DBFZBot v1.0

Difficulty Moderate

Focus Varies By Opposing Team


Unlike our Street Fighter V bots, the DragonBall FighterZ bot does not generally change its inputs when training with different opposing characters. This bot page is therefore for the 'base install'. Specific training techniques and modifications to either the ratios of action-playback, or single changes to actions (usually Action #5) will be described separately. Therefore unlike SFV bot pages, this page does not contain information on Gauges, Point Systems, or Goals.

We do, however, have a few notes on recording inputs for those who are not familiar with our SFV bots. It seems best to set a button on gamepad or arcade stick to the 'Record' function, and the game will accept any other button you press at the same moment as the first button of the input. I.e. if you set your Record button as Triangle on a PS4 controller, pressing Triangle+Circle together literally, will almost always (we can't confirm but have never seen it fail) record the Circle button's function immediately. Similarly, using that button again to end the recording becomes easy because it has the same timing as doing a move, in the case of 'edge-shifted' inputs such as Actions #1 and #2 below.

Action #1

Record from starting position.

Perfect

FirstFrame 1A (hold until end), 1236, end recording instantly

Acceptable

1A (hold until end), 1236 end recording instantly

This input, when played by itself (Repeat), should generally 'wiggle forward' while performing a character change occasionally. It does not matter which assist button you use for this. Just make sure to use the OTHER assist button in the next input. We suggest using Assist 1 for this because it makes a specific thing about character order easier to remember, but this is very minor. The key display will show the Assist button press along with each direction, as if you pressed it multiple times, but this is just how it displays. It is very important to find a setup for your control scheme that allows you to hold the button until the end of the recording (press the button to end the recording without releasing the Assist button).

Action #2

Record from starting position.

Perfect

FirstFrame 3A (hold until end, use the other Assist Button, not the one used in #1) 214 end recording instantly

Acceptable

3A (hold until end, use the other Assist Button, not the one used in #1) 214 end recording instantly

This input, when played by itself (Repeat), should generally 'wiggle backward' while performing a character change or Assist call occasionally. It does not matter which assist button you use for this. Just make sure that you used the OTHER assist button in the previous input. We suggest using Assist 2 for this because it makes a specific thing about character order easier to remember, but this is very minor. The key display will show the Assist button press along with each direction, as if you pressed it multiple times, but this is just how it displays. It is very important to find a setup for your control scheme that allows you to hold the button until the end of the recording (press the button to end the recording without releasing the Assist button).

Action #3

Range of input for this does not matter too much, as long as the Dragon Rush connects.

Perfect

5(L+M), hidden [5L, 5L, 5L (timing as if doing light autocombo slowly)], end recording immediately

Acceptable

5(L+M), hidden [mash 5L at least 3x] end recording immediately

This input is generally easy and lenient and can be changed based on how much you care about the L-autocombo of the team you are practicing against. Slow taps sometimes do the L without the autocombo, fast taps sometimes miss it in weird ways. Note that for standard use of this bot, this action's playback is set to 50, which is different from all the others which are generally set to 100 or 0 for convenience.

Action #4

Input this from start position or slightly back from start position with the setting for Guard at 'Guard All'

Perfect

5(H+S), hidden [5M (exactly 4 or 5 times, during the Super Dash), 5H (at the moment of contact)], 5S, end recording immediately

Acceptable

5(H+S), hidden [mash 5M at least 3x (during the Super Dash), 5H (at the moment of contact)], 5S, end recording immediately

The important and difficult part of this input is making sure that the 5S is aerial, and the 5H is hidden at the very end of the Super Dash (the point of contact) and therefore not visible. It can be tweaked a bit by changing the distance you start it from, but we do not advise this, since small changes to the rhythm affect this part of the bot quite a lot. This is the source of the Medium Autocombo, but generally you do not need nor want it to do the Super at the end.

Action #5

Do this with a character who has a multi-blast special attack like Android 18 or Goku (Base form).

Perfect

3S, 2/1S, 1/2S (basically it does not matter which of these comes first, but use a 12321 motion here), (4S) end recording

Acceptable

3S, wiggle to 1 and then back to 2 or 4 while mashing S, end recording

This input is often turned off when fighting teams where multiple presses of S or crouching S does nothing or is a weak/distracting move. It can also be replaced entirely for certain training. The final 4S in the Perfect version is optional. Add it only if you are confident that your input is fast.

Action #6

This input should be done with a character who has a 'standard' longer 5M, to make it easy to see if it is working or not, training setting for Guard should be 'Don't Guard'.

Perfect

1M, 5M (should combo, can mash), 9 end recording instantly (jump cancel timing, if you are familiar)

Acceptable

1M, 5M (should combo, can mash), 6M, 9, end recording instantly (jump cancel timing, if you are familiar)

The 'Acceptable' input here can be treated as a useful variant for players who do not necessarily have the timing skill for a clean jump cancel. It will cause the bot to use the 6M overhead in certain spaces instead, but this can still be good..

Action #7

This input should be done with a character whose crouching H has a long, relatively recognizable animation such as Goku (Super Saiyan), and done from far enough away that the move will not hit.

Perfect

FirstFrame 1/2H, hidden [7, 44] end recording instantly

Acceptable

1/2H, hidden [47, 44] end recording immediately

The aim here is to hide the back-jump and what would be an air backdash, in the 5H animation, and end the recording just as the character lands/the animation ends. This is not a very lenient input, but it is also not very vital to many of the team configurations so it does not need to be perfected at first.

Action #8

Input this move from anywhere out of normal strike range.

Perfect

FirstFrame 5L, hidden [4S], end recording instantly

Acceptable

5L, late hidden [4S] end recording instantly

This input is the strictest in terms of the end recording timing for the Acceptable version. It also has a tricky timing since L and S must be pressed very close together, but without triggering Ki Charge. The aim is to make the bot able to Deflect, but normally it will just hit 5L occasionally (if you hit it a bit, it might change rhythm and deflect, which is a good test).




In-Depth

Each team combination uses different settings for whether or not all the actions are active (you can change from 100 to 0 easily in the Training Dummy Settings playback). Please reference the other 'bot' pages for information on teams we recommend using and with what settings, once you are confident in the inputs.