Deze week begint seizoen 3 voor Dragon Ball FighterZ met natuurlijk een gloednieuwe personage namelijk Kefla uit Dragon Ball Super. Voor gameplaybeelden van Kefla, zie het artikel van vorige week.
Deze week komt er ook een gratis update die behoorlijk veel gaat veranderen. Alle karakters en iedere move is onder de loep genomen en gebalanceerd voor het nieuwe seizoen. De user interface gaat bovendien op de schop.
Nieuw is de Limit Break. Wanneer twee van jouw drie personages verslagen zijn, krijgt jouw derde personage iets meer kracht, meer energie en kunnen tegenstanders iets minder herstellen. Dit is om mensen meer de kans voor een comeback te geven.
De volledige patch notes voor Dragon Ball FighterZ seizoen 3 zijn als volgt:
Universal Mechanics:UI: The UI has been updatedZ Assist Selection: You can now select 3 different assists per characterLimit Break:The last character gains the following three buffs:
More damage Gains 1 bar of ki gauge The opponent gets less recoverable health when hit (other than invulnerable moves)Rising jump attacks:Various jumping attacks do not hit crouching state opponents while risingWhen landing from the air in blockstun, characters are now in crouching stateCharacters are now considered grounded right before landingSuperiority Gauge: Added a gauge that shows the percentage of your entire team’s health remainingKi Charge:Reduced recoveryReflects Ki blastsCan be cancelled into Superdash with the H button while mid Ki ChargeEven if the Ki Gauge is full, Ki Charge will still charge for a short durationVanish: Can be cancelled into Superdash or special moves when it causes a cinematicDragon Rush:Made it easier to connect in an air comboCan be cancelled into from 5LCan be cancelled into Vanish when it hits in a comboWhen Dragon Rushes clash, air options (double jumps and airdashes) are now restoredDragon Rush (Snapback):The opponent comes in fasterThe opponent can delay their incoming timing by inputting 4EX Specials: EX specials only cost 0.5 bars now6M: When cancelled into airdash during Sparking, the airdash will not cross over the opponent5/2H: Does more damage when it causes a cinematicj.H: Landing recovery is removed when it causes a cinematicGuard Cancel Change: Gave it a higher attack level for clashesZ Assist:Made it so that if the opponent has not been out of blockstun for a set amount of time, Z Assists cannot be used againMade Z Assists hit away from them (uncertain what this means)Changed where Z Assists appearAir Dash: You can now airdash by inputting 9 right after jumpingAttacks on Sub-Characters: Made it possible to cancel when and attack hits sub-characters like Saibamen or the Ginyu forceBug Fixes:Fixed a bug where landing recovery was carried over from a previous jumpFixed a bug where hurtboxes would act strangely when an attack was done after blockstunMade it so hitboxes don’t appear while the opponent is in hitstop from some attacks that cause a cinematicCharacters:Goku (SSJ)2MIncreased rangeIncreased active framesIncreased recoveryIncreased startup(This change increases SSJ Goku’s reach, and establishes more differences between him, Base Goku and Blue Goku)5SChanged knockback(This change is to make it easier for 5S to combo into its follow up hits)Instant Transmission KamehamehaStartup is faster when the opponent is being comboed(This change makes it easier to combo)236S (Ground, Upward Angled)Increased damageDecreased recoveryDecreased active framesDecreased untech time(This change is to make it easier to use in neutral)Vegeta (SSJ)2MMade the hitbox tallerAdjusted hurtbox(This change is to make it easier to combo. The hurtbox was adjusted using the smallest Vegeta as a basis)5SChanged knockback(This change is to make it easier for 5S to combo into its follow up hits)236XWhen the ground version is cancelled into other moves, Vegeta keeps his air options(This change allows him to double jump and airdash after vanishing this move)214HAppears behind the opponent and does a followup on hitGround bounces when it causes a cinematic(This change increases the use cases for the EX version, and distinguishes it from the M version)Big Bang Attack (H+S)Changed the knockback on the air version(Made it easier to Ultimate Z Change and combo after)Piccoloj.MMade the tracking in the autocombo version more precise(This change makes it easier to combo)214XIncreased the buffer time into supers(Made it easier to combo into supers)214L/MThe armor starts earlier on the ground versions(The armor was adjusted to be in line with other characters)214L/HAir version has faster startup(Made it easier to use in combos and in neutral)236MChanged the distance Piccolo travels after he crosses up on the air version(Made it easier to hit small characters)Z Assist (A Type)Shoots two homing ballsAdjusted each hit’s damage, overall damage is higherDecreased startupIncreased the hitstop on hit(Made it easier to use to match other assists)Gohan (Teen)5LLAdded landing recovery(Made it impossible to true blockstring until Sparking runs out)5SChanged knockback(This change is to make it easier for 5S to combo into its follow up hits)j.2SMade the initial hitbox larger(This change was to make combos easier)214XChanged its hit effect on cinematic hits(Made it so j.H causes a cinematic if Gohan does not land before the combo ends)214HMade the hitbox tallerMade the pushbox tallerIncreased active frames(Made it easier to hit opponents directly above Gohan)j.236MChanged knockback(Made it easier to use in combos)j.236HReduced damageAdded damage prorationIncreased recovery on block(This change is to reduce the move’s strengh since EX moves cost less now)Father Son Kamehameha – Full PowerIncreased untech timeChanged the final hit’s effect(This change adds more knockdown advantage)Frieza2MMade the hitbox taller(Made it easier to combo)j.MMade the tracking in the autocombo version more precise(This change makes it easier to combo)j.2HChanged the knockback when it causes a cinematicIncreased the amount of time the opponent slides on a cinematic hitRemoved landing recovery on a cinematic hitAdjusted the distance Frieza movesAdded landing recovery(This change increases advantage on hit, making it easier to continue offense. Furthermore, it also makes it easier to combo into supers. Made it hit grounded opponents when done immediately after a jump.)j.SHits superdashIncreased untech timeReduced damageAdded landing recovery(This change is to make it more usable in neutral and easier to combo in the corner)236SChanged the effect on cinematic hitWhen the move does not hit in close range, the projectile moves slower(Made it so j.H causes a cinematic if Frieza does not land before the combo ends. Made it easier to land the final hit when the move connects)Sorbet’s Ray Gun (S during Golden Frieza deactivation)Increased minimum damageChanged the effect on air hitRemoved its ‘followup super’ damage proration(Made it easier to use in combos and to hit opponents)Golden FriezaYou can now cancel Golden Frieza by doing the same inputGolden Frieza’s timer does not count down during SparkingAdded cancels into other normals to the following normals: 5LLL, 5H, 5S, 2S, j.2SFixed a bug where the tech after deactivating acted strangely(This change increases the use cases for Golden Frieza and added cancel options he didn’t have before)Ginyu5MIncreased distance travelled(Made it easier to use in combos and neutral)2MIncreased distance travelled(Made it easier to combo into 2H. Made it easier to use in combos and neutral)j.MIncreased active framesIncreased recoveryAdjusted hitboxAdjusted hurtbox(Made it easier to combo and made it not hit in weird looking ways)5HDeflects Ki blasts while Ginyu spinsHolding the button increases the damageCannot be blocked standing(Increased use cases. Increased its damage on top of the universal damage increase on 5Hs)5S (Guldo)Decreased startupIncreased damageIncreased untech timeIncreased hitstopIncreased hitbox(Buffed the move and added it to Ginyu’s Z Assist. Made it easier to use in combos)5S (Burter)Increased untech timeDecreased damage prorationIncreased hitstop on the final hitIncreased pushbox while Burter movesIncreased travel distance(Buffed the move and added it to Ginyu’s Z Assist. Made it easier to use in combos and in neutral)5S (Jeice)Reduced Jeice’s recoveryChanged where Jeice appearsGround bounces on hit(Buffed the move and added it to Ginyu’s Z Assist. Made it easier to use in combos)236XIncreased air version’s active framesIncreased air version’s travel distance(Made it easier to use in neutral)236MDecreased startup(Made it easier to use in neutral and in combos)236HDecreased startupIncreased hitstopIncreased untech time on the air version when it causes a cinematic(Made it easier to hit, easier to make safe, and increased use cases)Together We Are… The Ginyu Force! (214HS)New move (input is 214HS)Made it an Ultimate Z ChangeIf used after a body change, Ginyu staggers(Added a level 3 move that Ginyu can use for invulnerability and combos)Z Assist (A Type)Decreased Startup(Brought it in line with other Z Assists)Bardock236MAdded landing recovery to the ground version when it causes a cinematicChanged hit effect on a cinematic hit(This change is to limit Bardock’s ability to get mix ups off M lariat. Made it so j.H causes a cinematic if Bardock does not land before the combo ends)236HReduced blockstunReduced recoveryReduced untech time(This change is to lower the move’s strength since EX moves cost less)236SCharges up the powered up button hold version fasterChanged hit effect on a cinematic hit(Made it easier to use in combos. Made it so j.H causes a cinematic if Bardock does not land before the combo ends)Riot Javelin (236LM)Increased untech timeChanged the angle on the air diagonal versionChanged the knockback on the air diagonal versionIncreased Ultimate Z Change cancel time on the air version(Made it easier to Ultimate Z Change from this move)Z AssistIncreased hitstop on hit(Made it easier to use in combos)Goku (GT)5LLDecreased distance travelledIncreased startup(Made it worse on whiff)5SMade the hitbox tallerAdjusted opponent’s position on cinematic hitAdjusted knockback on non-cinematic hitIncreased untech time on non-cinematic hit(Made it easier to use in combos and neutral)j.SIncreased untech time on cinematic hit(Made it easier to combo)236XReduced the distance at which the attack will hit(Made it so that the move wins less against the opponent’s moves)236LIncreased distance travelled(Made it easier to use in combos and neutral)214XGoku now loses a lot of height after the attack on the ground version(This change limits the mix ups GT Goku can get off this move)214HDecreased travel distance(This change is to weaken this move since EX moves cost less now)Spirit Bomb (214HS)The opponent can ground tech after this moveReduced damage(Brought this in line with other lvl 3s that allow combos after. Adjusted the damage in order to mitigate the damage a combo using spirit bomb would do)Trunks2MMade the hitbox taller(Made it easier to combo)j.HDecreased startupIncreased active framesMade the initial hitbox smallerIncreased the hurtbox at the beginning of the move(Buffed the moved for neutral and made it easier to combo with)j.2HDecreased startup(Made it easier to combo)214SMade the initial hit only hit the opponent’s main characterChanged the effect on cinematic hits(This change is to prevent the phenomenon where the initial hit hits a sub-character, causing the explosion hit to not come out. Made it so j.H causes a cinematic if Trunks does not land before the combo ends)236XIncreased buffer window for supersIncreased the amount of time the opponent slides on cinematic hit(Made it easier to combo into supers)214HAdded the ability to steer it with 8 and 2Increased travel speedIncreased spinning duration(Increased use cases)Cell5LLLDecreased damage proration(Brough in line with other characters’ 5LLLs)2MIncreased hitbox(Made it easier to combo)5HDamage increased when the button is held(This adds damage on top of the universal damage increased to 5/2H)j.2MIncreased hitstun on ground hit(Made it advantageous on hit)236MDecreased startup of the ground version(Increased use cases such as its usage for opening the opponent up)236HThe ground version goes behind the opponent(Increased use cases such as its usage for opening the opponent up and repositioning)214XChanged effect on cinematic hit(Made it so j.H causes a cinematic if Cell does not land before the combo ends)214HThe ground version can be cancelled into an Ultimate Z Change(Made it easier to combo)214SDoes not do multiple hits when used in a comboDoes not hit after a KOChanged effect on cinematic hit(Brought it in line with other throws. Made it so j.H causes a cinematic if Cell does not land before the combo ends)236S (Ground, Upward Angled)Increased damageDecreased recoveryDecreased active framesDecreased untech time(Made it easier to use in neutral)Android 185LChanged knockback on air hit(Made it easier to combo after)2LChanged knockback on air hit(Made it easier to combo after)5SChanged knockback(This change is to make it easier for 5S to combo into its follow up hits)j.LDecreased startupMade hitbox taller(Made it better in neutral and mixups)j.SIncreased recovery(This change is to make it easier to link into j.L, given than j.L is faster now)236XIncreased throw range(Made it easier to land)236M/HChanged the timing of its followup inputIncreased distance travelledChanged hit effect on cinematic hit(Made it harder to accidentally do the followup input. Made it easier to catch the opponent. Made it so j.H causes a cinematic if 18 does not land before the combo ends)236HMade the latter half of the move special cancelable on hitIncreased hitstop on Android 17s attackChanged the knockback on Android 17s attack(Made it easier to combo off)214HAndroid 17 appears fasterDoing the input again does the follow upNo longer pulls the opponent while they are in blockstunIncreased hitstop on the final hitMade it so Android 17 cannot defend against moves done by the opponent’s main bodyIf a Z Assist is called while Android 17 is on standby, Android 17 goes away(Changed the move’s performance since EX moves cost less now. Made it so that even though the opponent has one character remaining, you can get the follow up. Removed Android 17 vacuuming the opponent for strong mixups)214SChanged knockback on the ground version(Made it easier to combo)236SIncreased the damage done when it hits Z Assists(This change is fixing a bug that cause Destructo Disc to do less damage when it hit assists)Gotenks5LLLMade hitbox tallerMade hurtbox taller(Made it easier to hit the opponent)5HDamage increased when button held(This damage increased is on top of the universal 5/2H damage increased)5SChanged knockback(This change is to make it easier for 5S to combo into its follow up hits)236XCan be cancelled into other specials on once on whiffChanged the performance of the move to account for the whiff special cancelChanged the hit range(Increased use cases by introducing a whiff cancel. Adjusted the move with the whiff cancel in consideration. The hit range was adjusted to make it easier to beat superdash but easier to lose to long reaching moves)214XCan be cancelled into other specials on once on whiffChanged the performance of the move to account for the whiff special cancelChanged the hit range(Increased use cases by introducing a whiff cancel. Adjusted the move with the whiff cancel in consideration. The hit range was adjusted to make it easier to lose to superdash)214HIncreased recovery(Adjusted to account for EX moves costing less)214SIncreased attack range while the opponent is in a comboChanged effect on cinematic hit(Made it easier to combo. Made it so j.H causes a cinematic if Gotenks does not land before the combo ends)236SAdded landing recovery on the held version(This change is to reduce Gotenks mix up potential off this move)236LMDecreased startup while the opponent is in a combo(Made it easier to combo)Z Assist (A Type)Increased attack range while the opponent is in a combo(Made it easier to combo)KrillinSenzu Bean (214X)Krillin now has infinite senzu beansAlways throws senzu beans (never throws rocks)(Made senzu and rock separate moves)RockChanged the input to 22XChanged the move’s performance to account for the input changeCannot be superdashed(Made senzu and rock separate moves. Made it easier to use in neutral)214SMade it automatically follow up on hitDoes not do the follow up if the button is heldUnaffected by hitstun scaling(Increased use cases)236XIncreased buffer time to cancel into supersMade hitbox taller(made it easier to combo into super. Adjusted the hitbox to fit the animation and made it easier to land)236L/MKrillin now keeps his air options when the ground version is cancelled(This allows double jumps and airdashes after this move is vanished)Z Assist (A Type)Changed the way the rock works to be in line with it when used on pointIncreased the rocks untech timeThrows two rocks(Made it easier to use to bring it in line with other assists)Kid Buu5HMade hitbox tallerMade hurtbox taller(Made it easier to combo, but made sure to not make it too strong in neutral)5SIncreased damageMade hitbox tallerAdjusted the Initial position(Made it easier to combo)j.MWhen the first hit is cancelled into other normals, Kid Buu’s float is increased(This change makes it so that j.M(1)>j.L will whiff on crouching opponents. This is to prevent strong mix up)236SChanged effect on cinematic hit(Made it so j.H causes a cinematic if Kid Buu does not land before the combo ends)214SIncreased damage(Made the reward on hit higher)236HIncreased startup(Nerfed the move since EX moves cost less now)214M/HChanged effect on cinematic hit(Made it so j.H causes a cinematic if Kid Buu does not land before the combo ends)Z Assist (A Type)Increased damage(This change is to bring it in line with the point version)Majin BuuVanish / SparkingBrought Buu’s fall speed after attacking in line with the other characters(Buu used to fall slower, making him easier to punish)5LLChanged knockback(Made it easier to combo)5LLLGave it throw damage proration(Brought it in line with other 5LLLs)5MIncreased travel distanceGround bounces on air hit(Made it easier to combo and use as a mixup)2MChanged knockbackIncreased untechIncreased the opponent’s hitstopIncreased recovery(Made it possible to combo into 5M and easier to use in combos)236XCauses sliding knockdown on cinematic hitGround bounces on non-cinematic hit(Made it easier to use in combos)236HIncreased recoveryDecreased travel distance on the air version(Adjusted since EX moves cost less now)214XIncreased the travel distance during the start of the move for the air version(Made it easier to use in combos)214LM/HSIncreased damageIncreased minimum damageIncreased the speed of the projectile(Made it easier to combo)Z Assist (A Type)Decreased startup(Brough it in line with other Z Assists)Nappa5LChanged knockback(Made it easier to combo after)5LLLMade hitbox taller(Made it easier to use in combos)5SChanged knockback of the first hitPushbox is larger during the attackIncreased opponent’s hitstop on the ki blast hit(Made it easier to use in combos)2LChanged knockback(Made it easier to use in combos)j.LMade hitbox largerMade hurtbox largerChanged Nappa’s position during the attack(Made it easier to use in neutral and in combos)214SChanged effect on cinematic hit(Made it so j.H causes a cinematic if Nappa does not land before the combo ends)236LM/HSChanged where the explosion appearsThe explosion’s location can be altered by a button hold(Increased use cases)214LM/HSUnder some circumstances, this can be comboed after if the button is heldNappa can do special moves after if the button is held(Increased use cases)Saibaman (M)Changed the Saibaman’s color(Made it easier to distinguish which Saibaman was summoned)Z Assist (A Type)The position of the attack changes based on the opponent’s position(This change was to distinguish this Z Assist from others)Android 16j.LMade the initial hitbox tallerMade the initial hurtbox taller(Made it easier to use in combos)j.HMade an L input after do a superdash after j.LLLDecreased startup(Standardized to other characters. Made it easier to use in neutral and combos)j.SMade 2nd hit’s hitbox taller(Made it easier to use in combos)236M/HDecreased damage proration on cinematic hitChanged effect on cinematic hit(Made it easier to use in combos. Made it so other characters’ j.H causes a cinematic if 16 does not land before the combo ends (e.g a hard tag into j.H will slide))214HThe ground version’s first hit can now be cancelled into supers and vanish(This change gives 16 for freedom)j.236MDecreased damage proration on cinematic hit(Made it easier to use in combos)j.236M/HChanged effect on cinematic hit(Made it so other characters’ j.H causes a cinematic if 16 does not land before the combo ends (e.g a hard tag into j.H will slide))Z Assist (A Type)Increased untech timeIncreased opponent’s hitstop on hit(Made it easier to use in combos)Yamcha5LLLIncreased untech timeCan jump cancel every hit while in sparking, not just the last hitChanged knockback on cinematic his(Made it easier to combo)j.2HIncreased untech timeMade initial hitbox taller(Made it easier to combo)214XMade it so the initial portion of the move does not clashIncreased input buffer for cancelling into supers(Made it more usable as an antiair and easier to combo into super after)214L/MAdded head property invulnerability to the middle of the air versionIf the ground version is cancelled into other moves, Yamcha retains air optionsAdjusted the ground version’s travel distance, made it better on block(Made it more usable as an antiair. When vanished, Yamcha can double jump and airdash. When the L/M version is blocked, Yamcha can act earlier than before)236LIncreased untech timeIncreased hitstop on final hit(Made it easier to combo)236MIncreased untech timeIncreased hitstop on final hit(Made it easier to combo)236X>L/MIncreased untech timeIncreased hitstop on final hit(Made it easier to combo)236XX>L/MMade the pushbox larger when the opponent is being comboed(Made it easier to combo)236X>6L/MDecreased recoveryChanged the opponent’s position on cinematic hit(Yamcha can act faster after the L/M versions are blocked. To adjust for that change, the opponents position has been adjusted to prevent Yamcha from comboing after)236X>HDecreased blockstunWhen the move hits the opponent’s point, recovery is reducedChanged effect on cinematic hit(Cancelling into vanish is no longer a true blockstring. Made it so other characters’ j.H causes a cinematic if Yamcha does not land before the combo ends (e.g a hard tag into j.H will slide))ジャンプ強攻撃のカメラ演出ジャンプ強攻撃のカメラ演出236HIncreased untech timeChanged effect on cinematic hit(Made it easier to combo. Made it so other characters’ j.H causes a cinematic if Yamcha does not land before the combo ends (e.g a hard tag into j.H will slide))Tien5LLLMade hitbox larger(Made it easier to hit crouching opponents)5HReduced recovery on cinematic hit(Made it easier to use as a combo tool in the corner)2MIncreased travel distance(Made it easier to use in neutral and combos)2HIncreased landing recoveryAdjusted travel distance(Made it impossible to true blockstring constantly while in Sparking)j.2HAdjusted travel distance(Made it easier to use in combos)236XRemoved landing recovery on cinematic hit(Made it easier to combo into supers on hit)236MDecreased startupAttack startup changes based on distance from the opponentIncreased active frames(Increased use cases)236HThe ground version can only be used once per comboDecreased the air version’s statup(Brought it in line with other throw moves. Made the air version better for mixups and combos)214XReduced recovery(No longer minus on hit)214LCauses sliding knockdown on cinematic hit(Made it easier to combo into supers)214M/HChanged the ground bounce knockback on cinematic hit(In order to adjust for the reduced recovery, the knockback effect has been changed so 5L does not combo after)214SReduced recoveryIncreased hitstopIncreased meter gain(Made it easier to use in neutral)214HSIncreased invulnerable frames(Made it harder to be interrupted before the attack hits)Z Assist (A Type)Increased untech time(Made it easier to use, in line with other Z Assists)Gohan (Adult)2HAdded landing recovery when cancelled into other moves(Made it impossible to true blockstring constantly while in Sparking)5SAdded cancels into other normals when at lvl7(Added in cancels)j.SAdded cancels into other normals when at lvl7(Added in cancels)236XAdded landing recovery(Made landing recovery uniform across versions along with the buffs to M/H versions)236M/HChanged effect after the first hitChanged the knockback on every hit other than the firstCan be cancelled into supers when Gohan lands from the attackIncreased number of hitsAdjusted damageIncreased untech timeChanged effect on cinematic hit(Made it easier to combo into super after. Made it so j.H causes a cinematic if Gohan does not land before the combo ends)j.236HIncreased untech time on cinematic hitChanged knockback on cinematic hitMade it impossible to get a cinematic hit in the same combo after this causes a cinematic hitChanged the travel distance on hitRemoved landing recovery when this move hits the opponent’s point characterReduced damageReduced blockstunAdjusted recovery(Made it easier to combo on cinematic hit, and harder to combo on non-cinematic hit. Adjusted since EX moves cost less now)Z Assist (A Type)Increased startupMade it impossible to clash(It is still the fastest assist in the game, but was slowed down to prevent unintended combos from some cinematic moves)Hit5LChanged knockback(Made it easier to combo after)2LIncreased opponent’s hitstop on hitIncreased active framesChanged knockback(Made it so that even when cancelled into 5M on hit, Hit will not be at a disadvantage. To account for that, made it hard to use in combos)5SChanged knockbackChanged the timing to cancel into vanish on successful counter to prevent Hit from getting punished for doing soIncreased recovery on successful counterChanged effect on cinematic hit(Increased possible followups on hit. Made it harder to cancel into vanish on accident. Made it so j.H causes a cinematic if Hit does not land before the combo ends)214XChanged effect on cinematic hit(Made it so j.H causes a cinematic if Hit does not land before the combo ends)236X>MCauses sliding knockdown on cinematic hit(Increased use cases as a combo tool)236X>HIncreased active framesMade hitbox tallerChanged effect on cinematic hit(Made the move stronger along with the Z Assist version. Made it so j.H causes a cinematic if Hit does not land before the combo ends)Z Assist (A Type)Invulnerable frames start earlierIncreased untech timeDecreased startupIncreased active frames(Made it easier to use, in line with other Z Assists)Goku (SSGSS)5SChanged knockback(Made it easier to combo)236HChanged knockback on hitGoku can now act in the air after the air version is blockedFixed a bug where the move would act weird when targeting an opponent who is off screen(Made it easier to combo after. Fixed a bug)214XIncreased throw range(Made it easier to land)214M/HIncreased travel distanceChanged effect on cinematic hit(Made it easier to land. Made it so j.H causes a cinematic if Goku does not land before the combo ends)j.214XIncreased butter time to cancel into supers(Made it easier to combo into supers)Z Assist (A Type)Ground bounces on hitFlagged as a head property attackIncreased hitbox(Made it easier to use, in line with other Z Assists)Vegeta (SSGSS)2MMade the hitbox tallerAdjusted hurtbox(This change is to make it easier to combo. The hurtbox was adjusted using the smallest Vegeta as a basis)5SKnockback adjustedIncreased untech time(Made it easier to combo)2SKnockback adjustedIncreased untech time(Made it easier to combo)214XIncreased sliding knockdown time(Made it easier to continue offense after)214L/MDecreased the ground versions startup(Made it easier to use in mixups and combos)214MIncreased travel distance(Made it easier to use in mixups and combos)214M/HChanged effect on cinematic hit(Made it so j.H causes a cinematic if Vegeta does not land before the combo ends)236LMChanged knockback on non-cinematic hitIncreased untech time on non-cinematic hit(Increased use cases of the button hold version)214[LM/HS] (Lvl 5)Changed effect on hitCannot move until landing(Made the situation on hit better)Z Assist (A Type)Increased damageDecreased damage proration on the initial hitIncreased untech time on the 2nd hit(Made it easier to use, in line with other Z Assists)Beerus5LCan be cancelled into 5LL on whiff earlier(This change is to allow a combo from 2L even if 5L whiffs)5LLDecreased startup(This change is to allow a combo from 2L even if 5L whiffs)5HDecreased startup(Made it easier to use in neutral)2HMoves forward during the beginning of the moveIncreased hitbox(Made it easier to combo)2SCan cancelled into itself up to 3 timesThe balls do more damage when hit by Beerus’ normalsThe balls have large hitboxes when hit by Beerus’ normals(Increased use cases. Buffed balls that have been hit by normals)236XThe balls do more damage when hit by Beerus’ normalsThe balls have large hitboxes when hit by Beerus’ normals(Buffed balls that have been hit by normals)236SThe balls do more damage when hit by Beerus’ normalsThe balls have large hitboxes when hit by Beerus’ normals(Buffed balls that have been hit by normals)214XGround bounces on hitDecreased the slide speed of the sliding knockdown(Made it easier to combo)214HDecreased damageGround bounces higher on cinematic hit(Made it easier to combo)236LM/HSFixed a bug where the super stayed on screen longer than it should(Fixed a bug)Z Assist (A Type)Increased damageChanged knockbackIncreased untech time(Made it easier to use, in line with other Z Assists)Goku Black5LLInitial hitbox is taller(Made it easier to combo)5SChanged knockbackAlways knocks the opponent forwardCan be cancelled into 5H and 2H(Made it easier to combo)2LMade moves cancelable into 2L(Made it easier to use in neutral, etc)2MDecreased startup(Made it easier to use in neutral, etc)2HIncreased untech time on cinematic hit(Made it easier to combo)j.214XIncreased the size of the inner portion of the hitboxIncreased travel distanceChanged travel distance on cinematic hit(Made it easier to land on opponents who are directly in the corner)214SMade it only usable once per comboChanged effect on cinematic hit(Brought in line with other throw move. Made it so j.H causes a cinematic if Goku Black does not land before the combo ends)236HSFixed a bug where the projectile would not come out if the initial part clashed(Fixed a bug)Z Assist (A Type)Decreased recovery(Adjusted to fit other characters kamehamehas)Android 21214XChanged effect on cinematic hit(Made it so other characters’ j.H causes a cinematic if 21 does not land before the combo ends)236SDecreased startup on ground versionIncreased untech timeCauses sliding knockdown on hitIncreased damage prorationDecreased the followup window(Made it easier to land. Made it easier to combo)214SIncreased untech timeCauses sliding knockdown on hitIncreased damage prorationDecreased the followup window(Made it easier to land. Made it easier to combo)214S (Stolen Move – Yellow / Command Grab)Causes sliding knockdown on hitThe dive followup tracks the opponent(Made it easier to combo)236XIncreased hitbox(Buffed along with the Z Assist)214LM/HSSteals all empty move slots on hit(This change is to distinguish is from j.214LM/HS)Z Assist (A Type)Increased opponent’s hitstop on hitIncreased hitboxDecreased startup(Made it easier to use, in line with other Z Assists)Broly5LChanged knockback(Made it easier to combo after)5HIncreased damage on held version(This damage increase is in addition to the universal damage increase to 5/2H)5SIncreased the lower portion of the initial hitbox(Made it easier to hit small characters in standing state)j.2HIncreased sliding knockdown time on cinematic hitIncreased the amount of time the opponent is frozen for on cinematic hit(Made it easier to continue offense after this hit236SChanged effect on cinematic hit(Made it so j.H causes a cinematic if Broly does not land before the combo ends)236XChanged knockback, including the H versionChanged effect on cinematic hit(Made it easier to combo into supers. Made it so j.H causes a cinematic if Broly does not land before the combo ends)214XIncreased travel distance on hitIncreased input buffer to cancel into supers(Made it easier to continue offense on hit. Made it easier to combo into supers on hit)j.214XRemoved landing recovery on hitIncreased input buffer to cancel into supers(Made it easier to continue offense on hit. Made it easier to combo into supers on hit)j.214MIncreased sliding knockdown time(Made it easier to continue offense on hit)214SDecreased total durationCan be done even while Powered Shell (214S) is already active(Made it easier to use in neutral)236HSDecreased minimum damage(Made it do less damage to soften the combo)Z Assist (A Type)Decreased startupReflects the opponents ki blastsChanged knockbackIncreased opponent’s hitstop on hit(Made changes to distinguish it from his B Type Z Assist)Vegito (SSGSS)2SChanged knockback on non-cinematic hitIncreased untech time on non-cinematic hit(Made it easier to combo on non-cinematic hit)j.SIncreased untech time(Made it easier to combo)236XDecreased damage proration on non-cinematic hit(Made the damage higher when used in combos)236M/HIf the first hit whiffs, the followup multi-hits can still cause cinematics(Increased use cases)236SIncreased hitbox(Made it more useful in neutral and combos)236LM/HSDecreased damage at long range, increased damage at close rangeIncreased minimum damageChanged knockback on all hits but the lastAll hits but the last cause sliding knockdownIncreased active frames on the last hitThe last hit will not hit if the opponent is not below a certain height(Made changes to distinguish is from j.236LM/HS. Made it harder for only the first hit to land, causing lower damage)Z Assist (A Type)Increased untech timeIncreased hitstopIncreased landing recoveryIncreased hitboxDecreased startupChanged knockback(Made it easier to use, in line with other Z Assists)Zamasu (Fused)5LLLMade the throw range taller when used in a comboAdded throw damage proration(Made it easier to combo. Brought the damage proration in line with other characters’ 5LLL)5SIncreased projectile speedIncreased hitstopIncreased untech timeChanged knockbackIncreased recovery(Made it easier to combo)j.2HDecreased startupChanged travel distanceIncreased landing recoveryRemoved landing recovery on cinematic hitRemoved landing recovery when done from flight(Made it easier to combo. Made it hit grounded opponents when done immediately after a jump. Made it easier to use for mixups)j.SChanged knockback on all hits but the lastMade initial hitbox taller(Made it easier to combo)236XIncreased travel distance on ground versionIncreased travel distance on cinematic hitRemoved landing recovery on cinematic hit(Increased use cases for the ground version. Made it easier to continue offense on cinematic hit)Goku236MAir version wall bounces on cinematic hit(Made it easier to combo)236HIncreased travel distance downwards on the air version(Made it easier to use in neutral and combos)214XCan call assists earlier on hit(Made it easier to combo with assists)214MDecreased travel distance on hitChanged knockbackChanged knockback on ground bounceIncreased hitstop(Made it easier to combo with assists)214M/HMade attacks not land until the followup hits on a cinematic hit(Made it so the cinematic cannot be interrupted)214SCan Z Change on hitReduced recovery on hit(Made it easier to combo)236S (Ground, Upward Angled)Increased damageReduced recovery(Made it easier to use in neutral)236LM/HS>LMCan cancel into 3x Kaioken Kamehameha and 20x Kaioken Kamehameha on hit(Made it easier to combo into an Ultimate Z Change)Z Assist (A Type)Changed knockbackIncreased opponent’s hitstop on hit(Made it easier to combo)Vegeta5LLLAdded head property invulnerability(Increased use cases)5SChanged knockback(Made it easier to combo into 5S followup hits)2MMade hitbox taller(Made it easier to combo)j.SCan alter the ki blast’s trajectory by inputting 8(Increased use cases)236L/MWhen the ground version is cancelled, Vegeta keeps his air options(Vegeta can double jump and airdash after a vanish)236HBecomes invulnerable earlier(Changed to be in line with other moves that become invulnerable in the same way. This is not referring to moves that appear behind the opponent, but to moves that have invulnerable frames a little after the start of the move)214LIncreased sliding knockdown time on cinematic hit(Made it easier to combo)214MGround bounces on cinematic hit(Made it easier to combo)214SIncreased throw rangeIncreased active gramesUntech time is unaffected by hitstun scalingIncreased untech time on cinematic hitIncreased recovery on hit(Made it easier to land. Made it so there are more followup options)236LM/HSDoes more damage when done from 214S(Made it do more damage when done from 214S)214LM/HSDoes more damage when done from 214S(Made it do more damage when done from 214S)Z Assist (A Type)Decreased startupIncreased untech timeChange knockback(Made it easier to combo)Cooler5SIncreased opponent’s hitstop on hitIncreased untech timeChanged knockback(Made it easier to combo)6HMade hitbox tallerAlways knocks forward(Made it easier to combo)214LM/HSFixed a bug where meter cooldown would not happen when the ground version whiffed(Fixed a bug)Z Assist (A Type)Increased untech timeIncreased landing recovery(Made it easier to combo)Android 175LChanged knockback(Made it easier to combo after)5LLDecreased startupChanged travel distance and character positionIncreased hitboxChanged knockback(Made it so 5LL combos from 2L even if 5L whiffs)5LLLChanged character positionIncreased hitboxDecreased hurtboxMade pushbox taller in the first half of the moveAdded invulnerability against lows(Increased use cases)5MDecreased startupIncreased hitbox(Made is easier to use in neutral)5SChanged the knockback on all hits but the last(Made it easier to combo)2LChanged knockback(Made it easier to combo after)j.SDecreased startupChanged travel distanceIncreased untech timeIncreased opponent’s hitstop on hitChanged knockback(Made it easier to combo)Rekka>5H/SIncreased active framesIncreased recoveryCan only be cancelled into on hit(Changed the move to account for EX moves costing less now. Changed the regular version to reflect changes to the EX version)Rekka>5HCan absorb hits from lvl 1s and lvl 3s(Made it stronger as a response to supers)236/214SCan do the air version after the ground versionDecreased landing recoveryPushbox appears laterCan be cancelled earlier(Increased use cases)Z Assist (A Type)Increased active framesIncreased untech timeReduced opponent’s hitstop on hitChanged knockbackWall bounces on hit(Made it easier to use in combos)Jiren5LIncreased lower portion of the hitbox(Made it easier to hit short characters)5SDecreased startupIncreased opponent’s hitstop on hitDecreased untech timeIncreased recovery(Made it easier to use in neutral and combos)2SIncreased damage on cinematic hit(This change is to reflect the damage change to 2Hs)j.2HDecreased startupMade the initial hitbox tallerMade the hitbox come out even when done at minimum heightMade the attack come out as soon as you release the button holdIncreased the sliding knockdown timeChanged the timing for calling Z Assists when this move causes a cinematic hitIncreased damage on button hold version(Made it easier to combo. Increased damage to match the damage increase to j.H)236XIncreased hitstopDecreased damage proration on non-cinematic hitFixed a bug where the effect would not appear on clash(Made combos after do more damage)214XIncreased damageChanged effect on cinematic hit(Made it easier to distinguish on a successful counter. Made it so j.H causes a cinematic if Jiren does not land before the combo ends)214L/MIncreased meter gain(Made it easier to distinguish on a successful counter)214LCan catch lows now(Made it easier to counter moves)214MDecreased total duration(This change is to distinguish is from the L version)214SCan now counter Z AssistsChanged effect on cinematic hit(Increased use cases. Made it so j.H causes a cinematic if Jiren does not land before the combo ends)Z Assist (A Type)Position change based on the distance from the opponentChanged knockbackIncreased untech timeIncreased startup(Made it easier to use, in line with other Z Assists)VidelGreat Saiyaman AttacksDecreased the cooldown time before another Great Saiyaman attack(Made it easier to use in neutral)5LIncreased travel distance other than when cancelled into itself(Made it easier to combo)j.2SIncreased the sliding knockdown time(Made it easier to combo)6HAdded invulnerability to ki blast(Increased use cases)236HIncreased travel distance(Made it easier to use in neutral)22XChanged knockback on cinematic hitDecreased damage proration when used as a follow up from 236X(Made it easier to combo)214MIncreased the sliding knockdown time on the Great Saiyaman attack(Made it easier to combo)236HSCounters on frame 1Fixed a bug where meter gain cooldown does not kick in on whiff(Increased use cases. Fixed a bug)Z Assist (A Type)Decreased startupIncreased opponent’s hitstop on hitReduced travel distance(Made it easier to use, in line with other Z Assists)Janemba5SDecreased startup outside of combos(Made it easier to use in combos. The startup during combos is the same as before)2SDecreased startup outside of combos(Made it easier to use in combos. The startup during combos is the same as before)j.SDecreased startup outside of combos(Made it easier to use in combos. The startup during combos is the same as before)236XDecreased recoveryJanemba falls earlier after the air versionChanged recovery on cinematic hit(Made it easier to use in neutral)236/214SEven if the opponent is in the air and the corner, Janemba will teleport into the corner when teleporting from the air to the ground.(This change is to make it more clear when Janemba takes the corner)j.214XThe projectile bounces off the cornerIncreased projectile travel distanceIncreased the amount of time before the attack automatically goes off(Increased use cases)214M/HChanged effect on cinematic hit(Made it so j.H causes a cinematic if Janemba does not land before the combo ends)Z Assist (A Type)Decreased startupIncreased number of attacksChanged single hit damage, increased overall damage(Made it easier to use, in line with other Z Assists)Gogeta (SSGSS)j.HDecreased startup(Made it easier to use in neutral and combos)j.2HIncreased damage on cinematic hit(Increased damage to match the damage increase to j.H)214LIncreased the window where the move cannot clash(Made it a better antiair)214SChanged effect on cinematic hit(Made it so j.2H causes a cinematic if Gogeta does not land before the combo ends)236LMMade it not do lower damage when done in the corner(Does the same damage in the corner)j.236LMIncreased hitstop on hit(This change makes it harder for the number of hits to decrease based on positioning)Broly (DBS)2LIncreased travel distanceIncreased hitboxIncreased hurtbox(Made it easier to use in neutral and combos)5HIncreased damage on the button hold version(This is on top of the universal 5/2H damage increase)236XChanged effect on cinematic hit(Made it so j.H causes a cinematic if Broly does not land before the combo ends)214XChanged effect on cinematic hit(Made it so j.H causes a cinematic if Broly does not land before the combo ends)Z Assist (A Type)Decreased startupChanged knockback(This change is to distinguish this Z Assist from his B Type Z Assist)