Following that, there's a cooldown on using the character that was called back for a Z Assist or a Z Change. After using a Guard Cancel Change, you cannot use your teammates for anything else for a short time. Guard Cancel Change / Guard Cancel ( + / during blockstun) Switch your current character with a teammate while blocking.
During Sparking!, hold M+H to teleport behind the opponent without attacking and recover almost instantly. If done at neutral, will blow the opponent away instead. If done mid-combo, will wall bounce the opponent, allowing you to continue the combo. Vanish ( +, air OK) Teleport behind the opponent and attack. Sparking! lasts longer the fewer characters you have on your team.Assist cooldown will start to recover even while the opponent is in hitstun or blockstun.Hold buttons during a Vanish to teleport behind the opponent without attacking and recover almost instantly.
Z Change (Hold /, air OK), Quick Z Change ( + /, air OK) Switch your current character with a teammate. Can call assists in the middle of your own attacks (except during supers), but not while blocking/getting hit. Can call multiple assists at the same time. Cooldown will not commence while the opponent is in any type of stun, if the opponent is in blockstun the cooldown is extended. A and B assists have a relatively fast cooldown while C assists have a much longer down time but are exceptionally easier to use. After using a Z Assist, there's a cooldown on using that same teammate for another Z Assist or a Z Change. Each character has 3 preset attacks for Z Assist. Z Assist ( /, air OK) Call your teammate for support. Pressing / during a successful Dragon Rush will knock out the opponent's character and swap in a new one depending on which button was used, similar to a Snapback in the Marvel vs. A character about to be hit by a Dragon Rush can press any button to tech out, which causes the two characters to clash with a flurry of blows and then break away from each other. Comboing into Dragon Rush will result in a sliding knockdown instead of a launcher. Can not hit opponents in blockstun, but can be used mid-combo. Dragon Rush ( +, air OK) Dash forward and attack the enemy with an unblockable flurry of blows, resulting in a launcher. On block, you recoil slightly and cannot immediately act. There are 6 attack buttons in total: L (Light ), M (Medium ), H (Heavy ), S (Special ), A1 (Z Assist 1 ), A2 (Z Assist 2 )īasic Controls Super Dash ( +, air OK) A homing dash attack that avoids ki blasts, but not beams and explosions. It uses the D-Pad for 8-way direction input, not analog input (though the Analog Stick can be used). Dragon Ball FighterZ uses a layout very familiar to fighting game players.