Updated to "Battle Version 2019" on December 12, 4. In Battle version 2.1, adjustments have been made focusing on measures to increase the battle time due to "waiting" tactics.
Update contents
Contents
- Update contents
Strengthening the range of tackle
Traditional tackles could be avoided by retreating.
For this reason, it is difficult to deal with the "wait" that continues to retreat at long distances, and the battle tends to be prolonged. As a response, we adjusted the tackle so that it can reach a long distance, and the defender can only deal with it if they choose a means such as evasion or attack with an arts card.
Adjusted tackle to beat tap attack
Due to the adjustment of the tackle distance, we adjusted the tackle to beat the tap attack so as not to draw a tie after seeing the opponent's tackle.
Immediately after activating the batting arts, adjust so as not to lose the tackle
With the tackle adjustment, this became a less risky action.
In response to this, we adjusted the hitting arts to be advantageous to the tackle, so that we can win the tackle even immediately after activating the hitting arts.
The defender must decide whether the opponent's actions are evasion by a vanishing step or interception by an arts card.
Combo correction adjustment
By incorporating the tackle into the combo, it was easy to extend the combo.
As a result, the restraint time in the combo state was lengthened, and the merit that the attacker waited for the decrease of the character standby count was emphasized.
In order to deal with this, the combo correction has been made even stronger so that the merit of earning a count and the demerit of decreasing the damage amount are adjusted.
Burnishing gauge when retreating
Restoration of energy recovery and vanishing gauge recovery during retreat and backstep
As a response to passive behavior that continues to wait for the opponent to act, we adjusted the recovery of energy and vanishing gauge to stop during retreat and backsteps.
Added penalty for continuing to retreat at long distances
In order to further strengthen the disadvantage of "waiting" to keep retreating until the opponent acts at a long distance, we added a decrease in energy to the penalty that the vanishing gauge decreases when continuing to retreat at a long distance.
Character adjustment
Unique ability adjustment
The unique abilities that were released during class up that existed for the following characters have been abolished and changed to the initial learning.
- Gyoza (DBL01-12E)
- Nappa (DBL01-19E)
- Cerbon (DBL01-25H)
- Dodria (DBL01-26H)
- Guinyu (DBL01-44S)
- Jaco (DBL01-15H)
- Tianjin Rice (DBL01-13H)
- Gyoza (DBL01-14H)
- Android No. 20 (DBL02-09E)
- Android No. 19 (DBL02-07E)
- Vegeta (DBL02-12E)
- Kuula (DBL02-15S)
- Son Goku (DBL02-11S)
Adjusting the arts combo
The arts performance of some characters has been unified with that of other characters.
Unlike other characters, the performance was such that the combo could be connected from the ultimate move to the special move, or from the special move to the special move, but it was adjusted so that the combo could not be connected.
Target character and target combo
Super Saiyan Son Goku (DBL01-04S) | Ultimate move to Special move |
Final form Freeza (DBL01-41S) | Special Moves to Special Moves |
Super Saiyan Trunks: Adolescent (DBL02-02S) | Ultimate move to Special move |
Android 18 (DBL03-06S) | Ultimate move to Special move |
Adjustment of release cost
Adjusted the CRITICAL rise value and release cost for the class "Powerful" for characters who do not possess the ultimate skill.
Final form Frost special adjustment
Final form Frost(DBL01-46E, DBL01-47H) The special arts "poison needle attack" judgment strength has been enhanced. It is also advantageous for hitting arts.