Dragon Ball FighterZ (Switch): Software updates (latest: Ver. 1.21)

On this page, you will find all there is to know about the Software updates for Dragon Ball FighterZ on Nintendo Switch (originally released on September 27th 2018 in Japan, and September 28th 2018 in Europe and North America).

Click here for more Software updates!

Dragon Ball FighterZ – Ver. 1.21

  • Release date: February 25th 2020 (North America, Europe, Japan)
  • Patch notes:

Updated Battle Screen

– Updated the battle screen.

Selectable Z Assists

– Players can now choose from 3 assists for each character.

Limit-Breaking Power

– Health gauge changes when one character remains, and the character has the following effects.
① Increased damage output
② Ki gauge increases by one
③ Opponent’s recoverable health is reduced on hit (except with invincible moves)

Adjustments to Instant Overheads

– All jumping attacks will no longer hit a crouching opponent when performed as the character is rising into the air (AKA instant overheads).
– Characters blocking mid-air will be in a crouching state after landing.
– When hit just before landing from a jump, characters will be in a grounded state rather than a mid-air state.

Advantage Gauge

– Added a gauge that displays health proportion for all members of a team.

Ki Charge

– Reduced recovery.
– Can now deflect Ki Blasts.
– Pressing the heavy attack button during a Ki Charge will now perform a Super Dash.
– Ki Charge can now be continued for a set amount of time even when Ki gauge is maxed out.

Vanish

– Can now be canceled with a Special Move or Super Dash during camera shift.

Dragon Rush

– Made it easier to combo into when the opponent is taking damage mid-air.
– Can now be performed after landing a standing light attack.
– If landed in a combo, it can now be canceled after the attack with a Vanish.
– The number of jumps and mid-air dashes available resets after a Dragon Rush break.

Dragon Rush (Forced Switch)

– When a switch is forced via Dragon Rush, the switch will occur faster than before.
– Switch-in timing can now be manually controlled with a ← input after the forced switch.

Powered-up Special Moves

– They now only consume half a Ki gauge.

→ + Medium Attack

– While Sparking! is active, the character will no longer go over the opponent when the move is canceled into an air dash.

Standing/Crouching Heavy Attack

– Increased the move’s damage during camera shift.

Jumping Heavy Attack

– Removed landing recovery during camera shift.

Guard Cancel Change

– Increased the attack level when clashed.

Z Assists

– Can no longer use another Z Assist until some time has passed after the opponent stops blocking.
– Z Assists that blowback will always knock the opponent in the direction the Z Assist character is facing.
– Adjusted where Z Assists appear.

Air Dash

– Made it possible to perform a simple air dash even when holding ↗ immediately after jumping.

Sub-Character Attacks

– Attacks hitting sub-characters such as Saibamen and the Ginyu Force can now be canceled.

Error Fixes

– Fixed an issue in which landing a certain way after an attack with landing recovery would cause that same recovery to occur on the next jump.
– Fixed an issue in which performing an attack immediately after blocking would cause problems with the hurtbox during the following action.
– For certain attacks that lock the opponent in place and trigger a cinematic sequence, the hitboxes are no longer active during the hitstop.

Goku (Super Saiyan)

The grounded follow-up version of the Kamehameha leaves you less open, making it easier to use!
Goku’s Type C Z Assist hits the opponent multiple times, and it even automatically follows up on hit!

Crouching Medium Attack

  • Increased distance moved during the attack.
  • Increased the attack’s active frames.
  • Increased recovery.
  • Slowed start-up.

Standing Special Attack

  • Adjusted blowback.

Warp Kamehameha

  • Sped up the start-up when the opponent is taking damage.

Kamehameha (Grounded Diagonal Version)

  • Increased damage.
  • Reduced recovery.
  • Reduced the attack’s active frames.
  • Reduced opponent’s untechable time.

Vegeta (Super Saiyan)

The heavy version of Crushing Knee Kick is now stronger! It’ll knock the opponent down on the opposite side now!
Crouching medium attack and Special attack are now easier to land in the air!

Crouching Medium Attack

  • Increased distance moved during the attack.
  • Increased the attack’s active frames.
  • Increased recovery.
  • Slowed start-up.

Standing Special Attack

  • Extended the base of the attack’s hitbox upward.
  • Adjusted the hurtbox.

Standing Special Attack

  • Adjusted blowback

Super Dash Kick

  • The number of jumps available is no longer reduced when the grounded version is canceled with another attack.

Crushing Knee Kick (Heavy)

  • Will now appear behind the opponent and follow up on hit.
  • Will now cause a ground bounce during camera shift.

Big Bang Attack (Medium + Heavy)

  • Adjusted blowback for the mid-air version.

Piccolo

Light and medium versions of Demon Slicer now stop attacks faster!
His Type A Z Assist now launches two homing projectiles!

Jumping Medium Attack

  • Increased tracking during Super Combos.

Demon Slicer

  • Increased timing for input buffering a Super Attack when landing.

Demon Slicer (Light, Medium)

  • Invincible frames activate sooner for the grounded version.

Demon Slicer (Light, Heavy)

  • Sped up the mid-air version’s start-up.

Demon Elbow (Medium)

  • Adjusted distance moved after crossing-up the opponent with the mid-air version.

Z Assist (A Type)

  • Now fires 2 projectiles.
  • Adjusted individual projectile damage; increased total damage.
  • Sped up the attack’s start-up.
  • Increased the opponent’s hitstop on hit.

Gohan (Teen)

You now have more advantage after Father-Son Kamehameha (Full Power) hits!
His Type B Z Assist throws a Ki Blast from the air diagonally downward!

Standing Light Attack: Follow-up 1

  • Increased landing recovery.

Standing Special Attack

  • Adjusted blowback.

Mid-air ↓ + Special Attack

  • Enlarged the move’s hitbox during the early active frames.

Super Dragon Flight

  • Changed the hit effect during camera shift.

Super Dragon Flight (Heavy)

  • Extended the move’s hitbox upward.
  • Extended collision detection upward at the beginning of the move.
  • Increased the attack’s active frames.

Flying Kick (Medium)

  • Adjusted blowback.

Flying Kick (Heavy)

  • Reduced damage.
  • Increased damage scaling.
  • Increased recovery when blocked.

Father-Son Kamehameha (Full Power)

  • Increased untechable time.
  • Changed the final hit’s hit effect.

Frieza

Now you can cancel the Golden Frieza transformation whenever you want!
His jumping Special attack will now stop Super Dashes!

Crouching Medium Attack

  • Extended the move’s hitbox upward.

Jumping Medium Attack

  • Increased tracking during Super Combos.

Jumping ↓ + Heavy Attack

  • Adjusted blowback during camera shift.
  • Increased amount of sliding knockdown during camera shift.
  • Removed landing recovery during camera shift.
  • Adjusted distance moved during the attack.
  • Increased landing recovery.

Jumping Special Attack

  • Can no longer be evaded with a Super Dash.
  • Increased untechable time.
  • Reduced damage.
  • Increased landing recovery.

You might not survive this time

  • Changed the hit effect during camera shift.
  • Reduced the distance moved by the projectile when it hits anywhere other than at close range.

Sorbet’s Ray Gun

  • Increased the base damage of the attack.
  • Changed the mid-air hit effect.
  • Removed Super Attack follow-up damage scaling.

Golden Frieza

  • Inputting the same command again during Golden Frieza will now cancel the transformation.
  • Golden Frieza timer will not decrease while Sparking! is active.
  • As with other Z Combos, time for input buffering normal attacks has been added when performing the following attacks:
    • (Standing Light Attack: Follow-up 2, Standing Heavy Attack, Standing Special Attack, Crouching Special Attack, Jumping ↓ + Special Attack)
  • Fixed an issue in which ground recovery after the transformation ends would differ under certain conditions.

Trunks

Crouching Medium Attack

  • Extended the move’s hitbox upward.

Jumping Heavy Attack

  • Sped up the attack’s start-up.
  • Increased the attack’s active frames.
  • Shrunk the move’s initial hitbox.
  • Enlarged the hurtbox at the beginning of the attack’s active frames.

Jumping ↓ + Heavy Attack

  • Sped up the attack’s start-up.

Change the Future

  • The initial hitbox at the base of the attack now only hits the opponent’s main character.
  • Changed the hit effect during camera shift.

Shining Slash

  • Increased timing for buffering into a Super Attack when landing.
  • Increased amount of sliding knockdown during camera shift.

Cyclone Jump (Heavy)

  • Added the ability to input ↑ or ↓ during the attack.
  • Adjusted distance moved during the attack in line with the above change.
  • Increased the amount of time the character is spinning.

Android 18

The spacing for Back Grapple has been extended, making it easier to grab the opponent!
You can now perform the follow-up attack of the heavy version of Support Attack with additional button input!

Standing Light Attack

  • Adjusted blowback in mid-air.

Crouching Light Attack

  • Adjusted blowback in mid-air.

Standing Special Attack

  • Adjusted blowback

Jumping Light Attack

  • Sped up the attack’s start-up.
  • Extended the move’s hitbox upward.

Jumping Special Attack

  • Increased recovery.

Back Grapple

  • Increased throw range.

Back Grapple (Medium, Heavy)

  • Changed timing for inputting the follow-up.
  • Increased distance moved during the attack.
  • Changed the hit effect during camera shift.

Back Grapple (Heavy)

  • Made the 2nd half of the attack Special Move and jump-cancellable on hit.
  • Increased hitstop inflicted by Android 17’s follow-up.
  • Adjusted blowback from Android 17’s follow-up.

Support Attack (Heavy)

  • Sped up Android 17’s appearance.
  • Inputting the same command will now perform a follow-up move.
  • Will no longer pull the opponent in on guard.
  • Increased hitstop when the final hit lands.
  • Android 17 is no longer invulnerable to the opponent’s main character’s strike attack while he is on standby.
  • Android 17 will now leave if a Z Assist is used while he is on standby.

Support Attack (Special)

  • Adjusted blowback for the grounded version.

Destructo-Disc

  • Increased the attack’s damage when it hits the opponent’s Z Assist.

Gotenks

You can now perform different Special Moves during Miracle Super Punch and Great Special Rolling Kick!
Super Ghost Kamikaze Attack is now faster, making it easier to use in combos!

Standing Light Attack: Follow-up 2

– Extended the move’s hitbox upward.
– Extended the hurtbox upward.

Standing Heavy Attack

– Holding the button will increase the damage.

Standing Special Attack

– Adjusted blowback.

Miracle Super Punch

– Once on whiff, the move can now be canceled with a Special Move.
– Changed the move’s performance in tandem with the ability to cancel the attack when it whiffs.
– Adjusted the move’s range.

Great Special Rolling Kick

– Once on whiff, the move can now be canceled with a Special Move.
– Changed the move’s performance in tandem with the ability to cancel the attack when it whiffs.
– Adjusted the move’s range.

Great Special Rolling Kick (Heavy)

– Increased recovery.

Galactic Donuts

– Increased range when the opponent is taking damage.
– Changed the hit effect during camera shift.

Vengeful Shout

– Holding the button will increase the landing recovery.

Super Ghost Kamikaze Attack (Light + Medium)

– Sped up the attack’s start-up when the opponent is taking damage.

Z Assist (A Type)

– Increased range when the opponent is taking damage.

Krillin

Stone Throw and Senzu Bean are now separate Special Moves. You also have unlimited Senzu Beans!
His Type B Z Assist is a Kamehameha, which is great for hitting opponents from far away!

Senzu Bean

  • Removed limit to how many can be used.
  • Move will always throw a Senzu Bean (never a stone).

Stone Throw

  • Changed input from Senzu Bean (↓↓ + Light or Medium or Heavy).
  • Changed the move’s performance in tandem with the input change.
  • Cannot be deflected with Super Dash.

Solar Flare

  • Will automatically perform a follow-up on hit.
  • Holding the button will prevent the follow-up from being performed.
  • The first part of the attack will no longer be affected by untechable time reduction.

Afterimage

  • Increased timing for buffering a Super Attack when landing.
  • Extended the move’s hitbox downward.

Afterimage (Light, Medium)

  • The number of jumps available is no longer reduced when the grounded version is canceled with another attack.

Z Assist (A Type)

  • Changed the properties of the stone throw to match that of the non-assist version.
  • Increased the stone’s untechable time.
  • The character now throws 2 stones.

Cell

The heavy version of Rolling Crush will now put you behind the opponent!
His Type B Z Assist rushes toward the opponent, an easy-to-use attack against grounded foes!

Standing Light Attack: Follow-up 2

  • Reduced damage scaling.

Crouching Medium Attack

  • Enlarged the move’s hitbox.

Standing Heavy Attack

  • Holding the button will increase the damage.

Hell Strike

  • Increased stagger time when the attack hits on the ground.

Rolling Crush (Medium)

  • Sped up the grounded version’s start-up.

Rolling Crush (Heavy)

  • The grounded version now places the character behind the opponent.

Perfect Attack

  • Changed the hit effect during camera shift.

Perfect Attack (Heavy)

  • An Ultimate Z Change can now be performed when the grounded version hits.

Psycho Crash

  • The move will no longer hit multiple times in a combo.
  • The move will no longer hit after a K.O.
  • Changed the hit effect during camera shift.

Kamehameha (Grounded Diagonal Version)

  • Increased the move’s damage.
  • Reduced recovery.
  • Reduced the attack’s active frames.
  • Reduced the attack’s untechable time.

Captain Ginyu

You now have access to a new Meteor Attack that can also be used in an Ultimate Z Change!
His Type B Z Assist summons the Ginyu Force!

Standing Medium Attack

  • Increased distance moved during the attack.

Crouching Medium Attack

  • Increased distance moved during the attack.

Jumping Medium Attack

  • Increased the attack’s active frames.
  • Increased recovery.
  • Adjusted the hitbox.
  • Adjusted the hurtbox.

Standing Heavy Attack

  • Ki Blast will now be deflected while spinning.
  • Holding the button will increase the damage.
  • Can no longer be blocked while standing.

Special Attack (Guldo)

  • Sped up the attack’s start-up.
  • Increased damage.
  • Increased untechable time.
  • Increased hitstop when the attack lands.
  • Enlarged the move’s hitbox.

Special Attack (Burter)

  • Increased untechable time.
  • Reduced damage scaling.
  • Increased hitstop when the final hit lands.
  • Extended collision detection while moving.
  • Increased distance moved during the attack.

Special Attack (Jeice)

  • Reduced Jeice’s recovery.
  • Changed where the character appears.
  • Added a ground bounce to the hit effect.

Strong Jersey

  • Increased the active frames of the mid-air version.
  • Increased distance moved during the mid-air version.

Strong Jersey (Medium)

  • Sped up the attack’s start-up.

Strong Jersey (Heavy)

  • Sped up the attack’s start-up.
  • Increased knockback.
  • Increased the mid-air version’s untechable time during camera shift.

Together we are… the Ginyu Force!

  • New move performed with ↓↙← + Heavy + Special).
  • Now used in an Ultimate Z Change.
  • If used after Body Change, the character will stagger instead.

Z Assist (A Type)

  • Sped up the attack’s start-up.

Kid Buu

It’s now easier to hit airborne opponents with standing heavy attack, and the standing Special attack now does more damage!
His Type B Z Assist rushes toward the opponent. It’s faster than his Type A assist!

Standing Heavy Attack

  • Extended the move’s hitbox upward.
  • Extended the hurtbox upward.

Standing Special Attack

  • Increased the move’s damage.
  • Extended the move’s hitbox upward.
  • Adjusted where the attack starts.

Jumping Medium Attack

  • Increased how much the opponent floats when the first part of the attack is canceled into a normal attack with a Z Combo.

Candy Beam

  • Changed the hit effect during the camera shift.

Arm Ball

  • Increased the move’s damage.

Mystic Ball Attack (Heavy)

  • Slowed start-up.

Mystic Arm Swing (Medium, Heavy)

  • Changed the hit effect during the camera shift.

Z Assist (A Type)

  • Increased the move’s damage.

Majin Buu

You can now combo into standing medium attack from crouching medium attack!
His Type B Z Assist binds the opponent, making it easier to follow up with more attacks!

Vanish, Sparking Blast

  • Matched the speed of descent after the attack to that of other characters.

Standing Light Attack: Follow-up 1

  • Adjusted blowback.

Standing Light Attack: Follow-up 2

  • Damage scaling from throws now applies.

Standing Medium Attack

  • Increased distance moved during the attack.
  • Hitting the opponent mid-air will cause a ground bounce now.

Crouching Medium Attack

  • Adjusted blowback.
  • Increased untechable time.
  • Increased the opponent’s hitstop on hit.
  • Increased recovery.

Dive Bomb

  • Now causes sliding knockdown during camera shift.
  • Will now cause a ground bounce when there is no camera shift.

Dive Bomb (Heavy)

  • Increased recovery.
  • Decreased distance moved during the mid-air version of the attack.

Cartwheel

  • Increased distance moved during the beginning of the mid-air version.

Turn into candy!

  • Increased the move’s damage.
  • Increased the base damage of the attack.
  • Increased the projectile’s speed.

Z Assist (A Type)

  • Sped up the attack’s start-up.

Nappa

Standing Light Attack

  • Adjusted blowback.

Standing Light Attack: Follow-up 2

  • Extended the move’s hitbox upward.

Standing Special Attack

  • Adjusted blowback for the first hit.
  • Enlarged collision detection during the attack.
  • Increased the opponent’s hitstop when the projectile hits.

Crouching Light Attack

  • Adjusted blowback.

Jumping Light Attack

  • Enlarged the move’s hitbox.
  • Enlarged the hurtbox.
  • Adjusted the character’s position during the attack.

Too bad

  • Changed the hit effect during camera shift.

Giant Storm

  • Adjusted the position of the shockwave.
  • Holding the button now changes the position of the attack.

Break Cannon

  • Holding the button will allow for a follow-up under certain conditions.
  • When charged, a Special Move can now be performed on-hit.

Saibaman (Medium)

  • Changed the Saibaman’s color.

Z Assist (A Type)

  • The attack position now changes based on how far away the opponent is.

Android 16

His jumping heavy attack is now faster, making it easier to use!
His Type B Z Assist is a projectile, a great option for hitting the opponent at a distance!

Jumping Light Attack

  • Extended the move’s hitbox upward during early active frames.
  • Extended the hurtbox upward during start-up.

Jumping Heavy Attack

  • Pressing the light attack button during a Super Combo will now trigger a Super Dash.
  • Sped up the attack’s start-up.

Jumping Special Attack

  • Extended the 2nd attack’s hitbox upward.

Dynamite Driver (Medium, Heavy)

  • Reduced damage scaling during camera shift.
  • Changed the hit effect during camera shift.

Flying Power Bomb (Heavy)

  • Super Attacks and Vanish can now be performed after the first part of the grounded version lands.

Gliding Powerbomb (Medium)

  • Reduced damage scaling during camera shift.

Gliding Powerbomb (Medium, Heavy)

  • Changed the hit effect during camera shift.

Z Assist (A Type)

  • Increased untechable time.
  • Increased the opponent’s hitstop on hit.

Yamcha

Wolf Fang Fist: Gale Claws will now beat out the opponent’s jumping attacks! The mid-air version is also stronger!
His Type B Z Assist is a Kamehameha, which is great for hitting opponents from far away!

Standing Light Attack: Follow-up 2

  • Increased untechable time.
  • All hits are jump-cancelable during Sparking!
  • Adjusted blowback during camera shift.

Jumping ↓ + Heavy Attack

  • Increased untechable time.
  • Extended the move’s hitbox upward during start-up.

Wolf Fang Fist: Gale Claws

  • The beginning of the attack can no longer be clashed.
  • Increased timing for input buffering a Super Attack when landing.

Wolf Fang Fist: Gale Claws (Light, Medium)

  • Added upper invincibility partway through the motion of the mid-air version.
  • The number of jumps available is no longer reduced when the grounded version is canceled with another attack.
  • Adjusted the grounded version’s distance, improving frame advantage.

Wolf Fang Fist

  • Increased untechable time.
  • Increased hitstop when the final hit lands.

Reverse Wolf Fang Fist

  • Increased untechable time.
  • Increased hitstop when the final hit lands.

Wolf Fang Fist: Pack Attack

  • Increased untechable time.
  • Increased hitstop when the final hit lands.

Wolf Fang Fist: Finisher

  • Enlarged collision detection while the opponent is taking damage.

Wolf Fang Fist: Finisher (Medium)

  • Reduced recovery.
  • Adjusted opponent position during camera shift.

Wolf Fang Fist: Flash

  • Reduced the opponent’s blockstun.
  • Reduced recovery when the attack hits the opponent’s main character.
  • Changed the hit effect during camera shift.

Neo Wolf Fang Fist

  • Increased untechable time.
  • Changed the hit effect during camera shift.

Gohan (Adult)

When the heavy version of Jet Uppercut hits, you can now combo into a Super Attack after landing!
His Type C Z Assist is a ranged attack and a powerful new option for the character!

Crouching Heavy Attack

  • Increased landing recovery when canceled with another attack.

Standing Special Attack

  • Allowed for input buffering of normal attacks only when Potential Unleashed level is at max.

Jumping Special Attack

  • Allowed for input buffering of normal attacks only when Potential Unleashed level is at max.

Jet Uppercut

  • Increased landing recovery.

Jet Uppercut (Medium, Heavy)

  • Adjusted action after the initial hit.
  • Adjusted blowback for hits other than the initial one.
  • Landing portion of the attack can now be canceled with Super Attacks upon hit.
  • Increased the number of hits.
  • Adjusted damage.
  • Increased untechable time.
  • Changed the hit effect during camera shift.

Machine Gun Kick (Heavy)

  • Increased the move’s untechable time during camera shift.
  • Adjusted blowback during camera shift.
  • A camera shift now no longer occurs if the attack lands after one has already occurred.
  • Adjusted distance when the attack hits the opponent.
  • Landing recovery has been removed when the attack hits the opponent’s main character.
  • Reduced damage.
  • Reduced blockstun.
  • Adjusted recovery.

Z Assist (A Type)

  • Slowed start-up.
  • Can no longer be clashed.

Tien

Tien is less open now after standing heavy attack hits, giving you new combo options in the corner!
Using Telekinesis fills your Ki gauge. The opponent is now bound for a longer time, making it a more viable option!

Standing Light Attack: Follow-up 2

  • Enlarged the move’s hitbox.

Standing Heavy Attack

  • Reduced recovery during camera shift.

Crouching Medium Attack

  • Increased distance moved during the attack.

Crouching Heavy Attack

  • Increased landing recovery.
  • Adjusted distance moved during the attack.

Jumping ↓ + Heavy Attack

  • Adjusted distance moved during the attack.

Volleyball Fist

  • Removed landing recovery during camera shift.

Volleyball Fist (Medium)

  • Sped up the attack’s start-up.
  • Attack start-up now changes based on distance from the opponent.
  • Increased the attack’s active frames.

Volleyball Fist (Heavy)

  • The grounded version can no longer be used multiple times in a combo.
  • Sped up the mid-air version’s start-up.

Crane Strike

  • Reduced recovery.

Crane Strike (Light)

  • Increased amount of sliding knockdown during camera shift.

Crane Strike (Medium, Heavy)

  • Adjusted blowback after ground bounce during camera shift.

Telekinesis

  • Reduced recovery.
  • Increased hitstop.
  • The attack now fills more of the Ki gauge.

Farewell, Tien…

  • Increased invincibility frames.

Z Assist (A Type)

  • Increased untechable time.

Hit

Landing Instant Blow now puts the opponent in a sliding knockdown state!
His Type C Z Assist can hit the opponent even when far away, making it a great option!

Standing Light Attack

  • Adjusted blowback.

Crouching Light Attack

  • Increased the opponent’s hitstop on hit.
  • Increased the attack’s active frames.
  • Adjusted blowback.

Standing Special Attack

  • Adjusted blowback.
  • Changed the timing at which Vanish can be performed after the counterattack hits.
  • Added recovery when successfully making contact with the opponent.
  • Changed the hit effect during camera shift.

Icy Glare

  • Changed the hit effect during camera shift.

Instant Blow

  • Now causes sliding knockdown during camera shift.

Guard Breaker

  • Increased the attack’s active frames.
  • Extended the move’s hitbox upward.
  • Changed the hit effect during camera shift.

Z Assist (A Type)

  • Sped up the start of invincibility frames.
  • Increased untechable time.
  • Sped up the attack’s start-up.
  • Increased the attack’s active frames.

Goku (SSGSS)

Throw range for Super God Shock Flash has been extended! The light version also causes sliding knockdown now!
His Type A Z Assist now causes a ground bounce on hit!

Standing Special Attack

  • Adjusted blowback.

Divine Void Strike (Heavy)

  • Adjusted blowback during camera shift.
  • Actions can now be taken in the air after the mid-air version is blocked.
  • Fixed an issue in which the character would face an odd direction when the move is used against an off-screen opponent.

Super God Shock Flash

  • Increased throw range.

Super God Shock Flash (Medium, Heavy)

  • Increased distance moved during the attack.
  • Changed the hit effect when the move hits after the camera shift.

Dragon Flash Kick

  • Lengthened input window for buffering a Super Attack when landing.

Z Assist (A Type)

  • The opponent will now bounce off the ground on hit.
  • Added jumping attack properties.
  • Enlarged the move’s hitbox.

Vegeta (SSGSS)

You’re now in a better spot after landing Final Flash Attack!
His Type A Z Assist now does more damage, and his Type B assist is easy to land on grounded opponents!

Crouching Medium Attack

  • Extended the move’s hitbox upward.
  • Adjusted the hurtbox.

Standing Special Attack

  • Adjusted blowback.
  • Increased untechable time.

Crouching Special Attack

  • Adjusted blowback.
  • Increased untechable time.

On a scale of one to ten, I’ll give you a three!

  • Increased the duration of sliding knockdown.

On a scale of one to ten, I’ll give you a three! (Light, Medium)

  • Sped up the grounded version’s start-up.

On a scale of one to ten, I’ll give you a three! (Medium)

  • Increased distance moved during the attack.

On a scale of one to ten, I’ll give you a three! (Medium, Heavy)

  • Changed the hit effect during camera shift.

Niagara Pummel

  • Adjusted blowback when there is no camera shift.
  • Increased the move’s untechable time when there is no camera shift.

Final Flash Attack

  • Changed the attack’s hit effect.
  • No actions can be taken until the character lands.

Z Assist (A Type)

  • Increased the move’s damage.
  • Reduced damage scaling for the first part of the attack.
  • Increased the 2nd hit’s untechable time.

Beerus

The mid-air version of God of Destruction’s Rampage causes a ground bounce!
His Type C Z Assist is a powerful, wide-reaching attack!

Standing Light Attack

  • Sped up Super Combo timing when it misses.

Standing Light Attack: Follow-up 1

  • Sped up the attack’s start-up.

Standing Heavy Attack

  • Sped up the attack’s start-up.

Crouching Heavy Attack

  • The character now moves forward when the attack starts.
  • Enlarged the move’s hitbox.

Crouching Special Attack

  • Can now be performed up to 3 times in succession.
  • Increased projectile damage when the character hits it.
  • Enlarged the projectile’s hitbox when the character hits it.

Sphere of Destruction

  • Increased projectile damage when the character hits it.
  • Enlarged the projectile’s hitbox when the character hits it.

Spheres of Destruction

  • Increased projectile damage when the character hits it.
  • Enlarged the projectile’s hitbox when the character hits it.

God of Destruction’s Rampage

  • The opponent will now bounce off the ground on hit.
  • Reduced the speed of sliding knockdown.

God of Destruction’s Rampage (Heavy)

  •  Reduced damage.
  • Increased the height of the ground bounce during camera shift.

Beerus Ball

  • The attack will no longer remain on the screen for a long time under certain conditions.

Z Assist (A Type)

  • Increased the move’s damage.
  • Adjusted blowback.
  • Increased untechable time.

Goku Black

You can now perform standing or crouching heavy attack after standing Special attack!
His crouching light attack can now be performed two times in a row, and his crouching medium attack is faster!

Standing Light Attack: Follow-up 1

  • Extended the move’s hitbox upward during start-up.

Standing Special Attack

  • Adjusted blowback.
  • The opponent will now always be knocked forward by the attack.
  • Added a Z Combo into a standing/crouching heavy attack.

Crouching Light Attack

  • Can now perform a crouching light attack in a Z Combo.

Crouching Medium Attack

  • Sped up the attack’s start-up.

Crouching Heavy Attack

  • Increased the move’s untechable time during camera shift.

Fierce God Kick

  • Enlarged the inner hitbox.
  • Increased distance moved during the attack.
  • Adjusted distance moved after the camera shift.

Binding Black Kamehameha

  • Prevented the grab portion of the attack from being used multiple times in a combo.
  • Changed the hit effect during camera shift.

Holy Light Grenade

  • Fixed an issue in which the projectile would freeze if the first portion of the attack clashes.

Z Assist (A Type)

  • Reduced recovery.

Android 21

Connoisseur Cut and Aerial Connoisseur Cut now cause sliding knockdown!
Landing Sweet Tooth will now give you access to four absorbed moves!

Hors d’Oeuvre Stab

  • Changed the hit effect during camera shift.

Connoisseur Cut

  • Sped up the grounded version’s start-up.
  • Increased untechable time.
  • Changed the hit effect and added sliding knockdown.
  • Increased damage scaling.
  • Shortened the input window for the follow-up attack.

Aerial Connoisseur Cut

  • Increased untechable time.
  • Changed the hit effect and added sliding knockdown.
  • Increased damage scaling.
  • Shortened the input window for the follow-up attack.

Sticky Energy Blast

  • Changed the hit effect and added sliding knockdown.
  • The Hors d’Oeuvre Stab follow-up now tracks the opponent after this attack hits.

Total Detonation Ball

  • Enlarged the move’s hitbox.

Sweet Tooth

  • Now absorbs moves for all empty icons on hit.

Z Assist (A Type)

  • Increased the opponent’s hitstop on hit.
  • Enlarged the move’s hitbox.
  • Sped up the attack’s start-up.

Broly

Broly is less open after Powered Shell, making it easier to use!
His Type B Z Assist launches multiple Ki Blasts from the air!

Standing Light Attack

  • Adjusted blowback.

Standing Heavy Attack

  • Holding the button will increase the damage.

Standing Special Attack

  • Extended the move’s hitbox downward during early frames.

Jumping ↓ + Heavy Attack

  • Increased amount of sliding knockdown during camera shift.
  • Increased how long the opponent is frozen during the camera shift.

Eraser Blow

  • Changed the hit effect during camera shift.

Lariat Express

  • Adjusted to make blowback match that of the heavy version.
  • Changed the hit effect during camera shift.

Gigantic Claw

  • Increased distance moved after the attack.
  • Changed the hit effect during camera shift.

Gigantic Strike

  • Removed landing recovery on hit.
  • Increased timing for input buffering a Super Attack.

Gigantic Strike (Medium)

  • Increased the duration of sliding knockdown.

Powered Shell

  • Shortened all recovery for the move.
  • The move can now be triggered again when the effect is still active.

Gigantic Meteor (Heavy + Special)

  • Reduced the move’s base damage.

Z Assist (A Type)

  • Sped up the attack’s start-up.
  • The move now deflects Ki Blasts.
  • Adjusted blowback.
  • Increased the opponent’s hitstop on hit.

Bardock

Now it’s easier to perform an Ultimate Z Change after the mid-air follow-up version of Riot Javelin!
His Type B Z Assist is Tyrant Lancer, making it easy to follow up when it hits!

Rebellion Spear (Medium)

  • Increased landing recovery (except when there is a camera shift).
  • Changed the hit effect during camera shift.

Rebellion Spear (Heavy)

  • Reduced blockstun.
  • Reduced recovery.
  • Reduced the attack’s untechable time.

Tyrant Lancer

  • Sped up the timing during which the move is strengthened by holding the button.
  • Changed the hit effect during camera shift.

Riot Javelin

  • Increased untechable time.
  • Adjusted the angle of the mid-air downward version.
  • Adjusted blowback of the mid-air downward version.
  • Increased the time the player is able to perform an Ultimate Z Change during the mid-air version.

Z Assist (A Type)

  • Increased the opponent’s hitstop on hit.

Goku

You can now peform x3 Kaioken Kamehameha and x20 Kaioken Kamehameha after landing from Kaioken Finisher!
His Type B Z Assist increases your Ki gauge and charges a Spirit Bomb!

Heavy Elbow (Medium)

  • Adjusted blowback from the wall bounce after the mid-air version’s camera shift.

Heavy Elbow (Heavy)

  • Increased distance moved downward during the mid-air version.

Back Throw

  • Sped up the timing during which an assist can be performed.

Back Throw (Medium)

  • Reduce distance moved after the attack hits.
  • Adjusted blowback.
  • Adjusted blowback distance from the ground bounce.
  • Increased hitstop.

Back Throw (Medium, Heavy)

  • Prevented other attacks from interrupting between the camera shift and the follow-up.

Spirit Bomb

  • A Z Change is now possible on hit.
  • Reduced recovery after the attack hits.

Kamehameha (Grounded Diagonal Version)

  • Increased the move’s damage.
  • Reduced recovery.

Kaioken Finisher

  • Made it possible to perform a x3 Kaioken Kamehameha or a x20 Kaioken Kamehameha even after charging forward.

Z Assist (A Type)

  • Adjusted blowback.
  • Increased the opponent’s hitstop on hit.

Vegeta

You can now change the angle of his jumping Special attack with an upward input!
“I have no use for Saiyans that can’t move” has been powered up! Following it up with a Super Attack also does more damage!

Standing Light Attack: Follow-up 2

  • Added invincibility against jumping attacks.

Standing Special Attack

  • Adjusted blowback.

Crouching Medium Attack

  • Extended the move’s hitbox upward.

Jumping Special Attack

  • An upward input will now change the angle of the Ki Blast.

Super Dash Kick (Light, Medium)

  • The number of jumps available is no longer reduced when the grounded version is canceled with another attack.

Super Dash Kick (Heavy)

  • Sped up the start of invincibility frames.

Deadly Knee Drop (Light)

  • Increased duration of sliding knockdown during camera shift.

Deadly Knee Drop (Medium)

  • Will now cause a ground bounce during camera shift.

I have no use for Saiyans that can’t move

  • Increased throw range.
  • Increased the attack’s active frames.
  • Untechable time is no longer affected by combo duration.
  • Increased the move’s untechable time during camera shift.
  • Increased recovery after the attack hits.

Galick Gun

  • Increased the attack’s damage when performed after “I have no use for Saiyans that can’t move.”

Galaxy Breaker

  • Increased the attack’s damage when performed after “I have no use for Saiyans that can’t move.”

Z Assist (A Type)

  • Sped up the attack’s start-up.
  • Increased untechable time.
  • Adjusted blowback.

Zamasu (Fused)

Untechable time for his standing Special attack has been lengthened, making it easier to use in combos!
His Type C Z Assist is a wide-reaching attack that is automatically followed up on hit. It’s great for combos!

Standing Light Attack: Follow-up 2

  • Extended throw range upward when used in combos.
  • Added damage scaling to the throw.

Standing Special Attack

  • Increased distance the projectile travels.
  • Increased hitstop.
  • Increased untechable time.
  • Adjusted blowback.
  • Increased recovery.

Jumping ↓ + Heavy Attack

  • Sped up the attack’s start-up.
  • Adjusted distance moved during the attack.
  • Increased landing recovery.
  • Removed landing recovery during camera shift.
  • Removed landing recovery when performed after Heaven’s Flash.

Jumping Special Attack

  • Adjusted blowback for hits other than the final one.
  • Extended the move’s hitbox upward during early frames.

Eternal Justice

  • Increased distance moved during the grounded version of the attack.
  • Increased distance moved after the camera shift.
  • Removed landing recovery during camera shift.

Vegito (SSGSS)

Crouching Special attack is now easier to use in combos! Use it to switch sides with the opponent!
His Type B Z Assist rushes forward, which is a great option against grounded opponents!

Crouching Special Attack

  • Adjusted blowback when there is no camera shift.
  • Increased the move’s untechable time when there is no camera shift.

Jumping Special Attack

  • Increased untechable time.

Spiral Heel Shot

  • Reduced damage scaling when there is no camera shift.

Spiral Heel Shot (Medium, Heavy)

  • The final hit will now trigger a camera shift even if the first hit doesn’t land.

Split Finger Shot

  • Enlarged the move’s hitbox.

Spirit Excalibur

  • Decreased damage when at a distance, and increased when at close range.
  • Increased the base damage of the attack.
  • Adjusted blowback for hits other than the final one.
  • Added sliding knockdown for all hits other than the final one.
  • Increased the active frames of the last hit.
  • The final hit will no longer connect unless the character is in front and at a certain height.

Z Assist (A Type)

  • Increased untechable time.
  • Increased hitstop.
  • Increased landing recovery.
  • Enlarged the move’s hitbox.
  • Sped up the attack’s start-up.
  • Adjusted blowback.

Cooler

Untechable time for his standing Special attack has been lengthened, making it easier to incorporate into combos!
His Type C Z Assist is Death Flash, giving you a great ranged option!

Standing Special Attack

  • Increased the opponent’s hitstop on hit.
  • Increased untechable time.
  • Adjusted blowback.

Crushing Stomp

  • Extended the move’s hitbox upward.
  • The opponent will now always be knocked forward by the attack.

Atomic Supernova

  • Fixed an issue in which Ki gauge scaling would not apply if the grounded version missed.

Z Assist (A Type)

  • Increased untechable time.
  • Increased landing recovery.

Android 17

Standing and crouching light attacks are now easier to use in mid-air combos, and his standing medium attack is faster!
Acrobatic Assault is now easier to use! You can also use the attack in the air after using it on the ground!

Standing Light Attack

  • Adjusted blowback.

Standing Light Attack: Follow-up 1

  • Sped up the attack’s start-up.
  • Adjusted movement and character position.
  • Enlarged the move’s hitbox.
  • Adjusted blowback.

Standing Light Attack: Follow-up 2

  • Adjusted character position.
  • Enlarged the move’s hitbox.
  • Shrunk the hurtbox.
  • Extended collision detection for the first half upward.
  • Added invincibility against low attacks.

Standing Medium Attack

  • Sped up the attack’s start-up.
  • Enlarged the move’s hitbox.

Standing Special Attack

  • Adjusted blowback for hits other than the final one.

Crouching Light Attack

  • Adjusted blowback.

Jumping Special Attack

  • Sped up the attack’s start-up.
  • Adjusted distance moved during the attack.
  • Increased untechable time.
  • Increased the opponent’s hitstop on hit.
  • Adjusted blowback.

Reverse Gear

  • Increased the attack’s active frames.
  • Increased untechable time.
  • Can now perform a Driver follow-up when the Reverse Gear follow-up hits.

Reverse Gear (Heavy)

  • The attack now protects against Super Attacks and Meteor Attacks.

Acrobatic Assault

  • The mid-air version can be now performed after the grounded version.
  • Reduced landing recovery.
  • Slowed down collision detection timing.
  • Sped up cancel timing.

Z Assist (A Type)

  • Increased the attack’s active frames.
  • Increased untechable time.
  • Reduced the opponent’s hitstop on hit.
  • Adjusted blowback.
  • The attack now causes a wall bounce on hit.

Jiren

The light version of Shock Tornado will now work against low attacks!
The medium version of Shock Tornado now leaves you less open, and jumping ↓ + heavy attack is now easier to use in combos!

Standing Light Attack

  • Extended the move’s hitbox downward.

Standing Special Attack

  • Sped up the attack’s start-up.
  • Increased the opponent’s hitstop on hit.
  • Reduced the attack’s untechable time.
  • Increased recovery.

Crouching Special Attack

  • Increased the move’s damage during camera shift.

Jumping ↓ + Heavy Attack

  • Sped up the attack’s start-up.
  • Extended the move’s hitbox upward during start-up.
  • The hitbox is now active when performing the move at the lowest possible height.
  • Releasing the button in the middle of the move will immediately launch an attack.
  • Increased the duration of sliding knockdown.
  • Adjusted the timing at which a Z Assist can be called during the camera shift.
  • Holding the button will increase the damage.

Infinity Rush

  • Increased hitstop.
  • Reduced damage scaling when there is no camera shift.
  • Fixed an issue in which the effect would not be visible when the attack clashes.

Shock Tornado

  • Increased the move’s damage.
  • Changed the hit effect during camera shift.

Shock Tornado (Light, Medium)

  • Increased the amount of Ki gauge gained.

Shock Tornado (Light)

  • Now protects against low attacks.

Shock Tornado (Medium)

  • Reduced all recovery for the attack.

Counter Impact

  • Will now counter Z Assist attacks.
  • Changed the hit effect during camera shift.

Z Assist (A Type)

  • Hitbox is active even if the opponent is at a distance.
  • Adjusted blowback.
  • Increased untechable time.
  • Slowed start-up.

Videl

Justice Combination now protects you against Ki Blasts!
Defender of Love & Justice, Great Saiyaman will now stop attacks right away!

Great Saiyaman Attack

  • Reduced time needed until Great Saiyaman can be called again.

Standing Light Attack

  • Increased distance moved during the attack (except when mashing the button).

Jumping ↓ + Special Attack

  • Increased the duration of sliding knockdown.

Justice Combination

  • Added invincibility against Ki Blasts.

Videl Rush (Heavy)

  • Increased distance moved during the attack.

Moonsault Kick

  • Adjusted blowback during camera shift.
  • Reduced damage scaling when used as a follow-up from Videl Rush.

Frankensteiner (Medium)

  • Increased the amount of sliding knockdown when followed up with Great Saiyaman.

Defender of Love & Justice, Great Saiyaman!

  • Now protects against the opponent’s attack from the start.
  • Fixed an issue in which Ki gauge scaling would not apply if the attack missed.

Z Assist (A Type)

  • Sped up the attack’s start-up.
  • Increased the opponent’s hitstop on hit.
  • Reduced distance moved.

Goku (GT)

It’s now easier to follow up after standing or jumping Special attack!
His Type B Z Assist is Dragon Flash Fist, a great option against grounded opponents!

Standing Light Attack: Follow-up 1

  • Reduced distance moved.
  • Slowed start-up.

Standing Special Attack

  • Extended the move’s hitbox upward.
  • Adjusted the opponent’s position during a camera shift.
  • Adjusted blowback when there is no camera shift.
  • Increased the move’s untechable time when there is no camera shift.

Jumping Special Attack

  • Increased the move’s untechable time during camera shift.

Dragon Flurry Fist

  • Reduced the range at which the attack lands.

Dragon Flurry Fist (Light)

  • Increased distance moved during the attack.

Dragon Flash Fist

  • The character now falls much further down after the attack.

Dragon Flash Fist (Heavy)

  • Reduced distance moved.

Super Ultra Spirit Bomb

  • The opponent can now perform a ground tech after the attack lands.
  • Reduced damage.

Janemba

Demonic Blade leaves you less open, making it easier to use!
His Type A Z Assist now performs more hits, making it even easier to use in combos!

Standing Special Attack

  • Sped up the attack’s start-up (except when the opponent is taking damage).

Crouching Special Attack

  • Sped up the attack’s start-up (except when the opponent is taking damage).

Jumping Special Attack

  • Sped up the attack’s start-up (except when the opponent is taking damage).

Demonic Blade

  • Reduced recovery.
  • Sped up descent timing for the mid-air version.
  • Adjusted recovery during a camera shift.

Phantom Shift

  • When moving from the air to the ground, the character will now appear in the corner even when the opponent is airborne in the corner.

Hell Gate

  • The projectile will now bounce back when at the edge of the screen.
  • Increased distance the projectile travels.
  • Increased timing until the attack automatically triggers.

Mystical Arm (Medium, Heavy)

  • Changed the hit effect during camera shift.

Z Assist (A Type)

  • Sped up the attack’s start-up.
  • Increased the number of hits.
  • Adjusted individual projectile damage; increased total damage.

Gogeta (SSGSS)

His jumping heavy attack is now faster, making it easier to use!
His Type B Z Assist is Rising Vortex, a fast offensive option!

Jumping Heavy Attack

  • Sped up the attack’s start-up.

Jumping ↓ + Heavy Attack

  • Increased the move’s damage during camera shift.

Rising Vortex (Light)

  • Added timing during which the move cannot be clashed.

Punisher Drive

  • Changed the hit effect during camera shift.

God Punisher

  • Damage will no longer be reduced when the attack hits in the corner.

Stardust Fall

  • Increased hitstop on hit.

 

Broly (DBS)

His crouching light attack now advances, giving it more horizontal reach!
His Type B and C Z Assists are projectiles that can hit the opponent at a distance!

Crouching Light Attack

  • Increased distance moved during the attack.
  • Enlarged the move’s hitbox.
  • Enlarged the hurtbox.

Standing Heavy Attack

  • Holding the button will increase the damage.

Raging Quake

  • Changed the hit effect during camera shift.

Gigantic Fury

  • Changed the hit effect during camera shift.

Z Assist (A Type)

  • Sped up the attack’s start-up.
  • Adjusted blowback.

Dragon Ball FighterZ – Ver. 1.16

  • Release date: May 8th 2019 (North America, Europe, Japan)
  • Patch notes:
  • Seasonal Gacha: Get exclusive Lobby avatars, Z Stamps, and character colour variations
  • Additional course for the Arcade Mode (random course)
  • Custom Tenkaichi: players will be able to hold their own FighterZ tournaments
  • List of changes:
  • fixes issues with damage scaling
  • fixes the Z Assist issue for Ginyu
  • various bug fixes

Dragon Ball FighterZ – Ver. 1.15

  • Release date: March 27th 2019 (Europe / North America) / March 28th 2019 (Japan)
  • Patch notes:

System Mechanics

Standing Light Attack: Follow-up 2

→Can now be linked to a Z Change.

→Will always knock the opponent forward on hit.

Jumping Light Attack

→Fixed an issue in which a Super Combo would not occur if the attack connected at a low position in the air.

Jumping Heavy Attack

→Descent is faster during a camera shift.

→Shortened the amount of sliding knockdown when the attack hits.

→Can only transition to a Z Change when performed in a grounded Z Combo.

Mid-air Dragon Rush

→Characters descend faster when the attack lands in a combo.

Hurtbox

→Adjusted hurtboxes during crouching and movement (actions other than attacks).

Vanish

→Increased the base damage of the attack.

Projectiles

→Fixed an issue in which damage scaling would not apply when a projectile connected during an attack.

Sub-Character Attacks

→Fixed an issue in which guard direction would be reversed if a sub character’s projectile flew past the opponent.

→Moves Changed:

→Android 18: Grounded Support Attack (Unique), Support Attack (Heavy)

→Captain Ginyu: Unique Attack, Together We Are…the Ginyu Force!

→Nappa: Saibaman (Acid)

→Videl: Crouching Unique Attack

Button Settings

→Simple Dash can be set to “Normal” or “Off”.

→Simple Z Change can be set to “Normal”, “Down Input”, and “Off”.

Goku (Super Saiyan)

Standing Light Attack: Follow-up 2

→Enlarged the move’s hitbox during start-up.

Jumping ↓ + Heavy Attack

→Increased distance moved during the attack.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

Dragon Flash Fist

→Increased the move’s damage.

→Adjusted properties on hit during camera shift.

→Adjusted mid-air version’s hitbox.

→Goku descends faster after the mid-air version hits an airborne opponent.

Dragon Flash Fist (Light)

→Increased the duration of the mid-air version of the attack.

→The camera now shifts during the attack.

Dragon Flash Fist (Heavy)

→Adjusted where Goku appears during the attack.

→Attack start-up now changes based on distance from the opponent.

→Sped up the start-up of the attack when the opponent is in hitstun in the air.

→Stored input for a Super Attack is now possible when the grounded version connects.

→Removed jumping attack properties from the grounded version.

Flurry Kick

→Increased the move’s stun time.

→Adjusted delay and removed it after landing.

→Increased the move’s damage.

→Increased the move’s damage scaling.

→Adjusted properties on hit during camera shift.

→Removed jumping attack properties from the grounded version.

Flurry Kick (Light)

→Increased distance moved during the attack.

→Adjusted properties on hit when the grounded version hits an opponent on the ground.

Kamehameha

→Fixed an issue in which delay would increase if all hits of the diagonal version did not land.

Meteor Smash

→Adjusted properties on hit.

Vegeta (Super Saiyan)

Wake-up

→Adjusted wake-up time.

Jumping Unique Attack

→Adjusted when the projectile starts moving.

→Reduced opponent knockback.

→Enlarged the move’s hitbox during start-up.

Super Dash Kick

→Adjusted properties on hit during camera shift.

Super Dash Kick (Light)

→Delayed timing during which Vanish can be performed.

Super Dash Kick (Medium)

→Reduced delay for the mid-air version.

Crushing Knee Kick

→Increased delay for the mid-air version.

Crushing Knee Kick (Medium, Heavy)

→Vegeta descends faster when the final hit of the attack connects.

→Shortened the amount of sliding knockdown when the attack hits.

Interceptor Kick

→Attack will not trigger unless performed with a clean down input.

→Increased delay.

→Adjusted distance moved during the attack.

→When the attack lands mid-air from a low position, the opponent will not bounce off the ground.

→The attack will no longer cross-up the opponent.

Consecutive Energy Blast

→Increased the move’s damage.

→Increased the amount the Ki gauge is filled.

→Sped up the move’s start-up.

→Shortened the amount of hitstop.

→Increased the grounded version’s stun time.

→Adjusted opponent knockback from the grounded version.

→Adjusted when the projectiles start moving for the mid-air version of the attack.

→Enlarged the move’s hitbox during start-up of the mid-air version.

Big Bang Attack (Heavy + Unique)

→The opponent will now bounce off the ground when the mid-air version hits.

→Increased the time during which an Ultimate Z Change can be performed during the mid-air version.

→Reduced the base damage of the mid-air version.

Final Flash

→Adjusted opponent knockback.

→Increased the move’s stun time.

→No actions can be taken until Vegeta lands.

→Vegeta descends faster after the mid-air version of the attack.

Piccolo

Standing Heavy Attack

→Extended the move’s hitbox upward during start-up.

Jumping Heavy Attack

→Reduced the move’s damage.

Standing/Crouching/Jumping Unique Attack

→Increased the move’s damage scaling.

→Increased the move’s damage.

Demon Shocker

→Reduced the amount of hitstop.

→Cannot be canceled with a Z Change if the attack misses.

Demon Slicer

→Unified directional input when canceling into Super Attacks, etc.

→The grounded version can no longer withstand contact with a Sparking Blast.

Demon Slicer (Light)

→Added damage scaling to the first hit of the mid-air version of the attack.

Demon Slicer (Medium)

→Decreased damage scaling of the first hit of the mid-air version.

Demon Slicer (Heavy)

→Increased the mid-air version’s damage.

→Added damage scaling to the first hit of the mid-air version of the attack.

→Increased the amount of sliding knockdown from the mid-air version of the attack.

Demon Elbow

→Sped up the start-up of the attack when the opponent is in hitstun in the air.

→Adjusted properties on hit during camera shift.

Homing Energy Blast

→Increased the move’s stun time.

→Increased opponent knockback.

→Increased delay when the start-up of the attack connects.

Hellzone Grenade

→Shortened the interval between Ki Blasts.

→Adjusted properties on hit of the final hit of the attack.

Z Assist

→Increased the move’s stun time.

→Increased opponent knockback.

Gohan (Teen)

Mid-air Stun

→Extended hurtbox upward when falling.

Standing Light Attack

→Shortened timing needed to follow up with standing light attack: follow-up 1 when the attack misses.

Standing Light Attack: Follow-up 1

→Reduced the delay when landing after the attack.

Standing Light Attack: Follow-up 2

→Adjusted distance moved during the attack.

→Gohan will now face the opponent.

→Slowed down the move’s start-up.

Crouching Light Attack

→Enlarged the move’s hitbox during start-up.

5-Hit Combo

→Can now be followed up with the heavy version of the attack.

→Attack can now be followed up even if the final hit of the attack connects.

→Shortened vertical hitbox.

→Fixed an issue with Vanish timing during camera shift.

→Decreased delay for the final hit of the attack.

→Reduced opponent knockback from the final hit of the attack.

→Increased stun time for the final hit of the attack.

5-Hit Combo (Weak)

→Adjusted delay when landing. Gohan will now descend when the attack connects.

5-Hit Combo (Medium, Heavy)

→Removed jumping attack properties.

→Lowered height and adjusted distance moved during the attack.

→Adjusted delay after landing.

Super Dragon Flight (Heavy)

→Adjusted properties on hit when there is no camera shift.

→Increased the move’s stun time when there is no camera shift.

Flying Kick (Light)

→Now able to be held with light, medium, or heavy attack buttons.

→Attacks can be performed before landing.

→Increased delay after landing.

→Adjusted opponent knockback based on their position in the air.

→Increased the move’s stun time.

→Decreased distance moved during the attack.

→Stored input for a Super Attack is now possible when landing.

Flying Kick (Medium)

→Reduced the move’s damage.

→Decreased the amount the Ki gauge is filled.

Flying Kick (Medium, Heavy)

→Adjusted distance moved, and added a slight rebound effect after the attack is guarded.

→Increased delay.

→Adjusted properties on hit during camera shift.

Motionless Kamehameha

→Adjusted properties on hit when the attack lands at close range.

Z Assist

→Gohan will now appear further forward when near the opponent or the opponent is in hitstun in the air.

Frieza

Mid-air Stun

→Extended hurtbox upward when falling.

Mid-air Dragon Rush

→Adjusted distance moved when forcing a switch.

Standing Light Attack

→Sped up the move’s start-up.

→Increased distance moved during the attack.

Standing Light Attack: Follow-up 1

→Lengthened timing needed to link to standing light attack: follow-up 2 when the attack misses.

Crouching Light Attack

→Sped up the move’s start-up.

Crouching Medium Attack

→Reduced the amount of hitstop for the first hit of the attack.

→Increased distance moved during the attack.

Standing Heavy Attack

→Increased the duration of the first hit of the attack.

→Reduced the amount of hitstop for the first hit of the attack when it is guarded.

→Reduced knockback from the first hit of the attack.

→Enlarged the move’s hitbox during start-up.

→Decreased delay.

→Projectile disappears after Vanish.

→Reduced blockstun.

→Increased time for stored input during camera shift.

Standing Unique Attack

→Reduced stun time for the final hit of the attack.

Jumping Medium Attack

→Reduced the amount of hitstop for the first hit of the attack.

→Shrunk the hitbox of the first hit of the attack.

→Sped up the move’s start-up.

→Reduced opponent knockback.

→Adjusted speed of the attack when performed in a mid-air combo.

Jumping ↓ + Heavy Attack

→Adjusted distance moved during the attack.

→The camera shifts when the attack hits an opponent mid-air.

Jumping ↓ + Unique Attack

→Enlarged the move’s hitbox.

Death Slash

→Reduced delay.

→Reduced the amount of hitstop when the attack is guarded.

→Changed timing at which Vanish can be performed.

Death Slash (Light, Medium)

→Reduced the move’s stun time.

You might not survive this time

→Enlarged the move’s hitbox.

→Reduced opponent knockback from the first hit of the attack.

→Reduced delay when the attack does not hit the opponent.

→Reduced blockstun.

→Reduced the projectile’s stun time.

→Sped up the grounded version’s start-up.

Death Saucer

→Sped up the move’s start-up.

→Decreased delay.

→Increased the move’s damage scaling.

Warp Smash

→Enlarged the move’s hitbox.

Death Ball

→Fixed an issue in which the base damage of the attack would change.

Nova Strike

→Adjusted properties on hit.

→Adjusted opponent knockback.

→Increased the speed of the attack when it hits.

→Made it more difficult for the attack to cross-up the opponent.

Golden Frieza

→Adjusted when the Ki gauge fill penalty is applied.

Captain Ginyu

Dragon Rush

→Mid-combo Dragon Rush can now be canceled with a unique attack.

Standing Light Attack: Follow-up 1

→Adjusted opponent knockback.

→The speed of the second hit of the attack increases if the first hit connects.

→Reduced the amount of hitstop for the first hit of the attack.

Standing Heavy Attack

→Able to be charged if held.

→Distance moved can be changed with a back input while holding the button.

Jumping Light Attack

→Adjusted opponent knockback.

→Sped up the second hit of the attack if the first hit connects.

→If the first hit of the attack hits, the second hit can now by guarded while crouching.

Standing/Jumping Unique Attack

→The attack will not trigger with a back input.

Standing/Jumping Unique Attack (Recoome)

→Increased hitstop.

Jumping Unique Attack (After Body Change)

→Increased delay.

→Retains distance moved before the action occurs.

All Ginyu Force attacks

→Ginyu Force member’s position now shifts if they appear at the same location as the opponent.

→Knocks the opponent forward upon hit.

→Adjusted timing at which Vanish can be performed.

→Made it difficult to land during the attack when it is performed in the air.

Together We Are…the Ginyu Force!

→Added a separate command with different properties.

Together We Are…the Ginyu Force! (Recoome)

→Holding will no longer change the properties of the attack.

→Sped up the separate command version’s start-up.

→Adjusted opponent knockback from the separate command version.

→Increased the separate command version’s hitstop.

→Increased the separate command version’s damage.

→Increased the separate command version’s damage scaling.

→Made Recoome invincible to projectiles for the separate command version.

Together We Are…the Ginyu Force! (Burter)

→Enlarged the hitbox and hurtbox.

→Burter’s attack will not hit the opponent if he is far away from the opponent.

Together We Are…the Ginyu Force! (After Body Change)

→Can be performed from Strong Jersey.

Strong Jersey (Medium)

→Sped up the grounded version’s start-up.

→Adjusted properties on hit.

Strong Jersey (Heavy)

→Adjusted properties on hit.

Z Assist

→Reduced opponent knockback.

Body Change

→Sped up the move’s start-up.

Trunks

Standing Light Attack: Follow-up 1

→Decreased distance moved during the attack.

Standing Light Attack: Follow-up 2

→Extended hitbox and contact box upward.

→Fixed an issue in which what triggered a camera shift differed from other characters.

Crouching Heavy Attack

→Can no longer be canceled into standing unique attack.

Jumping Heavy Attack

→Increased opponent knockback during camera shift.

Standing Unique Attack

→Reduced delay when the attack connects.

→Increased timing for stored input.

Jumping Unique Attack

→Increased timing for stored input.

Shining Slash

→Increased distance moved during the attack.

→Adjusted delay when landing during camera shift.

→Adjusted properties on hit during camera shift.

→Increased the grounded version’s damage.

Shining Slash (Light)

→Increased delay.

Shining Slash (Medium)

→Decreased delay.

Shining Slash (Heavy)

→Increased delay.

→Sped up the mid-air version’s start-up.

Cyclone Jump

→Fixed an issue in which part of a Z Combo could not be performed after additional input.

→Increased timing for stored input after follow-up.

→Sped up timing in which follow-ups are possible.

→It’s now possible to follow up the grounded version with the mid-air version.

→The mid-air version can only be used once while in the air.

→The mid-air version will not reduce the number of jumps available.

Cyclone Jump (Heavy)

→Increased distance moved during the attack.

Cyclone Buster

→Increased the move’s stun time.

→Sped up the move’s start-up.

→Increased delay.

→Increased timing for stored input.

Heat Dome Attack

→Reduced the duration of the attack.

→Adjusted distance moved during the attack.

→Adjusted opponent knockback.

→Adjusted position after the attack hits.

Z Assist

→Reduced the move’s stun time.

→Reduced opponent knockback.

→Where Trunks appears now changes when called in at the edge of the screen.

Cell

Standing Light Attack

→Reduced the duration of the move.

→Sped up the move’s start-up.

Standing Light Attack: Follow-up 1

→Greatly reduced the distance moved with a back input.

→A down input wil also reduce the attack’s speed.

Standing Light Attack: Follow-up 2

→Extended throw spacing upward.

→Increased time for stored input of Super Dash.

→Increased the move’s stun time.

→Reduced the duration of the move.

→Fixed a visual bug that appeared when a Vanish was performed at a specific time.

Crouching Light Attack

→Sped up the move’s start-up.

Crouching Unique Attack

→Adjusted landing time and delay for the full attack.

Jumping Unique Attack

→Sped up the start-up of the attack when the camera shifts during a jumping heavy attack.

Rolling Crush

→Adjusted properties on hit.

Rolling Crush (Light)

→Camera now shifts during the final hit of the attack.

→Slowed down the mid-air version’s start-up.

→Increased the speed of descent for the mid-air version.

→Increased opponent knockback from the mid-air version.

Rolling Crush (Heavy)

→Increased the move’s stun time.

→Sped up the mid-air version’s start-up.

Perfect Attack (Light)

→Sped up the start-up of the grounded version’s second hit.

Perfect Attack (Heavy)

→The opponent is now drawn in when they guard the attack.

→Adjusted effect on hit.

→Reduced the move’s damage.

→Changed the behavior of the final hit of the attack.

→The final hit of the grounded version of the attack will only hit once during a combo.

Kamehameha

→Fixed an issue in which delay would be increased if all hits of the diagonal grounded version did not land.

→Fixed an issue in which delay would be increased if all hits of the mid-air version did not land.

→Increased hitstop on the mid-air version.

→Adjusted opponent knockback from the mid-air version.

→Enlarged the mid-air version’s hitbox.

Z Assist

→Increased hitstop.

→Adjusted opponent knockback.

→Enlarged the move’s hitbox.

Android 18

Standing Light Attack

→Increased distance moved during the attack.

→Sped up the move’s start-up.

→Can no longer cancel repeatedly with a light attack.

→Reduced the duration of the move.

→Shrunk horizontal hitbox and enlarged vertical one.

Standing Light Attack: Follow-up 1

→Increased distance moved during the attack.

→Slowed down the move’s start-up.

→Adjusted the hitbox and hurtbox.

→Increased knockback.

→Increased delay.

Standing Light Attack: Follow-up 2

→Increased distance moved during the attack.

→Enlarged the move’s hitbox.

Standing Medium Attack

→Increased distance moved during the attack.

Standing Heavy Attack

→Adjusted properties on hit during camera shift.

Crouching Medium Attack

→Decreased distance moved during the attack.

Crouching Heavy Attack

→Extended the move’s hitbox downward during start-up.

Crouching Unique Attack

→Adjusted distance moved during the attack.

→Slowed down the move’s start-up.

→Reduced blockstun.

→Adjusted hitstop.

→Increased the move’s stun time.

Jumping Medium Attack

→Slowed down the move’s start-up.

Jumping ↓ + Heavy Attack

→Adjusted distance moved during the attack.

Jumping Unique Attack

→Sped up pause timing in the air.

Back Grapple

→Enlarged the hurtbox when the attack misses.

→Opponent position upon hit is now uniform across all characters.

→Increased the move’s damage.

→Decreased the move’s damage scaling.

Back Grapple (Light)

→Sped up the move’s start-up.

→Decreased distance moved during the attack.

→Shortened the amount of delay after the attack connects.

→Increased the amount of sliding knockdown.

Back Grapple (Medium, Heavy)

→Now able to be held with light, medium, or heavy attack buttons.

→Adjusted input window in which the button can be held.

→Slowed down the move’s start-up.

→Increased throw spacing.

→Increased the move’s stun time.

→The attack will slam the opponent if a camera shift occurs during a combo.

→Changed timing at which Vanish and Super Attacks can be performed.

→Stored input for Super Attacks and Vanish can now be performed.

Back Grapple (Heavy)

→Increased opponent knockback.

Support Attack

→Adjusted distance moved during the mid-air version of the attack.

Support Attack (Light)

→Slowed down cancel timing for the grounded version of the move.

Support Attack (Medium)

→Sped up the grounded version’s start-up.

→Added delay when landing from the mid-air version.

→Added jumping attack properties to the mid-air version.

→Increased hitstop on the final hit of the mid-air version.

→Extended the mid-air version’s hitbox downward.

Support Attack (Heavy)

→Android 17 can no longer be attacked when on standby.

Support Attack (Unique)

→The direction in which the opponent is knocked back from the grounded version will now depend on the direction the Ki Blast is facing.

→Sped up the timing during which Android 17 is invincible in the mid-air version.

Barrier

→Can now be linked to a Super Attack by holding.

→Super Attacks are now faster if they are used to follow up.

Energy Wave

→The attack’s start-up is now faster against mid-air opponents in hitstun, and the attack’s position now matches the opponent’s.

Accel Dance

→Added a hitbox during charge forward that will only damage the opponent’s Z Assist.

→Increased delay.

→Fixed an issue in which the base damage of the attack would change.

Z Assist

→Sped up timing during which Android 18 is invincible.

Gotenks

Mid-air Stun

→Extended hurtbox upward when falling.

Standing Light Attack

→Shortened timing needed to link to standing light attack: follow-up 1 when the attack misses.

Standing Heavy Attack

→Decreased distance moved during the attack.

→Increased knockback.

Jumping Light Attack

→If the first hit of the attack hits, all hits afterward can now by guarded while crouching.

→Increased delay.

Miracle Super Punch

→Now able to be held with light, medium, or heavy attack buttons.

Miracle Super Punch (Light)

→Reduced delay for the grounded version.

→Increased distance moved during the grounded version of the attack.

Miracle Super Punch (Heavy)

→Increased distance moved during the attack.

→Reduced knockback from the mid-air version.

→Decreased delay for the mid-air version.

Great Special Rolling Kick

→Increased the move’s damage.

→Added damage scaling to the first hit of the attack.

→Adjusted opponent knockback.

→Adjusted properties on hit during camera shift.

→Gotenks will now face the opponent during the final hit of the attack.

Great Special Rolling Kick (Light)

→Increased distance moved during the attack.

→Increased delay for the grounded version.

Great Special Rolling Kick (Medium)

→Increased distance moved during the attack.

Galactic Donuts

→Increased the move’s stun time during camera shift.

→Increased opponent knockback.

→The camera will not shift if only the second hit connects.

→↑ before the attack will shift the attack’s hitbox.

→If the first hit of the attack is deflected with a Z Reflect, then the second hit will not connect.

DIE DIE Missile Barrage

→Increased the amount the Ki gauge is filled.

Charging Ultra Volleyball

→The position of the attack will not change even if Piccolo is on the team.

→If the attack misses, no actions can be taken until Gotenks lands.

Z Assist

→If the first hit of the attack is deflected with a Z Reflect, then the second hit will not connect.

Krillin

Standing Heavy Attack

→Increased knockback when the attack is guarded.

Standing/Jumping Unique Attack

→Reduced the move’s damage.

→Increased the move’s stun time.

→Reduced opponent knockback.

Crouching Heavy Attack

→Sped up the move’s start-up.

Jumping Medium Attack

→Sped up the start-up of the second hit.

→Shrunk the hitbox of the first hit of the attack.

→Reduced the amount of hitstop for the first hit of the attack.

→Adjusted the speed of the attack during a mid-air combo.

Afterimage

→Changed what triggers camera shift.

→Adjusted properties on hit during camera shift.

→Increased the move’s damage.

→Reduced knockback.

→Decreased delay.

→Krillin now descends faster when the attack connects.

→During start-up, no actions can be taken until Krillin lands.

Afterimage (Medium)

→The grounded version now incorporates a back step.

Afterimage (Heavy)

→Reduced delay when held.

→Increased hitstop.

Senzu Bean

→Increased delay.

→Decreased distance moved during the attack.

→Sped up the timing at which the Senzu Bean is thrown.

→Increased the rock’s hitstop.

→Increased the rock’s stun time.

→Slowed down the rock’s start-up.

→Adjusted the trajectory of the rock.

→Removed the grounded version’s delay during landing.

Senzu Bean (Heavy)

→Two rocks are now thrown.

Kamehameha

→↓ while in the air will cause Krillin to descend faster.

Solar Flare

→Slowed down cancel timing.

Destructo-Disc

→The attack can now be fired diagonally with ↑ or ↓.

Scattering Energy Wave

→Increased delay.

→The opponent will still appear on screen when falling, even when high up in the air.

Ultimate Z Change

→Adjusted where Krillin appears.

Z Assist

→Sped up the move’s start-up.

→Adjusted where Krillin appears.

→Adjusted the trajectory of the rock.

Kid Buu

Mid-air Stun

→Extended hurtbox upward when falling.

Crouching Medium Attack

→Increased delay when performed at close range.

Jumping Medium Attack

→Adjusted the attack’s behavior when performed at a low position.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

→Reduced opponent knockback.

Mystic Ball Attack

→Increased knockback.

→Increased opponent knockback.

→Increased distance moved during the attack.

→Shrunk the move’s hitbox.

→Slowed down the grounded version’s start-up.

→Added damage scaling to the first hit of the grounded version.

→Adjusted properties on hit during camera shift.

Mystic Ball Attack (Light)

→Reduced the attack’s bounce when it hits the ground.

Mystic Ball Attack (Heavy)

→Increased the move’s damage.

Mystic Arm Swing

→Adjusted properties on hit during camera shift.

Candy Beam

→Adjusted properties on hit during camera shift.

→Slowed down cancel timing when the attack is guarded.

→Increased timing for stored input when the attack connects.

Arm Ball

→No longer has extended reach on start-up.

Planet Burst

→No actions can be taken until Kid Buu lands from the mid-air version.

→Increased the speed of descent for the mid-air version.

→Position and delay now change based on the height at which the attack connects.

Majin Buu

Standing Light Attack: Follow-up 1

→Shortened timing needed to link to standing light attack: follow-up 2.

Standing Light Attack: Follow-up 2

→Changed the move into a throw.

→Reduced the duration of the move.

→Increased distance moved during the attack.

Jumping Heavy Attack

→Increased opponent knockback.

Dive Bomb

→Changed what triggers camera shift.

→Changed behavior when there is no camera shift.

→Adjusted behavior when the attack connects.

→Increased the move’s damage.

→Decreased the move’s damage scaling.

→The grounded version can now hit opponents directly above Majin Buu.

Dive Bomb (Heavy)

→Adjusted properties on hit during camera shift.

Cartwheel

→Adjusted properties on hit during camera shift.

→Increased distance moved during the attack.

Cartwheel (Medium)

→Slowed down the move’s start-up.

Fat Throw

→Increased hitstop.

→Adjusted the trajectory of the projectile.

→Extended the move’s hitbox downward.

→The opponent is now considered airborne when they’re released from the fat.

Now Buu really…hate you!

→The number of hits does not change even if the attack is performed at a distance.

→Reduced opponent knockback.

Nappa

Standing Light Attack

→Shortened timing needed to link to standing light attack: follow-up 1 when the attack misses.

Standing Light Attack: Follow-up 1

→Cannot perform follow-ups from standing light attack with ↓.

Standing Unique Attack

→Added a hitbox to the initial strike of the attack.

→The opponent will always be knocked forward by the attack.

→The initial Ki Blast can now be deflected.

→Reduced the number of Ki Blasts that can be canceled.

→Increased Ki Blast hitstop.

→Increased opponent knockback from the Ki Blast.

→Enlarged the move’s hitbox.

Jumping Unique Attack

→Sped up the move’s start-up.

→Increased opponent knockback.

→Reduced the move’s stun time.

→Reduced blockstun.

→Increased the move’s damage scaling.

Jumping ↓ + Heavy Attack

→Can now be jump-canceled upon landing while Sparking Blast is active.

→Jumps are no longer reset when landing during the attack.

→Sped up the move’s start-up.

→Increased distance moved during the attack.

→Increased opponent knockback.

→Enlarged the hitbox during the landing.

→The attack cannot be canceled before landing.

→Added a camera shift when the attack connects.

Arm Break

→Move now changes if held.

→Increased the move’s damage.

→Adjusted properties on hit during camera shift.

→Adjusted difference in stun when the attack is guarded.

Arm Break (Light)

→Added camera shift during the attack.

Saibaman (Heavy)

→The attack changes with additional input.

→Changed the color of the Saibaman.

Saibaman (Claw Attack)

→Increased the move’s stun time.

→Extended the move’s hitbox downward.

Saibaman (Slide)

→Reduced the move’s damage.

→Increased hitstop.

Saibaman (Acid)

→Reduced the move’s damage.

→No longer affected by stun time decay from combos.

Saibaman (Self-Destruct)

→Increased the move’s damage.

Blazing Storm

→Changed the attack’s position.

→Attack position can be changed if held.

Too bad

→Camera shift occurs even if the attack does not connect.

→Adjusted properties on hit during camera shift.

→Reduced the move’s damage.

→Changed hold timing.

→Reduced opponent knockback from the first hit of the attack.

→Enlarged the move’s hitbox.

Z Assist

→Nappa will now always appear at close range.

Android 16

Grounded Dragon Rush

→Fixed an issue in which the camera would move too much during a forced switch.

Forward Medium Attack

→Adjusted the move’s hitbox.

Standing Light Attack

→Increased delay.

→Extended the move’s hitbox downward.

Standing Light Attack: Follow-up 2

→Extended throw spacing upward.

Crouching Heavy Attack

→Increased delay.

→Extended the move’s hitbox downward during start-up.

Jumping Medium Attack

→Reduced the move’s damage.

Jumping Heavy Attack

→Adjusted properties on hit during a Super Combo performed from the ground.

Jumping ↓ + Heavy Attack

→Slowed down the move’s start-up.

→Can no longer be guarded while crouching.

→Added damage scaling to the first hit of the attack.

→Increased delay.

→Increased the amount of hitstop when the attack is guarded.

→The attack will no longer cross-up the opponent.

→The camera now shifts when the attack hits an opponent mid-air.

→Adjusted properties on hit during camera shift.

→Can now be jump-canceled with Sparking Blast active.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

→Adjusted opponent knockback.

Dynamite Driver

→Opponent position upon hit is now uniform across all characters.

Dynamite Driver (Light)

→Sped up the move’s start-up.

Dynamite Driver (Medium, Heavy)

→Adjusted properties on hit during camera shift.

→Can now be canceled with a Z Change or Super Dash during camera shift.

Flying Power Bomb

→Increased throw spacing vertically.

→Opponent position upon hit is now uniform across all characters.

→Increased the move’s damage.

→Reduced damage when the camera shifts during a combo.

→Reduced the amount the Ki gauge is filled when the camera shifts during a combo.

Flying Power Bomb (Medium, Heavy)

→Adjusted properties on hit during camera shift.

Flying Power Bomb (Heavy)

→Sped up the start-up of the throw portion of the attack.

→Reduced damage scaling during the slam portion of the attack.

→Reduced damage of the grounded version’s slam.

→Increased damage scaling on the first hit of the grounded version.

Gliding Powerbomb

→Extended throw spacing downward.

→Increased distance moved during the attack.

→Increased delay.

→Android 16 now faces the opponent after the action.

→Opponent position after hit is now uniform across all characters.

→Increased the move’s damage.

→Reduced damage when the camera shifts during a combo.

→Reduced the amount the Ki gauge is filled when the camera shifts during a combo.

Gliding Powerbomb (Medium, Heavy)

→Sped up the move’s start-up.

→Increased the duration of the move.

→Adjusted properties on hit during camera shift.

→Can now be canceled with Super Dash, Z Change, or Flying Power Bomb during camera shift.

Hell Heat (Close Range)

→The final hit will not trigger if the attack is deflected with a Z Reflect.

Hell Flash

→Increased the time needed to perform an Ultimate Z Change.

→Increased the duration of the attack if it misses.

→Adjusted properties on hit.

→Increased the damage of the mid-air version when performed at a distance.

→Increased the base damage of the mid-air version when performed at a distance.

Z Assist

→Removed hitbox when the attack hits the main character.

Yamcha

Jumping ↓ + Heavy Attack

→Enlarged the move’s hitbox during start-up.

Wolf Fang Fist, Reverse Wolf Fang Fist, Wolf Fang Fist: Pack Attack

→Follow-ups can still be performed even if the first attack misses.

→Follow-ups will not be performed if ← is used.

→Wolf Fang Fist: Gale Claws can now be used as a follow-up.

Reverse Wolf Fang Fist

→Shortened timing needed to link to Wolf Fang Fist: Flash

Wolf Fang Fist: Pack Attack

→Increased distance moved during the attack.

Wolf Fang Fist: Gale Claws

→Adjusted opponent knockback.

→Yamcha will now face the opponent before the final hit of the attack.

→Increased delay.

→Adjusted properties on hit during camera shift.

→Increased hitstop when the final hit connects.

Wolf Fang Fist: Gale Claws (Light, Medium)

→Increased distance moved during the grounded version of the attack.

Wolf Fang Fist: Gale Claws (Medium)

→Reduced the amount Yamcha is raised when the grounded version is guarded.

Wolf Fang Fist: Gale Claws (Heavy)

→Increased the stun time for the spin portion of the attack.

Wolf Fang Fist: Whiskers

→Decreased timing for stored input.

→Follow-up direction now depends on opponent position.

Wolf Fang Fist: Finisher

→Reduced opponent knockback.

→Adjusted properties on hit during camera shift.

Wolf Fang Fist: Flash

→Decreased delay.

→Will not trigger if the medium attack button is held.

Ultimate Wolf Fang Fist

→Reduced the base damage of the attack.

Tien

Standing Light Attack: Follow-up 1

→Reduced the move’s damage.

→Adjusted opponent knockback.

Standing Light Attack: Follow-up 2

→Adjusted hitstop when the attack connects.

→Enlarged the move’s hitbox.

→Adjusted opponent knockback.

Standing/Jumping Unique Attack

→Increased the move’s damage.

→Increased the move’s stun time.

→Adjusted opponent knockback.

Standing Unique Attack

→Increased delay.

Jumping Light Attack

→If the first hit of the attack hits, the second hit can now be guarded while crouching.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

Volleyball Fist (Medium)

→Increased distance moved during the grounded version of the attack.

Volleyball Fist (Heavy)

→Increased distance moved during the grounded version of the attack.

→Sped up the grounded version’s start-up.

→Changed what triggers camera shift for the grounded version.

→Increased the mid-air version’s damage.

Crane Strike

→Increased the move’s damage.

→Adjusted properties on hit during camera shift.

→Increased distance moved during the attack.

→Adjusted opponent knockback.

→No more delay during landing when the attack is guarded.

Crane Strike (Light)

→Added camera shift during the attack.

→Slowed down the mid-air version’s start-up.

→No more bounce when the attack connects.

Crane Strike (Medium)

→Slowed down the mid-air version’s start-up.

Crane Strike (Heavy)

→Sped up the grounded version’s start-up.

Telekinesis

→Increased the move’s stun time.

→Increased the amount of hitstop when the attack is guarded.

Tri-Beam

→Reduced the amount of own health consumed by the attack.

→Increased the base damage of the attack.

→Holding the attack now allows follow-ups.

Neo Tri-Beam

→Reduced the amount of own health consumed by the attack.

→Increased the base damage of the attack.

→Increased the move’s stun time.

→Adjusted opponent knockback.

→Adjusted where Tien appears.

Gohan (Adult)

Standing Light Attack: Follow-up 4

→Increased the attack’s stun time when it connects in the air.

Crouching Heavy Attack

→The grounded version of the attack will be performed on landing when at max Potential Unleashed level.

Standing Unique Attack

→Increased timing for stored input of a Z Combo.

Jumping Heavy Attack

→Increased opponent knockback during camera shift.

Jumping Unique Attack

→Increased timing for stored input of a Z Combo.

→Adjusted distance moved during the attack.

→Mid-air Z Combo can now be performed when at max Potential Unleashed level.

Machine Gun Kick

→Now able to be held with light, medium, or heavy attack buttons.

→Adjusted distance moved during the attack.

→Reduced the move’s damage.

→Decreased the amount the Ki gauge is filled.

→Hitbox is now active right before landing.

→Stored input for a Super Attack can now be performed during delay when landing.

Machine Gun Kick (Medium)

→Reduced the delay when landing after the attack.

Machine Gun Kick (Heavy)

→Adjusted distance moved, and added bounce effect after the attack is guarded.

→Adjusted properties on hit during camera shift.

Ultimate Back Attack

→Increased distance moved during the attack.

→Adjusted opponent knockback.

→Changed what triggers camera shift.

→Adjusted properties on hit during camera shift.

→Gohan now faces the opponent after the action.

→Stored input for a Super Attack can now be performed during delay when landing.

→Attack start-up is now faster when the opponent is in hitstun in the air and after Potential Unleashed.

→Reduced delay when the grounded version hits an airborne opponent after Potential Unleashed.

Ultimate Back Attack (Heavy)

→Sped up the mid-air version’s start-up if performed before Potential Unleashed.

Bros. Kamehameha

→Reduced knockback.

Z Assist

→Increased hitstop.

→Gohan will now appear further forward when near the opponent or the opponent is in hitstun in the air.

→Changed complete invincibility to invincibility against jumping attacks.

Hit

Vanish

→Adjusted opponent position during camera shift.

Standing Light Attack

→Shortened timing needed to link to standing light attack: follow-up 1.

Standing Light Attack: Follow-up 1

→Slowed down the move’s start-up.

→Increased distance moved during the attack.

Standing Light Attack: Follow-up 2

→Adjusted opponent knockback.

→Increased delay when the attack connects.

→Reduced the duration of the third hit of the attack.

Crouching Light Attack

→Increased the move’s damage.

Vital Point Attack, Tides of Time

→Delayed timing during which a follow-up can be performed with a unique attack.

→Reduced the amount of delay when following up with unique attack.

Direct Hit

→Reduced damage scaling for the first hit of the attack.

→Reduced the move’s damage.

→Decreased the amount the Ki gauge is filled.

Instant Blow

→Reduced damage scaling of the first hit when facing forward.

→Increased the move’s damage.

→Increased the move’s stun time.

Guard Breaker

→Adjusted properties on hit during camera shift when Hit turns around.

→Increased the move’s damage.

→Extended the move’s hitbox upward.

Time Release

→Decreased delay.

→Increased stun time for upward follow-up.

→Adjusted opponent knockback from downward follow-up.

Icy Glare (Light, Medium)

→Increased the move’s damage.

Realized Power

→No other attacks will connect when the mid-air version connects.

Death Blow

→All bars of Ki are spent and the attack now does more damage.

→Adjusted opponent knockback.

→Increased delay.

→Follow-ups can no longer be performed when the attack connects.

Goku (SSGSS)

Standing Light Attack: Follow-up 1

→Adjusted opponent knockback.

→Adjusted the move’s stun time.

→Adjusted hitstop.

Standing Medium Attack

→Increased distance moved during the attack.

→Increased delay.

→Greatly reduced the distance moved with a back input.

→Greatly reduced delay with a back input.

Standing Unique Attack

→Increased the move’s damage.

→Adjusted opponent knockback.

Jumping ↓ + Heavy Attack

→Increased distance moved during the attack.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

→Adjusted opponent knockback.

Divine Void Strike

→Adjusted properties on hit during camera shift.

→Increased the move’s stun time.

→Increased hitstop when the attack lands.

→Decreased delay.

→Increased distance moved during the attack.

→Increased opponent knockback.

Divine Void Strike (Light)

→Sped up the move’s start-up.

Divine Void Strike (Medium)

→Increased the duration of the move.

→Increased the grounded version’s damage.

Divine Void Strike (Heavy)

→Sped up the move’s start-up.

→Increased the move’s damage.

→If the mid-air version is below a certain height from the opponent, Goku will match the opponent’s position.

Super God Shock Flash

→Increased the attack’s damage when the throw is successfully performed.

→Increased the amount of hitstop when the throw is successfully performed.

→Removed invincibility during Instant Transmission portion of the attack.

→The throw portion of the attack will not connect more than two times in a combo.

Super God Shock Flash (Light)

→Slowed down the move’s start-up.

Dragon Flash Kick

→Adjusted opponent knockback.

→Increased distance moved during the attack.

→Increased the move’s stun time.

→The attack will no longer cross-up the opponent.

→Enlarged the move’s hitbox during start-up.

Dragon Flash Kick (Light, Medium)

→Sped up the move’s start-up.

→Adjusted properties on hit.

Dragon Flash Kick (Heavy)

→Changed the attack’s behavior when it hits the opponent.

Instant Transmission

→Adjusted where Goku appears.

→Adjusted distance moved during the attack.

→Reduced blockstun.

→Adjusted properties on hit during camera shift.

→Increased the duration of the move.

→Sped up the start-up of the reverse version.

Extreme Speed Kamehameha

→Adjusted what triggers Instant Transmission.

→Sped up the move’s start-up.

→Increased delay.

→Increased the time needed to perform an Ultimate Z Change.

x10 Kaioken Kamehameha

→Increased distance moved during the attack.

→Adjusted where Goku appears during an Ultimate Z Change.

→Can be held to perform Instant Transmission on hit.

→Added a hitbox during charge forward that will only damage the opponent’s Z Assist.

Evolved Attack

→Changed attack behavior after it connects.

Z Assist

→Goku will now appear further forward when near the opponent or the opponent is in hitstun in the air.

→Adjusted opponent knockback.

Vegeta (SSGSS)

Wake-up

→Adjusted wake-up time.

Standing Light Attack

→Changed the attack’s appearance when canceled after missing.

Standing Light Attack: Follow-up 2

→Enlarged the move’s hitbox.

Standing Unique Attack

→Reduced opponent knockback at close range.

→Enlarged the move’s hitbox.

Crouching Light Attack

→Increased delay.

→Changed the attack’s appearance when canceled after missing.

Crouching Heavy Attack

→Increased the duration of the move.

Crouching Unique Attack

→Reduced opponent knockback.

→Reduced the move’s stun time.

Jumping Unique Attack, Jumping Down + Unique Attack

→Reduced opponent knockback.

→Enlarged the move’s hitbox.

Super Dash Kick

→Vegeta will now face the opponent after the attack.

→Distance moved varies based on the follow-up.

→Adjusted opponent knockback.

→Adjusted the move’s stun time.

→Adjusted hitstop.

→Adjusted the move’s damage.

→Increased delay.

Super Dash Kick (Light)

→Sped up the move’s start-up.

Super Dash Kick (Medium)

→Slowed down the move’s start-up.

On a scale of one to ten, I’ll give you a three!

→Increased the move’s damage.

→Increased the move’s damage scaling.

→Changed distance moved during the attack.

→Increased the duration of the move.

→Vegeta will now face the opponent after the attack.

→Adjusted properties on hit during camera shift.

On a scale of one to ten, I’ll give you a three! (Light)

→Reduced the duration of the grounded version.

Big Bang Attack

→Sped up the move’s start-up.

→Stored input for a Super Attack can now be performed.

→Increased the move’s damage scaling.

→Vegeta now moves forward before the grounded version of the attack.

→Decreased delay for the mid-air version.

→Increased hitstop when the first hit of the attack connects.

→Reduced the amount of hitstop when the attack is guarded.

→Increased the move’s stun time.

→Enlarged the move’s hitbox.

Niagara Pummel

→Increased the damage of the move when it’s held.

→Adjusted opponent knockback.

Final Flash

→Adjusted opponent knockback.

→Increased the move’s stun time.

→No actions can be taken until the character lands.

→Vegeta descends faster after the mid-air version of the attack.

Z Assist

→Increased hitstop when the first hit of the attack connects.

→Reduced the amount of hitstop when the attack is guarded.

→Increased the move’s stun time.

→Enlarged the move’s hitbox.

Beerus

Standing Light Attack: Follow-up 1, Standing Medium Attack, Crouching Heavy Attack, Jumping Medium Attack

→Adjusted distance Sphere of Destruction travels when hit by the attacks.

Standing Light Attack: Follow-up 2

→Adjusted hitbox in the air.

→Sped up the start-up of the attack when the opponent is in hitstun in the air.

→Extended the move’s hitbox upward.

Standing Medium Attack

→Sped up the move’s start-up.

→Extended the move’s hitbox upward.

Crouching Medium Attack

→Adjusted opponent knockback.

Jumping Medium Attack

→Increased the duration of the move.

→Extended the move’s hitbox downward.

Jumping ↓ + Heavy Attack

→Adjusted opponent knockback.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

→Adjusted opponent knockback.

Sphere of Destruction

→Now able to be held with light, medium, or heavy attack buttons.

→Increased the move’s damage.

→Increased the move’s damage scaling.

→Increased the damage of the sphere.

→Reduced knockback from sphere.

→Added hitstop when the sphere is sent flying with an attack.

→The sphere will not disappear when it is hit with an attack, even if Beerus is switched out.

→Adjusted properties on hit during camera shift.

→Delay removed when landing if the mid-air version’s hitbox is active.

Sphere of Destruction (Medium)

→The kick portion of the attack will no longer hit a grounded opponent.

Sphere of Destruction (Heavy)

→Increased distance moved during the attack.

→Changed where the sphere appears.

→The kick portion of the upward follow-up will no longer hit a grounded opponent.

→Damage and knockback from the attack varies between the upward and downward follow-ups.

God of Destruction’s Rampage

→The attack will no longer cross-up the opponent.

→Increased the move’s damage scaling.

→Adjusted distance moved during the attack.

→Increased the move’s damage.

→Stored input for a Super Attack can now be performed when landing.

→Made it harder to change position at the edge of the screen when the grounded version hits.

God of Destruction’s Wrath

→Increased delay.

→Increased the speed of descent after the attack.

Goku Black

Standing Unique Attack

→Increased stun time for the blade when it makes contact with the opponent.

→Reduced opponent knockback from the blade when it makes contact with the opponent.

→Changed the speed of the projectile.

→Holding forward before the attack will increase the speed of the projectile.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

God Slicer

→Reduced the level of the projectiles, meaning other Ki Blasts will cancel them out.

→Adjusted the projectiles’ damage.

→Reduced the move’s damage.

→Enlarged the move’s hitbox during start-up.

→Increased delay for the grounded version.

God Slicer (Light)

→Adjusted the direction of opponent knockback.

God Slicer (Medium)

→Goku Black descends faster after the attack connects.

God Slicer (Heavy)

→Increased the speed of the projectiles.

→Increased the move’s damage.

→Goku Black descends faster after the attack connects.

Fierce God Kick

→The attack will no longer cross-up the opponent.

→Reduced knockback.

→Increased the speed of descent after the attack hits the opponent.

→Increased delay after landing.

→Adjusted properties on hit during camera shift.

Fierce God Kick (Light)

→Reduced the amount of hitstop.

Fierce God Kick (Medium)

→Sped up the move’s start-up.

→Reduced the move’s damage.

→Adjusted opponent knockback.

Fierce God Kick (Heavy)

→Increased the move’s damage scaling.

→Fixed an issue in which recoverable health remained upon hit.

Binding Black Kamehameha

→Adjusted properties on hit during camera shift.

→Increased the move’s damage.

God Slicer Dance

→Fixed an issue in which the base damage of the attack would change.

Holy Light Grenade

→Enlarged the move’s hitbox during start-up.

→Fixed an issue with strange behavior when an Ultimate Z Change was performed before the attack connected.

→Adjusted opponent knockback.

→Increased the move’s stun time.

→Increased delay.

The Work of a God

→No actions can be taken until Goku Black lands.

Android 21

Wake-up

→Adjusted wake-up time.

Standing/Crouching Light Attack

→Sped up the move’s start-up.

Crouching Medium Attack

→Increased delay.

→Increased stun time when performed at a distance.

→Adjusted opponent knockback when performed at a distance.

Crouching Unique Attack

→Sped up the move’s start-up.

→Decreased delay.

Jumping Heavy Attack

→Slowed down the move’s start-up.

Jumping Unique Attack

→Adjusted opponent knockback.

Hors d’Oeuvre Stab

→The attack will no longer cross-up the opponent.

→Adjusted distance moved during the attack.

→Adjusted opponent knockback.

→Increased stun time during the first hit of the attack.

→Increased hitstop on the final hit of the attack.

→Increased delay.

→Sped up the move’s start-up.

→Reduced the amount the Ki gauge is filled when there is no camera shift.

→Increased the damage of the final hit of the attack.

→Increased the damage scaling of the final hit of the attack.

→Reduced stun time for the final hit of the attack.

Hors d’Oeuvre Stab (Light)

→Reduced the move’s damage when there is no camera shift.

Hors d’Oeuvre Stab (Medium)

→Reduced the move’s damage when there is no camera shift.

→Adjusted properties on hit for the grounded version during a camera shift, and the attack now causes wall bounce.

Connoisseur Cut

→Increased distance moved during the attack.

Connoisseur Cut, Aerial Connoisseur Cut

→Follow-ups with any of the attack buttons can be performed after the attack connects.

→Reduced the move’s damage.

→Sped up the mid-air version’s start-up.

Absorb

→Android 21 will now lose an absorbed technique after using it once.

→Additional attacks with any of the attack buttons can now be performed during the attack.

→Android 21 will appear closer to the opponent when an absorbed attack is used as a follow-up upon hit.

Absorb (Kamehameha)

→Reduced the move’s stun time.

→Reduced opponent knockback.

→Decreased delay.

Absorb (Consecutive Energy Blast)

→Reduced the number of hits.

→Increased hitstop.

→Reduced the amount of hitstop when the attack is guarded.

→Sped up the move’s start-up.

→Increased the move’s damage.

→Increased the amount the Ki gauge is filled.

→Enlarged the move’s hitbox.

→Reduced the move’s stun time.

→Changed distance moved during the attack.

→Changed opponent knockback.

Absorb (Explosive Energy Blast)

→Increased distance moved during the attack.

→Adjusted opponent knockback.

→Enlarged the move’s hitbox.

→Adjusting timing needed to link to other attacks.

→Sped up the grounded version’s start-up.

Absorb (Homing Energy Blast)

→Sped up the move’s start-up.

→Two blasts can now appear on screen at once.

→Increased the move’s stun time.

→Increased delay when the attack connects at close range.

Absorb (Solar Flare)

→Added invincibility to jumping attacks.

→Sped up the move’s start-up.

→Reduced delay.

→Changed distance moved during the grounded version, making it airborne.

Absorb (Sticky Energy Blast)

→Now invincible to jumping attacks on start-up.

→Added invincibility to jumping attacks to the mid-air version.

→Decreased delay for the mid-air version when it misses.

Absorb (Barrier Sphere)

→Barrier will remain even after a follow-up.

→If followed up with a Super Attack, the start-up of that Super Attack is now faster.

→Can be followed up with Super Attacks by holding the button.

Absorb (Sonic Warp)

→Increased delay.

→Applied damage scaling to the first hit when a follow-up attack is performed.

→Adjusted where Android 21 appears; the mid-air version will now appear on the ground.

Excellent Full Course

→No actions can be taken until the character lands.

Bardock

Jumping Medium Attack

→Reduced the amount of hitstop for the first hit of the attack.

Jumping Unique Attack

→Adjusted opponent knockback.

→Reduced the delay when landing after the attack.

Rebellion Spear (Medium, After Heavy Follow-Up)

→Adjusted properties on hit during camera shift.

→The second hit of the grounded version no longer hits grounded opponents.

→The opponent will not fall to the ground if the mid-air versions hits them while airborne.

→Increased hit spacing for the start-up of the mid-air version.

Raging Meteor

→Changed what triggers camera shift.

→Adjusted properties on hit during camera shift.

→Adjusted distance moved during the attack.

→Increased delay.

Raging Meteor (Light)

→Removed

→Sped up the mid-air version’s start-up.

Raging Meteor (Medium)

→Slowed down the mid-air version’s start-up.

Riot Javelin

→Increased the time needed to perform an Ultimate Z Change when the mid-air version hits diagonally downward.

→The mid-air diagonal version will now cause a bounce off the ground.

→Reduced the amount of hitstop for the mid-air diagonal version.

→Reduced the base damage of the mid-air diagonal version.

Saiyan Spirit

→Slowed down the move’s start-up.

→Increased delay.

→Adjusted the move’s hitbox.

→Fixed an issue in which the base damage of the attack would change.

Revenge Assault

→No actions can be taken until Majin Buu lands from the mid-air version.

Broly

Super Combo (Medium)

→Changed the combo.

Standing Light Attack: Follow-up 2

→Can now be canceled with a Z Change.

Crouching Medium Attack

→Adjusted opponent knockback.

Standing Heavy Attack

→Increased the damage of the move when it’s held.

Jumping Light Attack

→Extended the move’s hitbox downward during start-up.

Jumping Heavy Attack

→Increased the move’s stun time during camera shift.

Jumping ↓ + Heavy Attack

→The camera now shifts when the attack hits an opponent mid-air.

→Adjusted opponent position after the attack connects.

Jumping Unique Attack

→Projectile angle can now be changed with an upward input.

Lariat Express (Medium, Heavy)

→Increased the move’s damage.

Lariat Express (Heavy)

→Adjusted opponent knockback.

Gigantic Claw

→Increased distance moved during the attack.

→Adjusted properties on hit.

Gigantic Claw (Light)

→Sped up the move’s start-up.

Gigantic Claw (Heavy)

→Increased the move’s damage.

Gigantic Strike

→Adjusted properties on hit.

→Stored input for Vanish and Super Attacks can now be performed.

Gigantic Strike (Medium)

→Slowed down the move’s start-up.

Gigantic Strike (Heavy)

→Reduced the move’s damage.

Eraser Cannon

→Increased the amount of armor the attack has.

Eraser Cannon (Heavy + Unique)

→Changed the behavior of the attack.

Gigantic Meteor

→Fixed an issue in which the base damage of the attack would change.

Gigantic Meteor (Light + Medium)

→Will now appear on the ground after the attack.

Gigantic Meteor (Heavy + Unique)

→Slowed down the mid-air version’s start-up.

Z Assist

→Increased hitstop when the attack lands.

→Reduced the move’s stun time.

Vegito (SSGSS)

Vanish

→Adjusted opponent position during camera shift.

Standing Light Attack: Follow-up 2

→Increased throw spacing.

Standing Unique Attack

→Can no longer be canceled with a Z Change when the forward follow-up misses.

→Increased the move’s stun time.

→Increased hitstop.

→Increased delay when the attack hits the opponent.

Jumping Heavy Attack

→Reduced the move’s damage.

Crouching Unique Attack

→Removed the Z combo transition into a standing unique attack.

→Increased the move’s stun time.

→Can now perform a Super Dash cancel with a unique attack during the camera shift.

→Decreased the amount the Ki gauge is filled.

→Adjusted opponent position when the attack connects.

Jumping Unique Attack

→Adjusted opponent knockback.

→Increased the move’s stun time during camera shift.

→Can now perform a Super Dash cancel with a unique attack during the camera shift.

→Decreased the amount the Ki gauge is filled.

→Adjusted opponent position when the attack connects.

Spiral Heel Shot

→Adjusted opponent knockback.

→Increased the move’s damage.

→Increased the move’s damage scaling.

→Decreased distance moved during the attack.

→Changed the grounded version’s behavior when it connects.

→Removed the grounded version’s delay during landing.

→Changed the first hit of the grounded version’s behavior when it is deflected with a Z Reflect.

→Vegito will rise during the start-up of the mid-air version of the attack if the opponent is above him.

Spiral Heel Shot (Medium)

→Sped up the move’s start-up.

Atomic Buster

→Adjusted distance moved during the attack.

→Adjusted throw spacing.

→Sped up the move’s start-up.

→Decreased delay.

→After the attack connects, no actions can be taken until Vegito lands.

→Adjusted properties on hit.

Barrier

→Adjusted distance moved when the attack makes contact.

→Adjusted throw spacing.

Final Kamehameha

→Adjusted opponent knockback.

→Increased the move’s stun time.

→No actions can be taken until Vegito lands.

→Vegito descends faster after the mid-air version of the attack.

Zamasu (Fused)

Standing/Crouching Light Attack, Crouching Medium Attack

→Sped up the move’s start-up.

Standing Light Attack: Follow-up 1

→Shortened timing needed to link to standing light attack: follow-up 2.

Standing Light Attack: Follow-up 2

→Changed the move into a throw.

→Sped up the move’s start-up.

→Reduced the duration of the move.

→Adjusted distance moved during the attack.

Crouching Heavy Attack

→Slowed down the move’s start-up.

→Made it easier to take advantage of subsequent dash.

→Enlarged the move’s hitbox.

Standing Unique Attack

→Decreased delay.

Jumping Light Attack

→Enlarged the move’s hitbox during start-up.

Jumping ↓ + Heavy Attack

→The camera now shifts when the attack hits an opponent mid-air.

→Adjusted properties on hit during camera shift.

→Slowed down the move’s start-up.

Eternal Justice

→Increased the move’s damage.

→Increased opponent knockback.

Eternal Justice (Heavy)

→Adjusted properties on hit during camera shift.

→Changed what happens when followed up with a unique attack.

→Slowed down the move’s start-up.

Wall of Light

→Increased hitstop when the attack lands.

→Reduced blockstun.

Divine Order

→Sped up the move’s start-up.

→Decreased delay.

→Adjusted opponent knockback.

→Increased the move’s damage.

→Adjusted properties on hit during camera shift.

→Enlarged the projectile hitbox.

→Adjusted distance moved during mid-air version; set to a fixed height when the attack is performed low in the air.

Heaven’s Flash

→Jumping ↓ + heavy attack will not trigger unless performed with a clean down input.

→Camera now shifts during jumping ↓ + heavy attack.

→Increased stun time on jumping unique attack.

→Jumping unique attack will be followed-up with a jumping ↓ + heavy attack.

→Eternal Justice has different properties on hit.

→Divine Order will release a projectile even if the button isn’t held.

→Increased the window in which Divine Order can be held.

Blades of Judgment

→Increased distance moved during the attack.

→Adjusted properties on hit.

→Zamasu will move back if the attack is performed at the edge of the screen.

→Fixed an issue in which the base damage of the attack would change.

Divine Wrath

→Fixed an issue in which the attack would connect while time is paused during the camera shift.

Lightning of Absolution

→Adjusted opponent knockback.

→Increased delay.

→Sped up the start-up of the attack when the opponent is being damaged.

→Increased the speed of descent after the attack.

Z Assist

→Increased the move’s stun time.

→Increased hitstop when the attack lands.

→Adjusted opponent knockback.

Goku

Vanish

→Adjusted opponent position during camera shift.

Standing Light Attack: Follow-up 1

→Adjusted opponent knockback.

→Decreased distance moved during the attack.

→Reduced the move’s stun time.

Standing Light Attack: Follow-up 2

→Difference in stun was stabilized.

→Sped up the move’s start-up.

Standing Heavy Attack

→Adjusted opponent knockback.

Crouching Unique Attack, Crouching Unique Attack: Follow-up 1

→Adjusted opponent knockback.

→Increased the input window for follow-ups when the attack misses.

→Increased the move’s stun time.

Crouching Unique Attack: Follow-up 1

→Adjusted where the projectiles appear.

Crouching Unique Attack: Follow-up 2

→Adjusted properties on hit during camera shift.

→Ki Blasts from the crouching unique attack disappear during the camera shift.

→Can now be canceled with a Special Move.

→Adjusted opponent knockback.

Jumping Heavy Attack

→Adjusted opponent knockback.

Jumping ↓ + Heavy Attack

→Increased distance moved during the attack.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

→Adjusted opponent knockback.

Heavy Elbow

→Sped up the move’s start-up.

→Adjusted opponent knockback.

→Increased distance moved during the attack.

→Reduced the move’s stun time.

→Increased opponent hitstop when the attack connects.

→Grounded version now causes the opponent to stagger on hit.

→Adjusted properties on hit during camera shift.

→Increased delay for the mid-air version.

Heavy Elbow (Medium, Heavy)

→Goku is now invincible during the attack.

→Increased the move’s damage.

→Increased the move’s damage scaling.

Back Throw

→Adjusted properties on hit.

Kamehameha

→Sped up the move’s start-up.

→Adjusted opponent knockback from the mid-air diagonal version.

→Increased the stun time of the mid-air diagonal version.

→The mid-air diagonal version now causes sliding knockdown.

Spirit Bomb

→Sped up the move’s start-up.

→Can now be canceled with a Special Move upon hit.

→Adjusted properties on hit during camera shift.

Kaioken

→Camera shift now only occurs for Super Attacks.

→Fixed an issue in which the base damage of the attack would change.

→Increased blockstun for light follow-up.

Kaioken Finisher

→Character will now face the opponent.

Super Spirit Bomb

→Sped up the move’s start-up.

→Increased the projectile’s speed.

→Adjusted where Goku appears.

→Fixed an issue in which the base damage of the attack would change.

Z Assist

→Increased the move’s stun time.

→Increased hitstop when the attack lands.

→Goku will now appear further forward when near the opponent or the opponent is in hitstun in the air.

Vegeta

Wake-up

→Adjusted wake-up time.

Vanish

→Adjusted opponent position during camera shift.

Crouching Unique Attack

→Enlarged the move’s hitbox during start-up.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

→Increased opponent knockback.

→Reduced the move’s damage.

→Reduced the delay when landing after the attack.

Super Dash Kick (Light)

→Delayed timing at which Vanish can be performed.

→Reduced the delay when landing after the attack.

Super Dash Kick (Medium, Heavy)

→Adjusted properties on hit during camera shift.

→Adjusted distance moved; attack no longer has extended reach during landing.

→Decreased delay.

Super Dash Kick (Heavy)

→Increased the move’s damage.

→Made it harder to appear on the edge of the screen after the attack.

Deadly Knee Drop

→Sped up the start-up of the attack when the opponent is in hitstun in the air.

→Adjusted properties on hit during camera shift.

Deadly Knee Drop (Light)

→Added camera shift during the attack.

I have no use for Saiyans that can’t move

→Can now be canceled with a Special Move upon hit.

→Increased the move’s stun time.

→Opponent position upon hit is now uniform across all characters.

Galaxy Breaker

→Increased opponent knockback.

→Increased delay.

Z Assist

→Increased hitstop when the attack lands.

Cooler

Standing Light Attack

→Adjusted timing need to link to standing light attack: follow-up 1.

Standing Light Attack: Follow-up 1

→Sped up the move’s start-up.

→Shortened vertical hurtbox.

→Shortened vertical hitbox.

Standing Light Attack: Follow-up 2

→Reduced opponent knockback.

→Adjusted properties on hit.

Standing Heavy Attack

→Fixed an issue in which the player could jump cancel after the attack but before a follow-up.

Jumping Light Attack

→Extended the move’s hitbox upward during start-up.

Crushing Stomp

→Extended the move’s hitbox upward during start-up.

→Reduced the move’s damage.

Genocidal Uppercut

→Attack start-up is now faster if closer to the opponent.

→Can now be followed up into a Z Combo with a standing unique attack.

→Reduced opponent knockback.

→Reduced the move’s damage.

Death Chaser

→Adjusted properties on hit during camera shift.

→Adjusted timing in which the attack can be canceled with Super Attacks, etc.

→Increased the move’s damage.

→Damage scaling now begins at the final hit of the attack.

Death Chaser (Medium)

→Slowed down the mid-air version’s start-up.

→Increased stun.

Death Chaser (Heavy)

→Increased stun.

Death Breaker

→Cooler descends faster now after follow-up.

→Increased opponent knockback during start-up.

→Increased delay for the mid-air version.

Death Breaker (Light)

→Increased distance moved.

Death Breaker (Medium)

→Decreased distance moved during the mid-air version of the attack.

Death Flash

→Sped up the move’s start-up.

Atomic Supernova

→If the attack misses mid-air, no actions can be taken until Cooler lands.

→Cooler descends faster after the mid-air version of the attack.

Z Assist

→Cooler will now appear further forward when near the opponent or the opponent is in hitstun in the air.

Android 17

Standing Light Attack: Follow-up 1

→Increased distance moved during the attack.

Crouching Medium Attack

→Increased distance moved during the attack.

→Reduced opponent knockback.

Standing Unique Attack

→Reduced opponent knockback.

Sliding Sweep

→Lowered the attack’s level.

→Sped up the move’s start-up.

→Decreased delay.

→Increased distance moved during the attack.

→Reduced opponent knockback.

→Extended the move’s hitbox upward.

→Extended the move’s hurtbox upward.

Accel Driver, Finishing Driver

→Increased the move’s stun time.

→Increased hitstop.

→Enlarged hitbox.

Accel Driver (Light)

→Sped up the move’s start-up.

Top Gear

→Decreased the move’s damage scaling.

→Stun is now fixed.

→Increased window in which follow-ups can be performed.

→Reduced the move’s stun time.

→Increased hitstop.

Second Gear

→Removed jumping attack properties.

→Adjusted distance moved and lowered trajectory.

→Shrunk the move’s hitbox.

→Increased hitstop.

→Enlarged the move’s hurtbox.

Low Gear

→Reduced the move’s stun time.

→Increased hitstop.

→Adjusted opponent knockback.

→Made it more difficult to go behind the opponent.

Reverse Gear

→Adjusted properties on hit during camera shift.

→Increased the move’s damage scaling.

→Decreased delay.

→Reduced the move’s stun time.

→Expanded the types of attacks it can withstand.

Power Blitz Charge

→Sped up charge time.

→Reduced the duration of the move.

→Decreased delay.

→Reduced the amount of hitstop.

→Increased the move’s stun time.

→Adjusted opponent knockback.

→Enlarged the move’s hitbox.

→Slowed down cancel timing.

Barrier Explosion

→Changed the attack command and made it possible to perform on the ground.

→The attack is now invincible on start-up.

→Ultimate Z Change can be performed only when the attack connects.

→Sped up the move’s start-up.

→Android 17 descends faster after the attack.

→Adjusted opponent knockback.

→Increased delay.

→The grounded version now matches the opponent’s height before the attack.

Super Electric Strike

→Increased delay.

→Increased the move’s stun time.

→Adjusted opponent knockback.

→Adjusted hitstop.

Z Assist

→Android 17 will now appear further forward when near the opponent or the opponent is in hitstun in the air.

→Sped up the move’s start-up.

→Increased the number of attacks it can withstand.

→Expanded the types of attacks it can withstand.

→Increased hitstop.

→Reduced the move’s stun time.

→Increased opponent knockback.

Ultimate Z Change

→Changed from Endgame to grounded Barrier Explosion.

Jiren

Standing Light Attack: Follow-up 1

→Crouching light attack is now used in a Z Combo.

Standing Heavy Attack

→Sped up the move’s start-up.

Crouching Unique Attack

→When stopping a jumping attack, “Anti-Air!” will be displayed on screen.

→Can now perform a Super Dash cancel with ↓ + unique attack during the camera shift.

Jumping Medium Attack

→Reduced the amount of hitstop for the first hit of the attack.

Jumping ↓ + Heavy Attack

→Enlarged the move’s hitbox during start-up.

→The camera now shifts when the attack hits an opponent mid-air.

→Fixed an issue in which the opponent would freeze when the attack canceled out the opponent’s when held.

Jumping Unique Attack

→Reduced opponent knockback.

Colossal Slash

→Fixed an issue in which the attack’s initial hitbox would be separate from Jiren’s actual position.

Videl

Z Reflect

→Invicibility to throws has been removed from start-up to make her consistent with other characters.

→Changed sound effect for when invincibility is active.

Standing Light Attack: Follow-up 2

→Increased throw spacing.

Standing Medium Attack

→Increased window in which a standing medium attack cancel can be performed on hit.

Standing/Crouching/Jumping Unique Attack, Jumping ↓ + Unique Attack

→Adjusted timing at which Vanish can be performed.

Frankensteiner

→Will no longer hit the opponent when Videl is not the main character.

→Adjusted input window in which the button can be held.

→Increased throw spacing when the opponent is being damaged.

Dragon Ball FighterZ – Ver. ???

  • Release date: January 30th 2019 (Europe / North America) / January 31st 2019 (Japan)
  • Patch notes:

HEALTH RECOVERY UPON TAKING DAMAGE:
Reduce the amount of recoverable health when damaged. (Excluding invincible moves)

KI GAUGE:
– Decrease the amount of Ki Gauge gained when receiving damage from Super Attacks and Meteor Attacks, and increase the amount of Ki Gauge gained when receiving damage from other attacks.
– For a short period of time after using the Ki Gauge, the overall amount of Ki Gauge gained is now reduced.

MID-AIR SMASH ATTACK:
– When the condition for a camera change is met, the camera effect will occur regardless of the height of the character’s position now.

INVINCIBLE SPECIAL MOVES:
Z Assist and Ultimate Z Change will now be unusable during Invincible Special Moves aside from when it hits.

POWERED-UP SPECIAL MOVE:
Reduce the amount of Recoverable Health when receiving damage from Power-up Special Moves. (Excluding invincible moves)

SUPER ATTACK:
Reduce the amount of damage dealt when a move other than Ultimate Z Change connects after a Super Attack hits.
It is now easier to successfully connect Ultimate Z Change after Super Attacks.

ALL METEOR ATTACKS:
Increased the minimum damage of all Meteor Attacks.

SPARKING!:
– Sparking! can now be used while blocking. (Includes blocking in mid-air)
While Sparking! is active, reduce the amount of recoverable health of the opponent when damage is dealt to them. (Excluding invincible moves)
Increased the start up frames of Sparking! aside from when cancelled from an attack.

VANISH MOVE:
Camera change is easier to occur when cancelled from an attack.

Z-REFLECT:
You will be invincible to the opponent’s Sparking! activation after a successful Z-Reflect against an opponent’s attack.

ALL THROW MOVES, DRAGON RUSH:
Specific throw moves and Dragon Rush cannot connect more than once within a combo.

DRAGON RUSH:
Decreased the amount of Ki gauge gained and damage dealt.
After a Dragon Rush during mid-combo, camera change will not occur for subsequent hits.

MID-AIR DRAGON RUSH:
The opponent will ground slide after a mid-air Dragon Rush during a combo.

GUARD CANCEL CHANGE:
Invincible state will now last until coming into contact or in close vicinity with the opponent.
Increased the recovery frames and landing recovery frames when blocked.

GROUND BACKSTEP:
Increase the distance travelled.

SHENRON (REVIVE ALLIES):
Increased the health of the revived ally.

SHENRON (MAKE ME IMMORTAL):
Increased the health recovery rate.

GROUND RECOVERY:
Reduced the collision from mid-air opponent.

DELAYED GROUND RECOVERY:
Until completely down, you will now be able to perform the different ground recovery options.

DRAMATIC FINISH:
Vanish Move will also trigger Dramatic Finish now.

Dragon Ball FighterZ – Ver. ???

  • Release date: November 28th 2018 (Europe / North America) / November 29th 2018 (Japan)
  • Patch notes:

New features

  • FighterZ Tournament is a new, online tournament mode featuring various new match rules, culminating in a final 8-player bracket. The winners and runners-up in each tournament will receive special rewards and Z Trophies, the latter of which players can display in their all-new Z Trophy Room.
  • Z Trophy Rooms, the second new feature, are unique to each player, and can be decorated with the Z Trophies that they collect, as well as with Lobby Avatars. Players can also change the background music. Players can then visit the Z Trophy Rooms of their friends – or show off their collection to their own guests.

Adjustments

COMMON SYSTEM

SUPER DASH:

  • Fixed an issue where game behavior changes by being at left or right side.
  • Fixed an issue when Super Dash does not end immediately when cancelling an opponent’s move.
  • Fixed an issue, where Super Dash charges upwards when the opponent uses Vanish at the same timing.

SUPER DASH, Z CHANGE, GUARD CANCEL CHANGE:

  • Fixed an issue where if the player hits the opponent near the ground, they will immediately land on the ground.

Z CHANGE, GUARD CANCEL CHANGE:

  • When used against an opponent guarding, the hit stun value has been changed to match the same as when using Super Dash.

GUARD CANCEL CHANGE:

  • Increased recovery timing while receiving hits, making it difficult for follow-up attacks.
  • Increased the stun time.
  • The camera will trigger effect animation after a combo hit.

Dragon Ball:

  • Players will now be able to view the amount of active DRAGON BALLs during cut scenes in the match.

Mid-air Dragon Rush:

  • Added mid-air attack attributes.

Z Assist:

  • After guarding or after receiving damage and not being able to use Z Change, players will now also be unable to use Z Assist.

Ground Dash:

  • Players will now be able to perform Special Moves at the beginning of Ground Dash

Vanish:

  • Fixed an issue where if the player uses Z Change against an opponent that uses Vanish at the same time, the character joining the fight will attack an empty area.

Input Special Move:

  • Adjusted so that Z Reflect will not be prioritized over inputting Special Move commands after Guarding.

GAMEPLAY

GOKU (SUPER SAIYAN):

  • Ground Dragon Flash Fist (Light, Medium): removed mid-air attack attributes. To avoid being countered by crouching heavy attack.

VEGETA (SUPER SAIYAN):

  • Jump ↓ Heavy Attack: the movement of this attack will now connect more easily when the opponent is horizontaly aligned with the player.

PICCOLO:

  • Z Assist: Adjusted so that the blast effects will not disappear while Piccolo is still within the screen frame
  • Ground Special Demon Slicer (Light): Adjusted so that players will be able to follow-up with a Super Attack or Vanish when the move connects with the opponent and bounces on the ground.
  • Mid-air Special Demon Slicer (Light, Heavy): This move now has a faster trigger rate. Fixed the falling speed after executing this move and increased the stun time for opponents affected by this skill.
  • Demon Shocker: Extended hitbox. Adjusted hit effect. Enabled to trigger Super Dash or Z Change when the move hits.
  • Demon Shocker (diagonally): This move will now have a faster trigger rate.
  • Crouching Unique Attack: This move will now have a faster trigger rate. The hitbox of this attack has also been increased.

GOHAN (TEEN):

  • Standing Light Attack, Follow-up 1: Increased the attack’s reach and effect. Added a landing recovery frame. This skill can now be executed before landing on the ground.
  • Standing Light Attack, Follow-up 2: Changed the movement and effect of the skill. This attack will now switch positions with your opponent when it connects. Added a landing recovery frame and mid-air attack attribute
  • Crouching Unique Attack, Jump↓ Unique Attack: Fixed an issue where the Ki Blast’s lower section doesn’t explode on impact when used against Android 18’s barrier.

FRIEZA:

  • You must die by my hand!: This move can now be executable while knocked down and or after receiving several attacks. This move will now have a slower trigger rate but increased damage.
  • Death Saucer: Adjusted the hit effect when the disk returns to the screen, adding a sliding knockdown effect.
  • Standing Light Attack, Follow-up 2: Fixed an issue where the attack animation becomes buggy when hit in a specific position.

CAPTAIN GINYU:

  • Standing Light Attack, Follow-up 1: This move will now trigger at a faster rate.
  • Standing Light Attack, Follow-up 2: Enabled Unique Attack with Z Combo

TRUNKS:

  • Ground Shining Slash (Light, Heavy): Removed mid-air attack attributes. To avoid being countered by crouching heavy attack.
  • Heat Dome Attack: The hitbox for this attack has been increased.

CELL:

  • Crouching Unique Attack: The hitbox on the first-contact for this attack has been increased. When hit, the knock-back effect of the opponent has been changed.

ANDROID 18:

  • Barrier: this barrier will now be able to protect allies’ Z Assist
  • Z Assist, Mid-air support attack (Unique): the support area of this skill has been increased.

GOTENKS:

  • Crouching Heavy Attack: The hitbox of this skill has been increased when the attack is aimed downward.
  • Charging Ultra Volleyball: The player will now be unable to perform any actions until they land on the ground after executing this move.
  • Galactic Donuts: Fixed and issue where the game bugs out when the move hits the opponent’s assist.

KRILLIN:

  • Afterimage: Increased the stun time.
  • Solar Flare: Reduced recovery frame on whiff and when guarded.
  • Jump ↓ Unique Attack: Fixed an issue where the Ki Blast’s lower section doesn’t explode on impact when used against Android 18’s barrier.

KID BUU:

  • Ground Mystic Ball Attack (Light): This move now has a slower trigger rate.
  • Pearl Flash: Increased the stun time while falling. When used, it will now be harder to go behind the opponent.

MAJIN BUU:

  • Standing Medium Attack: Reduced hit stun.
  • Standing Heavy Attack: This move now has a faster trigger rate, an increased speed and an increased upward hitbox.

NAPPA:

  • Saibaman (Light, Medium): The recovery rate while using this skill has reduced.
  • Too bad: The 2nd hit of this move now has a faster trigger rate.

ANDROID 16:

  • Hell Flash: Fixed an issue where the final hit of the Hell Flash is blocked, when triggered with an Ultimate Z Change at specific positions.
  • Hell Flash: The distance between the player and the opponent after using this skill has been increased.
  • Z Assist: When used against an opponent, their guard recovery rate has now been reduced.
  • Hell Heat: This skill will now hit multiple times.
  • Hell Heat (Long distance version): Changed to trigger the move quicker and changed recovery frame shorter on whiff.

YAMCHA:

  • Wolf Fang Fist, Gale Claws
  • Wolf Fang Fist, Reverse Wolf Fang Fist, Neo Wolf Fang Fist, Wolf Fang Fist: Pack Attack, Wolf Fang Fist: Finisher: This move-set is now made easier to use against an opponent mid-air.

TIEN:

  • Crane Strike: Reduced landing recovery frame.
  • Neo Tri-Beam: Increased damage for the first initial hit, as well as adjusted damage allocation.

GOHAN (ADULT):

  • Potential Unleashed (Heavy + Unique): Adjusted so that damage increases by holding the button
  • Standing Heavy Attack: Extended hit stun on guard.
  • Crouching Heavy Attack: Reduced the movement distance when using this attack.
  • Bros. Kamehameha: Fixed an issue where the opponent appears during the skill cut-scene

HIT:

  • Realized Power: Adjusted so that the skill can more easily connect with Ultimate Z Change. Adjusted the hit animation, so that it doesn’t disturb the skill cut-scene anymore.
  • Ground Realized Power: The upward hitbox for this move has been increased
  • Mid-air Realized Power: The opponent now falls to the ground when hit by this move.
  • I keep improving: Fixed an issue where Z Change is available along with Meteor Attack after the move hits.

GOKU (SSGSS):

  • Super God Shock Flash (Medium, Heavy): The player will teleport before attacking. This move now has a slower trigger rate.
  • Divine Void Strike (Light, Medium): Made the timing to repell Ki Blast faster.

VEGETA (SSGSS):

  • Jump ↓ Heavy Attack: This move will now be easier to land on opponents horizontally.
  • On a scale of one to ten, I’ll give you a three!: Made the timing to repell Ki Blast faster.

BEERUS:

  • God of Destruction’s Rampage: Changed to trigger the move quicker and adjusted the movement speed.
  • Sphere of Destruction: Changed to trigger the move quicker and made all recovery frames shorter.
  • God of Destruction’s Wrath: Changed to trigger the move quicker. Added super armor in the middle of movement.
  • God of Destruction’s Judgment: Reduced recovery frame after the move hits.

GOKU BLACK:

  • God Slicer Dance: Increased damage.
  • Holy Light Grenade: Adjusted the hit effect of the final hit, and made easier to connect with Ultimate Z Change

ANDROID 21:

  • Standing Medium Attack: Reduced hit stun.
  • Barrier: Now enable to protect allies’ Z Assist.
  • Excellent Full Course: reduced recovery frame after the move hits. Adjusted opponent’s knock back.

BARDOCK:

  • Revenge Assault: Increased the recovery time after hitting the opponent, and increased the distance of the player from the opponent after executing the skill.
  • Raging Meteor: Increased the stun time on the opponent on the final hit.

BROLY:

  • Crouching Heavy Attack: The downward hitbox for this move has been increased.
  • All Special Moves: The armor invincibility buff now has a faster trigger rate.

VEJITO (SSGSS):

  • Jump ↓ Heavy Attack: Players will now be able to cancel the move by jumping.
  • Omega Finishing Blow: Increased minimum damage.

ZAMASU (FUSED):

  • Standing Medium Attack: Increased the movement speed for this attack.
  • Divine Order: Made it easier to perform a follow-up with Eternal Justice after the move hits.
  • Lightning of Absolution: Fixed an issue where the effect does not appear properly when the move hits in high attitude.

GOKU:

  • Kaioken (Additional Unique Attack, ↓ Additional Unique Attack): This move now has a faster trigger rate.
  • Kaioken (Additional Medium Attack): The player is now invincible while spinning.
  • Kaioken: Increased early input for additional attacks when the screen turns dark.

VEGETA:

  • Crouching Unique Attack, Jump↓ Unique Attack: Reduced the character’s recovery frame.
  • Jump ↓ Heavy Attack: Reduced recovery frame. Reduced movement speed and attack continuation time.

ANDROID 17:

  • End game: Fixed an issue where the skill’s effects aren’t shown properly at certain times.

COOLER:

  • Death Drop: Fixed an issue where the camera becomes abnormal during the K.O cut-scene.
  • Z Assist: Fixed an issue where returning as Cooler from Z Assist, the opponent becomes unmovable from Cooler’s push.

How to download updates for Dragon Ball FighterZ for the Nintendo Switch?

To download the updates for Dragon Ball FighterZ, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.


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Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat. Also known as Maintenance Guy by some. Twitter: @lite_agent

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