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Dragon Ball FighterZ Season 3: All General Changes

Dragon Ball FighterZ Season 3: All General Changes

Bandai Namco and ArcSystemWorks prepare a revolt in the game. These are the general changes of the title.

Dragon Ball FighterZ is renewed and completely changes next week: specifically on February 25, when season 3 will be activated and with it the changes of mechanics and characters. In this article, waiting to have the changes of each character translated into English, we will focus on reviewing all the changes that are planned at the level of general mechanics, which are not few. They know each other thanks to a streaming that was made on Thursday with some of the best players in the world, Go1, Fenritti and Tachikawa to present the news. A revolution is coming as if it were a new delivery. Or almost. Day 25 arrives, one day before Kefla.

Limit Break, the new comeback mode

One of the novel mechanics of the game was to provide a new comeback system so that a player, when he has only one character, will not be at the mercy and almost without options. Faced with this situation, the Limit Break has been activated: basically when there is only one character left in it, it brings 10% more damage, one more energy bar and generates much less blue damage to enemies.

Three Z Assist per character

One of the great novelties already explained is that each character will have three Z Assist to vary between them. One of them will have a longer cooldown and will be better than the other two, so he will have to choose with his head. The good thing about this is that many characters win beam, which until now only Goku and Black had (horizontally).

Dragon Ball FighterZ Season 3: All General Changes

Changes in the Dragon Rush

The Dragon Rush, the mechanic that serves as a grip in the game, has several important developments. Two of them is that now it can be canceled from loose blows and also in vanish from an impact. Also, in hit, it is allowed to cancel it with a vanish.

Goodbye to fuzzies and snapback changes

The fuzzies, that sequence by which the larger characters had trouble covering themselves at certain pressure moments have been eliminated. To this is added that the forced change that can be made from a Dragon Rush has changed: now the player can delay the moment of entering the combat, something that prevents the pressure that was generated so far from being generated.

EX with half cost, new bar along with time and other details

There are many other details that have changed. One of them is that EX attacks now have a half-bar cost instead of an entire one, which will surely allow new routes and ways to press, with greater use of such attacks. A new bar has been added to the side of time that indicates how much total life you have as a team, and other elements have been retouched.

When we have the translated changes of each character we will review them. Stay tuned.

About author

Chris Watson is a gaming expert and writer. He has loved video games since childhood and has been writing about them for over 15 years. Chris has worked for major gaming magazines where he reviewed new games and wrote strategy guides. He started his own gaming website to share insider tips and in-depth commentary about his favorite games. When he's not gaming or writing, Chris enjoys travel and hiking. His passion is helping other gamers master new games.

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