Fighting Engine

Dragon Ball FighterZ uses a fast-paced fighting engine, chock full of mid-battle character assists, character swap-outs, long-winded combos and screen-filling attacks. This 3v3 tag fighting format will seem very familiar to anyone that has played Marvel vs Capcom game of the same vein. Teams of three clash against each other until one side is completely out of conscious fighters. Teams share a super bar that fills up as attacks connect or if a fighter merely charges their ki. If you missed Dragon Ball characters yelling as they powered up, you have all the ki-charging you want right here.

Each character has light, medium, heavy, and energy attacks. Simply connecting with just light, just medium, or just heavy attacks will activate that character’s automated combo, with repeated presses. A medium combo will finish off with a super if the user has a full super bar to spare, and a heavy combo tends to not go past three hits and sends opponents flying. Energy attacks are small damage ranged attacks that can be both spammed and dashed through by an anticipating enemy. Normal energy attacks will bounce off of dashing opponents. There are also Dragon Rushes, which can be used to break an opponent’s block. Think of it as a common “throw” in other fighting games, except here it leads to a flurry of hits than can link into other combos.

Of course each character has a special move set that expands upon the attacks above, leading to special attacks that are unique to each character. All of the special move inputs do not get any more complicated than traditional quarter-circle motions (a la “hadoken”). Whether you are using a light, medium, or heavy attack button for your (non-energy) special moves actually changes how that special move behaves. Performing a special move with the heavy attack button consumes one full super bar. Auto-combos can be canceled into other attacks, special attacks, supers or what-have-you.

Full super (or ki) bars can be filled up to a stock of seven, and can be used a myriad of ways. The most commonly used are 1-bar consuming supers, 3-bar consuming meteor attacks, and 1-bar consuming rear attacks, and special moves with heavy attacks. When a super is used, and you have enough extra full bars, you may interrupt that super with a ready teammate’s super, thus linking the supers. Meteor attacks are the heaviest hitting attacks that each character has, hence their 3-bar cost. Those attacks are the signature attacks that each character has used in the anime or manga. Rear attacks instantly move your fighter behind his or her opponent, which acts as a great way to close the distance to continue combos or cut down run-away opponents.

Fighters can swap out with non-KO’ed teammates to regain some of the health they have lost or they can just be called in to perform a support attack. Support attackers are subject to being attacked themselves during their visits, which adds a bit of risk factor to calling for their help. Fighters can also opt to use Dragon Rushes as a means of forcing out a specific opponent’s teammate. This works well to interrupt an enemy teammate’s health recovery.

Continue on to read more about the game’s Fighting Engine

Double-Jump

Double-Jump spends his day double-jumping over users' IT HelpDesk requests so that he has more time to double-jump in games. He enjoys double-jumping in PC, console and mobile games. His element resides mainly in Shooters, RPGs, and Fighters with a hint of the miscellaneous. The only time he sits still is when he gets his hands on a gadget.