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Goku Black can cancel his beams into EX Instant Transmission on hit.
#SDBFZ #SilverDBFZ

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Android 17's damage was reduced on parts of his kit to make way for more creative approaches to his combo structure. However, extending combos further after j.236H costs an extra half bar due to how strong 22S cancels make those extensions.
#SDBFZ #SilverDBFZ

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The first part of UI Goku's 6S now "charges" his special moves, changing their properties and giving him cool new combos.
#SDBFZ #SilverDBFZ

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The very first Silver Showdown is happening 1 week from now!
Winner gets to change a voice line or sound effect from the game with whatever they want. Pretty nice way to leave your mark, right? ^^
More details here: challonge.com/ro/x09m2qvr

#DBFZ #SDBFZ #SilverDBFZ

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DBFZ: Silver Dragon Edition ~ Full Release Trailer
DBFZ: Silver Dragon Edition ~ Full Release Trailer YouTube video by Nightshifter

#DBFZ #SDBFZ #SilverDBFZ
My mod is finally out in a complete state! I hope this trailer catches your eye >v>
youtu.be/XVhsiWcOUY4

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Preview
(BETA) DBFZ: Silver Dragon Edition [Dragon Ball FighterZ] [Mods] Give the game an elegant shine... A Dragon Ball FighterZ (DB:FZ) Mod in the Game files category, submitted by Nightshifter

#DBFZ #SDBFZ #SilverDBFZ
April 1st update is out! If you want some goofs and laughs, this is the mod to check out today ^^
gamebanana.com/mods/568181

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Labcoat was kind of a final boss, since her release version was pretty busted. However, she received several nerfs to bring her in line with the rest of the cast. 🧵
For one, her 5M is now unsafe on block, 2M has 10f startup, and both deal less damage.
#DBFZ #SDBFZ #SilverDBFZ

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SSJ4 Gogeta got some cool new conversions off his 214S and meaty 5H, though most of his changes were slight nerfs. In particular, he can no longer delay cancel his DP on block, and his H lariats have reduced range.
#DBFZ #SDBFZ #SilverDBFZ

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Baby received minimal changes, as he already felt like a very strong and complete specialist character.
j.S can now combo into j.2L, and his A assist bug was fixed (ki blasts would lose their hitboxes if the point dashblocked in front of them before).
#DBFZ #SDBFZ #SilverDBFZ

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Among other things, Roshi's 5M is now safe on block, and his 5H no longer scales like 2 hits in combos. His midscreen ki blast loops are also universal now, and he got his j.3S from later patches back.
#DBFZ #SDBFZ #SilverDBFZ

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UI Goku's 2M now anti-reflects consistently after 2L. j.2H also has more upwards momentum, 214[X]~S has a different effect on hit when landed point blank, and 214[H] follow-ups now retain their invuln until active frames.
#DBFZ #SDBFZ #SilverDBFZ

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The first hit of Kefla's j.M now has extra hitstop like Bardock's, comboing into j.236S consistently. (j.)236S is no longer affected by hsd, and 236H+S can combo into j.DR.
She also has a new EX 214[S], cancellable into from her 5S, j.S and 236X series.
#DBFZ #SDBFZ #SilverDBFZ

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S Broly's Mediums got sped up a little so that his pressure can feel a little less clunky. His 5H armor now tanks lows and ki blasts, his 236H+S no longer has double super scaling, and his A assist is a little faster, with him jumping less high during it.
#DBFZ #SDBFZ #SilverDBFZ

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Gogeta Blue's j.M now deals less damage, but he also received several combo buffs in return, so that he now has to work for his great damage. Players will have various new specialized routes to find.
His 236S is also a more viable mixup tool now.
#DBFZ #SDBFZ #SilverDBFZ

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Janemba didn't get many changes as he already felt very strong, but his most notable ones are L and M orbs' recovery being sped up similarly to later patches, and 214L automatically creating optimal spacing for his Level 3 left/right.
#DBFZ #SDBFZ #SilverDBFZ

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Among other things, GT Goku's unique movement options have been sped up, solidifying his identity as the hyper-mobile rat of the game. Reverse Kame can also be repeated up to 4 times now for new combos, and 2S has a new fakeout when held.
#DBFZ #SDBFZ #SilverDBFZ

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Videl's j.2S now gives a groundbounce, allowing her to convert off it so opponents can't just take the hit against this oki. 214X no longer drops at max hsd, the Light version can be converted from with Vanish, and j.S j.236M now works universally.
#DBFZ #SDBFZ #SilverDBFZ

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Jiren got a handful of frame data buffs that should help his buttons feel less sluggish. No 9f 2M here, though.
His 5H is faster and converts better, though he can no longer Vanish-cancel it on whiff in return.
#DBFZ #SDBFZ #SilverDBFZ

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17's unique movement tools are now faster and more viable to use in neutral while still requiring skillful usage. His PB Charge also has more cancel options during combos now, and S barrier is usable for ending combos.
Details on his A assist in replies!
#DBFZ #SDBFZ #SilverDBFZ

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Cooler's divekicks are now much safer on reflect, and he has received several combo adjustments, such as a 214S > 3H cancel, adjusted j.2H knockback, j.236M being faster during combos, 214X~H giving a small groundbounce and 214H~H always forcing skd.
#DBFZ #SDBFZ #SilverDBFZ

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Base Vegeta's j.2S hitstun and knockback was adjusted, allowing for various new midscreen combos. j.S knockback was reduced for more consistent midscreen loops, j.214L is faster during combos, 236M gives a wallbounce and H gives a bigger one.
#DBFZ #SDBFZ #SilverDBFZ

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Baseku's j.2M has more frame advantage compared to its original version, for better safejumps. 5LLL now cancels into 1/2/3S. 214L now groundbounces, while 214M has a new held version, and its unheld version has a longer knockdown that is always forced.
#DBFZ #SDBFZ #SilverDBFZ

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Zamasu got several of his QoL changes from later patches reimplemented (like 4LL, orbs hitstun, 2H startup), 5LLL muto links and 236S 66 5M are now much more practical, and his Level 3 got a cool explosion at the end. However, flight now lasts 5 seconds.
#DBFZ #SDBFZ #SilverDBFZ

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Vegito has his old 5M back, and his counter is now inescapable when triggered by physical attacks. His Level 3 also gives him his left/right without it requiring a Vanish, given that many other characters have also received stronger Lv3 mix.
#DBFZ #SDBFZ #SilverDBFZ

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Since Santa Broly's been giving people so many presents, I figured he could get some himself. Holding back during 236S now makes the ball's travel speed start fast and get slower, opposite to the normal version. Also, his 236H+S combos after j.214M now.
#DBFZ #SDBFZ #SilverDBFZ

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#DBFZ_BGK assisted combo unique to my mod, using the new j.214L groundbounce.
#DBFZ #SDBFZ #SilverDBFZ

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Bardock's j.236M and H lariats can be used to extend combos in new ways. The frame advantage after his Level 3 was also raised to +40 and its spacing was adjusted so that he can get consistent high/lows after it anywhere on the screen.
#DBFZ #SDBFZ #SilverDBFZ

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Majin 21's EX dive now gives a short sliding knockdown when used post-Smash.
Her candy Level 3 also allows her to freely scroll through her steals during it, but its oki was limited to a safejump as compensation.
#DBFZ #SDBFZ #SilverDBFZ

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Goku Black got several new metered routes. His j.214M also gives a knockdown when used post-Smash now, and his God Slicer series no longer drops midway through itself.
#DBFZ #SDBFZ #SilverDBFZ

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Beerus' 5M now consistently anti-reflects after Lights, though it was made slower by 1 frame for this to work. Old version can still be used by holding back during the move.
Level 2 is also autotimed now, doable by just holding down a button like others.
#DBFZ #SDBFZ #SilverDBFZ

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