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Dragon Ball FighterZ Season 3 - Kefla & Free Update 1.21

πŸ‘Š Kefla adds her raw power to Dragon Ball FighterZ on 28 February. Get the FighterZ Pass 3 to unlock her 𝙩𝙀𝙒𝙀𝙧𝙧𝙀𝙬!

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Patch 1.21 implements big system changes in addition to an array of character balances sure to fire up your spirits and get right onto the battlefield again!

  • The updated assists system will enable players to choose between three different Z Assists for each character before the fight, allowing players to create new combos and broaden their playstyles!
  • As the battle goes on, the last character standing will see their power increase drastically. Don’t give up until the last second!
  • In the Boot Camp mode, players will be trained by other characters. This mode will allow them to discover new possibilities and push their skills to new heights!


[h3]Updated Battle Screen[/h3]
- Updated the battle screen.

[h3]Selectable Z Assists[/h3]
- Players can now choose from 3 assists for each character.

[h3]Limit-Breaking Power[/h3]
- Health gauge changes when one character remains, and the character has the following effects.
γ€€β‘  Increased damage output
γ€€β‘‘ Ki gauge increases by one
γ€€β‘’ Opponent's recoverable health is reduced on hit (except with invincible moves)

[h3]Adjustments to Instant Overheads[/h3]
- All jumping attacks will no longer hit a crouching opponent when performed as the character is rising into the air (AKA instant overheads).
- Characters blocking mid-air will be in a crouching state after landing.
- When hit just before landing from a jump, characters will be in a grounded state rather than a mid-air state.

[h3]Advantage Gauge[/h3]
- Added a gauge that displays health proportion for all members of a team.

[h3]Ki Charge[/h3]
- Reduced recovery.
- Can now deflect Ki Blasts.
- Pressing the heavy attack button during a Ki Charge will now perform a Super Dash.
- Ki Charge can now be continued for a set amount of time even when Ki gauge is maxed out.

[h3]Vanish[/h3]
- Can now be canceled with a Special Move or Super Dash during camera shift.

[h3]Dragon Rush[/h3]
- Made it easier to combo into when the opponent is taking damage mid-air.
- Can now be performed after landing a standing light attack.
- If landed in a combo, it can now be canceled after the attack with a Vanish.
- The number of jumps and mid-air dashes available resets after a Dragon Rush break.

[h3]Dragon Rush (Forced Switch)[/h3]
- When a switch is forced via Dragon Rush, the switch will occur faster than before.
- Switch-in timing can now be manually controlled with a ← input after the forced switch.

[h3]Powered-up Special Moves[/h3]
- They now only consume half a Ki gauge.

[h3]β†’ + Medium Attack[/h3]
- While Sparking! is active, the character will no longer go over the opponent when the move is canceled into an air dash.

[h3]Standing/Crouching Heavy Attack[/h3]
- Increased the move's damage during camera shift.

[h3]Jumping Heavy Attack[/h3]
- Removed landing recovery during camera shift.

[h3]Guard Cancel Change[/h3]
- Increased the attack level when clashed.

[h3]Z Assists[/h3]
- Can no longer use another Z Assist until some time has passed after the opponent stops blocking.
- Z Assists that blowback will always knock the opponent in the direction the Z Assist character is facing.
- Adjusted where Z Assists appear.

[h3]Air Dash[/h3]
- Made it possible to perform a simple air dash even when holding β†— immediately after jumping.

[h3]Sub-Character Attacks[/h3]
- Attacks hitting sub-characters such as Saibamen and the Ginyu Force can now be canceled.

[h3]Error Fixes[/h3]
- Fixed an issue in which landing a certain way after an attack with landing recovery would cause that same recovery to occur on the next jump.
- Fixed an issue in which performing an attack immediately after blocking would cause problems with the hurtbox during the following action.
- For certain attacks that lock the opponent in place and trigger a cinematic sequence, the hitboxes are no longer active during the hitstop.


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