Dragon Ball FighterZ - 5 (more) essential gameplay tips to know
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- čas přidán 6. 07. 2024
- More tips! I cover the "hidden" team super cancel that isn't mentioned in the game, some specific notes about sparking blast offense when your foe is blocking, and more!
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More tips! Decided to make this sequel to the general tip guide since I had my friend over and I realized there was a bunch of stuff I was explaining to him I never brought up in a video yet, so here ya go!
Theres like, one tutorial I was ever satisfied with in a fighting game and that was virtua fighter 4: evolution for the ps2. The thing about fighting games over any kinda genre is the depth, other games no mobas no fps or whatever can ever begin to match it. However with that depth is the price that it is hard to explain it all.
sfv isn't great but tekken 7 is the worst tutorial of the modern age by far(there isn't one outside of story mode). They don't explain basically anything other than "buttons do attacks"
It is, they don't. Japanese developers for the most part don't understand concepts like this. When soul calibur 6 comes out its going to be the same deal all over again. They might tell you buttons do attacks then they leave you out for the wolves.
rooflemonger Awesome video! I really enjoy this tipps and am thankfull for your work!
I have a question though.
The assist cancel und super 3 always comes out with qcb + assist button.
But when I do qcf (for the 1 bar super) it doesn‘t come out for me :( is there something I am missing? it can‘t be the inputs, cause it‘s not my first fighting game, I‘m really struggeling with this problem..
EDIT:
Nevermind, it seems the cancel window is just much shorter with the normal super.
I‘m just happy it‘s coming out now lol
During sparking blast You can cancel the universal overhead into a vanish atk.
Here's a tip for you:
If you hold 4(which is back) while doing a input you can negate Autocombo. These leaves leeway for much more combo freedom especially if your applying pressure as you can freely jab without accidently auto-comboing.
Nice tip!
I figured that one out because I always shield after mashing super dash...
Ok and now for real this time, next vids are android 16 tips and then defense guide.
uhhhhhhhhh gonna see how much I can record of it tonight before I pass out, then finish up the rest after I wake up/breakfast/walk dog so probably up tomorrow afternoon.
16's third hit of the auto combo will always go through on block. Press Light twice then wait a split second and light again. He will always go through in the grab. Try practice
Ethan Nieves Montilla I know. With opponents who don't know block openings or strings it can be hard to deal with was my point. I should have made it clearer.
Ethan Nieves Montilla yeah see I'm only at 150k bp. A lot of mashers still I'm going against.
Ethan Nieves Montilla I can punish a random dash it's just when it's really close I struggle. Still a lot to learn but enjoying it. Kinda new to fighters as I only wanted to learn when injustice came out...lots of fighting terminology and such
To be fair you CAN combo into Nappa 2H in the air after a vanish, but this tip will definitely help me save meter in the corner
I know this is an old video, but i hope the comment finds you. I recently made it to ssj2 rank, at 360k bp, ive fallen all the way to 320k. Ive been binging yout videos and i can say without a single fucking doubt in my mind. what i knew before these videos is 5%of what i know now, and i learned it all without boring myself. Youre straight to the point, and always ready to break shit down. Mad kudos, my man.
I’m liking the new tip transition 👍🏽
Love your videos man! ;) Keep up the great work
Didn't know about the true knock downs! Thank you!
GREAT !!! i needed this .
"Liked" Very good tips! Thank ya kindly sir!
Nappa can combo into his 2h in the air off of a wall bounce from instant transmission, he uses it to combo into Arm break or either of his supers when he lands. You can also hold the button to cancel it early but I haven't found any benefit to doing so yet other then feinting with it in neutral to bait a response and land with nappa's overhead heavy into his BnB
thanks !
Nappa can combo into his j.2H off a vanish in the air. A lot of characters are like that, having a combo extension that is easy, but requires another bar to use.
Another great video. Your voice sounds like Bill Barnwell
Had no idea who that was, had to google him :-0
A hard knockdown is something you can not tech roll out of which allows you to pressure your opponent and gives you the hit advantage.
"When you autocombo in the corner, the enemy bounces out"
WTF?! That's actually a big deal.
I think he means it's not a reason to do autocombos in itself.
Great guide though you can jump cancel when you are in offence. At least in in one situation, which is combo startup low M, M
Could you make a cross up guide? And cross up protections?
Plenty of guides planned! Just need more hours in a day to put everything out.
If ive got adult gohan as point, what are some good 2nd and anchors for him for assists? Ive currently got ss vegeta and ss goku but i hate being so basic and having the 3 saiyans on my team. But i gotta have vegetas assist in there lol
Well sounds like you answered your own question and got your team. Just play who you want. If you don't wanna go with them then having only 1 person out of 3 I can't recommend anyone cause theres too many combinations.
I love when Goku does a Kamayamayor
Fat buu combo and guide next please !!
How exactly do you do the first tip? I don't really understand the quarter circle inputs
Well the first tip is half circle inputs, not quarter circle. It will not work with quarter circle inputs.
But as for understanding quarter circles its as simple as this, take your thumb(on dpad assuming) start at down, and rolll your thumb to the right without moving it. You have now completed the quarter circle of down, to down/forward, to forward.
I suggest when doing this on your own to put the guard option on. The "True Knock Down" can be blocked with the correct block based on your opponents hit.
Of course they can block, its not guaranteed and I never said it is.
Well that is what I mean they can recover. The knock down you can follow up with a super is the True Knock Down.
Any Hit? Where’s smooth criminal Hit at?
How to do the "special" assist super, for exemple when i call vegeta he does his niagara pummel, but what if i want the garlick gun? There's other characters like that that have a super on another button and i have no idea how to use them.
The super that the offscreen character comes in with is fixed. So if a character has 2 level 1 supers for example, the one they come in with is the only one they will ever come in with.
ah I see, also i can't manage to have my super assists without using a super first with the active character, despite doing the qcf/qcb A1/A2, is there something i'm missing?
I just get an assist
No what I thought you were saying is you could choose which of the 2 supers a character did. Also the tech is not qcf/qcb as I say in the video its HALF circle forward or back. Quarter circles will not do the trick.
oh half, shit my bad.
all good friend happens to the best of us
Can somebody please explain me what I can do if someone is spamming me with attacks into a corner ?! I can't escape and if I try to hit and counter, they hit and combo me. When I am in the position that somebody is in a corner and I am spamming attacks they instant "counter" hit somehow but i dont know how to do this..... (no they don't always 2H counterhit)
hang on a day or two cause I got a video specifically detailing exactly that(how to handle yourself on defense).
very nice ! thanks
For some reason I can't tag into the other super without me doing my super first. I've done the qcf assist a bunch of times but it still didn't work.
cause its not qcf assist, its half circle forward assist.
rooflemonger ohhh thx for the advice and quick reply!
did you say "with goku big meme super"? if so i would love you for thiss
Unfortunately not friend :(
rooflemonger oh you said "big beam super". still funny though, thanks for the tips man!
Will rapid-fire ki trade completely with a kamehameha?
Basic ki blasts will always lose to a proper special move style projectile.
So... Can I lock someone into Android 16s self destruct with Gotenks assist?
haha nope, gotenks assist would have to last like 7x longer to make that work. There is absolutely no way you can combo into the self destruct, that is very much on purpose.
rooflemonger I had to ask. For science 😂. 16 reminds me of kanji from persona 4 arena. There was a really gimmicky setup into the insta kill. I figured There's one for 16 also lol.
How I land mine majority of the time is to be random after knock down.. I usually hit em like twice call both assist n den do the Insta kill. Make em used to blocking n den do it
megatr3dogg if ur playing nappa and have saibamen out, it might be a good way to pressure someone into falling for it. I'm sure there's probably a Ginyu setup for it too.
Why would you wanna steal the
Corner?
Mix up your enemy. Normally the corner means they are safe from left/right mixups.
Nappa just became more viable
3:24 But roofle, Tricks are for kids!
( ͡° ͜ʖ ͡°)
To call assist supers its just qcf-A1 or A2.
for lvl 3 its qcb.
also for DHC'ing from one super to another for going into lvl 3 you can super and then just hold back and press assist.
its not qcf or qcb it has to be half circle, qcfs will not work.
if you are talking about regular DHC'ing, then you just hit the button, or hold back for lvl 3. no need for motions.
rooflemonger I meant DHC'ing without doing a super with the point character.
rooflemonger when I was doing it before I intended to do qcf but found out I was inputting back before my intended qcf ... giving me a hcf. I found out cause I was trying to show my friend on pad and I use stick lol
16s grab used to be a real knockdown. :(.
:(
First
nope I got the first comment
rooflemonger damn