And again, people shouldn't pre-emptively judge the voices by how they were in Xenoverse since the actors were only given vague directions with the characters.
Patrick Seitz
Seeing a lot of complaints about the new patch.This new patch is trash, what the fuck with the nerf on double supers and guard cancel becoming stupid.
shoupinou said: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.
I personally am glad this patch pushes us away from touch of death territory. Now make snaps cost meter to hurt the snap meta and we have a more interesting game.
Some of the level 1 nerfs seem a little arbitary. Blue Vegeta can still follow up from his wall bounce super fine, Yamcha can still do level 1->3 fine (though his 3 got buffed relatively less than most other people's, but fuck it you're not exactly playing Yamcha for damage), and Broly can still do his level 3 corner 'loops', but Goku Black/Beerus got their super chains destroyed and I'm not sure anyone was standing around going 'man they're too good, better remove this'.
Also, did they show what exactly is up with Videl's 'dodge'? Like, is it mechanically different from a reflect or is it just a flavour thing?
Insanely healthy for a FG that has been out for this long. It's incredible and I'm not exaggeratingSo much this. I didnt even know the patch was live last night when I was playing. I did notice that sparking was not as much as an x-factor anymore. I still regened health, but not at such a silly rate that I could face tank a lvl 3.
How has this games population been lately? I watched the world tour finale, and it seemed like it still had a good following.
Insanely healthy for a FG that has been out for this long. It's incredible and I'm not exaggerating
Seeing a lot of complaints about the new patch.
It seems some of it have to do with blanket system changes applied on a micro level where they probably shouldn't be.
Hell ya it feels great to land combos. I finally was able to *almost* consistently land my Vegito corner combos on some of the good ERA players the other night we did some ring matches. Also I think I screamed out loud in joy once or twice when I landed my Gotenks combosThat is good to hear. I want to get better at the game, because it feels so good to do combos
If you dont mind fighting a Scrub, i would love to go some rounds with you on steam.Hell ya it feels great to land combos. I finally was able to *almost* consistently land my Vegito corner combos on some of the good ERA players the other night we did some ring matches. Also I think I screamed out loud in joy once or twice when I landed my Gotenks combos
and 16 he just works fabolously and seems very easy to land combos even tho I didnt practice him for many months.
tl;dr - If you want to play some ring matches hit me up at PSN: sandboxgod. I am also on Steam. I'll be getting Switch ver at somepoint too for my kids so I'll be there soon too. I also haunt the FG ERA Discord
[edit] I always encourage ev1 to hit us up on Discord because we can gibve tips. I learned a lot from Videl, Sephzilla, FSLink, etc
The only guaranteed way to get a snap without an assist (wall bounce from a Vanish after a smash during an air combo) already costs 1 bar. People who say Guard Cancel should cost 2 bars are crazy.i think snapback should cost 1 bar, like marvel. i've seen people say GC should cost 2 but idk that seems like a lot. the rest of the issues can be easily fixed with character balance patch
From what I understand, you can still do two level Supers in a single combo. The damage is just severely reduced. Goku's Super Kamehameha to Warp Kamehameha now only gets like 100 more damage. Unless I understood it wrong.
There's some ways to snap without a bar. Like this fairly easy Gotenks corner combo I know of where you can snap'em out at the endThe only guaranteed way to get a snap without an assist (wall bounce from a Vanish after a smash during an air combo) already costs 1 bar. People who say Guard Cancel should cost 2 bars are crazy.
Hell ya it feels great to land combos. I finally was able to *almost* consistently land my Vegito corner combos on some of the good ERA players the other night we did some ring matches. Also I think I screamed out loud in joy once or twice when I landed my Gotenks combos
and 16 he just works fabolously and seems very easy to land combos even tho I didnt practice him for many months.
tl;dr - If you want to play some ring matches hit me up at PSN: sandboxgod. I am also on Steam. I'll be getting Switch ver at somepoint too for my kids so I'll be there soon too. I also haunt the FG ERA Discord
[edit] I always encourage ev1 to hit us up on Discord because we can gibve tips. I learned a lot from Videl, Sephzilla, FSLink, etc
Sweet, I am Gotenks/Vegito/16. I might be playing KH3 but just ping me and I can switch to dbfz for some matchesOh snap I will add you now, and maybe we can get some matches in this evening (live in cali, PST).
I need to optimize my combos and get my team nailed down. Right now I run Vegito/Broly/Base Goku. I dont have any of the advanced combos down for my 1/2 but I use base goku to clean things up
my psn name is BlueWager
So after watching the GFs (and some of the other matches( after not having paid attention to the game for a long while, I realized that the current meta revolved around heavy snapback use (way more than before). I figured that this was to enforce an incoming mixup where you know where the opponent will be positioned, and where they're coming from. As opposed to a sliding KD which has a bunch of variability to it and makes it harder to create a clean setup.The reason people want to snap is to force people to take a mix-up because assists are locked out for about seven seconds, right? Just... decrease the time after the snap? I think that would deter a meta based around snapbacks in this current patch.
So after watching the GFs (and some of the other matches( after not having paid attention to the game for a long while, I realized that the current meta revolved around heavy snapback use (way more than before). I figured that this was to enforce an incoming mixup where you know where the opponent will be positioned, and where they're coming from. As opposed to a sliding KD which has a bunch of variability to it and makes it harder to create a clean setup.
So I think that, even if assists weren't locked for as long, it'd still govern things in this game.