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Dragon Ball FighterZ: Base Goku and Vegeta have arrived, translated patch notes posted
Give your energy to the new build of Dragon Ball FighterZ!
Dragon Ball FighterZ updated last night, bringing new fighters base Goku and base Vegeta into the battle, alongside the promised — and dreaded? — new balance patch. Players are still finding new changes, but @GREATFERNMAN has posted a translation of the Japanese Bandai Namco patch notes to hold us over until we see official notes in English. Check them out below.
Training Mode
- Added the ability to change your online match team from within training mode
- Added the ability to choose your character colors from within training mode
- Added the ability to set your Ki Gauge to regenerate
- Added new reset positions: Middle (Post KO) and Middle (Post Stage Transition)
- Added the ability to change player sides, additionally, hitting reset while holding up will reset position and change player sides
- Added the ability to select Gohan (Adult) levels
- Added the ability to select Ginyu Force members
- Training mode now has 8 recording slots in total
- Added random playback for the 8 recording slots, and added the ability to adjust the probability of each slot
- Reversal options added to the dummy; the dummy will perform set attacks as soon as possible after blockstun and hitstun
- Added the ability to reset the damage information
World Match
- Added the ability to show your own player information
- Added the ability to select “Same rank”, “Similar rank” and “Challenge” during the Ranked Match set up
- No longer shows the network color on a matched opponent during Ranked Match
- Added the ability to select “Same color”, “Similar color”, “Anything” during the Casual Match set up
Others
- Added “Sorry” and “Don’t worry” messages to Party Match
- Added the ability to set input delay for Local Versus
- During the VS screen in a Local Match, holding Assist 1 or Assist 2 allows you to swap that character with your first character
- The cursor on character select moves faster
- Followed players now have different colored names
- Pressing the OPTIONS button during button setting saves the button settings and closes the menu
- Added the ability to post Z stamps during the rematch menu for online matches
GAMEPLAY
System Mechanics
Piccolo
- Increased hitstop
- Increased recovery
Teen Gohan
- Gohan can now use his air options after the move has recovered
- Changed landing recovery to be the same as j.2S
- The first hitbox has been increased in size
- The first hitbox has been increased in size
- Gohan moves further forward while performing the uppercut
Frieza
- Startup decreased
Death Slash (236X) + Assist
- Hitstop and untech time increased
- Startup decreased
- Frieza becomes invulnerable earlier
- Landing recovery removed on whiff
- Made it possible for Frieza to move immediately after the time freezing cinematic
- If the opponent is not taking damage when you activate Golden Frieza, the startup before the cinematic is longer, but armor properties have been added to the startup.
- During the install, the restrictions of the Z Combo system are removed (5L>5M>5L is possible) (reverse beats)
Ginyu
- Can cancel into 5S
- Hitstop and untech time increased
- Hitstop and untech time increased
- Blockstun decreased
- Increased untech time on cinematic hits (smash hits)
- Launches enemy on hit
- Startup decreased
Trunks
- Made it possible to cancel into special moves when reflected
- Fixed a bug where the move could not be cancelled when hitting on late active frames
- Hitstop and untech time increased
- Startup decreased
Cell
- Startup increased
- Added damage proration when used as the first hit of the combo
- Startup increased
- Damage proration increased
- Ground bounces on the first hit
- Added the ability to control the horizontal distance traveled while rolling by inputting 4/6
- Startup decreased
- Added the ability to control the horizontal distance traveled while rolling by inputting 4/6
- Does not hit opponents behind Cell
Android 18
- Added whiff cancels (use 4LL to whiff cancel into another 5L)
- Startup before invulnerability decreased
- Invulnerability starts up faster
- When the barrier stops an attack, it can be cancelled into super with R1/R2, and into lvl3 with 4+R1/R2 (I don’t know why they used pad button notation)
- Startup decreased
- Combos into super on hit
- Increased the distance 18 moves
Gotenks
- Normalized the cancel timing of the followups to be the same as other characters
- No longer uses smash on hit
- Fixed a bug where the smash on the next combo is removed when donut hits an assist
- Increased recovery when the button is not held
- Recovery increased
- Gotenks can airdash and double jump after the move has recovered
- Recovery decreased
- Increase landing recovery of the feint
Krillin
- Increased untech time
- Added the ability to curve only the ki blast closer to Krillin on the follow up by inputting 4S
- Increased untech time
- Added the ability to curve only the top ki blast on the follow up by inputting 8S
- The rock no longer can be broken by the opponent’s attacks
- Damage proration decreased
- Added invulnerability to aerial attacks (like 2H)
Kid Buu
- Startup increased
- Added damage proration when used as a combo starter
- Added landing recovery
- Throws the ki blast towards the opponent when they are close to Kid Buu
- Added landing recovery
- No longer can hit opponent’s behind Kid Buu
Fat Buu
- Hits close crouching opponents
- Startup decreased
- Untech time increased
Nappa
- Now hit low
- Hitbox in front of Nappa increased
- Hitstop increased
- Startup decreased (frame data on block is worse)
- Invulnerability startup decreased (armor)
- Total duration decreased
- Made it possible for the opponent to guard cancel reflect and super dash after blocking this
Android 16
- Startup decreased (can no longer tick throw off 5LL)
- Added invulnerability to aerial attacks
- Increased damage
Yamcha
- Wall bounces on hit
- Minimum damage increased
Tien
- Untech time increased
- Fixed a bug where the followups were still usable when blocked
- Armor starts up faster
- Added clones of Tien to aid in the attack
- Increased the Z change window
- Reduced the amount of self damage while Tien is in sparking
Hit
- Hitbox above Hit increased in size
- Can cancel into 2L from 5LL
- Invulnerability starts up faster
- Cinematic hits will not play for the rest of the combo (it’s phrased weirdly in japanese too, I believe it just means it consumes the smash but I’m leaving it as a direct translation just in case my assumption is incorrect)
Beerus
- Startup decreased
- Hitbox increased in the front
- Startup decreased
- Distance traveled increased
- Increased the untech time when it hits while the sphere is being set
- Launches opponent on hit
- When hit by a normal, that normal can be canceled into Specials, Z changes and Sparking.
- Beerus floats upwards a little if 2 is inputted
Goku (SSGSS)
- Startup decreased
- Launches opponent on hit
- Damage on the punch when the grab whiffs increased
- Damage proration added when used as a combo starter
- Goku faces the opponent when the move ends
- Increased the Z change window
Vegeta (SSGSS)
- Damage increased
- Hitstop and Blockstun increased
- Launches opponent on hit
- Startup increased when Vegeta is in front of the opponent
- No longer counts as an aerial move (no more head property, 2Hs cannot invul through the attack)
- Made frame advantage uniform
- Damage increased
- Increased distance travelled
- Startup decreased
- Damage proration decreased
- Cinematic hits will not play for the rest of the combo (it’s phrased weirdly in japanese too, I believe it just means it consumes the smash but I’m leaving it as a direct translation just in case my assumption is incorrect)
Android 21
- Reduced forward hitbox
- Added damage proration when used as the initial hit in a combo
- Increased the hitbox on the inside of the tail (closer to 21)
- Hitstop and untech time increased
- Damage decreased
- Recovery increased
- Hitstop increased
- 21 transitions into the move finishing animation when the ball explodes (this probably means the move is always the same on block and hit regardless of distance)
- Recovery increased
- Hitstop increased
- Recovery increased
- Invulnerability starts up faster
- When the barrier stops an attack, it can be cancelled into super with R1/R2, and into lvl3 with 4+R1/R2
- Added invulnerability to aerial attacks
- 21 turns towards the opponent after a whiffed grab
Bardock
- Blockstun decreased
- Added invulnerability to aerial attacks
- Landing recovery added
- Active frames on the first attack increased
- Damage on the followup increased
- Once Saiyan Spirit hits, cinematic hits will not play for the rest of the combo (it’s phrased weirdly in japanese too, I believe it just means it consumes the smash but I’m leaving it as a direct translation just in case my assumption is incorrect)
Broly
- The opponent’s vanish breaks Broly’s armor now
- Initial hitbox increased
- Untech time increased
- Initial hitbox increased
- Made connecting vanish after this move easier
Vegito (SSGSS)
- Invulnerability starts up faster
- Added invulnerability to aerial attacks
- Blockstun on last hit decreased
- Recovery decreased
- Reduced untech time on non-smash hit
- Increased the distance Vegito travels
Zamasu (Fused)
- Hitbox above Zamasu increased in size
- Hurtbox decreased in the front
- Startup decreased
- Projectile speed increased
- Startup decreased
- Startup decreased
- Hurtbox decreased in the front
- Startup decreased
- Projectile speed increased
Source: @GREATFERNMAN via Dragon Ball FighterZ (Japan)
Ashes of Creation – Phase One of Alpha One Will Start in September
The latest Ashes of Creation newsletter is hot off the presses with the exciting news that “Phase One of Alpha One” will be kicking off in September. Devs have over 8,500 Alpha One testers available who will get to try out a number of features including action combat, open world battlegrounds, castle sieges and city defense “horde mode”. The goal is to test the mechanics for each, including the adaptive AI mechanics included in horde mode.
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The Crown City of Insomnia is the newest stage coming to Dissidia Final Fantasy NT
Square Enix has revealed a new stage that will be coming to Dissidia Final Fantasy NT. The Crown City of Insomnia from Final Fantasy XV will be coming to the game on both PlayStation 4 and in arcades.
The stage itself specifically represents the square outside the Citadel, Insomnia’s seat of power, where a number of important battles in Final Fantasy XV take place. The stage itself in Dissidia Final Fantasy NT has a day and night version. The day version should be familiar to anyone who’s played the Platinum Demo – Final Fantasy XV; the night version, on the other hand, gets some extra detail with the 13 Lucii (previous kings of Insomnia) watching over the arena.
Insomnia will be available for Dissidia Final Fantasy NT on PlayStation 4 in late October, 2018. The arcade version of Dissidia Final Fantasy will get it earlier on August 10, 2018.
Source: Square Enix
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Diablo 3 – ‘Multiple Diablo Projects Are in the Works’ According to This Dev Update
Diablo’s Community Manager Brandy Camel has taken to the airwaves with news that is sure to twitterpate even the most jaded Diablo fan: There are MULTIPLE Diablo projects in the works, though some will take longer than others to complete. However, she also indicated that we should know more about some of them “later this year”…perhaps at Blizzcon 2018?
