Dragon Ball FighterZ Receives Its Largest Update Ever On Switch

Dragon Ball FighterZ Receives Its Largest Update Ever On Switch

Bandai Namco Entertainment has put out version 1.15 update for Dragon Ball FighterZ for Nintendo Switch.

The update is the largest ever update for the game as many adjustments and balances to the various fighters have been made.

Read the full patch notes below:

Standing Light Attack: Follow-up 2

→Can now be linked to a Z Change.

→Will always knock the opponent forward on hit.

Jumping Light Attack

→Fixed an issue in which a Super Combo would not occur if the attack connected at a low position in the air.

Jumping Heavy Attack

→Descent is faster during a camera shift.

→Shortened the amount of sliding knockdown when the attack hits.

→Can only transition to a Z Change when performed in a grounded Z Combo.

Mid-air Dragon Rush

→Characters descend faster when the attack lands in a combo.

Hurtbox

→Adjusted hurtboxes during crouching and movement (actions other than attacks).

 

Vanish

→Increased the base damage of the attack.

Projectiles

→Fixed an issue in which damage scaling would not apply when a projectile connected during an attack.

Sub-Character Attacks

→Fixed an issue in which guard direction would be reversed if a sub character’s projectile flew past the opponent.

→Moves Changed:

→Android 18: Grounded Support Attack (Unique), Support Attack (Heavy)

→Captain Ginyu: Unique Attack, Together We Are…the Ginyu Force!

→Nappa: Saibaman (Acid)

→Videl: Crouching Unique Attack

Button Settings

→Simple Dash can be set to “Normal” or “Off”.

→Simple Z Change can be set to “Normal”, “Down Input”, and “Off”.

Goku (Super Saiyan)

Standing Light Attack: Follow-up 2

→Enlarged the move’s hitbox during start-up.

Jumping ↓ + Heavy Attack

→Increased distance moved during the attack.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

Dragon Flash Fist

→Increased the move’s damage.

→Adjusted properties on hit during camera shift.

→Adjusted mid-air version’s hitbox.

→Goku descends faster after the mid-air version hits an airborne opponent.

Dragon Flash Fist (Light)

→Increased the duration of the mid-air version of the attack.

→The camera now shifts during the attack.

Dragon Flash Fist (Heavy)

→Adjusted where Goku appears during the attack.

→Attack start-up now changes based on distance from the opponent.

→Sped up the start-up of the attack when the opponent is in hitstun in the air.

→Stored input for a Super Attack is now possible when the grounded version connects.

→Removed jumping attack properties from the grounded version.

Flurry Kick

→Increased the move’s stun time.

→Adjusted delay and removed it after landing.

→Increased the move’s damage.

→Increased the move’s damage scaling.

→Adjusted properties on hit during camera shift.

→Removed jumping attack properties from the grounded version.

Flurry Kick (Light)

→Increased distance moved during the attack.

→Adjusted properties on hit when the grounded version hits an opponent on the ground.

Kamehameha

→Fixed an issue in which delay would increase if all hits of the diagonal version did not land.

Meteor Smash

→Adjusted properties on hit.

 

Vegeta (Super Saiyan)

Wake-up

→Adjusted wake-up time.

Jumping Unique Attack

→Adjusted when the projectile starts moving.

→Reduced opponent knockback.

→Enlarged the move’s hitbox during start-up.

Super Dash Kick

→Adjusted properties on hit during camera shift.

Super Dash Kick (Light)

→Delayed timing during which Vanish can be performed.

Super Dash Kick (Medium)

→Reduced delay for the mid-air version.

Crushing Knee Kick

→Increased delay for the mid-air version.

Crushing Knee Kick (Medium, Heavy)

→Vegeta descends faster when the final hit of the attack connects.

→Shortened the amount of sliding knockdown when the attack hits.

Interceptor Kick

→Attack will not trigger unless performed with a clean down input.

→Increased delay.

→Adjusted distance moved during the attack.

→When the attack lands mid-air from a low position, the opponent will not bounce off the ground.

→The attack will no longer cross-up the opponent.

Consecutive Energy Blast

→Increased the move’s damage.

→Increased the amount the Ki gauge is filled.

→Sped up the move’s start-up.

→Shortened the amount of hitstop.

→Increased the grounded version’s stun time.

→Adjusted opponent knockback from the grounded version.

→Adjusted when the projectiles start moving for the mid-air version of the attack.

→Enlarged the move’s hitbox during start-up of the mid-air version.

Big Bang Attack (Heavy + Unique)

→The opponent will now bounce off the ground when the mid-air version hits.

→Increased the time during which an Ultimate Z Change can be performed during the mid-air version.

→Reduced the base damage of the mid-air version.

Final Flash

→Adjusted opponent knockback.

→Increased the move’s stun time.

→No actions can be taken until Vegeta lands.

→Vegeta descends faster after the mid-air version of the attack.

 

Piccolo

Standing Heavy Attack

→Extended the move’s hitbox upward during start-up.

Jumping Heavy Attack

→Reduced the move’s damage.

Standing/Crouching/Jumping Unique Attack

→Increased the move’s damage scaling.

→Increased the move’s damage.

Demon Shocker

→Reduced the amount of hitstop.

→Cannot be canceled with a Z Change if the attack misses.

Demon Slicer

→Unified directional input when canceling into Super Attacks, etc.

→The grounded version can no longer withstand contact with a Sparking Blast.

Demon Slicer (Light)

→Added damage scaling to the first hit of the mid-air version of the attack.

Demon Slicer (Medium)

→Decreased damage scaling of the first hit of the mid-air version.

Demon Slicer (Heavy)

→Increased the mid-air version’s damage.

→Added damage scaling to the first hit of the mid-air version of the attack.

→Increased the amount of sliding knockdown from the mid-air version of the attack.

Demon Elbow

→Sped up the start-up of the attack when the opponent is in hitstun in the air.

→Adjusted properties on hit during camera shift.

Homing Energy Blast

→Increased the move’s stun time.

→Increased opponent knockback.

→Increased delay when the start-up of the attack connects.

Hellzone Grenade

→Shortened the interval between Ki Blasts.

→Adjusted properties on hit of the final hit of the attack.

Z Assist

→Increased the move’s stun time.

→Increased opponent knockback.

 

Gohan (Teen)

Mid-air Stun

→Extended hurtbox upward when falling.

Standing Light Attack

→Shortened timing needed to follow up with standing light attack: follow-up 1 when the attack misses.

Standing Light Attack: Follow-up 1

→Reduced the delay when landing after the attack.

Standing Light Attack: Follow-up 2

→Adjusted distance moved during the attack.

→Gohan will now face the opponent.

→Slowed down the move’s start-up.

Crouching Light Attack

→Enlarged the move’s hitbox during start-up.

5-Hit Combo

→Can now be followed up with the heavy version of the attack.

→Attack can now be followed up even if the final hit of the attack connects.

→Shortened vertical hitbox.

→Fixed an issue with Vanish timing during camera shift.

→Decreased delay for the final hit of the attack.

→Reduced opponent knockback from the final hit of the attack.

→Increased stun time for the final hit of the attack.

5-Hit Combo (Weak)

→Adjusted delay when landing. Gohan will now descend when the attack connects.

5-Hit Combo (Medium, Heavy)

→Removed jumping attack properties.

→Lowered height and adjusted distance moved during the attack.

→Adjusted delay after landing.

Super Dragon Flight (Heavy)

→Adjusted properties on hit when there is no camera shift.

→Increased the move’s stun time when there is no camera shift.

Flying Kick (Light)

→Now able to be held with light, medium, or heavy attack buttons.

→Attacks can be performed before landing.

→Increased delay after landing.

→Adjusted opponent knockback based on their position in the air.

→Increased the move’s stun time.

→Decreased distance moved during the attack.

→Stored input for a Super Attack is now possible when landing.

Flying Kick (Medium)

→Reduced the move’s damage.

→Decreased the amount the Ki gauge is filled.

Flying Kick (Medium, Heavy)

→Adjusted distance moved, and added a slight rebound effect after the attack is guarded.

→Increased delay.

→Adjusted properties on hit during camera shift.

Motionless Kamehameha

→Adjusted properties on hit when the attack lands at close range.

Z Assist

→Gohan will now appear further forward when near the opponent or the opponent is in hitstun in the air.

 

Frieza

dbfz_patch3_Frieza_You-may-not-survive-this-time-(Hurtbox-has-increased)
Frieza You may not survive this time (Hurtbox has increased)

Mid-air Stun

→Extended hurtbox upward when falling.

Mid-air Dragon Rush

→Adjusted distance moved when forcing a switch.

Standing Light Attack

→Sped up the move’s start-up.

→Increased distance moved during the attack.

Standing Light Attack: Follow-up 1

→Lengthened timing needed to link to standing light attack: follow-up 2 when the attack misses.

Crouching Light Attack

→Sped up the move’s start-up.

Crouching Medium Attack

→Reduced the amount of hitstop for the first hit of the attack.

→Increased distance moved during the attack.

Standing Heavy Attack

→Increased the duration of the first hit of the attack.

→Reduced the amount of hitstop for the first hit of the attack when it is guarded.

→Reduced knockback from the first hit of the attack.

→Enlarged the move’s hitbox during start-up.

→Decreased delay.

→Projectile disappears after Vanish.

→Reduced blockstun.

→Increased time for stored input during camera shift.

Standing Unique Attack

→Reduced stun time for the final hit of the attack.

Jumping Medium Attack

→Reduced the amount of hitstop for the first hit of the attack.

→Shrunk the hitbox of the first hit of the attack.

→Sped up the move’s start-up.

→Reduced opponent knockback.

→Adjusted speed of the attack when performed in a mid-air combo.

 

Jumping ↓ + Heavy Attack

→Adjusted distance moved during the attack.

→The camera shifts when the attack hits an opponent mid-air.

Jumping ↓ + Unique Attack

→Enlarged the move’s hitbox.

Death Slash

→Reduced delay.

→Reduced the amount of hitstop when the attack is guarded.

→Changed timing at which Vanish can be performed.

Death Slash (Light, Medium)

→Reduced the move’s stun time.

You might not survive this time

→Enlarged the move’s hitbox.

→Reduced opponent knockback from the first hit of the attack.

→Reduced delay when the attack does not hit the opponent.

→Reduced blockstun.

→Reduced the projectile’s stun time.

→Sped up the grounded version’s start-up.

Death Saucer

→Sped up the move’s start-up.

→Decreased delay.

→Increased the move’s damage scaling.

Warp Smash

→Enlarged the move’s hitbox.

Death Ball

→Fixed an issue in which the base damage of the attack would change.

Nova Strike

→Adjusted properties on hit.

→Adjusted opponent knockback.

→Increased the speed of the attack when it hits.

→Made it more difficult for the attack to cross-up the opponent.

Golden Frieza

→Adjusted when the Ki gauge fill penalty is applied.

 

Captain Ginyu

Dragon Rush

→Mid-combo Dragon Rush can now be canceled with a unique attack.

Standing Light Attack: Follow-up 1

→Adjusted opponent knockback.

→The speed of the second hit of the attack increases if the first hit connects.

→Reduced the amount of hitstop for the first hit of the attack.

Standing Heavy Attack

→Able to be charged if held.

→Distance moved can be changed with a back input while holding the button.

Jumping Light Attack

→Adjusted opponent knockback.

→Sped up the second hit of the attack if the first hit connects.

→If the first hit of the attack hits, the second hit can now by guarded while crouching.

Standing/Jumping Unique Attack

→The attack will not trigger with a back input.

Standing/Jumping Unique Attack (Recoome)

→Increased hitstop.

Jumping Unique Attack (After Body Change)

→Increased delay.

→Retains distance moved before the action occurs.

All Ginyu Force attacks

→Ginyu Force member’s position now shifts if they appear at the same location as the opponent.

→Knocks the opponent forward upon hit.

→Adjusted timing at which Vanish can be performed.

→Made it difficult to land during the attack when it is performed in the air.

Together We Are…the Ginyu Force!

→Added a separate command with different properties.

Together We Are…the Ginyu Force! (Recoome)

→Holding will no longer change the properties of the attack.

→Sped up the separate command version’s start-up.

→Adjusted opponent knockback from the separate command version.

→Increased the separate command version’s hitstop.

→Increased the separate command version’s damage.

→Increased the separate command version’s damage scaling.

→Made Recoome invincible to projectiles for the separate command version.

Together We Are…the Ginyu Force! (Burter)

→Enlarged the hitbox and hurtbox.

→Burter’s attack will not hit the opponent if he is far away from the opponent.

Together We Are…the Ginyu Force! (After Body Change)

→Can be performed from Strong Jersey.

Strong Jersey (Medium)

→Sped up the grounded version’s start-up.

→Adjusted properties on hit.

Strong Jersey (Heavy)

→Adjusted properties on hit.

Z Assist

→Reduced opponent knockback.

Body Change

→Sped up the move’s start-up.

 

Trunks

Standing Light Attack: Follow-up 1

→Decreased distance moved during the attack.

Standing Light Attack: Follow-up 2

→Extended hitbox and contact box upward.

→Fixed an issue in which what triggered a camera shift differed from other characters.

 

Crouching Heavy Attack

→Can no longer be canceled into standing unique attack.

Jumping Heavy Attack

→Increased opponent knockback during camera shift.

Standing Unique Attack

→Reduced delay when the attack connects.

→Increased timing for stored input.

Jumping Unique Attack

→Increased timing for stored input.

Shining Slash

→Increased distance moved during the attack.

→Adjusted delay when landing during camera shift.

→Adjusted properties on hit during camera shift.

→Increased the grounded version’s damage.

Shining Slash (Light)

→Increased delay.

Shining Slash (Medium)

→Decreased delay.

Shining Slash (Heavy)

→Increased delay.

→Sped up the mid-air version’s start-up.

Cyclone Jump

→Fixed an issue in which part of a Z Combo could not be performed after additional input.

→Increased timing for stored input after follow-up.

→Sped up timing in which follow-ups are possible.

→It’s now possible to follow up the grounded version with the mid-air version.

→The mid-air version can only be used once while in the air.

→The mid-air version will not reduce the number of jumps available.

Cyclone Jump (Heavy)

→Increased distance moved during the attack.

 

Cyclone Buster

→Increased the move’s stun time.

→Sped up the move’s start-up.

→Increased delay.

→Increased timing for stored input.

Heat Dome Attack

→Reduced the duration of the attack.

→Adjusted distance moved during the attack.

→Adjusted opponent knockback.

→Adjusted position after the attack hits.

Z Assist

→Reduced the move’s stun time.

→Reduced opponent knockback.

→Where Trunks appears now changes when called in at the edge of the screen.

 

Cell

Standing Light Attack

→Reduced the duration of the move.

→Sped up the move’s start-up.

Standing Light Attack: Follow-up 1

→Greatly reduced the distance moved with a back input.

→A down input wil also reduce the attack’s speed.

Standing Light Attack: Follow-up 2

→Extended throw spacing upward.

→Increased time for stored input of Super Dash.

→Increased the move’s stun time.

→Reduced the duration of the move.

→Fixed a visual bug that appeared when a Vanish was performed at a specific time.

Crouching Light Attack

→Sped up the move’s start-up.

Crouching Unique Attack

→Adjusted landing time and delay for the full attack.

Jumping Unique Attack

→Sped up the start-up of the attack when the camera shifts during a jumping heavy attack.

Rolling Crush

→Adjusted properties on hit.

Rolling Crush (Light)

→Camera now shifts during the final hit of the attack.

→Slowed down the mid-air version’s start-up.

→Increased the speed of descent for the mid-air version.

→Increased opponent knockback from the mid-air version.

Rolling Crush (Heavy)

→Increased the move’s stun time.

→Sped up the mid-air version’s start-up.

Perfect Attack (Light)

→Sped up the start-up of the grounded version’s second hit.

Perfect Attack (Heavy)

→The opponent is now drawn in when they guard the attack.

→Adjusted effect on hit.

→Reduced the move’s damage.

→Changed the behavior of the final hit of the attack.

→The final hit of the grounded version of the attack will only hit once during a combo.

Kamehameha

→Fixed an issue in which delay would be increased if all hits of the diagonal grounded version did not land.

→Fixed an issue in which delay would be increased if all hits of the mid-air version did not land.

→Increased hitstop on the mid-air version.

→Adjusted opponent knockback from the mid-air version.

→Enlarged the mid-air version’s hitbox.

Z Assist

→Increased hitstop.

→Adjusted opponent knockback.

→Enlarged the move’s hitbox.

 

Android 18

Standing Light Attack

→Increased distance moved during the attack.

→Sped up the move’s start-up.

→Can no longer cancel repeatedly with a light attack.

→Reduced the duration of the move.

→Shrunk horizontal hitbox and enlarged vertical one.

Standing Light Attack: Follow-up 1

→Increased distance moved during the attack.

→Slowed down the move’s start-up.

→Adjusted the hitbox and hurtbox.

→Increased knockback.

→Increased delay.

Standing Light Attack: Follow-up 2

→Increased distance moved during the attack.

→Enlarged the move’s hitbox.

Standing Medium Attack

→Increased distance moved during the attack.

Standing Heavy Attack

→Adjusted properties on hit during camera shift.

Crouching Medium Attack

→Decreased distance moved during the attack.

Crouching Heavy Attack

→Extended the move’s hitbox downward during start-up.

Crouching Unique Attack

→Adjusted distance moved during the attack.

→Slowed down the move’s start-up.

→Reduced blockstun.

→Adjusted hitstop.

→Increased the move’s stun time.

Jumping Medium Attack

→Slowed down the move’s start-up.

Jumping ↓ + Heavy Attack

→Adjusted distance moved during the attack.

Jumping Unique Attack

→Sped up pause timing in the air.

Back Grapple

→Enlarged the hurtbox when the attack misses.

→Opponent position upon hit is now uniform across all characters.

→Increased the move’s damage.

→Decreased the move’s damage scaling.

Back Grapple (Light)

→Sped up the move’s start-up.

→Decreased distance moved during the attack.

→Shortened the amount of delay after the attack connects.

→Increased the amount of sliding knockdown.

Back Grapple (Medium, Heavy)

→Now able to be held with light, medium, or heavy attack buttons.

→Adjusted input window in which the button can be held.

→Slowed down the move’s start-up.

→Increased throw spacing.

→Increased the move’s stun time.

→The attack will slam the opponent if a camera shift occurs during a combo.

→Changed timing at which Vanish and Super Attacks can be performed.

→Stored input for Super Attacks and Vanish can now be performed.

Back Grapple (Heavy)

→Increased opponent knockback.

Support Attack

→Adjusted distance moved during the mid-air version of the attack.

Support Attack (Light)

→Slowed down cancel timing for the grounded version of the move.

Support Attack (Medium)

→Sped up the grounded version’s start-up.

→Added delay when landing from the mid-air version.

→Added jumping attack properties to the mid-air version.

→Increased hitstop on the final hit of the mid-air version.

→Extended the mid-air version’s hitbox downward.

Support Attack (Heavy)

→Android 17 can no longer be attacked when on standby.

Support Attack (Unique)

→The direction in which the opponent is knocked back from the grounded version will now depend on the direction the Ki Blast is facing.

→Sped up the timing during which Android 17 is invincible in the mid-air version.

Barrier

→Can now be linked to a Super Attack by holding.

→Super Attacks are now faster if they are used to follow up.

Energy Wave

→The attack’s start-up is now faster against mid-air opponents in hitstun, and the attack’s position now matches the opponent’s.

Accel Dance

→Added a hitbox during charge forward that will only damage the opponent’s Z Assist.

→Increased delay.

→Fixed an issue in which the base damage of the attack would change.

Z Assist

→Sped up timing during which Android 18 is invincible.

 

Gotenks

Mid-air Stun

→Extended hurtbox upward when falling.

Standing Light Attack

→Shortened timing needed to link to standing light attack: follow-up 1 when the attack misses.

Standing Heavy Attack

→Decreased distance moved during the attack.

→Increased knockback.

Jumping Light Attack

→If the first hit of the attack hits, all hits afterward can now by guarded while crouching.

→Increased delay.

Miracle Super Punch

→Now able to be held with light, medium, or heavy attack buttons.

Miracle Super Punch (Light)

→Reduced delay for the grounded version.

→Increased distance moved during the grounded version of the attack.

Miracle Super Punch (Heavy)

→Increased distance moved during the attack.

→Reduced knockback from the mid-air version.

→Decreased delay for the mid-air version.

Great Special Rolling Kick

→Increased the move’s damage.

→Added damage scaling to the first hit of the attack.

→Adjusted opponent knockback.

→Adjusted properties on hit during camera shift.

→Gotenks will now face the opponent during the final hit of the attack.

Great Special Rolling Kick (Light)

→Increased distance moved during the attack.

→Increased delay for the grounded version.

Great Special Rolling Kick (Medium)

→Increased distance moved during the attack.

Galactic Donuts

→Increased the move’s stun time during camera shift.

→Increased opponent knockback.

→The camera will not shift if only the second hit connects.

→↑ before the attack will shift the attack’s hitbox.

→If the first hit of the attack is deflected with a Z Reflect, then the second hit will not connect.

DIE DIE Missile Barrage

→Increased the amount the Ki gauge is filled.

Charging Ultra Volleyball

→The position of the attack will not change even if Piccolo is on the team.

→If the attack misses, no actions can be taken until Gotenks lands.

Z Assist

→If the first hit of the attack is deflected with a Z Reflect, then the second hit will not connect.

 

Krillin

Standing Heavy Attack

→Increased knockback when the attack is guarded.

Standing/Jumping Unique Attack

→Reduced the move’s damage.

→Increased the move’s stun time.

→Reduced opponent knockback.

Crouching Heavy Attack

→Sped up the move’s start-up.

Jumping Medium Attack

→Sped up the start-up of the second hit.

→Shrunk the hitbox of the first hit of the attack.

→Reduced the amount of hitstop for the first hit of the attack.

→Adjusted the speed of the attack during a mid-air combo.

Afterimage

→Changed what triggers camera shift.

→Adjusted properties on hit during camera shift.

→Increased the move’s damage.

→Reduced knockback.

→Decreased delay.

→Krillin now descends faster when the attack connects.

→During start-up, no actions can be taken until Krillin lands.

Afterimage (Medium)

→The grounded version now incorporates a back step.

Afterimage (Heavy)

→Reduced delay when held.

→Increased hitstop.

Senzu Bean

→Increased delay.

→Decreased distance moved during the attack.

→Sped up the timing at which the Senzu Bean is thrown.

→Increased the rock’s hitstop.

→Increased the rock’s stun time.

→Slowed down the rock’s start-up.

→Adjusted the trajectory of the rock.

→Removed the grounded version’s delay during landing.

Senzu Bean (Heavy)

→Two rocks are now thrown.

Kamehameha

→↓ while in the air will cause Krillin to descend faster.

Solar Flare

→Slowed down cancel timing.

Destructo-Disc

→The attack can now be fired diagonally with ↑ or ↓.

Scattering Energy Wave

→Increased delay.

→The opponent will still appear on screen when falling, even when high up in the air.

Ultimate Z Change

→Adjusted where Krillin appears.

Z Assist

→Sped up the move’s start-up.

→Adjusted where Krillin appears.

→Adjusted the trajectory of the rock.

 

Kid Buu

Mid-air Stun

→Extended hurtbox upward when falling.

Crouching Medium Attack

→Increased delay when performed at close range.

Jumping Medium Attack

→Adjusted the attack’s behavior when performed at a low position.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

→Reduced opponent knockback.

Mystic Ball Attack

→Increased knockback.

→Increased opponent knockback.

→Increased distance moved during the attack.

→Shrunk the move’s hitbox.

→Slowed down the grounded version’s start-up.

→Added damage scaling to the first hit of the grounded version.

→Adjusted properties on hit during camera shift.

Mystic Ball Attack (Light)

→Reduced the attack’s bounce when it hits the ground.

Mystic Ball Attack (Heavy)

→Increased the move’s damage.

Mystic Arm Swing

→Adjusted properties on hit during camera shift.

Candy Beam

→Adjusted properties on hit during camera shift.

→Slowed down cancel timing when the attack is guarded.

→Increased timing for stored input when the attack connects.

Arm Ball

→No longer has extended reach on start-up.

Planet Burst

→No actions can be taken until Kid Buu lands from the mid-air version.

→Increased the speed of descent for the mid-air version.

→Position and delay now change based on the height at which the attack connects.

 

Majin Buu

Standing Light Attack: Follow-up 1

→Shortened timing needed to link to standing light attack: follow-up 2.

Standing Light Attack: Follow-up 2

→Changed the move into a throw.

→Reduced the duration of the move.

→Increased distance moved during the attack.

Jumping Heavy Attack

→Increased opponent knockback.

Dive Bomb

→Changed what triggers camera shift.

→Changed behavior when there is no camera shift.

→Adjusted behavior when the attack connects.

→Increased the move’s damage.

→Decreased the move’s damage scaling.

→The grounded version can now hit opponents directly above Majin Buu.

Dive Bomb (Heavy)

→Adjusted properties on hit during camera shift.

Cartwheel

→Adjusted properties on hit during camera shift.

→Increased distance moved during the attack.

 

Cartwheel (Medium)

→Slowed down the move’s start-up.

Fat Throw

→Increased hitstop.

→Adjusted the trajectory of the projectile.

→Extended the move’s hitbox downward.

→The opponent is now considered airborne when they’re released from the fat.

Now Buu really…hate you!

→The number of hits does not change even if the attack is performed at a distance.

→Reduced opponent knockback.

 

Nappa

Standing Light Attack

→Shortened timing needed to link to standing light attack: follow-up 1 when the attack misses.

Standing Light Attack: Follow-up 1

→Cannot perform follow-ups from standing light attack with ↓.

Standing Unique Attack

→Added a hitbox to the initial strike of the attack.

→The opponent will always be knocked forward by the attack.

→The initial Ki Blast can now be deflected.

→Reduced the number of Ki Blasts that can be canceled.

→Increased Ki Blast hitstop.

→Increased opponent knockback from the Ki Blast.

→Enlarged the move’s hitbox.

Jumping Unique Attack

→Sped up the move’s start-up.

→Increased opponent knockback.

→Reduced the move’s stun time.

→Reduced blockstun.

→Increased the move’s damage scaling.

 

Jumping ↓ + Heavy Attack

→Can now be jump-canceled upon landing while Sparking Blast is active.

→Jumps are no longer reset when landing during the attack.

→Sped up the move’s start-up.

→Increased distance moved during the attack.

→Increased opponent knockback.

→Enlarged the hitbox during the landing.

→The attack cannot be canceled before landing.

→Added a camera shift when the attack connects.

Arm Break

→Move now changes if held.

→Increased the move’s damage.

→Adjusted properties on hit during camera shift.

→Adjusted difference in stun when the attack is guarded.

Arm Break (Light)

→Added camera shift during the attack.

Saibaman (Heavy)

→The attack changes with additional input.

→Changed the color of the Saibaman.

Saibaman (Claw Attack)

→Increased the move’s stun time.

→Extended the move’s hitbox downward.

Saibaman (Slide)

→Reduced the move’s damage.

→Increased hitstop.

Saibaman (Acid)

→Reduced the move’s damage.

→No longer affected by stun time decay from combos.

Saibaman (Self-Destruct)

→Increased the move’s damage.

 

Blazing Storm

→Changed the attack’s position.

→Attack position can be changed if held.

Too bad

→Camera shift occurs even if the attack does not connect.

→Adjusted properties on hit during camera shift.

→Reduced the move’s damage.

→Changed hold timing.

→Reduced opponent knockback from the first hit of the attack.

→Enlarged the move’s hitbox.

Z Assist

→Nappa will now always appear at close range.

 

Android 16

Grounded Dragon Rush

→Fixed an issue in which the camera would move too much during a forced switch.

Forward Medium Attack

→Adjusted the move’s hitbox.

Standing Light Attack

→Increased delay.

→Extended the move’s hitbox downward.

Standing Light Attack: Follow-up 2

→Extended throw spacing upward.

Crouching Heavy Attack

→Increased delay.

→Extended the move’s hitbox downward during start-up.

Jumping Medium Attack

→Reduced the move’s damage.

Jumping Heavy Attack

→Adjusted properties on hit during a Super Combo performed from the ground.

 

Jumping ↓ + Heavy Attack

→Slowed down the move’s start-up.

→Can no longer be guarded while crouching.

→Added damage scaling to the first hit of the attack.

→Increased delay.

→Increased the amount of hitstop when the attack is guarded.

→The attack will no longer cross-up the opponent.

→The camera now shifts when the attack hits an opponent mid-air.

→Adjusted properties on hit during camera shift.

→Can now be jump-canceled with Sparking Blast active.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

→Adjusted opponent knockback.

Dynamite Driver

→Opponent position upon hit is now uniform across all characters.

Dynamite Driver (Light)

→Sped up the move’s start-up.

Dynamite Driver (Medium, Heavy)

→Adjusted properties on hit during camera shift.

→Can now be canceled with a Z Change or Super Dash during camera shift.

Flying Power Bomb

→Increased throw spacing vertically.

→Opponent position upon hit is now uniform across all characters.

→Increased the move’s damage.

→Reduced damage when the camera shifts during a combo.

→Reduced the amount the Ki gauge is filled when the camera shifts during a combo.

Flying Power Bomb (Medium, Heavy)

→Adjusted properties on hit during camera shift.

Flying Power Bomb (Heavy)

→Sped up the start-up of the throw portion of the attack.

→Reduced damage scaling during the slam portion of the attack.

→Reduced damage of the grounded version’s slam.

→Increased damage scaling on the first hit of the grounded version.

Gliding Powerbomb

→Extended throw spacing downward.

→Increased distance moved during the attack.

→Increased delay.

→Android 16 now faces the opponent after the action.

→Opponent position after hit is now uniform across all characters.

→Increased the move’s damage.

→Reduced damage when the camera shifts during a combo.

→Reduced the amount the Ki gauge is filled when the camera shifts during a combo.

Gliding Powerbomb (Medium, Heavy)

→Sped up the move’s start-up.

→Increased the duration of the move.

→Adjusted properties on hit during camera shift.

→Can now be canceled with Super Dash, Z Change, or Flying Power Bomb during camera shift.

Hell Heat (Close Range)

→The final hit will not trigger if the attack is deflected with a Z Reflect.

Hell Flash

→Increased the time needed to perform an Ultimate Z Change.

→Increased the duration of the attack if it misses.

→Adjusted properties on hit.

→Increased the damage of the mid-air version when performed at a distance.

→Increased the base damage of the mid-air version when performed at a distance.

Z Assist

→Removed hitbox when the attack hits the main character.

 

Yamcha

Jumping ↓ + Heavy Attack

→Enlarged the move’s hitbox during start-up.

Wolf Fang Fist, Reverse Wolf Fang Fist, Wolf Fang Fist: Pack Attack

→Follow-ups can still be performed even if the first attack misses.

→Follow-ups will not be performed if ← is used.

→Wolf Fang Fist: Gale Claws can now be used as a follow-up.

Reverse Wolf Fang Fist

→Shortened timing needed to link to Wolf Fang Fist: Flash

Wolf Fang Fist: Pack Attack

→Increased distance moved during the attack.

Wolf Fang Fist: Gale Claws

→Adjusted opponent knockback.

→Yamcha will now face the opponent before the final hit of the attack.

→Increased delay.

→Adjusted properties on hit during camera shift.

→Increased hitstop when the final hit connects.

Wolf Fang Fist: Gale Claws (Light, Medium)

→Increased distance moved during the grounded version of the attack.

Wolf Fang Fist: Gale Claws (Medium)

→Reduced the amount Yamcha is raised when the grounded version is guarded.

Wolf Fang Fist: Gale Claws (Heavy)

→Increased the stun time for the spin portion of the attack.

Wolf Fang Fist: Whiskers

→Decreased timing for stored input.

→Follow-up direction now depends on opponent position.

Wolf Fang Fist: Finisher

→Reduced opponent knockback.

→Adjusted properties on hit during camera shift.

Wolf Fang Fist: Flash

→Decreased delay.

→Will not trigger if the medium attack button is held.

Ultimate Wolf Fang Fist

→Reduced the base damage of the attack.

 

Tien

Standing Light Attack: Follow-up 1

→Reduced the move’s damage.

→Adjusted opponent knockback.

Standing Light Attack: Follow-up 2

→Adjusted hitstop when the attack connects.

→Enlarged the move’s hitbox.

→Adjusted opponent knockback.

Standing/Jumping Unique Attack

→Increased the move’s damage.

→Increased the move’s stun time.

→Adjusted opponent knockback.

Standing Unique Attack

→Increased delay.

Jumping Light Attack

→If the first hit of the attack hits, the second hit can now be guarded while crouching.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

Volleyball Fist (Medium)

→Increased distance moved during the grounded version of the attack.

Volleyball Fist (Heavy)

→Increased distance moved during the grounded version of the attack.

→Sped up the grounded version’s start-up.

→Changed what triggers camera shift for the grounded version.

→Increased the mid-air version’s damage.

Crane Strike

→Increased the move’s damage.

→Adjusted properties on hit during camera shift.

→Increased distance moved during the attack.

→Adjusted opponent knockback.

→No more delay during landing when the attack is guarded.

Crane Strike (Light)

→Added camera shift during the attack.

→Slowed down the mid-air version’s start-up.

→No more bounce when the attack connects.

Crane Strike (Medium)

→Slowed down the mid-air version’s start-up.

Crane Strike (Heavy)

→Sped up the grounded version’s start-up.

Telekinesis

→Increased the move’s stun time.

→Increased the amount of hitstop when the attack is guarded.

Tri-Beam

→Reduced the amount of own health consumed by the attack.

→Increased the base damage of the attack.

→Holding the attack now allows follow-ups.

Neo Tri-Beam

→Reduced the amount of own health consumed by the attack.

→Increased the base damage of the attack.

→Increased the move’s stun time.

→Adjusted opponent knockback.

→Adjusted where Tien appears.

 

Gohan (Adult)

Standing Light Attack: Follow-up 4

→Increased the attack’s stun time when it connects in the air.

Crouching Heavy Attack

→The grounded version of the attack will be performed on landing when at max Potential Unleashed level.

Standing Unique Attack

→Increased timing for stored input of a Z Combo.

Jumping Heavy Attack

→Increased opponent knockback during camera shift.

Jumping Unique Attack

→Increased timing for stored input of a Z Combo.

→Adjusted distance moved during the attack.

→Mid-air Z Combo can now be performed when at max Potential Unleashed level.

Machine Gun Kick

→Now able to be held with light, medium, or heavy attack buttons.

→Adjusted distance moved during the attack.

→Reduced the move’s damage.

→Decreased the amount the Ki gauge is filled.

→Hitbox is now active right before landing.

→Stored input for a Super Attack can now be performed during delay when landing.

Machine Gun Kick (Medium)

→Reduced the delay when landing after the attack.

Machine Gun Kick (Heavy)

→Adjusted distance moved, and added bounce effect after the attack is guarded.

→Adjusted properties on hit during camera shift.

Ultimate Back Attack

→Increased distance moved during the attack.

→Adjusted opponent knockback.

→Changed what triggers camera shift.

→Adjusted properties on hit during camera shift.

→Gohan now faces the opponent after the action.

→Stored input for a Super Attack can now be performed during delay when landing.

→Attack start-up is now faster when the opponent is in hitstun in the air and after Potential Unleashed.

→Reduced delay when the grounded version hits an airborne opponent after Potential Unleashed.

Ultimate Back Attack (Heavy)

→Sped up the mid-air version’s start-up if performed before Potential Unleashed.

Bros. Kamehameha

→Reduced knockback.

Z Assist

→Increased hitstop.

→Gohan will now appear further forward when near the opponent or the opponent is in hitstun in the air.

→Changed complete invincibility to invincibility against jumping attacks.

 

Hit

Vanish

→Adjusted opponent position during camera shift.

Standing Light Attack

→Shortened timing needed to link to standing light attack: follow-up 1.

Standing Light Attack: Follow-up 1

→Slowed down the move’s start-up.

→Increased distance moved during the attack.

Standing Light Attack: Follow-up 2

→Adjusted opponent knockback.

→Increased delay when the attack connects.

→Reduced the duration of the third hit of the attack.

Crouching Light Attack

→Increased the move’s damage.

Vital Point Attack, Tides of Time

→Delayed timing during which a follow-up can be performed with a unique attack.

→Reduced the amount of delay when following up with unique attack.

Direct Hit

→Reduced damage scaling for the first hit of the attack.

→Reduced the move’s damage.

→Decreased the amount the Ki gauge is filled.

Instant Blow

→Reduced damage scaling of the first hit when facing forward.

→Increased the move’s damage.

→Increased the move’s stun time.

Guard Breaker

→Adjusted properties on hit during camera shift when Hit turns around.

→Increased the move’s damage.

→Extended the move’s hitbox upward.

Time Release

→Decreased delay.

→Increased stun time for upward follow-up.

→Adjusted opponent knockback from downward follow-up.

Icy Glare (Light, Medium)

→Increased the move’s damage.

Realized Power

→No other attacks will connect when the mid-air version connects.

Death Blow

→All bars of Ki are spent and the attack now does more damage.

→Adjusted opponent knockback.

→Increased delay.

→Follow-ups can no longer be performed when the attack connects.

 

Goku (SSGSS)

dbfz_patch3_Goku-SSGSS_Super-God-Shock-Flash(activation-speed-reduced)
Goku SSGSS Super God Shock Flash (activation speed reduced)

Standing Light Attack: Follow-up 1

→Adjusted opponent knockback.

→Adjusted the move’s stun time.

→Adjusted hitstop.

Standing Medium Attack

→Increased distance moved during the attack.

→Increased delay.

→Greatly reduced the distance moved with a back input.

→Greatly reduced delay with a back input.

Standing Unique Attack

→Increased the move’s damage.

→Adjusted opponent knockback.

Jumping ↓ + Heavy Attack

→Increased distance moved during the attack.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

→Adjusted opponent knockback.

Divine Void Strike

→Adjusted properties on hit during camera shift.

→Increased the move’s stun time.

→Increased hitstop when the attack lands.

→Decreased delay.

→Increased distance moved during the attack.

→Increased opponent knockback.

Divine Void Strike (Light)

→Sped up the move’s start-up.

Divine Void Strike (Medium)

→Increased the duration of the move.

→Increased the grounded version’s damage.

Divine Void Strike (Heavy)

→Sped up the move’s start-up.

→Increased the move’s damage.

→If the mid-air version is below a certain height from the opponent, Goku will match the opponent’s position.

Super God Shock Flash

→Increased the attack’s damage when the throw is successfully performed.

→Increased the amount of hitstop when the throw is successfully performed.

→Removed invincibility during Instant Transmission portion of the attack.

→The throw portion of the attack will not connect more than two times in a combo.

Super God Shock Flash (Light)

→Slowed down the move’s start-up.

Dragon Flash Kick

→Adjusted opponent knockback.

→Increased distance moved during the attack.

→Increased the move’s stun time.

→The attack will no longer cross-up the opponent.

→Enlarged the move’s hitbox during start-up.

Dragon Flash Kick (Light, Medium)

→Sped up the move’s start-up.

→Adjusted properties on hit.

Dragon Flash Kick (Heavy)

→Changed the attack’s behavior when it hits the opponent.

Instant Transmission

→Adjusted where Goku appears.

→Adjusted distance moved during the attack.

→Reduced blockstun.

→Adjusted properties on hit during camera shift.

→Increased the duration of the move.

→Sped up the start-up of the reverse version.

Extreme Speed Kamehameha

→Adjusted what triggers Instant Transmission.

→Sped up the move’s start-up.

→Increased delay.

→Increased the time needed to perform an Ultimate Z Change.

x10 Kaioken Kamehameha

→Increased distance moved during the attack.

→Adjusted where Goku appears during an Ultimate Z Change.

→Can be held to perform Instant Transmission on hit.

→Added a hitbox during charge forward that will only damage the opponent’s Z Assist.

Evolved Attack

→Changed attack behavior after it connects.

Z Assist

→Goku will now appear further forward when near the opponent or the opponent is in hitstun in the air.

→Adjusted opponent knockback.

 

Vegeta (SSGSS)

Wake-up

→Adjusted wake-up time.

Standing Light Attack

→Changed the attack’s appearance when canceled after missing.

Standing Light Attack: Follow-up 2

→Enlarged the move’s hitbox.

Standing Unique Attack

→Reduced opponent knockback at close range.

→Enlarged the move’s hitbox.

Crouching Light Attack

→Increased delay.

→Changed the attack’s appearance when canceled after missing.

Crouching Heavy Attack

→Increased the duration of the move.

Crouching Unique Attack

→Reduced opponent knockback.

→Reduced the move’s stun time.

Jumping Unique Attack, Jumping Down + Unique Attack

→Reduced opponent knockback.

→Enlarged the move’s hitbox.

 

Super Dash Kick

→Vegeta will now face the opponent after the attack.

→Distance moved varies based on the follow-up.

→Adjusted opponent knockback.

→Adjusted the move’s stun time.

→Adjusted hitstop.

→Adjusted the move’s damage.

→Increased delay.

Super Dash Kick (Light)

→Sped up the move’s start-up.

Super Dash Kick (Medium)

→Slowed down the move’s start-up.

On a scale of one to ten, I’ll give you a three!

→Increased the move’s damage.

→Increased the move’s damage scaling.

→Changed distance moved during the attack.

→Increased the duration of the move.

→Vegeta will now face the opponent after the attack.

→Adjusted properties on hit during camera shift.

On a scale of one to ten, I’ll give you a three! (Light)

→Reduced the duration of the grounded version.

Big Bang Attack

→Sped up the move’s start-up.

→Stored input for a Super Attack can now be performed.

→Increased the move’s damage scaling.

→Vegeta now moves forward before the grounded version of the attack.

→Decreased delay for the mid-air version.

→Increased hitstop when the first hit of the attack connects.

→Reduced the amount of hitstop when the attack is guarded.

→Increased the move’s stun time.

→Enlarged the move’s hitbox.

Niagara Pummel

→Increased the damage of the move when it’s held.

→Adjusted opponent knockback.

Final Flash

→Adjusted opponent knockback.

→Increased the move’s stun time.

→No actions can be taken until the character lands.

→Vegeta descends faster after the mid-air version of the attack.

Z Assist

→Increased hitstop when the first hit of the attack connects.

→Reduced the amount of hitstop when the attack is guarded.

→Increased the move’s stun time.

→Enlarged the move’s hitbox.

 

Beerus

Standing Light Attack: Follow-up 1, Standing Medium Attack, Crouching Heavy Attack, Jumping Medium Attack

→Adjusted distance Sphere of Destruction travels when hit by the attacks.

Standing Light Attack: Follow-up 2

→Adjusted hitbox in the air.

→Sped up the start-up of the attack when the opponent is in hitstun in the air.

→Extended the move’s hitbox upward.

Standing Medium Attack

→Sped up the move’s start-up.

→Extended the move’s hitbox upward.

Crouching Medium Attack

→Adjusted opponent knockback.

Jumping Medium Attack

→Increased the duration of the move.

→Extended the move’s hitbox downward.

Jumping ↓ + Heavy Attack

→Adjusted opponent knockback.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

→Adjusted opponent knockback.

Sphere of Destruction

→Now able to be held with light, medium, or heavy attack buttons.

→Increased the move’s damage.

→Increased the move’s damage scaling.

→Increased the damage of the sphere.

→Reduced knockback from sphere.

→Added hitstop when the sphere is sent flying with an attack.

→The sphere will not disappear when it is hit with an attack, even if Beerus is switched out.

→Adjusted properties on hit during camera shift.

→Delay removed when landing if the mid-air version’s hitbox is active.

Sphere of Destruction (Medium)

→The kick portion of the attack will no longer hit a grounded opponent.

Sphere of Destruction (Heavy)

→Increased distance moved during the attack.

→Changed where the sphere appears.

→The kick portion of the upward follow-up will no longer hit a grounded opponent.

→Damage and knockback from the attack varies between the upward and downward follow-ups.

God of Destruction’s Rampage

→The attack will no longer cross-up the opponent.

→Increased the move’s damage scaling.

→Adjusted distance moved during the attack.

→Increased the move’s damage.

→Stored input for a Super Attack can now be performed when landing.

→Made it harder to change position at the edge of the screen when the grounded version hits.

God of Destruction’s Wrath

→Increased delay.

→Increased the speed of descent after the attack.

 

Goku Black

Standing Unique Attack

→Increased stun time for the blade when it makes contact with the opponent.

→Reduced opponent knockback from the blade when it makes contact with the opponent.

→Changed the speed of the projectile.

→Holding forward before the attack will increase the speed of the projectile.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

God Slicer

→Reduced the level of the projectiles, meaning other Ki Blasts will cancel them out.

→Adjusted the projectiles’ damage.

→Reduced the move’s damage.

→Enlarged the move’s hitbox during start-up.

→Increased delay for the grounded version.

God Slicer (Light)

→Adjusted the direction of opponent knockback.

God Slicer (Medium)

→Goku Black descends faster after the attack connects.

God Slicer (Heavy)

→Increased the speed of the projectiles.

→Increased the move’s damage.

→Goku Black descends faster after the attack connects.

Fierce God Kick

→The attack will no longer cross-up the opponent.

→Reduced knockback.

→Increased the speed of descent after the attack hits the opponent.

→Increased delay after landing.

→Adjusted properties on hit during camera shift.

Fierce God Kick (Light)

→Reduced the amount of hitstop.

Fierce God Kick (Medium)

→Sped up the move’s start-up.

→Reduced the move’s damage.

→Adjusted opponent knockback.

Fierce God Kick (Heavy)

→Increased the move’s damage scaling.

→Fixed an issue in which recoverable health remained upon hit.

Binding Black Kamehameha

→Adjusted properties on hit during camera shift.

→Increased the move’s damage.

God Slicer Dance

→Fixed an issue in which the base damage of the attack would change.

Holy Light Grenade

→Enlarged the move’s hitbox during start-up.

→Fixed an issue with strange behavior when an Ultimate Z Change was performed before the attack connected.

→Adjusted opponent knockback.

→Increased the move’s stun time.

→Increased delay.

The Work of a God

→No actions can be taken until Goku Black lands.

 

Android 21

Wake-up

→Adjusted wake-up time.

Standing/Crouching Light Attack

→Sped up the move’s start-up.

Crouching Medium Attack

→Increased delay.

→Increased stun time when performed at a distance.

→Adjusted opponent knockback when performed at a distance.

Crouching Unique Attack

→Sped up the move’s start-up.

→Decreased delay.

Jumping Heavy Attack

→Slowed down the move’s start-up.

Jumping Unique Attack

→Adjusted opponent knockback.

Hors d’Oeuvre Stab

→The attack will no longer cross-up the opponent.

→Adjusted distance moved during the attack.

→Adjusted opponent knockback.

→Increased stun time during the first hit of the attack.

→Increased hitstop on the final hit of the attack.

→Increased delay.

→Sped up the move’s start-up.

→Reduced the amount the Ki gauge is filled when there is no camera shift.

→Increased the damage of the final hit of the attack.

→Increased the damage scaling of the final hit of the attack.

→Reduced stun time for the final hit of the attack.

Hors d’Oeuvre Stab (Light)

→Reduced the move’s damage when there is no camera shift.

Hors d’Oeuvre Stab (Medium)

→Reduced the move’s damage when there is no camera shift.

→Adjusted properties on hit for the grounded version during a camera shift, and the attack now causes wall bounce.

Connoisseur Cut

→Increased distance moved during the attack.

Connoisseur Cut, Aerial Connoisseur Cut

→Follow-ups with any of the attack buttons can be performed after the attack connects.

→Reduced the move’s damage.

→Sped up the mid-air version’s start-up.

Absorb

→Android 21 will now lose an absorbed technique after using it once.

→Additional attacks with any of the attack buttons can now be performed during the attack.

→Android 21 will appear closer to the opponent when an absorbed attack is used as a follow-up upon hit.

Absorb (Kamehameha)

→Reduced the move’s stun time.

→Reduced opponent knockback.

→Decreased delay.

Absorb (Consecutive Energy Blast)

→Reduced the number of hits.

→Increased hitstop.

→Reduced the amount of hitstop when the attack is guarded.

→Sped up the move’s start-up.

→Increased the move’s damage.

→Increased the amount the Ki gauge is filled.

→Enlarged the move’s hitbox.

→Reduced the move’s stun time.

→Changed distance moved during the attack.

→Changed opponent knockback.

Absorb (Explosive Energy Blast)

→Increased distance moved during the attack.

→Adjusted opponent knockback.

→Enlarged the move’s hitbox.

→Adjusting timing needed to link to other attacks.

→Sped up the grounded version’s start-up.

Absorb (Homing Energy Blast)

→Sped up the move’s start-up.

→Two blasts can now appear on screen at once.

→Increased the move’s stun time.

→Increased delay when the attack connects at close range.

Absorb (Solar Flare)

→Added invincibility to jumping attacks.

→Sped up the move’s start-up.

→Reduced delay.

→Changed distance moved during the grounded version, making it airborne.

Absorb (Sticky Energy Blast)

→Now invincible to jumping attacks on start-up.

→Added invincibility to jumping attacks to the mid-air version.

→Decreased delay for the mid-air version when it misses.

Absorb (Barrier Sphere)

→Barrier will remain even after a follow-up.

→If followed up with a Super Attack, the start-up of that Super Attack is now faster.

→Can be followed up with Super Attacks by holding the button.

Absorb (Sonic Warp)

→Increased delay.

→Applied damage scaling to the first hit when a follow-up attack is performed.

→Adjusted where Android 21 appears; the mid-air version will now appear on the ground.

Excellent Full Course

→No actions can be taken until the character lands.

 

Bardock

Jumping Medium Attack

→Reduced the amount of hitstop for the first hit of the attack.

Jumping Unique Attack

→Adjusted opponent knockback.

→Reduced the delay when landing after the attack.

Rebellion Spear (Medium, After Heavy Follow-Up)

→Adjusted properties on hit during camera shift.

→The second hit of the grounded version no longer hits grounded opponents.

→The opponent will not fall to the ground if the mid-air versions hits them while airborne.

→Increased hit spacing for the start-up of the mid-air version.

Raging Meteor

→Changed what triggers camera shift.

→Adjusted properties on hit during camera shift.

→Adjusted distance moved during the attack.

→Increased delay.

Raging Meteor (Light)

→Removed

→Sped up the mid-air version’s start-up.

Raging Meteor (Medium)

→Slowed down the mid-air version’s start-up.

Riot Javelin

→Increased the time needed to perform an Ultimate Z Change when the mid-air version hits diagonally downward.

→The mid-air diagonal version will now cause a bounce off the ground.

→Reduced the amount of hitstop for the mid-air diagonal version.

→Reduced the base damage of the mid-air diagonal version.

Saiyan Spirit

→Slowed down the move’s start-up.

→Increased delay.

→Adjusted the move’s hitbox.

→Fixed an issue in which the base damage of the attack would change.

Revenge Assault

→No actions can be taken until Majin Buu lands from the mid-air version.

 

Broly

Super Combo (Medium)

→Changed the combo.

Standing Light Attack: Follow-up 2

→Can now be canceled with a Z Change.

Crouching Medium Attack

→Adjusted opponent knockback.

Standing Heavy Attack

→Increased the damage of the move when it’s held.

Jumping Light Attack

→Extended the move’s hitbox downward during start-up.

Jumping Heavy Attack

→Increased the move’s stun time during camera shift.

Jumping ↓ + Heavy Attack

→The camera now shifts when the attack hits an opponent mid-air.

→Adjusted opponent position after the attack connects.

Jumping Unique Attack

→Projectile angle can now be changed with an upward input.

Lariat Express (Medium, Heavy)

→Increased the move’s damage.

Lariat Express (Heavy)

→Adjusted opponent knockback.

Gigantic Claw

→Increased distance moved during the attack.

→Adjusted properties on hit.

Gigantic Claw (Light)

→Sped up the move’s start-up.

Gigantic Claw (Heavy)

→Increased the move’s damage.

Gigantic Strike

→Adjusted properties on hit.

→Stored input for Vanish and Super Attacks can now be performed.

Gigantic Strike (Medium)

→Slowed down the move’s start-up.

Gigantic Strike (Heavy)

→Reduced the move’s damage.

Eraser Cannon

→Increased the amount of armor the attack has.

Eraser Cannon (Heavy + Unique)

→Changed the behavior of the attack.

Gigantic Meteor

→Fixed an issue in which the base damage of the attack would change.

Gigantic Meteor (Light + Medium)

→Will now appear on the ground after the attack.

Gigantic Meteor (Heavy + Unique)

→Slowed down the mid-air version’s start-up.

Z Assist

→Increased hitstop when the attack lands.

→Reduced the move’s stun time.

 

Vegito (SSGSS)

Vanish

→Adjusted opponent position during camera shift.

Standing Light Attack: Follow-up 2

→Increased throw spacing.

Standing Unique Attack

→Can no longer be canceled with a Z Change when the forward follow-up misses.

→Increased the move’s stun time.

→Increased hitstop.

→Increased delay when the attack hits the opponent.

Jumping Heavy Attack

→Reduced the move’s damage.

Crouching Unique Attack

→Removed the Z combo transition into a standing unique attack.

→Increased the move’s stun time.

→Can now perform a Super Dash cancel with a unique attack during the camera shift.

→Decreased the amount the Ki gauge is filled.

→Adjusted opponent position when the attack connects.

Jumping Unique Attack

→Adjusted opponent knockback.

→Increased the move’s stun time during camera shift.

→Can now perform a Super Dash cancel with a unique attack during the camera shift.

→Decreased the amount the Ki gauge is filled.

→Adjusted opponent position when the attack connects.

Spiral Heel Shot

→Adjusted opponent knockback.

→Increased the move’s damage.

→Increased the move’s damage scaling.

→Decreased distance moved during the attack.

→Changed the grounded version’s behavior when it connects.

→Removed the grounded version’s delay during landing.

→Changed the first hit of the grounded version’s behavior when it is deflected with a Z Reflect.

→Vegito will rise during the start-up of the mid-air version of the attack if the opponent is above him.

Spiral Heel Shot (Medium)

→Sped up the move’s start-up.

Atomic Buster

→Adjusted distance moved during the attack.

→Adjusted throw spacing.

→Sped up the move’s start-up.

→Decreased delay.

→After the attack connects, no actions can be taken until Vegito lands.

→Adjusted properties on hit.

Barrier

→Adjusted distance moved when the attack makes contact.

→Adjusted throw spacing.

Final Kamehameha

→Adjusted opponent knockback.

→Increased the move’s stun time.

→No actions can be taken until Vegito lands.

→Vegito descends faster after the mid-air version of the attack.

 

Zamasu (Fused)

Standing/Crouching Light Attack, Crouching Medium Attack

→Sped up the move’s start-up.

Standing Light Attack: Follow-up 1

→Shortened timing needed to link to standing light attack: follow-up 2.

Standing Light Attack: Follow-up 2

→Changed the move into a throw.

→Sped up the move’s start-up.

→Reduced the duration of the move.

→Adjusted distance moved during the attack.

Crouching Heavy Attack

→Slowed down the move’s start-up.

→Made it easier to take advantage of subsequent dash.

→Enlarged the move’s hitbox.

Standing Unique Attack

→Decreased delay.

Jumping Light Attack

→Enlarged the move’s hitbox during start-up.

Jumping ↓ + Heavy Attack

→The camera now shifts when the attack hits an opponent mid-air.

→Adjusted properties on hit during camera shift.

→Slowed down the move’s start-up.

Eternal Justice

→Increased the move’s damage.

→Increased opponent knockback.

Eternal Justice (Heavy)

→Adjusted properties on hit during camera shift.

→Changed what happens when followed up with a unique attack.

→Slowed down the move’s start-up.

Wall of Light

→Increased hitstop when the attack lands.

→Reduced blockstun.

Divine Order

→Sped up the move’s start-up.

→Decreased delay.

→Adjusted opponent knockback.

→Increased the move’s damage.

→Adjusted properties on hit during camera shift.

→Enlarged the projectile hitbox.

→Adjusted distance moved during mid-air version; set to a fixed height when the attack is performed low in the air.

Heaven’s Flash

→Jumping ↓ + heavy attack will not trigger unless performed with a clean down input.

→Camera now shifts during jumping ↓ + heavy attack.

→Increased stun time on jumping unique attack.

→Jumping unique attack will be followed-up with a jumping ↓ + heavy attack.

→Eternal Justice has different properties on hit.

→Divine Order will release a projectile even if the button isn’t held.

→Increased the window in which Divine Order can be held.

Blades of Judgment

→Increased distance moved during the attack.

→Adjusted properties on hit.

→Zamasu will move back if the attack is performed at the edge of the screen.

→Fixed an issue in which the base damage of the attack would change.

Divine Wrath

→Fixed an issue in which the attack would connect while time is paused during the camera shift.

Lightning of Absolution

→Adjusted opponent knockback.

→Increased delay.

→Sped up the start-up of the attack when the opponent is being damaged.

→Increased the speed of descent after the attack.

Z Assist

→Increased the move’s stun time.

→Increased hitstop when the attack lands.

→Adjusted opponent knockback.

 

Goku

Vanish

→Adjusted opponent position during camera shift.

Standing Light Attack: Follow-up 1

→Adjusted opponent knockback.

→Decreased distance moved during the attack.

→Reduced the move’s stun time.

Standing Light Attack: Follow-up 2

→Difference in stun was stabilized.

→Sped up the move’s start-up.

Standing Heavy Attack

→Adjusted opponent knockback.

Crouching Unique Attack, Crouching Unique Attack: Follow-up 1

→Adjusted opponent knockback.

→Increased the input window for follow-ups when the attack misses.

→Increased the move’s stun time.

Crouching Unique Attack: Follow-up 1

→Adjusted where the projectiles appear.

Crouching Unique Attack: Follow-up 2

→Adjusted properties on hit during camera shift.

→Ki Blasts from the crouching unique attack disappear during the camera shift.

→Can now be canceled with a Special Move.

→Adjusted opponent knockback.

Jumping Heavy Attack

→Adjusted opponent knockback.

Jumping ↓ + Heavy Attack

→Increased distance moved during the attack.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

→Adjusted opponent knockback.

Heavy Elbow

→Sped up the move’s start-up.

→Adjusted opponent knockback.

→Increased distance moved during the attack.

→Reduced the move’s stun time.

→Increased opponent hitstop when the attack connects.

→Grounded version now causes the opponent to stagger on hit.

→Adjusted properties on hit during camera shift.

→Increased delay for the mid-air version.

Heavy Elbow (Medium, Heavy)

→Goku is now invincible during the attack.

→Increased the move’s damage.

→Increased the move’s damage scaling.

Back Throw

→Adjusted properties on hit.

Kamehameha

→Sped up the move’s start-up.

→Adjusted opponent knockback from the mid-air diagonal version.

→Increased the stun time of the mid-air diagonal version.

→The mid-air diagonal version now causes sliding knockdown.

Spirit Bomb

→Sped up the move’s start-up.

→Can now be canceled with a Special Move upon hit.

→Adjusted properties on hit during camera shift.

Kaioken

→Camera shift now only occurs for Super Attacks.

→Fixed an issue in which the base damage of the attack would change.

→Increased blockstun for light follow-up.

Kaioken Finisher

→Character will now face the opponent.

Super Spirit Bomb

→Sped up the move’s start-up.

→Increased the projectile’s speed.

→Adjusted where Goku appears.

→Fixed an issue in which the base damage of the attack would change.

Z Assist

→Increased the move’s stun time.

→Increased hitstop when the attack lands.

→Goku will now appear further forward when near the opponent or the opponent is in hitstun in the air.

 

Vegeta

Wake-up

→Adjusted wake-up time.

Vanish

→Adjusted opponent position during camera shift.

Crouching Unique Attack

→Enlarged the move’s hitbox during start-up.

Jumping Unique Attack

→Enlarged the move’s hitbox during start-up.

→Increased opponent knockback.

→Reduced the move’s damage.

→Reduced the delay when landing after the attack.

Super Dash Kick (Light)

→Delayed timing at which Vanish can be performed.

→Reduced the delay when landing after the attack.

Super Dash Kick (Medium, Heavy)

→Adjusted properties on hit during camera shift.

→Adjusted distance moved; attack no longer has extended reach during landing.

→Decreased delay.

Super Dash Kick (Heavy)

→Increased the move’s damage.

→Made it harder to appear on the edge of the screen after the attack.

Deadly Knee Drop

→Sped up the start-up of the attack when the opponent is in hitstun in the air.

→Adjusted properties on hit during camera shift.

Deadly Knee Drop (Light)

→Added camera shift during the attack.

I have no use for Saiyans that can’t move

→Can now be canceled with a Special Move upon hit.

→Increased the move’s stun time.

→Opponent position upon hit is now uniform across all characters.

Galaxy Breaker

→Increased opponent knockback.

→Increased delay.

Z Assist

→Increased hitstop when the attack lands.

 

Cooler

Standing Light Attack

→Adjusted timing need to link to standing light attack: follow-up 1.

Standing Light Attack: Follow-up 1

→Sped up the move’s start-up.

→Shortened vertical hurtbox.

→Shortened vertical hitbox.

Standing Light Attack: Follow-up 2

→Reduced opponent knockback.

→Adjusted properties on hit.

Standing Heavy Attack

→Fixed an issue in which the player could jump cancel after the attack but before a follow-up.

Jumping Light Attack

→Extended the move’s hitbox upward during start-up.

Crushing Stomp

→Extended the move’s hitbox upward during start-up.

→Reduced the move’s damage.

Genocidal Uppercut

→Attack start-up is now faster if closer to the opponent.

→Can now be followed up into a Z Combo with a standing unique attack.

→Reduced opponent knockback.

→Reduced the move’s damage.

Death Chaser

→Adjusted properties on hit during camera shift.

→Adjusted timing in which the attack can be canceled with Super Attacks, etc.

→Increased the move’s damage.

→Damage scaling now begins at the final hit of the attack.

Death Chaser (Medium)

→Slowed down the mid-air version’s start-up.

→Increased stun.

Death Chaser (Heavy)

→Increased stun.

Death Breaker

→Cooler descends faster now after follow-up.

→Increased opponent knockback during start-up.

→Increased delay for the mid-air version.

Death Breaker (Light)

→Increased distance moved.

Death Breaker (Medium)

→Decreased distance moved during the mid-air version of the attack.

Death Flash

→Sped up the move’s start-up.

Atomic Supernova

→If the attack misses mid-air, no actions can be taken until Cooler lands.

→Cooler descends faster after the mid-air version of the attack.

Z Assist

→Cooler will now appear further forward when near the opponent or the opponent is in hitstun in the air.

 

Android 17

dbfz_patch3_Android-17_Power-Blitz-Charge-(Charge-Speed-faster)
Android-17 Power Blitz Charge (Charge Speed faster)

Standing Light Attack: Follow-up 1

→Increased distance moved during the attack.

Crouching Medium Attack

→Increased distance moved during the attack.

→Reduced opponent knockback.

Standing Unique Attack

→Reduced opponent knockback.

Sliding Sweep

→Lowered the attack’s level.

→Sped up the move’s start-up.

→Decreased delay.

→Increased distance moved during the attack.

→Reduced opponent knockback.

→Extended the move’s hitbox upward.

→Extended the move’s hurtbox upward.

Accel Driver, Finishing Driver

→Increased the move’s stun time.

→Increased hitstop.

→Enlarged hitbox.

Accel Driver (Light)

→Sped up the move’s start-up.

Top Gear

→Decreased the move’s damage scaling.

→Stun is now fixed.

→Increased window in which follow-ups can be performed.

→Reduced the move’s stun time.

→Increased hitstop.

Second Gear

→Removed jumping attack properties.

→Adjusted distance moved and lowered trajectory.

→Shrunk the move’s hitbox.

→Increased hitstop.

→Enlarged the move’s hurtbox.

Low Gear

→Reduced the move’s stun time.

→Increased hitstop.

→Adjusted opponent knockback.

→Made it more difficult to go behind the opponent.

Reverse Gear

→Adjusted properties on hit during camera shift.

→Increased the move’s damage scaling.

→Decreased delay.

→Reduced the move’s stun time.

→Expanded the types of attacks it can withstand.

Power Blitz Charge

→Sped up charge time.

→Reduced the duration of the move.

→Decreased delay.

→Reduced the amount of hitstop.

→Increased the move’s stun time.

→Adjusted opponent knockback.

→Enlarged the move’s hitbox.

→Slowed down cancel timing.

Barrier Explosion

→Changed the attack command and made it possible to perform on the ground.

→The attack is now invincible on start-up.

→Ultimate Z Change can be performed only when the attack connects.

→Sped up the move’s start-up.

→Android 17 descends faster after the attack.

→Adjusted opponent knockback.

→Increased delay.

→The grounded version now matches the opponent’s height before the attack.

Super Electric Strike

→Increased delay.

→Increased the move’s stun time.

→Adjusted opponent knockback.

→Adjusted hitstop.

Z Assist

→Android 17 will now appear further forward when near the opponent or the opponent is in hitstun in the air.

→Sped up the move’s start-up.

→Increased the number of attacks it can withstand.

→Expanded the types of attacks it can withstand.

→Increased hitstop.

→Reduced the move’s stun time.

→Increased opponent knockback.

Ultimate Z Change

→Changed from Endgame to grounded Barrier Explosion.

 

Jiren

Standing Light Attack: Follow-up 1

→Crouching light attack is now used in a Z Combo.

Standing Heavy Attack

→Sped up the move’s start-up.

Crouching Unique Attack

→When stopping a jumping attack, “Anti-Air!” will be displayed on screen.

→Can now perform a Super Dash cancel with ↓ + unique attack during the camera shift.

Jumping Medium Attack

→Reduced the amount of hitstop for the first hit of the attack.

Jumping ↓ + Heavy Attack

→Enlarged the move’s hitbox during start-up.

→The camera now shifts when the attack hits an opponent mid-air.

→Fixed an issue in which the opponent would freeze when the attack canceled out the opponent’s when held.

Jumping Unique Attack

→Reduced opponent knockback.

Colossal Slash

→Fixed an issue in which the attack’s initial hitbox would be separate from Jiren’s actual position.

 

Videl

Z Reflect

→Invicibility to throws has been removed from start-up to make her consistent with other characters.

→Changed sound effect for when invincibility is active.

Standing Light Attack: Follow-up 2

→Increased throw spacing.

Standing Medium Attack

→Increased window in which a standing medium attack cancel can be performed on hit.

Standing/Crouching/Jumping Unique Attack, Jumping ↓ + Unique Attack

→Adjusted timing at which Vanish can be performed.

Frankensteiner

→Will no longer hit the opponent when Videl is not the main character.

→Adjusted input window in which the button can be held.

→Increased throw spacing when the opponent is being damaged.

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