Dragon Ball FighterZ Update 1.28 Patch Notes
Update 1.28 has arrived for Dragon Ball FighterZ and here’s the full list of changes and fixes added with this patch.
A new update for has now been released for Dragon Ball FighterZ on all platforms. The update should be rolling out now for everyone on August 9th, 2021. If you live in Australia or New Zealand, this patch comes to you on August 10th in the afternoon.
The main purpose of today’s patch is to simply rebalance all of the characters in the game. They have also adjusted and updated the replay data version. Some minor other fixes have also been made to the game to improve performance and stability.
You can read the patch notes from OrbisPatches.com. These are the same notes provided on the PS4’s update history tab.
Dragon Ball FighterZ Update 1.28 Patch Notes
- Adjusted fighting mechanics.
- Updated replay data version (replay data from older versions cannot be played).
- Improved game performance and stability.
If you want more detailed patch notes about each character change, There’s a ton of slides to get through, so make sure to read it carefully on the link provided.
Dragon Ball FighterZ is out now for the PC, PS4, Xbox One and Nintendo Switch platforms.
Update: Eventhubs kindly posted some other patch notes too as seen below.
Dragon Ball FighterZ New Mechanics
Air Guard Cancel: Guard Cancels can now be performed in the air for the same cost as ground usage.
Guard Cancel Vanish: By spending two bars of meter, players can use a Vanish out of Guard Cancels. No assists or follow-ups can be performed after the hit.
Z Change: Z Change can be performed after any special with no meter cost.
Float Status: Any attack that ends in the air grants characters the Float Status for more mixup and combo options.
Ki Charge: Now deflects Ki Blasts on frame 1 and can be performed after blocking a Ki Blast.
Dragon Rush: Can be performed during a Ki Charge by pressing medium attack.
Sparking Blast: Can no longer run out during combos.
Z Assist: Chip Damage removed from some assists.
Z Assist Type C: Lengthened cooldown time between uses.
EX Specials: Meter increase scaling now only dependent on time and not the opponent’s status. Lengthened tine during which Ki Gauge increase scaling applies.
High Jumps: New shortcut implemented by holding unique attack button while jumping.
Super Attack Damage Scaling: Reduced damage scaling for attacks used after Supers excluding Ultimate Z Changes (DHC).
Jumping Heavy: Opponent is now knocked forward when there is a camera motion. Fixed Dragon Ball glitch.
Crouching Heavy (2H): Some characters have more active frames. Lengthened time for air invincibility.
Ki Blast Deflect: When any attack deflects a Ki Blast, other moves can be performed like with Super Dash and Z Reflect.
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