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#1186
Masca

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Al discorso a cui mi sono allacciato si stava parlando della varietà dei tornei: se in un gioco 1v1 ci sono (esempio a caso) 6 pg rotti si riesce comunque a garantire una discreta varietà perchè le possibilità di abbinamenti diversi sono molte, e se a ciò si aggiunge la scelta a sorpresa di qualche giocatore il fattore intrattenimento schizza alle stelle (vedi ad esempio il caso MenaRD); in un gioco 3v3 invece se vuoi avere la stessa percezione di varietà non ti bastano affatto 6 pg perchè per la maggior parte girerebbero sempre i soliti... si tratta di problematiche che da fan di KOF conosco molto bene purtroppo XD

Dall'ottica in cui hai analizzato il problema tu, quella del giocatore, secondo me invece la risposta è: nì.
Nel senso che questo tipo di ragionamenti sul sopperimento dei difetti, e le Tier stesse, son robe che salvo casi clamorosi interessano solo i professionisti: se quindi per i pro è una valutazione assolutamente sensata, per il tizio comune viceversa ha poco senso in quanto a livelli amatoriali/dilettantistici si può tranquillamente perdere da chiunque (ad es. i giocatori italiani più forti di SF5, in base ai risultati del torneo più prestigioso: il Red Bull Kumite di Milano, usano quasi tutti pg di livello medio-basso).


Ok grazie mille,ora il tuo discorso mi è molto più chiaro e non posso che essere d'accordo :)

#1187
Blacklaw77

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Zamasu e Vegito in sconto sullo store!!!

#1188
Ryo Sakazaki

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#1189
Willy L'Orbo

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no c-17 no party.

fare 31 rifilare anche lui no eh? :(

#1190
BmAx

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Goku e Vegeta Base disponibili l'8 Agosto

 

https://gematsu.com/...launch-august-8



#1191
Ryo Sakazaki

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DRAGON BALL FighterZ - Patch Note 1.11
 

Together with the release of the original version of Goku and Vegeta as DLC for DRAGON BALL FIGHTERZ, we are to push a new patch to improve the overall experience of the game. Read the details in the patch notes below:

 

MODES

WORLD MATCH:

  • Entry settings: now Player’s Info is displayed
  • Ranked Match:
    • now you can set the Opponent Rank settings to Same Rank, About the Same or Challenge in the entry settings.
    • Network color will no longer be displayed on finding an opponent.
  • Casual Match: Now you can set the Oponent Color settings to Same Color, About the same or Anything goes.

PARTY MATCH:

  • Added ‘Sorry’ and ‘Don't worry’ Party Match:

LOCAL BATTLE:

  • Added Input Delay settings when playing against a player.

LOCAL MATCH:

  • On VS screen, players can now press and hold either the L1 button or L2 button on the screen before a match to change their first character.

TRAINING MODE:

  • Player team can now be edited when making a World Match entry.
  • Colors can now be selected when changing characters.
  • Added Ki Gauge Recovery option and can stop Ki gauge from auto-recovering.
  • Added Center(After KO/Switch), Center(After Stage Change) options to the Starting Side settings.
  • Added the Reset Damage Information option
  • Added Starting Position settings.
    • Can switch the position of the characters.
    • The position can also be switched by holding down
  • Character Settings
    • Added Potential Unleashed settings for Gohan (Adult).
    • Added Ginyu Force setttings for Ginyu.
  • Training Dummy Recording Settings
    • Training dummy's play records can now be saved to 8 different slots.
    • Added a function to randomly play a record from multiple slots (with adjustable frequency for each slot).
  • Ennemy Settings
    • Added Counterattack Settings: set an attack for the training dummy to reversal attack with after a block or a damage.

OTHERS:

  • Character selection screen: increased the cursor movement speed.
  • Follow list: followed players' names will now be displayed in blue.
  • Button settings: Pressing OPTIONS on the Button Settings screen will now save current settings and exit the screen.
  • Result screen: Z Stamps can now be used when rematch menu is displayed for online matches.

 

GAMEPLAY

COMMON:
Now an attack won’t count as a hit during successful Z-reflect recovery frames.

PICCOLO:

  • Homing Energy Blast, Z Assist: Increased the hit stun and the recovery frames.

GOHAN (TEEN):

  • Crouching Special: Now he can move while in the air after performing the move.
    • Matched the landing recovery frame with Jumping Down Special.
    • Expanded the hitbox for the beginning of the attack.
  • Jumping Down Special: Expanded the hitbox for the beginning of the attack.
  • Z Assist: Now the Z-Assist moves more forward while rising.

FRIEZA:

  • Standing Special: Reduced the start up frame
  • Death Slash, Z Assist: Increased the hit stun and the non-recovery frame.
  • Death Slash(Light ver.): Reduced the start up frame
  • Warp Smash: Frieza now becomes invincible faster.
  • Midair ‘You might not survive this time’: Reduced the landing recovery frame on whiff.
  • Golden Frieza:
    • Reduced the recovery frame after the pause.
    • If an opponent isn't taking any hits when this move is activated then it would take more time till the game pauses to zoom in to Frieza.
    • However Frieza becomes invincible during this time.
    • Z combo restrictions are lifted. (EX. Can perform a string such as the following: Standing Heavy -> Standing Medium -> Standing Light.)"

GINYU:

  • Crouching Heavy: Can now Z combo into Standing Special.
  • Standing Special(Jeice): Increased the hit stun and the non-recovery frame.
  • Z Assist: Increased the hit stun and the non-recovery frame.
  • Strong Jersey: Reduced the block stun.
  • Strong Jersey (Medium/Heavy ver.):
    • Increased the non-recovery frame on hit.
    • Changed the way a damaged character is blown away."
  • Aerial Strong Jersey: Reduced the start up frame.

TRUNKS:

  • Standing Special, Jumping Special, Cyclone Buster:
    • Hitbox of these attacks now disappear when Z reflected and can now be cancelled into a Special Move after that.
    • Fixed an issue where it was sometimes unable to cancel on hitting an opponent when the move is about to end.
  • Z Assist: increased the hit stun and the non-recovery frame on hit.
  • Shining Slash (Heavy ver.): reduced the start up frame. 
  •  

CELL:

  • Standing Light, Crouching Light: Increased the start up frame.
  • Low Kick: Damage scaling increased when using this move as a combo starter.
  • Jumping Medium: Increased the start up frame.
  • Jumping Special:
    • Increased damage scaling.
    • The first hit now ground bounces an opponent.
  • Ground Rolling Crush (Medium ver.): The distance moved can now be adjusted by pressing either forward or back while rolling.
  • Ground Rolling Crush (Heavy ver.): Reduced the start up frame.
  • The distance moved can now be adjusted by pressing either forward or back while rolling."
  • Aerial Rolling Crush (Light/Medium Ver.): The move will no longer hit an opponent on the back.

ANDROID 18:

  • Standing Light, Crouching Light: can now repeat whiffing the move consecutively by pressing at the same time.
  • Support Attack(Barrier), Z-Assist: enters the invincible state faster.
  • Barrier: Enters the invincible state faster.
    • Can now cancel into Super Attack just by pressing R1 or R2 on blocking an attack. (Press +R1 or R2 to Meteor Attack.)
  • Fixed an issue where Dragon Rush doesn't launch an opponent in certain situation.
  • Back Grapple(Light ver.):
    • Reduced the start up frame.
    • Can now connect into Super Attack on hit."
  • Back Grapple(Medium/Heavy ver.): Increased the move distance.

GOTENKS:

  • Standing Special: Matched the cancel timing on additional inputs with the other characters.
  • Z Assist: Fixed an issue where the camera angle doesn't change in the latter part of the combo after hitting an opponent with the Assist attack.
  • Galactic Donuts: Fixed an issue where the camera angle doesn't change on landing Heavy attack in the next combo after hitting an opponent's Z Assist.
  • DIE DIE Missile Barrage:
    • Reduced the start up frame.
    • Increased the damage.
    • Changed the way an opponent is blown away on hit.
    • Increased the hit stun.
    • Expanded the hitbox for the beginning of the attack.
  • Miracle Super Punch(Medium): Landing recovery frame has been increased when not holding down the Medium Button.
  • Ground Great Special Rolling Kick (Heavy ver.)
    • Increased the recovery frame.
    • Can now air dash and double jump after the move.
  • AerialGreat Special Rolling Kick (Heavy ver.): Reduced the recovery frame.
  • Vengeful Shout: Landing recovery frame has been increased on performing a feint.

KRILLIN:

  • Standing Special:
    • Increased the non-recovery frame.
    • Can now bend only the second fire ball by inputting ← + Special on an additional input."
  • Jumping Special:
    • Increased the non-recovery frame.
    • Can now bend the fireballs upward by inputting ↑+ Special on an additional input."
  • Senzu, Z Assist:
    • "Rocks no longer break by an opponent's attacks.
    • Mitigated the damage scaling."
  • Solar Flare: Added invincibility to jump attacks.

KID BUU:

  • Crouching Medium(Medium/ Long ranged ver.):
    • Increased the start up frame.
    • Increased the damage scaling when using this move as a combo starter.
  • Crouching Special:
    • Increased the landing recovery frame.
    • Now the fireball will be thrown downward depending on the opponent's position.
  • Jumping Special: Increased the landing recovery frame.
  • Mystic Ball Attack: The attack will no longer hit an opponent on the back.
  • Mystic Arm Swing: Added invincibility to jump attacks.

MAJIN BUU:

  • Standing Light: Now the attack will hit a crouching opponent too.
  • Standing Lights - 2nd attack: reduced the start up frame.
  • Z Assist: increased the non-recovery frame.

NAPPA:

  • Standing Light: will no longer be blocked by standing guard.
  • Crouching Medium: Will no longer be blocked by standing guard.
  • Crouching Heavy: Expanded the hitbox forward.
  • Z Assist: Increased the hit stun.
  • Blazing Storm, Z Assist:
    • Reduced the start up frame.
    • Reduced frame disadvantage when blocked by an opponent.
  • Too bad:
    • Now enters the invincible state faster.
    • Reduced the entire recovery frame.
  • Saibamen(Acid): Can now be canceled into Z reflect or Super Dash on block (as same as other ki-blasts).

ANDROID 16:

  • Standing Lights - 3rd attack:
    • Reduced the start up frame.
    • Can no longer delay the attack after the 2nd Standing Light.
  • Ground Flying Powerbomb (Light/Medium ver.): added invincibility to jump attacks.
  • Ground Flying Powerbomb (Heavy ver.): increased the duration of invincibility to jump attacks.
  • Ground Dynamite Driver (Light/Medium ver.): increased the damage.

YAMCHA:

  • Neo Wolf Fang Fist: changed the hit effect to wall bounce.
  • Spirit Ball: Increased the least amount of damage.

TIEN:

  • Z Assist: Increased the non-recovery frame.
  • Ground Volleyball Fist: fixed an issue where additional inputs could be made even when blocked by an opponent.
  • Ground Volleyball Fist (Medium): now enters the armor invincible state faster.
  • Ground Volleyball Fist (2nd/3rd attacks, Heavy ver.): Tien copies will appear to do the attacks.
  • Tri-Beam: increased the duration during which Ultimate Z change can be performed.
  • Tri-Beam, Neo Tri-Beam: the amount of self damage is reduced while Sparking!

HIT:

  • Standing Lights - 3rd attack: expanded the hitbox upward.
  • Crouching Light: can now cancel the second Standing Light into Crouching Light
  • Tides of Time(Heavy ver.): now enters the invincible state faster.
  • Death Blow: fixed so that the camera angle won't change in the latter part of the combo on hitting an opponent with this move.

GOKU (SSGSS):

  • Super God Shock Flash:
    • Reduced the start up frame.
    • Changed the way an opponent is blown away on hit.
  • Super God Shock Flash(Light/Heavy ver.):
    • Increased the damage of the attack that is performed on whiffing the grab.
    • Added damage scaling when using this move as a combo starter.
  • Instant Transmission: now faces towards an opponent after the move.
  • Extreme Speed Kamehameha: increased the duration during which Ultimate Z change can be performed.

 

VEGETA (SSGSS):

  • Big Bang Attack, Z Assist:
    • Increased the damage.
    • Increased the hit stun and block stun.
    • Changed the direction an opponent is blown away on hit.
  • Super Dash Kick(3rd attack - Light ver.): increased the start up frame only when an opponent is in front.
  • Ground Super Dash Kick: removed the jump attack property.
  • Ground Super Dash Kick(2nd and 3rd attacks): unified the frame disadvantages.
  • Galick Gun: increased the damage.
  • Niagara Pummel:
    • Increased the move distance.
    • Reduced the start up frame.
    • Mitigated the damage scaling.
  • Niagara Pummel (On holding the button): fixed so that the camera angle won't change in the latter part of the combo after hitting an opponent on holding down the button.

BEERUS:

  • Standing Light:
    • reduced the start up frame.
    • Expanded the hitbox forward.
  • Crouching Light: Reduced the start up frame.
  • Z Assist: Increased the move distance.
  • Sphere of Destruction, Z Assist:
    • Increased the non-recovery frame on hitting an opponent while they are not moving by Beerus' attacks.
    • Changed the way an opponent is blown away on hit.
  • Sphere of Destruction: Can now be canceled into Special move, Z change or Sparking! on repelling the sphere with a normal attack.
  • Ground Sphere of Destruction(Heavy ver.):Now Beerus floats a little higher when pressing↓.

ANDROID 21:

  • Crouching Medium: shrank the hit box to reduce the reach.
  • Crouching Medium(Long range ver.):
    • Added damage scaling when using this move as a combo starter.
    • Expanded the hitbox inwardly.
  • Z Assist:
    • increased the hit stun.
    • increased the non-recovery frame.
    • decreased the damage.
    • Increased the recovery frame.
  • Total Detonation Ball:
    • Increased the hit stun.
    • Now she will start recovering to the neutral state after the ball has exploded.
  • Total Detonation Ball(Light/Medium ver.): increased the recovery frame.
  • Homing Energy Blast:
    • increased the hit stun.
    • Increased the recovery frame."
  • Barrier Sphere:
    • Now enters the invincible state faster.
    • Can now cancel into Super Attack just by pressing R1 or R2 on blocking an attack. (Press ←+R1 or R2 to Meteor Attack.)"
  • Ground Aerial Connoisseur Cut: added invincibility to jump attacks.
  • Connoisseur Cut, Aerial Connoisseur Cut: now faces towards an opponent on whiff.

BARDOCK:

  • Rebellion Spear (Light ver.): decreased the block stun.
  • Ground Rebellion Spear (Medium ver.):
    • Added invincibility to jump attacks.
    • Increased landing recovery frame.
  • Rebellion Spear (Heavy ver.)
    • Increased the duration of the first attack.
    • Increased the damage of the follow up attack.
  • Saiyan Spirit: fixed so that the camera angle won't change in the latter part of the combo after hitting an opponent.

BROLY:

  • Various armors: Broly's various armors will no longer endure Vanish attacks.
  • Z Assist:
    • Expanded the hitbox for the beginning of the attack.
    • Increased non-recovery frame.
  • Eraser Blow: expanded the hitbox for the beginning of the attack.
  • Gigantic Strike: now it's easier to follow up with Vanish attack.

VEGITO (SSGSS):

  • Barrier:
    • Now enters invincible state faster.
    • Increased the entire recovery frame on whiff.
  • Ground Atomic Buster: Added invincibility to jump attacks.
  • Spiral Heel Shot:
    • Reduced the block stun of the last attack.
    • Decreased the recovery frame.
  • Aerial Spiral Heel Shot: reduced the non-recovery frame when the camera angle doesn't change.
  • Aerial Spiral Heel Shot (Light/Medium ver.): increased the move distance.

ZAMASU (FUSED):

  • Jumping Light: expanded the hitbox upward.
  • Z Assist:
    • Shrunk the front part of the hurt box.
    • Reduced the start up frame.
    • Increased the projectile speed."
  • Ground Eternal Justice (Light/Heavy ver.): reduced the start up frame.
  • Aerial Eternal Justice(Heavy ver.): reduced the start up frame.
  • Divine Order: shrunk the front part of the hurt box.
  • Divine Order (On holding the button): reduced the start up frame.
  • Increased the projectile speed.

 Shining Slash is Trunks’ move, I think these first two points might be for him.



#1192
Masca

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Vedo qualche nerf interessante,tipo Cell e Bardock,ma non sono così "colto" per cogliere a pieno i significati :D

Quindi porgo qualche domanda...in generale,cosa ne pensate di questi bilanciamenti?
In particolare mi piacerebbe sapere a proposito di Cell,Bardock,Teen Gohan e Broly...da quanto mi sembra di leggere,non mi pare ci siano cambiamenti epocali,speravo tanto di vedere buff sostanziosi per personaggi come appunto broly o gohan.
Mi pare che per personaggi come Cell e Kid bu abbiano soprattutto aumentato lo scaling del danno delle combo,visto che moltissime spesso iniziano proprio con gli attacchi che sono andati a nerfare...

#1193
Blacklaw77

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Nessuna scorciatoia per avere Androide 21 senza passare per quella lunga trafila dello story mode??

#1194
Masca

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Comunque ragazzi io sto provando un po i dlc nel training e Vegeta mi sta spiaciucchiando. Il proiettile che fa con 236+S che ti proietta in aria porta a dei buoni mixup (Si dice così? :D ) secondo me,rendendo disponibile l'instant air dash per ricominciare la pressione o fintare e andare basso. La presa con 214+S la vedo ottima in blockstring,anche se è piuttosto semplice da reflettare,ma mischiando questi due modi di iniziare la pressione secondo me diventa difficile da arginare. Veramente,me lo aspettavo poco interessante invece mi sembra un bel pg,anche se in aria non fa poi tanto (non ho ancora trovato il modo di sfruttare bene il teleport,a parte usarla per confermare in lv3 o legarla dopo l'autocombo LLL). Come proiettili poi direi scarso proprio.
Special ok,soprattutto la lv1 che si può fare in aria.
Come assist niente male,ma direi che ce ne sono di molto migliori.
Come normal mi sembra che ricicli abbastanza dal cugino ssj.
Mi sembra molto buono a terra sinceramente,poco in aria. Mi piace.
Lo metterei primo o secondo,non so quanto sia un mangiabarre sinceramente,ma il suo assist non è poi malvagio. Forse più secondo. Boh.

Goku mi sembra decisamente meno intuitivo. La sua lv3 fa un male bestiale,anche se combarla è tutto fuorché facile,immagino si scopriranno diversi setup in futuro e potrebbe diventare devastante. Autocombo davvero niente di che,corta corta,ma porta in fretta all'angolo. 214+L fa cambiare lato,interessante,mentre 214+S secondo me è un altro tool che verrà sfruttato col tempo. Assist un po meh,ma in pressing il suo lo fa,molto meno se a pressare è l'avversario,ma vabbè.
Ho letto poi da qualche parte che il kaioken aumenta di potenza con meno compagni si hanno nel team,credo che questo releghi goku ad anchor,che non so se mi convince visto il suo assist che mi sembra piuttosto scarso...
Goku secondo me è un personaggio che ha bisogno di un po' più di tempo di Vegeta per essere sfruttato a pieno,lo trovo molto meno intuitivo.

Per quanto mi riguarda Vegeta mi piace di piu al momento,sono troppo nabbo per Goku XD

Spero di non aver detto troppe fesserie,sono prime impressioni di uno che ci capisce poco.

Modificata da Masca, 08 August 2018 - 10:03 PM.


#1195
Masca

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Nessuna scorciatoia per avere Androide 21 senza passare per quella lunga trafila dello story mode??

Mah,io ho comprato il season pass e il gioco base su steam tramite un sito di key e me la sono ritrovata sbloccata.
E per fortuna,perché dopo aver finito quella melma di modalità su ps4 non aveva proprio voglia di giocarsela pure su pc

Modificata da Masca, 09 August 2018 - 09:19 AM.


#1196
Mocassini Assassini

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Vedo qualche nerf interessante,tipo Cell e Bardock,ma non sono così "colto" per cogliere a pieno i significati :D

Quindi porgo qualche domanda...in generale,cosa ne pensate di questi bilanciamenti?
In particolare mi piacerebbe sapere a proposito di Cell,Bardock,Teen Gohan e Broly...da quanto mi sembra di leggere,non mi pare ci siano cambiamenti epocali,speravo tanto di vedere buff sostanziosi per personaggi come appunto broly o gohan.
Mi pare che per personaggi come Cell e Kid bu abbiano soprattutto aumentato lo scaling del danno delle combo,visto che moltissime spesso iniziano proprio con gli attacchi che sono andati a nerfare...

In generale, per capire la qualità di un ribilanciamento c'è bisogno che i giocatori ci mettano fisicamente mano per un po' di tempo.

#1197
Natsumi

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http://www.dbzgames....his-dlc-season/

 

Interessante :) 



#1198
Akumasama

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Vabbè dai, come se non sapessimo già da mesi chi sarà l'ultimo PG :D



#1199
ZondaR

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#1200
Willy L'Orbo

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ammesso che il leak della seconda season passs sia vero, non capisco il senso, l'utilità di mettere anche Gogeta -.- 

a parte emmobastaveramenteperò con altre versioni di Goku e Vegeta, ma non capisco il senso di mettere l'ennesima fusione quando c è gia vegeth, tra l'altro composta dalle stesse due persone... "eh ma è la fusione con la posa e non con gli orecchini"

-.-  chiedo scusa ai bm (non voi, sia chiaro eh)

strano che ancora non compaiano Jiren toppo o dyspo, e vi prego salvateci da Ribrianne....ma so già che arriverà il turno suo prima o poi,  credo sia giusto da una parte aumentare il roster femminile...cosi come è stato anche in supper






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