
Improving at FighterZ in 5 Minutes
All glory to God🙏
The quickest guide to FighterZ that I could possibly come up with. I tried to cover the most important things, but there's no way I'm able to effectively make a detailed guide in 5 minutes. All the important stuff is here though, you'll be improving in no time!
Fighting Game Terminology (by u/sjarnold):
50/50: A kind of mix-up (using an assortment of attacks which require different responses from the opponent in order to defend against them). This forces the defending player to guess between two options which are very difficult to react to, thus giving the attacker a 50% chance to successfully land a hit.
Baiting: Describes the act of taking certain deceptive actions, be it moves or movement, in an attempt to get a certain reaction or move from an opponent, and then punishing that reaction or move in response.
Block Stun: Delay after blocking before the player can take any action again, such as moving or performing an attack.
Cancel: Breaking out of a current animation or move by inputting another move that cancels the previous one.
Combo: A string of attacks that cannot be blocked if the first hit connects. Ideal for achieving high damage.
Counter: An attack landed when the opponent is in the process of starting up their attack. It essentially interrupts the opponent's attack.
Footsies: The mid-range ground-based aspect of fighting game strategy. It refers to a situation where both players are outside of combo range and attack each other with mid- or long-range, generally safe attacks (pokes). The ultimate goal is to control the flow of the match, bait the opponent into committing errors, and attempt to punish mistakes.
Frames: A frame is a single still picture on a display screen. Fighting games generally run at a fixed 60 frames per second which means they show 60 still pictures every second to simulate motion. One frame is 1/60th of a second, so a move that takes 10 frames to start up equates to 1/6th of a second.
Frame Advantage: A move which allows the player to recover and act before their opponent leaves either hit stun or block stun is considered to have frame advantage in those areas. Moves that enjoy frame advantage on-hit are often used together to perform combos, while moves that enjoy frame advantage on-block are often used as pokes.
Hit Stun: The amount of time, in frames, it takes to recover after being successfully hit by a certain attack.
Knockdown: Refers to a character's downed state that occurs when struck by some attacks. In the usual knockdown state, the default action is to get up normally after a short period (wake up). A "hard" knockdown is a state of knockdown which you cannot wake up quickly, usually after a powerful attack.
Mashing: Hitting buttons quickly or randomly due to inexperience or trying to force a move to occur. Generally better to learn the inputs. (Please don't do this)
Neutral: The situation where neither opponent is attacking or defending. Usually, the neutral game consists of each player trying to achieve advantageous spacing or finding a chance to apply pressure.
Plus/Minus [on-block]: In an attacker-defender relationship, an attacker's move is described as being "plus" or "minus". If a move is "plus" on-block, then the amount of frames it takes for the attacker to recover from executing the move is less than the amount of frames it takes for the defender to recover; the attacker has the advantage and can act first. If a move is "minus" on-block, then the amount of frames it takes for the attacker to recover from executing the move is more than the amount of frames it takes for the defender to recover; the defender has the advantage and can act first, which can result in the attacker being punished.
Punish: Attacking an opponent who is recovering from performing an attack. It is easiest to punish whiffed (missed) attacks, as well as attacks that have long recovery time.
Reversal: An attack entered right after blocking an incoming attack. The defender's move will automatically come out at the first frame possible after being blocked, leaving the attacker no chance to defend against it and "reversing" the flow of the match. (Often called a DP. Not all reversals are DPs, but all DPs are reversals)
Safe: A move that cannot be punished if blocked.
Teching: When a player counters and prevents the opponent's throw attempt, usually by inputting their own throw at the same time.
Whiff: A move that misses the opponent completely.
Zoning: Tactic usually used at mid-range or far-range, the purpose of which is to control space and keep the opponent far away using long reaching pokes or projectile attacks. (Frieza is a good example of a zoner, though FighterZ is not a game primarily revolved around zoning due to super dash, hence why Frieza is considered bottom tier)
I'd like to thank Nadirs Verden for suggesting this video
GGs okojochan
Thanks for visting the Village Hidden in The Stars
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ItzKiddGhost亀 currently has 2,255 views spread across 4 videos for Dragon Ball FighterZ. His channel published less than an hour of Dragon Ball FighterZ content, or 2.80% of the total watchable video on ItzKiddGhost亀's YouTube channel.