DBFZ Impressions

What’s your opinion on FighterZ so far?

Alright, I checked out the DBFZ beta while it was up. I played some ranked, and honestly got my ass scraped. Had like, a 50% win ratio exactly. Feel like I gotta count my losses too.

Felt like I had no idea what the hell I was doing or how anything fit together, but then I watched a vid that explained the universal moves and the basic combo mechanics and it made a lot more sense. Once I actually got the game, I started winning a lot more, and overall the pieces fit into place a lot more, it can just be a bit rough starting out.

I’m gonna use anime numpad notation, so look that up if you don’t know it. 2M and 6M are a universal low, and a universal overhead respectively. 6M is a lot like the 3rd strike UOH, but it can’t be hit meaty, and doesn’t chain or cancel into anything, so unless you call an assist before using it, you can’t combo off it. 2M is a sweep that usually moves forward a bit.

Dragon rush is this game’s equivalent of throw, but it has a startup period before rushing forward to grab. It has low priority, so anything with range will knock you out of it. It sometimes loses to normals, always loses to beams, it’s a pretty crappy throw. It also serves as your snapback, letting you force the opponent’s character out if you land it. Since it has a startup, tick throwing in this game is basically absent. You’re only gonna get tick dragon rush off maybe an assist block pressure, or a reset really. Otherwise, you need to make them scared enough to continue to hold block long enough for the dragonrush to start up, and that’s probably reactable. This means that if you want to fuck up someone who is blocking, you need to mix them up, high and low.

Also, you can cancel ground pressure into superdash, vanish, or S (Ki Blast) to extend it. Ki blast can be canceled into projectile specials, then super, which sometimes can serve as a weak confirm, however your real damage comes from either confirming into H, or getting a combo off 2M.

So that’s the next deal, there’s an interesting progression in the combo system that has all these parts that are really easy to tack on to add up to bigger and bigger combos. First you have the L and M autocombos, which do like 2 normal hits, then a unique attack, then for the L combo, it leads into a launcher, then hard knockdown, and for the M combo, it does the 3 hits, then cancels into special, then super. There doesn’t appear to be any scaling on these, so they get decent damage, like a quarter to third of someone’s health. If you hold back, you can get the unique 3rd hit, without getting the rest of the autocombo. So you can confirm off random hits in neutral, then autocombo your way to victory as an introduction, then you can ramp up to doing L > M > H, which the tutorial shows you how to do. 5H and 2H are your launchers. 5H will launch horizontally and wallbounce, and is usually a big poking move, 2H launches vertically, and is invincible to air attacks, which is important. Then you can do an air combo like L > M > H for a hard knockdown, and then super when you land.

Once you’ve gotten those basics down, you can get a bit more mileage in a couple different ways. First, you can do 2M to sweep, then 5M to launch from the sweep and jump cancel the 5M to follow into the air. Then in the air, instead of doing L > M > H, you can do L > M and jump cancel into another L > M, then cancel to special, then to super. Or, instead of the special into super, you could do 2H, which launches them even higher, and lets you follow up into L > M > special > super. You could also vanish instead of super, letting you combo the wallbounce from vanish into dragon rush for a snapback. You can integrate these combo extensions at pretty much any point for a little extra damage, and far as I know, they’re universal across the cast. Even if you don’t do 2M > 5M, you can still integrate jumping L > M double jump L > M from the H launchers.

Oh, and the chain system is weird, you can chain any button into any other version of that button, but you can’t have the same move in a chain twice, so you can chain 2M > 5M or 5M > 2M, but not 5M > 2M > 5M, which is what would lead to a launch, if possible. This also means you can chain 2M > 6M, the low into the overhead, but 6M cannot chain, so the overhead only combos with an assist.

Beyond that, there’s advanced character-specific combos, which involve comboing off specials or using assists or other business to extend, but still, there’s a basic template that lets you get a good combo, which you can steadily ramp up through and improve at without adding too much complexity at any given point. It also means you can pick up a new character and figure out how to do basic-bitch combos with them fairly quickly by following this template.

The superdash is a big deal, it’s kind of like a street fighter jump, in that it lets you get in, it’s safe on block, and combos on hit, but if they’re paying enough attention to AA you, there’s not a damn thing you can do, and they’ll get pretty decent damage off it to boot. 2H is completely air invincible, so if properly timed, it will beat superdashes clean. Superdashes can come out quickly however, and are tough to react to at close range. They deal a hit as they come in, which can be combo’d off. If blocked, then the attacker is not punishable, and they can get out an attack before hitting the ground, making it kind of a mixup scenario on block, which I’d guess is weighted slightly in the defender’s favor. The attacker can also double jump on block to make it almost completely safe. Unlike normal aerials, superdash can be blocked low or high, and you can cancel into superdash from L, M, and H, extending pressure. This move is gonna be the noob killer, because of how difficult it is to react to and shut down and how high priority it is. It goes through small ki blasts, but can’t go through beams and larger projectiles, so you can use those as a less guaranteed and lower reward anti-air, albeit with less harsh timing requirements than 2H. Superdash also has reasonably high priority vs normals.

I’m a bit disappointed by the tutorials and combo trials. The tutorials explain the bare basics, but don’t explain how to play the standard game, or that 2H is invincible. And it’s lacking Guilty Gear Revelator’s more advanced mission modes that fill in that type of information. The combo trials are also fairly simple, and don’t really go through the ramp up in complexity that I mentioned, at least, not nearly as far as Guilty Gear Revelator’s. So a lot of people are gonna have to go online to learn more information about the game, which is disappointing, and might detract from the image of the game, as people get stymied by simple tactics.

The game has a ton of hidden features, both character-wise and system-wise, so it’s shaping up to be an excellent game overall. My notes file on the game is huge. I like the game a lot so far, but I haven’t dedicated much time to improving in it.

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