Dragon Ball FighterZ : Patch Note 1.11

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Y’a du rééquilibrage dans l’air.

Avec la sortie officielle de Goku et Vegeta “Normaux” en DLC pour Dragon Ball FighterZ, une grosse mise à jour a été intégrée dans le jeu. Le but étant de créer un équilibrage aussi parfait que possible entre les différents personnages. Voici la mise à jour 1.11 : dbfz-111
WORLD MATCH: Entry settings: now Player’s Info is displayed Ranked Match: – now you can set the Opponent Rank settings to Same Rank, About the Same or Challenge in the entry settings. – Network color will no longer be displayed on finding an opponent. Casual Match: Now you can set the Oponent Color settings to Same Color, About the same or Anything goes. PARTY MATCH: Added ‘Sorry’ and ‘Don’t worry’ messages to Party Match LOCAL BATTLE: Added Input Delay settings when playing against a player. LOCAL MATCH: On VS screen, players can now press and hold either the L1 button or L2 button on the screen before a match to change their first character. TRAINING MODE:  Player team can now be edited when making a World Match entry. Colors can now be selected when changing characters. Added Ki Gauge Recovery option and can stop Ki gauge from auto-recovering. Added Center(After KO/Switch), Center(After Stage Change) options to the Starting Side settings. Added the Reset Damage Information option Added Starting Position settings: – Can switch the position of the characters. – The position can also be switched by holding down ↑ Character Settings: – Added Potential Unleashed settings for Gohan (Adult). – Added Ginyu Force setttings for Ginyu. Training Dummy Recording Settings: – Training dummy’s play records can now be saved to 8 different slots. – Added a function to randomly play a record from multiple slots (with adjustable frequency for each slot). Ennemy Settings: – Added Counterattack Settings: set an attack for the training dummy to reversal attack with after a block or a damage. OTHERS: Character selection screen: increased the cursor movement speed. Follow list: followed players’ names will now be displayed in blue. Button settings: Pressing OPTIONS on the Button Settings screen will now save current settings and exit the screen. Result screen: Z Stamps can now be used when rematch menu is displayed for online matches.
GAMEPLAY
COMMON: Now an attack won’t count as a hit during successful Z-reflect recovery frames. PICCOLO:  Homing Energy Blast, Z Assist: Increased the hit stun and the recovery frames. GOHAN (TEEN):  Crouching Special: Now he can move while in the air after performing the move. – Matched the landing recovery frame with Jumping Down Special. – Expanded the hitbox for the beginning of the attack. Jumping Down Special: Expanded the hitbox for the beginning of the attack. Z Assist: Now the Z-Assist moves more forward while rising. FRIEZA: Standing Special: Reduced the start up frame Death Slash, Z Assist: Increased the hit stun and the non-recovery frame. Death Slash(Light ver.): Reduced the start up frame Warp Smash: Frieza now becomes invincible faster. Midair ‘You might not survive this time’: Reduced the landing recovery frame on whiff. Golden Frieza: – Reduced the recovery frame after the pause. – If an opponent isn’t taking any hits when this move is activated then it would take more time till the game pauses to zoom in to Frieza. – However Frieza becomes invincible during this time. – Z combo restrictions are lifted. (EX. Can perform a string such as the following: Standing Heavy -> Standing Medium -> Standing Light.)” GINYU: Crouching Heavy: Can now Z combo into Standing Special. Standing Special(Jeice): Increased the hit stun and the non-recovery frame. Z Assist: Increased the hit stun and the non-recovery frame. Strong Jersey: Reduced the block stun. Strong Jersey (Medium/Heavy ver.): – Increased the non-recovery frame on hit. – Changed the way a damaged character is blown away.” Aerial Strong Jersey : Reduced the start up frame. TRUNKS: Standing Special, Jumping Special, Cyclone Buster: – Hitbox of these attacks now disappear when Z reflected and can now be cancelled into a Special Move after that. – Fixed an issue where it was sometimes unable to cancel on hitting an opponent when the move is about to end. Z Assist: increased the hit stun and the non-recovery frame on hit. Shining Slash (Heavy ver.): reduced the start up frame. CELL: Standing Light, Crouching Light: Increased the start up frame. Low Kick: Damage scaling increased when using this move as a combo starter. Jumping Medium: Increased the start up frame. Jumping Special: – Increased damage scaling. – The first hit now ground bounces an opponent. Ground Rolling Crush (Medium ver.): The distance moved can now be adjusted by pressing either forward or back while rolling. Ground Rolling Crush (Heavy ver.): Reduced the start up frame. The distance moved can now be adjusted by pressing either forward or back while rolling.” Aerial Rolling Crush (Light/Medium Ver.): The move will no longer hit an opponent on the back. ANDROID 18:  Standing Light, Crouching Light: can now repeat whiffing the move consecutively by pressing ← at the same time. Support Attack(Barrier), Z-Assist: enters the invincible state faster. Barrier: – Enters the invincible state faster. – Can now cancel into Super Attack just by pressing R1 or R2 on blocking an attack. (Press ←+R1 or R2 to Meteor Attack.) Fixed an issue where Dragon Rush doesn’t launch an opponent in certain situation. Back Grapple(Light ver.): – Reduced the start up frame. – Can now connect into Super Attack on hit.” Back Grapple(Medium/Heavy ver.): Increased the move distance. GOTENKS:  Standing Special: Matched the cancel timing on additional inputs with the other characters. Z Assist: Fixed an issue where the camera angle doesn’t change in the latter part of the combo after hitting an opponent with the Assist attack. Galactic Donuts: Fixed an issue where the camera angle doesn’t change on landing Heavy attack in the next combo after hitting an opponent’s Z Assist. DIE DIE Missile Barrage: – Reduced the start up frame. – Increased the damage. – Changed the way an opponent is blown away on hit. – Increased the hit stun. – Expanded the hitbox for the beginning of the attack. Miracle Super Punch(Medium): Landing recovery frame has been increased when not holding down the Medium Button. Ground Great Special Rolling Kick (Heavy ver.) – Increased the recovery frame. – Can now air dash and double jump after the move. AerialGreat Special Rolling Kick (Heavy ver.): Reduced the recovery frame. Vengeful Shout: Landing recovery frame has been increased on performing a feint. KRILLIN: Standing Special: – Increased the non-recovery frame. – Can now bend only the second fire ball by inputting ← + Special on an additional input. Jumping Special: – Increased the non-recovery frame. – Can now bend the fireballs upward by inputting ↑+ Special on an additional input. Senzu, Z Assist: – Rocks no longer break by an opponent’s attacks. – Mitigated the damage scaling. Solar Flare: Added invincibility to jump attacks. KID BUU: Crouching Medium(Medium/ Long ranged ver.): – Increased the start up frame. – Increased the damage scaling when using this move as a combo starter. Crouching Special: – Increased the landing recovery frame. – Now the fireball will be thrown downward depending on the opponent’s position. Jumping Special: Increased the landing recovery frame. Mystic Ball Attack: The attack will no longer hit an opponent on the back. Mystic Arm Swing: Added invincibility to jump attacks. MAJIN BUU: Standing Light: Now the attack will hit a crouching opponent too. Standing Lights – 2nd attack : reduced the start up frame. Z Assist: increased the non-recovery frame. NAPPA: Standing Light: will no longer be blocked by standing guard. Crouching Medium: Will no longer be blocked by standing guard. Crouching Heavy: Expanded the hitbox forward. Z Assist: Increased the hit stun. Blazing Storm, Z Assist: – Reduced the start up frame. – Reduced frame disadvantage when blocked by an opponent. Too bad: – Now enters the invincible state faster. – Reduced the entire recovery frame. Saibamen(Acid): Can now be canceled into Z reflect or Super Dash on block (as same as other ki-blasts). ANDROID 16: Standing Lights – 3rd attack: – Reduced the start up frame. – Can no longer delay the attack after the 2nd Standing Light. Ground Flying Powerbomb (Light/Medium ver.): added invincibility to jump attacks. Ground Flying Powerbomb (Heavy ver.): increased the duration of invincibility to jump attacks. Ground Dynamite Driver (Light/Medium ver.): increased the damage. YAMCHA: Neo Wolf Fang Fist: changed the hit effect to wall bounce. Spirit Ball: Increased the least amount of damage. TIEN: Z Assist: Increased the non-recovery frame. Ground Volleyball Fist: fixed an issue where additional inputs could be made even when blocked by an opponent. Ground Volleyball Fist (Medium): now enters the armor invincible state faster. Ground Volleyball Fist (2nd/3rd attacks, Heavy ver.): Tien copies will appear to do the attacks. Tri-Beam: increased the duration during which Ultimate Z change can be performed. Tri-Beam, Neo Tri-Beam: the amount of self damage is reduced while Sparking! HIT: Standing Lights – 3rd attack: expanded the hitbox upward. Crouching Light: can now cancel the second Standing Light into Crouching Light Tides of Time(Heavy ver.): now enters the invincible state faster. Death Blow: fixed so that the camera angle won’t change in the latter part of the combo on hitting an opponent with this move. GOKU (SSGSS): Super God Shock Flash: – Reduced the start up frame. – Changed the way an opponent is blown away on hit. Super God Shock Flash(Light/Heavy ver.): – Increased the damage of the attack that is performed on whiffing the grab. – Added damage scaling when using this move as a combo starter. Instant Transmission: now faces towards an opponent after the move. Extreme Speed Kamehameha: increased the duration during which Ultimate Z change can be performed. VEGETA (SSGSS): Big Bang Attack, Z Assist: – Increased the damage. – Increased the hit stun and block stun. – Changed the direction an opponent is blown away on hit. Super Dash Kick(3rd attack – Light ver.): increased the start up frame only when an opponent is in front. Ground Super Dash Kick: removed the jump attack property. Ground Super Dash Kick(2nd and 3rd attacks): unified the frame disadvantages. Galick Gun: increased the damage. Niagara Pummel: – Increased the move distance. – Reduced the start up frame. – Mitigated the damage scaling. Niagara Pummel (On holding the button): fixed so that the camera angle won’t change in the latter part of the combo after hitting an opponent on holding down the button. BEERUS: Standing Light: – reduced the start up frame. – Expanded the hitbox forward. Crouching Light: Reduced the start up frame. Z Assist: Increased the move distance. Sphere of Destruction, Z Assist: – Increased the non-recovery frame on hitting an opponent while they are not moving by Beerus’ attacks. – Changed the way an opponent is blown away on hit. Sphere of Destruction: Can now be canceled into Special move, Z change or Sparking! on repelling the sphere with a normal attack. Ground Sphere of Destruction(Heavy ver.): Now Beerus floats a little higher when pressing↓. ANDROID 21: Crouching Medium: shrank the hit box to reduce the reach. Crouching Medium(Long range ver.): – Added damage scaling when using this move as a combo starter. – Expanded the hitbox inwardly. Z Assist: – increased the hit stun. – increased the non-recovery frame. – decreased the damage. – Increased the recovery frame. Total Detonation Ball: – Increased the hit stun. – Now she will start recovering to the neutral state after the ball has exploded. Total Detonation Ball(Light/Medium ver.): increased the recovery frame. Homing Energy Blast: – increased the hit stun. – Increased the recovery frame.” Barrier Sphere: – Now enters the invincible state faster. – Can now cancel into Super Attack just by pressing R1 or R2 on blocking an attack. (Press ←+R1 or R2 to Meteor Attack.)” Ground Aerial Connoisseur Cut: added invincibility to jump attacks. Connoisseur Cut, Aerial Connoisseur Cut: now faces towards an opponent on whiff. BARDOCK: Rebellion Spear (Light ver.): decreased the block stun. Ground Rebellion Spear (Medium ver.): – Added invincibility to jump attacks. – Increased landing recovery frame. Rebellion Spear (Heavy ver.) – Increased the duration of the first attack. – Increased the damage of the follow up attack. Saiyan Spirit: fixed so that the camera angle won’t change in the latter part of the combo after hitting an opponent.
BROLY: Various armors: Broly’s various armors will no longer endure Vanish attacks. Z Assist: – Expanded the hitbox for the beginning of the attack. – Increased non-recovery frame. Eraser Blow: expanded the hitbox for the beginning of the attack. Gigantic Strike: now it’s easier to follow up with Vanish attack.
VEGITO (SSGSS): Barrier: – Now enters invincible state faster. – Increased the entire recovery frame on whiff. Ground Atomic Buster: Added invincibility to jump attacks. Spiral Heel Shot: – Reduced the block stun of the last attack. – Decreased the recovery frame. Aerial Spiral Heel Shot: reduced the non-recovery frame when the camera angle doesn’t change. Aerial Spiral Heel Shot (Light/Medium ver.): increased the move distance. ZAMASU (FUSED): Jumping Light: expanded the hitbox upward. Z Assist: – Shrunk the front part of the hurt box. – Reduced the start up frame. – Increased the projectile speed.” Ground Eternal Justice (Light/Heavy ver.): reduced the start up frame. Aerial Eternal Justice(Heavy ver.): reduced the start up frame. Divine Order: shrunk the front part of the hurt box. Divine Order (On holding the button): – reduced the start up frame. – Increased the projectile speed.

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