Dragon Ball FighterZ Season 3 Fans Translation On Patch Notes Complete

Dragon Ball FighterZ Season 3 is in the works as fans await for Kefla and Ultra Instinct Goku. Well they are not the only things this patch is bring as other characters will be updated as well. Today we get an update the patch notes translations as they seem to be complete. Keep in mind this from a fans translation not official Namco or Arc System works.

According to the translation Bardock, Gt Goku and adult Gohan are getting some changes while universal mechanics are being touched as well. Check it out below and if I hear anymore I will let you know.

Universal mechanics

Universal Mechanics:
UI: The UI has been updated

Z Assist Selection: You can now select 3 different assists per character

Limit Break:
The last character gains the following three buffs:
More damage
Gains 1 bar of ki gauge
The opponent gets less recoverable health when hit (other than invulnerable moves)

Rising jump attacks:
Various jumping attacks do not hit crouching state opponents while rising
When landing from the air in blockstun, characters are now in crouching state
Characters are now considered grounded right before landing

Superiority Gauge: Added a gauge that shows the percentage of your entire team’s health remaining

Ki Charge:
Reduced recovery
Reflects Ki blasts
Can be canceled into Superdash with the H button while mid Ki Charge
Even if the Ki Gauge is full, Ki Charge will still charge for a short duration

Vanish: Can be canceled into Superdash or special moves when it causes a cinematic

Dragon Rush:
Made it easier to connect in an air combo
Can be canceled into from 5L
Can be canceled into Vanish when it hits in a combo
When Dragon Rushes clash, air options (double jumps and airdashes) are now restored

Dragon Rush (Snapback):
The opponent comes in faster
The opponent can delay their incoming timing by inputting 4

EX Specials: EX specials only cost 0.5 bars now

6M: When canceled into airdash during Sparking, the airdash will not cross over the opponent

5/2H: Does more damage when it causes a cinematic

j.H: Landing recovery is removed when it causes a cinematic

Guard Cancel Change: Gave it a higher attack level for clashes

Z Assist:
Made it so that if the opponent has not been out of blockstun for a set amount of time, Z Assists cannot be used again
Made Z Assists hit away from them (uncertain what this means)
Changed where Z Assists appear

Air Dash: You can now airdash by inputting 9 right after jumping

Attacks on Sub-Characters: Made it possible to cancel when an attack hits sub-characters like Saibamen or the Ginyu force

Bug Fixes:
Fixed a bug where landing recovery was carried over from a previous jump
Fixed a bug where hurtboxes would act strangely when an attack was done after blockstun
Made it so hitboxes don’t appear while the opponent is in hitstop from some attacks that cause a cinematic

GT Goku

5LL
Decreased distance traveled
Increased startup
(Made it worse on whiff)

5S
Made the hitbox taller
Adjusted opponent’s position on cinematic hit
Adjusted knockback on non-cinematic hit
Increased untech time on non-cinematic hit
(Made it easier to use in combos and neutral)

j.S
Increased untech time on cinematic hit
(Made it easier to combo)

236X
Reduced the distance at which the attack will hit
(Made it so that the move wins less against the opponent’s moves)

236L
Increased distance traveled
(Made it easier to use in combos and neutral)

214X
Goku now loses a lot of height after the attack on the ground version
(This change limits the mix ups GT Goku can get off this move)

214H
Decreased travel distance
(This change is to weaken this move since EX moves cost less now)

Spirit Bomb (214HS)
The opponent can ground tech after this move
Reduced damage
(Brought this in line with other lvl 3s that allow combos after. Adjusted the damage in order to mitigate the damage a combo using spirit bomb would do)

Bardock

236M
Added landing recovery to the ground version when it causes a cinematic
Changed hit effect on a cinematic hit
(This change is to limit Bardock’s ability to get mix ups off M lariat. Made it so j.H causes a cinematic if Bardock does not land before the combo ends)

236H
Reduced blockstun
Reduced recovery
Reduced untech time
(This change is to lower the move’s strength since EX moves cost less)

236S Charges up the powered up button hold version faster
Changed hit effect on a cinematic hit
(Made it easier to use in combos. Made it so j.H causes a cinematic if Bardock does not land before the combo ends)

Riot Javelin (236LM)
Increased untech time
Changed the angle on the air diagonal version
Changed the knockback on the air diagonal version
Increased Ultimate Z Change cancel time on the air version
(Made it easier to Ultimate Z Change from this move)

Z Assist
Increased hitstop on hit
(Made it easier to use in combos)

Adult Gohan

2H
Added landing recovery when cancelled into other moves
(Made it impossible to true blockstring constantly while in Sparking)

5S
Added cancels into other normals when at lvl7
(Added in cancels)

j.S
Added cancels into other normals when at lvl7
(Added in cancels)

236X
Added landing recovery
(Made landing recovery uniform across versions along with the buffs to M/H versions)

236M/H
Changed effect after the first hit
Changed the knockback on every hit other than the first
Can be cancelled into supers when Gohan lands from the attack
Increased number of hits
Adjusted damage
Increased untech time
Changed effect on cinematic hit
(Made it easier to combo into super after. Made it so j.H causes a cinematic if Gohan does not land before the combo ends)

j.236H
Increased untech time on cinematic hit
Changed knockback on cinematic hit
Made it impossible to get a cinematic hit in the same combo after this causes a cinematic hit
Changed the travel distance on hit
Removed landing recovery when this move hits the opponent’s point character Reduced damage
Reduced blockstun
Adjusted recovery
(Made it easier to combo on cinematic hit, and harder to combo on non-cinematic hit. Adjusted since EX moves cost less now)

Z Assist (A Type)
Increased startup
Made it impossible to clash
(It is still the fastest assist in the game, but was slowed down to prevent unintended combos from some cinematic moves)

Articler:https://www.eventhubs.com/news/2020/feb/21/dragon-ball-fighterz-season-3-patch-notes/

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About JCR Comic Arts

I am a gamer into fighting games perferablly such as King Of Fighters and Street Fighters. Also DMC and Ninja Gaiden as well. In recent years I have become a fan of two shooters. Fear and Resistance."
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