Dragon Ball FighterZ character roundup: What we’ve seen so far for Kid Buu and Majin Buu

Our own Tournament of Power still has a lot of time left! Keep practicing!

We’ve seen a lot of tech videos for Dragon Ball FighterZ come through our tipline, covering everything from team-building strategy, fundamental game mechanics, and combo after combo after combo, from throughout the game’s cast! Since the roundups were put together based on what came in when, not sorted by character, we’re re-compiling them by fighter to make it easier to find something for your individual team members.

This time, let’s look at what we’ve seen so far for Kid Buu, and Majin Buu!

Clayton Chapman‘s combos are still some of the most creative and innovative combos out there.

rooflemonger shares some tricks with Kid Buu:

Wakbott explores Majin Buu and the resets that he can pull off.

As always, thanks to all content creators out there, and everyone that sent in tip! Keep an eye on Shoryuken for future DBFZ roundups!

Sources: Final ShowdownWakbottrooflemonger

Leffen reviews the February patch notes for Dragon Ball FighterZ

With Dragon Ball FighterZ recently emerging from the Hyperbolic Time Chamber after unlocking the recent February update, TeamSoloMid’s Leffen has provided players with a full breakdown of what the new patch means for the game going forward.

Though mostly addressing improvements to the online experience, on top of a myriad of bug fixes and the addition of online Party Matches (located at the previously-empty Kame House in the game’s Lobby interface), there were a few notable changes, such as the removal of Captain Ginyu’s glitched Charged Powerful Energy Wave, which allowed him to get free Ultimate Z Changes to his partners by spending Ki Gauges he didn’t actually have, since he just spent them on Charging his own Super.

Certain Ki effects, such as Piccolo’s Hellzone Grenade, have been reduced in size (removing some of the Super Namekian’s invisible mix-ups), along with a fix to the bug that switched the opponent’s controls after a Dragon Rush snapback, allowing characters like Goku Black, Kid Buu, Gotenks, Android 18, and Android 16 to get simple and guaranteed cross-ups.

I’ve personally always found it exceptionally helpful to have a visual aid like this whenever a new fighting game patch comes out, as it’s always good to be able to see the impact of any new alterations first-hand before jumping into a match. You can catch the full video below.

Source: William Hjelte

Dragon Ball FighterZ character roundup: What we’ve seen so far for Gohan (Teen) and Gotenks

Our own Tournament of Power still has a lot of time left! Keep practicing!

We’ve seen a lot of tech videos for Dragon Ball FighterZ come through our tipline, covering everything from team-building strategy, fundamental game mechanics, and combo after combo after combo, from throughout the game’s cast! Since the roundups were put together based on what came in when, not sorted by character, we’re re-compiling them by fighter to make it easier to find something for your individual team members.

This time, let’s look at what we’ve seen so far for Gotenks, and Gohan (Teen)!

We have one here exploring Teen Gohan’s potential maximum damage:

BlaQNYC Vids shows off the 4-way mix-up potential of Kid Gohan’s auto-combo.

David Bermudez gives the Teen version of Gohan some attention (with Cell and Goku Black assists):

Y. Xiao shows us an assortment of Teen Gohan combos, varying in practicality and flashiness.

Sword has a touch-of-death combo for the young Saiyan. It costs Sparking, but with only one assist and tremendous meter-building possibilities, it’s fairly inexpensive.

GFAnBi shares a tricky Cell-Gotenks restand with us.

As always, thanks to all content creators out there, and everyone that sent in tip! Keep an eye on Shoryuken for future DBFZ roundups!

Sources: Final ShowdownBlaQNYC VidsDavid BermudezGFAnBiY. XiaoSword

Seimitsu introduces the spring-loaded PS-14-K Bounceback Series pushbutton, now available to pre-order at Arcade Shock

Add some extra spring to your inputs with these new pushbuttons from Seimitsu!

Seimitsu is pushing the envelope once again, this time seeking to provide a 30mm pushbutton that returns to neutral faster than the usual design that relies on being pushed back up from the tension of the switch alone.

By adding one of two spring options to the mix, the PS-14-K now can have 2 additional tension levels: 1.0N (standard, no extra spring), 1.25N (medium), and 1.50N (heavy) — with stronger tension giving the button a faster “bounceback” for quicker response. This results in a button that will snap back up into neutral position more quickly, allowing the player to execute tricky single-frame link combos or similar inputs with more precision.

In advance of their official release, a limited supply of these extra-bouncy buttons are available to pre-order now from Arcade Shock, in nine different clear colors.

seimitsu bouncback AS

Source: Arcade Shock