<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[JCR Comic Arts]]></provider_name><provider_url><![CDATA[https://jcrcomicarts.wordpress.com]]></provider_url><author_name><![CDATA[JCR Comic Arts]]></author_name><author_url><![CDATA[https://jcrcomicarts.wordpress.com/author/jcrcomicarts/]]></author_url><title><![CDATA[Dragon Ball FighterZ Season 3 Fans Translation On Patch Notes&nbsp;Complete]]></title><type><![CDATA[link]]></type><html><![CDATA[<p>Dragon Ball FighterZ Season 3 is in the works as fans await for Kefla and Ultra Instinct Goku. Well they are not the only things this patch is bring as other characters will be updated as well. Today we get an update the patch notes translations as they seem to be complete. Keep in mind this from a fans translation not official Namco or Arc System works.</p>
<p>According to the translation Bardock, Gt Goku and adult Gohan are getting some changes while universal mechanics are being touched as well. Check it out below and if I hear anymore I will let you know.</p>
<p><img src="https://media.eventhubs.com/images/2020/02/21-dragon-ball-fighterz-season-3-patch-notes.jpg" alt="" width="100%" height="auto" border="0" /></p>
<div class="sftracker1">
<h1>Universal mechanics</h1>
<p>Universal Mechanics:<br />
UI: The UI has been updated</p>
<p>Z Assist Selection: You can now select 3 different assists per character</p>
<p>Limit Break:<br />
The last character gains the following three buffs:<br />
More damage<br />
Gains 1 bar of ki gauge<br />
The opponent gets less recoverable health when hit (other than invulnerable moves)</p>
<p>Rising jump attacks:<br />
Various jumping attacks do not hit crouching state opponents while rising<br />
When landing from the air in blockstun, characters are now in crouching state<br />
Characters are now considered grounded right before landing</p>
<p>Superiority Gauge: Added a gauge that shows the percentage of your entire team&#8217;s health remaining</p>
<p>Ki Charge:<br />
Reduced recovery<br />
Reflects Ki blasts<br />
Can be canceled into Superdash with the H button while mid Ki Charge<br />
Even if the Ki Gauge is full, Ki Charge will still charge for a short duration</p>
<p>Vanish: Can be canceled into Superdash or special moves when it causes a cinematic</p>
<p>Dragon Rush:<br />
Made it easier to connect in an air combo<br />
Can be canceled into from 5L<br />
Can be canceled into Vanish when it hits in a combo<br />
When Dragon Rushes clash, air options (double jumps and airdashes) are now restored</p>
<p>Dragon Rush (Snapback):<br />
The opponent comes in faster<br />
The opponent can delay their incoming timing by inputting 4</p>
<p>EX Specials: EX specials only cost 0.5 bars now</p>
<p>6M: When canceled into airdash during Sparking, the airdash will not cross over the opponent</p>
<p>5/2H: Does more damage when it causes a cinematic</p>
<p>j.H: Landing recovery is removed when it causes a cinematic</p>
<p>Guard Cancel Change: Gave it a higher attack level for clashes</p>
<p>Z Assist:<br />
Made it so that if the opponent has not been out of blockstun for a set amount of time, Z Assists cannot be used again<br />
Made Z Assists hit away from them (uncertain what this means)<br />
Changed where Z Assists appear</p>
<p>Air Dash: You can now airdash by inputting 9 right after jumping</p>
<p>Attacks on Sub-Characters: Made it possible to cancel when an attack hits sub-characters like Saibamen or the Ginyu force</p>
<p>Bug Fixes:<br />
Fixed a bug where landing recovery was carried over from a previous jump<br />
Fixed a bug where hurtboxes would act strangely when an attack was done after blockstun<br />
Made it so hitboxes don&#8217;t appear while the opponent is in hitstop from some attacks that cause a cinematic</p>
</div>
<div class="sftracker1">
<h1>GT Goku</h1>
<p>5LL<br />
Decreased distance traveled<br />
Increased startup<br />
(Made it worse on whiff)</p>
<p>5S<br />
Made the hitbox taller<br />
Adjusted opponent&#8217;s position on cinematic hit<br />
Adjusted knockback on non-cinematic hit<br />
Increased untech time on non-cinematic hit<br />
(Made it easier to use in combos and neutral)</p>
<p>j.S<br />
Increased untech time on cinematic hit<br />
(Made it easier to combo)</p>
<p>236X<br />
Reduced the distance at which the attack will hit<br />
(Made it so that the move wins less against the opponent&#8217;s moves)</p>
<p>236L<br />
Increased distance traveled<br />
(Made it easier to use in combos and neutral)</p>
<p>214X<br />
Goku now loses a lot of height after the attack on the ground version<br />
(This change limits the mix ups GT Goku can get off this move)</p>
<p>214H<br />
Decreased travel distance<br />
(This change is to weaken this move since EX moves cost less now)</p>
<p>Spirit Bomb (214HS)<br />
The opponent can ground tech after this move<br />
Reduced damage<br />
(Brought this in line with other lvl 3s that allow combos after. Adjusted the damage in order to mitigate the damage a combo using spirit bomb would do)</p>
</div>
<div class="sftracker1">
<h1>Bardock</h1>
<p>236M<br />
Added landing recovery to the ground version when it causes a cinematic<br />
Changed hit effect on a cinematic hit<br />
(This change is to limit Bardock&#8217;s ability to get mix ups off M lariat. Made it so j.H causes a cinematic if Bardock does not land before the combo ends)</p>
<p>236H<br />
Reduced blockstun<br />
Reduced recovery<br />
Reduced untech time<br />
(This change is to lower the move&#8217;s strength since EX moves cost less)</p>
<p>236S Charges up the powered up button hold version faster<br />
Changed hit effect on a cinematic hit<br />
(Made it easier to use in combos. Made it so j.H causes a cinematic if Bardock does not land before the combo ends)</p>
<p>Riot Javelin (236LM)<br />
Increased untech time<br />
Changed the angle on the air diagonal version<br />
Changed the knockback on the air diagonal version<br />
Increased Ultimate Z Change cancel time on the air version<br />
(Made it easier to Ultimate Z Change from this move)</p>
<p>Z Assist<br />
Increased hitstop on hit<br />
(Made it easier to use in combos)</p>
</div>
<div class="sftracker1">
<h1>Adult Gohan</h1>
<p>2H<br />
Added landing recovery when cancelled into other moves<br />
(Made it impossible to true blockstring constantly while in Sparking)</p>
<p>5S<br />
Added cancels into other normals when at lvl7<br />
(Added in cancels)</p>
<p>j.S<br />
Added cancels into other normals when at lvl7<br />
(Added in cancels)</p>
<p>236X<br />
Added landing recovery<br />
(Made landing recovery uniform across versions along with the buffs to M/H versions)</p>
<p>236M/H<br />
Changed effect after the first hit<br />
Changed the knockback on every hit other than the first<br />
Can be cancelled into supers when Gohan lands from the attack<br />
Increased number of hits<br />
Adjusted damage<br />
Increased untech time<br />
Changed effect on cinematic hit<br />
(Made it easier to combo into super after. Made it so j.H causes a cinematic if Gohan does not land before the combo ends)</p>
<p>j.236H<br />
Increased untech time on cinematic hit<br />
Changed knockback on cinematic hit<br />
Made it impossible to get a cinematic hit in the same combo after this causes a cinematic hit<br />
Changed the travel distance on hit<br />
Removed landing recovery when this move hits the opponent&#8217;s point character Reduced damage<br />
Reduced blockstun<br />
Adjusted recovery<br />
(Made it easier to combo on cinematic hit, and harder to combo on non-cinematic hit. Adjusted since EX moves cost less now)</p>
<p>Z Assist (A Type)<br />
Increased startup<br />
Made it impossible to clash<br />
(It is still the fastest assist in the game, but was slowed down to prevent unintended combos from some cinematic moves)</p>
</div>
<p><img src="https://media.eventhubs.com/images/2020/02/21-dragon-ball-fighterz-season-3-patch-notes.jpg" alt="" width="100%" height="auto" border="0" /></p>
<p>Articler:<a href="https://www.eventhubs.com/news/2020/feb/21/dragon-ball-fighterz-season-3-patch-notes/" rel="nofollow">https://www.eventhubs.com/news/2020/feb/21/dragon-ball-fighterz-season-3-patch-notes/</a></p>
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