Dragon Ball FighterZ

Dragon Ball FighterZ (DBFZ) is a 2D 3-on-3 air dasher tag team fighter that is rushdown heavy but not mixup heavy. Assists are primarily used for continuing blockstrings rather than unblockables or mixups. The Z-Change system has a lot of flexibility as it allows players to cancel any special attack into a tag. Super Dash is a safe on block homing attack that starts pressure from anywhere on the screen. Vanish teleports your character directly behind your opponent from anywhere on the screen. Matches tend to take place at close range or long range.

Helpful Resources

The Dragon Ball Fighterz wiki.
Turtle Hermit School

Notation

Attack Notation

L Light
M Medium
H Heavy
S Special
A1 Z Assist 1
A2 Z Assist 2

Directional Notation

up-back up up-forward
back neutral forward
down-back down down-forward

Numpad Notation

7 8 9
4 5 6
1 2 3

High attacks are overhead attacks that must be stand blocked. Mid attacks are attacks that can be blocked with both stand block and crouch block.

Dragon Ball Fighterz uses Modern frame data notation. If an attack has 7 frames of startup, it hits on the 7th frame.

Ki Blast with 5S. It is essentially a fireball button. It can be comboed into from normal attacks and can combo into special attacks. Ki Blast is used in poking and zoning because of how fast it is. You can use it to add pushback to the end blockstrings and frame traps.

Perform Z-Assist by pressing A1 for the first partner and A2 for the second partner. Every character has 3 Z-Assists to select from.

Assist C or the third selectable Z-Assist is called the Golden Assist and it is a powerful assist with homing properties. However, the cooldown for it is at least twice as long as Assist A or Assist B which means you don't get as many opportunities to use it.

When using lockdown assists to extend block pressure, you are not able to call the same Z-Assist again until your opponent has left blockstun for a certain amount of time.

There are two inputs to Z-Change: press 6A1/6A2 or hold A1/A2. In neutral you want to use 6A1/6A2 because pressing a button is faster than holding it. The tag attack is homing and starts combos. Special attacks can cancel into tagging for free to extend combos and pressure.

Holding A1/A2 is useful for tagging out defensively. Hold either assist button during blockstun and your character will tag out as soon as they can. Tagging is unsafe on block but can be used to get out of bad situations. The outgoing character leaves quickly and the incoming character flies in from the other side of the screen.

Z-Change counts as an airborne attack and can be punished with 2H. 2H is invulnerable to everything airborne and is the best counter for Z-Change, Super Dash, Vanish, and air attacks. When 2H hits clean, there is a cinematic that signifies the follow up combo will do extra damage. 2H is usually followed by a Super Dash.

EX special attacks are enhanced versions of special attacks and cost 0.5 Ki Gauge. Perform them with the special input and the H button.

Super Attacks cost 1 Ki Gauge and can be canceled from normal attacks and special attacks. Meteor Attacks cost 3 Ki Gauges and are usually invincible but can't be canceled from normal attacks or special attacks.

Press A1/A2 during a Super Attack to have your partner tag in with a Super Attack. Or press 4A1/4A2 to have them come in with a Meteor Attack. This is the game's DHC.

What separates DBFZ from other team games is the incoming character can tag in with a super attack without requiring the outgoing character to do the same. Input 41236A1/A2 or 63214A1/A2 during any combo to perform it. With this, you save a gauge of meter and picking teammates to baton pass DHC is not as important.

Limit Break activates with one character remaining on the team. It gives the character 1 Ki Gauge, a damage boost, and more damage inflicted is permanent damage instead of recoverable damage. Limit Break is an automatic powerup that doesn't need to be activated and it lasts until the character dies.

Super Dash is a homing attack that brings you right next to your opponent. It's performed with H+S. It travels fullscreen, goes through Ki Blasts, and starts a combo.

Super Dash is safe but negative on block. Get around this by calling a Z-Assist before starting the Super Dash. You can also cancel the hit of the Super Dash into another Z-Assist.

There is air blocking and it blocks both grounded and air attacks. You cannot air block during the pre-jump frames. 2 additional frames of blockstun are added to air blocking.

Offense in this game revolves around blockstrings. Have true blockstrings for lockdown, staggered blockstrings for mixups, loose blockstrings for frame traps, and looser blockstrings with gaps larger than 23 frames to punish Reflect.

Ki Charge is performed with L+S and builds Ki Gauge. Ki Charging starts slow then progressively gets faster. It reflects Ki Blasts and can be canceled into Dragon Rush. Ki Charge can be canceled into Super Dash by pressing H.

6M is the universal overhead. It is 0 on block and on hit it doesn't naturally combo into anything. If you called a Z-Assist before 6M, you might be able to link a combo off it.

Throws are called Dragon Rush and are performed with L+M and are teched with L, M, or H. There is a whiff animation if unsuccessful. Dragon Rush can be comboed into and out of. The character thrusts forward before Dragon Rush and it's slow enough that it can be reacted to.

Dragon Rush is one of the safest ways to beat Reflect.

Dragon Rush works in the air but because it can be reacted to, it's not a guaranteed answer to air blocking. Air Dragon Rush loses to air 2H.

Snapback by pressing A1 or A2 during Dragon Rush.

An incoming character can delay their entrance by holding 4. Two different incoming timings makes it difficult for the attacker to setup incoming mixups.

Vanish is performed with M+H and costs 1 Ki Gauge. It has both offensive and defensive uses. Vanish teleports your character behind your opponent with an attack. It is safe on block but loses to 2H.

When you are cornered, you can Vanish to switch sides with your opponent. If your opponent does an attack with a lot of recovery, you can Vanish to avoid it then whiff punish it.

Vanish is commonly used as a combo extender. If Vanish causes a cinematic, it can be canceled into Super Dash or a special attack.

The screen freezes during Vanish which means your opponent can react to it with 2H if they're not being comboed. If you want to use Vanish for block pressure, call an assist then cancel a special attack into Vanish.

During Sparking, you can perform Vanish without the followup attack. This is performed by holding M+H. Empty Vanish is great for combos and block pressure.

Reflect is a defensive mechanic that parries strikes and projectiles. It's performed with 4S. It's commonly used at a frame disadvantage to get out of pressure. After a successful Reflect, you usually recover sooner and return to neutral. It's not the type of parry that rewards you with a big punish even though it can be canceled into an attack.

Reflect has recovery and is often baited out. Stop pressure or leave a gap in pressure to get your opponent's Reflect to whiff.

Guard Cancel is this game's Variable Counter. Press 6 and hold A1 or A2 in blockstun to perform it. It costs 1 Ki Gauge. Guard Cancel can also be done in the air.

The best time to Guard Cancel is after blocking an attack with a lot of recovery. It's especially effective against multi-hitting special attacks.

To beat Guard Cancel use attacks with little recovery like 5L/2L to recover in time to punish the tag with 2H.

With no teammates left, Guard Cancel becomes Vanish. Guard Cancel Vanish can also be performed out of blockstun with 6M+H with 2 Ki Gauges but this version does not result in a wall bounce.

Sparking Blast is a Burst-like mechanic that is used for offense more than defense. It is performed with L+M+H+S in neutral or blockstun. In Sparking state your character's damage is boosted by 20%, Ki Gauge gain doubles, and recoverable health regenerates much quicker. Sparking time is increased after a character on your team dies.

In neutral, Sparking Blast launches the opponent away. In combos, Sparking Blast launches them high into the air for a juggle. You can kill a character with a single Sparking Blast combo.

Sparking allows characters to jump cancel attacks they weren't able to before. This is a great buff for continuing block pressure or creating new combos. Your universal overhead does not naturally combo into anything. In Sparking you can hit the overhead, cancel it into a jump, cancel the jump into air dash, then attack during the air dash.

After getting hit out of the air, press 4, 2, 6, 8 and an attack button to air recover. All air recoveries are fully invincible.

After a knockdown, hold 6, 5, or 7/8/9 to quick recover. The character recovers in place with 6 and recovers backwards with 5. Holding 7/8/9 makes the character recover into the air with an up tech. Most players hold 7 to up tech so the character will wakeup and air block. Any recovery can be delayed by holding 2 before wakeup.

Because of the three recoveries and two different timings, it is difficult for the attacker to cover all six wakeup options. There are very few hard knockdowns in DBFZ outside of Meteor Attacks. For these reasons, going for a reset instead of a soft knockdown is preferred in many situations.

For sliding knockdowns, there is no delayable recovery timing but the recoveries are the same.

Up tech is airborne and has to be punished differently. Delay your meaties slightly to hit your opponent's pre-jump frames before they can air block. If you pursue your opponent too aggressively, you may go under their up tech.

Use an attack that does not cross-under up tech. Or meet your opponent in the air and force them to air block an air string to push them into the corner.

The drawback to this is if they don't up tech you jump over them.

This isn't a problem in the corner because you won't switch sides. It is relatively safe on whiff but if your opponent predicts this they can hit you with wakeup 2H.

Call an assist after a knockdown to limit your opponent's wakeup options. I'll stay on the ground to catch backwards recovery and my assist will catch my opponent if they up tech.