blocking low

Most overhead air normals when done with upward momentum will whiff against characters that are blocking low, even if their hitbox and hurtbox are overlapping!

Air normals that push the character upward are also affected by this. There are special cases that aren't air normal, also have this restriction on them.

This results in a few inconsistencies in Sparking state:

  • At certain angles, canceling a blocked Super Dash into j.L can sometimes stuff reversal 2H, while other times will whiff and be punished. This is because blocked Super Dash at these angles will push the character slightly upward, triggering this protection
  • Using Vanish (No Attack) immediately into an overhead can also whiff against crouching opponents due to the same reason that the character is pushed upward


Z Reflect[edit]

Blocks highs and lows, pushes the opponent away

Z Reflect is a defensive tool that has guardpoint from frame 1 against all strike and projectile attacks beside Sparking Blast. While a whiffed Reflect is vulnerable during its recovery, a successful Reflect cannot be punished by any mean, and it also gains the ability to be canceled into attacks. Furthermore, if you successfully Reflected strike attacks, the opponent will be pushed over halfscreen away.

This is a very strong defensive option as it can beat meaties, safejumps, frametraps, creating space between you and your opponent, and when combined with attack cancelation, it can punish certain attacks that would otherwise be unpunishable with blocking!

Your frame advantage against any attack on Reflect is most often better than on block, but not strictly better all of the time. And depending on the situation, pushing the opponent away might not be desirable. Learning when to use and when not to use Reflect is very important.

Things to keep in mind about Reflect:

  • It can only be used on the ground with 4S input (can't be triggered with 7S or 1S). While mashing Reflect will disarm any frametrap in a blockstring, you'll have to be standing in order to use it, leaving you vulnerable to any true string low attacks.
  • Learning which attack to use after a successful Reflect, and when you should attack at all is also important, as certain blockstrings can continue pressure even after they're Reflected and will Counter Hit you.
  • If you hard read a Reflect, it's often better to wait and punish the whiffed Reflect's recovery than to throw them out of it. There is no risk to doing this since they won't be able to call Z Assists to cover themselves.

Note: Videl does not have Z Reflect, but rather, a unique command dodge.

VersionDamage
Z Reflect
4S
-7.5%+----12217-----1-22 Non-throw
  • Invul through all blockable attacks except Sparking Blast
  • Removes residue throw invul like the 8f after exiting blockstun, hitstun etc.
  • Successful reflect's recovery is throw invul and automatically reflects all further attack, including Sparking Blast
  • Ki gain on reflecting Strike: 17.5 first hit, 5 every next hit. Ki Blasts: 12.5, other projectiles: 7.5, consecutive reflected projectiles don't give extra Ki
  • Hitstop 4F


Breaking Dragon Rush[edit]

Get off me!

When the opponent catches you with a Dragon Rush, press any attack button between 4 frames before the hit until 4 frames after the hit to break the rush (total 9F: 4F before + the frame it hits + 4F after). Dragon Rush' green flash cue appears on frame 7, thus at point blank, the last frame you can break a Dragon Rush is frame 17 from the flash.

If two Dragon Rushes meet each other, both are automatically broken. This increases the break window as you can input L+M way earlier than the 9F window of other buttons.

On Dragon Rush break, both players break away from each other, recover full screen away, and restore all air options.

Z Change[edit]

Change! Your teammate will come in with a Super Dash

Hold A1/A2 to swap out your point character with another on your team. An alternative quick Z Change can be performed by pressing +A1/A2, which can be turned off or configure to +A1/A2. After using a Z Change, you cannot use your teammates for anything else for a short time. Following that, there's a cooldown on using the character that was called back for a Z Assist or another Z Change. Cooldown will not commence while the opponent is in stun, but will continue if it has already commenced.

You can perform Z Change while in a neutral state or any time you could perform a special cancel. Players often cancel into Z Change after hitting the opponent with 5H or 2H since that allows players to safely change in a new character while extending the combo.

You can not perform Z Change while blocking or while in proximity block animation.

Guard Cancel[edit]

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Stop the opponent's offense. Punishable if they anticipate it. Can still be used when down to one character

When you're in blockstun and on the ground, press +A1/A2 at any point to swap out your point character with another on your team at the cost of 1 Ki Gauge. On hit, the opponent is knocked away about half screen, resetting the game back to neutral. On block, you cannot act and are fully punishable. As with a Z Change, you are locked out of using the character you tagged out for a short period of time. If you are down to one character, you will cancel into an attack that teleports behind the opponent instead, similar to a Vanish, only much slower and with some forward movement after the teleport.

Guard Cancel and combos started with it cannot KO.

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† Despite being frame 1 fully invulnerable move, deals regular amount of recoverable health instead of 100% recoverable health.

VersionDamage
Guard Cancel Change
6A1/A2 while in blockstun
300-100%-HAllUDV2+20-Until L+10 (See note)-2825Launch281-Close All, 1-Recovery Ki Blasts
  • Clash level: 4
  • If buffered during hitstop, gains full invul right away, but the attack only comes out after hitstop ends
  • Hitbox doesn't become active until it gets very close to the opponent
  • Startup: Point blank with back against the corner: 22f; Point blank midscreen: 22~24f due to hitbox differences
  • Recovery: On block: Until L+10; On hit: Until L; On whiff: 0+10L
  • On hit, can only cancel into Vanish
Guard Cancel
6A1/A2 while in blockstun
700-100%-BAll-1+15325-12215Launch181-18 All
  • Clash level: 4
  • Stays grounded, teleports to the opponent's back during the super freeze
  • For most of the cast, uses hitbox and hurtbox of 5H


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Reflect Guard Cancel[edit]

Z Reflect and Super Dash can also be performed during Ki blast's blockstun as a weaker version of Guard Cancel.

More on this is described here.

Limit-Breaking Power[edit]

A gold trim appears around the portrait

When you're down to one character left, they will be given 1 Ki gauge, a 20% damage boost and will deal more unrecoverable health.

Resurrecting a teammate with Shenron will remove this buff until you're back to one character again.

Limit-Breaking Power won't trigger in Local Battle Mode's 1 vs. 1 Battle Format.

Dragon Ball FighterZe
Android 16[★]
Android 17[★]
Android 18[★]
Android 21[★]
Bardock[★]
Beerus[★]
Broly[★]
Broly (DBS)[★]
Captain Ginyu[★]
Cell[★]
Cooler[★]
Frieza[★]
Gogeta (SSGSS)[★]
Gohan (Teen)[★]
Gohan (Adult)[★]
Goku[★]
Goku (Super Saiyan)[★]
Goku (SSGSS)[★]
Goku (Ultra Instinct)[★]
Goku (GT)[★]
Goku Black[★]
Gotenks[★]
Hit[★]
Janemba[★]
Jiren[★]
Kefla[★]
Kid Buu[★]
Krillin[★]
Majin Buu[★]
Master Roshi[★]
Nappa[★]
Piccolo[★]
Tien[★]
Trunks[★]
Vegeta[★]
Vegeta (Super Saiyan)[★]
Vegeta (SSGSS)[★]
Vegito (SSGSS)[★]
Videl[★]
Yamcha[★]
Zamasu (Fused)[★]
Click [★] for character's frame data
System Explanations

•HUD •Controls •Frame Data & System Data •Patch Notes •

•Movement/Canceling •Offense •Defense •Damage/Combo •Attack Attributes •Ki/Assist/Sparking/Dragon Balls •Misc •

Retrieved from 'https://www.dustloop.com/wiki/index.php?title=DBFZ/Defense&oldid=177454'
< DBFZ

Ground Movement[edit]

Walking
Hold either left or right to walk forward/backward. This is the slowest form of movement, but also presents the least risk.
Dash
To run forward, press (or ++) in quick succession when on the ground
Backdash (Backstep)
To perform a backdash, press quickly


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Air Movement[edit]

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Air Option
Air movement in Dragon Ball FighterZ (and most Arc System Works titles) work on a either/or system - you can either double jump or air dash, but not both. Doing either is called using an air option, and most characters only have one air option. Air options are regained once the character touches the ground, after Air Recovery or air blocking.
Jump/Double Jump
Press any of the upward directions to jump. All characters can also perform a double jump by jumping again while midair. Ground jumps have 4 frames of startup where you are still considered on the ground, are invincible to throws and Dragon Rush, can not block, and can cancel the jump startup into ground Special Attacks. .
High Jump (Super Jump)
To High Jump, start from , then quickly press any downward direction, then any upward direction. High Jumps have startup just like normal jumps. They are used to create vertical distance between you and your opponent as well as to run away; High Jump over the opponent, then air dash away! Note that you retain all air options after a High Jump. Additionally, your character will change directions to face the opponent if you jump over them. In Dragon Ball FighterZ, you also maintain partial control over your horizontal movement during a High Jump; Hold or to influence your direction as you fall. You can continue this influence after attacks or double jumps, but not during them.
Short High Jump (Super Hop)
To Short High Jump, start from , then quickly press any downward direction, then any upward direction, then hold any downward direction (for example: ). Short High Jump travels the height of a normal jump with the acceleration and character direction correction properties of a High Jump. Note you must hold the downward input until after the crest of the jump or it will revert to a normal High Jump fall speed. You may double jump after a Short High Jump, but you must re-input a downward direction after double jumping or your air momentum will revert to normal.
Air Dash Forward/Backward
While airborne, press (or ++) to perform an air dash forward, and to perform an air dash backward. Airdashes are used to cover large distances quickly, but they are vulnerable during startup.
A common tactic is to perform an air dash immediately after jumping in order to cover distance quickly and avoid ground attacks; in fact, this tactic is so common that it has its own name: Instant Air Dash (IAD). IADs are performed by pressing (or ++) for a forward air dash and for a backward air dash. The idea is that the jump includes a directional input that also counts as an input for the air dash command.
Super Dash
Press + to perform a Super Dash. This is used as a way to deflect small Ki blasts from the enemy while approaching the opponent, and is often used mid-combo or to punish opponent's recklessly attacking from fullscreen.
Super Dash can only be used once each time you are airborne, and is regained once the character recovered on the ground, after Air Recovery or air blocking. See here for more information.
Prejump
Jumps and High Jumps are not instantaneous - before going airborne, your character will enter a state called prejump, where you can not block, but are invincible to throws. If you are hit during prejump, you will enter standing hitstun.
Characters have different amount of prejump frames, but the rule of thumb is that the heavier/slower your character is, the longer the prejump. Exact values for prejump can be found in each character's frame data.
It is actually possible to cancel prejump into Specials and Supers, though for most characters is not used very often.
Landing Recovery
Some airborne moves have landing recovery like Goku's air Kamehameha. This is straightforward; upon landing you will enter a landing animation where you are completely vulnerable
What's unique is that even for moves that don't have a specified landing recovery - like most air normals, or just jumping, there is still a unique 3F landing recovery that disables certain actions for limited amounts of time.
1F after landing you can cancel into all actions except forward/backward walk, all jumps, and backdash
3F after landing all actions are possible
Another quirk about landing in this game is that the frame before landing, you are considered grounded meaning you can be hit by ground Dragon Rush during the last frame of jumping and getting hit on the last frame will result in ground hitstun.


Ground and Air Recovery[edit]

Ground Recovery (Ground Tech)
Hold , , or
When your character is knocked to the ground, holding forward or backward will cause your character to flash white and flip off the ground. This entire animation is invincible (?? frames), and can
Hold Up instead to flip off the ground and recover in the air. This can be useful to opponent's okizeme by being airborne instead of grounded like usual.
Hold Down instead to lay on the ground for longer than usual (?? frames). This can be used to throw off the opponent's okizeme timing.
It's also possible to Hold Down to lay on the ground and then press up/back/forward to do a delayed version of the other recoveries.
Air Recovery (Air Tech)
Hold a button and to pick a direction
After getting hit while airborne, hold // to recover in the air. Holding Forward/Back/Up/Down will influence what direction you will recover in. The recovery animation is 20F and fully invincible.
Incoming after Snapback (Get Out of Here!)


Cancels[edit]

Arc System Works games typically have a lot of types of cancels, but they mostly serve the same purpose: to let you freely create combos and blockstrings. Don't be too overwhelmed, these will come second nature to you after playing enough.

Super Combo
Each character has a combo that can be done by rapidly pressing the L or M button. More information can be found here.
Special Cancel
Most normal attacks can be canceled into special moves. This is generally used to extend or finish combos, but can have other applications as well.
Super Cancel
Most normals and specials can be canceled into super attacks. This is generally used to extend or finish combos, but can have other applications as well.
Jump Cancel
Some normal attacks can be canceled into a jump or high jump. This is used in combos as well as block strings and mix-up. Most attacks can only be jump canceled on hit.
Vanish Cancel
Press M+H to cancel almost any attack that does not whiff (in other words, any attack that touches the opponent) into a Vanish Attack. These cancels are very powerful for making new new combos, or making your attacks safe. More detailed information can be found here.
Super Dash Cancel
Press H+S to cancel a normal attack into a Super Dash. The current theory is that Super Dash qualifies as a Special, so any attack that is special cancelable can also be canceled into a Super Dash. More detailed information can be found here.
Air Dash Cancel
During Sparking, aerial normals can be canceled into a forward air dash, allowing you to create new combo or make new blockstrings.
Sparking Cancel
Just like Special Cancels and Super Cancels, you can cancel into a Sparking Burst.
If used mid combo, this will pop the opponent high into the air, allowing you to extend your combo.
Outside of combos, this can be used to make a Special relatively safe on block.
Z Change Cancel
Hold A1/A2 to Z Change or press +A1/A2 to Quick Z Change into a different character. This can be used mid-combo and is a great way to safely switch characters (assuming you can hit the opponent first!).
This can also be used from a neutral state, if holding the assist button feels too awkward to use.
Ultimate Z Change Cancel
Much like Super Cancels, you can cancel an attack into the super of one of your teammates. Normally, this is performed by canceling the point character's super into the teammate's super, similar to other 3v3 fighting games. This is performed by pressing either A1/A2 or +A1/A2 during a Super Attack. However, in Dragon Ball FighterZ, it is possible to tag into a teammate's super mid-combo without performing a Super Attack with your own character by pressing either +A1/A2 or +A1/A2 after connecting with a normal or special. Not all supers are available through Ultimate Z Change, and each character has preset supers that will be used. Specifically, A1/A2 and +A1/A2 will use their preset Super Attack while +A1/A2 and +A1/A2 will use their preset Meteor Attack.
Clash
Clashes happen when two opposing hitboxes touch each other. During a clash each character can cancel the attack into any other attack at no cost, but you must be fast to react to it. Thus when clashes happen either the players are unable to react to it because it is unexpected, or they understand how the attacks interact well enough to intentionally cause a clash to cancel out the opponent's attack, then retaliate with their own!

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Input Buffer[edit]

Advanced Input[edit]

When you hold down an attack button, the game repeats the button input every frame for as long as the button is held down for up to 3 frames (speculated). This means that difficult links are easier to do by holding the button a little earlier than usual.

The technique is useful for punishing opponent's blocked attacks as quickly as possible.

Similarly, the same principle can be applied to runs/backsteps/airdashes!

Computer

If you input a run within 3F (speculated) of the end of an attack's recovery, then regardless of any directional inputs after that, you will begin dashing as soon as recovery ends. This can also be done any time while your character can not move, such as during blockstun, on wakeup, etc.

This technique is especially useful for runs because it gives your attacks more range for free; by buffering both an attack and a run, you will attack as soon as possible while sliding forward! This technique is useful for linking together combos as well as punishing things after blocking. In fact, some combos rely on this property to link a running 5L/M/H/S or else the combo wouldn't work.

Super Freeze Buffer[edit]

You can easily react to Supers..

During attacks that freeze the screen briefly (such as Vanish Attacks and most Supers), you can input commands and they will be executed immediately after the super freeze ends. This means that provided you are not in the middle of an attack, it is trivially easy to react to these attacks from the opponent attacks with an attack of your own.

This buffer is often used to execute an invincible attack (such your own Super) or a Vanish Attack to avoid the opponent's attack! This is because supers usually have a bit of startup even AFTER the super freeze. If you can have an invincible attack out before the opponent's attack becomes active, then you can avoid the attack!

Super attacks list their startup values as: startup pre-freeze + startup post-freeze.

Meaning an attack with startup 5+5 has 5 frames of startup, then the super freeze, then hits the opponent after 5 more frames for a total of 10 frames of startup.

Moves With No Startup After Super Flash
.. unless they're active immediately after the super flash!
Some moves are special: they have no additional startup after the super freeze. This means that super freeze buffer is useless against these supers because the attack will already be active immediately following the super freeze - you can think of the superfreeze as just a formality, the super has already become active.
Sparking Blast is a prime example of this; you must already have some way to avoid the attack BEFORE the super flash or else it will be too late.


Dragon Ball FighterZe
Android 16[★]
Android 17[★]
Android 18[★]
Android 21[★]
Bardock[★]
Beerus[★]
Broly[★]
Broly (DBS)[★]
Captain Ginyu[★]
Cell[★]
Cooler[★]
Frieza[★]
Gogeta (SSGSS)[★]
Gohan (Teen)[★]
Gohan (Adult)[★]
Goku[★]
Goku (Super Saiyan)[★]
Goku (SSGSS)[★]
Goku (Ultra Instinct)[★]
Goku (GT)[★]
Goku Black[★]
Gotenks[★]
Hit[★]
Janemba[★]
Jiren[★]
Kefla[★]
Kid Buu[★]
Krillin[★]
Majin Buu[★]
Master Roshi[★]
Nappa[★]
Piccolo[★]
Tien[★]
Trunks[★]
Vegeta[★]
Vegeta (Super Saiyan)[★]
Vegeta (SSGSS)[★]
Vegito (SSGSS)[★]
Videl[★]
Yamcha[★]
Zamasu (Fused)[★]
Click [★] for character's frame data
System Explanations

•HUD •Controls •Frame Data & System Data •Patch Notes •

•Movement/Canceling •Offense •Defense •Damage/Combo •Attack Attributes •Ki/Assist/Sparking/Dragon Balls •Misc •

Retrieved from 'https://www.dustloop.com/wiki/index.php?title=DBFZ/Movement&oldid=172008'
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